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ONW4-01

Prisoners of War
®
A One-Round D&D LIVING GREYHAWK
Onnwal Regional Adventure
Version 1.0

Round 1
by Paul Looby
Silvervale Design: Des Barry and Michael Cooney
Circle Reviewer: Creighton Broadhurst
Additional Comments: Steve Spence

Not all enemies of Onnwal die upon the battlefield. Some are captured and some surrender to the forces of the Free
State. What happens to those who survive battlefield "justice"?
You are about to find out.

An Onnwal regional module for APL 2-12.

®
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This game product contains no Open Game Content. No portion of this work may be reproduced in any
form without permission of the author. To learn more about the Open Gaming License and the d20
system license, please visit www.wizards.com/d20

DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the
Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED.
This scenario is intended for tournament use only and may not be reproduced without approval of the
RPGA Network.
Introduction Once you are ready to play, it is handy to instruct each
player to place a nametag in front of him or her. The tag
This is an RPGA® Network scenario for the Dungeons &
should have the player’s name at the bottom, and the
Dragons® game. A five-hour time block has been allocated
character’s name, race, and gender at the top. This makes it
for each round of this scenario. The rest of the time is
easier for the players (and the DM) to keep track of who is
spent in preparation before game play, and scoring after
playing which character.
the game. The following guidelines are here to help you
The players are free to use the game rules to learn
with both the preparation and voting segment of the
about equipment and weapons their characters are
game. Read this page carefully so that you know and can
carrying. That said, you as the DM can bar the use of even
communicate to your players the special aspects of
core rulebooks during certain times of play. For example,
playing an RPGA scenario.
the players are not free to consult the Dungeon Master’s
This is a LIVING GREYHAWK Adventure. As a
Guide when confronted with a trap or hazard, or the
LIVING adventure it is expected that players bring their
Monster Manual when confronted with a monster.
own characters with them. If players do not have a
Some of the text in this scenario is written so that you
LIVING GREYHAWK character generated, get a copy of
may present it as written to the players, while other text is
the current LIVING GREYHAWK character generation
for your eyes only. Text for the players will be in gray
guidelines, and a character sheet from your convention
boxes. It’s strongly recommended that you paraphrase the
coordinator or the RPGA Website, and then have any
player text instead of reading it aloud. Some of this text is
players without a character create on. Once all players
general and must be adapted to the specific situation or to
have a LIVING GREYHAWK character, play can begin.
actions of the player characters.
Along with the other materials that you are assumed
to have in order to run a D&D game, it is also
recommended that you have a copy of the LIVING Scoring
GREYHAWK Gazetteer. After the players have completed the scenario or the time
allotted to run the scenario has run out, the players and
DM score the game. Complete the RPGA scoring grid
Preparation
with names and RPGA numbers only, and the event
First you should print this scenario. This scenario was
information at the top. RPGA no longer uses voting for
created to support double-sided printing, but printing it
any reported results. Give the Scoring Packet to your
single sided will work as well. There is enough room along
event coordinator along with any event tickets.
the inside margin to bind the adventure, if you desire.
Read this entire adventure at least once before you run
your game. Be sure to familiarize yourself with any special LIVING GREYHAWK
rules, spells, or equipment presented in the adventure. It
may help to highlight particularly important passages.
Levels of Play
Because players bring their own characters to LIVING
When you run an RPGA D&D adventure we assume
GREYHAWK games, this adventure’s challenges are
that you have access to the following books: the Player’s
proportioned to the average character level of the PCs
Handbook, the Dungeon Master’s Guide, and the Monster
participating in the adventure. To determine the Average
Manual. We also assume that you have a set of dice (at least
Party Level (APL):
one d4, d6, d8, d10, d12, and d20), some scrap paper, a
pencil, an RPGA scoring packet, and your sense of fun. It is
1. Determine the character level for each of the PCs
also a good idea to have a way to track movement during
participating in the adventure.
combat. This can be as simple as a pad of graph paper and a
2. If PCs bring animals that have been trained for
pencil, as handy as a vinyl grid map and chits, or as
combat (most likely being war horses, dogs trained
elaborate as resin dungeon walls and miniatures.
for war), other than those brought by virtue of a class
Instruct the players either to prepare their characters
ability (i.e. animal companions, familiars paladin’s
now, or wait until you read the introduction, depending on
mounts, etc) use the sidebar chart to determine the
the requirements of the scenario as described in the
number of levels you add to the sum above. Add each
introduction.
character’s animals separately. A single PC may only
Keep in mind that you must have at least four players
bring four or fewer animals of this type, and animals
(not counting the DM), for the game session to be a
with different CRs are added separately.
sanctioned RPGA event. As well, you cannot have more
than six players participating in the game.

Prisoners of War Page 2


3. Sum the results of 1 and 2, and divide by the number considered trained to attack. PCs who want their
of characters playing in the adventure. Round to the dogs to attack must succeed at a DC 10 Handle
nearest whole number. Animal or Charisma check. Failure indicates that the
4. If you are running a table of six PCs, add one to that animal will not attack that round. This is a free action
average. (spoken command) that may be attempted each
round. If an animal loses half or more hp in a single
By following these four steps, you will have determined round it flees, unless another check is successful.
the APL. Throughout this adventure, APLs categorize the
level of challenge the PCs will face. APLS are given in
even-numbered increments. If the APL of your group
Time Units and Upkeep
This is a standard one-round Regional adventure, set in
falls on an odd number, ask them before the adventure
the Free State of Onnwal. Characters native to Onnwal
begins whether they would like to play a harder or easier
pay one Time Unit per round, all others pay two Time
adventure. Based on their choice, use either the higher or
Units per round. Adventurer’s Standard Upkeep costs 12
the lower adjacent APL.
gp per Time Unit. Rich Upkeep costs 50 gp per Time
APL also affects the amount of experience you may
Unit. Luxury Upkeep costs 100 gp per Time Unit.
gain at the end of the adventure. If your character is three
character levels or more either higher or lower than the
APL this adventure is being played at, that character will Adventure Synopsis and
receive only half of the experience points awarded for the Background
adventure. This simulates the face that either your
This module is set in the Cantred of Silvervale (see
character was not as challenged as normal, or relied on
Silvervale At a Glance), one of the richest in the Free
help by higher-level characters to reach the objectives.
State. Ruled by Baron Halshas Geldrenn, due to its
Note: LIVING GREYHAWK adventures are
position far from the frontlines, it has escaped much of
designed for APL 2 and higher. Four, or sometimes even
the fighting in the war with the Scarlet Brotherhood
five 1st-level characters may find difficulty with the
since it was liberated seven years ago in Brewfest of 586
challenges in a LIVING GREYHAWK adventure. If your
CY.
group is APL 1 there are two things that you can do to
Much of the cantred's wealth is derived from the
help even the score.
silver mines in the hills along the northern and eastern
edges of the vale, for which the cantred is named. The
1. Attempt to create a table of six 1st-level characters, or
mines were badly damaged during the Brewfest
try to enlist higher-level characters to play at that
Rebellion, halting all production of ore.
table.
Given their importance as a source of revenue to the
2. Advise characters to buy riding dogs to help protect
Free State, Baron Geldrenn placed a high priority on
reopening the delves. Shrewdly, he used the Silvervale's
protected position to his advantage, offering to take
Mundane
# of Animals charge of any prisoners of war taken in the war, as well as
Animals Effect
on APL any other criminals, with a view to putting them to use in
1 2 3 4
reopening the mines and getting the flow of silver going
1/4 & 1/6 0 0 0 1 again. The fact that few prisoners survived more than year
of backbreaking toil in the mines has troubled the baron
1/3 & 1/2 0 0 1 1
hardly at all.
1 1 1 2 3 The two main prison mines are at Eagenrast and
Aegenlir, in the north-east of the vale. Since 592 CY, the
CR of Animal

2 2 3 4 5
garrisons watching over the mine have been bolstered by
3 3 4 5 6 company of Pholtine Knights Militant from the
4 4 6 7 8 Theocracy of the Pale, who came to Onnwal at the behest
of the Shining Paragon of Pholtus in Onnwal, Purcennd
5 5 7 8 9
Kerondas.
9
6 6 8 10 The events of this module revolve around a prison
7 7 9 10 11
revolt at Aegenlir in Needfest 594 CY. Led by a pair of
Scarlet Brothers, the monk Ulcar Maral, and the assassin
them, and fight for them. All riding dogs are Orlav, the hochebi, Hepmonalander Suel and Onnwalon

Prisoners of War Page 3


criminal inmates rose up and slew their Gaolers, taking Encounter Summary
control of the mines. Introduction
Once in control of Aegenlir, the two leaders fell to The PCs begin in the town of Silvervale, where the
quarreling about what to do next. Maral wished to traditional Needfest Trial of Arms is taking place on the
immediately march on the prison mine of Eagenrast and town common to usher in the New Year of 594 CY. The
liberate the prisoners there, and then strike at Silvervale PCs will be invited to take part.
with the combined force. Orlav favoured a stealthier
course, slipping quietly south and escaping into the hills, Encounter 1: The Trial of Arms
in the hope of eventually making their way back to The PCs may take part in the trial of arms, with the
Brotherhood territory. The assassin was motivated by the possibility of winning the purse offered by the baron for
fact that before his capture, he had uncovered a means by victory. If they do, they will receive the purse from
which to track the covert movements of Rakehell Chert Aerivayle Geldrenn, the Baron's nephew, who will invite
and other important Free State leaders. His hope is to get them to meet with his uncle.
this vital information back to the Brotherhood. Obviously If the PCs do not take part in the trial of arms, then
if he succeeds, the threat to the Free State is enormous. Aerivayle will still invite them.
With neither willing to give in to the other, they
went their separate ways, Maral taking most of the force
Encounter 2: An Interview with the Baron
north towards Eagenrast and Orlav slipping away south
The PCs meet with Baron Halshas Geldrenn. They are
with a band of hochebi, who insisted on taking human
subjected to discrete divination to ascertain their loyalty
hostages captured from the surrounding lands as "trail
to the Free State. Assuming they pass, the baron will
rations". A third small group has chosen to remain behind
request that PCs help him by acting as escorts for
at Aegenlir, disguised as prison guards to deal with any
consignment of prisoners to the prison mines of
patrols that call at the mine.
Aegenlir.

Past Events Encounter 3: The Chain Gang


PCs may have met Aerivayle Geldrenn in the Onnwal Assuming the PCs accept, the will be placed in charge of
Introductory Module The Belonging Kind or in the
the chain gang of prisoners. They can interact with a
Splintered Sun Metaregional Module TSS3-04 For the
number of the prisoners, including Hakrakalubrak, who
Family's Honour. Baron Halshas Geldrenn may have claims he is the son of a powerful hochebi chieftain, who
been encountered previously in Onnwal live interactives
is coming to free him. The PCs will have to manage the
or in the Splintered Sun Metaregional Module TSS3-04
gangs, who will, of course, be looking at opportunities for
For the Family's Honour. escape, if the PCs are foolish or lax.
PCs may have previously travelled to Eagenrast and
On the first night out of Silvervale, a wandering
encountered Lovianne Duyrvann in the Onnwal mini- band of Hochebi seeking to free Hakrakalubrak will
module A Strange Sacrifice. PCs who took part in the
attack the party. The encounter is something a red
Onnwal Mini-modules The Envoy Parts 1 and 2 or the
herring, designed to make the players think that
Splintered Sun Metaregional Module TSS3-04 For the Hakrakalubrak is central to the plot and hopefully make
Family's Honour may have met "Alwyrd the Trapper" the surprise at the next encounter more complete.
before. PCs who have taken part in the Onnwal
Introductary Module The Belonging Kind will have met
Encounter 4: Ambush at Aegenlir
Huirgen and Muiraya of the Wardborn.
The following day the PCs will approach Aegenlir, where
PCs who have taken part in Onnwal Special Event
everything appears normal. They will be ushered into the
Storm on the Volanots may have encountered the Scarlet
camp stockade. Once inside, a band of prisoners disguised
Brotherhood officer Makho Vidrekk.
as the guards will ambush the PCs.
Note that it is not required that the players should have
played any of the events mentioned above to be able to
play this module. However, having done so will add to
Encounter 5: The Survivors
Searching the mines, the PCs will be able to discover that
the play experience.
a handful of the prison guards have survived - including
one badly wounded Palish Pholtine. However in doing
so, they may trigger a booby trap, set by the escapees to
cause the collapse of the mine. Assuming they survive

Prisoners of War Page 4


and free the survivors of the garrison, the PCs can learn of main towns, food is scarce here, and those stalls that sell
the events of the revolt and of the two bands of escaped it are besieged by anxious townsfolk.
prisoners and their intentions. One survivor will also be Despite the bustle and music, the troubling news of
able to tell the PCs that Orlav spoke of knowing how to the war in the west hands over the fiar like a
get at Rakehell Chert. The PCs then have to decide thundercloud. War has not touched the Silvervale for
whether they go to the aid of Eagenrast or deal with seven years now, not since Baron Geldrenn swept out of
Orlav and rescue the hostages taken by him. They can the Headlands to reclaim his birthright from the Scarlet
only pursue one target or the other - not both, unless they Brotherhood. The tumbled and half-rebuilt walls of the
split the party, something which is likely to be fatal as the Baron's Keep that overlook the market are a constant
two halves of the party is likely to be too weak to take on reminder of those dark days.
either band of escapees alone. The clash of steel on steel rings out from a large
open space at the far end of the market. A number of
Encounter 6: The Hostages men and women, many of the armed, are engaging in a
The PCs pursue Orlav's band south and find them holed trial of arms and magical arts. Though presented by the
up for the day in a strong defensive position on the edge baron as morale boosting entertainment for the gathered
of the Headlands. How the PCs propose the deal with crowds, as with many things in Silvervale, there is a
them is up to them. Orlav will do his best to slip away. more pragmatic purpose to the display: to hone the
However, Eagenrast will be destroyed without the PCs fighting skills of the soldiers of the town and cantred.
being there to save it. From the grim expressions of those watching the trials,
it is clear that the fear that war might return weighs
Encounter 7: Eagenrast heavily on the hearts of many Silvervalers.
The PCs race to save Eagenrast from Maral and his forces
and will arrive in the nick of time to save the day. If the PCs with to peruse the market, they will be able to
However, if the PCs save Eagenrast, Orlav will make good purchase any of the items in Chapter 7 of the Player’s
his escape. Handbook within the gp limit of Silvervale (800 gp).
There is very little in the way of food for sale here.
Conclusion Though the Vale had a good harvest, the surplus has been
The outcome and the consequences for the future depend sent to feed the towns of Kildeer, Sornhill and
on which way the PCs chose. They will have the Longbridge, leaving the locals only the bare minimum to
opportunity to return to Silvervale and receive rewards live on.
from Baron Geldrenn. PCs attending the festivities may make a DC 10
Knowledge (Splintered Sun) check to be aware of the
kinds of trials (detailed below) that mark the celebrations.
Player's Introduction This will allow spellcasting PCs to memorise relevant
Once the Players are settled and the Player Characters spells if they so wish.
have been introduced, proceed with the Introduction.
The action begins in the town of Silvervale (see Silvervale
at a Glance). Encounter 1:
Read aloud or paraphrase the following: The Trial of Arms
If the PCs investigate the trial of arms they will find that
Needfest has come to the Silvervale and with it the there are four competitions in progress - a trail of
traditional Yeargreet Fair that bids farewell to the old unarmed combat, a trial of melee arms, a trial of archery
year and ushers in the new. Telchur's Breath blows from and a trial of counterspelling. Each PC may enter only
the north - cool, rather than chill - but depriving the sun one of these competitions, facing a single opponent
of its heat nonetheless. This year, however, the market, determined by APL. If they defeat the opponent, they
usually thronged with peddlers and merchants from will receive a purse of silver nuggets from Aerivayle
Longbridge, Kildeer and even Irongate, is strangely Geldrenn, the young nephew of Baron Geldrenn.
muted. Though minstrels mingle with the crowds, Note: If more than one PC enters the same
sweetening the air with their music, there are none of competition, there is a (20% x the number of PCs entering
the customary stalls selling preserves and savories. a particular competition) chance that the PCs will face
Though there is not the desperate hunger seen in the each other in competition. Priests of Telchur will watch
carefully for signs of PCs deliberately throwing a trial

Prisoners of War Page 5


against a companion. PCs attempting to do so will need to Jascar, the Suel god of hills and mountains and trained in
succeed at an opposed Bluff check against the priest's the arts of unarmed combat.
Sense Motive (+4 + APL). PCs caught cheating will be
disqualified. Hevas Tel, Follower of the Voice
Appearance: Hevas is a man of indeterminate age,
Trial of Unarmed Combat with sandy brown hair and grey eyes. He is dressed
The rules of the competition are quite simple, the PC simply in peasant garb, and though his frame is thin, he is
entering must face a single opponent whom he must both wirey and strong.
render either unconscious or pinned immobile for 2 full Character: Hevas is a generally quite serene and
rounds. impassive fellow. He will say little, but will be unfailingly
Use of magic or magical items is not allowed and is polite and humble to his opponents. The only exception
enforced by priests of Telchur around the edge of the trial to this would be if he faces a half-orc opponent. The
field. monk will glare daggers at the PC and there will be a slow
The opponents are as follows: burning anger underlying all his moves. He will neither
acknowledge nor speak to any half-orc.
APL 2-4
Huirgen: male human Bbn4 (see Appendix 1) APL 10-12
Danvirus Soron: human Ftr12 (see Appendix 1)
At this APL, the PCs face Huirgen of the Wardborn. The
Wardborn are a people of Flan descent who dwell in the At this APL, the PCs face Danvirius Soron, the leader of
Wardwood that lies just south and east of the town of the Breakers War Company. A follower of Heironeous,
Silvervale. Loyal servants of the Barons of the Silvervale, he is exceptionally strong and charismatic - though is
the Wardborn are a proud and valiant folk, generous in better at swordplay than unarmed combat.
victory and gracious in defeat.
Danvirius Soron, Leader of the Breakers
Huirgen, warrior of the Wardborn Appearance: Danvirius Soron is an exceptionally
Appearance: Heavy set and standing 5' 8'', Huirgen's heavily built man standing 6 and a half feet tall. He is
bronze complexion, dark eyes and the tattoos that he Character: An extremely strong, charismatic, and
bears on his powerfully muscled arms betray his Flan skilled warrior, Danvirius is the leader of The Breakers, a
blood. He is clad in finely crafted hide and leather War Company of some reknown. A follower of
garments. Heironeous, his preferred weapon is the broad sword.
Character: Huirgen is one of the finest young Danvirius is a focussed, but chivilrous opponent, being
warriors of the Wardborn. He came of age fighting the generous in victory and gracious in defeat.
forces of the Brotherhood, who sought (unsuccessfully)
to despoil Laerwyr's Ward and exterminate the Wardborn Trial of Arms
during the Occupation. Huirgen seems stern and taciturn The PC entering this competition must face a single
at first, but is quite warm and generous with those he opponent with blunted weapons that do only subdual
trusts and respects. damage.
PCs who have taken part in the Onnwal Introductary The winner is the one who renders his opponent
scenario The Belonging Kind will have met Huirgen insensible.
already. If so, he will greet them as friends the way of his Use of magic or magical items is not allowed and is
people, clasping their forearm firmly. After the bout, he enforced by priests of Telchur around the edge of the trial
will either congratulate or commiserate with them field.
without rancor, offering to share a pipe of smoking leaf The opponents are as follows:
with them.
APL 2-4
APL 6-8 Sergeant at Arms: male human Ftr4 (see Appendix 1)
Hevas Tel: human Mnk8 (see Appendix 1)
At this APL, the PCs one of Baron Geldrenn's Sergeants at
At this APL, the PCs face, Hevas Tel, a monk of the Arms. Girthed in mail, he wears the vert and sable (green
Followers of the Voice, an order devoted to the god and black) tabards of the Geldrenn.

Prisoners of War Page 6


APL 6-8
Lord Lovianne Duyrvann of Duyrdann: male human Trial of Archery
Ftr8 (see Appendix 1) The PC entering this competition must face a single
opponent.
At this APL, the PCs face Lord Lovianne Duyrvann, one Each contestant names which of a series of straw
of Baron Geldrenn's vassal lords from the north of the butts dressed in captured hochebi armour (AC 15) set at
Silvervale. 50 feet intervals between 50 and 500 feet they will hit.
A hit has to penetrate the armour of the butt to count
Lord Lovainne Duyrvann i.e. the attack roll must equal or exceed the AC (hence the
Appearance: Small, dark features and hair, very addition of the chain mail armour bonus to the butts' base
feminine voice, noble accent, wears a symbol of AC of 10).
Heironeous at all times Each contestant has three shots. The one who has hit
Character: Lovainne loves the sound of his own voice the farthest target is the winner.
and is something of a fop. Nonetheless he has a very If the contestants are drawn after three shots, they
sharp mind and is inventive tactician, who is often each have one shot to hit the next farthest butt in a
underestimated because of his bearing. Lovainne sees the sudden death competition.
art of war as a game with which to test his mind, and he Use of magic or magical items is not allowed and is
cares intensely about his performance. Extremely enforced by priests of Telchur around the edge of the trial
competitive, he hates losing men as it shows lack of field.
tactical poise and elegance. Elegance is, after all, a quality The opponents are as follows:
to be striven for. Aside from that, Lovainne doesn't give
them a second thought. He recently won an estate and APL 2-4
the Scroll of Honour for his brillient defence of the Scout: male human Rng4 (see Appendix 1)
village of Huistral from a hochebi raiding band.
Note: PCs that have played the Onnwal mini-module At this APL, the PCs face some of Baron Geldrenn's
A Strange Sacrifice will have met Lovienne before. If so, scouts, clad in the vert and sable of the House of
he will greet them as old friends, even if the PCs can't Geldrenn.
stand him. Lovienne will be his usual patronising self,
especially if he wins. Equally if he loses, he will say in his APL 6-8
usual good-natured but utterly tactless way that the PCs Alwyrd the Trapper: male human Rng8 (see Appendix
must have had luck rather than skill on their side. He is 1)
not put out or angered by defeat, simply because the
thought that the PCs might actually be better than him At this APL, the PCs face Alwyrd the Trapper (AKA
has never entered his head. Delras Ulquand, a Hillstalker of Onnwal).

APL 10-12 Alwyrd the Trapper (aka Delras Ulquand), Hillstalker


Danvirus Soron: male human Ftr12 (see Appendix 1) Appearance: A tall, well-built fellow with a thick,
wild black beard that runs nearly up to his eyes, and black
At this APL, the PCs face Danvirius Soron, the leader of unkempt hair. Dressed in well-worn leathers.
the Breakers War Company. A follower of Heironeous, Character: "Alwyrd" comes across as a somewhat
he is exceptionally strong and charismatic - and a master boastful backwoodsman, scornful of any obvious city folk
of the bastard sword. or those with affectations above their station. “Alwyrd”
speaks in a country accent.
Danvirius Soron, Leader of the Breakers The PCs may have met "Alwyrd" before in the 592
Appearance: Danvirius Soron is an exceptionally heavily CY Onnwal mini-module The Envoy or the Splintered
built man standing 6 and a half feet tall. He is Sun Metaregional TSS 3-05 For the Family's Honour. If
Character: An extremely strong, charismatic, and they know his true identity, Delras will give them a wink,
skilled warrior, Danvirius is the leader of The Breakers, a but will deny that he is a Hillstalker, saying they must
War Company of some reknown. A follower of have mistaken him for someone else.
Heironeous, his preferred weapon is the broad sword.
Danvirius is a focussed, but chivilrous opponent, being APL 10-12
generous in victory and gracious in defeat. Ellinka Vanar: female human Ftr12 (see Appendix 1)

Prisoners of War Page 7


At this APL, the PCs face Ellinka Vana, a member of the APL 2-4
Breakers War Company. A follower of Heironeous, she is Muiraya: female human Drd4 (see Appendix 1)
an ex-Free State Marine and wields the arbelast (heavy
crossbow) with considerable skill. At this APL, the PCs face Muiraya, a druid of the
Wardborn, a people of Flan descent who dwell in the
Ellinka Vanar, Member of the Breakers Wardwood that lies just south and east of the town of
Appearance: She is dressed in well-maintained Silvervale. Their bronze complexions and the tattoos that
studded leather and wears her long brown hair in a tarred many bear on their arms betray their Flan blood. They are
ponytail. a proud and valiant folk, generous in victory and gracious
Character: A strong willed woman, Ellinka has the in defeat.
physical strength to match her devotion to Heironeous
and that of her partner in the Breakers Danvirius Soron. Muiraya, priestess of the Wardborn
A former marine in Onnwal, she is fiercely patriotic and Appearance: She is dressed in well-maintained
favours fighting with sword and dagger. studded leather and wears her long brown hair in a tarred
ponytail.
Trial of Counterspelling Character: Muiraya is a quietly spoken woman.
Each PC entering must face a single opponent. Though proud of her heritage, she is not haughty. Rather
At the beginning of the trial the contestants are 100 she treats all she meets as equals in the eyes of Beory, the
feet away from each other. At a signal from a priest of Oerth Mother, to who she is devoted. If she has met any
Telchur, they may begin casting (roll initiative). of the PCs before, she will greet them warmly, clasping
Contestants may either cast a spell on his opponent them by the arms in the traditional greeting of the
or himself or wait to counterspell his opponent's spell. Wardborn.
Contestants may move freely, but must stay within
500 feet of each other as defined by the bounds of the
trial field. APL 6-8
Contestants may not physically touch or otherwise Lormyr Feldaster: male human Wiz8 (see Appendix 1)
interfere with their opponents.
Harmful (those that blind or deafen or that do lethal, At this APL, the PCs face, Lormyr Feldaster, one of the
level or ability damage, though not temporarily War Mages of Kildeer, a corps of wizards and sorcerors in
immobilising spells), dangerous or illegal spells may not the service of the Great House of Coriell. If the PCs
be cast, on pain of minimum sentence of a month's (4 defeat him they may copy any single 1st, 2nd or 3rd level
TU) imprisonment in Silvervale Gaol (though the Baron spell from the PHB or one of the 4th level spells listed in
may levy higher sentences for more serious crimes - Lormyr's Statblock in Appendix 1.
contact the Onnwal Triad in this case).
Spells cannot be cast from scrolls or other magical Lormyr Feldaster, Warmage of Kildeer
items, and magical items may not be worn or used by the Appearance: A typical Oeridian, Lormyr is olive-
contestants. skinned with black eyes and a tangle of curly hair falling
If both contestants are affected by each other's spells to his shoulders. He wears trews and a tunic, on grounds
in the same round, the round is a draw. that robes might limit his mobility on the battlefield and
The winner is the contestant whose spell affects his single him out as a target.
opponent while he is unaffected by the opponent's spell Character: Lormyr is an experienced warmage,
in the same round. having fought alongside Duke Coriell in 584 CY, and
The winner may take either the purse or again access retreated with him to Irongate for a time. He returned
to one spell in his opponents spell book to copy (if after the Brewfest Rebellion and has been involved in a
applicable). The winner has to pay the costs of copying number of battles and skirmishes, including the
himself however. liberation of Sornhill. He is a very pragmatic, practical
If both contestants run out of permissible spells, man, surprisingly down to earth for a mage. Like his
then the round is considered a draw and the purse is split magic he is unsubtle, and is direct to the point of
between them. In this case contestants may exchange one rudeness at times.
spell from each other's spell books (if applicable).
The opponents are as follows: APL 10-12

Prisoners of War Page 8


Uthather Kais: male half-elf Wiz12 (Invoker) (see Gerrail, Bannerman of Baron Halshas Geldrenn
Appendix 1) Appearance: Gerrail is a man in his mid-thirties of
Oeridian blood, dark of hair and eyes with an olive
At this APL, the PCs face Uthather Kais, a half olve complexion. He is girthed with a chain shirt and a tabard
Invoker and a member of the Breakers War Company. bearing the colours of the House of Geldrenn.
Character: A veteran of the Occupation and the
Uthather Kais, member of the Breakers guerrilla war that the baron and his retainers fought
Appearance: Uthather is a half-olve of about 50 against the Brotherhood Occupation between 584 and
years of age. Slender of frame, he wears his fiery red hair 586 CY, Gerrail is a hardened warrior. He acts as as an
in a long mane falling to the middle of his back. He aide and bodyguard to Aerivayle and is fanatically loyal to
dresses in a haphazard fashion, with his clothes the House of Geldrenn.
consisting mostly of inexpertly sewn patches than the
original cloth. Aerivayle will speak to the PCs if they address him,
Character: A worshipper of Boccob and Tritherhion, though the PCs will notice Gerrail moving around
Uthather is tempestuous and unpredicatable character behind them and looming at their shoulders as they do.
and is not likely to take defeat well. A Half-Elf Invoker, The young lord will be especially interested to hear of the
Uthather is almost as wild as his human colleagues in the PCs exploits, and will quietly size each of the PCs up.
Breakers are lawful. A worshiper of Boccob he is starting Aerivayle will also hand out the purses to victorious
to turn to Trithereon in his aspect as a liberator. PCs.

Note that no bets are being taken on the outcome of the Treasure: (per purse)
Trials, though PCs are free to make wagers among APL 2: Coin: 20 gp
themselves. Most of Onnwal's bookies were made APL 4: Coin: 40 gp
paupers after the Brewfest Tourny in Notil in 593 CY. APL 6: Coin: 60 gp
Any PCs not taking part in the contests will be able APL 8: Coin: 80 gp
to spot a young man dressed in fine mail, a green tunic APL 10: Coin: 120 gp
and black cloak fastened with a fine silver brooch set with APL 12: Coin: 120 gp
a green chrysoberyl and jet stones, watching the trials
with considerable interest. A DC 10 Spot roll reveals that Development: Whether the PCs are victorious in the
he is being discretely followed by a pair of Geldrenn men Trials or not, Aerivayle will invite the PCs to walk with
at arms, who are scanning the crowd around the young him a time to discuss a matter that may be to their mutual
man intently. benefit.
The young man is Aerivayle Geldrenn. PCs who have If the PCs refuse, then Aerivayle will bow and bid
played the Onnwal mini-module The Belonging Kind or them good day and the module is over.
the Splintered Sun Metaregional TSS 3-05 For The If the PCs accept go to Encounter 2.
Family's Honour will have met Aerivayle before and will
instantly recognise him. They will also recognise one of
the men following him as Gerrail, a Bannerman of Baron
Encounter 2:
Geldrenn. An Interview with the Baron
Read aloud or paraphrase the following:
Lord Aerivayle Geldrenn, nephew of Baron Halshas
Geldrenn of Silvervale Aerivayle leads you up the hill towards where work
Appearance: Aerivayle is a young man of perhaps continues to rebuild the Baron's Keep, burned along
nineteen years, possessing a narrow frame and short with its Scarlet Brotherhood garrison by Halshas
cropped blond hair. He is dressed in a chain hauberk that Geldrenn himself. The hill commands a fine view over
he has yet to grow into fully. the roofs of Silvervale. Beyond the tilled fields to the
Character: Despite his youth, Aerivayle nevertheless south and east, you can see the dark green line of the
gives off an aura of authority, speaking softly but with Wardwood. To the north the glittering ribbon of the
firm conviction. He is already a competent warrior and Silverstream winds away through the fertile fields of the
war leader, having fought at his uncle's side from the age vale, towards the hazy daggerpoints of the Headlands.
of fourteen. Workmen, human, noniz and not a few dwur, are
busying themselves over the walls of the keep. The work

Prisoners of War Page 9


is overseen by a short powerfully built man, a short If the PCs do have the Favour of Baron Geldrenn,
shock of red hair topping his lean gaunt face. then he will greet them warmly, if not as equals, at least as
As you approach, he turns to you. good and loyal servants. That said, half-orcs, overt
Aerivayle bows, saying "Greetings, uncle. I think I members of the Wreckers or priests of Trithereon will get
have found what we are looking for." a slightly cooler, if still polite welcome.
PCs not showing the requisite amount of deference
Halshas Geldrenn, Baron of the Silvervale to the baron will earn the Disfavour of Baron Geldrenn.
Appearance: A short powerfully built man, a short
shock of red hair topping his lean gaunt face. Halshas is Disfavour of Halshas Geldrenn, Baron Silvervale
clad in a well-made but plain jerkin, doublet and trews Having offended the Baron of Silvervale, Halshas
thrust into a worn pair of riding boots. He carries at his Geldrenn, the bearer is now disliked and disfavoured by
hip a fine blade of clearly ancient make. Halshas. For characters based outside Onnwal, their next
Character: A hale and experienced warrior of the module based in Onnwal will cost an extra 1 TU as they
most noble bearing, the Baron Silvervale still bears the are labelled as troublemakers by border patrols. For
mark of wounds sustained in fighting the Scarlet Sign in Onnwalons this has the effect of giving them “Disliked”
the Headlands in the form of a limp afflicting his right status with the baron.
leg. Though a fair man, Halshas demands respect for his
title, his deeds during the Wars having earned him such. Read aloud or paraphrase the following:
He does not book lightly fools, braggarts or churls.
Halshas is a distinguished hero of Free Onnwal and one Geldrenn stares at you keenly as though weighing you
of the few nobles to have survived the terrible purge up.
wrought upon their ranks by the Scarlet Brotherhood. Of Then looking you in the eye he says:
all the barons of Onnwal, he is surely the most prominent "As you may have guessed, I have not asked you
and best respected, being a first cousin Jian Destron, Szek here to exchange pleasentries on this fine winter's day. I
of the Free State of Onnwal. have a task for you to perform. It is no great deed or
dangerous stroke against the foe, but one that I would
The PCs may or may not notice that as they approach the have done well nonetheless.
Baron, they are the subject of a number of divination "To speak plainly - I require a escort for a group of
spells cast by Dasmius of Wintershiven (LG human male, prisoners captured in the recent fighting in the west. I
Pal8), who is observing the PCs from the cover of the have placed what strength I can spare at the disposal of
building works: Marshevel in the Gildenlea. I now have enough men to
1: detect evil - the PCs will not be aware of this, but ward the chief places of the Vale, but not enough to see
any PCs detecting as evil for whatever reason will these prisoners safely to the prison mines. Thus I
immediately be surrounded by a group of Geldrenn's perforce must rely on the services of such as yourselves.
guards emerging from behind the walls and questioned. "I have always found my nephew to be a good judge
2: zone of truth - the PCs will be targeted by one or of character. I hope you will not prove him wrong."
more zones of truth. Each PCs must make a DC 16 Will
save or be affected. As per the spell, they will be aware The PCs are likely to have questions for the baron. The
that they are standing in the zone of truth. most probable questions and answers are listed below:

The Baron will initially ask the PCs a few questions about Q: Where are the Prison Mines?
their previous activities, as well as whether they are loyal A:” You will convey the prisoners to the mine of
servants of the Free State, or if they are foreigners, if they Aegenlir, a day and a half east of here by foot", Geldrenn
are foes of the Scarlet Sign. says pointing out over the trees of the Wardwood, to
The attitude of the Baron to the PCs depends on the where the Headlands loom at the edge of sight.
PCs actions in previous events, such as the Onnwal mini-
modules The Belonging Kind and A Strange Sacrifice and Q: How many prisoners are there?
the Splintered Song Metaregional For the Family's A: "A score and ten (30). They're a mixed bag of
Honour. If the PCs have the Baron's Disfavour, he will strawhairs, savages, hochebi and a few criminals of our
treat them coldly and, if possible, will not address them own."
nor answer their questions directly, addressing non-
Disfavoured PCs or Aerivayle. Q: What are we to do with them?

Prisoners of War Page 10


A: "Merely convey them safely to the Mine at Aegenlir further part to play in the war. It is a shame such a
and deliver them into the custody of Yareval Telgrenn, cultured and intelligent people cannot see the truth of
the Constable there. I shall have a letter of introduction the matter and accept that they are beaten. Nonetheless,
drawn up for you." I fully expect such mighty warriors as yourselves will
have little trouble from them."
Q: Why not just kill the prisoners and be done with Then turning his back to the prisoners, he discretly
them? slips you a scroll sealed with the signet of the House of
A: "It saddens me that you have to ask that. We give Geldrenn.
them quarter because we are better than they are. We "Here is the letter of introduction to the Constable
have civilisation, chivalry and a sense of the noble. The of Aeganlir," Aerivayle says softly. "Telgrenn is a good
Strawhairs care nothing for these things. They are little man and worthy of your trust. Mark well my words
better than the jungle savages that they employ. about the Strawhairs - they were not for the prisoners'
"More pragmatically, by putting them to work in the ears alone.
mines, we get better use out of them than they'd be as "The shortest route to Aeganlir is to cross the bridge
mulch for our fields." here and follow the Hind Road north and east as far as
Aegan's Cleave. Then strike due east. Aegenlir lies at the
Q: What's in it for us? foot of the hills.
A: "You'll be paid an honest rate for sellswords. "The Archpaladin watch over you and the Dweller
Aerivayle will deal with this." on the Horizon shorten your road."

Aerivayle will offer the standard rate for mercenaries Unless the PCs have any further questions, Aerivayle will
given on p106 of the Dungeon Master’s Guide (3 depart with a bow.
sp/lvl/day) plus Bounty (i.e. whatever booty they capture)
on a take it or leave it basis. The money will be paid on The Prisoners: There are 30 prisoners: 15 hochebi, 10
their return from Aeganlir. If the PCs refuse the module Hepmonalander Suel, 3 Tilva Suel officers and 2
is over and Aerivayle will hire a War Company less Wreckers from Sornhill. They are chained together in
willing to price themselves out of the market. three gangs of 10, linked at the feet. All have hand
If there is nothing else, Aerivayle will escort the PCs manacles and foot chains each with good locks (as per
down the hill to town Gaol. p126 of the Player’s Handbook). The Sergeant at Arms at
the Gaol will hand a key ring to one of the PCs.
Encounter 3: Most of the prisoners are sullen and withdrawn and
will not speak to the PCs except if spoken to and then
The Chain Gang will answer only in grunts. However a few of the
Read aloud or paraphrase the following: prisoners are noteworthy (see Appendix 1 for stats):

Aerivayle leads you down the hill towards a low squat, Ha'kra'kalubrak, male hochebi warrior
windowless building near the Silverstream. It appears to Appearance: A large and burley hochebi,
have once been a warehouse of some sort. Now, Ha'kra'kalubrak, stands over 6 1/2 feet tall. Physically
however, a large contingent Baron Geldrenn's men at imposing, he is dressed in the ragged remains of a leather
arms guard the structure. The guards snap to attention underjerkin. Nonetheless, he has managed to keep
and salute Aerivayle as he passes. You pass through a set himself remarkably clean (for a hobgoblin).
of thick iron-studded oaken doors into a small Character: Ha'kra'kalubrak is one of the sons of
guardroom and from there into a larger room. Before Math’ar’rrakh of the Hoch’okh clan. The Hoch'okh have
you are drawn up a mixture of humans and hochebi, 30 been troubling the Silvervale for several years now,
in all, all in manacles and leg chains. They are almost all raiding down out of the Headlands and razing small
dressed in rags and look filthy and pinch faced. Some villages. Ha'kra'kalubrak is looked up to by the other
stare sullenly at the floor. A few of the humans - nearly hochebi and carries himself like a leader. He loudly
all of who are of Suel descent - glare defiantly at you. promises that his father and brothers will feast on the
Aerivayle turns to you. bones of the PCs unless they let him go free. He will not
"Here are your charges, keep a close eye on them - make any escape attempts unless there is a clear
especially some of the Suel," he says in a loud voice. opportunity (such as the PCs being attacked). The other
"They foolishly cling to the delusion that they have any

Prisoners of War Page 11


hochebi are likely to follow whatever orders if there is significant risk of him dying. He is talkative
Ha'kra'kalubrak gives them. and likes to taunt his gaolers.
PCs that have played the Onnwal Special Event
Llerdev, male Hepmonalander Suel warrior Storm on the Volanots may have met and captured
Appearance: A slight, but incredibly wiry man of Makho. If so he will greet them sarcastically saying how
about 20 summers, Llerdev is a typical Hepmonalander good it is to see a familiar face, even if "all you Onnwalons
Suel. His pale, heavily freckled skin is criss-crossed by look alike anyway".
ritual scars and black spiral tattoos. His curly blonde hair
falls to the middle of his back. Llerdev wears nothing Lev Talozin, male Tilva Suel rogue
except a filthy loincloth. Character: Llerdev is a native Appearance: A wirey young man in his late twenties,
of the city of Lerga in the jungles of Hepmonaland, far to Lev's complexion is heavily freckled. His head is bears a
the south of Onnwal. He is a devoted follower of Llerg gingery stubble of hair. He is dressed in a ragged blouse
and volunteered to serve in the armies of the Scarlet and pantaloons.
Brotherhood to prove himself as a mighty warrior. He Character: Lev will silently size the PCs up, speaking
will thus be very well disposed to any PC priests of Llerg. only when spoken to and otherwise behaving as the
However, his experiences in the north, and especially his perfect prisoner. However, at night he will attempt to
capture, have made him disillusioned and he is curious to work his way loose from the manacles. If he manages to
know more about the people that vanquished him. In do so, he will free Krova and Makho and vanish as quietly
return he will speak more about his jungle home, a city as possible into the night. He will try to avoid a fight with
founded by ancient Suel "many, many sun-rounds ago", the PCs, preferring to take his chances by fleeing.
who have since gone native. He speaks pidgin Common
and Rasol. Derend and Jandyr, male human Wreckers
Appearance: Derend is a ill-favoured short fellow in
The three Tilva Suel are separated out, one to each chain his early twenties, scab-faced and shaven headed. Jandyr
gang. Nonetheless, they will use any opportunity to speak is as thin as Derend is stout, with watery grey eyes and a
quietly among themselves if allowed to. They are: hook-nose. Both are dressed in rags
Character: These two were members of the Wreckers
Krova Lenar, female Tilva Suel monk, cell in Sornhill who got too greedy for their own good
Appearance: A slender, short woman in her early and became unwittingly involved in a Scarlet
twenties, Krova is of pure Suel blood: blonde hair (now Brotherhood plot to devastate large parts of the town by
matted, filthy and worn in a ragged page-boy cut), pale fire. They are craven and greedy and will leap at the first
freckled skin and bright blue eyes. She is dressed in a opportunity to escape. They will eye up the PCs and
ragged scarlet robe. attempt to make contact with any PC who looks like he
Character: Though she appears frail and vulnerable, might be a member of the Wreckers, speaking to him in
Krova is skilled in unarmed combat and has a will of steel. Thieves' Cant. The pair will say they were innocent dupes
Fanatically devoted to the Brotherhood, she will look for and do not deserve to be sent to the mines. If only they
the first opportunity to get free, release the other had someone to speak up for them…
prisoners and make for Brotherhood territory. She will
try to play on the PCs prejudices that she is weak to lull PCs who have played the Onnwal regional module
them into a false sense of security. ONW3-02 Pyrtura may have foiled the plot in which
Derend and Jandyr were involved. If so, the pair feel they
Makho Vidrekk, male Tilva Suel officer have a score to settle and given the opportunity, they will
Appearance: Makhlo is a mere twenty summers of gladly sink a knife in the back of any PC that has led to
age. Pale skin, blonde hair and blue eyes stare out at the their imprisonment.
world with a cold intensity that weighs and measures any
and all constantly. The PCs interactions with the prisoners are intended to
Character: Although considered a zealot by his be roleplayed in a very free-flowing manner.
superiors, Makho, since his capture by Free State forces at Nonetheless, the named characters will be looking for
the Battle of Obelton, has rethought his willingness to opportunities to escape, so feel free to improvise in
die for the Empire of Shar. He is craven, cold and reaction to what the PCs do to guard the prisoners.
calculating. Makho views himself as superior to non-Suel. Ask the players how what the PCs dispositions and
If given a clear chance at escape, he would take it, but not marching order is going to be before they set out.

