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YEO8-02 - Opposing Forces (3E)

Living Greyhawk module - D&D3 - Yeomanry

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0% found this document useful (0 votes)
83 views

YEO8-02 - Opposing Forces (3E)

Living Greyhawk module - D&D3 - Yeomanry

Uploaded by

fbourriaud
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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YEO8-02

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.

Visit the LIVING GREYHAWK website at www.rpga.com.


For questions specific to this document and your region please e-mail your triad point of contact (POC) at [email protected]. For
LIVING GREYHAWK campaign questions email [email protected].
RPGA® SANCTIONED PLAY PREPARING FOR PLAY
To get the most out of this adventure, you need
Most likely you ordered this adventure as part of
copies of the following D&D books: Player’s
an RPGA event from the RPGA website, or you
Handbook, Dungeon Master’s Guide, and the
received it from your senior gamemaster. To play
Monster Manual.
this adventure as part of the L IVING GREYHAWK
campaign—a worldwide, ongoing D&D campaign Throughout this adventure, text in bold italics
set in the GREYHAWK setting—you must sanction it provides player information for you to paraphrase
as part of an RPGA event. This event could be as or read aloud when appropriate. Information on
elaborate as a big convention, or as simple as a nonplayer characters (NPCs) and monsters
group of friends meeting at the DM’s house. appear in abbreviated form in the adventure text.
Full information on NPCs and monsters are given
To sanction an RPGA event, you must be at
in the Appendices.
least a H ERALD-LEVEL gamemaster. The person
who sanctions the event is called the senior Along with this adventure you’ll find a RPGA Table
gamemaster, and is in charge of making sure the Tracking sheet. If you’re playing this adventure as
event is sanctioned before play, runs smoothly on part of an RPGA-sanctioned event, complete and
the date sanctioned, and then reported back to the turn in this sheet to your senior GM directly after
RPGA in a timely manner. The person who runs play. You’ll also find a LIVING GREYHAWK adventure
the game is called the session Dungeon Master record (AR). You need one copy of this for each
(or usually just DM). Sometimes (and almost all participating player.
the time in the cases of home events) the senior
gamemaster is also the table DM. You must be at
least a H ERALD-LEVEL GM to run this adventure.
LIVING GREYHAWK LEVELS
By sanctioning and reporting this adventure OF PLAY
you accomplish a couple of things. First it is an Because players bring their own characters to
official game, and you can use the AR to advance LIVING GREYHAWK games, this adventure’s
your LIVING GREYHAWK character. Second player challenges are proportionate to the modified
and DMs gain rewards for sanctioned RPGA play average character level of the PCs participating in
if they are members of the DUNGEONS & DRAGONS the adventure. To calculate the Average Party
REWARDS program. Playing this adventure is worth Level (APL), follow the process below:
one (1) point.
1. Determine the character level for each of the
This adventure retires from RPGA-sanctioned PCs participating in the adventure. Each PC
play on December 31, 2008. may bring one animal, plus any creatures
To learn more about the LIVING GREYHAWK gained from class abilities to help in combat.
character creation and development, RPGA event (PCs can bring more creatures but they
sanctioning, and D UNGEONS & DRAGONS R EWARDS, cannot help in combat). If you deem that the
visit the RPGA website at www.rpga.com. animal bestows a significant benefit in combat
add the animal’s CR to the level of the PC it is
accompanying for calculating APL. (Animals
PLAYERS READ NO gained from class abilities and one standard
FARTHER horse, warhorse, or riding dog for a PC with
Mounted Combat do not affect APL).
If you are planning on playing this adventure, stop 2. Sum the results of step 1 and divide by the
reading now. The rest of the information in this number of characters playing in the adventure.
adventure is for the DM only. If you read farther Round to the nearest whole number.
than this section, you’ll know too much about its 3. If you are running a table of six PCs, add one
challenges, which kills the fun. Also, if you’re to that average.
playing this adventure as part of an RPGA-
Throughout this adventure, APLs categorize the
sanctioned event, reading beyond this point
level of challenge the PCs face. APLS are given in
makes you ineligible to do so.
even-numbered increments. If the APL of your
group falls on an odd number, ask them before the
adventure begins whether they would like to play a

YEO8-02 Opposing Forces Page 1


harder or easier adventure. Based on their choice, kits, and may restock up to 20 arrows or bolts if
use either the higher or the lower adjacent APL. the character has at least four ranks in Craft
(bowmaking). The player is allowed to Take 10 on
APL also affects the amount of experience
this roll.
and gold a PC can gain at the end of the
adventure. A player character more than three Chapters 1 and 5 of the LGCS present more
levels higher than the APL at which the adventure information about lifestyle and upkeep.
is played cannot participate. If a player character
is more than two levels away from the APL at
which the adventure is played, he suffers a 50%
PREPARATION FOR PLAY
penalty to the amount of gold and XP gained in the Is This a Military Adventure?
adventure. This simulates the fact that either the
PC was not challenged as much as normal or As Yeoman officials do NOT consider the
relied on help by higher-level characters to reach events of this adventure important to the defense
the objectives. of the Yeomanry, members of any branch of the
Yeoman military may NOT count the TUs spent on
LIVING GREYHAWK adventures are designed for this adventure toward any annual TU commitment
st
APL 2 and higher. Four or five 1 -level characters required by their enlistment.
may find the challenge of an APL 2 adventure
difficult. Suggest the following to these groups to Is This a Dustdigger Adventure?
help increase their chances of success: As this adventure does NOT significantly
1. Enlist a sixth player. involve archaeological matters, students in the
Academy of Lore may NOT count this adventure
2. Advise characters to buy riding dogs to help toward any TUs they must spend per year in
protect them, and fight for them. study. See individual certificates for more details.
These APL calculation rules reference version 7.0
Is This a Promotion-Worthy Adventure?
of the Living Greyhawk Campaign Sourcebook. If
you are playing this adventure in 2008, check the Heroic deeds in the name of the Yeoman
current version of the LGCS and follow any military are NOT possible in this adventure.
updated rules presented within.
ADVENTURE BACKGROUND
TIME UNITS AND UPKEEP
This is a standard one-round regional adventure, ABOUT THE YEOMANRY
set in the Yeomanry. Characters native to the The Yeomanry is situated in a valley between the
Yeomanry pay one Time Unit per round, all others Jotens and the Tors in the southwest corner of the
pay two Time Units per round. Sheldomar Valley. The moderately sized realm is
Adventurer’s Standard Upkeep costs 12 gp nearly surrounded by the Crystalmists and its
per Time Unit. Rich Upkeep costs 50 gp per Time spurs, though its eastern border with Keoland is
Unit. Luxury Upkeep costs 100 gp per Time Unit. generally regarded as the eastern bank of the
Characters who fail to pay at least Standard Javan across from the county of Cryllor. Its border
Upkeep will retain temporary ability damage until continues south to where the great river enters the
the next adventure, must buy new spell Hool Marshes and the lands of the Sea Princes.
component pouches and healer’s kits, and may The climate is hot nearly year-round in the central
suffer other in-game penalties (or possibly gain in- valley, though the temperature moderates as one
game benefits) as may be detailed in this approaches the foothills, particularly in late fall and
adventure. winter. The Yeomanry is a land populated
primarily by freemen farmers, who are mostly a
A character who does not pay for at least Suel-Flan mix.
Standard Upkeep may also avoid the above-
described penalties by living off the wild. If the The Yeomanry is one of the few
character possesses four or more ranks in the representative democracies in the Flanaess. Any
Survival skill and succeeds at a Survival check citizen of majority, who has carried the spear for
(DC 20), the character will heal temporary ability the nation, either now or in the past, is eligible to
damage as if he or she paid for Standard Upkeep, elect a spokesman on his behalf from his
may refill spell component pouches and healer’s

