YEO8-02 - Opposing Forces (3E)
YEO8-02 - Opposing Forces (3E)
Opposing Forces
A One-Round D&D® LIVING GREYHAWKTM
Yeomanry Regional Adventure
Version 1.0
by Philip Loyer
Reviewers: Yeomanry Triad Circle Reviewer: Steven Conforti
Playtesters: Wes Walker, Brad Ellis, Jon Nooner, Travis Reed, Trey Reed, Merrick Brown, Jimmy
Cancienne, David Gloss
A wealthy merchant in the city of Loftwick has issued a call for adventurers; riches, fame, and glory have
been promised. What a scavenger hunt! Recommended for multi-talented parties of adventurers. A
Yeomanry regional adventure for APLs 6-14.
Resources: Complete Warrior [Andy Collins et al.], Fiend Folio [Eric Cagle et al.], Magic Item
Compendium [Andy Collins et al.], Races of the Wild [Skip Williams], Sandstorm [Bruce R. Cordell et al.],
Spell Compendium [Matthew Sernett et al.].
®
Based on the original D UNGEONS & D RAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of
Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit
www.wizards.com/d20.
®
This is an official RPGA play document. To find out more about the RPGA and to learn more on how you can sanction and run
DUNGEONS & D RAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon
Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction.
Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the
adventure author or authors.
Encounter 6: Choosing a Path - The PCs are • A farmer who takes an interest in the PCs,
confronted with three paths leading to the burial asking them why they are here or what
vault of Talin Dreslin, but each holds its own perils. Dreslin’s scavenger hunt is all about.
Encounter 7: The Opposing Force – Once the • An over-confident adventurer boasting he will
PCs reach the final room, they find another puzzle. win the scavenger hunt.
When they solve the puzzle, they are confronted • A young woman who has come to flirt with
by a group of mercenaries hired by Morlain. These male adventurers, hoping to find a husband.
adventurers threaten to take the chalice unless the
PCs agree to pay them 5 times the stated reward. The PCs can also use this time to attempt to
If the PCs pay them, the opposing force will leave Gather Information about Dreslin if they arrive
quietly. However, if the PCs do not cough up the early.
gold, the opposing force will attack the party. • DC 5: Thomas Dreslin is a merchant based in
Conclusion - If the PCs retrieve the chalice the city of Loftwick.
and give it to Thomas Dreslin, he is extremely • DC 10: Dreslin is very wealthy and a
happy and gives them their reward. successful business man in his own right.
• DC 15: Dreslin is fair and honest in all of his
INTRODUCTION dealings. He also comes from a long line of
The adventure begins in The Leaky Tub, a local merchants.
tavern in the city of Loftwick. • DC 20: One of his distant relatives is said to
You find yourself in the city of Loftwick, have been the greatest merchant of his time.
capital of the Yeomanry. It would seem things • DC 25: Many believe his distant relative held
lately have taken a downward turn; no raging some sort of magical power to influence those
dragons terrorizing the countryside, no around him to make him much wealthier.
kobolds taking away mother’s newborn babes.
Traveling with friends, some old, some new, After conversing with the locals or Gathering
you are in search of your next adventure. Information, Dreslin appears on the courthouse
steps to address those who are gathered.
Allow the PCs to introduce themselves to each
other. “Welcome to you all. I am Thomas Dreslin,
a local merchant. I have called you here to give
Merilla, the local barmaid, approaches the you an exciting opportunity for a different sort
table to check on her patrons, making sure of adventure. I am giving you the opportunity
they are all satisfied. As soon as she turns to participate in the first Grand Scavenger
away, a young boy rushes in through the front Hunt of Loftwick. It will be a race against time,
door of the inn. “Everyone! Everyone! Lord danger, and, of course, each other! For the
Thomas Dreslin is holding a grand scavenger winners of the hunt, they receive (APL x
CONCLUSION A Cross off all items on the AR that the PCs did
not get. They get a gold reward, Gratitude, and a
You have failed to complete the scavenger Favor from Thomas Dreslin. Award only the xp
hunt and have no hope of winning the reward. and gp actually earned. (See Experience Point
All you have to show for your efforts are the Summary and Treasure Summary.)
list items you acquired and whatever loot you
managed to find in your quest.