Prisoners of War Page 12


The prisoners can only move at a very slow walking APL 4 (EL 4)
pace, shuffling along in their leg-chains. They will ask for Hochebi warriors (5): War1 hp 6, see Monster Manual
rest and water every league. Fortunately the trail runs p153
along the banks of the Silverstream for three leagues Hochebi shaman: Adp1 hp 7, see Appendix 1.
before bending away east.
Read aloud or paraphrase the following: APL 6 (EL 6)
Hochebi warriors (5): Ftr2, hp 19, see Appendix 1
With your charges shuffling along behind you, you set Hochebi shaman: Clr2-Maglubiyet hp 15, see
out across the stone bridge across the Silverstream and Appendix 1.
the north along the bank of the river.
Passing into the tilled fields beyond the town's ditch APL 8 (EL 8)
and pallisade, you see the eves of the Wardwood (or
Hochebi warriors (5): Ftr3, hp 30, see Appendix 1
Laerwyr's Ward as it is also known) about a mile to your
Hochebi shaman: Sor3 hp 19, see Appendix 1.
left. The trees march along beside you for nearly two
leagues before giving away abruptly to lush river
pastures. Soon after the road bends eastwards away from
APL 10 (EL 10)
the curve of the Silverstream. About four leagues out of Hochebi warriors (5): Ftr4, hp 32, see Appendix 1
Silvervale, across your path you see a high shelf of grey Hochebi shaman: Sor4 hp 25, see Appendix 1.
stone rising up out of the rolling valley. You look upon
the one hundred feet high wall of the Blerredi Turyaeth, APL 12 (EL 12)
which divides the stony lands of the upper vale from the Hochebi warriors (5): Ftr7, hp 60, see Appendix 1
rich loam-fields of the Sorrowlea, as the lower vale is also Hochebi shaman: Sor7, hp 41, see Appendix 1.
known. Ahead of you the road winds up through a great
cleft in the rock wall, known to the people of the Tactics: The hochebi will attempt to creep up on the PCs
Silvervale as Aegen's Cleave. It is so named in memory camp, adopting a shallow crescent formation, to envelop
of an ancient Flan chief who strove against the Onnwi the camp. If possible, they will try to release the
Suel here in olden times. prisoners, especially Ha'kra'kalubrak and the other
hochebi. However, they will attempt to deal with any
The PCs might imagine that they will be ambushed in the sentries as quietly as possible first, using magic, if
defile and be sure to make them paranoid. Though they possible. They will simultaneously send one or two of
will not be attacked, they are in fact being spied upon their number to the prisoners, if practical. The hochebi
from the top of the escarpment; a small band of hochebi will make maximum advantage of their darkvision,
of the Hoch’okh clan is watching the PCs. If the PCs especially against night-blind humans, as well as the
expressly say they are scanning the cliff tops, then allow broken terrain, which can provide them with cover to fire
them to make a DC 20 Spot check to see that a pair of from. If discovered, they will fall back under cover of
humanoid figures is observing them. darkness, harassing the PCs with bow fire (if applicable).
If the PCs react as though they have spotted the If 4 or more of the hochebi are downed, the remainder
hochebi, they will withdraw and hide among the will withdraw into the night.
numerous rocks and plentiful scrub nearby. The hochebi The prisoners will also use the confusion as an
do not want to engage in combat, but will shoot at any opportunity to attempt to escape. Lev will try to work his
familiars or animals sent to spy on them or flying PCs way free from his shackles, while other prisoners, even
that manage to spot them. still chained may try to trip or grapple or otherwise
If possible the hochebi will wait until the PCs pitch distract nearby PCs, especially spellcasters. Any prisoners
camp for the night and attack under the cover of that get free will scatter and flee, rather than fight. The
darkness, if possible with the element of surprise. Tilva Suel may try to release the other Tilva Suel, but only
The PCs will be able to make it safely up though if they are not being threatened by PCs.
Aegan's Cleave before the sun sets and night draws in.
Treasure:
APL 2 (EL 4) APL 2: Loot (per PC assuming 6 PCs): 24 gp;
Hochebi warriors (6): War 1, hp 6, see Monster Manual APL 4: Loot (per PC assuming 6 PCs): 23 gp;
p153 APL 6: Loot (per PC assuming 6 PCs): 522 gp; Coin: 1
gp; Magic: potion of cure light wounds (4 gp).

Prisoners of War Page 13


APL 8: Loot (per PC assuming 6 PCs): 495 gp; Magic:
potion of cure moderate wounds (25 gp); bracers of You arrive before the wooden gates of Aegenlir. The
armour +1 (83 gp) green and gold of the Free State flutters on the breeze
APL 10: Loot (per PC assuming 6 PCs): 591 gp; Coin: alongside the green and sable of the House of Geldrenn.
2 gp; Magic: potion of cure moderate wounds (25 gp); Behind the palisade you can see the roofs of a number of
potion of invisibility (6) (6 x 25 gp); bracers of armour +1 buildings and the glowering side of one of the steep tors
(83 gp); wand of melf's acid arrow (375 gp). that make up the Headlands. Two armoured guardsmen
APL 12: Loot (per PC assuming 6 PCs): 470 gp; Coin: peer down at you from the top of the palisade. You notice
2 gp; Magic: +1 longsword (5) (5 x 192 gp); potion of cure that both are wearing armour emblazoned with the
serious wounds (62 gp); potion of aid (25 gp); potion of device of a Sun and Moon.
invisibility (6) (6 x 25 gp); bracers of armour +1 (83 gp); "Who goes there?" shouts one of the guards.
wand of melf's acid arrow (375 gp).
Assuming the PCs do not give an outrageous answer, they
Development: If any of the prisoners manage to escape, will be admitted by the "guards", who will close the gates
the PCs have the choice of trying to track them down or behind them. A DC 12 Knowledge (religion) check will
just leaving them go free. Apply the normal tracking reveal that the symbol of the Sun and Moon is that of
rules if they do try to hunt down escapees. Escapees will Pholtus, the Oeridian god of Law, Inflexibility and Order.
split up and head in as many different directions as Read aloud or paraphrase the following:
possible, running as hard as they can and making use of
natural features such as streams and woodland to evade Beyond the gates lies a large open area surrounded on
capture. two sides by various buildings Directly ahead stands a
Otherwise, if they defeat the hochebi, the PCs can squat two-storey stone blockhouse, the upper half of its
proceed to Encounter 4. blank facade pieced by a row of arrow loops. On your
right stands a long warehouse, the façade of which is
Encounter 4: pierced by a number of arches. Wains stand parked
outside the front of the building, some of them already
Ambush at Aegenlir laden with piles of black ore.
Assuming they have dealt with the hochebi and any Opposite the warehouse, stands a tall wooden
escapees, the PCs can press on to Aegenlir. palisade. A parapet runs along the outside of the wall.
Read aloud or paraphrase the following: Other than the two gate guards, there is no one else in
sight.
You press on along rutted unpaved track that runs east
towards the mining village of Aegenlir. Ahead, the sharp The PCs will notice that the guards do not speak with
tors of the Headlands loom, like a forest of huge Onnwallon accents. If the PCs ask where they are from,
spearheads. Lying at the foot of the hills, far from the one will reply that they are from the city of Hendrenn
fertile valley of the Silverstream, the ground here is Halgood in the Theocracy of the Pale. Sharp PCs should
broken and rocky. The trail winds over crags and down notice that Hendrenn Halgood is in central Nyrond and
into steep valleys and the going is hard. It is with some not the Pale. A successful DC 20 Knowledge (geography)
relief that towards mid afternoon, you spot the palisade check reveals this fact. Alternatively the PCs can make
that protects the mine in the distance. opposed Sense Motive checks to notice the guards are
lying. This is a clue to the guards' true identity.
What the PCs don't know is that there has been a revolt If the PCs ask where all the prisoners are, one of the
by the prisoners in the mines, who have slain or "guards" will reply that they are in the mines. A DC 15
imprisoned the garrison. While most of the prisoners Sense Motive check will reveal this to be the lie that it is.
have dispersed, a small band has volenteered to stay In general the guards will be sullen and reluctant to
behind and "keep up appearances" to buy the escapees speak.
time. These prisoners have disguised themselves as the A further clue that something is amiss is revealed by
guards and now man the walls and gates of Aegenlir. a DC 17 Spot check, which will allow the PCs to notice
Their plan is to allow the PCs to enter the compound that the "guard" wearing the arms of Pholtus has a tattoo
where an ambush has been prepared. of an eight pointed star composed of four spears and four
See Map 1 for a layout of the Mines of Aegenlir. maces. A DC 10 Knowledge (religion) check reveals that
Read aloud or paraphrase the following:

Prisoners of War Page 14


this is the symbol of Kord, the Suel god of Strength,
Bravery and Brawling. Tactics: The adept/sorcerer is located on the roof of the
Though the ambushers will try to get the PCs in the blockhouse with a Hepmonalander savage bodyguard.
centre of the clear area before the blockhouse before The priest (if applicable) is hiding in one of the wains
attacking, if the PCs ask about Midmeadow, mention the with another Hemonalander, while the two gate "guards"
tattoo or make any aggressive actions towards the "guard", are in pact the Tilva Suel officers.
he will attack the PCs, triggering the ambush. Once the PCs are in the middle of the open ground,
NB: Only PCs that declare they are drawing a the ambushers will open fire on them with bow and spell.
weapon or casting a spell BEFORE the ambush is The spell caster will try to use their most devestating
triggered may act in the surprise round. spells to take out as many of the PCs as possible. Bowfire
will target any obvious priests or arcane casters. Though
APL 2 (EL 4) they will try to keep the PCs at a distance and pepper
Tilva Suel soldiers (2): War1 hp 9, see Appendix 1 them with missiles, if the PCs close to melee with one of
Hepmonalander Suel warriors (3): War1 hp 9, see the pairs of ambushers, the others will move to suport
Appendix 1 them.
Hochebi sorcerer: Adp1 hp 7, see Appendix 1 Remember as well that the prisoners will also
attempt to disrupt the PCs, by rushing them, tripping
APL 4 (EL 6) them etc. The spell caster may try to release the prisoners
Tilva Suel officers (2): Ftr 2 hp 20, see Appendix 1 with their spells. Freed prisoners will attempt to grapple
Hepmonalander Suel warriors (2): Bbn2 hp 23, see and overbear the PCs, or pick up fallen weapons at attack.
Appendix 1 Use appropriate stats from Appendix 1, though
Hochebi sorcerer: Sor2 hp 13, see Appendix 1 remember that the prisoners are unarmoured and have
Tilva Suel Priest: Clr2 - Syrul hp 13, see Appendix 1 no special or magical items (unless they pick one up
during the fight).
PCs attempting to break into the blockhouse to
APL 6 (EL 8)
engage the sorceror and savage in meele will need to
Tilva Suel officers (2): Ftr3 hp 28, see Appendix 1
force their way through a stout wooden door (thickness 2
Hepmonalander Suel warriors (2): Bbn3 hp 32, see
in; hardness 5; 20 hp; break DC 25). It will take the PCs
Appendix 1
two tounds to gain the rooftop. The savage, if still alive,
Hochebi sorcerer: Sor3 hp 19, see Appendix 1
will then try to meet the PCs in the spiral stairs, negating
Tilva Suel Priest: Clr3 - Syrul hp 18, see Appendix 1
any advantage of numbers they might have.
Alternatively the PCs can try to scale the 20 ft. high
APL 8 (EL 10) walls of the blockhouse. The base DC to Climb the wall is
Tilva Suel officers (2): Ftr5 hp 44, see Appendix 1 25. The ambushers on the roof till attempt to sever any
Hepmonalander Suel warriors (2): Bbn5 hp 51, see ropes thrown up onto the roof, preferably while the PCs
Appendix 1 are halfway up, so that they suffer 1d6 falling damage.
Hochebi sorcerer: Sor5 hp 26, see Appendix 1 The ambushers will fight to the death
Tilva Suel Priest: Clr5 - Syrul hp 28, see Appendix 1
Treasure:
APL 10 (EL 12) APL 2: Loot (per PC assuming 6 PCs): 91 gp.
Tilva Suel officers (2): Ftr7 hp 60, see Appendix 1 APL 4: Loot (per PC assuming 6 PCs): 258 gp; Magic:
Hepmonalander Suel warriors (2): Bbn7 hp 68, see potion of cure light wounds (2) (2 x 4 gp).
Appendix 1 APL 6: Loot (per PC assuming 6 PCs): 296 gp; Magic:
Hochebi sorcerer: Sor7 hp 41, see Appendix 1 potion of cure light wounds (4) (4 x 4 gp); bracers of
Tilva Suel Priest: Clr7 - Syrul hp 38, see Appendix 1 armour +1 (83 gp); potion of cure moderate wounds (25
gp).
APL 12 (EL 14) APL 8: Loot (per PC assuming 6 PCs): 421 gp; Magic:
Tilva Suel officers (3): Ftr8 hp 68, see Appendix 1 potion of cure moderate wounds (5) (5 x 25 gp); potion of
Hepmonalander Suel warriors (4): Bbn8 hp 77, see bull's strength (2) (2 x 25 gp); bracers of armour +1 (83
Appendix 1 gp); +1 bastard sword (2) (2 x 194 gp); +1 great axe (2) (2 x
Hochebi sorcerer: Sor8 hp 43, see Appendix 1 192 gp); cloak of resistance +1 (2) (2 x 83 gp).
Tilva Suel Priest: Clr8 - Syrul hp 43, see Appendix 1

Prisoners of War Page 15


APL 10: Loot (per PC assuming 6 PCs): 559 gp; Coin: pieces. There are a number of cells on the ground floor
50 gp Magic: +1 greataxe (2) (2 x 197 gp); +1 bastard sword that have permanent anti-magic spheres cast on them.
(2) (2 x 197 gp); +1 dagger (191 gp); potion of cure serious These held any spell casters who were taken prisoner.
wounds (6) (6 x 62 gp); cloak of resistance +1 (2) (2 x 83 Spell casters were routinely deprived of sleep, gagged and
gp); potion of bull's strength (2) (2 x 25 gp); bracers of bound to stifle their magical abilities. Adjacent to the
armour +1 (83 gp). cells are a number of storerooms containing provisions
APL 12: Loot (per PC assuming 6 PCs): 748 gp; and other supplies, which appear to have been
Magic: +1 greataxe (4) (4 x 197 gp); +1 bastard sword (3) (3 extensively pillaged and ransacked.
x 197 gp); +1 dagger (191 gp); +1 halfplate (3) (3 x 145 gp); The Warehouse: A ramp made from mine spoilings
potion of cure serious wounds (12) (12 x 62 gp); cloak of and earth slope down to the back of this long barn of a
resistance +1 (83 gp); potion of bull's strength (3) (3 x 25 building from a mine shaft in the hillside behind. The
gp); bracers of armour +1 (3) (3 x 83 gp). ramp ends abruptly with a low stone wall (about 1 foot
high), leaving a drop of about 6 feet at the end. A DC 10
Development: Assuming the PCs manage to dispatch the Knowledge (architecture and engineering) will reveal
ambushers, go to Encounter 5. that this ramp was most likely use to move cartloads of
If the PCs take any prisoners, they will initially ore between the mine and waiting ore wains parked at
refuse to talk, even if threatened with violence, torture or the base of the ramp.
death. Charming the prisoners, however, may work and A DC 15 Search roll will uncover the bodies of three
may reveal where Orlav and Ulcar have gone (see dead guards dressed in the colours of Silvervale buried
Encounter 5). under a pile of mine spoil. A DC 10 Heal check reveals
that they died from club and spear wounds.
Encounter 5: The Stockade: Inside the 20 ft. wooden wall, the
stockade is empty. A small gate opens out into the
The Survivors courtyard in front of the blockhouse, though which the
The PCs are now free to explore the mines and discover prisoners could be led on their way to the mines. There
what has happened here. are only a few features of interest. In the centre, a series
What Has Gone Before: A week before the PCs of holes have been dug. They stink of excrement. A DC
arrived, the prisoners of war in Aegenlir rose in revolt 12 Spot roll reveals that a pair of guards has been thrown
against their warders. Led by a pair of Scarlet Brothers, headfirst into the pits and drowned.
"Brother" Ulcar Maral a monk and "Uncle" Orlav, an The Graveyard: Sandwiched between the northern
assassin, a small core of prisoners managed to free side of the stockade and the palisade is a strip of ground
themselves of the chains that they were routinely that serves as a graveyard for the prisoners. The PCs can
shackled together with. After being led to the mines to count nearly one hundred grave mounds here. There is
work, the prisoners threw off their chains and killed their also an open trench filled with quicklime, a mass grave
guards. Then releasing more of the prisoners, they ready to receive more bodies. The place is grim evidence
managed to fight their way out of the mines and sweep to the shockingly high mortality rate among prisoners at
down into the camp itself, forcing the garrison back into the mine.
the blockhouse. Despite fierce resistance by the Palish The Mines: A DC 12 Track check or a DC 15 Search
Knights-Militant in the garrison, Ulcar and Orlav undid check reveals that the ore ramp and the mine entrance
the defenders of the blockhouse, scaling the walls and were the scene of heavy fighting. Black stains of dry
forcing their way in through the trapdoor in the roof. A blood and scaps of armour litter the ground here. PCs
small number of the garrison was taken prisoner. These with knowledge of military tactics (such as warmasters)
have been chained up in the mines to starve to death or or making a DC 12 Knowledge (history) check will be
die from their infected wounds. able to see that a small force was attempting to hold a
The Blockhouse: The exterior of the blockhouse larger force at bay inside the mine shaft, but was driven
shows no signs of struggle, other than those caused by back down the ramp.
the PCs. However, inside a DC 12 Search check reveals a See Map 2 for a plan of the lay out of the mines
large number of scorch marks and black stains on the
stone, which a DC 12 Heal check will determine are 1: Entrance shaft:
blood shed within the last week. The ground floor door Read aloud or paraphrase the following:
into the blockhouse shows no signs of violence upon it;
however, the trap door to the roof has been hacked to

Prisoners of War Page 16


A square shaft has been hewn into the side of the non-evil alignment passes over it. If activated, it will
limestone tor, plunging into the subterranean darkness. trigger a sonic blast dealing 2d8 points of damage. The
The stone floor of the shaft bears the marks of wheels, as force of the bast will cause the entrance shaft to slowly
well as a number of black blood-stains. The walls are give away and cave in catastrophically in 1d6+2 rounds.
moist and water drips from the roof, which is supported
at intervals by wooden arches fashioned from stout pit Glyph of Warding (blast): spell; spell trigger; no reset;
props. A smell of wet stone, death and decay hangs heavy spell effect (glyph of warding [spell], 5th level cleric, 2d8
in the cool air, seemingly wafting from the dark depths sonic; DC 17, reflex half); multiple targets (all targets
of the mine. within 5 ft.); Search DC 28; Disable Device DC 28.

The shaft is 10 foot wide by 10 foot high and runs some If the PCs find the glyph without setting it off, read
75 feet horizontally into the side of the hill. It has been magic combined with a DC 13 Spellcraft check allows its
hewn out of the soft limestone and is reinforced by a nature to be determined. Note that detect magic does not
series of stout wooden pit props set at five-foot intervals, reveal the glyph - it merely detects a faint aura in the area
which brace the walls and roof of the passage. Water covered by the glyph. A DC 17 Spellcraft check will
seeps down through the porous rock, leaving glistening reveal that the aura is abjurational in nature. Dispel magic
white deposits of calcite on the walls. Feel free to allow can be used to negate the glyph.
the PCs imagine that they might be oozes of some sort.
The light from the shaft entrance illuminates only 30 If the glyph is triggered, read aloud or paraphrase the
feet into the shaft, which is pitch black beyond that point. following:
The mine has been booby trapped by the prisoners.
Just under half of the pit props along the entrance shaft A deafening explosion resounds through the passage.
have been carefully sawn through, critically weakening There is silence for a moment, then a deep and ominous
them. The roof is now very unstable and any loud creaking. Flakes of stone and rock dust trickle down
concussion will cause it to collapse. from the roof of the shaft.
PCs may spot the fact that the props have been sawn From out of the depths of the mine you hear a single
through with a DC 35 Spot check or a DC 20 Search weak voice raised in croaking, faltering song:
check. Spotting that the props have been sawn through "Oh Blinding Light…I cannot see…Oh Blinding
provides a +10 circumstance bonus to checks relating to Light…look…out…for…me…"
guessing the stability of the shaft.
PCs examining the shaft's walls and roof may make a DC The PCs may attempt to prop the roof of the shaft. Only a
20 Knowledge (architecture and engineering) or a DC 20 few actions will be effective in delaying or preventing the
Craft (stonemason) or a DC 20 Intelligence check to collapse:
notice that the passage is unstable. Dwarf PCs in the shaft Stone shape: Forming an arch of stone to support the
can roll these checks without having to specifically roof will delay the collapse for a number of rounds equal
examine the walls and roof. to half the caster's level. A DC 20 Knowledge
Once the PCs reach the point marked X on the map, (architecture and engineering) or a DC 20 Craft
read aloud or paraphrase the following: (stonemason) check will allow the identification of the
best point to place the arch and thus will double the
The walls of the shaft fall away ahead of you, opening out duration that the arch will hold. Five such arches spaced
into a cavern. The stench of decay is far stronger here. at equal intervals along the shaft will prevent its collapse.
Something metallic glints in the darkness, just at the Wall of stone/force/iron: A wall formed from one of
edge of your sight. There comes a moan and faint rattling the above spells stretching along more than three-
of chains as something stirs at the edge of the darkness. quarters of the length of the shaft (50 ft.) will also prevent
its collapse. A wall of stone can also be used to form
The noise and movement is from the survivors of the arches as described for stone shape above. In the case of
garrison who have been chained up and left to die in the wall of force, the support to the roof lasts only as long as
mines. The bodies of their dead comrades surround them, the wall does. A DC 20 Knowledge (architecture and
from whence comes the stench of decomposition. engineering) or a DC 20 Craft (stonemason) check will
Despite what the PCs may fear, there are no undead. allow the identification of the best point to place the
The real danger comes from a glyph of warding set in walls.
the area marked G on map 2, primed to go off if anyone of

Prisoners of War Page 17


Cave in the other two, Pholdir and Diranen are natives of the
If the roof caves-in, the middle 20 feet of the shaft is the Theocracy of the Pale. Jian and Diranen are unconcious
bury zone, with 10 feet of slide zone on either side of the and close to dead (-4 hp each). All of the men are weak
middle 20 feet. with starvation and half dead with thirst. Only by licking
Characters caught in the bury zone take 8d6 points moisture from the cavern walls have they managed to
of damage, with a DC 15 Reflex save for half damage, and survive this long. They are fatigued and must be carried
are buried. Characters in the slide zone take 3d6 points of out of the mine. For purposes of encumbrance assume
damage and are buried, with a DC 15 Reflex save to avoid that they each weigh about 150 pounds.
damage and burial entirely. The conscious survivors will be overjoyed to see the
Buried characters take 1d6 of nonlethal damage per PCs and will thank them as profusely as they are able.
minute they are buried. Unconcious characters must They will beg for food and water.
make a DC 15 Constitution check or take 1d6 points of What the survivors know:
lethal damage/min until freed or dead. A buried character - About a week ago some of the prisoners got free in
can free himself with a DC 25 Strength check. the mines, killing their guards. After freeing more
See the Dungeon Master’s Guide p67 for rules on prisoners, they managed to fight their way out of
digging out buried characters. Unburied PCs trapped the mines, overwhelming the guards trying to seal
inside the mine may clear the caved in passage at the them inside. Yareval, the constable, tried to get a
same rate. There is sufficient fresh air seeping into the rider away, but he was shot down before he cleared
mine from tiny fissures in the porous limestone to the gates. Outnumbered, the garrison pulled back to
prevent suffocation being an issue. the blockhouse, but one of the strawhairs, managed
If the PCs seek to use the chain-gang to dig, they will to scale the wall and force the trapdoor on the roof.
find that the prisoners will work without urgency unless Despite a heroic stand by the Palish (the Onnwallon
beaten or threatened (a DC 15 Intimidate check). will say this, not the Pholtines), the garrison was
overwhelmed. Yareval died trying to hold the stairs,
2: The Main Gallery. but to no avail. Those that were taken had been
If the PCs go deeper into the mines to investigate the wounded or beaten unconcious.
voices, read aloud or paraphrase the following: - The Strawhairs stripped the garrison of their arms
and armour and dumped both living and the dead in
Ahead is a large gallery. The walls show signs of being the mines.
hewn out by hand and the roof here is buttressed by pit - Pholdir managed to hide himself somewhere for a
props as elsewhere. Seven passages open off the gallery few days before being discovered. He was dumped
receding into darkness. A pile of bodies dominates the with the rest, unconscious and dying.
chamber. Most are in a state of decomposition and the - There were two leaders - one who fought with his
sickly smell of decay fills the air. Some of the corpses hands and another strawhair.
appear to be chained to the walls of the cavern. To your
horror, one of them moves, raising its head to look at None of the survivors except Pholdir knows what the
you, with glazed, fevered eyes. You gaze not on a corpse Brotherhood leaders' plans are. Pholdir has a very nasty
or one of the undead, but a living man, starved and close gut wound, which is slowly killing him (-4 gp). Any PC
to death. with the Heal skill will marvel that the Pholtine is even
alive at all given the severity of his injuries.
The gallery is a roughly oval shape, 10 feet high, 20 feet If the PCs manage to save Pholdir, he will be able to
wide and 50 feet long along the longest axes. There are six tell them the following:
survivors. All are wounded and two are close to death (-4 - He managed to hide out in the ore warehouse, by
hp each). They are shackled to the wall of the cavern with burying himself in a pile of ore.
chains and manacles. Breaking either the chains or - He heard the two "Heathen" leaders - Orlav and
manacles requires a DC 26 Strength check. The manacles Ulcar - have an argument about what to do next.
have hardness 10 and 10 hit points, while the chains have Ulcar wanted to attack the mine at Eagenrast to free
hardness 10 and 5 hit points. Each prisoner is shackled to the prisoners there too. Orlav said it was too risky.
the wall by separate chains, so each chain must be broken Orlav said that his information was too important to
in turn to free all the prisoners. risk on a foolhardy attack and that killing "that
The Survivors: Four of the survivors, Halden, bastard" Chert would be a far more fatal blow to the
Kedwyr, Joran and Jian are natives of the Silvervale, while barbarians than losing a few mines. Ulcar disagreed

Prisoners of War Page 18


and tried to order Orlav to obay him. Orlav sneered dozen humanoids went south about three days before,
and said "Arms does not give orders to Sovereignty". taking care to cover their tracks as they went. If no PCs
- The following day, Orlav took half the heathens and have the Track skill, a DC 19 Survival or Search check
headed south. will determine the above information, but the PCs will
- Soon after Pholdir was discovered. Without not be able to follow the tracks.
sounding boastful, he says that he slew five of the Tracking Ulcar's band requires a DC 10 Survival
heathens before they smote him down. He check. The tracker will be able to determine that three-
remembers nothing after than that only darkness dozen humanoids went north two days ago, taking care
and pain. He piously attributes his survival to the to cover their tracks. If no PCs have the Track skill, a DC
Blinding Light of Pholtus guiding him through the 10 Survival check will determine the above information
night of his suffering. and allow the PCs to follow the tracks. A DC 10 Search
check will allow the PCs to determine the above
What the Brotherhood prisoners know: If the PCs took information, but not to follow the tracks.
any of the ambushers captive and use charm person or Development: Assuming the PCs discover where
other enchantments to loosen their tongues, they may Orlav and Ulcar have gone, they must now decide which
be able to get some more information, depending on group to follow. If they decide to track down Orlav, go to
who they ask. Encounter 6. If they decide to track down Ulcar, go to
The Tilva Suel soldiers/officers know the most: Encounter 7.
- Orlav is an Uncle of the Brotherhood, attached to PCs that track down one band of escapees cannot
the Office of Sovereignty. Ulcar is a Brother and an then track down the other band. If the party wishes to
administrator in the Office of Arms. split up, allow them to do so and play the two encounters
- After overwhelming the barbarian garrison, they fell seperately with the relevent PCs. Each half of the party
out about what to do next. Orlav left three days ago will be vastly outnumbered, but that is the price of trying
with about a dozen men and headed south. to do everything at once. Sensible parties should try to
- Two days ago, Ulcar left with the rest of the men, deal with one group of escapees or the other.
about three dozen, and headed north towards The PCs will also have to decide what to do with the
Eagenrast. prisoners they have been escorting. The simplest
- Ulcar ordered them to keep up the pretense that solution is to leave them in the care of the Aegenlir
nothing was amiss in Aegenlir for three to four days. survivors, under lock and key in the cells of the
After that time, the ruse would be no longer blockhouse.
necessary, though he did not say why. Their orders Further exploration of the mines will be impossible
were to retreat into the hills and make their way due to a series of cave ins which preclude investigations.
back to Brotherhood lines.
Troubleshooting:
The Hepmonalander savages or hochebi know far less. 1: Tarrying Too Long:
Note that the Hepmonalanders only speak Rasol and do If the PCs spend more than 24 hours at Aegenlir, then
not understand Common. With persuasion (a DC 15 Eagenrast will have been destroyed by the time they
Diplomacy check) Llerdev will act as an interpreter. arrive there, assuming they head that direction.
- The chiefs led a revolt against the "chainmasters". Orlav may still be run to ground, but Ulcar and the
All but a few of the "chainmasters" were killed, the prisoners freed from Eagenrast will have escaped into the
rest were left to die in the mines. Headlands, collapsing the mine and leaving the village of
- The chiefs had a fight. One chief went south three Eagenrast ablaze behind them.
suns ago. The other told them to stay here and kill
anyone who came. Then that chief went north with 2: Making a Quick Gull
the rest of the warriors. Greedy PCs thinking that think they can make a quick
fortune by claiming some of the sliver ore lying about the
Tracking the Escapees: If the PCs have not managed to mine as bounty can think again. The Baron of Silvervale
get any information from either the garrison survivors or holds a monopoly over the trade of silver ore taken from
the Brotherhood ambushers, then they might be able to his mines. Thus, no trader or ore smelter will consider
pick up the tracks made by the escapees. touching what are stolen goods. The ore smelters in
Tracking Orlav's band requires a DC 19 Survival Silvervale will report the PCs to the baron, who will
check. The tracker will be able to determine that about a swiftly reclaim his property. Though the baron is willing

Prisoners of War Page 19


to overlook the indiscretion if the PCs surrender the ore trees, shrubs, ferns and dripping moss cling to the naked
quietly, PCs who protest will find themselves in facing rock, clothing it a lush robe of green.
charges of the major crime of theft. PCs found guilty of The path of Orlav's flight leads south for a league,
this crime must pay a fine of 25% of the PCs total wealth climbing up a switchback path to onto a small plateau.
and will gain the Disfavour of Baron Halshas Geldrenn, From there the trail turns east, following a ridgeline that
cancelling any favours they might have held with the looks from a frowning height down into the broad vale
baron, including those they might have earned as a result beyond where, between the feet of the hills and a long
of their actions in this module. Halshas' gratitude has its mere, lies the village of Jerrail Arelar.
limits. Late in the day, your pursuit leads you down from
Attempting to offload ore through the Wreckers will the heights, south to a lonely farmstead at the head of
provide a very poor return on investment (1 cp/pound of the vale of Jerrail Arelar. In the gathering gloom, no
ore), as the Wreckers know that the PCs cannot sell the light burns in the window, no fire in the hearth. There is
ore elsewhere. The Wreckers will also demand a no sign of life, except for the relentless tracks heading
percentage of the money that the PCs make as a like an arrow for the farmhouse.
"handling tithe". Adjust this percentage to ensure that no
PC earns more than the GP cap for the module. If the PCs What Has Gone Before: The previous evening, Orlav and
refuse to do business with the Wreckers, the thieves will his band swept down on the farmstead, killing the farmer
turn them into the authorities. and two of his sons before carrying off his wife and
PCs seeking to take the ore out of the country will daughter (alive) and several of his sheep and goats (dead).
run afoul of the Church of Zilchus, which manages the Read aloud or paraphrase the following:
levying of taxes and excises for the Free State. The Szek
holds a monopoly over the export of precious metals. The tracks of your quarry break up and disperse, halting
Therefore private parties carrying metal ore out of the behind the dry stone walls that enclose the small garden
Free State without a licence are guilty of the minor crime around the farmhouse. They then converge on the front
of smuggling. The punishment for this crime is a fine of and back doors of the building. The body of a man in
20% of PCs total wealth up to 1,000 gp. In addition, such peasant's garb lies across the doorstone, pierced by
PCs are guilty of the major crime of theft of Baron quarrels and hewn by axe and blade. Inside the simple
Silvervale's property (punishment: fine of 25% of the PCs dwelling is in utter disarray - the humble possessions of a
total wealth). The above punishments are applied farming family crushed beneath hobnailed boots. The
sequentially (i.e. 25% of total wealth, then 20% of bodies of a young man and a boy of no more than
remaining wealth up to a max. of 1,000 gp). In addition, thirteen summers, headless and bloody, lie scattered
all favours the guilty PCs hold with the Church of among the debris.
Zilchus are cancelled and the PCs earn the Disfavour of
the Church of Zilchus. A DC 12 Search check reveals that the farmstead was
PCs who have insufficient coin on hand to pay the home to a family of five. Dresses and petticoats suggest
fine must either sell possessions to make up the value or the presence of at least two women, though there is no
do hard labour in lieu of the outstanding sum (1TU/100 trace of them in the building. There are signs that the
gp owed). escapees spent the night in the house, before pressing on.
The goat pen behind the house is stained with blood and
littered with the entrails of at least three animals,
Encounter 6: seemingly butchered for meat by the raiders.
The Hostages If the PCs wish to continue tracking through the
If the PCs choose to track Orlav south, the read aloud or overcast night they will need to make a DC 25 Survival
paraphrase the following: check or lose the trail. Otherwise they can wait till
morning and pick up the trail with a DC 18 Survival
With some difficulty you follow the escapees' tracks as check. The trail heads south and west into the vale for a
they wind south from Aegenlir into the steep-sided half-mile and then vanishes into a rocky streambed. Here
limestone tors of the Headlands. The tracks follow the a small number of the escapees followed the streambed
torturous course of a stream that has, over unnumbered downriver (DC 20/DC 25 Survival check to detect by
years, worn a narrow gorge into the hills. The gushing day/night) to lead pursuers astray. Meanwhile Orlav and
waters echo in from the nearly sheer cliffs that tower the main body of the escapees travelled upriver along the
over you. Yet despite the incline, here and there hardy streambed (DC 24/DC 30 Survival check to track by

Prisoners of War Page 20


day/night). The PCs therefore have the option of heading At APL 4+ the hochebi sorcerer has cast an alarm
either up or downstream. spell on the mouth of the watercourse, warning him of
Downstream: If the PCs follow the smaller group of the PCs approach.
escapees will eventually come to the scene of a skirmish, At APL8+, the Hepmonalander priest has set glyphs
with blood, black and red staining the rocks beside the of warding 20, 30 and 40 feet into the watercourse
stream. A cursory search reveals the tracks of booted feet (marked G, H, J on the map respectively), primed to
trampling the area, and leading down the vale towards discharge when anyone non-evil passes over them. The
Jerrail Arelar, dragging a number of heavy burdens. glyphs were set the previous evening and so the priest has
Jerrail Arelar is a well-defended village perching atop now regained his full complement of spells again.
a low rise surrounded by an earthen ditch and palisade
and overlooking the still waters of a small lake. Here the APL 8
PCs will find the fresh bodies of three hochebi strung 20 feet
from a tree in the village common. Berancas, the village Glyph of Warding (blast): spell; spell trigger; no reset;
headman, will be able to tell the PCs that his men spotted spell effect (glyph of warding [spell], 5th level cleric, 2d8
the beasts coming down into the vale yesterday. He and acid; DC 17, Reflex half); multiple targets (all targets
"his lads" went to "make them welcome". Berancas says within 5 ft.); Search DC 28; Disable Device DC 28.
that his lads got all of the hochebi there was and he hasn't
seen any others around. He will be distressed to hear of 30 feet
the death of the farmer, a man named Calbrynn. Glyph of Warding (spell): spell; spell trigger; no reset;
However, he can offer little else in the way of practical spell effect (inflict serious wounds [spell], 5th level cleric,
help, except to say that the hills at the head of the vale are 3d8+5; DC 17, Will half); single target; Search DC 28;
riddled with caves, especially the valley formed by the Disable Device DC 28.
river that feeds the lake, along which the PCs have
already travelled. 40 feet
Upstream: If the PCs head upriver, read aloud or Glyph of Warding (spell): spell; spell trigger; no reset;
paraphrase the following: spell effect (hold person [spell], 5th level cleric; DC 17,
Will negates); single target; Search DC 28; Disable Device
The stream runs almost straight into the tors that wall in DC 28.
the valley the east. It winds into a narrow defile, in
places no more than five feet wide. The high walls of the APL 10
gorge frame a narrow strip of sky high above. In places, 20 feet
past floods have undercut a shelf into the limestone, in Glyph of Warding (blast): spell; spell trigger; no reset;
many places tall enough for a man to walk upright in. spell effect (glyph of warding [spell], 7th level cleric, 3d8
Here and there, torrents and rivulets pour from out of acid; DC 17, reflex half); multiple targets (all targets
fissures in the gorge walls, cascading down to join the within 5 ft.); Search DC 28; Disable Device DC 28.
main stream.
30 feet
A DC 15 Spot check will reveal that one of these rivulets Glyph of Warding (spell): spell; spell trigger; no reset;
emerges from a fissure large enough for man-sized spell effect (inflict serious wounds [spell], 7th level cleric,
creatures to fit into. A DC 25 Survival check will reveal 3d8+7; DC 17, Will half); single target; Search DC 28;
faint scuffmarks on the stone, indicating that the PCs Disable Device DC 28.
quarry have entered here within the last 24 hours.
40 feet
Orlav's Retreat (see Map 3) Glyph of Warding (spell): spell; spell trigger; no reset;
A: Watercourse spell effect (hold person [spell], 7th level cleric; DC 17,
This cave forms the water-course for an underground Will negates); single target; Search DC 28; Disable Device
stream. During the flood season, the stream fills the DC 28.
entire cave, but at the moment it is only 1 foot deep. The
passage is 40 feet long and 5 foot wide by 5 feet high, APL 12
forcing tall characters to stoop, but otherwise not 20 feet
affecting their mobility. Glyph of Warding (blast): spell; spell trigger; no reset;
spell effect (glyph of warding [spell], 9th level cleric, 4d8

Prisoners of War Page 21


acid; DC 18, reflex half); multiple targets (all targets which they can direct spells and missile fire at the PCs as
within 5 ft.); Search DC 28; Disable Device DC 28. they advance up the watercourse.
At APL8 + the sorcerer will try to web this passage to
30 feet slow the PCs advance. If Orlav's freedom of movement is
Glyph of Warding (spell): spell; spell trigger; no reset; still active, he may try to engage entangled PCs.
spell effect (inflict serious wounds [spell], 9th level cleric, Otherwise, if the PCs are about to break through, the
3d8+9; DC 17, Will half); single target; Search DC 28; defenders will torch the web.
Disable Device DC 28.
D: Main Cavern
40 feet This is a roughly circular chamber, 60 feet in diameter.
Glyph of Warding (spell): spell; spell trigger; no reset; Here Orlav's men will try to make their stand against the
spell effect (hold person [spell], 9th level cleric; DC 17, PCs. They will try to lure the PCS into the main part of
Will half); single target; Search DC 28; Disable Device DC the cavern, where they can use of their superior numbers
28. to flank the PCs.