YEO8-02 Opposing Forces Page 2


community who serves in the Council of Common should. Immediately, Thomas was very interested
Grosspokesmen in Loftwick. in this chalice. The text described how Talin was
buried with his prized chalice, and gave vague
The people of the Yeomanry are rural,
clues as to where this crypt is located. Thomas is
cloistered folk with little exposure to either
not a deceitful man by nature, but nonetheless
foreigners or magic. They are religious and
thought that if he could get others to like him more,
superstitious, yet reservedly friendly to travelers.
he could definitely turn a tidier profit.
Many Yeomen have served in the Militia and are
stout defenders of their homes. Unfortunately, Thomas left most of his findings
spread upon his study table. One of his assistants,
You can learn more about the Yeomanry at its
Morlain Crot, stumbled upon it and took all the
official website: http://www.yeomanry.net.
documents for himself. When Thomas discovered
the robbery, he was worried Morlain would get the
LOFTWICK chalice before he could. Luckily, Thomas still had
The capital of the Yeomanry League, Loftwick a message with a cryptic riddle as a clue. He knew
stands high above the Yeoman Valley, at the he could never deal with the rigors of finding and
southernmost end of the High Crags, a spur of the exploring an ancient crypt, so he hit upon the idea
Jotens. Surrounded by high walls, and by higher of holding a contest. However, Thomas did not
peaks, Loftwick is a commanding presence in the know that at the same time, Morlain hired a group
western dales of the Yeoman Valley. Loftwick of mercenaries to find the chalice.
serves as a trading center for the western League, The adventure starts in the city of Loftwick.
and extensive dockworks line the edge of the Wick The city offers the PCs many resources in finding
River, some few miles south of Loftwick. Loftwick the tomb, preparing for the adventure, etc.
is divided into numerous wards and Locations of interest include a bookshop, the city
neighborhoods, including the Leatherworkers, hall where local records are kept, a cartographer's
Goldsmiths, and Masons wards, identified by the shop, and the Academy of Lore. Other shops and
major guild in the ward, and other residential temples are available for the PCs to obtain
neighborhoods including High Cross and Low standard equipment and spells before they search
Cross, Five Points, and Death’s Privy. Among for the crypt.
Loftwick’s well-known landmarks are the Gnome
Clockworks, Blacksun Tower, the High Church of The crypt itself is located roughly 90 miles
Heironeous, and the Fellcrack. south-southwest of Loftwick. The crypt's entrance
is inside a cave, one now inhabited by displacer
beasts. The crypt has several traps, as Talin did
BACKGROUND
not want his chalice taken from him easily.
Thomas Dreslin is a wealthy merchant, his father
was a wealthy merchant, his father's father was a
wealthy merchant, and so on. Throughout his life,
ADVENTURE SUMMARY
he has heard stories from his relatives about his Encounters 1 and 2 are in the city of Loftwick,
many-times-great-grandfather Talin Dreslin, who capital of the Yeomanry. Encounters 3 – 7 take
was one of the greatest merchants of his time. place at the crypt site.
Thomas has always aspired to be as much like his
distant ancestor as he could be. His family is Encounter 1: The Call to Adventure - The first
already very wealthy; they own land, farms, shops, encounter consists of the PCs at a local tavern,
an array of different holdings. However, Thomas they hear that Thomas Dreslin is holding a
thought he needed to prove himself to get the scavenger hunt and all those interested should
respect he deserved from his family and peers. He come to the City Hall tomorrow. The PCs arrive at
did well for himself, but not so well that he stood the designated time to find many other adventurer
out among all the other very wealthy merchants, types and curious on-lookers. Thomas Dreslin
just on par. He could never figure out how Talin announces he will give a reward to whoever
had become so very good at selling things to retrieves all the items.
people. Encounter 2: Finding Out What's What - The
Then one day he came across a very old PCs can look for items in whatever order they
family history that revealed much to him. want, but to find the chalice, they must decrypt the
Apparently, old Talin had a magic chalice that message and solve the clues. Knowledge checks
made people like him a lot more than they really can glean a few more clues about the chalice and

YEO8-02 Opposing Forces Page 3


its location. The University at Loftwick has an hunt. He asks all those interested come hear
expert who can decrypt the message and solve him speak in front of the City Hall tomorrow
the clues. A trip to the cartographer's shop can morning at 9 bells. He promises glory and
give the PCs more information. adventure to all who take on his quest!”
Encounter 3: Let Sleeping Dogs Lie - Once the The PCs can obviously say they are not
PCs find the cave hiding the entrance to the crypt, interested in hearing Dreslin speak. If they choose
they also find a pack of displacer beasts with not to do so, the adventure ends here.
which they must deal.
Encounter 4: The Door that Speaks - Once the ENCOUNTER 1: THE CALL
PCs get to the crypt, they must solve a riddle a
riddle. If the PCs touch the door to the crypt TO ADVENTURE
without solving the riddle or disabling the trap, they Assuming the PCs go listen to Dreslin, they find
set off the trap. quite a few people gathered in front of the City
Encounter 5: Things from the Past - The PCs Hall. Feel free to play this out a little bit by having
enter the crypt and find a mural that depicts Talin random adventurers or townsfolk talk to the PCs.
Dreslin's life. They may find treasure also. Some ideas for possible roleplay encounters are:

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

YEO8-02 Opposing Forces Page 4


100gp) gold pieces as reward. If you wish to hunt. Player Handout #2 has the encrypted
undertake this quest, please see my clerk here. message.
He will give you a list of items and answer any
questions you have. Thank you and good
luck!” After Dreslin leaves the stage, you hear
ENCOUNTER 2: FINDING
murmurs in the crowd. You see many people OUT WHAT’S WHAT
lining up in front of Dreslin’s clerk. The people
are of all types and from all walks of life; you The point of the scavenger hunt is to find the
see young boys, older men, men and women chalice. The rest of the items are red herrings to
who are obviously adventurers by their style of divert the hunters’ attention from the chalice as
dress, even a couple of elderly women. something significant. The PCs can get the items
in any order. If the PCs do not leave for the crypt
Assuming the PCs wish to undertake the by tomorrow morning, they will be too late. The
quest they can go to Bashi, Dreslin’s business crypt has been looted, and the adventure is over.
clerk. Bashi, is of Touv descent, about 5’7” with
short, curly black hair. Bashi is not rude to the The PCs may decide to go to the City Hall to
PCs, but he is not over-friendly either. He has a search for information on Dreslin’s Crypt. The City
business-like tone when speaking with the PCs. Hall actually holds a record of the location of the
crypt, but this can be found only after days of
“Good day. May I have your name and age, searching through records. If the PCs go to the
please?” City Hall, try to discourage this by telling them it
After the PCs give Bashi the information, they soon becomes obvious it will take many days to
may ask him some questions. After about three find the information. If they insist anyway, the
questions, however, he tells them he must register contest is over before they leave Loftwick; the
the rest of those interested and thanks them for crypt has been looted and the adventure is over.
their time and interest. Through divinations, the PCs could discover
Some things that Bashi knows: that the Dreslin Chalice functions like a circlet of
persuasion, except that it grants twice (+6) the
• Dreslin’s distant grandfather was one of the competence bonus on the holder’s Charisma-
most successful businessmen of his time. based checks. However, it works only for
Talin created an empire almost overnight. descendents of Talin Dreslin. No Knowledge
• Dreslin himself does not know the exact checks will reveal any of this information.
location of the chalice. However, he does
know the chalice is most likely underground. A. Getting an Ancient Suloise
• Bashi does not know what the chalice does or cookbook.
even if it does anything. The obvious option is to go to a bookshop.
• Time is of the essence. Not only are you and When the PCs arrive and ask about Ancient
other adventurers looking for the chalice, he Suloise cookbooks, the clerk replies:
suspects a former associate of Dreslin’s is “I’m not sure. You can take a look on the
also on the hunt for it. back shelf on the right side of the store. That’s
• Dreslin is a good and honest man who has where we keep the cookbooks.”
always treated him with fairness in all of their After about 15 minutes of searching, the PCs
dealings. find the cookbook.
• Bashi has no direct knowledge of what “Oh good, you found it,” the clerk says.
dangers might lay ahead, but he does tell the “Let me see. Ok, it’s got a price of 60 gp. Wow!
PCs that one of the documents Dreslin’s That’s pretty expensive for a cookbook, huh?”
distant grandfather left behind speaks of a
choice that must be made in order to gain Go to the appropriate section of this encounter
access to the chalice. for the party’s next action. When the party is ready
to go find the crypt, go to Encounter 3.
Once the PCs have finished registering and
talking to Bashi, he hands them Player Handouts B. Catching pigeons.
#1 and #2, and urges them to hurry. Player
Handout #1 is the list of items for the scavenger