Cross off all items on the AR that the PCs did
not get. They do NOT get a gold reward, The End
Gratitude, or a Favor from Thomas Dreslin.
Award only the xp and gp actually earned. (See
Experience Point Summary and Treasure
Summary.)
CONCLUSION B
You have decided you want to keep the
chalice for yourselves. However, no matter
what you try, the chalice doesn’t seem to do
anything for you.
Cross off all items on the AR that the PCs did
not get. They do NOT get a gold reward,
Gratitude, or a Favor from Thomas Dreslin.
Award only the xp and gp actually earned. (See
Experience Point Summary and Treasure
Summary.)
CONCLUSION C
You return the scavenger hunt items to
Thomas Dreslin, who is ecstatic when you
arrive. He eagerly takes the chalice, but
ignores everything else. Thomas says, “Thank
you so very much! You have helped me restore
a part of my family’s history and heritage.
APL 6: L: 203 gp, C: 199 gp, M: 866 gp – • Arcane Scroll of Slide (Adventure; Spell
Total: 1,268 gp (900 gp). Compendium; Limit 5)
APL 8: L: 57 gp, C: 386 gp, M: 1,701 gp – • Arcane Scroll of Greater Slide (Adventure;
Total: 2,144 gp (1,300 gp). Spell Compendium; Limit 5)
APL 10: L: 57 gp, C: 249 gp, M: 3,033 gp – • Bracers of the Entangling Blast (Adventure;
Total: 3,339 gp (2,300 gp). Magic Item Compendium; Limit 1)
APL 12: L: 66 gp, C: 400 gp, M: 5,174 gp – • Crystal of Return, Least (Adventure; Magic
Total: 5,640 gp (3,300 gp). Item Compendium; Limit 1)
APL 14: L: 44 gp, C: 375 gp, M: 7,373 gp – • Darkwood Buckler (Adventure; DMG)
Total: 7,792 gp (6,600 gp). APLs 8, 10 (all of APL 6 plus the following):
• Crystal of Lifekeeping, Least (Adventure;
ITEMS FOR THE Magic Item Compendium; Limit 1)
ADVENTURE RECORD APL 12 (all of APLs 6, 8, 10 plus the following):
Lost in the Planes: You are lost in an unknown • +1 Corrosive Short Sword (Adventure; Magic
plane. If you do not have a focus for the Prime Item Compendium; Limit 1)
Material plane and the ability to cast plane shift,
you will be able to find your way home after 10 • +1 Frost Composite, +3 Str Bonus (Adventure;
TUs of searching. DMG)
Gratitude of Thomas Dreslin: In gratitude for • Belt of Growth (Adventure; Magic Item
your delivering the Dreslin Chalice to him, Thomas Compendium; Limit 1)
Dreslin offers to help you buy any one item or • Crystal of Energy Assault (Acid), Least
armor/weapon upgrade to which you have access, (Adventure; Magic Item Compendium; Limit 1)
including from his Favor, at a 20% discount off its
market value. This discount stacks with other • Restful Crystal (Adventure; Magic Item
discounts. Mark this as USED when used. Compendium; Limit 1)
Favor of Thomas Dreslin: Thomas Dreslin offers APL 14 (all of APLs 6, 8, 10, 12 plus the
to make available for your purchase (Frequency: following):
MO RLO CK CR 4
Male gray elf wizard 4
CE Medium humanoid (elf)
Init +3; Senses Listen +2, Spot +2
Languages Common, Elven
AC 17, touch 13, flat-footed 14
(+3 Dex, +4 armor)
hp 12 (4d4 HD)
Immune magic sleep effects
Resist ; SR none
Fort +2, Ref +5, Will +6 (+2 bonus against
enchantment spells or effects)
Speed 30 ft. in no armor (6 squares), base movement
30 ft.