The third glyph is placed at the junction of the E: Sinkhole


watercourse and the side passage into the main part of the This five foot wide passage leads vertically up through the
retreat. Any PC held here will be on the receiving end of rock to a concealed opening on the top of the tor (a DC 20
a barrage of missiles from the defenders in the side Search check is required to fine it). If the battle is going
passage (see below). badly, at APL 6+ Orlav will use spider climb to flee up this
At APL 10+, the sorcerer will try to catch as many of escape route, under the cover of invisibility or obscuring
the PCs as possible in the watercourse with lightning mist if possible.
bolts, sniping from the cover of the side passage, using
the hostages as human shields (see below). APL 2 (EL 4)
Also at APL 10+, the priest will use control water to Orlav: Rog2 hp 13, see Appendix 1
flood the watercourse entirely (except for the sniper Tilva Suel soldiers (2): War1 hp 9, see Appendix 1
shelf), forcing the PCs to strive against a 30 ft./round Hepmonalander Suel warriors (3): War1 hp 9, see
current (requiring a DC 15 Swim check) while holding Appendix 1
their breath to make headway. See the rules for aquatic Hochebi sorcerer: Adp1 hp 7, see Appendix 1
movement and combat in the DMG p92. PCs unable to
hold their position against the current may be swept out
APL 4 (EL 8)
of the watercourse into the river in the gorge outside.
Orlav: Rog5/Asn1 hp 32, see Appendix 1
Orlav may use his freedom of movement spell
Tilva Suel officers (3): Ftr1 hp 12, see Appendix 1
combined with water breathing cast by the priest to
Hepmonalander Suel warriors (4): Bbn1 hp 14, see
engage the PCs in the flooded tunnel.
Appendix 1
Hochebi sorcerer: Sor1 hp 7, see Appendix 1
B: Shelf Hepmonalander Suel shaman: Clr1 - Llerg hp 10, see
Just above the entrance to the cave is a small shelf, large Appendix 1
enough for a man to sit and lie flat in. The shelf faces back
into the cave, allowing the savage warrior posted here to
shoot PCs at advancing into the cave in the back.
APL 6 (EL 10)
Orlav: Rog5/Asn3 hp 42, see Appendix 1
At APL 2, the warrior will fire on the third PCs coming
Tilva Suel officers (3): Ftr3 hp 28, see Appendix 1
through the entrance, shouting loudly to warn his fellows
Hepmonalander Suel warriors (4): Bbn3 hp 32, see
in the cave beyond.
Appendix 1
At higher APLs the savage sniper will try to conceal
Hochebi sorcerer: Sor3 hp 19, see Appendix 1
himself, striking from behind when fighting breaks out
Hepmonalander Suel Priest: Clr3 - Llerg hp 24, see
further up the passage.
Appendix 1
C: Side Passage
The main cavern is connected to the watercourse by a APL 8 (EL 12)
winding, upward sloping side passage, 5 ft. high and 5 ft. Orlav: Rog5/Asn5 hp 52, see Appendix 1
wide. Orlav's men will use the corners as cover from Tilva Suel officers (3): Ftr5 hp 44, see Appendix 1

Prisoners of War Page 22


Hepmonalander Suel warriors (4): Bbn5 hp 51, see Treasure:
Appendix 1 APL 2: Loot (per PC assuming 6 PCs): 94 gp.
Hochebi sorcerer: Sor5 hp 26, see Appendix 1 APL 4: Loot (per PC assuming 6 PCs): 130 gp; Magic:
Hepmonalander Suel Priest: Clr5 - Llerg hp 38, see potion of cure light wounds (4) (4 x 4 gp); potion of spider
Appendix 1 climb (25 gp).
APL 6: Loot (per PC assuming 6 PCs): 180 gp; Magic:
APL 10 (EL 14) potion of cat's grace (25 gp); potion of cure light wounds
Orlav: Rog5/Asn7 hp 62, see Appendix 1 (7) (7 x 4 gp); bracers of armour +1 (83 gp); potion of cure
Tilva Suel officers (3): Ftr7 hp 60, see Appendix 1 moderate wounds (2) (2 x 25 gp).
Hepmonalander Suel warriors (4): Bbn7 hp 68, see APL 8: Loot (per PC assuming 6 PCs): 183 gp; Magic:
Appendix 1 potion of cure moderate wounds (8) (8 x 25 gp); potion of
Hochebi sorcerer: Sor7 hp 41, see Appendix 1 cure serious wounds (2) (2 x 62 gp); potion of bull's
Hepmonalander Suel Priest: Clr7 - Llerg hp 46, see strength (3) (3 x 25 gp); bracers of armour +1 (83 gp); +1
Appendix 1 bastard sword (3) (3 x 194 gp); +1 great axe (4) (4 x 192
gp); cloak of resistance +1 (3) (2 x 83 gp); +1 short sword
APL 12 (EL 16) (192 gp); +1 studded leather armour (98 gp); +1 battle axe
Orlav: Rog5/Asn9 hp 78, see Appendix 1 (192 gp).
Tilva Suel officers (5): Ftr8 hp 68, see Appendix 1 APL 10: Loot (per PC assuming 6 PCs): 944 gp; Coin:
Hepmonalander Suel warriors (5): Bbn8 hp 77, see 75 gp Magic: +1 greataxe (4) (4 x 197 gp); +1 bastard sword
Appendix 1 (3) (3 x 197 gp); +1 shock short sword (691 gp); +1 studded
Hochebi sorcerer: Sor8 hp 43, see Appendix 1 leather armour (98 gp); potion of cure serious wounds
Hepmonalander Suel Priest: Clr8 - Llerg hp 54, see (10) (10 x 62 gp); cloak of resistance +1 (3) (3 x 83 gp);
Appendix 1 potion of bull's strength (4) (4 x 25 gp); bracers of armour
+1 (83 gp); potion of aid (25 gp).
APL 12: Loot (per PC assuming 6 PCs): 1092 gp;
All APLs
Magic: +1 greataxe (5) (5 x 197 gp); +1 bastard sword (5) (5
Yerinay and Calbya: female human Com1: hp: 4
x 197 gp); +1 shock short sword (691 gp); +1 halfplate (5)
These are the two hostages that the escapees have taken,
(5 x 145 gp); potion of cure serious wounds (18) (18 x 62
and are being used as human shields. Treat them as
gp); cloak of resistance +1 (83 gp); potion of bull's
having AC 10.
strength (5) (5 x 25 gp); bracers of armour +1 (5) (5 x 83
Tactics: In addition to the tactics discussed above,
gp); +1 studded leather armour (98 gp); +1 battle axe
the sorcerer and priests will use their enhancing spells on
(191gp); wand of web (375 gp).
themselves and their troops as soon as they are alerted to
the PC's presence. In general, the defenders will try to
Development: If the PCs manage to defeat Orlav and his
impede the PCs progress into the cave, inflicting as much
men, there is then the matter of the hostages, Yerinay and
damage as possible in the confines of the watercourse and
her twelve-year-old daughter Calbya. It is possible that
the side passage.
they have been killed or wounded in the fighting. If they
The defenders will use the hostages as human shields
are still alive, they will be in deep shock, being utterly
to snipe around corners (see sniping rules Player’s
traumatised by their ordeal. With some gentle coaxing (a
Handbook p76) - first thrusting the unfortunate hostage
DC 15 Diplomacy check), the PCs can get Yerinay to
out to draw the PCs fire, then popping out to fire around
speak. She will say that the raiders came and killed her
the corner, then yanking the hostage back into cover
husband and sons and then took her and Calya into the
with a rope.
hills. She says that the leader of the raiders (Orlav)
If the PCs break into the main cavern, Orlav will use
prevented the others from harming either her or her
invisibility at APL6+ (or greater invisibility at APL10+) to
daughter, yet she cannot forgive him or the Brotherhood
avoid the PCs' notice. He will then study the most
for the murder of her husband Calbrynn.
powerful PC within reach and seek to use his death
The PCs can leave the women in the safekeeping of
attack. Otherwise he will try to combine with the spell
Barencas, the headman of the village of Jerrail Arelar, in
casters to sneak attack immobilised PCs.
the valley below the hills. The villagers have little to offer
Though Orlav will seek to escape, the other
the PCs in the way of a reward other than the promise of
defenders will fight to the death. Orlav will refuse to
their hospitality
surrender.

Prisoners of War Page 23


Hospitality of Jerrail Arelar: In gratitude for saving stockade. However, the garrison has taken heavy losses
some of its people from Scarlet Brotherhood raiders, the and Ulcar has carried the pallisade on the second attempt.
bearer can have free Adventurer's Standard upkeep for Hand to hand fighting is now raging among the
three Onnwal Regional modules per Common Year. buildings of Eagenrast.

What Orlav knows: Whether or not the PCs manage to Eagenrast


kill or capture Orlav, he carries valuable information for (see Map 4)
the Scarlet Brotherhood. Before his capture, he received a Eagenrast is not a pleasant town. Being a penal mine, the
detailed list of the movements and aliases used by settlement is little more than a military waystation.
Rakehell Chert from a Scarlet Brotherhood spy based in Within the palisade, the village consists of a single street,
Kildeer. This is why is so keen to return to Brotherhood a dusty, rutted track. The place consists of a huddle of
lines, knowing that his knowledge can cripple the Free humble houses – mostly wood and thatch. The one
State. If captured he will refuse, even under pain of death substantial building is built of stone and roofed with
or the effects of a charm person, to reveal what he knows slate. It stands in a widening in the track that might pass
to the PCs. Stronger mind affecting spells may be able to as the village square. A twisted and blackened hawthorn
extract the information from him. Even in this case, branch hangs from rusty chains over the door. This is the
Orlav does not know the identity of his informant in Spitting Bough, Eaganrast’s one and only inn.
Kildeer, other than the fact that they are very well placed. Beyond the Bough, under the looming tors, a further
palisade protects the mine compound itself. The layout of
the compound is very similar to that of Aegenlir, except
Having resolved any loose ends, go to Conclusion A. there are three mineshafts here to Aegenlir's one.

Encounter 7: The Battle


Fighting is raging in the main street of the town. Most of
Eagenrast the villagers have taken refuge either in the Spitting
If the PCs choose to track Ulcar north, then read aloud or Bough, where Quinnihe, the innkeep and Yusirn, a local
paraphrase the following: leader, are leading the defence. The rest have fled to the
safety of the mine compound, where Justrenn's men are
You hurry north, following the faint trail left by Ulcar. baerly keeping the raiders at bay.
About a mile north of Aegenlir, the trail turns sharply Unless the PCs are taking to approach stealthily,
east, plunging into the jagged hills, before winding then Ulcar will be aware of their arrival and will lead a
north once again. The path the raiders have chosen band of his men to engage the PCs. If the PCs are trying
makes maximum use of the natural terrain to conceal to sneak up and surprise Ulcar, roll opposed Spot checks
their passage. for the monk against the PCs Hide, applying a +2
circumstance bouns to the PCs and a -2 circumstance
Alternatively the PCs may wish to head straight for bonus to Ulcar for the distractions cause by the raging
Eagenrast. In either case, read aloud or paraphrase the battle.
following: There are about 30 raiders attacking Eagenrast.
However, the PCs will only fight the numbers of raiders
After several hours of hard travel, an ominous pillar of specified below at each APL. Assume that surplus raiders
smoke rises up from the horizon before you. Cresting a are engaged elsewhere in the fight. Once Ulcar and his
rocky ridge, you spy a small village huddled under a pair guards have been killed, the rest of the force will break
of sharp Headland tors. A portion of the palisade is and flee for the hills, pursued by the vengeful garrison.
ablaze, sending a column of black smoke into the sky. Any surplus raiders challenged by the PCs will throw
Straining your sight, you can see tiny figures locked in down their weapons and surrender.
combat.
APL 2 (EL 4)
The settlement is obviously Eagenrast, already under
Ulcar: Mnk2 hp 12, see Appendix 1
attack by Ulcar's force. The villagers and the mine
Tilva Suel soldiers (2): War1 hp 9, see Appendix 1
garrison, led by its constable, Arechal Justrenn, have
Hepmonalander Suel warriors (3): War1 hp 9, see
given a good account of themselves, managing to repulse
Appendix 1
Ulcar's initial surprise attack on the mine and prison
Hochebi sorcerer: Adp1 hp 7, see Appendix 1

Prisoners of War Page 24


Assume that the spell casters have appropriate buffing
APL 4 (EL 8) spells in effect, but have yet to discharge any offensive
Ulcar: Mnk6 hp 39, see Appendix 1 spells. Ulcar will seek to make maximum use of his
Tilva Suel officers (3): Ftr1 hp 12, see Appendix 1 mobility to get around PC fighters and attack vulnerable
Hepmonalander Suel warriors (4): Bbn1 hp 14, see PC spell casters, relying on his warriors to prevent him
Appendix 1 from being surrounded and overwhelmed.
Hochebi sorcerer: Sor1 hp 7, see Appendix 1 Ulcar and his men will fight to the death.
Hepmonalander Suel shaman: Clr1 - Llerg hp 10, see
Appendix 1 Treasure:
APL 2: Loot (per PC assuming 6 PCs): 103 gp;
APL 6 (EL 10) APL 4: Loot (per PC assuming 6 PCs): 510 gp; Magic:
Ulcar: Mnk8 hp 51, see Appendix 1 potion of cure light wounds (4) (4 x 4 gp);
Tilva Suel soldiers (3): Ftr3 hp 28, see Appendix 1 APL 6: Loot (per PC assuming 6 PCs): 781 gp; Magic:
Hepmonalander Suel warriors (4): Bbn3 hp 32, see potion of cure light wounds (7) (7 x 62 gp); potion of cure
Appendix 1 moderate wounds (2 x 25 gp); potion of remove
Hochebi sorcerer: Sor3 hp 19, see Appendix 1 blindness/deafness (62 gp); bracers of armour +1 (83 gp).
Hepmonalander Suel Priest: Clr3 - Llerg hp 24 see APL 8: Loot (per PC assuming 6 PCs): 721 gp; Magic:
Appendix 1 potion of cure serious wounds (62 gp); potion of cure
moderate wounds (8) (8 x 25 gp) bracers of armour +1 (83
gp); cloak of resistance +1 (3) (3 x 83 gp); +1 bastard sword
APL 8 (EL 12)
(3) (3 x 197 gp); +1 great axe (4) (4 x 192 gp); +1
Ulcar: Mnk10 hp 63, see Appendix 1
quarterstaff (191 gp); +1 battleaxe (192 gp); potion of bull
Tilva Suel officers (3): Ftr5 hp 44, see Appendix 1
strength (4) (4 x 25 gp).
Hepmonalander Suel warriors (4): Bbn5 hp 51, see
APL 10: Loot (per PC assuming 6 PCs): 943 gp; Coin:
Appendix 1
77 gp; Magic: potion of cure serious wounds (9) (9 x 62
Hochebi sorcerer: Sor5 hp 26, see Appendix 1
gp); bracers of armour +1 (83 gp); cloak of resistance +1
Hepmonalander Suel Priest: Clr5 - Llerg hp , see
(3) (3 x 83 gp); +1 bastard sword (3) (3 x 197 gp); +1 great
Appendix 1
axe (4) (4 x 192 gp); +1 ki focus quarterstaff (691 gp);
potion of bull strength (4) (4 x 25 gp).
APL 10 (EL 14) APL 12: Loot (per PC assuming 6 PCs): 1088 gp;
Ulcar: Mnk12 hp 75, see Appendix 1 Magic: potion of cure serious wounds (16) (16 x 62 gp);
Tilva Suel officers (3): Ftr7 hp 68, see Appendix 1 bracers of armour +1 (5) (5 x 83 gp); cloak of resistance +1
Hepmonalander Suel warriors (4): Bbn7 hp 68, see (83 gp); +1 bastard sword (5) (5 x 197 gp); +1 great axe (5)
Appendix 1 (5 x 192 gp); +1 battleaxe (193 gp); +1 ki focus quarterstaff
Hochebi sorcerer: Sor7 hp 41, see Appendix 1 (691 gp); potion of bull strength (5) (5 x 25 gp); scroll of
Hepmonalander Suel Priest: Clr7 - Llerg hp 46, see stoneskin (79 gp); wand of summon monster II (375 gp)
Appendix 1
Development: Assuming the PCs defeat Ulcar and the
APL 12 (EL 16) raiders, they are free to interact with Justrenn and the
Ulcar: Mnk14 hp 87, see Appendix 1 other prominent citizens of Eagenrast.
Tilva Suel officers (5): Ftr8 hp 68, see Appendix 1
Hepmonalander Suel warriors (5): Bbn8 hp 77, see NPCs of Eagenrast
Appendix 1 Arechal Justrenn, Constable of Eagenrast
Hochebi sorcerer: Sor8 hp 43, see Appendix 1 Appearance: Justrenn is a stocky, well-muscled man,
Hepmonalander Suel Priest: Clr8 - Llerg hp 54, see and his tall stature is that of both a man of the military
Appendix 1 and one used to having his orders obeyed. His long blond
hair is tied tightly with a rough leather thong.
Tactics: Ulcar initially tries to weaken the PCs with some Character: Forthright and honest, Justrenn lives by a
ranged spells and missile fire, using the buildings of the code of honour and sticks to it. He seems unconcerned or
village as cover. If the PCs close to melee, Ulcar will lead unaware at the open hostility displayed towards him by
a phalanx of his warriors to meet them head on, providing the local folk. Hailing from the town of Silvervale,
cover for the spell casters to provide magical support. Justrenn is Baron Geldrenn’s representative in Eagenrast,

Prisoners of War Page 25


overseeing the garrison of the mine. His position is Note that the PCs can try to pick up Orlav's trail, but, it
somewhat curious as Eagenrast is under the jurisdiction has long since gone cold. The assassin has made good his
of the Duyrdann family, vassals of the baron. Justrenn is escape.
known as “Soapy” by the locals (when he isn’t listening), Go to Conclusion B.
due to his excessive hygiene (he takes a warm bath every
day). Conclusion
The conclusion of the module depends on whether the
Quinnihe, proprietor of the Spitting Bough
PCs pursued Orlav or Ulcar.
Appearance: Attractive face, crooked teeth, thin
athletic body
Character: Quinnihe is a thin rakish young man with A: The PCs pursued Orlav
a sour temper and crooked teeth. He has something of a Having dealt with Orlav, the PCs are free to return to
reputation with the locals of being a lazy, feckless man, Silvervale to collect their reward.
and the fuller his bar, the more irritated and sour he gets. Read aloud or paraphrase the following:
It is said by some that it is almost as if he does not want to
make a living. He is sarcastic and prone to turning on As you make your way west, back into the heart of
weak people, berating them for trivial reasons. Quinnihe the Silvervale, a column of black smoke rises above the
will make a (blatant and very unsubtle) pass at any pretty hills to the north, an ominous blot on the horizon.
female PCs, in full sight of his wife.
If the PCs go to investigate, read aloud or paraphrase the
Julieen, Quinnihe’s wife following:
Appearance: Long dark hair, pleasant smiling face,
and shapely figure Half a day's travel brings you to the source of the
Character: A demure and attractive young woman, column of smoke. Cresting a crag, the smouldering ruins
Julieen is prone to girlish giggling. For reasons known of the village and mine of Eagenrast lie before you.
only to herself, she hero-worships her husband, laughing Nothing lives in the ashes of the holocaust. Above the
his crude jokes toward her. She appears oblivious to his ruins, three piles of crushed and shattered stone mark
blatant womanising and turns a blind eye to his the collapsed mouths of Eagenrast's silvermines, sealed
outrageous chasing of every young girl who passes by the malice of the Scarlet Brotherhood.
through his establishment.
The PCs can return to Silvervale, where news of the
Yusirn, local loudmouth destruction of Eagenrast is being greeted with shock and
Appearance: Yusirn is a broad-shouldered, handsome dismay. Nonetheless, Aerivayle will honour the deal,
and arrogant ox of a man. An extremely well-built and paying the PCs in full for their efforts. He will also pay a
large man, he has very handsome face. Always well small bonus if Orlav has been killed, and a larger bonus if
dressed. Loud booming voice the PCs have captured him alive and know that he knows
Character: Insufferably arrogant and obnoxious, something relating to Rakehell Chert.
Yusirn appears to take the very presence of Justrenn as a
personal challenge. Very much a leader of men, his loud Treasure: (per PC)
and sneering criticism of “outsiders” is the closest thing APL 2: Coin: base rate: 3 sp/lvl/day gp; small bonus: 20 gp
to evening entertainment provided by the Spitting OR large bonus 40 gp
Bough. APL 4: Coin: base rate: 3 sp/lvl/day gp; small bonus:
40 gp OR large bonus 80 gp
For their actions, Quinnihe will offer them free lodging APL 6: Coin: base rate: 3 sp/lvl/day gp; small bonus:
at the Spitting Bough, in gratitude for their aid. 60 gp OR large bonus 120 gp
APL 8: Coin: base rate: 3 sp/lvl/day gp; small bonus:
Hospitality of Eagenrast: In gratitude for saving some 80 gp OR large bonus 160 gp
of its people from Scarlet Brotherhood raiders, the bearer APL 10: Coin: base rate: 3 sp/lvl/day gp; small bonus:
can have free Adventurer's Standard upkeep for three 100 gp OR large bonus 200 gp
Onnwal Regional modules per Common Year. APL 12: Coin: base rate: 3 sp/lvl/day gp; small bonus:
120 gp OR large bonus 240 gp

Prisoners of War Page 26


The End
1: Did any of the chain gang escape or die? If so who and
B: The PCs pursued Ulcar what fate befell them?
Read aloud or paraphrase the following:
2: Did the mine of Aegenlir collapse?
Returning to the town of Silvervale, the tidings you
bring earn the praise and gratitude of both Lord 3: Did Pholdir die?
Aerivayle and his uncle, Baron Geldrenn. You are invited
to dine at the baron's table in Hergada's Rest, where you 4: Did Orlav escape?
receive the adulation of the baron and his bannermen.
5: Did Ulcar escape?
The baron will pay a considerable bonus to the agreed fee
(see below). Moreover any PCs who have earned the 6: Were the hostages saved?
Disfavour of Halshas Geldrenn are now forgiven. PCs
that have not displeased the baron in the past gain the 7: Was Eagenrast saved?
Favour of Halshas Geldrenn.

Favour of Halshas Geldrenn, Baron Silvervale: The


bearer has, through his actions earned Well-Liked Favour
status and 3 Regional Influence Points with the Baron of
Silvervale. Any PC who in the past has earned the
Disfavour of Halshas Geldrenn is no longer affected by it,
however, these PCs do not gain the Regional Influence
Points or the Well-Liked Status above.

Treasure:
APL 2: Coin: base rate: 3 sp/lvl/day gp; small bonus: 20 gp
OR large bonus 40 gp
APL 4: Coin: base rate: 3 sp/lvl/day gp; small bonus:
40 gp OR large bonus 80 gp
APL 6: Coin: base rate: 3 sp/lvl/day gp; small bonus:
60 gp OR large bonus 120 gp
APL 8: Coin: base rate: 3 sp/lvl/day gp; small bonus:
80 gp OR large bonus 160 gp
APL 10: Coin: base rate: 3 sp/lvl/day gp; small bonus:
100 gp OR large bonus 200 gp
APL 12: Coin: base rate: 3 sp/lvl/day gp; small bonus:
120 gp OR large bonus 240 gp

The End

Campaign Consequences
This adventure has campaign consequences. That is the
outcome of this module will directly affect future events
in the course of the campaign. The answers to some of the
questions below may seem trivial or pointless, but
because of the complex nature of the back-story and
campaign all information requested is vital.
Please send your answers to the Living Onnwal
Team at woesinger@hotmail.com as soon as possible.
General comments about the module are also welcomed
at this address.

Prisoners of War Page 27


Experience Point Summary APL6:
APL8:
300 XP
360 XP
To award experience for this adventure, add up the values
APL10: 420 XP
for the objectives accomplished and assign the experience
APL12: 480 XP
award accordingly. Then assign the discretionary role-
playing experience award. The role-playing award should
Recover the hostages alive:
be given for consistent character portrayal and
APL2: 30 XP
contribution to the fun of the game. You can award
APL4: 45 XP
different role-playing amounts to different characters.
APL6: 60 XP
Award the total value (objectives + roleplaying) to each
APL8: 75 XP
character.
APL10: 90 XP
APL12: 105 XP
Encounter 1: The Trial of Arms
Win an event at the Trial of Arms:
OR
APL2: 30 XP
APL4: 45 XP
APL6: 60 XP Encounter 7: Eagenrast
APL8: 75 XP Defeat Ulcar and the raiders
APL10: 90 XP APL2: 120 XP
APL12: 105 XP APL4: 240 XP
APL6: 300 XP
APL8: 360 XP
Encounter 3: The Chain Gang
APL10: 420 XP
Defeat the hochebi raiders
APL12: 480 XP
APL2: 120 XP
APL4: 120 XP
Save Eagenrast:
APL6: 180 XP
APL2: 30 XP
APL8: 240 XP
APL4: 45 XP
APL10: 300 XP
APL6: 60 XP
APL12: 360 XP
APL8: 75 XP
APL10: 90 XP
Encounter 4: Ambush at Aegenlir APL12: 105 XP
Defeat the ambushers
APL2: 120 XP Total possible experience
APL4: 180 XP APL2: 450 XP
APL6: 240 XP APL4: 675 XP
APL8: 300 XP APL6: 800 XP
APL10: 360 XP APL8: 1,125 XP
APL12: 420 XP APL10: 1,350 XP
APL12: 1,575 XP
Encounter 5: The Survivors
Save the survivors and prevent the collapse of the mine.
APL2: 30 XP
Treasure Summary
APL4: 45 XP During an adventure, characters encounter treasure,
APL6: 60 XP usually finding it in the possession of their foes. Every
APL8: 75 XP encounter that features treasure has a “treasure” section
APL10: 90 XP within the encounter description, giving information
APL12: 105 XP about the loot, coins and magic items that make up the
encounter’s treasure.
The loot total is the number of gold pieces each
Encounter 6: The Hostages
character gains if the foes are plundered of all their
Defeat Orlav and the escapees
earthly possessions. Looting the bodies takes at least 10
APL2: 120 XP
minutes per every 5 bodies, and if the characters cannot
APL4: 240 XP

Prisoners of War Page 28


take the time to loot the bodies, they do not gain this Encounter Three: The Chain Gang
gold. If you feel it is reasonable that the characters can go APL 2: Loot (per PC assuming 6 PCs): 24 gp;
back to loot the bodies, and those bodies are there (that is APL 4: Loot (per PC assuming 6 PCs): 23 gp;
not carted off by dungeon scavengers, removed from the APL 6: Loot (per PC assuming 6 PCs): 522 gp; Coin: 1
scene by the local watch, and so on), characters may gp; Magic: potion of cure light wounds (4 gp).
return to retrieve the loot. If characters do not loot the
body, the gold piece value for the loot is subtracted from APL 8: Loot (per PC assuming 6 PCs): 495 gp; Magic:
the encounter totals given below. potion of cure moderate wounds (25 gp); bracers of
The coin total is the number of gold pieces each armour +1 (83 gp)
character gains if they take the coin available. A normal APL 10: Loot (per PC assuming 6 PCs): 591 gp; Coin:
adventuring party can usually gather this wealth in a 2 gp; Magic: potion of cure moderate wounds (25 gp);
round or so. If for some reason they pass up this treasure, potion of invisibility (6) (6 x 25 gp); bracers of armour +1
the coin total is subtracted from the encounter totals (83 gp); wand of melf's acid arrow (375 gp).
given below. APL 12: Loot (per PC assuming 6 PCs): 470 gp; Coin:
Next, the magic items are listed. Magic item treasure 2 gp; Magic: +1 longsword (5) (5 x 192 gp); potion of cure
is the hardest to adjudicate, because they are varied and serious wounds (62 gp); potion of aid (25 gp); potion of
because characters may want to use them during the invisibility (6) (6 x 25 gp); bracers of armour +1 (83 gp);
adventure. Many times characters must cast identify, wand of melf's acid arrow (375 gp).
analyse dweomer, or similar spell to determine what the
item does and how to activate it. Other times they may Encounter Four: Ambush at Aegenlir
attempt to use the item blindly. If the magic item is APL 2: Loot (per PC assuming 6 PCs): 91 gp.
consumable (a potion, scroll, magic bolts etc) and the APL 4: Loot (per PC assuming 6 PCs): 258 gp; Magic:
item is used before the end of the adventure. Its total is potion of cure light wounds (2) (2 x 4 gp);
subtracted from the adventure totals below. APL 6: Loot (per PC assuming 6 PCs): 296 gp; Magic:
Once you have subtracted the value for unclaimed potion of cure light wounds (4) (4 x 4 gp); bracers of
treasures from each encounter, add it up and that it’s the armour +1 (83 gp); potion of cure moderate wounds (25
number of gold pieces a character’s total and coin values gp).
increase by at the end of the adventure. Write the total in APL 8: Loot (per PC assuming 6 PCs): 421 gp; Magic:
the GP Gained field of the Adventure Certificate. potion of cure moderate wounds (5) (5 x 25 gp); potion of
bull's strength (2) (2 x 25 gp); bracers of armour +1 (83
Treasure Key gp); +1 bastard sword (2) (2 x 194 gp); +1 great axe (2) (2 x
Encounter One: The Trial of Arms 192 gp); cloak of resistance +1 (2) (2 x 83 gp).
APL 2: Coin: 20 gp APL 10: Loot (per PC assuming 6 PCs): 559 gp; Coin:
APL 4: Coin: 40 gp 50 gp Magic: +1 greataxe (2) (2 x 197 gp); +1 bastard sword
APL 6: Coin: 60 gp (2) (2 x 197 gp); +1 dagger (191 gp); potion of cure serious
APL 8: Coin: 80 gp wounds (6) (6 x 62 gp); cloak of resistance +1 (2) (2 x 83
APL 10: Coin: 120 gp gp); potion of bull's strength (2) (2 x 25 gp); bracers of
APL 12: Coin: 120 gp armour +1 (83 gp).
APL 12: Loot (per PC assuming 6 PCs): 748 gp;
Encounter Two: An Interview with the Baron Magic: +1 greataxe (4) (4 x 197 gp); +1 bastard sword (3) (3
All APLs: If the PCs do not show the requsite respect to x 197 gp); +1 dagger (191 gp); +1 halfplate (3) (3 x 145 gp);
Baron Halshas Geldren of the Silvervale. potion of cure serious wounds (12) (12 x 62 gp); cloak of
resistance +1 (83 gp); potion of bull's strength (3) (3 x 25
Disfavour of Halshas Geldrenn, Baron Silvervale gp); bracers of armour +1 (3) (3 x 83 gp).
Having offended the Baron of Silvervale, Halshas
Geldrenn, the bearer is now disliked and disfavoured by Encounter Six: The Hostages
Halshas. For characters based outside Onnwal, their next APL 2: Loot (per PC assuming 6 PCs): 94 gp;
module based in Onnwal will cost an extra 1 TU as they APL 4: Loot (per PC assuming 6 PCs): 130 gp; Magic:
are labelled as troublemakers by border patrols. For potion of cure light wounds (4) (4 x 4 gp); potion of spider
Onnwalons this has the effect of giving them “Disliked” climb (25 gp).
status with the baron. APL 6: Loot (per PC assuming 6 PCs): 180 gp; Magic:
potion of cat's grace (25 gp); potion of cure light wounds

Prisoners of War Page 29


(7) (7 x 4 gp); bracers of armour +1 (83 gp); potion of cure axe (4) (4 x 192 gp); +1 ki focus quarterstaff (691 gp);
moderate wounds (2) (2 x 25 gp); potion of bull strength (4) (4 x 25 gp).
APL 8: Loot (per PC assuming 6 PCs): 183 gp;Magic:
potion of cure moderate wounds (8) (8 x 25 gp); potion of APL 12: Loot (per PC assuming 6 PCs): 1088 gp;
cure serious wounds (2) (2 x 62 gp); potion of bull's Magic: potion of cure serious wounds (16) (16 x 62 gp);
strength (3) (3 x 25 gp); bracers of armour +1 (83 gp); +1 bracers of armour +1 (5) (5 x 83 gp); cloak of resistance +1
bastard sword (3) (3 x 194 gp); +1 great axe (4) (4 x 192 (83 gp); +1 bastard sword (5) (5 x 197 gp); +1 great axe (5)
gp); cloak of resistance +1 (3) (2 x 83 gp); +1 short sword (5 x 192 gp); +1 battleaxe (193 gp); +1 ki focus quarterstaff
(192 gp); +1 studded leather armour (98 gp); +1 battle axe (691 gp); potion of bull strength (5) (5 x 25 gp); scroll of
(192 gp). stoneskin (79 gp); wand of summon monster II (375 gp)
APL 10: Loot (per PC assuming 6 PCs): 944 gp; Coin:
75 gp Magic: +1 greataxe (4) (4 x 197 gp); +1 bastard sword All APLs:
(3) (3 x 197 gp); +1 shock short sword (691 gp); +1 studded Hospitality of Eagenrast: In gratitude for saving some
leather armour (98 gp); potion of cure serious wounds of its people from Scarlet Brotherhood raiders, the bearer
(10) (10 x 62 gp); cloak of resistance +1 (3) (3 x 83 gp); can have free Adventurer's Standard upkeep for three
potion of bull's strength (4) (4 x 25 gp); bracers of armour Onnwal Regional modules per Common Year.
+1 (83 gp); potion of aid (25 gp).
APL 12: Loot (per PC assuming 6 PCs): 1092 gp; Conclusion
Magic: +1 greataxe (5) (5 x 197 gp); +1 bastard sword (5) (5 APL 2: Coin: base rate: 3 sp/lvl/day gp; small bonus: 80 gp
x 197 gp); +1 shock short sword (691 gp); +1 halfplate (5) OR large bonus 160 gp
(5 x 145 gp); potion of cure serious wounds (18) (18 x 62 APL 4: Coin: base rate: 3 sp/lvl/day gp; small bonus:
gp); cloak of resistance +1 (83 gp); potion of bull's 40 gp OR large bonus 80 gp
strength (5) (5 x 25 gp); bracers of armour +1 (5) (5 x 83 APL 6: Coin: base rate: 3 sp/lvl/day gp; small bonus:
gp); +1 studded leather armour (98 gp); +1 battle axe 60 gp OR large bonus 120 gp
(191gp), wand of web (375 gp). APL 8: Coin: base rate: 3 sp/lvl/day gp; small bonus:
80 gp OR large bonus 160 gp
All APLs: APL 10: Coin: base rate: 3 sp/lvl/day gp; small bonus:
Hospitality of Jerrail Arelar: In gratitude for saving 100 gp OR large bonus 200 gp
some of its people from Scarlet Brotherhood raiders, the APL 12: Coin: base rate: 3 sp/lvl/day gp; small bonus:
bearer can have free Adventurer's Standard upkeep for 120 gp OR large bonus 240 gp
three Onnwal Regional modules per Common Year.
All APLs
Encounter Seven: Eagenrast Favour of Halshas Geldrenn, Baron Silvervale: The
APL 2: Loot (per PC assuming 6 PCs): 103 gp; bearer has, through his actions earned Well-Liked Favour
APL 4: Loot (per PC assuming 6 PCs): 510 gp; Magic: status and 3 Regional Influence Points with the Baron of
potion of cure light wounds (4) (4 x 4 gp); Silvervale. Any PC who in the past has earned the
APL 6: Loot (per PC assuming 6 PCs): 781 gp; Magic: Disfavour of Halshas Geldrenn is no longer affected by it,
potion of cure light wounds (7) (7 x 62 gp); potion of cure however, these PCs do not gain the Regional Influence
moderate wounds (2 x 25 gp); potion of remove Points or the Well-Liked Status above.
blindness/deafness (62 gp); bracers of armour +1 (83 gp).
APL 8: Loot (per PC assuming 6 PCs): 721 gp; Magic:
potion of cure serious wounds (62 gp); potion of cure Total Possible Treasure
moderate wounds (8) (8 x 25 gp) bracers of armour +1 (83 APL 2: L: 220 gp; C: 180 gp; Total: 400 gp
gp); cloak of resistance +1 (3) (3 x 83 gp); +1 bastard sword APL 4: L: 431 gp; C: 120 gp; M: 49 gp - Total: 600 gp
(3) (3 x 197 gp); +1 great axe (4) (4 x 192 gp); +1 APL 6: L: 321 gp; C: 181 gp; M: 298 gp - Total: 800 gp
quarterstaff (191 gp); +1 battleaxe (192 gp); potion of bull APL 8: L: 10 gp; C: 240 gp; M: 1000 gp - Total: 1,250 gp
strength (4) (4 x 25 gp). APL 10: L: 300 gp; C: 300 gp; M: 1,500 gp - Total: 2,100 gp
APL 10: Loot (per PC assuming 6 PCs): 943 gp; Coin: APL 12: L: 140 gp; C: 360 gp; M: 2,500 gp - Total: 3,000 gp
77 gp; Magic: potion of cure serious wounds (9) (9 x 62
gp); bracers of armour +1 (83 gp); cloak of resistance +1 Items for the Adventure Record
(3) (3 x 83 gp); +1 bastard sword (3) (3 x 197 gp); +1 great Disfavour of Halshas Geldrenn, Baron Silvervale

Prisoners of War Page 30


Having offended the Baron of Silvervale, Halshas
Geldrenn, the bearer is now disliked and disfavoured by
Halshas. For characters based outside Onnwal, their next
module based in Onnwal will cost an extra 1 TU as they
are labelled as troublemakers by border patrols. For
Onnwalons this has the effect of giving them “Disliked”
status with the baron.

Favour of Halshas Geldrenn, Baron Silvervale: The


bearer has, through his actions earned Well-Liked Favour
status and 3 Regional Influence Points with the Baron of
Silvervale. Any PC who in the past has earned the
Disfavour of Halshas Geldrenn is no longer affected by it,
however, these PCs do not gain the Regional Influence
Points or the Well-Liked Status above.