YEO8-02 Opposing Forces Page 5


If the PCs want to catch a pigeon, it will take scholar to decrypt it. If they don’t think of this
15 minutes for each attempt. Pigeons are fairly option, they overhear competitors saying:
accessible, so the PCs can do this pretty much
“You know, I wonder if the University can
anywhere.
make any sense of this.”
You look around to find a pigeon. Over by
If the PCs go to the University, they are
a wall is an old man throwing seeds to a flock.
greeted by a young man.
If a PC tries to sneak up on a pigeon, have
As you enter the front door of the
him make opposed Hide (DC 17) and Move
University a young pimply-faced man sits
Silently (DC 15) checks. The pigeon Takes 10 on
behind a desk in the center of the room.
Listen and Spot checks as it feeds. If the PC
Looking up, he sees your party. “Hello, good
succeeds, the pigeon is flat-footed. To catch the
people! How can I help you today?”
pigeon, he has to make an attack roll to hit AC 14
(AC 12 flat-footed). When the PCs ask if anyone can decrypt the
message, the young man sends them to Professor
Go to the appropriate section of this encounter
Longbottom. They find Longbottom in his study,
for the party’s next action. When the party is ready
hard at work on a set of documents in an unknown
to go find the crypt, go to Encounter 3.
language.
C. Decrypt the message and find the As you walk into the room, an elderly
chalice’s location. gnome works diligently on a set of documents.
“Hmm, I wonder if it could really be true…”
The PCs have at least three options to decrypt Then Professor Longbottom seems to notice
the message. you. “Oh! Excuse me. I didn’t see you standing
there. I do so apologize.” Abruptly, he stops as
The first option is the PCs decrypt the
a fearful look crosses his face. “Wait! Are you
message by figuring it out for themselves.
here because of those exams? I always knew
If the first option fails or the players don’t want my tests would get me in trouble one day.” His
to do it, the PCs can attempt a DC (APL + 10) eyes narrow as he looks over the party. “Hired
Intelligence check to decrypt it. Otherwise, go to ruffians and the sort, I suppose!” He
the third option. brandishes his pen like a sword as he
continues sternly, “I am not helpless, you
If the PCs or the players successfully use one
know!”
of the first two options, give them Player Handout
#3. For clues to solve its meaning, have the PCs Hopefully, the PCs explain to Longbottom that
attempt the following Knowledge checks: they were not sent by students to rough him up.
After explaining their purpose, he says:
Geography:
“Let me have a look at that. Ah yes! I can
DC (APL + 5): Some of the clues could
work this out for you. However, I must charge
possibly refer to geographic locations in the
you for my services. One hundred gold pieces
Yeomanry. “Where the west was burned”
should do it. I will need some time to work this
sounds a lot like Westburn.
out. I should be able to decipher it in a few
DC (APL + 10): Also, there is Slerotin’s minutes. How about you all wait outside while I
Passage to the south of Westburn. work this out.”
History: About 15 minutes later, Professor Longbottom
calls them back into his office.
DC (APL + 5): There used to be a Keoish fort
near Westburn called Justice. “Here we go! The message says, ‘Before
justice was free. Near where the west was
DC (APL + 10): The reference to ”Where
burned. North of the passage where eighteen
eighteen entered and seventeen left” could
entered and seventeen left.’ Well that certainly
refer to the Lerara Suel and Slerotin’s
is interesting. It’s still quite cryptic in what it
Passage.
means. It speaks of landmarks of some sort.
A third option is the PCs take the encrypted Hmmm, can you can make anything of it?”
message to the University at Loftwick and pay a
Give the players Player Handout #3. If the
PCs are still clueless as to where to go, have the

YEO8-02 Opposing Forces Page 6


Professor chuckle a bit and say he has figured out “Actually, I do know a little bit. My father
the clues. If the PCs ask him to tell them, he says set us up on a date once. He’s a nice guy
their deal was only to decrypt the message. If the and he was very sweet to me, but just not
PCs want the clues solved, they must pay another my type. He’s too concerned with his
100 gp. When they agree, read the following: reputation as a businessman, but we still
remain friends. I heard about the contest
“Well, it is quite elementary when it is all
he’s putting on. I think it has something to
examined together. ‘Where the west was
do with an ancestor of his.”
burned’ could quite possibly refer to the city of
Westburn. ‘The passage where eighteen • Do you know anything about Talin Dreslin?
entered and seventeen left’ is a reference to
“Thomas really wanted to be like him. From
Slerotin’s Passage. The most obscure part is
what he told me, his ancestor was a man of
‘Before justice was free’. It points to a specific
meager means who was a good merchant
place. Before the Yeomanry gained its
and worked his way up in the world. Then
independence, there was a Keoish military
one day, he began selling stuff like crazy.
outpost called Justice in the area outlined by
Thomas was always trying to find out what
the other parts of message. Get a map of the
helped him do that. He told me he read
Yeomanry and take a look around there; I think
about a chalice or something that made
then you will find the place you are looking
people really friendly towards Talin. He
for.”
said he would try to find its whereabouts.”
If the PCs ask if he knows anything about
Go to the appropriate section of this encounter
Thomas Dreslin or his ancestor Talin Dreslin, he
for the party’s next action. When the party is ready
replies:
to go find the crypt, go to Encounter 3.
“I can’t say that I know more than anyone
else. He is a merchant from a family of
merchants. His ancestors I know nothing
ENCOUNTER 3: LET
about.” SLEEPING DOGS LIE
Go to the appropriate section of this encounter Searching the area of the clues, you find a
for the party’s next action. When the party is ready cave with a 30-foot wide mouth. To the left and
to go find the crypt, go to Encounter 3. the right of the cave are worn statues
resembling knights in heavy full plate armor.
D. Getting a map of the Yeomanry. You also see a pack of animals sleeping at the
mouth of the cave.
The PCs may go to a cartographer’s shop to
get a map. Creatures: These beasts look like emaciated
panthers, with blue-black fur, six legs, and a body
You walk into the cluttered shop with
that is nothing but muscle and bone. A pair of
stacks upon stacks of papers, books, and
tentacles sprouts from their shoulders and end in
maps. Behind the counter sits a very pretty
horn-ridge pads. The party is 100 feet away from
young lady who looks up attentively. “Hello!
the entrance to the cave. If the PCs attempt to
How can I help you today?”
sneak past the sleeping displacer beasts,
When the PCs ask for a map of the Yeomanry, remember that sleeping is a -10 penalty to their
she replies: Listen checks. The EL of this encounter is lowered
by 1 since the beasts are asleep, the party is not
“You, too! We’ve had such a demand for
surprised, and the PCs can plan and prepare for
maps of the Yeomanry today--thanks to
the encounter. If the displacer beasts are not
Thomas’ contest--that we’ve nearly run out.
awakened beforehand, the party will have a
That will be 10 gold pieces, please.”
surprise round on them.
When the PCs buy the map, give them Player
APL 6 (EL 6)
Handout #4.
Displacer Beast (3): hp 59 each; see Monster
Possible questions: Manual, page 66.
• Do you know anything about Thomas Dreslin?

YEO8-02 Opposing Forces Page 7


APL 8 (EL 7) anyone approaches within 40 feet of the door, the
face animates.
Displacer Beast (4): hp 59 each; see Monster
Manual, page 66. As you approach the door, the face
animates and says, “Born motherless and
APL 10 (EL 9)
fatherless, into this world without a sin, made
Advanced Displacer Beast, (4): hp 117 each; a loud roar as I entered and never spoke again.
see Appendix 3. What am I?”
APL 12 (EL 10) The answer is “thunder”. If the PCs spend too
much time on this or the players don’t want to
Evolved Displacer Beast, (6): hp 176 each;
solve a riddle, allow them to make an Intelligence
see Appendix 4.
check at DC (APL + 10). If they succeed, they
APL 14 (EL 11) guess the correct answer and can safely open the
door. If they fail and touch the door, the trap sends
Evolved Displacer Beast, (9): hp 176 each; a lightning bolt down the center of the tunnel,
see Appendix 5. affecting all in the tunnel.
Tactics: Once awakened, the displacer beasts Strong Wooden Door: 2 in. thick; hardness 5;
will defend their home. They will attempt to flank hp 20; Break DC 23.
with each other, surrounding a single enemy.
Trap: The trap is triggered by touching the
Treasure: The displacer beasts have made door without solving the riddle.
this cave their lair. If the PCs make a Search
check DC (APL + 10) among the debris of the APL 6 (EL 4)
displacer beasts’ victims, they find some coins.
Lightning Bolt Trap: Search DC 28; magic
APL 6: L: 0 gp, C: 15 gp, M: 0 gp. device; touch trigger; see Appendix 1.
APL 8: L: 0 gp, C: 20 gp, M: 0 gp. APL 8 (EL 6)
APL 10: L: 0 gp, C: 33 gp, M: 0 gp. Lightning Bolt Trap: Search DC 28; magic
device; touch trigger; see Appendix 2.
APL 12: L: 0 gp, C: 50 gp, M: 0 gp.
APL 10 (EL 8)
APL 14: L: 0 gp, C: 75 gp, M: 0 gp.
Lightning Bolt Trap (2): Search DC 28;
magic device; touch trigger; see Appendix 3.
ENCOUNTER 4: THE DOOR
APL 12 (EL 10)
THAT SPEAKS
Maximized Lightning Bolt Trap: Search DC
After the PCs deal with the displacer beasts, they 28; magic device; touch trigger; see Appendix
can enter the cave. 4.
Conditions: There is no light in the cave. The APL 14 (EL 12)
tunnel at the back of the cave is 10 feet wide and
unlit. Adjust the description in the boxed text Maximized Lightning Bolt Trap (2): Search
based on the party’s light source. DC 28; magic device; touch trigger; see
Appendix 5.
After traveling down the sloping tunnel a
short way, it makes a sharp turn to the left and Development: Once the riddle is solved or the
levels off. The tunnel continues until it dead- trap is disabled, the door can be opened safely.
ends at a 5-foot wide door set in the center of
the 10-foot wide wall. The door has a face ENCOUNTER 5: THINGS
carved on it and is flanked by two simple stone
pillars. FROM THE PAST
The sloping tunnel is 80 feet long at a 45- Beyond the trapped door is Talin Dreslin’s crypt.
degree angle. Then it makes a 90-degree left turn Unless otherwise noted, all the following
and continues straight and level for 120 feet. Each conditions apply in the crypt. The walls and
stone pillar is about 2 feet in diameter. When hallways are lined with everburning torches that
can be taken off the walls. All chambers in the