Melee longsword +1 (1d8 – 1 19-20/x2)
Ranged longbow +5 (1d8 - 1 x 3)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +1
Atk Options Spells, Point Blank Shot, Precise Shot
Combat Gear longsword, longbow, 20 arrows, bracers
of the entangling blast, arcane scroll of dissonant
chant
Wizard Spells Prepared (CL 4th):
2nd—dissonant chant, invisibility x2
MO RLO CK CR 6
Male gray elf wizard 6
CE Medium humanoid (elf)
Init +3; Senses Listen +2, Spot +2
Languages Common, Elven
AC 18, touch 14, flat-footed 15
(+3 Dex, +4 armor, +1 deflection)
hp 18 (6d4 HD)
Immune magic sleep effects
Resist ; SR none
Trigger location
ENCOUNTER 3 Effect DC 30 Reflex save avoids; 100 ft. deep (10d6,
A D VA NC ED D I SPL A C ER B EA ST CR 6 fall)
LE Huge magical beast Disarm 25
Init +2; Senses Listen +7, Spot +7
Languages Common
H EI GH T EN ED P R I SMA TI C S PR A Y TR A P C R 9
AC 15, touch 10, flat-footed 13 Description automatic reset
(-2 size, +2 Dex, +5 natural) Search DC 33; Type magic device
Miss Chance 50% Trigger proximity (alarm)
hp 117 (12d10 + 36 HD);
Effect prismatic spray, 15th-level wizard, DC 22 Reflex,
Resist ; SR none
Fortitude, or Will save, depending on effect
Fort +13, Ref +12, Will +5
Duration instantaneous
Speed 40 ft. (8 squares), base movement 40 ft. Disarm 33
Melee 2 tentacles +15 (1d6 + 5) and bite +10 (1d8 +3) Dispel 26
Space 15 ft.; Reach 10 ft. (15 ft. with tentacles)
Base Atk +12; Grp +25 ENCOUNTER 7
Abilities Str 20, Dex 15, Con 16, Int 5, Wis 12, Cha 8
SQ Darkvision 60 ft., Displacement, Low-Light Vision, K O RGAN CR 8
Resistance to Ranged Attacks Male human (Flan) fighter 8
Feats Alertness, Dodge, Stealthy, Power Attack NE Medium humanoid (human)
Skills Hide +10, Listen +7, Move Silently +7, Spot +5, Init +1; Senses Listen +2, Spot +2
Languages Common
Displacement (Su) A light-bending glamer continually
surrounds a displacer beast, making it difficult to AC 20, touch 11, flat-footed 19
surmise the creature’s true location. Any melee or (+1 Dex, +9 armor)
ranged attack directed at it has a 50% miss chance hp 78 (8d10 + 16 + 8 HD);
unless the attacker can locate the beast by some Resist ; SR none
means other than sight. A true seeing effect allows Fort +8, Ref +3, Will +4
the user to see the beast’s position, but see Speed 20 ft. in full plate (4 squares), base movement 30
invisibility has no effect. ft.
Resistance to Ranged Attacks (Su) A displacer beast Melee (two-handed)+1 great falchion +14 (1d12 + 9 15-
has a +2 resistance bonus on saves against any 20/x2) and (two-handed) +1 great falchion +9 (1d12 +
ranged magical attack that specifically targets it 9 15-20/x2)
(except for ranged touch attacks). Space 5 ft.; Reach 5 ft.