Hospitality of Jerrail Arelar: In gratitude for saving


some of its people from Scarlet Brotherhood raiders, the
bearer can have free Adventurer's Standard upkeep for
three Onnwal Regional modules per Common Year.

Hospitality of Eagenrast: In gratitude for saving some


of its people from Scarlet Brotherhood raiders, the bearer
can have free Adventurer's Standard upkeep for three
Onnwal Regional modules per Common Year.

Item Access
Note: PCs only get access to items they encounter.

APL 6: bracers of armour +1

APL 8: as APL 6 plus cloak of resistance +1

APL 10: as APL 8 plus wand of melf's acid arrow; +1 shock


short sword; +1 ki focus quarterstaff

APL 12: as APL 10 plus scroll of stoneskin; wand of web;


wand of summon monster II

The End

Prisoners of War Page 31


Appendix I - NPC Statistics
APL 2 Combat Style (Ex): This ranger has selected archery.
He is treated as having the Rapid Shot feat, even without
Encounter 1: The Trial of Arms
the normal prerequisites for that feat.
Huirgen, Bbn4; CR 4; Medium Humanoid; HD
Wild Empathy (Ex): A ranger can improve the
4d12+8; hp 41; Init +6; Spd 40 ft.; AC 12, touch 12, flat-
attitude of an animal. This ability functions just like a
footed 10; Base Atk +4; Grp +7; Atk +7 melee (1d3+3, 2
Diplomacy check to improve the attitude of a person. The
fists); Full Atk +7 melee (1d3+3, 2 fists); SA Rage 2/day;
ranger rolls 1d20+4 to determine the wild empathy check
SQ Uncanny dodge, fast movement; AL CG; SV Fort +6,
result.
Ref +3, Will +0; Str 17, Dex 14, Con 14, Int 9, Wis 9, Cha
Possessions: Longbow, 20 arrows, studded leather
10.
armour.
Skills and feats: Escape Artist +6, Handle Animal +7,
Jump +8, Tumble +5; Dodge, Improved Initiative,
Muiraya: Drd4; CR 4; Medium humanoid; HD 4d8+4;
Weapon Focus (unarmed).
hp 27; Init +2; Spd 30 ft.; AC 16, flat-footed 13, touch 13;
Rage (Ex): +4 to Strength, +4 to Constitution, +2 on
Base Atk +3; Grp +5; Atk +6 ranged (1d8/x3, longbow);
Will saves, –2 penalty to Armor Class for up to 7 rounds
Full Atk +6 ranged (1d8/x3, longbow); SQ Nature sense,
Uncanny Dodge (Ex): The barbarian retains his
wild empathy, woodland stride, trackless step, resist
Dexterity bonus to AC (if any) even if he is caught flat-
nature's lure; AL NG; SV Fort +5, Ref +4, Will +7; Str 14,
footed or struck by an invisible attacker
Dex 14, Con 12, Int 10, Wis 17, Cha 10.
Trap Sense (Ex): A barbarian gains a +1 bonus on
Skills and feats: Concentration +8, Diplomacy +5;
Reflex saves made to avoid traps and a +1 dodge bonus to
Handle Animal +7, Spellcraft +7; Survival +10; Combat
AC against attacks made by traps
Casting, Improved Counterspell, Weapon Focus
(longbow).
Sergeant at Arms, Ftr4; Medium humanoid; HD Nature Sense (Ex): A druid gains a +2 bonus on
4d10+4; hp 32; Init +6; Spd 30 ft.; AC 18, flat-footed 16, Knowledge (nature) and Survival checks.
touch 12; Base Atk +4; Grp +6; Atk +7 melee (1d10+4, Wild Empathy (Ex): A druid can improve the
bastard sword) or +6 melee (1d6+2, short sword) or +6 attitude of an animal. This ability functions just like a
melee (1d4+2, dagger); Full Atk +7 melee (1d10+4, bastard Diplomacy check made to improve the attitude of a
sword) or +6 melee (1d6+2, short sword) or +6 melee person. The druid rolls 1d20+4 to determine the wild
(1d4+2, dagger); AL LN; SV Fort +5, Ref +3, Will +2; Str empathy check result.
14, Dex 14, Con 12, Int 12, Wis 12, Cha 14. Woodland Stride (Ex): A druid may move through
Skills and feats: Bluff +5, Climb +1, Intimidate any sort of undergrowth (such as natural thorns, briars,
+9, Jump +2; Combat Reflexes, Exotic Weapon overgrown areas, and similar terrain) at her normal speed
Proficiency (bastard sword), Improved Initiative, Power and without taking damage or suffering any other
Attack, Weapon Focus (bastard sword), Weapon impairment.
Specialization (bastard sword). Trackless Step (Ex): A druid leaves no trail in natural
Possessions: Bastard sword, short sword, dagger, surroundings and cannot be tracked.
chain mail, small steel shield, Resist Nature’s Lure (Ex): A druid gains a +4 bonus
on saving throws against the spell-like abilities of fey.
Scout: Rng4; CR 4; Medium humanoid; HD 4d8+4; hp Spells Prepared (5/4/3; base DC = 13 + spell level) 0 -
27; Init +3; Spd 30 ft.; AC 16, flat-footed 13, touch 13; Base flare x3, light, resistance; 1st - entangle x2, faerie fire x2; 2nd
Atk +4; Grp +6; Atk +8 ranged (1d8/x3, longbow); Full - gust of wind x3
Atk +8 ranged (1d8/x3, longbow) or +6/+6 ranged Possessions: Longbow, 20 arrows, studded leather
(1d8/x3, longbow); SQ Favoured enemy hochebi +2, wild armour.
empathy; AL LN; SV Fort +5, Ref +7, Will +2; Str 14, Dex
17, Con 12, Int 10, Wis 12, Cha 10.
Skills and feats: Climb +7, Hide +9, Handle Encounter 3: The Chain Gang
Animal +7, Jump +5, Move Silently +9, Spot +8; Survival Ha'kra'kalubrak, male hochebi warrior, hp 6; see
+8; Endurance, Far Shot, Point-Blank Shot, Rapid Shot, Monster Manual p153 (note: Ha'kra'kalubrak is unarmed
Track, Weapon Focus (longbow). and unarmoured)

Prisoners of War Page 32


Llerdev, male Hepmonalander Suel warrior, Bbn2; CR unarmed); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref
2; Medium humanoid; HD 2d12+4; hp 23; Init +2; Spd 40 +2, Will +1; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8.
ft.; AC 12, touch 12, flat-footed 10; Base Atk +2; Grp +5; Skills and Feats: Bluff +2, Climb +7, Jump +8;
Atk +5 melee (1d3+3, unarmed); Full Atk Atk +5 melee Diehard, Endurance, Improved Initiative, Weapon Focus
(1d3+3, unarmed); SQ Rage 3/day, fast movement, (longsword).
uncanny dodge; AL N; SV Fort +5, Ref +2, Will +1; Str 16,
Dex 14, Con 14, Int 10, Wis 12, Cha 8. Lev Talozin, male human, Rog2: CR 2; Medium
Skills and Feats: Climb +7, Handle Animal +4, Jump humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13,
+7, Listen +6, Move Silently +5; Extra Rage, Weapon flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3
Focus (falchion). melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2,
unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack
Krova Lenar, female human, Mnk6; CR 6; Medium +1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0;
humanoid; HD 6d8+6; hp 39; Init +6; Spd 50 ft.; AC 16, Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10.
touch 16, flat-footed 14; Base Atk +4; Grp +6; Atk +7 Skills and Feats: Bluff +5; Escape Artist +8; Hide +8,
melee (1d8+2, unarmed); Full Atk +6/+6 melee (1d8+2, Move Silently +8, Open Locks +8, Search +5, Listen +5,
flurry of blows unarmed); SA Unarmed strike, flurry of Sense Motive +8, Spot +5, Tumble +8, Improved
blows, ki strike (magic); SQ Evasion, still mind, purity of Initiative, Weapon Focus (short sword).
body, slow fall 30 ft.; AL LE; SV Fort +6, Ref +7, Will +8; Trapfinding: Rogues can use the Search skill to
Str 14, Dex 15, Con 12, Int 10, Wis 16, Cha 8. locate traps when the task has a Difficulty Class higher
Skills and Feats: Escape Artist +11, Hide +11, Jump than 20. Finding a nonmagical trap has a DC of at least 20,
+11, Move Silently +11, Tumble +11; Circle Kick, Deflect or higher if it is well hidden. Finding a magic trap has a
Arrows, Fists of Iron, Improved Disarm, Improved DC of 25 + the level of the spell used to create it.Rogues
Initiative, Stunning Fist, Weapon Focus (unarmed). (and only rogues) can use the Disable Device skill to
Flurry of Blows (Ex): When unarmored, a monk may disarm magic traps. A magic trap generally has a DC of 25
make one extra attack in a round at her highest base + the level of the spell used to create it. A rogue who beats
attack bonus, but this attack takes a –1 penalty, as does a trap’s DC by 10 or more with a Disable Device check can
each other attack made that round. study a trap, figure out how it works, and bypass it (with
Bonus Feats: This monk has selected Stunning Fist, her party) without disarming it.
Deflect Arrows and Improved Disarm as bonus feats. A Evasion (Ex): If a rogue makes a successful Reflex
monk need not have any of the prerequisites normally saving throw against an attack that normally deals half
required for these feats to select them. damage on a successful save, she instead takes no damage.
Evasion (Ex): If a monk makes a successful Reflex
saving throw against an attack that normally deals half Derend and Jandyr, male human, Rog2: CR 2; Medium
damage on a successful save, she instead takes no damage. humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13,
flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3
Still Mind (Ex): A monk gains a +2 bonus on saving
melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2,
throws against spells and effects from the school of
unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack
enchantment.
+1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0;
Ki Strike (Su): A monk’s unarmed attacks are
Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10.
empowered with ki. Her unarmed attacks are treated as
Skills and Feats: Bluff +5; Escape Artist +8; Hide +8,
magic weapons for the purpose of dealing damage to
Move Silently +8, Open Locks +8, Search +5, Listen +5,
creatures with damage reduction.
Sense Motive +8, Spot +5, Tumble +8, Improved
Slow Fall (Ex): A monk within arm’s reach of a wall
Initiative, Weapon Focus (short sword).
can use it to slow her descent. When first using this
Trapfinding: Rogues can use the Search skill to
ability, she takes damage as if the fall were 30 feet shorter
locate traps when the task has a Difficulty Class higher
than it actually is.
than 20. Finding a nonmagical trap has a DC of at least 20,
Purity of Body (Ex): A monk gains immunity to all
or higher if it is well hidden. Finding a magic trap has a
diseases except for supernatural and magical diseases.
DC of 25 + the level of the spell used to create it.Rogues
(and only rogues) can use the Disable Device skill to
Makho Vidrekk, male human, Ftr2; CR 2; Medium
disarm magic traps. A magic trap generally has a DC of 25
humanoid; HD 2d10+4; hp 20; Init +6; Spd 20 ft.; AC 12,
+ the level of the spell used to create it. A rogue who beats
touch 12, flat-footed 10; Base Atk +2; Grp +5; Atk +5
a trap’s DC by 10 or more with a Disable Device check can
melee (1d3+3, unarmed); Full Atk +5 melee (1d3+3,

Prisoners of War Page 33


study a trap, figure out how it works, and bypass it (with ft.; SA Sneak attack +1d6+2; SQ Evasion; AL NE; SV Fort
her party) without disarming it. +1; Ref +5; Will +0; Str 14, Dex 16, Con 12, Int 12, Wis 10,
Evasion (Ex): If a rogue makes a successful Reflex Cha 10.
saving throw against an attack that normally deals half Skills and Feats: Bluff +5; Disguise +5; Escape Artist
damage on a successful save, she instead takes no damage. +7, Hide +7, Listen +5, Move Silently +7, Tumble +7,
Search +5, Slight of Hand +7, Spot +5; Improved
Encounter 4: Ambush at Aegenlir Initiative, Weapon Focus (short sword).
Tilva Suel soldiers: War1; CR 1/2; Medium humanoid; Trapfinding: Rogues can use the Search skill to
HD 1d8+1; hp 9; Init +6; Spd 30 ft.; AC 19, flat-footed 17, locate traps when the task has a Difficulty Class higher
touch 12; Base Atk +1; Grp +3; Atk +5 melee (1d8+3/19- than 20. Finding a nonmagical trap has a DC of at least 20,
20, longsword) or +3 ranged (1d8/x3, longbow); Full Atk or higher if it is well hidden. Finding a magic trap has a
+5 melee (1d8+3/19-20, longsword) or +3 ranged (1d8/x3, DC of 25 + the level of the spell used to create it.Rogues
longbow); AL LE; SV Fort +3, Ref +2, Will +1; Str 16, Dex (and only rogues) can use the Disable Device skill to
14, Con 12, Int 10, Wis 12, Cha 10. disarm magic traps. A magic trap generally has a DC of 25
Skills and Feats: Climb -3, Intimidate +4; Spot +3; + the level of the spell used to create it. A rogue who beats
Improved Initiative, Weapon Focus (longsword). a trap’s DC by 10 or more with a Disable Device check can
Possessions: Chainmail, heavy steel shield, study a trap, figure out how it works, and bypass it (with
longsword, longbow, 20 arrows. her party) without disarming it.
Evasion (Ex): If a rogue makes a successful Reflex
Hepmonalander Suel warriors: War1; CR 1/2: Medium saving throw against an attack that normally deals half
humanoid; HD 1d8+1; hp 9; Init +5; Spd 30 ft.; AC 19, flat- damage on a successful save, she instead takes no damage.
footed 16, touch 13; Base Atk +1; Grp +3; Atk +4 melee Possessions: Shortsword, light crossbow, crosbow
(1d8+2/x3, battleaxe) or +4 ranged (1d8/x3, longbow); bolts (20), studded-leather armour.
Full Atk +4 melee (1d8+2/x3, battleaxe) or +4 ranged
(1d8/x3, longbow); AL LE; SV Fort +3, Ref +3, Will +1; Str Tilva Suel soldiers: War1; CR 1/2; Medium humanoid;
14, Dex 16, Con 12, Int 10, Wis 12, Cha 10. HD 1d8+1; hp 9; Init +6; Spd 30 ft.; AC 19, flat-footed 17,
Skills and Feats: Hide +3, Intimidate +4; Spot +3; touch 12; Base Atk +1; Grp +3; Atk +5 melee (1d8+3/19-
Improved Initiative, Weapon Focus (battleaxe). 20, longsword) or +3 ranged (1d8/19-20, light crossbow);
Possessions: Chain shirt, large steel shield, Full Atk +5 melee (1d8+3/19-20, longsword) or +3 ranged
longsword, longbow + 20 arrows. (1d8/19-20, light crossbow); AL LE; SV Fort +3, Ref +2,
Will +1; Str 16, Dex 14, Con 12, Int 10, Wis 12, Cha 10.
Hochebi sorceror: Adp1; CR 1/2; Medium humanoid; Skills and Feats: Hide -3, Intimidate +4; Spot +3;
HD 1d6+1; hp 7; Init +2; Spd 30 ft.; AC 11, flat-footed 10, Improved Initiative, Weapon Focus (longsword).
touch 11; Base Atk +0; Grp +0; Atk +1 ranged (1d8/19-20, Possessions: Chainmail, large steel shield, longsword,
light crossbow) or +0 melee (1d4/19-20, dagger); Full Atk light crossbow, 20 bolts.
+1 ranged (1d8/19-20, light crossbow) or +0 melee
(1d4/19-20, dagger); SQ Darkvision; AL LE; SV Fort +1, Hepmonalander Suel warriors: War1; CR 1/2: Medium
Ref +1, Will +5; Str 10, Dex 12, Con 12, Int 10, Wis 16, humanoid; HD 1d8+1; hp 9; Init +5; Spd 30 ft.; AC 19, flat-
Cha 14. footed 16, touch 13; Base Atk +1; Grp +3; Atk +4 melee
Skills and Feats: Concentration +5, Move (1d8+2/x3, battleaxe) or +4 ranged (1d8/19-20, light
Silently +5, Spellcraft +4; Combat Casting. crossbow); Full Atk +4 melee (1d8+2/x3, battleaxe) or +4
Spells Prepared (3/2; base DC = 13 + spell level) 0 - ranged (1d8/19-20, light crossbow); AL LE; SV Fort +3,
guidance, resistance, touch of fatigue; 1st sleep x2. Ref +3, Will +1; Str 14, Dex 16, Con 12, Int 10, Wis 12,
Possessions: Dagger; light crossbow, 20 quarrels. Cha 10.
Skills and Feats: Hide +3, Intimidate +4; Spot +3;
Improved Initiative, Weapon Focus (battleaxe).
Encounter 6: The Hostages
Possessions: Chain shirt, large steel shield,
Orlav, male human Rog2: CR 2; Medium humanoid;
longsword, light crossbow + 20 bolts.
HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 16, flat-footed 13;
touch 13; Base Atk +1; Grp +3; Atk +4 melee (1d6+2/19-
Hochebi sorceror: Adp1; CR 1/2; Medium humanoid;
20, short sword) or +4 ranged (1d8/19-20, light crossbow);
HD 1d6+1; hp 7; Init +2; Spd 30 ft.; AC 11, flat-footed 10,
Full Atk +4 melee (1d6+2/19-20, short sword) or +4
touch 11; Base Atk +0; Grp +0; Atk +1 ranged (1d8/19-20,
ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./ 5

Prisoners of War Page 34


light crossbow) or +0 melee (1d4/19-20, dagger); Full Atk footed 16, touch 13; Base Atk +1; Grp +3; Atk +4 melee
+1 ranged (1d8/19-20, light crossbow) or +0 melee (1d8+2/x3, battleaxe) or +4 ranged (1d8/x3, longbow);
(1d4/19-20, dagger); SQ Darkvision; AL LE; SV Fort +1, Full Atk +4 melee (1d8+2/x3, battleaxe) or +4 ranged
Ref +1, Will +5; Str 10, Dex 12, Con 12, Int 10, Wis 16, (1d8/x3, longbow); AL LE; SV Fort +3, Ref +3, Will +1; Str
Cha 14. 14, Dex 16, Con 12, Int 10, Wis 12, Cha 10.
Skills and Feats: Concentration +5, Move Skills and Feats: Hide +3, Intimidate +4; Spot +3;
Silently +5, Spellcraft +4; Combat Casting. Improved Initiative, Weapon Focus (battleaxe).
Spells Prepared (3/2; base DC = 13 + spell level) 0 - Possessions: Chain shirt, large steel shield,
ghost sound, guidance, touch of fatigue; 1st - obscuring longsword, longbow + 20 arrows.
mist, sleep.
Possessions: Dagger; light crossbow, 20 quarrels. Hochebi sorceror: Adp1; CR 1/2; Medium humanoid;
HD 1d6+1; hp 7; Init +2; Spd 30 ft.; AC 11, flat-footed 10,
Encounter 7: Eagenrast touch 11; Base Atk +0; Grp +0; Atk +1 ranged (1d8/19-20,
Ulcar: Mnk2; CR 2; Medium Humanoid; HD 2d8; hp light crossbow) or +0 melee (1d4/19-20, dagger); Full Atk
12; Init +6; Spd 30 ft.; AC 15, touch 15, flat-footed 13; Base +1 ranged (1d8/19-20, light crossbow) or +0 melee
Atk +1; Grp +3; Atk +4 melee (1d6+2, unarmed) or +3 (1d4/19-20, dagger); SQ Darkvision; AL LE; SV Fort +1,
melee (1d6+2, quarterstaff) or +3 ranged (1d6 fire, Ref +1, Will +5; Str 10, Dex 12, Con 12, Int 10, Wis 16,
alchemist's fire); Full Atk +2/+2 melee (1d6+2, flurry of Cha 14.
blows unarmed); +1/+1 melee (1d6+2, flurry of blows Skills and Feats: Concentration +5, Move
quarterstaff) or +3 ranged (1d6 fire, alchemist's fire); SA Silently +5, Spellcraft +4; Combat Casting.
Unarmed strike, flurry of blows; SQ Evasion; AL LE; SV Spells Prepared (3/2; base DC = 13 + spell level) 0 -
Fort +2, Ref +4, Will +5; Str 14, Dex 14, Con 10, Int 10, guidance, resistance, touch of fatigue; 1st sleep x2.
Wis 16, Cha 10. Possessions: Dagger; light crossbow, 20 quarrels.
Skills and Feats: Climb +4, Hide +7, Jump +5, Move
Silently +7, Tumble +7; Deflect Arrows, Improved
Initiative, Stunning Fist, Weapon Focus (unarmed).
monk may make one extra attack in a round at her
highest base attack bonus, but this attack takes a –2
penalty, as does each other attack made that round.
Bonus Feats: This monk has selected Stunning Fist
and Deflect Arrows as bonus feats. A monk need not have
any of the prerequisites normally required for these feats
to select them.
Evasion (Ex): If a monk makes a successful Reflex
saving throw against an attack that normally deals half
damage on a successful save, she instead takes no damage.
Possessions: Quarterstaff, flask of alchemist's fire.

Tilva Suel soldiers: War1; CR 1/2; Medium humanoid;


HD 1d8+1; hp 9; Init +6; Spd 30 ft.; AC 19, flat-footed 17,
touch 12; Base Atk +1; Grp +3; Atk +5 melee (1d8+3/19-
20, longsword) or +3 ranged (1d8/x3, longbow); Full Atk
+5 melee (1d8+3/19-20, longsword) or +3 ranged (1d8/x3,
longbow); AL LE; SV Fort +3, Ref +2, Will +1; Str 16, Dex
14, Con 12, Int 10, Wis 12, Cha 10.
Skills and Feats: Intimidate +4, Jump -2, Spot +3;
Improved Initiative, Weapon Focus (longsword).
Possessions: Chainmail, large steel shield, longsword,
longbow, 20 arrows.

Hepmonalander Suel warriors: War1; CR 1/2: Medium


humanoid; HD 1d8+1; hp 9; Init +5; Spd 30 ft.; AC 19, flat-

Prisoners of War Page 35


APL 4 Wild Empathy (Ex): A ranger can improve the
attitude of an animal. This ability functions just like a
Encounter 1: The Trial of Arms
Diplomacy check to improve the attitude of a person. The
Huirgen, Bbn4; CR 4; Medium Humanoid; HD
ranger rolls 1d20+4 to determine the wild empathy check
4d12+8; hp 41; Init +6; Spd 40 ft.; AC 12, touch 12, flat-
result.
footed 10; Base Atk +4; Grp +7; Atk +7 melee (1d3+3, 2
Possessions: Longbow, 20 arrows, studded
fists); Full Atk +7 melee (1d3+3, 2 fists); SA Rage 2/day;
leather armour.
SQ Uncanny dodge, fast movement, trap sense +1; AL
CG; SV Fort +6, Ref +3, Will +0; Str 17, Dex 14, Con 14,
Muiraya: Drd4; CR 4; Medium humanoid; HD 4d8+4;
Int 9, Wis 9, Cha 10.
hp 27; Init +2; Spd 30 ft.; AC 16, flat-footed 13, touch 13;
Skills and feats: Escape Artist +6, Handle Animal +7,
Base Atk +3; Grp +5; Atk +6 ranged (1d8/x3, longbow);
Jump +8, Tumble +5; Dodge, Improved Initiative,
Full Atk +6 ranged (1d8/x3, longbow); SQ Nature sense,
Weapon Focus (unarmed).
wild empathy, woodland stride, trackless step, resist
Rage (Ex): +4 to Strength, +4 to Constitution, +2 on
nature's lure; AL NG; SV Fort +5, Ref +4, Will +7; Str 14,
Will saves, –2 penalty to Armor Class for up to 7 rounds
Dex 14, Con 12, Int 10, Wis 17, Cha 10.
Uncanny Dodge (Ex): The barbarian retains his
Skills and feats: Concentration +8, Diplomacy +5;
Dexterity bonus to AC (if any) even if he is caught flat-
Handle Animal +7, Spellcraft +7; Survival +10; Combat
footed or struck by an invisible attacker
Casting, Improved Counterspell, Weapon Focus
Trap Sense (Ex): A barbarian gains a +1 bonus on
(longbow).
Reflex saves made to avoid traps and a +1 dodge bonus to
Nature Sense (Ex): A druid gains a +2 bonus on
AC against attacks made by traps
Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the
Sergeant at Arms, Ftr4; Medium humanoid; HD attitude of an animal. This ability functions just like a
4d10+4; hp 32; Init +6; Spd 30 ft.; AC 18, flat-footed 16, Diplomacy check made to improve the attitude of a
touch 12; Base Atk +4; Grp +6; Atk +7 melee (1d10+4, person. The druid rolls 1d20+4 to determine the wild
bastard sword) or +6 melee (1d6+2, short sword) or +6 empathy check result.
melee (1d4+2, dagger); Full Atk +7 melee (1d10+4, bastard Woodland Stride (Ex): A druid may move through
sword) or +6 melee (1d6+2, short sword) or +6 melee any sort of undergrowth (such as natural thorns, briars,
(1d4+2, dagger); AL LN; SV Fort +5, Ref +3, Will +2; Str overgrown areas, and similar terrain) at her normal speed
14, Dex 14, Con 12, Int 12, Wis 12, Cha 14. and without taking damage or suffering any other
Skills and feats: Bluff +5, Climb +1, Intimidate impairment.
+9, Jump +2; Combat Reflexes, Exotic Weapon Trackless Step (Ex): A druid leaves no trail in natural
Proficiency (bastard sword), Improved Initiative, Power surroundings and cannot be tracked.
Attack, Weapon Focus (bastard sword), Weapon Resist Nature’s Lure (Ex): A druid gains a +4 bonus
Specialization (bastard sword). on saving throws against the spell-like abilities of fey.
Possessions: Bastard sword, short sword, dagger, Spells Prepared (5/4/3; base DC = 13 + spell level) 0 -
chain mail, small steel shield, flare x3, light, resistance; 1st - entangle x2, faerie fire x2; 2nd
- gust of wind x3
Scout: Rng4; CR 4; Medium humanoid; HD 4d8+4; hp Possessions: Longbow, 20 arrows, studded leather
27; Init +3; Spd 30 ft.; AC 16, flat-footed 13, touch 13; Base armour.
Atk +4; Grp +6; Atk +8 ranged (1d8/x3, longbow); Full
Atk +8 ranged (1d8/x3, longbow) or +6/+6 ranged
(1d8/x3, longbow); SQ Favoured enemy hochebi +2, wild Encounter 3: The Chain Gang
empathy; AL LN; SV Fort +5, Ref +7, Will +2; Str 14, Dex Ha'kra'kalubrak, male hochebi warrior, hp 6; see
17, Con 12, Int 10, Wis 12, Cha 10. Monster Manual p153 (note: Ha'kra'kalubrak is unarmed
Skills and feats: Climb +7, Hide +9, Handle and unarmoured)
Animal +7, Jump +5, Move Silently +9, Spot +8; Survival
+8; Endurance, Far Shot, Point-Blank Shot, Rapid Shot, Llerdev, male Hepmonalander Suel warrior, Bbn2; CR
Track, Weapon Focus (longbow). 2; Medium humanoid; HD 2d12+4; hp 23; Init +2; Spd 40
Combat Style (Ex): This ranger has selected archery. ft.; AC 12, touch 12, flat-footed 10; Base Atk +2; Grp +5;
He is treated as having the Rapid Shot feat, even without Atk +5 melee (1d3+3, unarmed); Full Atk Atk +5 melee
the normal prerequisites for that feat. (1d3+3, unarmed); SQ Rage 3/day, fast movement,

Prisoners of War Page 36


uncanny dodge; AL N; SV Fort +5, Ref +2, Will +1; Str 16, unarmed); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref
Dex 14, Con 14, Int 10, Wis 12, Cha 8. +2, Will +1; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8.
Skills and Feats: Climb +7, Handle Animal +4, Jump Skills and Feats: Bluff +2, Climb +7, Jump +8;
+7, Listen +6, Move Silently +5; Extra Rage, Weapon Diehard, Endurance, Improved Initiative, Weapon Focus
Focus (falchion). (longsword).
Rage (Ex): +4 to Strength, +4 to Constitution, +2 on
Will saves, –2 penalty to Armor Class for up to 7 rounds Lev Talozin, male human, Rog2: CR 2; Medium
Uncanny Dodge (Ex): The barbarian retains his humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13,
Dexterity bonus to AC (if any) even if he is caught flat- flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3
footed or struck by an invisible attacker melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2,
unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack
Krova Lenar, female human, Mnk6; CR 6; Medium +1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0;
humanoid; HD 6d8+6; hp 39; Init +6; Spd 50 ft.; AC 16, Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10.
touch 16, flat-footed 14; Base Atk +4; Grp +6; Atk +7 Skills and Feats: Bluff +5; Escape Artist +8; Hide +8,
melee (1d8+2, unarmed); Full Atk +6/+6 melee (1d8+2, Move Silently +8, Open Locks +8, Search +5, Listen +5,
flurry of blows unarmed); SA Unarmed strike, flurry of Sense Motive +8, Spot +5, Tumble +8, Improved
blows, ki strike (magic); SQ Evasion, still mind, purity of Initiative, Weapon Focus (short sword).
body, slow fall 30 ft.; AL LE; SV Fort +6, Ref +7, Will +8; Trapfinding: Rogues can use the Search skill to
Str 14, Dex 15, Con 12, Int 10, Wis 16, Cha 8. locate traps when the task has a Difficulty Class higher
Skills and Feats: Escape Artist +11, Hide +11, Jump than 20. Finding a nonmagical trap has a DC of at least 20,
+11, Move Silently +11, Tumble +11; Circle Kick, Deflect or higher if it is well hidden. Finding a magic trap has a
Arrows, Fists of Iron, Improved Disarm, Improved DC of 25 + the level of the spell used to create it.Rogues
Initiative, Stunning Fist, Weapon Focus (unarmed). (and only rogues) can use the Disable Device skill to
Flurry of Blows (Ex): When unarmored, a monk may disarm magic traps. A magic trap generally has a DC of 25
make one extra attack in a round at her highest base + the level of the spell used to create it. A rogue who beats
attack bonus, but this attack takes a –1 penalty, as does a trap’s DC by 10 or more with a Disable Device check can
each other attack made that round. study a trap, figure out how it works, and bypass it (with
Bonus Feats: This monk has selected Stunning Fist, her party) without disarming it.
Deflect Arrows and Improved Disarm as bonus feats. A Evasion (Ex): If a rogue makes a successful Reflex
monk need not have any of the prerequisites normally saving throw against an attack that normally deals half
required for these feats to select them. damage on a successful save, she instead takes no damage.
Evasion (Ex): If a monk makes a successful Reflex
saving throw against an attack that normally deals half Derend and Jandyr, male human, Rog2: CR 2; Medium
damage on a successful save, she instead takes no damage. humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13,
flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3
Still Mind (Ex): A monk gains a +2 bonus on saving
melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2,
throws against spells and effects from the school of
unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack
enchantment.
+1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0;
Ki Strike (Su): A monk’s unarmed attacks are
Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10.
empowered with ki. Her unarmed attacks are treated as
Skills and Feats: Bluff +5; Escape Artist +8; Hide +8,
magic weapons for the purpose of dealing damage to
Move Silently +8, Open Locks +8, Search +5, Listen +5,
creatures with damage reduction.
Sense Motive +8, Spot +5, Tumble +8, Improved
Slow Fall (Ex): A monk within arm’s reach of a wall
Initiative, Weapon Focus (short sword).
can use it to slow her descent. When first using this
Trapfinding: Rogues can use the Search skill to
ability, she takes damage as if the fall were 30 feet shorter
locate traps when the task has a Difficulty Class higher
than it actually is.
than 20. Finding a nonmagical trap has a DC of at least 20,
Purity of Body (Ex): A monk gains immunity to all
or higher if it is well hidden. Finding a magic trap has a
diseases except for supernatural and magical diseases.
DC of 25 + the level of the spell used to create it.Rogues
(and only rogues) can use the Disable Device skill to
Makho Vidrekk, male human, Ftr2; CR 2; Medium
disarm magic traps. A magic trap generally has a DC of 25
humanoid; HD 2d10+4; hp 20; Init +6; Spd 20 ft.; AC 12,
+ the level of the spell used to create it. A rogue who beats
touch 12, flat-footed 10; Base Atk +2; Grp +5; Atk +5
a trap’s DC by 10 or more with a Disable Device check can
melee (1d3+3, unarmed); Full Atk +5 melee (1d3+3,

Prisoners of War Page 37


study a trap, figure out how it works, and bypass it (with Skills and Feats: Handle Animal +4, Hide +4, Jump
her party) without disarming it. +7, Listen +6, Move Silently +5; Extra Rage, Weapon
Evasion (Ex): If a rogue makes a successful Reflex Focus (falchion).
saving throw against an attack that normally deals half Rage (Ex): +4 to Strength, +4 to Constitution, +2 on
damage on a successful save, she instead takes no damage. Will saves, –2 penalty to Armor Class for up to 7 rounds
Uncanny Dodge (Ex): The barbarian retains his
Hochebi warriors (6): War 1, hp 6, see Monster Manual Dexterity bonus to AC (if any) even if he is caught flat-
p153 footed or struck by an invisible attacker
Possessions: Falchion, mighty composite shortbow
Hochebi shaman: Adp1; CR 1/2; Medium humanoid; +3, 20 arrows, chain shirt
HD 1d6+1; hp 7; Init +2; Spd 30 ft.; AC 11, flat-footed 10,
touch 11; Base Atk +0; Grp +0; Atk +1 ranged (1d8/19-20, Hochebi sorceror Sor2: CR 2; Medium humanoid; HD
light crossbow) or +0 melee (1d4/19-20, dagger); Full Atk 2d4+6; hp 13; Init +7; Spd 30 ft.; AC 13, touch 13, flat-
+1 ranged (1d8/19-20, light crossbow) or +0 melee footed 10; Base Atk +1; Grp +1; Atk +1 melee (1d6, light
(1d4/19-20, dagger); SQ Darkvision; AL LE; SV Fort +1, mace) or +4 ranged (1d8/19-20, light crossbow); Full Atk
Ref +1, Will +5; Str 10, Dex 12, Con 12, Int 10, Wis 16, +1 melee (1d6, light mace) or +4 ranged (1d8/19-20, light
Cha 14. crossbow); SQ Summon familiar; AL LE; SV Fort +3, Ref
Skills and Feats: Concentration +5, Move +3, Will +4; Str 10, Dex 16, Con 16, Int 8, Wis 12,
Silently +5, Spellcraft +4; Combat Casting. Cha 16.
Spells Prepared (3/2; base DC = 13 + spell level) 0 - Skills and feats: Concentration +6, Hide +4,
guidance, resistance, touch of fatigue; 1st obscuring mist, Move Silently +7; Combat Casting, Improved Initiative.
sleep. Spells Known: (per day 6/5; base DC = 13 + spell
Possessions: Dagger; light crossbow, 20 quarrels. level); 0- acid splash, daze, detect magic, touch of fatigue,
ray of frost, resistance; 1st- ray of enfeeblement, shield.
Encounter 4: Ambush at Aegenlir Possessions: Traveller’s clothes, light mace, light
Tilva Suel soldiers, Ftr2: CR 2; Medium humanoid; HD crossbow, crossbow bolts (20).
2d10+4; hp 20; Init +6; Spd 20 ft.; AC 19, touch 12, flat-
footed 17; Base Atk +2; Grp +5; Atk +6 melee (1d6+3/19- Tilva Suel Priest: Clr2 - Syrul; CR 2; Medium
20, longsword) or +4 ranged (1d8/19-20, light crossbow) Humanoid; HD 2d8; hp 13; Init +1; Spd 30 ft.; AC 15,
or +5 melee (1d4+3/19-20, dagger); Full Atk +6 melee touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk +2
(1d6+3/19-20, longsword) or +4 ranged (1d8/19-20, light ranged (1d8, light crossbow) or +2 melee (1d4+1, dagger);
crossbow) or +5 melee (1d4+3/19-20, dagger); +2 ranged (1d8/19-20, light crossbow) or +2 melee
Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref +2, Will (1d4+1/19-20, dagger); Full Atk +2 ranged (1d8, light
+1; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8. crossbow) or +2 melee (1d4+1, dagger); +2 ranged
Skills and Feats: Bluff +2, Jump +0, Spot +3; Diehard, (1d8/19-20, light crossbow) or +2 melee (1d4+1/19-20,
Endurance, Improved Initiative, Weapon Focus dagger); SQ: Rebuke undead; AL NE; SV Fort +3, Ref +1,
(longsword). Will +6; Str 12, Dex 12, Con 10, Int 10, Wis 16, Cha 14.
Possessions: Longsword, dagger, light crossbow, Skills and Feats: Bluff +7, Concentration +5, Disguise
crossbow bolts (20), chainmail, heavy steel shield, potion +7; Combat Casting, Skill Focus (Bluff)
of cure light wounds. Spells Prepared (4/4; base DC = 13 + spell level): 0 -
cure minor wounds, guidance x2, virtue; 1st - disguise
Hepmonalander Suel warriors: Bbn2; CR 2; Medium self*, cure light wounds, obscuring mist, summon
humanoid; HD 2d12+4; hp 23; Init +2; Spd 40 ft.; AC 16, monster I.
touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +6 *domain spell; Domains: Knowledge: Divination
melee (2d4+4/18-20, falchion) or +4 ranged (1d6+3/x3, spells at +1 level, all Knowledge skills as class skills;
mighty composite shortbow +3); Full Atk +6 melee Trickery: Bluff, Disguise and Hide are class skills;
(2d4+4/18-20, falchion) or +4 ranged (1d6+3/x3, mighty Possessions: Dagger; light crossbow, 20 crossbow
composite shortbow +2); SQ Rage 3/day, fast movement, bolts, 2 vials of medium spider venom (Injury DC 14;
uncanny dodge; AL N; SV Fort +5, Ref +2, Will +1; Str 16, primary and secondary damage 1d4 Str); chain shirt,
Dex 14, Con 14, Int 10, Wis 12, Cha 8. traveler's outfit.