YEO8-02 Opposing Forces Page 8


crypt are 30 feet x 30 feet. All ceilings are 10 feet have a choice; a choice to take what you want,
high. All doors are 5-foot wide, strong wooden to take what you deserve, or to sit idly and let
doors flanked by two simple stone pillars, each life pass you by as you are thrown table
about 2 feet in diameter and running from floor to scraps. I now leave a choice to you. For those
ceiling. Doors are not locked or trapped. When who are strong, there is the door on the left.
teleported to a room, there is no way out except For those who are quick, there is the door in
the next teleportation circle due to anti- the center. For those who are clever, there is
teleportation magic. the door on the right. Take what you want or
be left to rot.”
As you look into the large crypt, you see a
mural on your left. The first panel of the mural The PCs, together or separately, must choose
shows a man in a desert climbing over dunes a door to continue. When they touch a door, all
of sand. The next shows the same man coming within the circle for that door are teleported into
upon a structure partly buried in the sand. another room. Once activated, a teleportation
Then the man is standing inside a temple circle will operate for 170 minutes.
looking at a chalice on a pedestal with a beam
of light shining upon it. The following panel Path A: Strength
shows the man holding the chalice in one hand
and taking money from another man. The last You appear at one end of a room about 50
panel shows the man holding the chalice in the feet wide and 60 feet long. There are two
air with thousands of people bowing before simple stone pillars, evenly spaced, on each
him. sidewall. On the opposite side of the room is a
wooden door flanked by simple stone pillars,
On your right are shelves with many with a circle on the floor before it.
paintings, pottery, dusty books, scrolls, and
glassware. There are one or more caryatid columns,
depending on the APL. The two pillars on each
At the opposite end of the room is a side are spaced 20 feet apart from each other and
wooden door, flanked by simple stone pillars, the corners. At APL 6, the left pillar on the
with a large plaque upon it. On the plaque is opposite wall is a caryatid column. At APL 8, both
written in large letters, “This is the final resting pillars on the opposite wall are caryatid columns.
place of Talin Dreslin, The Great Merchant.” At APL 10, both pillars on the opposite wall and
This mural was completed before Talin Dreslin the nearest pillar on the left sidewall at the PCs’
died. His goal was not only to be rich, but to be end of the room are caryatid columns. At APL 12,
worshipped as a god. However, he died before both pillars on the opposite wall and the nearest
discovering that the chalice is not that powerful. pillar on both sidewalls at the PCs’ end of the
room are caryatid columns. At APL 14, all six
Treasure: A Search check (DC APL + 22) of pillars are caryatid columns.
the shelves will reveal two scrolls hidden among
the random items, an arcane scroll of slide, and an Creatures: In the blink of an eye, one or more
arcane scroll of greater slide. stone pillars become silk-draped, beautiful female
figures with bastard swords. They have orders to
APLs 6-14: L: 0 gp, C: 0 gp, M: arcane scroll kill all in the room once anyone is 10 feet from the
of slide (2 gp), arcane scroll of greater slide back wall of the room.
(12 gp).
APL 6 (EL 6)

ENCOUNTER 6: CHOOSING Caryatid Column: hp 60; see Appendix 6.

A PATH APL 8 (EL 8)


Caryatid Column (2): hp 60 each; see
When you open the door with the plaque, you
Appendix 6.
see a room with a wooden door flanked by
simple stone pillars in the center of each wall. APL 10 (EL 9)
Each door has a word engraved above it:
Strength, Dexterity, or Intelligence. On the Caryatid Column (3): hp 60 each; see
floor, three 10-foot circles are clearly marked, Appendix 6.
one in front of each of the doors. Between the
circles is written: “In life and in business you

YEO8-02 Opposing Forces Page 9


APL 12 (EL 10) APL 14 (EL 11)
Caryatid Column (4): hp 60 each; see Incendiary Cloud Trap: Search DC 33; magic
Appendix 6. device; proximity trigger; see Appendix 5.
APL 14 (EL 11) Wide-Mouth Pit Trap: Search DC 29;
mechanical; location trigger; see Appendix 5.
Caryatid Column (6): hp 60 each; see
Appendix 6. Go to Encounter 7.
Tactics: The caryatid columns are relentless
and fearless. If an opponent is difficult to hit or Path C: Intelligence
deals lots of damage, they will use their Improved You appear on one side of a room with a
Sunder feat to neutralize him. They will not stop curious sight. On the middle of the opposite
until the PCs have been killed, but they cannot wall is a message that reads, “Green grass
leave the room. grows, blue rain falls, yellow sun rises, gold at
Development: The PCs can fight the caryatid the end.” On a low table in front of the wall are
columns or flee through the door. If they flee, they 8 blocks, each of a different color: orange,
get xp for only the caryatid columns they defeat. If blue, red, green, gold, yellow, indigo, and
they defeat none, they get no xp for this violet. On the wall below the message are 7
encounter. Go to Encounter 7. square holes in a row. Its looks like a block
could fit into a hole. There is a circle on the
floor before the holes.
Path B: Dexterity
The solution is a rainbow. The correct order of
You appear at one end of a hallway about
the blocks, from right to left is red, orange, yellow,
10 feet wide and 80 feet long. On the other
green, blue, indigo, and violet. The gold block is a
side, you see a wooden door flanked by simple
red herring.
stone pillars, with a circle on the floor before it.
Trap: If the PCs use the gold block or fill the
Trap: Between 50-60 feet down the hall is a
slots in an incorrect order, it triggers the trap. The
pit trap, 10 feet x 10 feet (4 squares). It is triggered
trap will not trigger until there are 7 blocks in the
when anyone steps on either of the last two
holes. The trap is in the upper front left corner
squares (between 55-60 feet down the hall).
(and the lower back right corner at APL 14) of the
At APL 14, there is also an incendiary cloud room to cover the entire room. If it is set off, give
trap 40 feet down the hall on the ceiling. It is the PCs a +2 circumstance bonus on Search
triggered when anyone comes within 10 feet of it. checks to find it.
If it is triggered, add a -2 circumstance penalty to
APL 6 (EL 6)
Search and Disable Device checks in the
incendiary cloud. Cone of Cold Trap: Search DC 30; magic
device; proximity trigger; see Appendix 1.
APL 6 (EL 6)
APL 8 (EL 8)
Wide-Mouth Pit Trap: Search DC 26;
mechanical; location trigger; see Appendix 1. Prismatic Spray Trap: Search DC 32; magic
device; proximity trigger; see Appendix 2.
APL 8 (EL 8)
APL 10 (EL 9)
Wide-Mouth Pit Trap: Search DC 28;
mechanical; location trigger; see Appendix 2. Heightened Prismatic Spray Trap: Search
DC 33; magic device; proximity trigger; see
APL 10 (EL 9)
Appendix 3.
Wide-Mouth Pit Trap: Search DC 29;
APL 12 (EL 10)
mechanical; location trigger; see Appendix 3.
Heightened Prismatic Spray Trap: Search
APL 12 (EL 10)
DC 34; magic device; proximity trigger; see
Wide-Mouth Pit Trap: Search DC 30; Appendix 4.
mechanical; location trigger; see Appendix 4.