Description This creature looks like an emaciated Base Atk +8/+3; Grp +12/+7
panther, with blue-black fur, six legs, and a body that Atk Options Power Attack, Improved Sunder, Cleave,
is nothing but muscle and bone. A pair of tentacles Power Critical (great falchion), Improved Critical
sprout from its shoulders and end in horny-ridged (great falchion)
pads. Combat Gear +1 great falchion, +1 full plate, potion of
protection from good, potion of shield of faith +2,
ENCOUNTER 4 least crystal of lifekeeping, gauntlets of ogre power
Abilities Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8
L IG HT NING BO LT T RAP CR 6
Description automatic reset Feats Exotic Weapon Proficiency (great falchion),
Power Attack, Weapon Focus (great falchion),
Search DC 28; Type magic device
Improved Sunder, Cleave, Power Critical (great
Trigger touch (alarm) falchion) Weapon Specialization (great falchion),
Effect lightning bolt, 10th-level wizard, 10d6 electricity, Improved Toughness, Improved Critical (great
DC 14 Reflex save for half damage falchion)
Duration instantaneous Skills Climb +0, Handle Animal +7, Intimidate +10,
Disarm 28 Jump +10, Ride +4, Swim -5,
Dispel 21 Possessions combat gear plus backpack, 48 gp
Description You see a Flan human male in full plate
ENCOUNTER 6 armor wielding a great falchion sword two-handed.
WIDE-MOUTH PIT TRAP CR 9 Sources Great falchion (Sandstorm), Power Critical,
Description manual reset; multiple targets (all targets Improved Toughness (Complete Warrior), least
within a 10-ft.-by-10-ft. area) crystal of lifekeeping (Magic Item Compendium)
Search DC 29; Type mechanical
Trigger location
ENCOUNTER 3 Effect DC 30 Reflex save avoids; 100 ft. deep (10d6,
E VOL VED D I SPL A C ER B EA ST CR 6 fall)
LE Huge magical beast Disarm 25
Init +2; Senses Listen +13, Spot +7
H EI GH T EN ED P R I SMA TI C S PR A Y TR A P C R 10
Languages Common
Description automatic reset
AC 15, touch 10, flat-footed 13 Search DC 34; Type magic device
(-2 size, +2 Dex, +5 natural) Trigger proximity (alarm)
Miss Chance 50% Effect prismatic spray, 17th-level wizard, DC 23 Reflex,
hp 176 (18d10 + 54 HD);
Fortitude, or Will save, depending on effect
Resist ; SR none
Duration instantaneous
Fort +15, Ref +12, Will +5
Disarm 34
Speed 40 ft. (8 squares), base movement 40 ft. Dispel 28
Melee 2 tentacles +23 (1d6 +7) and bite +18 (1d8 + 5)
Space 15 ft.; Reach 10 ft. (15 ft. with tentacles) ENCOUNTER 7
Base Atk +12; Grp +26
Abilities Str 22, Dex 15, Con 16, Int 5, Wis 12, Cha 8 K O RGAN CR 10
SQ Darkvision 60 ft., Displacement, Low-Light Vision, Male human (Flan) fighter 10
Resistance to Ranged Attacks NE Medium humanoid (human)
Feats Alertness, Dodge, Stealthy, Power Attack Init +1; Senses Listen +2, Spot +2
Skills Hide +12, Listen +13, Move Silently +9, Spot +7, Languages Common
Displacement (Su) A light-bending glamer continually AC 21, touch 11, flat-footed 20
surrounds a displacer beast, making it difficult to (+1 Dex, +10 armor)
surmise the creature’s true location. Any melee or hp 98 (10d10 + 20 + 10 HD);
ranged attack directed at it has a 50% miss chance Resist ; SR none
unless the attacker can locate the beast by some Fort +9, Ref +4, Will +5
means other than sight. A true seeing effect allows Speed 20 ft. in full plate (4 squares), base movement 30
the user to see the beast’s position, but see ft.
invisibility has no effect. Melee (two-handed)+1 great falchion +17 (1d12 + 9 +1
Resistance to Ranged Attacks (Su) A displacer beast acid 15-20/x2) and (two-handed) +1 great falchion
has a +2 resistance bonus on saves against any +12 (1d12 + 9 + 1 acid 15-20/x2)
ranged magical attack that specifically targets it Space 5 ft.; Reach 5 ft.