Encounter 6: The Hostages

Prisoners of War Page 38


Orlav: Rog5/Asn1; CR 6; Medium humanoid; HD Possessions: Short sword, 4 x dagger, studded leather
6d6+6; hp 32; Init +7; Spd 30 ft.; AC 16, touch 13, flat- armour, large scorpion venom (Injury DC 18; primary
footed 13; Base Atk +3; Grp +5; Atk +7 melee (1d6+2/19- and secondary damage 1d6 Str), potion of spider climb,
20, short sword) or +5 melee (1d4+2/19-20, dagger) or +6 potion of cure light wounds.
ranged (1d4+2/19-20, dagger); Full Atk +7 melee
(1d6+2/19-20, short sword) or +5 melee (1d4+2/19-20, Tilva Suel soldiers: Ftr1; CR 1; Medium humanoid; HD
dagger) or +6 ranged (1d4+2/19-20, dagger); SA Sneak 1d10+2; hp 12; Init +6; Spd 20 ft.; AC 19, touch 12, flat-
attack +4d6+8, death attack; SQ Evasion, uncanny dodge, footed 17; Base Atk +1; Grp +4; Atk +5 melee (1d6+3/19-
poison use; AL LE; SV Fort +2, Ref +9, Will +1; 20, longsword) or +4 melee (1d4+3/19-20, dagger) or +3
Str 14, Dex 17, Con 12, Int 12, Wis 10, Cha 10. ranged (1d8/19-20, light crossbow); Full Atk +5 melee
Skills and feats: Bluff +10; Disguise +10; Escape Artist (1d6+3/19-20, longsword) or +4 melee (1d4+3/19-20,
+12, Hide +12, Listen +8, Move Silently +12, Tumble +12, dagger) or +3 ranged (1d8/19-20, light crossbow);
Search +8, Slight of Hand +10, Spot +8; Improved Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +4, Ref +2, Will
Initiative, Quick Draw, Weapon Finesse (short sword), +1; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8.
Weapon Focus (short sword). Skills and Feats: Bluff +1, Jump -1, Spot +2; Improved
Trapfinding: Rogues can use the Search skill to Initiative, Point-Blank Shot, Weapon Focus (longsword).
locate traps when the task has a Difficulty Class higher Possessions: Longsword, dagger, light crossbow,
than 20. Finding a nonmagical trap has a DC of at least 20, crossbow bolts, chainmail, heavy steel shield, potion of
or higher if it is well hidden. Finding a magic trap has a cure light wounds.
DC of 25 + the level of the spell used to create it.Rogues
(and only rogues) can use the Disable Device skill to Hepmonalander Suel warriors: Bbn1 CR 1; Medium
disarm magic traps. A magic trap generally has a DC of 25 Humanoid; HD 1d12+2; hp 14; Init +2; Spd 40 ft.; AC 16,
+ the level of the spell used to create it. A rogue who beats touch 12, flat-footed 14; Base Atk +1; Grp +4; Atk +5
a trap’s DC by 10 or more with a Disable Device check can melee (2d4+4/18-20, falchion) or +3 ranged (1d6/x3,
study a trap, figure out how it works, and bypass it (with shortbow); Full Atk +5 melee (2d4+4/18-20, falchion) or
her party) without disarming it. +3 ranged (1d6/x3, shortbow); SQ Rage 3/day, fast
Evasion (Ex): If a rogue makes a successful Reflex movement; AL N; SV Fort +4, Ref +2, Will +1; Str 16, Dex
saving throw against an attack that normally deals half 14, Con 14, Int 10, Wis 12, Cha 9.
damage on a successful save, she instead takes no damage. Skills and Feats: Handle Animal +3, Hide +3, Jump
Trap Sense (Ex): A rogue gains an intuitive sense that +6, Listen +5, Move Silently +4; Extra Rage, Weapon
alerts her to danger from traps, giving her a +1 bonus on Focus (falchion).
Reflex saves made to avoid traps and a +1 dodge bonus to Rage (Ex): +4 to Strength, +4 to Constitution, +2 on
AC against attacks made by traps. Will saves, –2 penalty to Armor Class for up to 7 rounds.
Uncanny Dodge (Ex): A rogue retains her Dexterity Possessions: Falchion; shortbow; 20 arrows, chain
bonus to AC (if any) even if she is caught flat-footed or shirt.
struck by an invisible attacker.
Death Attack: If an assassin studies his victim for 3 Hochebi sorceror: Sor1; CR1; Medium Humanoid; HD
rounds and then makes a sneak attack with a melee 1d4+3; hp 7; Init +3; Spd 30 ft.; AC 13, touch 13, flat-
weapon that successfully deals damage, the sneak attack footed 10); Base Atk +0; Grp +0; Atk +0 melee (1d8,
has the additional effect of possibly either paralyzing or shortspear) or +3 ranged (1d8/19-20, light crossbow); Full
killing the target (assassin’s choice). If the victim of such Atk +0 melee (1d8, shortspear) or +3 ranged (1d8/19-20,
an attack fails a DC 11 Fortitude save against the kill light crossbow); AL NE; SV Fort +3, Ref +4, Will +2; Str
effect, she dies. If the saving throw fails against the 10, Dex 16, Con 16, Int 10, Wis 10, Cha 16.
paralysis effect, the victim is rendered helpless and Skills and Feats: Concentration +5, Hide +3, Move
unable to act for 1d6 rounds plus 1 round per level of the Silently +7; Combat Casting.
assassin. If the victim’s saving throw succeeds, the attack Spells Known (per day 5/4; base DC = 13 + spell
is just a normal sneak attack. level): 0 - daze, ray of frost, resistance, touch of fatigue; 1st
Poison Use: Assassins are trained in the use of - magic missile, shield.
poison and never risk accidentally poisoning themselves Possessions: Shortspear, light crossbow, crossbow
when applying poison to a blade. bolts (20).
Spell (1; base save = 11 + spell level): obscuring mist,
true strike.

Prisoners of War Page 39


Hepmonalander Suel shaman: Clr1 - Llerg CR 1; Slow Fall (Ex): A monk within arm’s reach of a wall
Medium Humanoid; HD 1d8+2; hp 10; Init +1; Spd 30 ft.; can use it to slow her descent. When first using this
AC 15, flatfooted 14, touch 11; Base Atk +0; Grp +2: Atk ability, she takes damage as if the fall were 30 feet shorter
+2 melee (1d8+2/x3, battleaxe); Full Atk +2 melee than it actually is.
(1d8+2/x3, battleaxe); SA Spontaneous casting, rebuke Purity of Body (Ex): A monk gains immunity to all
undead; AL: CN; SV: Fort +4, Ref +1, Will +5; Str 14, Dex diseases except for supernatural and magical diseases.
12, Con 14, Int 10, Wis 16, Cha 8 Possessions: Masterwork quarterstaff, 2 x flask of
Skills and Feats: Concentration +6, Profession alchemist's fire.
(Hunter) +7, Spellcraft +4; Combat Casting, Weapon
Proficiency (battleaxe). Tilva Suel soldiers: Ftr1; CR 1; Medium humanoid; HD
Spells prepared: (4/3) 0- guidance x2, resistance, 1d10+2; hp 12; Init +6; Spd 20 ft.; AC 19, touch 12, flat-
virtue; 1: bless, enlarge person*; shield of faith footed 17; Base Atk +1; Grp +4; Atk +5 melee (1d6+3/19-
Domains: Strength: +1 Str for 1 rnd 1/day. Chaos: 20, longsword) or +4 melee (1d4+3/19-20, dagger) or +3
cast chaos spells at +1 caster level. ranged (1d8/19-20, light crossbow); Full Atk +5 melee
Possessions: Battleaxe, chainshirt, potion of cure (1d6+3/19-20, longsword) or +4 melee (1d4+3/19-20,
light wounds. dagger) or +3 ranged (1d8/19-20, light crossbow);
Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +4, Ref +2, Will
Encounter 7: Eagenrast +1; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8.
Ulcar: Mnk6; CR 6; Medium Humanoid; HD 6d8+6; hp Skills and Feats Bluff +1, Jump -1, Spot +2; Improved
39; Init +6; Spd 50 ft.; AC 16, touch 16, flat-footed 14; Base Initiative, Point-Blank Shot, Weapon Focus (longsword).
Atk +4; Grp +6; Atk +7 melee (1d8+2, unarmed) or +6 Possessions: Longsword, dagger, light crossbow,
ranged (1d6 fire, alchemist's fire); +7 melee (1d6+2, crossbow bolts, chainmail, heavy steel shield, potion of
masterwork quarterstaff); Full Atk +6/+6 melee (1d8+2, cure light wounds.
flurry of blows unarmed) or +6 ranged (1d6 fire,
alchemist's fire); +6/+6 melee (1d6+2, flurry of blows Hepmonalander Suel warriors: Bbn1 CR 1; Medium
masterwork quarterstaff); SA Unarmed strike, flurry of Humanoid; HD 1d12+2; hp 14; Init +2; Spd 40 ft.; AC 16,
blows, ki strike (magic); SQ Evasion, still mind, purity of touch 12, flat-footed 14; Base Atk +1; Grp +4; Atk +5
body, slow fall 30 ft.; AL LE; SV Fort +6, Ref +7, Will +8; melee (2d4+4/18-20, falchion) or +3 ranged (1d6+3/x3,
Str 14, Dex 15, Con 12, Int 10, Wis 16, Cha 8. mighty composite longbow +3); Full Atk +5 melee
Skills and Feats: Escape Artist +11, Hide +11, Jump (2d4+4/18-20, falchion) or +3 ranged (1d6+3/x3, mighty
+11, Move Silently +11, Tumble +11; Circle Kick, Deflect composite longbow +3); SQ Rage 3/day, fast movement;
Arrows, Fists of Iron, Improved Disarm, Improved AL N; SV Fort +4, Ref +2, Will +1; Str 16, Dex 14, Con 14,
Initiative, Stunning Fist, Weapon Focus (unarmed). Int 10, Wis 12, Cha 9.
Flurry of Blows (Ex): When unarmored, a monk may Skills and Feats: Handle Animal +3, Hide +3, Jump
make one extra attack in a round at her highest base +6, Listen +5, Move Silently +4; Extra Rage, Weapon
attack bonus, but this attack takes a –1 penalty, as does Focus (falchion).
each other attack made that round. Rage (Ex): +4 to Strength, +4 to Constitution, +2 on
Bonus Feats: This monk has selected Stunning Fist, Will saves, –2 penalty to Armor Class for up to 7 rounds.
Deflect Arrows and Improved Disarm as bonus feats. A Possessions: Falchion; mighty composite longbow
monk need not have any of the prerequisites normally +3; 20 arrows, chain shirt.
required for these feats to select them.
Evasion (Ex): If a monk makes a successful Reflex Hochebi sorceror: Sor1 CR 1; Medium Humanoid; HD
saving throw against an attack that normally deals half 1d4+3; hp 7; Init +3; Spd 30 ft.; AC 13, touch 13, flat-
damage on a successful save, she instead takes no damage. footed 10); Base Atk +0; Grp +0; Atk +0 melee (1d8,
shortspear) or +3 ranged (1d8/19-20, light crossbow); Full
Still Mind (Ex): A monk gains a +2 bonus on saving Atk +0 melee (1d8, shortspear) or +3 ranged (1d8/19-20,
throws against spells and effects from the school of light crossbow); AL NE; SV Fort +3, Ref +4, Will +2; Str
enchantment. 10, Dex 16, Con 16, Int 10, Wis 10, Cha 16.
Ki Strike (Su): A monk’s unarmed attacks are Skills and Feats: Concentration +5, Hide +3, Move
empowered with ki. Her unarmed attacks are treated as Silently +7; Combat Casting.
magic weapons for the purpose of dealing damage to
creatures with damage reduction.

Prisoners of War Page 40


Spells Known (per day 5/4; base DC = 13 + spell
level): 0 - daze, ray of frost, resistance, touch of fatigue; 1st
- magic missile, shield.
Possessions: Shortspear, light crossbow, crossbow
bolts (20).

Hepmonalander Suel shaman: Clr1 - Llerg CR 1;


Medium Humanoid; HD 1d8+2; hp 10; Init +1; Spd 30 ft.;
AC 15, flatfooted 14, touch 11; Base Atk +0; Grp +2: Atk
+2 melee (1d8+2/x3, battleaxe); Full Atk +2 melee
(1d8+2/x3, battleaxe); SA Spontaneous casting, rebuke
undead; AL: CN; SV: Fort +4, Ref +1, Will +5; Str 14, Dex
12, Con 14, Int 10, Wis 16, Cha 8
Skills and Feats: Concentration +6, Profession
(Hunter) +7, Spellcraft +4; Combat Casting, Weapon
Proficiency (battleaxe).
Spells prepared: (4/3) 0- guidance x2, resistance,
virtue; 1: bless, enlarge person*; shield of faith
Domains: Strength: +1 Str for 1 rnd 1/day. Chaos:
cast chaos spells at +1 caster level.
Possessions: Battleaxe, chainshirt, potion of cure
light wounds.

Prisoners of War Page 41


APL 6 Skills and feats: Diplomacy +4, Handle Animal
+13, Knowledge (history) +3, Ride +13; Cleave, Exotic
Encounter 1: The Trial of Arms
Weapon Proficiency (bastard sword), Great Cleave,
Hevas Tel, Mnk8; CR 8; Medium Humanoid; HD
Leadership, Mounted Combat, Power Attack, Ride-By
8d8+8; hp 51; Init +7; Spd 50 ft.; AC 17, touch 17, flat-
Attack, Weapon Focus (bastard sword), Weapon
footed 14; Base Atk +6/+1; Grp +8; Atk +9 melee (1d10+2,
Specialization (bastard sword).
unarmed); Full Atk +9/+3 melee (1d10+2, unarmed) or
Possessions: Bastard sword, half-plate.
+8/+8/+2 melee (1d10+2, flurry of blows unarmed); SA
Unarmed strike, flurry of blows, ki strike (magic); SQ
Alwyrd the Trapper aka Delras Ulquand: male human
Evasion, still mind, purity of body, slow fall 40 ft.,
Rng8; CR 8; Medium humanoid; HD 8d8+4; hp 27; Init
wholeness of body; AL LE; SV Fort +7, Ref +9, Will +9; Str
+8; Spd 30 ft.; AC 17, flat-footed 13, touch 14; Base Atk
14, Dex 16, Con 12, Int 10, Wis 16, Cha 8.
+8/+3; Grp +10; Atk +13 ranged (1d8+2/x3, mighty
Skills and Feats: Escape Artist +13, Hide +13, Jump
composite longbow +2) or +9/+9 ranged (1d8+2/x3,
+13, Move Silently +13, Tumble +13; Combat Reflexes,
mighty composite longbow); Full Atk +13/+8 ranged
Circle Kick, Fists of Iron, Improved Initiative, Improved
(1d8+2/x3, mighty composite longbow +2) or +11/+11/+6
Trip, Stunning Fist, Weapon Focus (unarmed).
ranged (1d8+2/x3, mighty composite longbow +2) or
Flurry of Blows (Ex): When unarmored, a monk may
+7/+7/+7/+7/+2/+2 ranged (1d8+2/x3, mighty composite
make one extra attack in a round at her highest base
longbow +2); SQ Favoured enemy (goblinoid, human),
attack bonus, but this attack takes a –1 penalty, as does
wild empathy, animal companion, woodland stride, swift
each other attack made that round.
tracker; AL LN; SV Fort +5, Ref +7, Will +2; Str 14, Dex
Bonus Feats: This monk has selected Stunning Fist,
18, Con 12, Int 10, Wis 12, Cha 10.
Deflect Arrows and Improved Disarm as bonus feats. A
Skills and feats: Bluff +4, Climb +7, Handle
monk need not have any of the prerequisites normally
Animal +6, Hide +15, Move Silently +15, Survival +12;
required for these feats to select them.
Endurance, Far Shot, Improved Initiative, Manyshot,
Evasion (Ex): If a monk makes a successful Reflex
Point-Blank Shot, Rapid Shot, Track, Weapon Focus
saving throw against an attack that normally deals half
(composite longbow).
damage on a successful save, she instead takes no damage.
Combat Style (Ex): This ranger has selected archery.
Still Mind (Ex): A monk gains a +2 bonus on saving He is treated as having the Rapid Shot and Manyshot
throws against spells and effects from the school of feats, even without the normal prerequisites for that feat.
enchantment. Wild Empathy (Ex): A ranger can improve the
Ki Strike (Su): A monk’s unarmed attacks are attitude of an animal. This ability functions just like a
empowered with ki. Her unarmed attacks are treated as Diplomacy check to improve the attitude of a person. The
magic weapons for the purpose of dealing damage to ranger rolls 1d20+8 to determine the wild empathy check
creatures with damage reduction. result.
Slow Fall (Ex): A monk within arm’s reach of a wall Woodland Stride (Ex): A ranger may move through
can use it to slow her descent. When first using this any sort of undergrowth (such as natural thorns, briars,
ability, she takes damage as if the fall were 40 feet shorter overgrown areas, and similar terrain) at his normal speed
than it actually is. and without taking damage or suffering any other
Purity of Body (Ex): A monk gains immunity to all impairment.
diseases except for supernatural and magical diseases. Swift Tracker (Ex): A ranger can move at his normal
Wholeness of Body (Su): A monk can heal her own speed while following tracks without taking the normal –
wounds. She can heal a number of hit points of damage 5 penalty. He takes only a –10 penalty (instead of the
equal to twice her current monk level each day, and she normal –20) when moving at up to twice normal speed
can spread this healing out among several uses. while tracking.
Spells Known: (save DC = 11 + spell level) 1 -
Lord Lovienne Duyrdann, Ftr8; CR 8; Medium entangle, speak with animals
humanoid; HD 8d10+8; hp 60; Init +2; Spd 20 ft; AC 17, Possessions: Longbow, 20 arrows, studded
flat-footed 17, touch 10; Base Atk +8; Grp +11; Atk +13 leather armour.
melee (1d10+7, bastard sword); Full Atk +13/+8 melee
(1d10+7, bastard sword); AL LE; SV Fort +7, Ref +4, Will Lormyr Feldaster: male human Wiz8; Medium
+3; Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 14. humanoid; HD 8d4+8; hp 33; Init +6; Spd 30 ft.; AC 12,
touch 12, flat-footed 10; Base Atk +4; Grp +4; Atk +4

Prisoners of War Page 42


melee (1d6, quarterstaff); Full Atk +4 melee (1d6, unarmed); SA Unarmed strike, flurry of blows, ki strike
quarterstaff); AL N; SV Fort +3, Ref +4, Will +7; Str 10, (magic); SQ Evasion, still mind, purity of body, slow fall
Dex 14, Con 12, Int 18, Wis 12, Cha 10. 40 ft., wholeness of body; AL LE; SV Fort +7, Ref +9, Will
Skills and feats: Concentration +12, Gather +9; Str 14, Dex 16, Con 12, Int 10, Wis 16, Cha 8.
Information +5, Knowledge (arcana) +15, Move Silently Skills and Feats: Escape Artist +13, Hide +13, Jump
+8, Profession (alchemist) +12, Spellcraft +15, Use Magic +13, Move Silently +13, Tumble +13; Circle Kick, Deflect
Device +5; Combat Casting, Improved Counterspell, Arrows, Fists of Iron, Improved Disarm, Improved
Improved Initiative, Scribe Scroll, Silent Spell, Spell Initiative, Stunning Fist, Weapon Focus (unarmed).
Focus (Evocation). Flurry of Blows (Ex): When unarmored, a monk may
Spells prepared (Wiz 4/5/4/4/3; Base DC = 14 + make one extra attack in a round at her highest base
spell level; Evocation: 15+ spell level): 0 - daze, flare, mage attack bonus, but this attack takes a –1 penalty, as does
hand, touch of fatigue; 1st - cause fear, charm person, each other attack made that round.
enlarge person, grease, reduce person; 2nd - darkness, Bonus Feats: This monk has selected Stunning Fist,
gust of wind, tasha's hideous laughter, web; 3rd - dispel Deflect Arrows and Improved Disarm as bonus feats. A
magic x4, 4th fear, otiluke's resilient sphere, rainbow monk need not have any of the prerequisites normally
pattern. required for these feats to select them.
Evasion (Ex): If a monk makes a successful Reflex
Encounter 3: The Chain Gang saving throw against an attack that normally deals half
Ha'kra'kalubrak, male hochebi, Ftr3; CR 3; Medium damage on a successful save, she instead takes no damage.
humanoid; HD 3d10+6; hp 30; Init +7; Spd 30 ft.; AC 13, Still Mind (Ex): A monk gains a +2 bonus on saving
touch 13, flat-footed 10; Base Atk +3; Grp +6; Atk +6 throws against spells and effects from the school of
melee (1d3+3, unarmed); Full Atk +6 melee (1d3+3, enchantment.
unarmed); AL LE; SV Fort +6, Ref +3, Will +1; Str 16, Dex Ki Strike (Su): A monk’s unarmed attacks are
16, Con 14, Int 10, Wis 12, Cha 10. empowered with ki. Her unarmed attacks are treated as
Skills and feats: Hide +6, Jump +9, Move Silently +7; magic weapons for the purpose of dealing damage to
Improved Initiative, Point Blank Shot, Rapid Shot, creatures with damage reduction.
Weapon Focus (composite longbow). Slow Fall (Ex): A monk within arm’s reach of a wall
can use it to slow her descent. When first using this
Llerdev, male Hepmonalander Suel warrior, Bbn3; CR ability, she takes damage as if the fall were 40 feet shorter
3; Medium humanoid; HD 3d12+6; hp 32; Init +2; Spd 40 than it actually is.
ft.; AC 12, flatfooted 10, touch 12; Base Atk +3; Grp +6; Purity of Body (Ex): A monk gains immunity to all
Atk +6 melee (1d3+3, unarmed); Full Atk +6 melee diseases except for supernatural and magical diseases.
(1d3+3, unarmed); SA Rage 3/day; SQ Uncanny dodge, Wholeness of Body (Su): A monk can heal her own
fast movement, trap sense +1; AL CN; SV Fort +5, Ref +3, wounds. She can heal a number of hit points of damage
Will +2; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8. equal to twice her current monk level each day, and she
Skills and feats: Handle Animal +5, Hide +5, Jump can spread this healing out among several uses.
+8, Listen +7, Move Silently +5; Extra Rage, Improved
Initiative, Weapon Focus (falchion); Makho Vidrekk, male human, Ftr3; CR 3; Medium
Rage (Ex): +4 to Strength, +4 to Constitution, +2 on humanoid; HD 3d10+6; hp 28; Init +6; Spd 30 ft.; AC 11,
Will saves, –2 penalty to Armor Class for up to 7 rounds flat-footed 10; touch 11; Base Atk +3; Grp +6; Atk +6
Uncanny Dodge (Ex): The barbarian retains his melee (1d3+3, unarmed); Full Atk +6 melee (1d3+3,
Dexterity bonus to AC (if any) even if he is caught flat- unarmed); AL LE; SV Fort +5; Ref +3; Will +2; Str 16, Dex
footed or struck by an invisible attacker 14, Con 14, Int 10, Wis 12, Cha 8.
Trap Sense (Ex): A barbarian gains a +1 bonus on Skills and feats: Bluff +3, Climb +7, Jump +8;
Reflex saves made to avoid traps and a +1 dodge bonus to Diehard, Endurance, Improved Initiative, Power Attack,
AC against attacks made by traps Weapon Focus (longsword)

Krova Lenar, female human, Mnk8; CR 8; Medium Lev Talozin, male human, Rog2: CR 2; Medium
Humanoid; HD 8d8+8; hp 51; Init +7; Spd 50 ft.; AC 17, humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13,
touch 17, flat-footed 14; Base Atk +6/+1; Grp +8; Atk +9 flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3
melee (1d10+2, unarmed); Full Atk +9/+3 melee (1d10+2, melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2,
unarmed) or +8/+8/+2 melee (1d10+2, flurry of blows unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack

Prisoners of War Page 43


+1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; melee (2d4+4/18-20, falchion) or +5/+5 ranged (1d8+3/x3,
Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10. masterwork mighty composite longbow +3); AL LE; SV
Skills and Feats: Bluff +5; Escape Artist +8; Hide +8, Fort +6, Ref +3, Will +1. Str 16, Dex 16, Con 16, Int 10,
Move Silently +8, Open Locks +8, Search +5, Listen +5, Wis 12, Cha 8
Sense Motive +8, Spot +5, Tumble +8, Improved Skills and feats: Hide +5, Jump +8, Move Silently +7;
Initiative, Weapon Focus (short sword). Point Blank Shot, Rapid Shot. Weapon Focus (composite
Trapfinding: Rogues can use the Search skill to longbow).
locate traps when the task has a Difficulty Class higher Equipment: Studded leather armour, falchion,
than 20. Finding a nonmagical trap has a DC of at least 20, masterwork mighty composite longbow +3, 20 arrows, 2
or higher if it is well hidden. Finding a magic trap has a gp.
DC of 25 + the level of the spell used to create it.Rogues
(and only rogues) can use the Disable Device skill to Hochebi shaman, Clr2 -- Maglubiyet: CR 2; Medium
disarm magic traps. A magic trap generally has a DC of 25 humanoid; HD 2d8+2; hp 15; Init +3; Spd 20 ft.; AC 16,
+ the level of the spell used to create it. A rogue who beats touch 13, flat-footed 13; Base Atk +1; Grp +3; Atk +3
a trap’s DC by 10 or more with a Disable Device check can melee (1d8+2/x3, battleaxe); Full Atk +4 melee (1d8+2/x3,
study a trap, figure out how it works, and bypass it (with masterwork battleaxe); SA Rebuke undead; AL LE; SV
her party) without disarming it. Fort +4, Ref +3, Will +5; Str 14, Dex 16, Con 12, Int 10,
Evasion (Ex): If a rogue makes a successful Reflex Wis 16, Cha 10.
saving throw against an attack that normally deals half Skills and feats: Concentration +5, Hide +5, Move
damage on a successful save, she instead takes no damage. Silently +8; Martial Wapon Proficiency.
Spells prepared: (4/4; base DC = 13 + spell level) 0-
Derend and Jandyr, male human, Rog2: CR 2; Medium guidence x2, resistance, virtue; 1st- bless, command,
humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13, obscuring mist, protection from good*, summon monster
flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3 I.
melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2, Domains: Destruction: Smite: +4 to hit, +2
unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack damage 1/day; Evil: Cast evil spells at +1 caster level).
+1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; Possessions: Studded leather armour,
Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10. masterwork battleaxe, potion of cure moderate wounds.
Skills and Feats: Bluff +5; Escape Artist +8; Hide +8,
Move Silently +8, Open Locks +8, Search +5, Listen +5, Encounter 4: Ambush at Aegenlir
Sense Motive +8, Spot +5, Tumble +8, Improved Tilva Suel officers: Ftr3; CR 3; Medium humanoid; HD
Initiative, Weapon Focus (short sword). 3d10+6; hp 28; Init +6; Spd 30 ft.; AC 16, flat-footed 15;
Trapfinding: Rogues can use the Search skill to touch 11); Base Atk +3; Grp +6; Atk +8 melee (1d10+3/19-
locate traps when the task has a Difficulty Class higher 20, masterwork longsword) or +5 ranged (1d8+3/x3,
than 20. Finding a nonmagical trap has a DC of at least 20, masterwork mighty composite longbow +3); Full Atk +8
or higher if it is well hidden. Finding a magic trap has a melee (1d10+3/19-20, masterwork longsword) or +5
DC of 25 + the level of the spell used to create it.Rogues ranged (1d8+3/x3, masterwork mighty composite
(and only rogues) can use the Disable Device skill to longbow +3); AL LE; SV Fort +5; Ref +3; Will +2; Str 16,
disarm magic traps. A magic trap generally has a DC of 25 Dex 14, Con 14, Int 10, Wis 12, Cha 8.
+ the level of the spell used to create it. A rogue who beats Skills and feats: Bluff +3, Jump +1, Spot +2;
a trap’s DC by 10 or more with a Disable Device check can Diehard, Endurance, Improved Initiative, Power Attack,
study a trap, figure out how it works, and bypass it (with Weapon Focus (longsword)
her party) without disarming it. Possessions: Chainmail, masterwork longsword,
Evasion (Ex): If a rogue makes a successful Reflex masterwork mighty composite longbow +3, 20 arrows,
saving throw against an attack that normally deals half potion of cure light wounds.
damage on a successful save, she instead takes no damage.
Hepmonalander Suel warriors: Bbn3; CR 3; Medium
Hochebi warriors Ftr2: CR 2; Medium humanoid (6 ft. humanoid; HD 3d12+6; hp 32; Init +2; Spd 40 ft.; AC 16,
tall); HD 2d10+6; hp 19; Init +3; Spd 30 ft.; AC 16, touch flatfooted 14, touch 12; Base Atk +3; Grp +6; Atk +8 melee
13, flat-footed 13; Base Atk +2; Grp +5; Atk +5 melee (1d8+3/18-20, masterwork falchion) or +5 ranged
(2d4+4/18-20, falchion) or +7 ranged (1d8+3/x3, (1d8+3/x3, masterwork mighty composite longbow +3);
masterwork mighty composite longbow +3); Full Atk +5 Full Atk +8 melee (1d8+3/18-20, masterwork falchion) or

Prisoners of War Page 44


+5 ranged (1d8+3/x3, masterwork mighty composite *domain spell; Domains: Knowledge: Divination
longbow +3); SA Rage 3/day; SQ Uncanny dodge, fast spells at +1 level, all Knowledge skills as class skills;
movement, trap sense +1; AL CN; SV Fort +5, Ref +3, Will Trickery: Bluff, Disguise and Hide are class skills;
+2; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8. Possessions: Dagger; light crossbow, 20 crossbow
Skills and feats: Handle Animal +4, Hide +4, Jump bolts, 2 vials of medium spider venom (Injury DC 14;
+7, Listen +6, Move Silently +4; Extra Rage, Improved primary and secondary damage 1d4 Str); chain shirt,
Initiative, Weapon Focus (falchion); traveler's outfit.
Rage (Ex): +4 to Strength, +4 to Constitution, +2 on
Will saves, –2 penalty to Armor Class for up to 7 rounds Encounter 6: The Hostages
Uncanny Dodge (Ex): The barbarian retains his Orlav: Rog5/Asn3; CR 8; Medium humanoid; HD
Dexterity bonus to AC (if any) even if he is caught flat- 8d6+8; hp 42; Init +8; Spd 30 ft.; AC 17, touch 14, flat-
footed or struck by an invisible attacker footed 13; Base Atk +6/+1; Grp +8; Atk +10 melee
Trap Sense (Ex): A barbarian gains a +1 bonus on (1d6+2/19-20, masterwork short sword) or +8 melee
Reflex saves made to avoid traps and a +1 dodge bonus to (1d4+2/19-20, dagger) or +10 ranged (1d4+2/19-20,
AC against attacks made by traps dagger); Full Atk +10/+5 melee (1d6+2/19-20, masterwork
Possessions: Chain shirt, masterwork falchion, short sword) or +8/+3 melee (1d4+2/19-20, dagger) or
masterwork mighty composite longbow +3, potion of +10/+5 ranged (1d4+2/19-20, dagger); SA Sneak attack
cure light wounds. +5d6+10, death attack; SQ Evasion, uncanny dodge,
poison use, +1 save vs poison; AL LE; SV Fort +2, Ref +9,
Hochebi sorceror: Sor3; CR 3; Medium humanoid; HD Will +1; Str 14, Dex 18, Con 12, Int 12, Wis 10, Cha 10.
3d4+9; hp 19; Init +5; Spd 30 ft.; AC 12, touch 11, flat- Skills and feats: Bluff +12; Disguise +12; Escape Artist
footed 11; Base Atk +1; Grp +1; Atk +1 melee (1d8, heavy +14, Hide +14, Listen +8, Move Silently +14, Tumble +14,
mace) or +2 ranged (1d8/19-20, light crossbow); Full Atk Search +8, Slight of Hand +10, Spot +8; Improved
+1 melee (1d8, heavy mace) or +2 ranged (1d8/19-20, light Initiative, Quick Draw, Weapon Finesse (short sword),
crossbow); SQ Summon familiar; AL LE; SV Fort +4, Ref Weapon Focus (short sword).
+2, Will +5; Str 10, Dex 12, Con 16, Int 10, Wis 14, Cha 16. Trapfinding: Rogues can use the Search skill to
Skills and Feats: Concentration +7, Hide +4, Move locate traps when the task has a Difficulty Class higher
Silently +7; Combat Casting, Improved Initiative. than 20. Finding a nonmagical trap has a DC of at least 20,
Spells Known: (6/6; base DC = 13 + spell level); or higher if it is well hidden. Finding a magic trap has a
0- acid splash, daze, mage hand, ray of frost, touch of DC of 25 + the level of the spell used to create it.Rogues
fatigue; 1st- magic missile, shield, ray of enfeeblement. (and only rogues) can use the Disable Device skill to
Possessions: +1 bracers of armour, traveller’s disarm magic traps. A magic trap generally has a DC of 25
clothes, light mace, potion of cure moderate wounds, + the level of the spell used to create it. A rogue who beats
12gp. a trap’s DC by 10 or more with a Disable Device check can
study a trap, figure out how it works, and bypass it (with
Tilva Suel Priest: Clr3 - Syrul; CR 3; Medium her party) without disarming it.
humanoid; HD 3d8; hp 18; Init +5; Spd 30 ft.; AC 15, Evasion (Ex): If a rogue makes a successful Reflex
touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 saving throw against an attack that normally deals half
ranged (1d8, light crossbow) or +3 melee (1d4+1, dagger); damage on a successful save, she instead takes no damage.
Full Atk +3 ranged (1d8, light crossbow) or +3 melee Trap Sense (Ex): A rogue gains an intuitive sense that
(1d4+1, dagger); SQ: Rebuke undead; AL NE; SV Fort +3, alerts her to danger from traps, giving her a +1 bonus on
Ref +2, Will +6; Str 12, Dex 12, Con 10, Int 10, Wis 16, Reflex saves made to avoid traps and a +1 dodge bonus to
Cha 14. AC against attacks made by traps.
Skills and Feats: Bluff +9, Concentration +7, Disguise Uncanny Dodge (Ex): A rogue retains her Dexterity
+9; Combat Casting, Improved Initiative, Skill Focus bonus to AC (if any) even if she is caught flat-footed or
(Bluff) struck by an invisible attacker.
Spells Prepared (4/4/3; base DC = 13 + spell level): 0 - Death Attack: If an assassin studies his victim for 3
cure minor wounds, guidance x2, virtue; 1st - disguise rounds and then makes a sneak attack with a melee
self*, cure light wounds, obscuring mist, summon weapon that successfully deals damage, the sneak attack
monster I; 2nd - bull's strength, invisibility*, silence. has the additional effect of possibly either paralyzing or
killing the target (assassin’s choice). If the victim of such
an attack fails a DC 11 Fortitude save against the kill

Prisoners of War Page 45


effect, she dies. If the saving throw fails against the Trap Sense (Ex): A barbarian gains a +1 bonus on
paralysis effect, the victim is rendered helpless and Reflex saves made to avoid traps and a +1 dodge bonus to
unable to act for 1d6 rounds plus 1 round per level of the AC against attacks made by traps
assassin. If the victim’s saving throw succeeds, the attack Possessions: Chain shirt, masterwork falchion,
is just a normal sneak attack. masterwork mighty composite shortbow +3, potion of
Poison Use: Assassins are trained in the use of cure light wounds.
poison and never risk accidentally poisoning themselves
when applying poison to a blade. Hochebi sorceror: Sor3; CR 3; Medium humanoid; HD
Spells (2/1; base save = 11 + spell level): 1 - disguise 3d4+9; hp 19; Init +5; Spd 30 ft.; AC 12, touch 11, flat-
self, obscuring mist, true strike; 2 - invisibility, spider footed 11; Base Atk +1; Grp +1; Atk +1 melee (1d8, heavy
climb mace) or +2 ranged (1d8/19-20, light crossbow); Full Atk
Possessions: masterwork short sword, 4 x dagger, +1 melee (1d8, heavy mace) or +2 ranged (1d8/19-20, light
studded leather armour, large scorpion venom (Injury DC crossbow); SQ Summon familiar; AL LE; SV Fort +4, Ref
18; primary and secondary damage 1d6 Str), potion of +2, Will +5; Str 10, Dex 12, Con 16, Int 10, Wis 14, Cha 16.
cat's grace. Skills and Feats: Concentration +7, Hide +4, Move
Silently +7; Combat Casting, Improved Initiative.
Tilva Suel officers: Ftr3; CR 3; Medium humanoid; HD Spells Known: (per day 6/6; base DC = 13 + spell
3d10+6; hp 28; Init +6; Spd 30 ft.; AC 16, flat-footed 15; level); 0- acid splash, daze, mage hand, ray of frost, touch
touch 11); Base Atk +3; Grp +6; Atk +8 melee (1d10+3/19- of fatigue; 1st- magic missile, shield, ray of enfeeblement.
20, masterwork longsword) or +5 ranged (1d8/19-20, Possessions: +1 bracers of armour, traveller’s clothes,
masterwork light crossbow); Full Atk +8 melee light mace, potion of cure moderate wounds.
(1d10+3/19-20, masterwork longsword) or +5 ranged
(1d8/19-20, masterwork light crossbow); AL LE; SV Fort Hepmonalander Suel Priest: Clr3 - Llerg; CR 3;
+5; Ref +3; Will +2; Str 16, Dex 14, Con 14, Int 10, Wis 12, Medium Humanoid; HD 3d8+6; hp 24; Init +5; Spd 30 ft.;
Cha 8. AC 15, flatfooted 14, touch 11; Base Atk +2; Grp +4; Atk
Skills and feats: Bluff +3, Jump +1, Spot +2; +5 melee (1d8+2/x3, masterwork battleaxe) or +3 ranged
Diehard, Endurance, Improved Initiative, Power Attack, (1d8/19-20, light crossbow); Full Atk +5 melee (1d8+2/x3,
Weapon Focus (longsword) masterwork battleaxe) or +3 ranged (1d8/19-20, light
Possessions: Chainmail, masterwork longsword, crossbow); SA Rebuke undead; AL CN; SV Fort +5, Ref
masterwork light crossbow, 20 arrows, potion of cure +2, Will +6; Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 8
light wounds. Skills and feats: Concentration +8, Profession
(Hunter) +7, Spellcraft +6; Combat Casting, Improved
Hepmonalander Suel warriors: Bbn3; CR 3; Medium Initiative, Weapon Proficiency (battleaxe).
humanoid; HD 3d12+6; hp 32; Init +2; Spd 40 ft.; AC 16, Spells prepared: (4/4/3; base save = 13 + spell level) 0
flatfooted 14, touch 12; Base Atk +3; Grp +6; Atk +8 melee - guidance x 2, resistance, virtue; 1: divine favour, enlarge
(1d8+3/18-20, masterwork falchion) or +5 ranged person*, enthropic shield, shield of faith; 2: bull's
(1d6+3/19-20, masterwork mighty composite shortbow strength*, hold person, silence.
+3); Full Atk +8 melee (1d8+3/18-20, masterwork Domains: Strength: +3 bonus to Str for 1 round,
falchion) or +5 ranged (1d8/19-20, masterwork mighty 1/day; Chaos: cast chaos spells at +1 caster level.
composite shortbow +3); SA Rage 3/day; SQ Uncanny Possessions: Masterwork battleaxe, chain shirt, light
dodge, fast movement, trap sense +1; AL CN; SV Fort +5, crossbow, 20 bolts, potion of cure moderate wounds.
Ref +3, Will +2; Str 16, Dex 14, Con 14, Int 10, Wis 12,
Cha 8. Encounter 7: Eagenrast
Skills and feats: Handle Animal +4, Hide +4, Jump Ulcar: Mnk8; CR 8; Medium Humanoid; HD 8d8+8; hp
+7, Listen +6, Move Silently +4; Extra Rage, Improved 51; Init +7; Spd 50 ft.; AC 17, touch 17, flat-footed 14; Base
Initiative, Weapon Focus (falchion); Atk +6/+1; Grp +8; Atk +9 melee (1d10+2, unarmed) or +8
Rage (Ex): +4 to Strength, +4 to Constitution, +2 on ranged (1d6 fire, alchemist's fire); +9 melee (1d6+2,
Will saves, –2 penalty to Armor Class for up to 7 rounds masterwork quarterstaff); Full Atk +9/+3 melee (1d10+2,
Uncanny Dodge (Ex): The barbarian retains his unarmed) or +8/+8/+2 melee (1d10+2, flurry of blows
Dexterity bonus to AC (if any) even if he is caught flat- unarmed) or +8 ranged (1d6 fire, alchemist's fire);
footed or struck by an invisible attacker +8/+8/+2 melee (1d6+2, flurry of blows masterwork
quarterstaff); SA Unarmed strike, flurry of blows, ki strike

Prisoners of War Page 46


(magic); SQ Evasion, still mind, purity of body, slow fall Possessions: Chainmail, masterwork longsword,
40 ft., wholeness of body; AL LE; SV Fort +7, Ref +9, Will masterwork light crossbow, 20 arrows, potion of cure
+9; Str 14, Dex 16, Con 12, Int 10, Wis 16, Cha 8. light wounds.
Skills and Feats: Escape Artist +14, Hide +14, Jump
+14, Move Silently +14, Tumble +14; Circle Kick, Deflect Hepmonalander Suel warriors: Bbn3; CR 3; Medium
Arrows, Fists of Iron, Improved Disarm, Improved humanoid; HD 3d12+6; hp 32; Init +2; Spd 40 ft.; AC 16,
Initiative, Stunning Fist, Weapon Focus (unarmed). flatfooted 14, touch 12; Base Atk +3; Grp +6; Atk +8 melee
Flurry of Blows (Ex): When unarmored, a monk may (1d8+3/18-20, masterwork falchion) or +5 ranged
make one extra attack in a round at her highest base (1d6+3/19-20, masterwork mighty composite shortbow
attack bonus, but this attack takes a –1 penalty, as does +3); Full Atk +8 melee (1d8+3/18-20, masterwork
each other attack made that round. falchion) or +5 ranged (1d8/19-20, masterwork mighty
Bonus Feats: This monk has selected Stunning Fist, composite shortbow +3); SA Rage 3/day; SQ Uncanny
Deflect Arrows and Improved Disarm as bonus feats. A dodge, fast movement, trap sense +1; AL CN; SV Fort +5,
monk need not have any of the prerequisites normally Ref +3, Will +2; Str 16, Dex 14, Con 14, Int 10, Wis 12,
required for these feats to select them. Cha 8.
Evasion (Ex): If a monk makes a successful Reflex Skills and feats: Handle Animal +4, Hide +4, Jump
saving throw against an attack that normally deals half +7, Listen +6, Move Silently +4; Extra Rage, Improved
damage on a successful save, she instead takes no damage. Initiative, Weapon Focus (falchion);
Rage (Ex): +4 to Strength, +4 to Constitution, +2 on
Still Mind (Ex): A monk gains a +2 bonus on saving
Will saves, –2 penalty to Armor Class for up to 7 rounds
throws against spells and effects from the school of
Uncanny Dodge (Ex): The barbarian retains his
enchantment.
Dexterity bonus to AC (if any) even if he is caught flat-
Ki Strike (Su): A monk’s unarmed attacks are
footed or struck by an invisible attacker
empowered with ki. Her unarmed attacks are treated as
Trap Sense (Ex): A barbarian gains a +1 bonus on
magic weapons for the purpose of dealing damage to
Reflex saves made to avoid traps and a +1 dodge bonus to
creatures with damage reduction.
AC against attacks made by traps
Slow Fall (Ex): A monk within arm’s reach of a wall
Possessions: Chain shirt, masterwork falchion,
can use it to slow her descent. When first using this
masterwork mighty composite shortbow +3, potion of
ability, she takes damage as if the fall were 40 feet shorter
cure light wounds.
than it actually is.
Purity of Body (Ex): A monk gains immunity to all
Hochebi sorceror: Sor3; CR 3; Medium humanoid; HD
diseases except for supernatural and magical diseases.
3d4+9; hp 19; Init +5; Spd 30 ft.; AC 12, touch 11, flat-
Wholeness of Body (Su): A monk can heal her own
footed 11; Base Atk +1; Grp +1; Atk +1 melee (1d8, heavy
wounds. She can heal a number of hit points of damage
mace) or +2 ranged (1d8/19-20, light crossbow); Full Atk
equal to twice her current monk level each day, and she
+1 melee (1d8, heavy mace) or +2 ranged (1d8/19-20, light
can spread this healing out among several uses.
crossbow); SQ Summon familiar; AL LE; SV Fort +4, Ref
Possessions: Masterwork quarterstaff, 2 x flask of
+2, Will +5; Str 10, Dex 12, Con 16, Int 10, Wis 14, Cha 16.
alchemist's fire.
Skills and Feats: Concentration +7, Hide +4, Move
Silently +7; Combat Casting, Improved Initiative.
Tilva Suel officers: Ftr3; CR 3; Medium humanoid; HD
Spells Known: (per day 6/6; base DC = 13 + spell
3d10+6; hp 28; Init +6; Spd 30 ft.; AC 16, flat-footed 15;
level); 0-acid splash, daze, mage hand, ray of frost, touch
touch 11); Base Atk +3; Grp +6; Atk +8 melee (1d10+3/19-
of fatigue; 1st- magic missile, mage armour, ray of
20, masterwork longsword) or +5 ranged (1d8/19-20,
enfeeblement.
masterwork light crossbow); Full Atk +8 melee
Possessions: +1 bracers of armour, traveller’s clothes,
(1d10+3/19-20, masterwork longsword) or +5 ranged
light mace, potion of cure moderate wounds.
(1d8/19-20, masterwork light crossbow); AL LE; SV Fort
+5; Ref +3; Will +2; Str 16, Dex 14, Con 14, Int 10, Wis 12,
Hepmonalander Suel Priest: Clr3 - Llerg; CR 3;
Cha 8.
Medium Humanoid; HD 3d8+6; hp 24; Init +5; Spd 30 ft.;
Skills and feats: Bluff +3, Jump +1, Spot +2;
AC 15, flatfooted 14, touch 11; Base Atk +2; Grp +4; Atk
Diehard, Endurance, Improved Initiative, Power Attack,
+5 melee (1d8+2/x3, masterwork battleaxe) or +3 ranged
Weapon Focus (longsword)
(1d8/19-20, light crossbow); Full Atk +5 melee (1d8+2/x3,
masterwork battleaxe) or +3 ranged (1d8/19-20, light

Prisoners of War Page 47


crossbow); SA Rebuke undead; AL CN; SV Fort +5, Ref
+2, Will +6; Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 8
Skills and feats: Concentration +8, Profession
(Hunter) +7, Spellcraft +6; Combat Casting, Improved
Initiative, Weapon Proficiency (battleaxe).
Spells prepared: (4/4/3; base save = 13 + spell level) 0
- guidance x 2, resistance, virtue; 1: divine favour, enlarge
person*, enthropic shield, shield of faith; 2: bull's
strength*, hold person, silence.
Domains: Strength: +3 bonus to Str for 1 round,
1/day; Chaos: cast chaos spells at +1 caster level.
Possessions: Masterwork battleaxe, chain shirt, light
crossbow, 20 bolts, potion of cure moderate wounds.