YEO8-02 Opposing Forces Page 10


APL 14 (EL 11) wizard are invisible, and the wizard is flying. The
reward the leader of the opposing force requires is
Heightened Prismatic Spray Trap (2):
(APL x 500 gp). He will bargain with the PCs for
Search DC 33; magic device; proximity trigger;
five rounds, giving the rogue time to get into
see Appendix 5.
position, but he will not accept less than this
Development: Anyone who fails his Will save amount. During negotiations, the rogue tries to get
when struck by a violet beam is Lost in the close to the PC who appears least armored. If
Planes. The adventure is over for him, and he will either side does or says something that the rogue
spend an additional 10 TUs before he returns to can interpret as hostile, he will immediately attack
this plane (see AR). Go to Encounter 7. his selected target.
The party can pay the price the opposing force
ENCOUNTER 7: THE demands or attempt Diplomacy to get out of the
situation, but they have only five rounds to start
OPPOSING FORCE the diplomacy or pay the price. The opposing
You appear in what seems to be the last room force’s initial attitude is Hostile. The party has only
in the crypt. Near the far wall is a sarcophagus. one chance to shift their attitude to Friendly on a
Above the sarcophagus are two buckets. To Diplomacy check DC 35 to prevent the opposing
the left of the sarcophagus is a fountain. One force from attacking the PCs. If they fail, the rogue
of the buckets is labeled “5 gallons”; the other will attack with surprise, initiating the combat.
“3 gallons”. To the right of the sarcophagus is APL 6 (EL 8)
a pedestal. A plaque on top of the
sarcophagus reads, “Bested the obstacles Korgan, Male Flan Human Fighter4: hp 36;
thus far? One last puzzle I have for you. Put see Appendix 1.
exactly 4 gallons of water in the 5-gallon Reklen, Male Wood Elf Fighter4: hp 30; see
bucket and place it on the pedestal to receive Appendix 1.
what you have come for.” There is no circle.
Maria, Female Halfling Rogue4: hp 21; see
The fountain is still functional and runs water Appendix 1.
constantly. One method to solve the puzzle is to fill
the 3-gallon bucket and pour it into the 5-gallon Morlock, Male Gray Elf Wizard 4: hp 12; see
bucket, leaving it 2 gallons empty. Then fill the 3- Appendix 1.
gallon bucket again and pour it into the remaining APL 8 (EL 9)
space of the 5-gallon bucket, leaving 1 gallon of
water in the 3-gallon bucket. Empty the 5-gallon Korgan, Male Flan Human Fighter6: hp 59;
bucket and pour the single gallon of water from the see Appendix 2.
3-gallon bucket into it. Fill the 3-gallon bucket Reklen, Male Wood Elf Fighter6: hp 45; see
again and pour it into the 5-gallon bucket. You Appendix 2.
now have 4 gallons in the 5-gallon bucket. There
are other possible solutions to this puzzle. Maria, Female Halfling Rogue6: hp 32; see
Appendix 2.
When you place the 5-gallon bucket with
four gallons of water on the platform, a Morlock, Male Gray Elf Wizard 4: hp 18; see
compartment in the pedestal opens, revealing Appendix 2.
a chalice. Also a hidden trapdoor in the ceiling APL 10 (EL 10)
opens, showing sunlight shining down the 5-
foot shaft. At that moment, two adventurers Korgan, Male Flan Human Fighter8: hp 79;
appear in the room. The man in plate armor see Appendix 3.
addresses you. “Ah! I see you got here before
Reklen, Male Wood Elf Fighter8: hp 66; see
us. That is unfortunate for you. You see, we
Appendix 3.
also were sent here to retrieve the chalice. We
are not unreasonable, however. For a price, we Maria, Female Halfling Rogue8: hp 48; see
will leave you to carry on. Otherwise, we will Appendix 3.
have to take the chalice from you.”
Morlock, Male Gray Elf Wizard 4: hp 30; see
Creatures: Only the two fighters of the Appendix 3.
opposing force are visible. The rogue and the

YEO8-02 Opposing Forces Page 11


APL 12 (EL 12) resistance (83 gp), arcane scroll of dissonant
chant (12 gp), +1 ring of protection (166 gp).
Korgan, Male Flan Human Fighter10: hp 98;
see Appendix 4. APL 10: L: 60 gp, C: 43 gp, M: +1 great
falchion (200 gp), 2 potions of protection from
Reklen, Male Wood Elf Fighter10: hp 83; see
good (4 gp each), 2 potions of shield of faith
Appendix 4.
+2 (4 gp each), +1 full plate (220 gp), least
Maria, Female Halfling Rogue10: hp 60; see crystal of lifekeeping (16 gp), 2 gauntlets of
Appendix 4. ogre power (333 gp each), 2 +1 mithral shirts
(175 gp each), +1 composite longbow (Str +3)
Morlock, Male Gray Elf Wizard 4: hp 38; see
(225 gp), 3 potions of cure light wounds (4 gp
Appendix 4.
each), potion of pass without trace (4 gp), +2
APL 14 (EL 14) gloves of dexterity (333 gp), least crystal of
return (25 gp), +1 short sword (192 gp),
Korgan, Male Flan Human Fighter12: hp bracers of the entangling blast (166 gp), +1
117; see Appendix 5. cloak of resistance (83 gp), arcane scroll of
Reklen, Male Wood Elf Fighter12: hp 99; see dissonant chant (12 gp), +1 ring of protection
Appendix 5. (166 gp), +2 headband of intellect (333 gp).
Maria, Female Halfling Rogue12: hp 72; see APL 12: L: 69 gp, C: 143 gp, M: +1 great
Appendix 5. falchion (200 gp), 2 potions of protection from
good (4 gp each), 2 potions of shield of faith
Morlock, Male Gray Elf Wizard 4: hp 45; see +2 (4 gp each), +2 full plate (470 gp), least
Appendix 5. crystal of lifekeeping (16 gp), 2 gauntlets of
Tactics: The opposing force will attack to the ogre power (333 gp each), belt of growth (250
best of their abilities in a coordinated manner. gp), 2 least crystals of energy (acid) assault
Carefully note their capabilities. They buffed just (50 gp each), 2 +1 mithral shirts (175 gp
before teleporting into the room (see appendices). each), +1 frost composite longbow (Str +3)
(725 gp), 3 potions of cure light wounds (4 gp
APL 6: The rogue will Sneak Attack his each), potion of pass without trace (4 gp), +2
selected target. gloves of dexterity (333 gp), least crystal of
APLs 8-14: The rogue has assassin levels and return (25 gp), +1 corrosive short sword (692
will use his Death Attack, if possible, on his gp), restful crystal (41 gp), bracers of the
selected target. entangling blast (166 gp), +1 cloak of
resistance (83 gp), arcane scroll of dissonant
Treasure: If detect magic is used on the chant (12 gp), +2 ring of protection (666 gp),
chalice, it radiates a faint transmutation aura. +2 headband of intellect (333 gp).
APL 6: L: 206 gp, C: 77 gp, M: +1 great APL 14: L: 47 gp, C: 60 gp, M: +1 great
falchion (200 gp), 2 potions of protection from falchion (200 gp), 2 potions of protection from
good (4 gp each), 2 potions of shield of faith good (4 gp each), 2 potions of shield of faith
+2 (4 gp each), 2 +1 mithral shirts (175 gp +2 (4 gp each), +2 full plate (470 gp), least
each), least crystal of return (25 gp), bracers crystal of lifekeeping (16 gp), 2 gauntlets of
of the entangling blast (166 gp), +1 cloak of ogre power (333 gp each), belt of growth (250
resistance (83 gp), arcane scroll of dissonant gp), 2 least crystals of energy (acid) assault
chant (12 gp). (50 gp each), +1 animated heavy steel shield
APL 8: L: 60 gp, C: 226 gp, M: +1 great (764 gp), armband of elusive action (66 gp), 2
falchion (200 gp), 2 potions of protection from +1 mithral shirts (175 gp each), +1 frost bane
good (4 gp each), 2 potions of shield of faith (humans) composite longbow (Str +3) (1,558
+2 (4 gp each), +1 full plate (220 gp), least gp), 3 potions of cure light wounds (4 gp
crystal of lifekeeping (16 gp), 2 +1 mithral each), potion of pass without trace (4 gp), +2
shirts (175 gp each), +1 composite longbow gloves of dexterity (333 gp), least crystal of
(Str +3) (225 gp), 3 potions of cure light return (25 gp), +1 corrosive keen short sword
wounds (4 gp each), potion of pass without (1,525 gp), restful crystal (41 gp), +1
trace (4 gp), least crystal of return (25 gp), +1 darkwood shield (104 gp), bracers of the
short sword (192 gp), bracers of the entangling blast (166 gp), 2 +1 cloaks of
entangling blast (166 gp), +1 cloak of resistance (83 gp each), arcane scroll of