(except for ranged touch attacks). Base Atk +10/+5; Grp +14/+9
Description This creature looks like an emaciated Atk Options Power Attack, Improved Sunder, Cleave,
panther, with blue-black fur, six legs, and a body that Power Critical (great falchion), Improved Critical
is nothing but muscle and bone. A pair of tentacles (great falchion), Great Cleave
sprout from its shoulders and end in horny-ridged Combat Gear +1 great falchion, +2 full plate, potion of
pads. protection from good, potion of shield of faith +2,
least crystal of lifekeeping, gauntlets of ogre power,
ENCOUNTER 4 belt of growth, least crystal of energy (acid) assault
Abilities Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8
M AXIMIZ ED L IG HT NING BOL T TRAP CR 10
Description automatic reset Feats Exotic Weapon Proficiency (great falchion),
Power Attack, Weapon Focus (great falchion),
Search DC 28; Type magic device
Improved Sunder, Cleave, Power Critical (great
Trigger touch (alarm) falchion) Weapon Specialization (great falchion),
Effect lightning bolt, 10th-level wizard, 60 points Improved Toughness, Improved Critical (great
electricity, DC 14 Reflex save for half damage falchion), Great Cleave, Greater Weapon Focus
Duration instantaneous (great falchion)
Disarm 28 Skills Climb +0, Handle Animal +9, Intimidate +12,
Dispel 21 Jump +12, Ride +4, Swim -5,
Possessions combat gear plus backpack, 48 gp
ENCOUNTER 6 Description You see a Flan human male in full plate
WIDE-MOUTH PIT TRAP CR 10 armor wielding a great falchion sword two-handed.
Description manual reset; multiple targets (all targets Sources Great falchion (Sandstorm), Power Critical,
within a 10-ft.-by-10-ft. area) Improved Toughness (Complete Warrior), least
Search DC 30; Type mechanical
Trigger location
ENCOUNTER 3 Effect DC 30 Reflex save avoids; 100 ft. deep (10d6,
E VOL VED D I SPL A C ER B EA ST CR 6 fall)
LE Huge magical beast Disarm 25
Init +2; Senses Listen +13, Spot +7
Languages Common
INCENDIARY CL OUD T RAP CR 9
AC 15, touch 10, flat-footed 13 Description automatic reset
(-2 size, +2 Dex, +5 natural) Search DC 33; Type magic device
Miss Chance 50% Trigger proximity (alarm)
hp 176 (18d10 + 54 HD);
Effect incendiary cloud, 15th-level wizard, 4d6/round for
Resist ; SR none
15 rounds, DC 22 Reflex save for half damage
Fort +15, Ref +12, Will +5
Disarm 33
Speed 40 ft. (8 squares), base movement 40 ft. Dispel 26
Melee 2 tentacles +23 (1d6 +7) and bite +18 (1d8 + 5)
Space 15 ft.; Reach 10 ft. (15 ft. with tentacles)
Base Atk +12; Grp +26 H EI GH T EN ED P R I SMA TI C S PR A Y TR A P C R 9
Abilities Str 22, Dex 15, Con 16, Int 5, Wis 12, Cha 8 Description automatic reset
SQ Darkvision 60 ft., Displacement, Low-Light Vision, Search DC 33; Type magic device
Resistance to Ranged Attacks Trigger proximity (alarm)
Feats Alertness, Dodge, Stealthy, Power Attack Effect prismatic spray, 15th-level wizard, DC 22 Reflex,
Skills Hide +12, Listen +13, Move Silently +9, Spot +7, Fortitude, or Will save, depending on effect
Displacement (Su) A light-bending glamer continually Duration instantaneous
surrounds a displacer beast, making it difficult to Disarm 33
surmise the creature’s true location. Any melee or Dispel 26
ranged attack directed at it has a 50% miss chance
unless the attacker can locate the beast by some ENCOUNTER 7
means other than sight. A true seeing effect allows K O RGAN CR 12
the user to see the beast’s position, but see Male human (Flan) fighter 12
invisibility has no effect. NE Medium humanoid (human)
Resistance to Ranged Attacks (Su) A displacer beast Init +1; Senses Listen +2, Spot +2
has a +2 resistance bonus on saves against any Languages Common
ranged magical attack that specifically targets it
(except for ranged touch attacks). AC 24, touch 11, flat-footed 23
Description This creature looks like an emaciated (+1 Dex, +10 armor, +3 shield)
panther, with blue-black fur, six legs, and a body that hp 117 (12d10 + 24 + 12 HD);
is nothing but muscle and bone. A pair of tentacles Resist ; SR none
sprout from its shoulders and end in horny-ridged Fort +11, Ref +6, Will +7
pads. Speed 20 ft. in full plate (4 squares), base movement 30
ft.