Prisoners of War Page 48


APL 8 Skills and feats: Diplomacy +4, Handle Animal +13,
Knowledge (history) +3, Ride +13; Cleave, Exotic Weapon
Encounter 1: The Trial of Arms
Proficiency (bastard sword), Great Cleave, Leadership,
Hevas Tel, Mnk8; CR 8; Medium Humanoid; HD
Mounted Combat, Power Attack, Ride-By Attack,
8d8+8; hp 51; Init +7; Spd 50 ft.; AC 17, touch 17, flat-
Weapon Focus (bastard sword), Weapon Specialization
footed 14; Base Atk +6/+1; Grp +8; Atk +9 melee (1d10+2,
(bastard sword).
unarmed); Full Atk +9/+3 melee (1d10+2, unarmed) or
Possessions: Bastard sword, half-plate.
+8/+8/+2 melee (1d10+2, flurry of blows unarmed); SA
Unarmed strike, flurry of blows, ki strike (magic); SQ
Alwyrd the Trapper aka Delras Ulquand: male human
Evasion, still mind, purity of body, slow fall 40 ft.,
Rng8; CR 8; Medium humanoid; HD 8d8+4; hp 27; Init
wholeness of body; AL LE; SV Fort +7, Ref +9, Will +9; Str
+8; Spd 30 ft.; AC 17, flat-footed 13, touch 14; Base Atk
14, Dex 16, Con 12, Int 10, Wis 16, Cha 8.
+8/+3; Grp +10; Atk +13 ranged (1d8+2/x3, mighty
Skills and Feats: Escape Artist +13, Hide +13, Jump
composite longbow +2) or +9/+9 ranged (1d8+2/x3,
+13, Move Silently +13, Tumble +13; Combat Reflexes,
mighty composite longbow); Full Atk +13/+8 ranged
Circle Kick, Fists of Iron, Improved Initiative, Improved
(1d8+2/x3, mighty composite longbow +2) or +11/+11/+6
Trip, Stunning Fist, Weapon Focus (unarmed).
ranged (1d8+2/x3, mighty composite longbow +2) or
Flurry of Blows (Ex): When unarmored, a monk may
+7/+7/+7/+7/+2/+2 ranged (1d8+2/x3, mighty composite
make one extra attack in a round at her highest base
longbow +2); SQ Favoured enemy (goblinoid, human),
attack bonus, but this attack takes a –1 penalty, as does
wild empathy, animal companion, woodland stride, swift
each other attack made that round.
tracker; AL LN; SV Fort +5, Ref +7, Will +2; Str 14, Dex
Bonus Feats: This monk has selected Stunning Fist,
18, Con 12, Int 10, Wis 12, Cha 10.
Deflect Arrows and Improved Disarm as bonus feats. A
Skills and feats: Bluff +4, Climb +7, Handle Animal
monk need not have any of the prerequisites normally
+6, Hide +15, Move Silently +15, Survival +12;
required for these feats to select them.
Endurance, Far Shot, Improved Initiative, Manyshot,
Evasion (Ex): If a monk makes a successful Reflex
Point-Blank Shot, Rapid Shot, Track, Weapon Focus
saving throw against an attack that normally deals half
(composite longbow).
damage on a successful save, she instead takes no damage.
Combat Style (Ex): This ranger has selected archery.
Still Mind (Ex): A monk gains a +2 bonus on saving He is treated as having the Rapid Shot and Manyshot
throws against spells and effects from the school of feats, even without the normal prerequisites for that feat.
enchantment. Wild Empathy (Ex): A ranger can improve the
Ki Strike (Su): A monk’s unarmed attacks are attitude of an animal. This ability functions just like a
empowered with ki. Her unarmed attacks are treated as Diplomacy check to improve the attitude of a person. The
magic weapons for the purpose of dealing damage to ranger rolls 1d20+8 to determine the wild empathy check
creatures with damage reduction. result.
Slow Fall (Ex): A monk within arm’s reach of a wall Woodland Stride (Ex): A ranger may move through
can use it to slow her descent. When first using this any sort of undergrowth (such as natural thorns, briars,
ability, she takes damage as if the fall were 40 feet shorter overgrown areas, and similar terrain) at his normal speed
than it actually is. and without taking damage or suffering any other
Purity of Body (Ex): A monk gains immunity to all impairment.
diseases except for supernatural and magical diseases. Swift Tracker (Ex): A ranger can move at his normal
Wholeness of Body (Su): A monk can heal her own speed while following tracks without taking the normal –
wounds. She can heal a number of hit points of damage 5 penalty. He takes only a –10 penalty (instead of the
equal to twice her current monk level each day, and she normal –20) when moving at up to twice normal speed
can spread this healing out among several uses. while tracking.
Spells Known: (save DC = 11 + spell level) 1 -
Lord Lovienne Duyrdann, Ftr8; CR 8; Medium entangle, speak with animals
humanoid; HD 8d10+8; hp 60; Init +2; Spd 20 ft; AC 17, Possessions: Longbow, 20 arrows, studded leather
flat-footed 17, touch 10; Base Atk +8; Grp +11; Atk +13 armour.
melee (1d10+7, bastard sword); Full Atk +13/+8 melee
(1d10+7, bastard sword); AL LE; SV Fort +7, Ref +4, Will Lormyr Feldaster: male human Wiz8; Medium
+3; Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 14. humanoid; HD 8d4+8; hp 33; Init +6; Spd 30 ft.; AC 12,
touch 12, flat-footed 10; Base Atk +4; Grp +4; Atk +4

Prisoners of War Page 49


melee (1d6, quarterstaff); Full Atk +4 melee (1d6, Krova Lenar, female human, Mnk10; CR 10; Medium
quarterstaff); AL N; SV Fort +3, Ref +4, Will +7; Str 10, humanoid; HD 10d8+10; hp 63; Init +8; Spd 60 ft.; AC 19,
Dex 14, Con 12, Int 18, Wis 12, Cha 10. touch 19, flat-footed 16; Base Atk +7/+2; Grp +11; Atk +12
Skills and feats: Concentration +12, Gather melee (1d10+2, unarmed); Full Atk +12/+12/+7 melee
Information +5, Knowledge (arcana) +15, Move Silently (1d10+2, flurry of blows unarmed); SA Unarmed strike,
+8, Profession (alchemist) +12, Spellcraft +15, Use Magic flurry of blows, ki strike (magic, lawful); SQ Improved
Device +5; Combat Casting, Improved Counterspell, evasion, still mind, purity of body, slow fall 50 ft.,
Improved Initiative, Scribe Scroll, Silent Spell, Spell wholeness of body; AL LE; SV Fort +8, Ref +11, Will +10;
Focus (Evocation). Str 14, Dex 18, Con 12, Int 10, Wis 16, Cha 8.
Spells prepared (Wiz 4/5/4/4/3; Base DC = 14 + spell Skills and Feats: Escape Artist +15, Hide +15, Jump
level; Evocation: 15+ spell level): 0 - daze, flare, mage +15, Move Silently +15, Tumble +15; Circle Kick, Deflect
hand, touch of fatigue; 1st - cause fear, charm person, Arrows, Fists of Iron, Improved Disarm, Improved
enlarge person, grease, reduce person; 2nd - darkness, Initiative, Stunning Fist, Weapon Finesse (unarmed);
gust of wind, tasha's hideous laughter, web; 3rd - dispel Weapon Focus (unarmed).
magic x4, 4th fear, otiluke's resilient sphere, rainbow Flurry of Blows (Ex): When unarmored, a monk may
pattern. make one extra attack in a round at her highest base
attack bonus.
Encounter 3 - The Chain Gang Bonus Feats: This monk has selected Stunning Fist,
Ha'kra'kalubrak, male hochebi, Ftr3; CR 3; Medium Deflect Arrows and Improved Disarm as bonus feats. A
humanoid; HD 3d10+6; hp 30; Init +7; Spd 30 ft.; AC 13, monk need not have any of the prerequisites normally
touch 13, flat-footed 10; Base Atk +3; Grp +6; Atk +6 required for these feats to select them.
melee (1d3+3, unarmed); Full Atk +6 melee (1d3+3, Evasion (Ex): If a monk makes a successful Reflex
unarmed); AL LE; SV Fort +6, Ref +3, Will +1; Str 16, Dex saving throw against an attack that normally deals half
16, Con 14, Int 10, Wis 12, Cha 10. damage on a successful save, she instead takes no damage.
Skills and feats: Hide +6, Jump +9, Move Silently +7; Still Mind (Ex): A monk gains a +2 bonus on saving
Improved Initiative, Point Blank Shot, Rapid Shot, throws against spells and effects from the school of
Weapon Focus (composite longbow). enchantment.
Ki Strike (Su): A monk’s unarmed attacks are
Llerdev, male Hepmonalander Suel warrior, Bbn5; CR empowered with ki. Her unarmed attacks are treated as
5; Medium-size humanoid; HD 5d10+10; hp 44; Init +6; magic weapons for the purpose of dealing damage to
Spd 40 ft.; AC 12, flat-footed 10, touch 12; Base Atk +5; creatures with damage reduction.
Grp +8; Atk +8 melee (1d3+3, unarmed); Full Atk +8 Slow Fall (Ex): A monk within arm’s reach of a wall
melee (1d3+3, unarmed); SQ Rage 2/day, imporved can use it to slow her descent. When first using this
uncanny dodge, trap sense +1; AL LN; SV Fort +7; Ref +4; ability, she takes damage as if the fall were 50 feet shorter
Will +3; Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8. than it actually is.
Skills and feats: Handle Animal +7, Hide +6, Purity of Body (Ex): A monk gains immunity to all
Jump +10, Listen +9, Move Silently +5; Extra Rage, diseases except for supernatural and magical diseases.
Improved Initiative, Weapon Focus (falchion); Wholeness of Body (Su): A monk can heal her own
Rage (Ex): +4 to Strength, +4 to Constitution, +2 on wounds. She can heal a number of hit points of damage
Will saves, –2 penalty to Armor Class for up to 7 rounds equal to twice her current monk level each day, and she
Uncanny Dodge (Ex): The barbarian retains his can spread this healing out among several uses.
Dexterity bonus to AC (if any) even if he is caught flat- Improved Evasion (Ex): A monk’s evasion ability
footed or struck by an invisible attacker. improves. She still takes no damage on a successful Reflex
Improved Uncanny Dodge (Ex): A barbarian can no saving throw against attacks, but henceforth she takes
longer be flanked. This defense denies a rogue the ability only half damage on a failed save. A helpless monk does
to sneak attack the barbarian by flanking him, unless the not gain the benefit of improved evasion.
attacker has at least four more rogue levels than the target
has barbarian levels. Makho Vidrekk, male human Ftr 5; CR 5; Medium-size
Trap Sense (Ex): A barbarian gains a +1 bonus on humanoid; HD 5d10+10; hp 44; Init +6; Spd 20 ft.; AC 12,
Reflex saves made to avoid traps and a +1 dodge bonus to flat-footed 10, touch 12; Base Atk +5; Grp +8; Atk +8
AC against attacks made by traps melee (1d3+3, unarmed); Full Atk +8 melee (1d3+3,

Prisoners of War Page 50


unarmed); AL LE; SV Fort +7; Ref +4; Will +3; Str 17, Dex a trap’s DC by 10 or more with a Disable Device check can
14, Con 14, Int 10, Wis 12, Cha 8. study a trap, figure out how it works, and bypass it (with
Skills and feats: Bluff +5, Climb +7, Jump +8; Exotic her party) without disarming it.
Weapon Proficiency (bastard sword), Improved Initiative, Evasion (Ex): If a rogue makes a successful Reflex
Point-Blank Shot, Rapid Shot, Weapon Focus (bastard saving throw against an attack that normally deals half
sword), Weapon Specialisation (Bastard Sword). damage on a successful save, she instead takes no damage.

Lev Talozin, male human, Rog2: CR 2; Medium Hochebi warriors Ftr3: CR 3; Medium humanoid; HD
humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13, 3d10+6; hp 30; Init +7; Spd 30 ft.; AC 16, touch 13, flat-
flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3 footed 13; Base Atk +3; Grp +6; Atk +7 melee (2d4+3/18-
melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2, 20, masterwork falchion) or +8 ranged (1d8+3/x3,
unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack masterwork mighty composite longbow +3); Full Atk +7
+1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; melee (2d4+3/18-20, masterwork falchion) or +6/+6
Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10. ranged (1d8+3/x3, masterwork mighty composite
Skills and Feats: Bluff +5; Escape Artist +8; Hide +8, longbow +3); AL LE; SV Fort +6, Ref +3, Will +1; Str 16,
Move Silently +8, Open Locks +8, Search +5, Listen +5, Dex 16, Con 14, Int 10, Wis 12, Cha 10.
Sense Motive +8, Spot +5, Tumble +8, Improved Skills and feats: Hide +6, Jump +9, Move Silently +7;
Initiative, Weapon Focus (short sword). Improved Initiative, Point Blank Shot, Rapid Shot,
Trapfinding: Rogues can use the Search skill to Weapon Focus (composite longbow).
locate traps when the task has a Difficulty Class higher Possessions: Studded leather, masterwork falchion,
than 20. Finding a nonmagical trap has a DC of at least 20, masterwork mighty composite longbow +3, 20 arrows, 2
or higher if it is well hidden. Finding a magic trap has a gp.
DC of 25 + the level of the spell used to create it.Rogues
(and only rogues) can use the Disable Device skill to Hochebi sorceror: Sor3; CR 3; Medium humanoid; HD
disarm magic traps. A magic trap generally has a DC of 25 3d4+9; hp 19; Init +5; Spd 30 ft.; AC 12, touch 11, flat-
+ the level of the spell used to create it. A rogue who beats footed 11; Base Atk +1; Grp +1; Atk +1 melee (1d8, heavy
a trap’s DC by 10 or more with a Disable Device check can mace) or +2 ranged (1d8/19-20, light crossbow); Full Atk
study a trap, figure out how it works, and bypass it (with +1 melee (1d8, heavy mace) or +2 ranged (1d8/19-20, light
her party) without disarming it. crossbow); SQ Summon familiar; AL LE; SV Fort +4, Ref
Evasion (Ex): If a rogue makes a successful Reflex +2, Will +5; Str 10, Dex 12, Con 16, Int 10, Wis 14, Cha 16.
saving throw against an attack that normally deals half Skills and Feats: Concentration +7, Hide +4, Move
damage on a successful save, she instead takes no damage. Silently +7; Spellcraft +2; Combat Casting, Improved
Initiative.
Derend and Jandyr, male human, Rog2: CR 2; Medium Spells Known: (per day 6/6; base DC = 13 + spell
humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13, level); 0- acid splash, daze, mage hand, ray of frost, touch
flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3 of fatigue; 1st- magic missile, mage armour, ray of
melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2, enfeeblement.
unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack Possessions: +1 bracers of armour, traveller’s clothes,
+1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; light mace, potion of cure moderate wounds.
Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10.
Skills and Feats: Bluff +5; Escape Artist +8; Hide +8, Encounter 4: Ambush at Aegenlir
Move Silently +8, Open Locks +8, Search +5, Listen +5, Tilva Suel officers Ftr5: CR 5; Medium-size humanoid;
Sense Motive +8, Spot +5, Tumble +8, Improved HD 5d10+10; hp 44; Init +6; Spd 20 ft.; AC 19, flat-footed
Initiative, Weapon Focus (short sword). 17, touch 12; Base Atk +5; Grp +8; Atk +10 melee
Trapfinding: Rogues can use the Search skill to (1d10+6/19-20, +1 bastard sword) or +8 ranged (1d8+3/x3,
locate traps when the task has a Difficulty Class higher masterwork mighty composite longbow +3); Full Atk +10
than 20. Finding a nonmagical trap has a DC of at least 20, melee (1d10+5/19-20, +1 bastard sword) or +6/+6 ranged
or higher if it is well hidden. Finding a magic trap has a (1d8+3/x3, masterwork mighty composite longbow +3);
DC of 25 + the level of the spell used to create it.Rogues AL LE; SV Fort +7; Ref +4; Will +3; Str 17, Dex 14, Con 14,
(and only rogues) can use the Disable Device skill to Int 10, Wis 12, Cha 8.
disarm magic traps. A magic trap generally has a DC of 25 Skills and feats: Bluff +4, Jump +1, Spot +3;
+ the level of the spell used to create it. A rogue who beats Exotic Weapon Proficiency (bastard sword), Improved

Prisoners of War Page 51


Initiative, Point-Blank Shot, Rapid Shot, Weapon Focus 16, flat-footed 17; Base Atk +0; Grp -17; Atk N/A; Full Atk
(bastard sword), Weapon Specialisation (Bastard Sword). N/A; Space/Reach 1 ft./0 ft.; SQ Alertness, blindsense 20
Possessions: Chainmail, heavy steel sheild, +1 bastard ft., improved evasion, share spells, empathic link, deliver
sword, masterwork mighty composite longbow +3, 20 touch spells, speak with master, low-light vision; Al N; SV
arrows, potion of cure moderate wounds, cloak of Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 8, Wis
resistance +1. 14, Cha 4.
Skills and Feats: Hide +14, Listen +8*, Move Silently
Hepmonalander Suel warriors: Bbn5; Medium +6, Spot +8*; Alertness
humanoid; HD 5d12+10; hp 51; Init +6; Spd 40 ft.; AC 16, Blindsense (Ex): A bat notices and locates creatures
touch 12, flat-footed 14; Base Atk +5; Grp +8; Atk +10 within 20 feet. Opponents still have 100% concealment
melee (1d12+6/x3, +1 greataxe) or +8 melee (1d4+2/19-20, against a creature with blindsense.
dagger or +8 ranged (1d8+3/x3, masterwork mighty Skills: *A bat has a +4 racial bonus on Spot and Listen
composite longbow +3); Full Atk +10 melee (1d12+6/x3, checks. These bonuses are lost if its blindsense is negated.
+1 greataxe) or +8 melee (1d4+2/19-20, dagger or +8 Spells Known: (per day 6/7/4; base DC = 13 +
ranged (1d8+3/x3, masterwork mighty composite spell level); 0-acid splash, daze, ghost sound, mage hand,
longbow +3); AL NE; SA Rage 2/day; SQ Improved ray of frost, touch of fatigue; 1st- magic missile, mage
uncanny dodge, fast movement, trap sense +1; SV Fort armour, shield, ray of enfeeblement; 2 - touch of idiocy,
+6, Ref +3, Will +2; Str 17, Dex 14, Con 14, Int 10, Wis 12, web.
Cha 8. Possessions: +1 bracers of armour, traveller’s clothes,
Skills and feats: Handle Animal +6, Hide +6, Jump light mace, potion of cure moderate wounds.
+9, Listen +8, Move Silently +6; Improved Initiative,
Point Blank Shot, Weapon Focus (greataxe). Tilva Suel Priest: Clr5 - Syrul CR 5; Medium
Rage (Ex): +4 to Strength, +4 to Constitution, +2 on humanoid; HD 5d8; hp 28; Init +5; Spd 30 ft.; AC 15,
Will saves, –2 penalty to Armor Class for up to 7 rounds touch 11, flat-footed 14; Base Atk +3; Grp +4; Atk +4
Uncanny Dodge (Ex): The barbarian retains his ranged (1d8, light crossbow) or +4 melee (1d4+1, dagger);
Dexterity bonus to AC (if any) even if he is caught flat- Full Atk +4 ranged (1d8, light crossbow) or +4 melee
footed or struck by an invisible attacker. (1d4+1, dagger); SQ: Rebuke undead; AL NE; SV Fort +4,
Improved Uncanny Dodge (Ex): A barbarian can no Ref +3, Will +7; Str 12, Dex 12, Con 10, Int 10, Wis 17,
longer be flanked. This defense denies a rogue the ability Cha 14.
to sneak attack the barbarian by flanking him, unless the Skills and Feats: Bluff +11, Concentration +9,
attacker has at least four more rogue levels than the target Disguise +11; Combat Casting, Improved Initiative, Skill
has barbarian levels. Focus (Bluff).
Trap Sense (Ex): A barbarian gains a +1 bonus on Spells Prepared (5/5/4/3; base DC = 13 + spell level):
Reflex saves made to avoid traps and a +1 dodge bonus to 0 - cure minor wounds, guidance x2, resistance, virtue; 1st
AC against attacks made by traps - disguise self*, command, cure light wounds, obscuring
Possessions: +1 greataxe, masterwork mighty mist, summon monster I; 2nd - bull's strength, invisibility*,
composite longbow +3, 20 arrows, shortspear, dagger, silence, undetectable alignment; 3rd - bestow curse, dispel
chain shirt, potion of bull's strength, potion of cure magic, nondetection.
moderate wounds, *domain spell; Domains: Knowledge: Divination
spells at +1 level, all Knowledge skills as class skills;
Hochebi sorceror: Sor5; CR 5; Medium humanoid; HD Trickery: Bluff, Disguise and Hide are class skills;
5d4+10; hp 26; Init +5; Spd 30 ft.; AC 12, touch 12, flat- Possessions: Dagger; light crossbow, 20 crossbow
footed 11; Base Atk +2; Grp +2; Atk +2 melee (1d8, heavy bolts, 2 vials of large scorpion venom (Injury DC 18;
mace) or +3 ranged (1d8/19-20, light crossbow); Full Atk primary and secondary damage 1d6 Str); chain shirt,
+1 melee (1d8, heavy mace) or +3 ranged (1d8/19-20, light traveler's outfit.
crossbow); SQ Summon familiar; AL LE; SV Fort +3, Ref
+2, Will +5; Str 10, Dex 12, Con 14, Int 10, Wis 12, Cha 17. Encounter 6: The Hostages
Skills and Feats: Concentration +9, Hide +5, Listen Orlav: Rog5/Asn5 CR 10; Medium humanoid; HD
+3 (linked to bat), Move Silently +7; Combat Casting, 10d6+10; hp 52; Init +8; Spd 30 ft.; AC 18, touch 15, flat-
Improved Initiative. footed 13; Base Atk +7/+2; Grp +9; Atk +13 melee
Familiar: Bat; CR 1/10; Diminutive animal; HD: 1/4 (1d6+3/19-20, +1 short sword) or +9 melee (1d4+2/19-20,
d8; hp1; Init. +2; Spd 5 ft., fly 40 ft. (good); AC 19, touch dagger) or +11 ranged (1d4+2/19-20, dagger); Full Atk

Prisoners of War Page 52


+13/+8 melee (1d6+3/19-20, +1 short sword) or +9/+4 Spells Known (per day 3/2/1; base save = 13 + spell
melee (1d4+2/19-20, dagger) or +11/+6 ranged (1d4+2/19- level): 1 - disguise self, feather fall, obscuring mist, true
20, dagger); SA Sneak attack +6d6+12, death attack; SQ strike; 2 - cat's grace, invisibility, spider climb; 3 - deep
Evasion, improved uncanny dodge, poison use, +2 save vs slumber, false life.
poison; AL LE; SV Fort +2, Ref +10, Will +1; Str 14, Dex Possessions: +1 short sword, 4 x dagger, +1 studded
18, Con 12, Int 16, Wis 10, Cha 8. leather armour, deathblade (Injury DC 20; primary
Skills and feats: Bluff +14; Disguise +14; Escape Artist damage 1d6 Con; secondary damage 2d6 Con), potion of
+16, Hide +16, Listen +8, Move Silently +16, Tumble +16, cure serious wounds.
Search +8, Slight of Hand +10, Spot +8; Combat Expertise,
Improved Initiative, Improved Feint, Weapon Finesse Tilva Suel officers Ftr5: CR 5; Medium-size humanoid;
(short sword), Weapon Focus (short sword). HD 5d10+10; hp 44; Init +6; Spd 20 ft.; AC 19, flat-footed
Trapfinding: Rogues can use the Search skill to 17, touch 12; Base Atk +5; Grp +8; Atk +10 melee
locate traps when the task has a Difficulty Class higher (1d10+6/19-20, +1 bastard sword) or +8 ranged (1d8/19-
than 20. Finding a nonmagical trap has a DC of at least 20, 20, masterwork light crossbow); Full Atk +10 melee
or higher if it is well hidden. Finding a magic trap has a (1d10+5/19-20, +1 bastard sword) or +8 ranged (1d8/19-
DC of 25 + the level of the spell used to create it. Rogues 20, masterwork light crossbow); AL LE; SV Fort +7; Ref
(and only rogues) can use the Disable Device skill to +4; Will +3; Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8.
disarm magic traps. A magic trap generally has a DC of 25 Skills and feats: Bluff +4, Jump +1, Spot +3;
+ the level of the spell used to create it. A rogue who beats Exotic Weapon Proficiency (bastard sword), Improved
a trap’s DC by 10 or more with a Disable Device check can Initiative, Point-Blank Shot, Rapid Shot, Weapon Focus
study a trap, figure out how it works, and bypass it (with (bastard sword), Weapon Specialisation (Bastard Sword).
her party) without disarming it. Possessions: Chainmail, heavy steel shield, +1 bastard
Evasion (Ex): If a rogue makes a successful Reflex sword, masterwork light crossbow, 20 arrows, potion of
saving throw against an attack that normally deals half cure moderate wounds, cloak of resistance +1.
damage on a successful save, she instead takes no damage.
Trap Sense (Ex): A rogue gains an intuitive sense that Hepmonalander Suel warriors: Bbn5; Medium
alerts her to danger from traps, giving her a +1 bonus on humanoid; HD 5d12+10; hp 51; Init +6; Spd 40 ft.; AC 16,
Reflex saves made to avoid traps and a +1 dodge bonus to touch 12, flat-footed 14; Base Atk +5; Grp +8; Atk +10
AC against attacks made by traps. melee (1d12+6/x3, +1 greataxe) or +8 melee (1d4+2/19-20,
Uncanny Dodge (Ex): A rogue retains her Dexterity dagger or +8 ranged (1d6+3/x3, masterwork mighty
bonus to AC (if any) even if she is caught flat-footed or composite shortbow +3); Full Atk +10 melee (1d12+6/x3,
struck by an invisible attacker. +1 greataxe) or +8 melee (1d4+2/19-20, dagger or +8
Death Attack: If an assassin studies his victim for 3 ranged (1d6+3/x3, masterwork mighty composite
rounds and then makes a sneak attack with a melee shortbow +3); AL NE; SA Rage 2/day; SQ Improved
weapon that successfully deals damage, the sneak attack uncanny dodge, fast movement, trap sense +1; SV Fort
has the additional effect of possibly either paralyzing or +6, Ref +3, Will +2; Str 17, Dex 14, Con 14, Int 10, Wis 12,
killing the target (assassin’s choice). If the victim of such Cha 8.
an attack fails a DC 11 Fortitude save against the kill Skills and feats: Handle Animal +6, Hide +6, Jump
effect, she dies. If the saving throw fails against the +9, Listen +8, Move Silently +6; Improved Initiative,
paralysis effect, the victim is rendered helpless and Point Blank Shot, Weapon Focus (greataxe).
unable to act for 1d6 rounds plus 1 round per level of the Rage (Ex): +4 to Strength, +4 to Constitution, +2 on
assassin. If the victim’s saving throw succeeds, the attack Will saves, –2 penalty to Armor Class for up to 7 rounds
is just a normal sneak attack. Uncanny Dodge (Ex): The barbarian retains his
Poison Use: Assassins are trained in the use of Dexterity bonus to AC (if any) even if he is caught flat-
poison and never risk accidentally poisoning themselves footed or struck by an invisible attacker.
when applying poison to a blade. Improved Uncanny Dodge (Ex): A barbarian can no
Improved Uncanny Dodge (Ex): An assassin can no longer be flanked. This defense denies a rogue the ability
longer be flanked and so denies rogues the ability to use to sneak attack the barbarian by flanking him, unless the
flank attacks to sneak attack the assassin. The exception attacker has at least four more rogue levels than the target
to this defense is that a rogue at least four levels higher has barbarian levels.
than the assassin can flank him (and thus sneak attack
him).

Prisoners of War Page 53


Trap Sense (Ex): A barbarian gains a +1 bonus on +12/+12/+7 melee (1d10+2, flurry of blows unarmed) or
Reflex saves made to avoid traps and a +1 dodge bonus to +11 ranged (1d6 fire, alchemist's fire) or +10/+10/+5
AC against attacks made by traps melee (1d6+3, flurry of blows, +1 quarterstaff); SA
Possessions: +1 greataxe, masterwork mighty Unarmed strike, flurry of blows, ki strike (magic, lawful);
composite shortbow +3, 20 arrows, shortspear, dagger, SQ Improved evasion, still mind, purity of body, slow fall
chain shirt, potion of bull's strength, potion of cure 50 ft., wholeness of body; AL LE; SV Fort +8, Ref +11,
moderate wounds, Will +10; Str 14, Dex 18, Con 12, Int 10, Wis 16, Cha 8.
Skills and Feats: Escape Artist +16, Hide +16, Jump
Hochebi sorceror: Sor5; CR 5; Medium humanoid; HD +16, Move Silently +16, Tumble +16; Circle Kick, Deflect
5d4+10; hp 26; Init +5; Spd 30 ft.; AC 12, touch 12, flat- Arrows, Fists of Iron, Improved Disarm, Improved
footed 11; Base Atk +2; Grp +2; Atk +2 melee (1d8, heavy Initiative, Stunning Fist, Weapon Finesse (unarmed);
mace) or +3 ranged (1d8/19-20, light crossbow); Full Atk Weapon Focus (unarmed).
+1 melee (1d8, heavy mace) or +3 ranged (1d8/19-20, light Flurry of Blows (Ex): When unarmored, a monk may
crossbow); SQ Summon familiar; AL LE; SV Fort +3, Ref make one extra attack in a round at her highest base
+2, Will +5; Str 10, Dex 12, Con 14, Int 10, Wis 12, Cha 17. attack bonus.
Skills and Feats: Concentration +9, Hide +5, Move Bonus Feats: This monk has selected Stunning Fist,
Silently +7; Combat Casting, Improved Initiative. Deflect Arrows and Improved Disarm as bonus feats. A
Spells Known: (per day 6/7/4; base DC = 13 + monk need not have any of the prerequisites normally
spell level); 0-acid splash, daze, ghost sound, mage hand, required for these feats to select them.
ray of frost, touch of fatigue; 1st- magic missile, mage Evasion (Ex): If a monk makes a successful Reflex
armour, shield, ray of enfeeblement; 2 - resist energy, saving throw against an attack that normally deals half
web. damage on a successful save, she instead takes no damage.
Possessions: +1 bracers of armour, traveller’s clothes,
Still Mind (Ex): A monk gains a +2 bonus on saving
light mace, potion of cure moderate wounds.
throws against spells and effects from the school of
enchantment.
Hepmonalander Suel Priest: Clr5 - Llerg CR 5;
Ki Strike (Su): A monk’s unarmed attacks are
Medium Humanoid; HD 5d8+10; hp 38; Init +5; Spd 30
empowered with ki. Her unarmed attacks are treated as
ft.; AC 15, flatfooted 14, touch 11; Base Atk +3; Grp +5;
magic weapons for the purpose of dealing damage to
Atk +6 melee (1d8+3/x3, +1 battleaxe) or +4 ranged
creatures with damage reduction.
(1d8/19-20, light crossbow); Full Atk +6 melee (1d8+3/x3,
Slow Fall (Ex): A monk within arm’s reach of a wall
+1 battleaxe) or +4 ranged (1d8/19-20, light crossbow); SA
can use it to slow her descent. When first using this
Rebuke undead; AL CN; SV Fort +6, Ref +2, Will +7; Str
ability, she takes damage as if the fall were 50 feet shorter
14, Dex 12, Con 14, Int 10, Wis 17, Cha 8
than it actually is.
Skills and feats: Concentration +10, Profession
Purity of Body (Ex): A monk gains immunity to all
(Hunter) +7, Spellcraft +8; Combat Casting, Improved
diseases except for supernatural and magical diseases.
Initiative, Weapon Proficiency (battleaxe).
Wholeness of Body (Su): A monk can heal her own
Spells prepared: (5/5/4/3; base save = 13 + spell level)
wounds. She can heal a number of hit points of damage
0 - cure minor wounds, guidance x 2, resistance, virtue; 1:
equal to twice her current monk level each day, and she
divine favour, enlarge person*, enthropic shield,
can spread this healing out among several uses.
protection from good, shield of faith; 2: bull's strength*,
Improved Evasion (Ex): A monk’s evasion ability
hold person, owl's wisdom, silence; 3 - dispel magic x 2
improves. She still takes no damage on a successful Reflex
Domains: Strength: +5 bonus to Str for 1 round,
saving throw against attacks, but henceforth she takes
1/day; Chaos: cast chaos spells at +1 caster level.
only half damage on a failed save. A helpless monk does
Possessions: +1 battleaxe, chain shirt, light crossbow,
not gain the benefit of improved evasion.
20 bolts, potion of cure serious wounds.
Possessions: +1 quarterstaff, 2 x flask of alchemist's
fire.
Encounter 7: Eagenrast
Ulcar: Mnk10; CR 10; Medium humanoid; HD Tilva Suel officers Ftr5: CR 5; Medium-size humanoid;
10d8+10; hp 63; Init +8; Spd 60 ft.; AC 19, touch 19, flat- HD 5d10+10; hp 44; Init +6; Spd 20 ft.; AC 19, flat-footed
footed 16; Base Atk +7/+2; Grp +11; Atk +12 melee 17, touch 12; Base Atk +5; Grp +8; Atk +10 melee
(1d10+2, unarmed) or +11 ranged (1d6 fire, alchemist's (1d10+6/19-20, +1 bastard sword) or +8 ranged (1d8+3/x3,
fire); +10 melee (1d6+3, +1 quarterstaff); Full Atk masterwork mighty composite longbow +3); Full Atk +10

Prisoners of War Page 54


melee (1d10+5/19-20, +1 bastard sword) or +6/+6 ranged crossbow); SQ Summon familiar; AL LE; SV Fort +3, Ref
(1d8+3/x3, masterwork mighty composite longbow +3); +2, Will +5; Str 10, Dex 12, Con 14, Int 10, Wis 12, Cha 17.
AL LE; SV Fort +7; Ref +4; Will +3; Str 17, Dex 14, Con 14, Skills and Feats: Concentration +10, Profession
Int 10, Wis 12, Cha 8. (Hunter) +7, Spellcraft +8; Combat Casting, Improved
Skills and feats: Bluff +4, Jump +1, Spot +3; Initiative.
Exotic Weapon Proficiency (bastard sword), Improved Spells Known: (per day 6/7/4; base DC = 13 +
Initiative, Point-Blank Shot, Rapid Shot, Weapon Focus spell level); 0-acid splash, daze, ghost sound, mage hand,
(bastard sword), Weapon Specialisation (Bastard Sword). ray of frost, touch of fatigue; 1st- magic missile, mage
Possessions: Chainmail, heavy steel shield, +1 bastard armour, shield, ray of enfeeblement; 2 - melf's acid arrow,
sword, masterwork mighty composite longbow +3, 20 protection from arrows.
arrows, potion of cure moderate wounds, cloak of Possessions: +1 bracers of armour, traveller’s clothes,
resistance +1. light mace, potion of cure moderate wounds.