YEO8-02 Opposing Forces Page 12


dissonant chant (12 gp), +2 ring of protection Please tell me; what did you encounter in my
(666 gp), +2 headband of intellect (333 gp), ancestor’s crypt?”
ring of force shield (708 gp), +2 cloak of
Let the PCs tell Thomas what happened. If
resistance (333 gp).
they mention encountering the evil group of
adventurers:
CONCLUSION “How horrible! I suspect I know who sent
If the party does not get the chalice, go to them. A former assistant, Morlain, found out
Conclusion A. If the party gets the chalice, but about Talin Dreslin’s Chalice about the same
does not give it to Thomas Dreslin, go to time I did. He disappeared shortly after. I
Conclusion B. If the party gets the chalice and suspected he was up to no good.”
gives it to Thomas Dreslin, go to Conclusion C. When the PCs finish telling him of the
Through divinations, the PCs could discover adventure, he concludes the meeting:
that the Dreslin Chalice functions like a circlet of “Well, here is the gold as promised, and
persuasion, except that it grants twice (+6) the also let me extend to you an offer. I can lay my
competence bonus on the holder’s Charisma- hands on a lot of different and unique things
based checks. However, it works only for and services. Please let me know if I can help
descendents of Talin Dreslin. No Knowledge you acquire an item or service you’ve been
checks will reveal any of this information. looking for.”

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.

YEO8-02 Opposing Forces Page 13


Story Award
EXPERIENCE POINT Give Dreslin’s Chalice to Thomas Dreslin.
SUMMARY APL 6: 150 xp.
To award experience for this adventure, add up
APL 8: 195 xp.
the values for the objectives accomplished. Then
assign the experience award. Award the total APL 10: 240 xp.
value (objectives plus roleplaying) to each
APL 12: 285 xp.
character.
APL 14: 330 xp.
Encounter 3
Discretionary Roleplaying Award
Defeat or sneak past the displacer beasts.
APL 6: 30 xp.
APL 6: 180 xp.
APL 8: 30 xp.
APL 8: 210 xp.
APL 10: 30 xp.
APL 10: 270 xp.
APL 12: 30 xp.
APL 12: 300 xp.
APL 14: 30 xp.
APL 14: 330 xp.
Total possible experience
Encounter 4
APL 6: 900 xp.
Defeat or disable the traps.
APL 8: 1,125 xp.
APL 6: 120 xp.
APL 10: 1,350 xp.
APL 8: 180 xp.
APL 12: 1,575 xp.
APL 10: 240 xp.
APL 14: 1,800 xp.
APL 12: 300 xp.
APL 14: 360 xp.
TREASURE SUMMARY
Encounter 6
During an adventure, characters encounter
Defeat the caryatid columns, or defeat or disable treasure, usually finding it in the possession of their
the traps. foes. Every encounter that features treasure has a
“treasure” section within the encounter description,
APL 6: 180 xp.
giving information about the loot, coins, and magic
APL 8: 240 xp. items that make up the encounter’s treasure.
APL 10: 270 xp. The loot total is the number of gold pieces each
character gains if the foes are plundered of all their
APL 12: 300 xp. earthly possessions. Looting the bodies takes at
APL 14: 330 xp. least 10 minutes per every 5 enemies, and if the
characters cannot take the time to loot the bodies,
Encounter 7 they do not gain this gold. If you feel it is reasonable
Successfully negotiate with or defeat the opposing that characters can go back to loot the bodies, and
force. those bodies are there (i.e., not carted off by
dungeon scavengers, removed from the scene by
APL 6: 240 xp. the local watch, and so on), characters may return
APL 8: 270 xp. to retrieve loot. If the characters do not loot the
body, the gold piece value for the loot is subtracted
APL 10: 300 xp. from the encounter totals given below.
APL 12: 360 xp. The coin total is the number of gold pieces
APL 14: 420 xp. each character gains if they take the coin available.
A normal adventuring party can usually gather this
wealth in a round or so. If for some reason, they

YEO8-02 Opposing Forces Page 14


pass up this treasure, the coin total is subtracted crystal of lifekeeping (16 gp), 2 +1 mithral
from the encounter totals given below. shirts (175 gp each), +1 composite longbow
(Str +3) (225 gp), 3 potions of cure light
Next, the magic items are listed. Magic item
wounds (4 gp each), potion of pass without
treasure is the hardest to adjudicate, because they
trace (4 gp), least crystal of return (25 gp), +1
are varied and because characters may want to use
short sword (192 gp), bracers of the
them during the adventure. Many times characters
entangling blast (166 gp), +1 cloak of
must cast identify, analyze dweomer or similar spell
resistance (83 gp), arcane scroll of dissonant
to determine what the item does and how to
chant (12 gp), +1 ring of protection (166 gp).
activate it. Other times they may attempt to use the
item blindly. If the magic item is consumable (a APL 10: L: 57 gp, C: 50 gp, M: +1 great
potion, scroll, magic bolts, etc.) and the item is used falchion (200 gp), 2 potions of protection from
before the end of the adventure, its total is good (4 gp each), 2 potions of shield of faith
subtracted from the adventure totals below. +2 (4 gp each), +1 full plate (220 gp), least
crystal of lifekeeping (16 gp), 2 gauntlets of
Once you have subtracted the value for
ogre power (333 gp each), 2 +1 mithral shirts
unclaimed treasure from each encounter add it up
(175 gp each), +1 composite longbow (Str +3)
and that is the number of gold pieces a characters
(225 gp), 3 potions of cure light wounds (4 gp
total and coin value increase at the end of the
each), potion of pass without trace (4 gp), +2
adventure. Write the total in the GP Gained field of
gloves of dexterity (333 gp), least crystal of
the adventure certificate. Because this is a Regional
return (25 gp), +1 short sword (192 gp),
adventure, characters may spend additional Time
bracers of the entangling blast (166 gp), +1
Units to practice professions or create items
cloak of resistance (83 gp), arcane scroll of
immediately after the adventure so this total may be
dissonant chant (12 gp), +1 ring of protection
modified by other circumstances.
(166 gp), +2 headband of intellect (333 gp).
L = Looted gear from enemy; C = Coin, Gems,
APL 12: L: 66 gp, C: 150 gp, M: +1 great
Jewelry, and other valuables; M = Magic Items.
falchion (200 gp), 2 potions of protection from
Encounter 3: good (4 gp each), 2 potions of shield of faith
+2 (4 gp each), +2 full plate (470 gp), least
APL 6: L: 0 gp, C: 15 gp, M: 0 gp. crystal of lifekeeping (16 gp), 2 gauntlets of
APL 8: L: 0 gp, C: 20 gp, M: 0 gp. ogre power (333 gp each), belt of growth (250
gp), 2 least crystals of energy (acid) assault
APL 10: L: 0 gp, C: 33 gp, M: 0 gp. (50 gp each), 2 +1 mithral shirts (175 gp
APL 12: L: 0 gp, C: 50 gp, M: 0 gp. each), +1 frost composite longbow (Str +3)
(725 gp), 3 potions of cure light wounds (4 gp
APL 14: L: 0 gp, C: 75 gp, M: 0 gp. each), potion of pass without trace (4 gp), +2
Encounter 5: gloves of dexterity (333 gp), least crystal of
return (25 gp), +1 corrosive short sword (692
APLs 6-14: L: 0 gp, C: 0 gp, M: arcane scroll gp), restful crystal (41 gp), bracers of the
of slide (2 gp), arcane scroll of greater slide entangling blast (166 gp), +1 cloak of
(12 gp). resistance (83 gp), arcane scroll of dissonant
chant (12 gp), +2 ring of protection (666 gp),
Encounter 7:
+2 headband of intellect (333 gp).
APL 6: L: 203 gp, C: 84 gp, M: +1 great
APL 14: L: 44 gp, C: 67 gp, M: +1 great
falchion (200 gp), 2 potions of protection from
falchion (200 gp), 2 potions of protection from
good (4 gp each), 2 potions of shield of faith
good (4 gp each), 2 potions of shield of faith
+2 (4 gp each), 2 +1 mithral shirts (175 gp
+2 (4 gp each), +2 full plate (470 gp), least
each), least crystal of return (25 gp), bracers
crystal of lifekeeping (16 gp), 2 gauntlets of
of the entangling blast (166 gp), +1 cloak of
ogre power (333 gp each), belt of growth (250
resistance (83 gp), arcane scroll of dissonant
gp), 2 least crystals of energy (acid) assault
chant (12 gp).
(50 gp each), +1 animated heavy steel shield
APL 8: L: 57 gp, C: 233 gp, M: +1 great (764 gp), armband of elusive action (66 gp), 2
falchion (200 gp), 2 potions of protection from +1 mithral shirts (175 gp each), +1 frost bane
good (4 gp each), 2 potions of shield of faith (humans) composite longbow (Str +3) (1,558
+2 (4 gp each), +1 full plate (220 gp), least gp), 3 potions of cure light wounds (4 gp