ENCOUNTER 4 Melee (two-handed)+1 great falchion +19 (1d12 + 11 +
1 acid 15-20/x2) and (two-handed) +1 great falchion
M AXIMIZ ED L IG HT NING BOL T TRAP CR 10 +14 (1d12 + 11 + 1 acid 15-20/x2) and (two-handed)
Description automatic reset +1 great falchion +9 (1d12 + 11 + 1 acid 15-20/x2)
Search DC 28; Type magic device Space 5 ft.; Reach 5 ft.
Trigger touch (alarm) Base Atk +12/+7/+2; Grp +16/+11/+6
Effect lightning bolt, 10th-level wizard, 60 points Atk Options Power Attack, Improved Sunder, Cleave,
electricity, DC 14 Reflex save for half damage Power Critical (great falchion), Improved Critical
Duration instantaneous (great falchion), Great Cleave, Combat Reflexes
Disarm 28 Combat Gear +1 great falchion, +2 full plate, potion of
Dispel 21 protection from good, potion of shield of faith +2,
least crystal of lifekeeping, gauntlets of ogre power,
ENCOUNTER 6 belt of growth, least crystal of energy (acid) assault,
+1 animated heavy steel shield, +1 cloak of
WIDE-MOUTH PIT TRAP CR 9
resistance, armband of elusive action
Description manual reset; multiple targets (all targets
within a 10-ft.-by-10-ft. area) Abilities Str 18, Dex 12, Con 15, Int 10, Wis 14, Cha 8
Search DC 29; Type mechanical
M ARIA CR 12
R EK L EN CR 12 Female halfling rogue 5/assassin 7
Male wood elf fighter 12 CE Small humanoid (halfling)
NE Medium humanoid (elf) Init +8; Senses Listen +3, Spot +1
Init +4; Senses Listen +2, Spot +2 Languages Common, Halfling
Languages Common, Sylvan AC 21, touch 15, flat-footed 21 (Uncanny Dodge)
AC 20, touch 15, flat-footed 15 (+1 size, +4 Dex, +4 armor, +2 shield)
(+5 Dex, +5 armor) hp 72 (12d6 +24 HD)
hp 99 (12d10 + 12 HD) Resist ; SR none
Immune magic sleep effects Fort +6 (+3 against poison), Ref +14, Will +4 (+2 bonus
Resist ; SR none against fear)
Fort +10, Ref +10, Will +5 (+2 bonus against Speed 20 ft. in +1 mithral chain (4 squares), base
enchantment spells or effects) movement 20 ft.
Speed 30 ft. in +1 mithral shirt (6 squares), base Melee +1 corrosive keen short sword +13 (1d4 + 3 +
movement 30 ft. 1d6 acid 17-20/x2) and +1 corrosive keen short
Melee masterwork longsword +16 (1d8 + 3 19-20/x2) sword +8 (1d4 + 3 +1d6 acid 17-20/x2)
and masterwork longsword +11 (1d8 + 3 19-20/x2) Ranged sling +12 (1d3 + 2 x2) and sling +7 (1d3 + 2 x2)
and masterwork longsword +6 (1d8 + 3 19-20/x2) Space 5 ft.; Reach 5 ft.