Hepmonalander Suel warriors: Bbn5; Medium Hepmonalander Suel Priest: Clr5 - Llerg CR 5;
humanoid; HD 5d12+10; hp 51; Init +6; Spd 40 ft.; AC 16, Medium Humanoid; HD 5d8+10; hp 38; Init +5; Spd 30
touch 12, flat-footed 14; Base Atk +5; Grp +8; Atk +10 ft.; AC 15, flatfooted 14, touch 11; Base Atk +3; Grp +5;
melee (1d12+6/x3, +1 greataxe) or +8 melee (1d4+2/19-20, Atk +6 melee (1d8+3/x3, +1 battleaxe) or +4 ranged
dagger or +8 ranged (1d8+3/x3, masterwork mighty (1d8/19-20, light crossbow); Full Atk +6 melee (1d8+3/x3,
composite longbow +3); Full Atk +10 melee (1d12+6/x3, +1 battleaxe) or +4 ranged (1d8/19-20, light crossbow); SA
+1 greataxe) or +8 melee (1d4+2/19-20, dagger or +8 Rebuke undead; AL CN; SV Fort +6, Ref +2, Will +7; Str
ranged (1d8+3/x3, masterwork mighty composite 14, Dex 12, Con 14, Int 10, Wis 17, Cha 8
longbow +3); AL NE; SA Rage 2/day; SQ Improved Skills and feats: Concentration +10, Profession
uncanny dodge, fast movement, trap sense +1; SV Fort (Hunter) +7, Spellcraft +8; Combat Casting, Improved
+6, Ref +3, Will +2; Str 17, Dex 14, Con 14, Int 10, Wis 12, Initiative, Weapon Proficiency (battleaxe).
Cha 8. Spells prepared: (5/5/4/3; base save = 13 + spell level)
Skills and feats: Handle Animal +6, Hide +6, Jump 0 - cure minor wounds, guidance x 2, resistance, virtue; 1:
+9, Listen +8, Move Silently +6; Improved Initiative, divine favour, enlarge person*, enthropic shield,
Point Blank Shot, Weapon Focus (greataxe). protection from good, shield of faith; 2: bull's strength*,
Rage (Ex): +4 to Strength, +4 to Constitution, +2 on hold person, owl's wisdom, silence; 3 - dispel magic x 2
Will saves, –2 penalty to Armor Class for up to 7 rounds Domains: Strength: +5 bonus to Str for 1 round,
Uncanny Dodge (Ex): The barbarian retains his 1/day; Chaos: cast chaos spells at +1 caster level.
Dexterity bonus to AC (if any) even if he is caught flat- Possessions: +1 battleaxe, chain shirt, light crossbow,
footed or struck by an invisible attacker. 20 bolts, potion of cure serious wounds.
Improved Uncanny Dodge (Ex): A barbarian can no
longer be flanked. This defense denies a rogue the ability
to sneak attack the barbarian by flanking him, unless the
attacker has at least four more rogue levels than the target
has barbarian levels.
Trap Sense (Ex): A barbarian gains a +1 bonus on
Reflex saves made to avoid traps and a +1 dodge bonus to
AC against attacks made by traps
Possessions: +1 greataxe, masterwork mighty
composite longbow +3, 20 arrows, shortspear, dagger,
chain shirt, potion of bull's strength, potion of cure
moderate wounds,

Hochebi sorceror: Sor5; CR 5; Medium humanoid; HD


5d4+10; hp 26; Init +5; Spd 30 ft.; AC 12, touch 12, flat-
footed 11; Base Atk +2; Grp +2; Atk +2 melee (1d8, heavy
mace) or +3 ranged (1d8/19-20, light crossbow); Full Atk
+1 melee (1d8, heavy mace) or +3 ranged (1d8/19-20, light

Prisoners of War Page 55


APL 10 serious wounds; arcane scroll of change self, color spray,
Encounter 1: The Trial of Arms expeditious retreat, mage armor, obscuring mist, shield,
Danvirius Soron, Ftr13; CR 13; Medium humanoid; summon monster V; amulet of natural armor +3; wings of
HD 13d10+39; hp 121; Init +6; Spd 20 ft./30 ft flying, ring of invisibility, wand of fireballs.
(unarmoured); AC 22, flat-footed 20, touch (unarmoured) Spells prepared (Wiz 5/6/6/6/5/4/3; Base DC = 14 +
12; Base Atk +13/+8/+3; Grp +18; Atk +21 melee spell level): 0 - flare (s) x 5, touch of fatigue; 1st – grease,
(1d10+9/18-20, masterwork bastard sword); Full Atk expeditous retreat, mage armor, reduce person, shield,
+21/+16/+11 melee (1d10+9/18-20, masterwork bastard tenser's floating disk (s); 2nd - darkness (s), gust of wind,
sword); AL LG; SV Fort +11, Ref +6, Will +5; Str 20, Dex hypnotic pattern, invisibility, spectral hand, web; 3rd -
14, Con 17, Int 15, Wis 12, Cha 16. daylight (s); dispel magic x5; 4th - fear, lesser globe of
Skills and feats: Diplomacy +10, Handle Animal invulnerability, improved invisibility, otiluke's resilient
+19, Jump +21 (+13 armoured), Intimidate +19, Ride +18; sphere (s), rainbow pattern; 5th – baleful polymorph, break
Cleave, Combat Expertise, Exotic Weapon Proficiency enchantment, persistent image, wall of force (s); 6th –
(bastard sword), Great Cleave, Greater Weapon Focus globe of invulnerability, greater dispel magic, bigby's
(bastard sword), Greater Weapon Specialisation (bastard forceful hand (s).
sword), Improved Initiative, Improved Critical (bastard
sword), Improved Disarm, Power Attack, Weapon Focus Encounter Three
(bastard sword), Weapon Specialization (bastard sword). Ha'kra'kalubrak, male hochebi, Ftr4; CR 4; Medium
Possessions: bastard sword, full plate, heavy steel humanoid; HD 4d10+4; hp 32; Init +2; Spd 30 ft.; AC 12,
shield. touch 12, flat-footed 10; Base Atk +4; Grp +7; Atk +7
melee (1d3+3, unarmed); Full Atk +7 melee (1d3+3,
Ellinka Vanar: Ftr12; CR 12; Medium humanoid; HD unarmed); AL LE; SV Fort +7, Ref +4, Will +2; Str 17, Dex
12d10+24; hp 100; Init +7; Spd 30 ft; AC 13, flat-footed 10, 16, Con 16, Int 10, Wis 12, Cha 8.
touch 13; Base Atk +12/+7/+2; Grp +17; Atk +16 ranged Skills and feats: Hide +7, Jump +9, Move Silently +7;
(1d10/19-20, masterwork heavy crossbow); Full Atk Point Blank Shot, Precise Shot, Rapid Shot, Weapon
+16/+11/+6 ranged (1d10/19-20, masterwork heavy Focus (composite longbow), Weapon Specialisation
crossbow); AL LG; SV Fort +10, Ref +7, Will +6; Str 20, (composite longbow)
Dex 16, Con 14, Int 14, Wis 12, Cha 12.
Skills and feats: Handle Animal +18, Profession Llerdev, male Hepmonalander Suel warrior, Bbn7; CR
(sailor) +16, Ride +17, Survival +8, Swim +20; Combat 7; Medium humanoid; HD 7d12+14; hp 68; Init +6; Spd
Expertise, Far Shot, Greater Weapon Focus (greataxe), 40 ft.; AC 12, flatfooted 10, touch 12, Base Atk +7/+2; Grp
Greater Weapon Specialisation (greataxe), Improved +10; Atk +10 melee (1d3+3, unarmed); Full Atk +10 melee
Initiative, Improved Critical (greateaxe), Improved (1d3+3, unarmed); SA Rage 2/day, SQ Fast movement,
Disarm, Point Blank Shot, Power Attack, Precise Shot, trap sense +2, improved uncanny dodge, DR 1/-; AL: CN;
Weapon Focus (greateaxe), Weapon Specialization SV: Fort +6, Ref +4, Will +3; Str 17, Dex 14, Con 14, Int
(greateaxe). 10, Wis 12, Cha 8
Possessions: masterwork heavy crossbow, 20 bolts. Skills and feats: Handle Animal +9, Hide +7, Jump
+12, Listen +11, Move Silently +6; Improved Initiative,
Uthather Kais: male half-elf Wiz12 (Evoker); Medium Point Blank Shot, Rapid Shot, Weapon Focus (greataxe).
humanoid; HD 12d4+36; hp 73; Init +6; Spd 30 ft.; AC 15, Rage (Ex): +4 to Strength, +4 to Constitution, +2 on
touch 15, flat-footed 13; Base Atk +6; Grp +6; Atk +6 Will saves, –2 penalty to Armor Class for up to 7 rounds
melee (1d6, quarterstaff); +8 ranged (1d8/19-20, light Uncanny Dodge (Ex): The barbarian retains his
crossbow); SQ Low light vision; AL N; SV Fort +7, Ref +6, Dexterity bonus to AC (if any) even if he is caught flat-
Will +9; Str 10, Dex 14, Con 16, Int 19, Wis 12, Cha 10. footed or struck by an invisible attacker.
Skills and feats: Concentration +17, Diplomacy Improved Uncanny Dodge (Ex): A barbarian can no
+2, Gather Information +9, Knowledge (arcana) +18, longer be flanked. This defense denies a rogue the ability
Listen +2, Move Silently +8, Profession (alchemist) +15, to sneak attack the barbarian by flanking him, unless the
Search +2, Spellcraft +18, Spot +2, Use Magic Device +7; attacker has at least four more rogue levels than the target
Combat Casting, Extend Spell, Improved Counterspell, has barbarian levels.
Improved Initiative, Silent Spell, Spell Focus (Evocation). Trap Sense (Ex): A barbarian gains a +1 bonus on
Possessions: Quarterstaff; dagger, light crossbow, Reflex saves made to avoid traps and a +2 dodge bonus to
crossbow bolts (20), potion of intelligence, potion of cure AC against attacks made by traps.

Prisoners of War Page 56


Damage Reduction (Ex): A barbarian gains Damage Makho Vidrekk, male human, Ftr7; CR 7; Medium
Reduction. Subtract 1 from the damage the barbarian humanoid; HD 7d10+14; hp 60; Init +6; Spd 20 ft.; AC 21,
takes each time he is dealt damage from a weapon or a flatfooted 19, touch 12; Base Atk +7/+2; Grp +10; Atk +10
natural attack. melee (1d3+3, unarmed); Full Atk +10 melee (1d3+3,
unarmed); AL LE; SV Fort +7, Ref +4, Will +2; Str 16, Dex
Krova Lenar, female human, Mnk10; CR 10; Medium 14, Con 14, Int 10, Wis 10, Cha 10
humanoid; HD 10d8+10; hp 63; Init +8; Spd 60 ft.; AC 19, Skills and feats: Bluff +7, Climb +7, Jump +8; Exotic
touch 19, flat-footed 16; Base Atk +7/+2; Grp +11; Atk +12 Weapon Proficiency (bastard sword), Endurance,
melee (1d10+2, unarmed); Full Atk +12/+12/+7 melee Diehard, Improved Initiative, Point Blank Shot, Rapid
(1d10+2, flurry of blows unarmed); SA Unarmed strike, Shot, Weapon Focus (bastard sword), Weapon
flurry of blows, ki strike (magic, lawful); SQ Improved Specialization (bastard sword).
evasion, still mind, purity of body, slow fall 50 ft.,
wholeness of body; AL LE; SV Fort +8, Ref +11, Will +10; Lev Talozin, male human, Rog2: CR 2; Medium
Str 14, Dex 18, Con 12, Int 10, Wis 16, Cha 8. humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13,
Skills and Feats: Escape Artist +15, Hide +15, Jump flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3
+15, Move Silently +15, Tumble +15; Circle Kick, Deflect melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2,
Arrows, Fists of Iron, Improved Disarm, Improved unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack
Initiative, Stunning Fist, Weapon Finesse (unarmed); +1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0;
Weapon Focus (unarmed). Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10.
Flurry of Blows (Ex): When unarmored, a monk may Skills and Feats: Bluff +5; Escape Artist +8; Hide +8,
make one extra attack in a round at her highest base Move Silently +8, Open Locks +8, Search +5, Listen +5,
attack bonus. Sense Motive +8, Spot +5, Tumble +8, Improved
Bonus Feats: This monk has selected Stunning Fist, Initiative, Weapon Focus (short sword).
Deflect Arrows and Improved Disarm as bonus feats. A Trapfinding: Rogues can use the Search skill to
monk need not have any of the prerequisites normally locate traps when the task has a Difficulty Class higher
required for these feats to select them. than 20. Finding a nonmagical trap has a DC of at least 20,
Evasion (Ex): If a monk makes a successful Reflex or higher if it is well hidden. Finding a magic trap has a
saving throw against an attack that normally deals half DC of 25 + the level of the spell used to create it.Rogues
damage on a successful save, she instead takes no damage. (and only rogues) can use the Disable Device skill to
disarm magic traps. A magic trap generally has a DC of 25
Still Mind (Ex): A monk gains a +2 bonus on saving
+ the level of the spell used to create it. A rogue who beats
throws against spells and effects from the school of
a trap’s DC by 10 or more with a Disable Device check can
enchantment.
study a trap, figure out how it works, and bypass it (with
Ki Strike (Su): A monk’s unarmed attacks are
her party) without disarming it.
empowered with ki. Her unarmed attacks are treated as
Evasion (Ex): If a rogue makes a successful Reflex
magic weapons for the purpose of dealing damage to
saving throw against an attack that normally deals half
creatures with damage reduction.
damage on a successful save, she instead takes no damage.
Slow Fall (Ex): A monk within arm’s reach of a wall
can use it to slow her descent. When first using this
Derend and Jandyr, male human, Rog2: CR 2; Medium
ability, she takes damage as if the fall were 50 feet shorter
humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13,
than it actually is.
flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3
Purity of Body (Ex): A monk gains immunity to all
melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2,
diseases except for supernatural and magical diseases.
unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack
Wholeness of Body (Su): A monk can heal her own
+1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0;
wounds. She can heal a number of hit points of damage
Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10.
equal to twice her current monk level each day, and she
Skills and Feats: Bluff +5; Escape Artist +8; Hide +8,
can spread this healing out among several uses.
Move Silently +8, Open Locks +8, Search +5, Listen +5,
Improved Evasion (Ex): A monk’s evasion ability
Sense Motive +8, Spot +5, Tumble +8, Improved
improves. She still takes no damage on a successful Reflex
Initiative, Weapon Focus (short sword).
saving throw against attacks, but henceforth she takes
Trapfinding: Rogues can use the Search skill to
only half damage on a failed save. A helpless monk does
locate traps when the task has a Difficulty Class higher
not gain the benefit of improved evasion.
than 20. Finding a nonmagical trap has a DC of at least 20,

Prisoners of War Page 57


or higher if it is well hidden. Finding a magic trap has a (1d10+6/19-20, +1 bastard sword) or +10 ranged
DC of 25 + the level of the spell used to create it.Rogues (1d8+3/x3 masterwork mighty composite longbow +3);
(and only rogues) can use the Disable Device skill to Full Atk +12/+7 melee (1d10+6/19-20, +1 bastard sword)
disarm magic traps. A magic trap generally has a DC of 25 or +10/+5 ranged (1d8+3/x3 masterwork mighty
+ the level of the spell used to create it. A rogue who beats composite longbow +3) or +8/+8/+3 ranged (1d8+3/x3
a trap’s DC by 10 or more with a Disable Device check can masterwork mighty composite longbow +3); AL LE; SV
study a trap, figure out how it works, and bypass it (with Fort +7, Ref +4, Will +2; Str 16, Dex 14, Con 14, Int 10,
her party) without disarming it. Wis 10, Cha 10
Evasion (Ex): If a rogue makes a successful Reflex Skills and feats: Bluff +6, Jump +1, Spot +3; Exotic
saving throw against an attack that normally deals half Weapon Proficiency (bastard sword), Endurance,
damage on a successful save, she instead takes no damage. Diehard, Improved Initiative, Point Blank Shot, Rapid
Shot, Weapon Focus (bastard sword), Weapon
Hochebi warriors: Ftr4; CR 4; Medium humanoid; HD Specialization (bastard sword).
4d10+4; hp 32; Init +2; Spd 30 ft.; AC 15, touch 12, flat- Possessions: Halfplate, heavy steel shield, +1 bastard
footed 13; Base Atk +4; Grp +7; Atk +8 melee (1d8+3/19- sword, masterwork mighty composite longbow +3, potion
20, masterwork longsword) or +9 ranged (1d8+5/x3, of cure serious wounds, cloak of resistance +1, pouch with
masterwork composite longbow +3); Full Atk +8 melee 15 platinum sea eagles.
(1d8+3/19-20, masterwork longsword) or +7/+7 ranged
(1d8+5/x3, masterwork composite longbow +3); AL LE; Hepmonalander Suel warriors: Bbn7; CR 7; Medium
SV Fort +7, Ref +4, Will +2; Str 17, Dex 16, Con 16, Int 10, humanoid; HD 7d12+14; hp 68; Init +6; Spd 40 ft.; AC 16,
Wis 12, Cha 8. flatfooted 14, touch 12, Base Atk +7/+2; Grp +10; Atk +11
Skills and feats: Hide +7, Jump +9, Move Silently +7; melee (1d12+4/x3, +1 greataxe) or +10 ranged (1d8+3/x3,
Point Blank Shot, Precise Shot, Rapid Shot, Weapon masterwork mighty composite longbow +3); Full Atk
Focus (composite longbow), Weapon Specialisation +11/+6 melee (1d12+4/x3, +1 greataxe) or +10/+5 ranged
(composite longbow) (1d8+3/x3, masterwork mighty composite longbow +3) or
Possessions: Studded leather armour, masterwork +8/+8/+3 ranged (1d8+3/x3, masterwork mighty
longsword, masterwork composite longbow +3, 20 composite longbow +3); SA Rage 2/day, SQ Fast
arrows, potion of invisibility, 2 gp. movement, trap sense +2, improved uncanny dodge, DR
1/-; AL: CN; SV: Fort +6, Ref +4, Will +3; Str 17, Dex 14,
Hochebi shaman: Sor4; CR 4; Medium humanoid; HD Con 14, Int 10, Wis 12, Cha 8
4d4+12; hp 25; Init +7; Spd 30 ft.; AC 13, touch 13, flat- Skills and feats: Handle Animal +8, Hide +7, Jump
footed 11; Base Atk +2; Grp +2; Atk +2 melee (1d8, heavy +11, Listen +10, Move Silently +7; Improved Initiative,
mace) or +5 ranged (1d8/19-20, light crossbow); Full Atk Point Blank Shot, Rapid Shot, Weapon Focus (greataxe).
+2 melee (1d8, heavy mace) or +5 ranged (1d8/19-20, light Rage (Ex): +4 to Strength, +4 to Constitution, +2 on Will
crossbow); SA Spell casting, summon familiar; AL LE; SV saves, –2 penalty to Armor Class for up to 7 rounds
Fort +4, Ref +4, Will +7; Str 10, Dex 16, Con 16, Int 10, Uncanny Dodge (Ex): The barbarian retains his
Wis 10, Cha 16. Dexterity bonus to AC (if any) even if he is caught flat-
Skills and feats: Concentration +9, Hide +4, Move footed or struck by an invisible attacker.
Silently +7; Spellcraft +2; Improved Initiative, Lightning Improved Uncanny Dodge (Ex): A barbarian can no
Reflexes. longer be flanked. This defense denies a rogue the ability
Spells Known: (per day 6/7/4; base DC = 13 + to sneak attack the barbarian by flanking him, unless the
spell level); 0- acid splash, daze, ghost sound, light, ray of attacker has at least four more rogue levels than the target
frost, touch of fatigue; 1st- mage armour, magic missile, has barbarian levels.
shield; 2nd- invisibility. Trap Sense (Ex): A barbarian gains a +1 bonus on
Possessions: +1 bracers of armour, traveller’s Reflex saves made to avoid traps and a +2 dodge bonus to
clothes, heavy mace, potion of cure moderate wounds, AC against attacks made by traps.
potion of invisibility, wand of melf’s acid arrows, 12 gp. Damage Reduction (Ex): A barbarian gains Damage
Reduction. Subtract 1 from the damage the barbarian
Encounter 4: Ambush at Aegenlir takes each time he is dealt damage from a weapon or a
Tilva Suel officers: Ftr7; CR 7; Medium humanoid; HD natural attack.
7d10+14; hp 60; Init +6; Spd 20 ft.; AC 21, flatfooted 19,
touch 12; Base Atk +7/+2; Grp +10; Atk +12 melee

Prisoners of War Page 58


Possessions: Chain shirt, +1 great axe, masterwork Orlav: Rog5/Asn7; CR 12; Medium humanoid; HD
mighty composite longbow +3, potion of cure serious 12d6+12; hp 62; Init +8; Spd 30 ft.; AC 18, touch 15, flat-
wounds, potion of bull's strength. footed 13; Base Atk +9/+3; Grp +11; Atk +15 melee
(2d6+3/18-20, + 1 shock short sword) or +11 melee
Hochebi sorceror: Sor7 CR 7; Medium humanoid; HD (1d4+2/19-20, dagger) or +13 ranged (1d4+2/19-20,
7d4+14; hp 41; Init +6; Spd 30 ft.; AC 13, flat-footed 11, dagger); Full Atk +15/+10 melee (2d6+3/18-20, +1 shock
touch 12; Base Atk +3; Grp +3; Atk +3 melee (1d8, heavy short sword) or +11/+6 melee (1d4+2/19-20, dagger) or
mace) or +5 ranged (1d8/19-20, light crossbow); Full Atk +13/+8 ranged (1d4+2/19-20, dagger); SA Sneak attack
+3 melee (1d8, heavy mace) or +5 ranged (1d8/19-20, light +7d6+14, death attack; SQ Evasion, improved uncanny
crossbow); SA Summon familiar; AL LE; SV Fort +4, Ref dodge, poison use, +3 save vs poison; AL LE; SV Fort +3,
+4, Will +7; Str 10, Dex 14, Con 14, Int 10, Wis 14, Cha 17. Ref +11, Will +2; Str 14, Dex 19, Con 12, Int 18, Wis 10,
Skills and Feats: Concentration +11, Hide +6, Move Cha 8.
Silently +7; Combat Casting, Improved Counterspell, Skills and feats: Bluff +16; Disguise +16; Escape Artist
Improved Initiative. +18, Hide +18, Listen +8, Move Silently +18, Tumble +18,
Spells Known: (per day 6/7/7/5; base DC = 13 + spell Search +8, Slight of Hand +10, Spot +8; Combat Expertise,
level); 0-acid splash, daze, flare, ghost sound, mage hand, Improved Critical, Improved Initiative, Improved Feint,
ray of frost, touch of fatigue; 1st- enlarge person, mage Weapon Finesse (short sword), Weapon Focus (short
armour, magic missile, ray of enfeeblement, shield; 2nd- sword).
bull's strength, invisibility, web; 3rd- dispel magic, fireball. Trapfinding: Rogues can use the Search skill to
Possessions: +1 bracers of armour, traveller’s clothes, locate traps when the task has a Difficulty Class higher
heavy mace, light crossbow + 20 bolts, potion of aid, than 20. Finding a nonmagical trap has a DC of at least 20,
potion of cure serious wounds, flask of alchemist's fire, 12 or higher if it is well hidden. Finding a magic trap has a
gp. DC of 25 + the level of the spell used to create it.Rogues
(and only rogues) can use the Disable Device skill to
Tilva Suel Priest: Clr7 - Syrul; CR 7; Medium disarm magic traps. A magic trap generally has a DC of 25
humanoid; HD 7d8; hp 38; Init +5; Spd 30 ft.; AC 15, + the level of the spell used to create it. A rogue who beats
touch 11, flat-footed 14; Base Atk +5; Grp +6; Atk +7 a trap’s DC by 10 or more with a Disable Device check can
ranged (1d8/19-20, masterwork light crossbow) or +7 study a trap, figure out how it works, and bypass it (with
melee (1d4+2/19-20, +1 dagger); Full Atk +7 ranged her party) without disarming it.
(1d8/19-20, masterwork light crossbow) or +7 melee Evasion (Ex): If a rogue makes a successful Reflex
(1d4+2/19-20, +1 dagger); SQ Rebuke undead; AL NE; SV saving throw against an attack that normally deals half
Fort +5, Ref +3, Will +8; Str 12, Dex 12, Con 10, Int 10, damage on a successful save, she instead takes no damage.
Wis 17, Cha 14. Trap Sense (Ex): A rogue gains an intuitive sense that
Skills and Feats: Bluff +13, Concentration +11, alerts her to danger from traps, giving her a +1 bonus on
Disguise +13; Combat Casting, Improved Initiative, Skill Reflex saves made to avoid traps and a +1 dodge bonus to
Focus (Bluff). AC against attacks made by traps.
Spells Prepared (6/6/5/4/3; base DC = 13 + spell Uncanny Dodge (Ex): A rogue retains her Dexterity
level): 0 - cure minor wounds, guidance x3, resistance, bonus to AC (if any) even if she is caught flat-footed or
virtue; 1st - disguise self*, command, cure light wounds, struck by an invisible attacker.
enthropic shield, obscuring mist, summon monster I; 2nd - Death Attack: If an assassin studies his victim for 3
bull's strength, eagle's splendor, invisibility*, silence, rounds and then makes a sneak attack with a melee
undetectable alignment; 3rd - bestow curse, dispel magic, weapon that successfully deals damage, the sneak attack
nondetection*, windwall; 4th - confusion*, poison x 2. has the additional effect of possibly either paralyzing or
*domain spell; Domains: Knowledge: Divination killing the target (assassin’s choice). If the victim of such
spells at +1 level, all Knowledge skills as class skills; an attack fails a DC 11 Fortitude save against the kill
Trickery: Bluff, Disguise and Hide are class skills; effect, she dies. If the saving throw fails against the
Possessions: +1 dagger, masterwork light crossbow, paralysis effect, the victim is rendered helpless and
20 crossbow bolts, 4 vials of large scorpion venom (Injury unable to act for 1d6 rounds plus 1 round per level of the
DC 18; primary and secondary damage 1d6 Str); chain assassin. If the victim’s saving throw succeeds, the attack
shirt, traveler's outfit, potion of cure serious wounds. is just a normal sneak attack.

Encounter 6: The Hostages

Prisoners of War Page 59


Poison Use: Assassins are trained in the use of Skills and feats: Climb +11, Handle Animal +9, Hide
poison and never risk accidentally poisoning themselves +1, Intimidate +9, Intuit Direction +3, Listen +9, Move
when applying poison to a blade. Silently +3, Spot +3, Wilderness Lore +9; Improved
Improved Uncanny Dodge (Ex): An assassin can no Initiative, Point Blank Shot, Rapid Shot, Weapon Focus
longer be flanked and so denies rogues the ability to use (greataxe).
flank attacks to sneak attack the assassin. The exception Rage (Ex): +4 to Strength, +4 to Constitution, +2 on
to this defense is that a rogue at least four levels higher Will saves, –2 penalty to Armor Class for up to 7 rounds
than the assassin can flank him (and thus sneak attack Uncanny Dodge (Ex): The barbarian retains his
him). Dexterity bonus to AC (if any) even if he is caught flat-
Spells Known (per day 3/3/2/1; base save = 14 + spell footed or struck by an invisible attacker.
level): 1 - disguise self, feather fall, obscuring mist, true Improved Uncanny Dodge (Ex): A barbarian can no
strike; 2 - darkness, cat's grace, invisibility, spider climb; 3 longer be flanked. This defense denies a rogue the ability
- deep slumber, false life, magic circle against good; 4 - to sneak attack the barbarian by flanking him, unless the
greater invisibility, poison. attacker has at least four more rogue levels than the target
Possessions: +1 shock short sword, 4 x dagger, +1 has barbarian levels.
studded leather armour, 2 vials of deathblade (Injury DC Trap Sense (Ex): A barbarian gains a +1 bonus on
20; primary damage 1d6 Con; secondary damage 2d6 Reflex saves made to avoid traps and a +2 dodge bonus to
Con), potion of cure serious wounds. AC against attacks made by traps.
Damage Reduction (Ex): A barbarian gains
Tilva Suel officers: Ftr7; CR 7; Medium humanoid; HD Damage Reduction. Subtract 1 from the damage the
7d10+14; hp 60; Init +6; Spd 20 ft.; AC 21, flatfooted 19, barbarian takes each time he is dealt damage from a
touch 12; Base Atk +7/+2; Grp +10; Atk +12 melee weapon or a natural attack.
(1d10+6/19-20, +1 bastard sword) or +10 ranged Possessions: Chain shirt, +1 great axe, masterwork
(1d8+3/x3 masterwork mighty composite longbow +3); mighty composite longbow +3, potion of cure serious
Full Atk +12/+7 melee (1d10+6/19-20, +1 bastard sword) wounds, potion of bull's strength.
or +10/+5 ranged (1d8+3/x3 masterwork mighty
composite longbow +3) or +8/+8/+3 ranged (1d8+3/x3 Hochebi sorceror: Sor7 CR 7; Medium humanoid; HD
masterwork mighty composite longbow +3); AL LE; SV 7d4+14; hp 41; Init +6; Spd 30 ft.; AC 13, flat-footed 11,
Fort +7, Ref +4, Will +2; Str 16, Dex 14, Con 14, Int 10, touch 12; Base Atk +3; Grp +3; Atk +3 melee (1d8, heavy
Wis 10, Cha 10 mace) or +5 ranged (1d8/19-20, light crossbow); Full Atk
Skills and feats: Bluff +6, Jump +1, Spot +3; Exotic +3 melee (1d8, heavy mace) or +5 ranged (1d8/19-20, light
Weapon Proficiency (bastard sword), Endurance, crossbow); SA Summon familiar; AL LE; SV Fort +4, Ref
Diehard, Improved Initiative, Point Blank Shot, Rapid +4, Will +7; Str 10, Dex 14, Con 14, Int 10, Wis 14, Cha 17.
Shot, Weapon Focus (bastard sword), Weapon Skills and Feats: Concentration +11, Hide +6, Move
Specialization (bastard sword). Silently +7; Combat Casting, Improved Counterspell,
Possessions: Halfplate, heavy steel shield, +1 bastard Improved Initiative.
sword, masterwork mighty composite longbow +3, potion Spells Known: (per day 6/7/7/5; base DC = 13 + spell
of cure serious wounds, cloak of resistance +1, pouch with level); 0-acid splash, daze, flare, ghost sound, mage hand,
15 platinum sea eagles. ray of frost, touch of fatigue; 1st- enlarge person, mage
armour, magic missile, ray of enfeeblement, shield; 2nd-
Hepmonalander Suel warriors: Bbn7; CR 7; Medium bull's strength, invisibility, web; 3rd- dispel magic, fireball.
humanoid; HD 7d12+14; hp 68; Init +6; Spd 40 ft.; AC 16, Possessions: +1 bracers of armour, traveller’s clothes,
flatfooted 14, touch 12, Base Atk +7/+2; Grp +10; Atk +11 heavy mace, light crossbow + 20 bolts, potion of aid,
melee (1d12+4/x3, +1 greataxe) or +10 ranged (1d8+3/x3, potion of cure serious wounds, flask of alchemist's fire, 12
masterwork mighty composite longbow +3); Full Atk gp.
+11/+6 melee (1d12+4/x3, +1 greataxe) or +10/+5 ranged
(1d8+3/x3, masterwork mighty composite longbow +3) or Hepmonalander Suel Priest: Clr7 - Llerg; CR 7;
+8/+8/+3 ranged (1d8+3/x3, masterwork mighty Medium humanoid; HD 7d8+21; hp 46; Init +5; Spd 30 ft.;
composite longbow +3); SA Rage 2/day, SQ Fast AC 16, flatfooted 14, touch 12; Base Atk +5; Grp +7; Atk
movement, trap sense +2, improved uncanny dodge, DR +9 melee (1d8+2/x3, masterwork battleaxe) or +7 ranged
1/-; AL: CN; SV: Fort +6, Ref +4, Will +3; Str 17, Dex 14, (1d8+2/x3, masterwork composite longbow +2); Full Atk
Con 14, Int 10, Wis 12, Cha 8 +9 melee (1d8+2/x3, masterwork battleaxe) or +7 ranged

Prisoners of War Page 60


(1d8+2/x3, masterwork composite longbow +2); SA Still Mind (Ex): A monk gains a +2 bonus on saving
Spontaneous casting, rebuke undead 4/day; AL CN; SV throws against spells and effects from the school of
Fort +8, Ref +4, Will +8; Str 14, Dex 12, Con 14, Int 10, enchantment.
Wis 17, Cha 8 Ki Strike (Su): A monk’s unarmed attacks are
Skills and feats: Concentration +12, Profession empowered with ki. Her unarmed attacks are treated as
(Hunter) +7, Spellcraft +10; Combat Casting, Improved magic weapons for the purpose of dealing damage to
Initiative, Weapon Proficiency (battleaxe), Weapon Focus creatures with damage reduction.
(battleaxe). Slow Fall (Ex): A monk within arm’s reach of a wall
Spells Prepared: (6/6/5/4/2; base save = 13 + spell can use it to slow her descent. When first using this
level) 0- cure minor wounds, guidance x 2, resistance x2, ability, she takes damage as if the fall were 60 feet shorter
virtue; 1: cure light wounds, divine favour, enlarge than it actually is.
person*, enthropic shield, shield of faith; 2: bull's Purity of Body (Ex): A monk gains immunity to all
strength*; darkness, hold person, owl's wisdom, silence; 3: diseases except for supernatural and magical diseases.
bestow curse, dispel magic, magic vestment*, searing Wholeness of Body (Su): A monk can heal her own
light; 4: control water, summon nature's ally IV*. wounds. She can heal a number of hit points of damage
Domains: Strength: feat of strength, +7 Str, 1 rnd, equal to twice her current monk level each day, and she
1/day.Animal: cast chaos spells at +1 caster level. can spread this healing out among several uses.
Possessions: Masterwork battleaxe, masterwork Improved Evasion (Ex): A monk’s evasion ability
composite longbow +2, chain shirt, potion of cure serious improves. She still takes no damage on a successful Reflex
wounds. saving throw against attacks, but henceforth she takes
only half damage on a failed save. A helpless monk does
Encounter 7 - Eagenrast not gain the benefit of improved evasion.
Ulcar: Mnk12; CR 12; Medium humanoid; HD Diamond Body (Su): A monk gains immunity to
12d8+12; hp 75; Init +8; Spd 70 ft.; AC 19, touch 19, flat- poisons of all kinds.
footed 16; Base Atk +9/+4; Grp +11; Atk +14 melee Abundant Step (Su): A monk can slip magically
(2d6+2, unarmed) or +13 ranged (1d6 fire, alchemist's between spaces, as if using the spell dimension door, once
fire) or +12 melee (1d6+3, +1 ki focus quarterstaff); Full per day as a caster of 6th level.
Atk +14/+14/+14/+9 melee (2d6+2, flurry of blows Possessions: +1 ki focus quarterstaff, 2 x flask of
unarmed) or +9 ranged (1d6 fire, alchemist's fire); alchemist's fire.
+12/+12/+7 melee (1d6+3, flurry of blows, +1 ki focus
quarterstaff); SA Unarmed strike, greater flurry of blows, Tilva Suel officers: Ftr7; CR 7; Medium humanoid; HD
ki strike (magic, lawful); SQ Improved evasion, still mind, 7d10+14; hp 60; Init +6; Spd 20 ft.; AC 21, flatfooted 19,
purity of body, abundent step, diamond body, slow fall 60 touch 12; Base Atk +7/+2; Grp +10; Atk +12 melee
ft., wholeness of body; AL LE; SV Fort +9, Ref +12, Will (1d10+6/19-20, +1 bastard sword) or +10 ranged
+11; Str 14, Dex 19, Con 12, Int 10, Wis 16, Cha 8. (1d8+3/x3 masterwork mighty composite longbow +3);
Skills and Feats: Escape Artist +18, Hide +18, Jump Full Atk +12/+7 melee (1d10+6/19-20, +1 bastard sword)
+18, Move Silently +18, Tumble +18; Circle Kick, Deflect or +10/+5 ranged (1d8+3/x3 masterwork mighty
Arrows, Extra Stunning Attacks, Fists of Iron, Improved composite longbow +3) or +8/+8/+3 ranged (1d8+3/x3
Disarm, Improved Initiative, Stunning Fist, Weapon masterwork mighty composite longbow +3); AL LE; SV
Finesse (unarmed), Weapon Focus (unarmed). Fort +7, Ref +4, Will +2; Str 16, Dex 14, Con 14, Int 10,
Flurry of Blows (Ex): When unarmored, a monk may Wis 10, Cha 10
make one extra attack in a round at her highest base Skills and feats: Bluff +6, Jump +1, Spot +3; Exotic
attack bonus. Weapon Proficiency (bastard sword), Endurance,
Bonus Feats: This monk has selected Stunning Fist, Diehard, Improved Initiative, Point Blank Shot, Rapid
Deflect Arrows and Improved Disarm as bonus feats. A Shot, Weapon Focus (bastard sword), Weapon
monk need not have any of the prerequisites normally Specialization (bastard sword).
required for these feats to select them. Possessions: Halfplate, heavy steel shield, +1 bastard
Evasion (Ex): If a monk makes a successful Reflex sword, masterwork mighty composite longbow +3, potion
saving throw against an attack that normally deals half of cure serious wounds, cloak of resistance +1, pouch with
damage on a successful save, she instead takes no damage. 15 platinum eagles.

Prisoners of War Page 61


Hepmonalander Suel warriors: Bbn7; CR 7; Medium Possessions: +1 bracers of armour, traveller’s clothes,
humanoid; HD 7d12+14; hp 68; Init +6; Spd 40 ft.; AC 16, heavy mace, light crossbow + 20 bolts, potion of aid,
flatfooted 14, touch 12, Base Atk +7/+2; Grp +10; Atk +11 potion of cure serious wounds, flask of alchemist's fire, 12
melee (1d12+4/x3, +1 greataxe) or +10 ranged (1d8+3/x3, gp.
masterwork mighty composite longbow +3); Full Atk
+11/+6 melee (1d12+4/x3, +1 greataxe) or +10/+5 ranged Hepmonalander Suel Priest: Clr7 - Llerg; CR 7;
(1d8+3/x3, masterwork mighty composite longbow +3) or Medium humanoid; HD 7d8+21; hp 46; Init +5; Spd 30 ft.;
+8/+8/+3 ranged (1d8+3/x3, masterwork mighty AC 16, flatfooted 14, touch 12; Base Atk +5; Grp +7; Atk
composite longbow +3); SA Rage 2/day, SQ Fast +9 melee (1d8+2/x3, masterwork battleaxe) or +7 ranged
movement, trap sense +2, improved uncanny dodge, DR (1d8+2/x3, masterwork composite longbow +2); Full Atk
1/-; AL: CN; SV: Fort +6, Ref +4, Will +3; Str 17, Dex 14, +9 melee (1d8+2/x3, masterwork battleaxe) or +7 ranged
Con 14, Int 10, Wis 12, Cha 8 (1d8+2/x3, masterwork composite longbow +2); SA
Skills and feats: Handle Animal +8, Hide +7, Jump Spontaneous casting, rebuke undead 4/day; AL CN; SV
+11, Listen +10, Move Silently +7; Improved Initiative, Fort +8, Ref +4, Will +8; Str 14, Dex 12, Con 14, Int 10,
Point Blank Shot, Rapid Shot, Weapon Focus (greataxe). Wis 17, Cha 8
Rage (Ex): +4 to Strength, +4 to Constitution, +2 on Skills and feats: Concentration +12, Profession
Will saves, –2 penalty to Armor Class for up to 7 rounds (Hunter) +7, Spellcraft +10; Combat Casting, Improved
Uncanny Dodge (Ex): The barbarian retains his Initiative, Weapon Proficiency (battleaxe), Weapon Focus
Dexterity bonus to AC (if any) even if he is caught flat- (battleaxe).
footed or struck by an invisible attacker. Spells Prepared: (6/6/5/4/2; base save = 13 + spell
Improved Uncanny Dodge (Ex): A barbarian can no level) 0- cure minor wounds, guidance x 2, resistance x2,
longer be flanked. This defense denies a rogue the ability virtue; 1: cure light wounds, divine favour, enlarge
to sneak attack the barbarian by flanking him, unless the person*, enthropic shield, sheild of faith; 2: bull's
attacker has at least four more rogue levels than the target strength*; darkness, hold person, owl's wisdom, silence; 3:
has barbarian levels. bestow curse, dispel magic, magic vestment*, searing
Trap Sense (Ex): A barbarian gains a +1 bonus on light; 4: chaos hammer*, divine power.
Reflex saves made to avoid traps and a +2 dodge bonus to Domains: Strength: feat of strength, +7 Str, 1 rnd,
AC against attacks made by traps. 1/day. Chaos: cast chaos spells at +1 caster level.
Damage Reduction (Ex): A barbarian gains Damage Possessions: Masterwork battleaxe, masterwork
Reduction. Subtract 1 from the damage the barbarian composite longbow +2, chain shirt, potion of cure serious
takes each time he is dealt damage from a weapon or a wounds.
natural attack.
Possessions: Chain shirt, +1 great axe, masterwork
mighty composite longbow +3, potion of cure serious
wounds, potion of bull's strength.