YEO8-02 Opposing Forces Page 15


each), potion of pass without trace (4 gp), +2 Regional) two items or upgrades from the
gloves of dexterity (333 gp), least crystal of following lists (circle the items or upgrades
return (25 gp), +1 corrosive keen short sword selected; you may choose both items/upgrades
(1,525 gp), restful crystal (41 gp), +1 from the same list):
darkwood shield (104 gp), bracers of the
• A DMG item of an Open spell from Tables
entangling blast (166 gp), 2 +1 cloaks of
7-17, 7-23, 7-24, and 7-26.
resistance (83 gp each), arcane scroll of
dissonant chant (12 gp), +2 ring of protection • A special ability armor upgrade: acid
(666 gp), +2 headband of intellect (333 gp), resistance, animated, blinking (MIC),
ring of force shield (708 gp), +2 cloak of called (MIC), ghost ward (MIC), healing
resistance (333 gp). (MIC), landing (MIC), linked (MIC), wild.
Encounter Conclusion C: • A special ability weapon upgrade:
anarchic, aquatic (MIC), binding (MIC),
APL 6: L: 0 gp, C: 100 gp, M: 0 gp. corrosive (MIC), everbright (MIC), fire,
APL 8: L: 0 gp, C: 133 gp, M: 0 gp. frost, keen, slow burst (MIC).
APL 10: L: 0 gp, C: 166 gp, M: 0 gp. Item Access
APL 12: L: 0 gp, C: 200 gp, M: 0 gp. APL 6 (all of the following):
APL 14: L: 0 gp, C: 233 gp, M: 0 gp. • +1 Mithral Shirt (Adventure; DMG)
Total Possible Treasure (Maximum Reward • Arcane Scroll of Dissonant Chant (Adventure;
Allowed) Spell Compendium; Limit 5)

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):

YEO8-02 Opposing Forces Page 16


• +1 Animated Shield (Adventure; DMG; Limit 1)
• +1 Corrosive Keen Short Sword (Adventure;
Magic Item Compendium; Limit 1)
• +1 Frost Bane (Human) Composite Longbow,
+3 Str Bonus (Adventure; DMG)
• Armband of Elusive Action (Adventure; Magic
Item Compendium; Limit 1)

YEO8-02 Opposing Forces Page 17


APPENDIX 1 – APL 6

Feats Exotic Weapon Proficiency (great falchion),


ENCOUNTER 4 Power Attack, Weapon Focus (great falchion),
Improved Sunder, Cleave, Power Critical (great
L IG HT NING BO LT T RAP CR 4
falchion)
Description automatic reset
Skills Climb -3, Handle Animal +6, Intimidate +6, Jump
Search DC 28; Type magic device
+0, Ride +4, Swim -10,
Trigger touch (alarm) Possessions combat gear plus backpack, 90 gp
Effect lightning bolt, 5th-level wizard, 5d6 electricity, DC Description You see a Flan human male in half-plate
14 Reflex save for half damage armor wielding a great falchion sword two-handed.
Duration instantaneous Sources Great falchion (Sandstorm), Power Critical
Disarm 28 (Complete Warrior) least crystal of lifekeeping (Magic
Dispel 16 Item Compendium).
ENCOUNTER 6
R EK L EN CR 4
WIDE-MOUTH PIT TRAP CR 6 Male wood elf fighter 4
Description manual reset; multiple targets (all targets NE Medium humanoid (elf)
within a 10-ft.-by-10-ft. area) Init +4; Senses Listen +2, Spot +2
Search DC 26; Type mechanical Languages Common, Sylvan
Trigger location AC 19, touch 14, flat-footed 15
Effect DC 25 Reflex save avoids; 40 ft. deep (4d6, fall) (+4 Dex, +5 armor)
Disarm 25 hp 30 (4d10 HD)
Immune magic sleep effects
CONE OF COLD TRAP CR 6 Resist ; SR none
Description automatic reset Fort +4, Ref +5, Will +1 (+2 bonus against
Search DC 30; Type magic device enchantment spells or effects)
Trigger proximity Speed 30 ft. in +1 mithral shirt (6 squares), base
Effect cone of cold, 9th-level wizard, 9d6 cold, DC 17 movement 30 ft.
Reflex save for half damage Melee masterwork longsword +8 (1d8 + 3 19-20/x2)
Duration instantaneous Ranged masterwork composite longbow (Str +3) +10
(1d8 + 5 x3)
Disarm 30
Space 5 ft.; Reach 5 ft.
Dispel 20
Base Atk +4; Grp +7
ENCOUNTER 7 Atk Options Point Blank Shot, Defensive Archery,
Precise Shot
K O RGAN CR 4 Combat Gear masterwork composite longbow (Str +3),
Male human (Flan) fighter 4 20 arrows, masterwork longsword, +1 mithral shirt,
NE Medium humanoid (human) potion of protection from good, potion of shield of
Init +1; Senses Listen +1, Spot +1 faith +2
Languages Common Abilities Str 16, Dex 18, Con 11, Int 10, Wis 10, Cha 6
AC 17, touch 10, flat-footed 17 SQ Elf Racial Traits
(+7 armor) Feats Point Blank Shot, Defensive Archery, Weapon
hp 36 (4d10 + 8 HD); Focus (composite longbow), Precise Shot, Weapon
Resist ; SR none Specialization (composite longbow
Fort +6, Ref +2, Will +2 Skills Climb +5, Handle Animal +3, Intimidate +0, Jump
Speed 20 ft. in half-plate (4 squares), base movement +5, Ride +8, Swim +4
30 ft. Possessions combat gear plus backpack, 82 gp
Melee (two-handed)+1 great falchion +9 (1d12 + 5 18- Description You see a robust elf with coppery-red hair
20/x2) wearing a mithral shirt and wielding a composite
Space 5 ft.; Reach 5 ft. longbow.
Base Atk +4; Grp +7 Sources Defensive Archery (Races of the Wild)
Atk Options Power Attack, Improved Sunder, Cleave,
Power Critical (great falchion)
M ARIA CR 4
Combat Gear +1 great falchion, masterwork half-plate,
Female halfling rogue 4
potion of protection from good, potion of shield of
CE Small humanoid (halfling)
faith +2
Init +8; Senses Listen +3, Spot +1
Abilities Str 16, Dex 12, Con 14, Int 10, Wis 13, Cha 8