Ranged +1 frost bane (humans) composite longbow Base Atk +8/+3; Grp +6/+1
(Str +3) +20/+22 against humans (1d8 + 8 + 1d6 cold Atk Options Sneak Attack +7d6, Dodge, Death Attack,
+ 1 acid + 2d6 humans 19-20/x3) and +1 frost bane Spells
(humans) composite longbow (Str +3) +15/+17 Combat Gear +1 corrosive keen short sword, sling, 20
against humans (1d8 + 8 + 1d6 cold + 1 acid + 2d6 sling bullets, +1 mithral shirt, +1 darkwood buckler,
humans 19-20/x3) and +1 frost bane (humans) least crystal of return, gauntlets of ogre power
composite longbow (Str +3) +10/+12 against humans Assassin Spells Known (CL 7th):
(1d8 + 8 + 1d6 cold + 1 acid + 2d6 humans 19-20/x3) 3rd (2/day)—deeper darkness, false life, mislead
Space 5 ft.; Reach 5 ft. 2nd (3/day)—cat’s grace, darkness, invisibility, spider
Base Atk +12/+7/+2; Grp +15/+10/+5 climb
Atk Options Point Blank Shot, Defensive Archery, 1st (4/day)—disguise self, jump, obscuring mist, true
Precise Shot, Rapid Shot, Manyshot, Improved strike
Critical (composite longbow), Improved Rapid Shot, Already cast
Power Critical (composite longbow)
Combat Gear +1 frost bane (humans) composite Abilities Str 14, Dex 18, Con 14, Int 13, Wis 10, Cha 8
longbow (Str +3), 40 arrows, masterwork longsword, SQ Halfling Racial Traits, Trapfinding, Evasion, Trap
+1 mithral shirt, potion of protection from good, potion Sense +1, Uncanny Dodge, Poison Use, Spells,
of shield of faith +2, potion of cure light wounds, Improved Uncanny Dodge
potion of pass without trace, +2 gloves of dexterity, Feats Improved Initiative, Weapon Focus (short sword),
least crystal of energy (acid) assault, +1 cloak of Dodge, Mobility, Power Critical
resistance Skills Appraise +2, Balance +12, Bluff +0, Climb +3,
Abilities Str 17, Dex 20, Con 12, Int 10, Wis 10, Cha 6 Decipher Script +2, Diplomacy +0, Disable Device
SQ Elf Racial Traits +2, Disguise +3, Escape Artist +14, Forgery +2,
Gather Information +0, Hide +22, Intimidate +0, Jump
NEW ITEMS
Armband of Elusive Action (Magic Item Compendium)
This solid gold band is polished to a bright shine.
An armband of elusive action allows you to protect yourself from the hazards of battlefield chaos.
When it is activated (mentally, as an immediate action), the band allows you to avoid provoking a single
attack of opportunity that your actions would otherwise incur.
An armband of elusive action functions once per day.
rd
Faint (DC 16) transmutation; CL 3 ; Craft Wondrous Item, cat’s grace or evade attack (Complete
Psionic, page 89); Price 800 gp.
Belt of Growth (Magic Item Compendium)
This thick brass belt looks like it is riddled with cracks. It bends as though it has been stretched out of
shape.
When you activate a belt of growth, you instantly increase in size (as if affected by enlarge person).
This effect lasts for 10 minutes or until you command it to end. This ability doesn’t stack with any other
effect that increases your size.
A belt of growth functions once per day. It is activated by command as a standard action.
th
Moderate (DC 20) transmutation; CL 10 ; Craft Wondrous Item, enlarge person; Price 3,000 gp;
Weight —.
NEW SPELLS
Dissonant Chant (Spell Compendium)
Abjuration [Sonic]
Level: Bard 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels
Area: 100-ft.-radius emanation