Hochebi sorceror: Sor7 CR 7; Medium humanoid; HD


7d4+14; hp 41; Init +6; Spd 30 ft.; AC 13, flat-footed 11,
touch 12; Base Atk +3; Grp +3; Atk +3 melee (1d8, heavy
mace) or +5 ranged (1d8/19-20, light crossbow); Full Atk
+3 melee (1d8, heavy mace) or +5 ranged (1d8/19-20, light
crossbow); SA Summon familiar; AL LE; SV Fort +4, Ref
+4, Will +7; Str 10, Dex 14, Con 14, Int 10, Wis 14, Cha 17.
Skills and Feats: Concentration +11, Hide +6, Move
Silently +7; Combat Casting, Improved Counterspell,
Improved Initiative.
Spells Known: (per day 6/7/7/5; base DC = 13 + spell
level); 0-acid splash, daze, flare, ghost sound, mage hand,
ray of frost, touch of fatigue; 1st- enlarge person, mage
armour, magic missile, ray of enfeeblement, shield; 2nd-
bull's strength, invisibility, web; 3rd- dispel magic, fireball.

Prisoners of War Page 62


APL 12 serious wounds; arcane scroll of change self, color spray,
Encounter 1: The Trial of Arms expeditious retreat, mage armor, obscuring mist, shield,
Danvirius Soron, Ftr13; CR 13; Medium humanoid; summon monster V; amulet of natural armor +3; wings of
HD 13d10+39; hp 121; Init +6; Spd 20 ft./30 ft flying, ring of invisibility, wand of fireballs.
(unarmoured); AC 22, flat-footed 20, touch (unarmoured) Spells prepared (Wiz 5/6/6/6/5/4/3; Base DC = 14 +
12; Base Atk +13/+8/+3; Grp +18; Atk +21 melee spell level): 0 - flare (s) x 5, touch of fatigue; 1st – grease,
(1d10+9/18-20, masterwork bastard sword); Full Atk expeditous retreat, mage armor, reduce person, shield,
+21/+16/+11 melee (1d10+9/18-20, masterwork bastard tenser's floating disk (s); 2nd - darkness (s), gust of wind,
sword); AL LG; SV Fort +11, Ref +6, Will +5; Str 20, Dex hypnotic pattern, invisibility, spectral hand, web; 3rd -
14, Con 17, Int 15, Wis 12, Cha 16. daylight (s); dispel magic x5; 4th - fear, lesser globe of
Skills and feats: Diplomacy +10, Handle Animal invulnerability, improved invisibility, otiluke's resilient
+19, Jump +21 (+13 armoured), Intimidate +19, Ride +18; sphere (s), rainbow pattern; 5th – baleful polymorph, break
Cleave, Combat Expertise, Exotic Weapon Proficiency enchantment, persistent image, wall of force (s); 6th –
(bastard sword), Great Cleave, Greater Weapon Focus globe of invulnerability, greater dispel magic, bigby's
(bastard sword), Greater Weapon Specialisation (bastard forceful hand (s).
sword), Improved Initiative, Improved Critical (bastard
sword), Improved Disarm, Power Attack, Weapon Focus Encounter 3: The Chain Gang
(bastard sword), Weapon Specialization (bastard sword). Ha'kra'kalubrak, male hochebi, Ftr4; CR 4; Medium
Possessions: bastard sword, full plate, heavy steel humanoid; HD 4d10+4; hp 32; Init +2; Spd 30 ft.; AC 12,
shield. touch 12, flat-footed 10; Base Atk +4; Grp +7; Atk +7
melee (1d3+3, unarmed); Full Atk +7 melee (1d3+3,
Ellinka Vanar: Ftr12; CR 12; Medium humanoid; HD unarmed); AL LE; SV Fort +7, Ref +4, Will +2; Str 17, Dex
12d10+24; hp 100; Init +7; Spd 30 ft; AC 13, flat-footed 10, 16, Con 16, Int 10, Wis 12, Cha 8.
touch 13; Base Atk +12/+7/+2; Grp +17; Atk +16 ranged Skills and feats: Hide +7, Jump +9, Move Silently +7;
(1d10/19-20, masterwork heavy crossbow); Full Atk Point Blank Shot, Precise Shot, Rapid Shot, Weapon
+16/+11/+6 ranged (1d10/19-20, masterwork heavy Focus (composite longbow), Weapon Specialisation
crossbow); AL LG; SV Fort +10, Ref +7, Will +6; Str 20, (composite longbow)
Dex 16, Con 14, Int 14, Wis 12, Cha 12.
Skills and feats: Handle Animal +18, Profession Llerdev, male Hepmonalander Suel warrior, Bbn7; CR
(sailor) +16, Ride +17, Survival +8, Swim +20; Combat 7; Medium humanoid; HD 7d12+14; hp 68; Init +6; Spd
Expertise, Far Shot, Greater Weapon Focus (greataxe), 40 ft.; AC 12, flatfooted 10, touch 12, Base Atk +7/+2; Grp
Greater Weapon Specialisation (greataxe), Improved +10; Atk +10 melee (1d3+3, unarmed); Full Atk +10 melee
Initiative, Improved Critical (greateaxe), Improved (1d3+3, unarmed); SA Rage 2/day, SQ Fast movement,
Disarm, Point Blank Shot, Power Attack, Precise Shot, trap sense +2, improved uncanny dodge, DR 1/-; AL: CN;
Weapon Focus (greateaxe), Weapon Specialization SV: Fort +6, Ref +4, Will +3; Str 17, Dex 14, Con 14, Int
(greateaxe). 10, Wis 12, Cha 8
Possessions: masterwork heavy crossbow, 20 bolts. Skills and feats: Handle Animal +9, Hide +7, Jump
+12, Listen +11, Move Silently +6; Improved Initiative,
Uthather Kais: male half-elf Wiz12 (Evoker); Medium Point Blank Shot, Rapid Shot, Weapon Focus (greataxe).
humanoid; HD 12d4+36; hp 73; Init +6; Spd 30 ft.; AC 15, Rage (Ex): +4 to Strength, +4 to Constitution, +2 on
touch 15, flat-footed 13; Base Atk +6; Grp +6; Atk +6 Will saves, –2 penalty to Armor Class for up to 7 rounds
melee (1d6, quarterstaff); +8 ranged (1d8/19-20, light Uncanny Dodge (Ex): The barbarian retains his
crossbow); SQ Low light vision; AL N; SV Fort +7, Ref +6, Dexterity bonus to AC (if any) even if he is caught flat-
Will +9; Str 10, Dex 14, Con 16, Int 19, Wis 12, Cha 10. footed or struck by an invisible attacker.
Skills and feats: Concentration +17, Diplomacy Improved Uncanny Dodge (Ex): A barbarian can no
+2, Gather Information +9, Knowledge (arcana) +18, longer be flanked. This defense denies a rogue the ability
Listen +2, Move Silently +8, Profession (alchemist) +15, to sneak attack the barbarian by flanking him, unless the
Search +2, Spellcraft +18, Spot +2, Use Magic Device +7; attacker has at least four more rogue levels than the target
Combat Casting, Extend Spell, Improved Counterspell, has barbarian levels.
Improved Initiative, Silent Spell, Spell Focus (Evocation). Trap Sense (Ex): A barbarian gains a +2 bonus on
Possessions: Quarterstaff; dagger, light crossbow, Reflex saves made to avoid traps and a +2 dodge bonus to
crossbow bolts (20), potion of intelligence, potion of cure AC against attacks made by traps.

Prisoners of War Page 63


Damage Reduction (Ex): A barbarian gains Damage Makho Vidrekk, male human, Ftr7; CR 7; Medium
Reduction. Subtract 1 from the damage the barbarian humanoid; HD 7d10+14; hp 60; Init +6; Spd 20 ft.; AC 21,
takes each time he is dealt damage from a weapon or a flatfooted 19, touch 12; Base Atk +7/+2; Grp +10; Atk +10
natural attack. melee (1d3+3, unarmed); Full Atk +10 melee (1d3+3,
unarmed); AL LE; SV Fort +7, Ref +4, Will +2; Str 16, Dex
Krova Lenar, female human, Mnk10; CR 10; Medium 14, Con 14, Int 10, Wis 10, Cha 10
humanoid; HD 10d8+10; hp 63; Init +8; Spd 60 ft.; AC 19, Skills and feats: Bluff +7, Climb +7, Jump +8; Exotic
touch 19, flat-footed 16; Base Atk +7/+2; Grp +11; Atk +12 Weapon Proficiency (bastard sword), Endurance,
melee (1d10+2, unarmed); Full Atk +12/+12/+7 melee Diehard, Improved Initiative, Point Blank Shot, Rapid
(1d10+2, flurry of blows unarmed); SA Unarmed strike, Shot, Weapon Focus (bastard sword), Weapon
flurry of blows, ki strike (magic, lawful); SQ Improved Specialization (bastard sword).
evasion, still mind, purity of body, slow fall 50 ft.,
wholeness of body; AL LE; SV Fort +8, Ref +11, Will +10; Lev Talozin, male human, Rog2: CR 2; Medium
Str 14, Dex 18, Con 12, Int 10, Wis 16, Cha 8. humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13,
Skills and Feats: Escape Artist +15, Hide +15, Jump flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3
+15, Move Silently +15, Tumble +15; Circle Kick, Deflect melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2,
Arrows, Fists of Iron, Improved Disarm, Improved unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack
Initiative, Stunning Fist, Weapon Finesse (unarmed); +1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0;
Weapon Focus (unarmed). Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10.
Flurry of Blows (Ex): When unarmored, a monk may Skills and Feats: Bluff +5; Escape Artist +8; Hide +8,
make one extra attack in a round at her highest base Move Silently +8, Open Locks +8, Search +5, Listen +5,
attack bonus. Sense Motive +8, Spot +5, Tumble +8, Improved
Bonus Feats: This monk has selected Stunning Fist, Initiative, Weapon Focus (short sword).
Deflect Arrows and Improved Disarm as bonus feats. A Trapfinding: Rogues can use the Search skill to
monk need not have any of the prerequisites normally locate traps when the task has a Difficulty Class higher
required for these feats to select them. than 20. Finding a nonmagical trap has a DC of at least 20,
Evasion (Ex): If a monk makes a successful Reflex or higher if it is well hidden. Finding a magic trap has a
saving throw against an attack that normally deals half DC of 25 + the level of the spell used to create it.Rogues
damage on a successful save, she instead takes no damage. (and only rogues) can use the Disable Device skill to
disarm magic traps. A magic trap generally has a DC of 25
Still Mind (Ex): A monk gains a +2 bonus on saving
+ the level of the spell used to create it. A rogue who beats
throws against spells and effects from the school of
a trap’s DC by 10 or more with a Disable Device check can
enchantment.
study a trap, figure out how it works, and bypass it (with
Ki Strike (Su): A monk’s unarmed attacks are
her party) without disarming it.
empowered with ki. Her unarmed attacks are treated as
Evasion (Ex): If a rogue makes a successful Reflex
magic weapons for the purpose of dealing damage to
saving throw against an attack that normally deals half
creatures with damage reduction.
damage on a successful save, she instead takes no damage.
Slow Fall (Ex): A monk within arm’s reach of a wall
can use it to slow her descent. When first using this
Derend and Jandyr, male human, Rog2: CR 2; Medium
ability, she takes damage as if the fall were 50 feet shorter
humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13,
than it actually is.
flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3
Purity of Body (Ex): A monk gains immunity to all
melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2,
diseases except for supernatural and magical diseases.
unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack
Wholeness of Body (Su): A monk can heal her own
+1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0;
wounds. She can heal a number of hit points of damage
Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10.
equal to twice her current monk level each day, and she
Skills and Feats: Bluff +5; Escape Artist +8; Hide +8,
can spread this healing out among several uses.
Move Silently +8, Open Locks +8, Search +5, Listen +5,
Improved Evasion (Ex): A monk’s evasion ability
Sense Motive +8, Spot +5, Tumble +8, Improved
improves. She still takes no damage on a successful Reflex
Initiative, Weapon Focus (short sword).
saving throw against attacks, but henceforth she takes
Trapfinding: Rogues can use the Search skill to
only half damage on a failed save. A helpless monk does
locate traps when the task has a Difficulty Class higher
not gain the benefit of improved evasion.
than 20. Finding a nonmagical trap has a DC of at least 20,

Prisoners of War Page 64


or higher if it is well hidden. Finding a magic trap has a (1d10+8/18-20, +1 bastard sword) or +12 melee (1d6+4,
DC of 25 + the level of the spell used to create it.Rogues short sword) or +12 melee (1d4+3, dagger) or +11 ranged
(and only rogues) can use the Disable Device skill to (1d8+4/x3, masterwork mighty composite longbow +4);
disarm magic traps. A magic trap generally has a DC of 25 Full Atk +15/+10 melee (1d10+8/18-20, +1 bastard sword)
+ the level of the spell used to create it. A rogue who beats or +12/+7 melee (1d6+4, short sword) or +12/+7 melee
a trap’s DC by 10 or more with a Disable Device check can (1d4+4, dagger) or +11/+6 ranged (1d8+4/x3, masterwork
study a trap, figure out how it works, and bypass it (with mighty composite longbow +4); AL LE; SV Fort +8, Ref
her party) without disarming it. +4, Will +2; Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10.
Evasion (Ex): If a rogue makes a successful Reflex Skills and feats: Bluff +7, Jump +1, Spot +3;
saving throw against an attack that normally deals half Cleave, Exotic Weapon Proficiency (bastard sword), Great
damage on a successful save, she instead takes no damage. Cleave, Greater Weapon Focus (bastard sword), Improved
Initiative, Improved Critical (bastard sword), Power
Hochebi warriors: Ftr7; CR 7; Medium humanoid; HD Attack, Weapon Focus (bastard sword), Weapon
7d10+14; hp 60; Init +6; Spd 30 ft.; AC 15, flat-footed 13, Specialization (bastard sword).
touch 12; Base Atk +7/+2; Grp +10; Atk +11/+6 melee Possessions: +1 bastard sword, short sword, dagger,
(1d8+4/19-20, +1 longsword) or +11/+6 ranged (1d8+5/x3, masterwork mighty composite longbow +3, 20 arrows, +1
masterwork mighty composite longbow +3) or +9/+9/+4 half-plate, 2 x potion of cure serious wounds, potion of
ranged (1d8+5/x3, masterwork mighty composite bull’s strength, bracers of armour +1.
longbow +3); AL LE; SV Fort +6, Ref +6, Will +2; Str 17,
Dex 14, Con 14, Int 10, Wis 12, Cha 8. Hepmonalander Suel warriors: Bbn8; Medium
Skills and Feats: Hide +8, Jump +11, Move Silently humanoid; HD 8d12+16; hp 77; Init +6; Spd 40 ft.; AC 16,
+8; Improved Initiative, Point Blank Shot, Precise Shot, touch 12, flat-footed 14; Base Atk +8; Grp +12; Atk +14
Rapid Shot, Weapon Focus (composite longbow), melee (1d12+7/x3 +1 greataxe) or +12 (1d4+4/19-20,
Weapon Specialisation (composite longbow). dagger) or +11 ranged (1d6+4/x3, masterwork mighty
Possessions: Studded leather armour, +1 longsword, composite shortbow +4); Full Atk +14/+9 melee
masterwork mighty composite longbow +3, 20 arrows, (1d12+7/x3 +1 greataxe) or +12/+7 (1d4+4/19-20, dagger);
potion of invisibility, 2 gp. +11/+6 ranged (1d6+4/x3, masterwork mighty composite
shortbow +4); AL NE; SQ Rage 3/day, improved uncanny
Hochebi sorceror: Sor7 CR 7; Medium humanoid; HD dodge, DR 1/-, trap sense +2, fast movement; SV Fort +8,
7d4+14; hp 41; Init +6; Spd 30 ft.; AC 13, flat-footed 11, Ref +4, Will +2; Str 18, Dex 14, Con 14, Int 12, Wis 10,
touch 12; Base Atk +3; Grp +3; Atk +3 melee (1d8, heavy Cha 8.
mace) or +5 ranged (1d8/19-20, light crossbow); Full Atk Skills and feats: Handle Animal +9, Hide +8, Jump
+3 melee (1d8, heavy mace) or +5 ranged (1d8/19-20, light +12, Listen +11, Move Silently +7; Improved Initiative,
crossbow); SA Summon familiar; AL LE; SV Fort +4, Ref Point Blank Shot, Rapid Shot, Weapon Focus (greataxe).
+4, Will +7; Str 10, Dex 14, Con 14, Int 10, Wis 14, Cha 17. Rage (Ex): +4 to Strength, +4 to Constitution, +2 on
Skills and Feats: Concentration +12, Hide +4, Move Will saves, –2 penalty to Armor Class for up to 7 rounds
Silently +7; Spellcraft +5; Combat Casting, Improved Uncanny Dodge (Ex): The barbarian retains his
Counterspell, Improved Initiative. Dexterity bonus to AC (if any) even if he is caught flat-
Spells Known: (per day 6/7/7/5; base DC = 13 + spell footed or struck by an invisible attacker.
level); 0-acid splash, daze, flare, ghost sound, mage hand, Improved Uncanny Dodge (Ex): A barbarian can no
ray of frost, touch of fatigue; 1st- enlarge person, mage longer be flanked. This defense denies a rogue the ability
armour, magic missile, ray of enfeeblement, shield; 2nd- to sneak attack the barbarian by flanking him, unless the
bull's strength, invisibility, web; 3rd- dispel magic, fireball. attacker has at least four more rogue levels than the target
Possessions: +1 bracers of armour, traveller’s clothes, has barbarian levels.
heavy mace, light crossbow + 20 bolts, potion of aid, Trap Sense (Ex): A barbarian gains a +2 bonus on
potion of cure serious wounds, potion of invisibility, Reflex saves made to avoid traps and a +2 dodge bonus to
wand of melf's acid arrow, flask of alchemist's fire, 12 gp. AC against attacks made by traps.
Damage Reduction (Ex): A barbarian gains Damage
Encounter 4: Ambush at Aegenlir Reduction. Subtract 1 from the damage the barbarian
Tilva Suel officers: Ftr8; Medium humanoid; HD takes each time he is dealt damage from a weapon or a
8d10+16; hp 68; Init +6; Spd 20 ft; AC 21, flat-footed 19, natural attack.
touch 12; Base Atk +8/+3; Grp +12; Atk +15 melee

Prisoners of War Page 65


Possessions: +1 greataxe, masterwork mighty
composite shortbow +4, 20 arrows, dagger, chain shirt, Encounter 6: The Hostages
potion of cure serious wounds. Orlav: Rog5/Asn9; CR 14; Medium humanoid; HD
14d6+14; hp 78; Init +8; Spd 30 ft.; AC 18, touch 15, flat-
Hochebi sorceror: Sor8 CR 8; Medium humanoid; footed 13; Base Atk +10/+5; Grp +12; Atk +16 melee
8d4+24; hp 43; Init +6; Spd 30 ft.; AC 12, touch 12, flat- (2d6+3/18-20, +1 shock short sword) or +12 melee
footed 10; Base Atk +4; Grp +5; Atk +5 melee (1d8+1, (1d4+2/19-20, dagger) or +14 ranged (1d4+2/19-20,
heavy mace) or +6 ranged (1d8/19-20, light crossbow); SA dagger); Full Atk +16/+11 melee (2d6+3/18-20, +1 shock
Spell casting, summon familiar; AL LE; SV Fort +6, Ref short sword) or +12/+7 melee (1d4+2/19-20, dagger) or
+5, Will +8; Str 12, Dex 14, Con 16, Int 10, Wis 12, +14/+9 ranged (1d4+2/19-20, dagger); SA Sneak attack
Cha 18. +8d6+16, death attack; SQ Evasion, improved uncanny
Skills and feats: Concentration +11, Hide +7, Move dodge, poison use, +4 save vs poison, hide in plain sight;
Silently +7; Improved Counterspell, Improved Initiative, AL LE; SV Fort +4, Ref +12, Will +3; Str 14, Dex 19, Con
Spell Focus (evocation). 12, Int 18, Wis 10, Cha 8.
Spells Known: (per day 6/7/7/6/4; base DC = 14 + Skills and feats: Bluff +18; Disguise +18; Escape Artist
spell level; DC = 15 + spell level for evocation spells); 0- +20, Hide +20, Listen +8, Move Silently +20, Tumble +20,
acid splash, daze, flare, ghost sounds, light, Search +8, Slight of Hand +10, Spot +8; Combat Expertise,
prestidigitation, ray of frost, touch of fatigue; 1st- burning Improved Critical, Improved Initiative, Improved Feint,
hands, mage armour, magic missile, protection from Weapon Finesse (short sword), Weapon Focus (short
good, shield; 2nd- invisibility, mirror image, touch of sword).
idiocy; 3rd- dispel magic, lightning bolt; 4th- wall of fire. Trapfinding: Rogues can use the Search skill to
Possessions: Traveller’s clothes, light mace, +1 locate traps when the task has a Difficulty Class higher
cloak of resistance, potion of cure serious wounds, scroll than 20. Finding a nonmagical trap has a DC of at least 20,
of stoneskin, wand of melf's acid arrow or higher if it is well hidden. Finding a magic trap has a
DC of 25 + the level of the spell used to create it.Rogues
Tilva Suel Priest: Clr8 - Syrul; CR 8; Medium (and only rogues) can use the Disable Device skill to
humanoid; HD 8d8; hp 43; Init +5; Spd 30 ft.; AC 15, disarm magic traps. A magic trap generally has a DC of 25
touch 11, flat-footed 14; Base Atk +6/+1; Grp +6; Atk +8 + the level of the spell used to create it. A rogue who beats
ranged (1d8/19-20, masterwork light crossbow) or +8 a trap’s DC by 10 or more with a Disable Device check can
melee (1d4+2/19-20, +1 dagger); Full Atk +8/+3 ranged study a trap, figure out how it works, and bypass it (with
(1d8/19-20, masterwork light crossbow) or +8/+3 melee her party) without disarming it.
(1d4+2/19-20, +1 dagger); SQ Rebuke undead; AL NE; SV Evasion (Ex): If a rogue makes a successful Reflex
Fort +6, Ref +3, Will +10; Str 12, Dex 12, Con 10, Int 10, saving throw against an attack that normally deals half
Wis 18, Cha 14. damage on a successful save, she instead takes no damage.
Skills and Feats: Bluff +14, Concentration +12, Trap Sense (Ex): A rogue gains an intuitive sense that
Disguise +14; Combat Casting, Improved Initiative, Skill alerts her to danger from traps, giving her a +1 bonus on
Focus (Bluff). Reflex saves made to avoid traps and a +1 dodge bonus to
Spells Prepared (6/6/5/5/4; base DC = 14 + spell AC against attacks made by traps.
level): 0 - cure minor wounds, guidance x3, resistance, Uncanny Dodge (Ex): A rogue retains her Dexterity
virtue; 1st - disguise self*, command, cure light wounds, bonus to AC (if any) even if she is caught flat-footed or
enthropic shield, obscuring mist, summon monster I; 2nd - struck by an invisible attacker.
bull's strength, eagle's splendor, invisibility*, silence, Death Attack: If an assassin studies his victim for 3
undetectable alignment; 3rd - bestow curse, deeper rounds and then makes a sneak attack with a melee
darkness, dispel magic, nondetection*, wind wall; 4th - weapon that successfully deals damage, the sneak attack
confusion*, freedom of movement, poison x 2. has the additional effect of possibly either paralyzing or
*domain spell; Domains: Knowledge: Divination killing the target (assassin’s choice). If the victim of such
spells at +1 level, all Knowledge skills as class skills; an attack fails a DC 11 Fortitude save against the kill
Trickery: Bluff, Disguise and Hide are class skills; effect, she dies. If the saving throw fails against the
Possessions: +1 dagger; masterwork light crossbow, paralysis effect, the victim is rendered helpless and
20 crossbow bolts, 4 vials of large scorpion venom (Injury unable to act for 1d6 rounds plus 1 round per level of the
DC 18; primary and secondary damage 1d6 Str); chain assassin. If the victim’s saving throw succeeds, the attack
shirt, traveler's outfit, potion of cure serious wounds. is just a normal sneak attack.

Prisoners of War Page 66


Poison Use: Assassins are trained in the use of melee (1d12+7/x3 +1 greataxe) or +12 (1d4+4/19-20,
poison and never risk accidentally poisoning themselves dagger) or +11 ranged (1d6+4/x3, masterwork mighty
when applying poison to a blade. composite shortbow +4); Full Atk +14/+9 melee
Improved Uncanny Dodge (Ex): An assassin can no (1d12+7/x3 +1 greataxe) or +12/+7 (1d4+4/19-20, dagger);
longer be flanked and so denies rogues the ability to use +11/+6 ranged (1d6+4/x3, masterwork mighty composite
flank attacks to sneak attack the assassin. The exception shortbow +4); AL NE; SQ Rage 3/day, improved uncanny
to this defense is that a rogue at least four levels higher dodge, DR 1/-, trap sense +2, fast movement; SV Fort +8,
than the assassin can flank him (and thus sneak attack Ref +4, Will +2; Str 18, Dex 14, Con 14, Int 12, Wis 10,
him). Cha 8.
Hide in Plain Sight (Su): An assassin can use the Skills and feats: Handle Animal +9, Hide +8, Jump
Hide skill even while being observed. As long as he is +12, Listen +11, Move Silently +7; Improved Initiative,
within 10 feet of some sort of shadow, an assassin can Point Blank Shot, Rapid Shot, Weapon Focus (greataxe).
hide himself from view in the open without having Rage (Ex): +4 to Strength, +4 to Constitution, +2 on
anything to actually hide behind. He cannot, however, Will saves, –2 penalty to Armor Class for up to 7 rounds
hide in his own shadow. Uncanny Dodge (Ex): The barbarian retains his
Spells Known (per day 3/3/3/2; base save = 14 + spell Dexterity bonus to AC (if any) even if he is caught flat-
level): 1 - disguise self, feather fall, obscuring mist, true footed or struck by an invisible attacker.
strike; 2 - darkness, cat's grace, invisibility, spider climb; 3 Improved Uncanny Dodge (Ex): A barbarian can no
- deeper darkness, deep slumber, false life, magic circle longer be flanked. This defense denies a rogue the ability
against good; 4 - dimension door, greater invisibility, to sneak attack the barbarian by flanking him, unless the
poison. attacker has at least four more rogue levels than the target
Possessions: +1 shock short sword, 4 x dagger, +1 has barbarian levels.
studded leather armour, 2 vials of deathblade (Injury DC Trap Sense (Ex): A barbarian gains a +2 bonus on
20; primary damage 1d6 Con; secondary damage 2d6 Reflex saves made to avoid traps and a +2 dodge bonus to
Con), potion of cure serious wounds, potion of freedom AC against attacks made by traps.
of movement. Damage Reduction (Ex): A barbarian gains Damage
Reduction. Subtract 1 from the damage the barbarian
Tilva Suel officers: Ftr8; Medium humanoid; HD takes each time he is dealt damage from a weapon or a
8d10+16; hp 68; Init +6; Spd 20 ft; AC 21, flat-footed 19, natural attack.
touch 12; Base Atk +8/+3; Grp +12; Atk +15 melee Possessions: +1 greataxe, masterwork mighty
(1d10+8/18-20, +1 bastard sword) or +12 melee (1d6+4, composite shortbow +4, 20 arrows, dagger, chain shirt,
short sword) or +12 melee (1d4+3, dagger) or +11 ranged potion of cure serious wounds.
(1d8+4/x3, masterwork mighty composite longbow +4);
Full Atk +15/+10 melee (1d10+8/18-20, +1 bastard sword) Hochebi sorceror: Sor8 CR 8; Medium humanoid;
or +12/+7 melee (1d6+4, short sword) or +12/+7 melee 8d4+24; hp 43; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
(1d4+4, dagger) or +11/+6 ranged (1d8+4/x3, masterwork footed 10; Base Atk +4; Grp +5; Atk +5 melee (1d8+1,
mighty composite longbow +4); AL LE; SV Fort +8, Ref heavy mace) or +6 ranged (1d8/19-20, light crossbow); SA
+4, Will +2; Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10. Spell casting, summon familiar; AL LE; SV Fort +6, Ref
Skills and feats: Bluff +7, Jump +1, Spot +3; +5, Will +8; Str 12, Dex 14, Con 16, Int 10, Wis 12,
Cleave, Exotic Weapon Proficiency (bastard sword), Great Cha 18.
Cleave, Greater Weapon Focus (bastard sword), Improved Skills and feats: Concentration +11, Hide +7, Move
Initiative, Improved Critical (bastard sword), Power Silently +7; Improved Counterspell, Improved Initiative,
Attack, Weapon Focus (bastard sword), Weapon Spell Focus (evocation).
Specialization (bastard sword). Spells Known: (per day 6/7/7/6/4; base DC = 14 +
Possessions: +1 bastard sword, short sword, dagger, spell level; DC = 15 + spell level for evocation spells); 0-
masterwork mighty composite longbow +3, 20 arrows, +1 acid splash, daze, flare, ghost sounds, light,
half-plate, 2 x potion of cure serious wounds, potion of prestidigitation, ray of frost, touch of fatigue; 1st- burning
bull’s strength, bracers of armour +1. hands, mage armour, magic missile, protection from
good, shield; 2nd- invisibility, mirror image, touch of
Hepmonalander Suel warriors: Bbn8; Medium idiocy; 3rd- dispel magic, lightning bolt; 4th- wall of fire.
humanoid; HD 8d12+16; hp 77; Init +6; Spd 40 ft.; AC 16,
touch 12, flat-footed 14; Base Atk +8; Grp +12; Atk +14

Prisoners of War Page 67


Possessions: Traveller’s clothes, light mace, +1 cloak of Flurry of Blows (Ex): When unarmored, a monk may
resistance, potion of cure serious wounds, scroll of make one extra attack in a round at her highest base
stoneskin, wand of web attack bonus.
Bonus Feats: This monk has selected Stunning Fist,
Hepmonalander Suel Priest: Clr8 - Llerg; CR 8; Deflect Arrows and Improved Disarm as bonus feats. A
Medium humanoid; HD 8d8+24; hp 54; Init +5; Spd 30 ft.; monk need not have any of the prerequisites normally
AC 16, flatfooted 14, touch 12; Base Atk +6/+1; Grp +8; required for these feats to select them.
Atk +10 melee (1d8+3/x3, +1 battleaxe) or +8 ranged Evasion (Ex): If a monk makes a successful Reflex
(1d8+2/x3, masterwork composite longbow +2); Full Atk saving throw against an attack that normally deals half
+10/+5 melee (1d8+3/x3, +1 battleaxe) or +8 ranged damage on a successful save, she instead takes no damage.
(1d8+2/x3, masterwork composite longbow +2); SA
Still Mind (Ex): A monk gains a +2 bonus on saving
Spontaneous casting, rebuke undead; AL CN; SV Fort
throws against spells and effects from the school of
+10, Ref +4, Will +10; Str 14, Dex 12, Con 14, Int 10, Wis
enchantment.
18, Cha 8
Ki Strike (Su): A monk’s unarmed attacks are
Skills and feats: Concentration +13, Profession
empowered with ki. Her unarmed attacks are treated as
(Hunter) +8, Spellcraft +11; Combat Casting, Improved
magic weapons for the purpose of dealing damage to
Initiative, Weapon Proficiency (battleaxe), Weapon Focus
creatures with damage reduction.
(battleaxe).
Slow Fall (Ex): A monk within arm’s reach of a wall
Spells Prepared: (6/6/5/5/4; base save = 14 + spell
can use it to slow her descent. When first using this
level) 0- cure minor wounds, guidance x 2, resistance x2,
ability, she takes damage as if the fall were 60 feet shorter
virtue; 1: cure light wounds, divine favour, enlarge
than it actually is.
person*, enthropic shield, sheild of faith; 2: bull's
Purity of Body (Ex): A monk gains immunity to all
strength*; darkness, hold person, owl's wisdom, silence; 3:
diseases except for supernatural and magical diseases.
bestow curse, dispel magic, magic vestment*, protection
Wholeness of Body (Su): A monk can heal her own
from energy, searing light; 4: chaos hammer*, divine
wounds. She can heal a number of hit points of damage
power, freedom of movement.
equal to twice her current monk level each day, and she
Domains: Strength: feat of strength, +8 Str, 1 rnd,
can spread this healing out among several uses.
1/day. Chaos: cast chaos spells at +1 caster level.
Improved Evasion (Ex): A monk’s evasion ability
Possessions: +1 battleaxe, masterwork composite
improves. She still takes no damage on a successful Reflex
longbow +2, chain shirt, potion of cure serious wounds.
saving throw against attacks, but henceforth she takes
only half damage on a failed save. A helpless monk does
Encounter 7: Eagenrast not gain the benefit of improved evasion.
Ulcar: Mnk14; CR 14; Medium humanoid; HD Diamond Body (Su): A monk gains immunity to
14d8+14; hp 87; Init +8; Spd 70 ft.; AC 19, touch 19, flat- poisons of all kinds.
footed 16; Base Atk +10/+5; Grp +12; Atk +15 melee Abundant Step (Su): A monk can slip magically
(2d6+2, unarmed) or +14 ranged (1d6 fire, alchemist's between spaces, as if using the spell dimension door, once
fire) or +13 melee (1d6+3, +1 ki focus quarterstaff); Full per day as a caster of 7th level.
Atk +15/+15/+15/+10 melee (2d6+2, flurry of blows Diamond Soul (Ex): A monk gains spell resistance
unarmed) or +10 ranged (1d6 fire, alchemist's fire); equal to 24.
+13/+13/+8 melee (1d6+3, flurry of blows, +1 ki focus Possessions: +1 ki focus quarterstaff, 2 x flask of
quarterstaff); SA Unarmed strike, greater flurry of blows, alchemist's fire.
ki strike (magic, lawful); SQ Improved evasion, still mind,
purity of body, abundent step, diamond body, diamond Tilva Suel officers: Ftr8; Medium humanoid; HD
soul SR 24,, slow fall 70 ft., wholeness of body; AL LE; SV 8d10+16; hp 68; Init +6; Spd 20 ft; AC 21, flat-footed 19,
Fort +9, Ref +12, Will +11; Str 14, Dex 19, Con 12, Int 10, touch 12; Base Atk +8/+3; Grp +12; Atk +15 melee
Wis 16, Cha 8. (1d10+8/18-20, +1 bastard sword) or +12 melee (1d6+4,
Skills and Feats: Escape Artist +20, Hide +20, Jump short sword) or +12 melee (1d4+3, dagger) or +11 ranged
+20, Move Silently +20, Tumble +20; Circle Kick, Deflect (1d8+4/x3, masterwork mighty composite longbow +4);
Arrows, Extra Stunning Attacks, Fists of Iron, Improved Full Atk +15/+10 melee (1d10+8/18-20, +1 bastard sword)
Disarm, Improved Initiative, Stunning Fist, Weapon or +12/+7 melee (1d6+4, short sword) or +12/+7 melee
Finesse (unarmed), Weapon Focus (unarmed). (1d4+4, dagger) or +11/+6 ranged (1d8+4/x3, masterwork

Prisoners of War Page 68


mighty composite longbow +4); AL LE; SV Fort +8, Ref heavy mace) or +6 ranged (1d8/19-20, light crossbow); SA
+4, Will +2; Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10. Spell casting, summon familiar; AL LE; SV Fort +6, Ref
Skills and feats: Bluff +7, Jump +1, Spot +3; +5, Will +8; Str 12, Dex 14, Con 16, Int 10, Wis 12,
Cleave, Exotic Weapon Proficiency (bastard sword), Great Cha 18.
Cleave, Greater Weapon Focus (bastard sword), Improved Skills and feats: Concentration +11, Hide +7, Move
Initiative, Improved Critical (bastard sword), Power Silently +7; Improved Counterspell, Improved Initiative,
Attack, Weapon Focus (bastard sword), Weapon Spell Focus (evocation).
Specialization (bastard sword). Spells Known: (per day 6/7/7/6/4; base DC = 14 +
Possessions: +1 bastard sword, short sword, dagger, spell level; DC = 15 + spell level for evocation spells); 0-
masterwork mighty composite longbow +3, 20 arrows, +1 acid splash, daze, flare, ghost sounds, light,
half-plate, 2 x potion of cure serious wounds, potion of prestidigitation, ray of frost, touch of fatigue; 1st- burning
bull’s strength, bracers of armour +1. hands, mage armour, magic missile, protection from
good, shield; 2nd- invisibility, mirror image, touch of
Hepmonalander Suel warriors: Bbn8; Medium idiocy; 3rd- dispel magic, lightning bolt; 4th- wall of fire.
humanoid; HD 8d12+16; hp 77; Init +6; Spd 40 ft.; AC 16, Possessions: Traveller’s clothes, light mace, +1 cloak of
touch 12, flat-footed 14; Base Atk +8; Grp +12; Atk +14 resistance, potion of cure serious wounds, scroll of
melee (1d12+7/x3 +1 greataxe) or +12 (1d4+4/19-20, stoneskin, wand of summon monster II
dagger) or +11 ranged (1d6+4/x3, masterwork mighty
composite shortbow +4); Full Atk +14/+9 melee Hepmonalander Suel Priest: Clr8 - Llerg; CR 8; Medium
(1d12+7/x3 +1 greataxe) or +12/+7 (1d4+4/19-20, dagger); humanoid; HD 8d8+24; hp 54; Init +5; Spd 30 ft.; AC 16,
+11/+6 ranged (1d6+4/x3, masterwork mighty composite flatfooted 14, touch 12; Base Atk +6/+1; Grp +8; Atk +10
shortbow +4); AL NE; SQ Rage 3/day, improved uncanny melee (1d8+3/x3, +1 battleaxe) or +8 ranged (1d8+2/x3,
dodge, DR 1/-, trap sense +2, fast movement; SV Fort +8, masterwork composite longbow +2); Full Atk +10/+5
Ref +4, Will +2; Str 18, Dex 14, Con 14, Int 12, Wis 10, melee (1d8+3/x3, +1 battleaxe) or +8 ranged (1d8+2/x3,
Cha 8. masterwork composite longbow +2); SA Spontaneous
Skills and feats: Handle Animal +9, Hide +8, Jump casting, rebuke undead; AL CN; SV Fort +10, Ref +4, Will
+12, Listen +11, Move Silently +7; Improved Initiative, +10; Str 14, Dex 12, Con 14, Int 10, Wis 18, Cha 8
Point Blank Shot, Rapid Shot, Weapon Focus (greataxe). Skills and feats: Concentration +13, Profession
Rage (Ex): +4 to Strength, +4 to Constitution, +2 on (Hunter) +8, Spellcraft +11; Combat Casting, Improved
Will saves, –2 penalty to Armor Class for up to 7 rounds Initiative, Weapon Proficiency (battleaxe), Weapon Focus
Uncanny Dodge (Ex): The barbarian retains his (battleaxe).
Dexterity bonus to AC (if any) even if he is caught flat- Spells Prepared: (6/6/5/5/4; base save = 14 + spell
footed or struck by an invisible attacker. level) 0- cure minor wounds, guidance x 2, resistance x2,
Improved Uncanny Dodge (Ex): A barbarian can no virtue; 1: cure light wounds, divine favour, enlarge
longer be flanked. This defense denies a rogue the ability person*, enthropic shield, sheild of faith; 2: bull's
to sneak attack the barbarian by flanking him, unless the strength*; darkness, hold person, owl's wisdom, silence; 3:
attacker has at least four more rogue levels than the target bestow curse, dispel magic, magic vestment*, protection
has barbarian levels. from energy, searing light; 4: chaos hammer*, divine
Trap Sense (Ex): A barbarian gains a +2 bonus on power, freedom of movement.
Reflex saves made to avoid traps and a +2 dodge bonus to Domains: Strength: feat of strength, +8 Str, 1 rnd,
AC against attacks made by traps. 1/day. Chaos: cast chaos spells at +1 caster level.
Damage Reduction (Ex): A barbarian gains Damage Possessions: +1 battleaxe, masterwork composite
Reduction. Subtract 1 from the damage the barbarian longbow +2, chain shirt, potion of cure serious wounds.
takes each time he is dealt damage from a weapon or a
natural attack.
Possessions: +1 greataxe, masterwork mighty
composite shortbow +4, 20 arrows, dagger, chain shirt,
potion of cure serious wounds.

Hochebi sorceror: Sor8 CR 8; Medium humanoid;


8d4+24; hp 43; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
footed 10; Base Atk +4; Grp +5; Atk +5 melee (1d8+1,

Prisoners of War Page 69


Appendix II – Maps

Prisoners of War Page 70


Prisoners of War Page 71
Prisoners of War Page 72
Prisoners of War Page 73

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