YEO8-02 Opposing Forces Page 18


Languages Common, Halfling 1st—burning hands,mage armor, magic missile,
AC 20, touch 15, flat-footed 20 (Uncanny Dodge) ray of enfeeblement
(+1 size, +4 Dex, +4 armor, +1 shield) 0—acid splash, daze x2, ray of frost
hp 21 (4d6 +4 HD) Already cast
Resist ; SR none
Fort +3, Ref +9, Will +2 (+2 bonus against fear) Abilities Str 8, Dex 16, Con 11, Int 18, Wis 12, Cha 8
SQ Elf Racial Traits, Summon Familiar
Speed 20 ft. in +1 mithral chain (4 squares), base
Feats Scribe Scroll, Point Blank Shot, Precise Shot
movement 20 ft.
Skills Concentration +7, Decipher Script +11,
Melee masterwork short sword +7 (1d4 + 1 19-20/x2)
Knowledge (arcana) +11, Knowledge (history) +11,
Ranged sling +9 (1d3 + 1 x2)
Knowledge (planes) +11, Spellcraft +13,
Space 5 ft.; Reach 5 ft.
Possessions combat gear plus spell component pouch,
Base Atk +3; Grp +0
backpack, spellbook, +1 cloak of resistance, 37 gp
Atk Options Sneak Attack +2d6
Spellbook spells prepared plus 0—detect magic, mage
Combat Gear masterwork short sword, sling, 20 sling
hand, read magic
bullets, +1 mithral shirt, darkwood buckler, least
1st—color spray, disguise self
crystal of return
2nd—flaming sphere, glitterdust, scorching ray
Abilities Str 12, Dex 18, Con 13, Int 12, Wis 10, Cha 8 Description You see a slender elf nearly as tall as a
SQ Halfling Racial Traits, Trapfinding, Evasion, Trap human, with pale skin, dark hair, and pointed ears.
Sense +1, Uncanny Dodge Sources bracers of the entangling blast (Magic Item
Feats Improved Initiative, Weapon Focus (short sword) Compendium, dissonant chant (Spell Compendium)
Skills Appraise +2, Balance +11, Bluff +0, Climb +2,
Decipher Script +2, Diplomacy +0, Disable Device
+2, Disguise +0, Escape Artist +4, Forgery +2,
Gather Information +0, Hide +13, Intimidate +0, Jump
+10, Knowledge (local, Sheldomar Valley) +2, Listen
+3, Move Silently +11, Open Lock +5, Search +2,
Sense Motive +7, Sleight of Hand +3, Spot +1, Swim
-2, Tumble +11, Use Magic Device +0, Use Rope +5
Possessions combat gear plus backpack, thieves’
tools, soap, 300 gp
Description You see a female halfling wearing a mithral
shirt and a darkwood buckler, wielding a short sword.
Sources least crystal of return (Magic Item
Compendium)

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

YEO8-02 Opposing Forces Page 19


APPENDIX 2 – APL 8

Combat Gear +1 great falchion, +1 full plate, potion of


ENCOUNTER 4 protection from good, potion of shield of faith +2,
least crystal of lifekeeping
L IG HT NING BO LT T RAP CR 6
Description automatic reset Abilities Str 16, Dex 12, Con 14, Int 10, Wis 13, Cha 8
Search DC 28; Type magic device Feats Exotic Weapon Proficiency (great falchion),
Power Attack, Weapon Focus (great falchion),
Trigger touch (alarm)
Improved Sunder, Cleave, Power Critical (great
Effect lightning bolt, 10th-level wizard, 10d6 electricity,
falchion) Weapon Specialization (great falchion),
DC 14 Reflex save for half damage
Improved Toughness
Duration instantaneous
Skills Climb -1, Handle Animal +6, Intimidate +8, Jump
Disarm 28 +6, Ride +4, Swim -6,
Dispel 21 Possessions combat gear plus backpack, 248 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 8 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 28; Type mechanical
Trigger location R EK L EN CR 6
Effect DC 25 Reflex save avoids; 100 ft. deep (10d6, Male wood elf fighter 6
fall) NE Medium humanoid (elf)
Disarm 25 Init +4; Senses Listen +2, Spot +2
Languages Common, Sylvan
P R I SMA T IC S PR A Y T RA P CR 8 AC 19, touch 14, flat-footed 15
Description automatic reset (+4 Dex, +5 armor)
Search DC 32; Type magic device hp 45 (6d10 HD)
Trigger proximity (alarm) Immune magic sleep effects
Effect prismatic spray, 13th-level wizard, DC 20 Reflex, Resist ; SR none
Fortitude, or Will save, depending on effect Fort +5, Ref +6, Will +2 (+2 bonus against
Duration instantaneous enchantment spells or effects)
Disarm 32 Speed 30 ft. in +1 mithral shirt (6 squares), base
Dispel 24 movement 30 ft.
Melee masterwork longsword +10 (1d8 + 3 19-20/x2)
ENCOUNTER 7 and masterwork longsword +5 (1d8 + 3 19-20/x2)
Ranged +1 composite longbow (Str +3) +12 (1d8 + 6
K O RGAN CR 6 x3) and +1 composite longbow (Str +3) +7 (1d8 + 6
Male human (Flan) fighter 6 x3)
NE Medium humanoid (human) Space 5 ft.; Reach 5 ft.
Init +1; Senses Listen +1, Spot +1 Base Atk +6/+1; Grp +9/+4
Languages Common Atk Options Point Blank Shot, Defensive Archery,
AC 20, touch 11, flat-footed 19 Precise Shot, Rapid Shot, Manyshot
(+1 Dex, +9 armor) Combat Gear +1 composite longbow (Str +3), 40
hp 59 (6d10 + 12 + 6 HD); arrows, masterwork longsword, +1 mithral shirt,
Resist ; SR none potion of protection from good, potion of shield of
Fort +7, Ref +3, Will +3 faith +2, potion of cure light wounds, potion of pass
Speed 20 ft. in full plate (4 squares), base movement 30 without trace
ft. Abilities Str 16, Dex 18, Con 11, Int 10, Wis 10, Cha 6
Melee (two-handed)+1 great falchion +11 (1d12 + 7 18- SQ Elf Racial Traits
20/x2) and (two-handed) +1 great falchion +6 (1d12 + Feats Point Blank Shot, Defensive Archery, Weapon
7 18-20/x2) Focus (composite longbow), Precise Shot, Weapon
Space 5 ft.; Reach 5 ft. Specialization (composite longbow, Rapid Shot,
Base Atk +6/+1; Grp +9/+4 Manyshot
Atk Options Power Attack, Improved Sunder, Cleave, Skills Climb +5, Handle Animal +3, Intimidate +0, Jump
Power Critical (great falchion) +9, Ride +8, Swim +4
Possessions combat gear plus backpack, 281 gp

YEO8-02 Opposing Forces Page 20


Description You see a robust elf with coppery-red hair Fort +3, Ref +6, Will +7 (+2 bonus against
wearing a mithral shirt and wielding a composite enchantment spells or effects)
longbow. Speed 30 ft. in no armor (6 squares), base movement
Sources Defensive Archery (Races of the Wild) 30 ft.
Melee longsword +2 (1d8 - 1 19-20/x2)
Ranged longbow +6 (1d8 - 1 x 3)
M ARIA CR 6
Space 5 ft.; Reach 5 ft.
Female halfling rogue 5/assassin 1
Base Atk +3; Grp +2
CE Small humanoid (halfling)
Atk Options Spells, Point Blank Shot, Precise Shot,
Init +8; Senses Listen +3, Spot +1
Spell Focus (Conjuration), Spell Focus
Languages Common, Halfling
(Transmutation)
AC 20, touch 15, flat-footed 20 (Uncanny Dodge) Combat Gear longsword, longbow, 20 arrows, bracers
(+1 size, +4 Dex, +4 armor, +1 shield) of the entangling blast, arcane scroll of dissonant
hp 32 (6d6 +6 HD) chant, +1 ring of protection, 2 potions of cure light
Resist ; SR none wounds
Fort +3, Ref +11, Will +2 (+2 bonus against fear) Wizard Spells Prepared (CL 6th):
Speed 20 ft. in +1 mithral chain (4 squares), base 3rd—haste, protection from energy (fire), slow
movement 20 ft. 2nd—dissonant chant, glitterdust, invisibility x2
Melee +1 short sword +7 (1d4 + 2 19-20/x2) 1st—burning hands,mage armor, magic missile,
Ranged sling +9 (1d3 + 1 x2) ray of enfeeblement
Space 5 ft.; Reach 5 ft. 0—acid splash, daze x2, ray of frost
Base Atk +3; Grp +0 Already cast
Atk Options Sneak Attack +4d6, Dodge, Death Attack,
Spells Abilities Str 8, Dex 16, Con 11, Int 18, Wis 12, Cha 8
Combat Gear +1 short sword, sling, 20 sling bullets, +1 SQ Elf Racial Traits, Summon Familiar
mithral shirt, darkwood buckler, least crystal of return Feats Scribe Scroll, Point Blank Shot, Precise Shot,
Assassin Spells Known (CL 1st): Spell Focus (Conjuration), Spell Focus
1st (1/day)—obscuring mist, true strike (Transmutation)
Already cast Skills Concentration +9, Decipher Script +13,
Knowledge (arcana) +13, Knowledge (history) +13,
Abilities Str 12, Dex 18, Con 13, Int 12, Wis 10, Cha 8 Knowledge (planes) +13, Spellcraft +15,
SQ Halfling Racial Traits, Trapfinding, Evasion, Trap Possessions combat gear plus spell component pouch,
Sense +1, Uncanny Dodge, Poison Use backpack, spellbook, +1 cloak of resistance, 237 gp
Feats Improved Initiative, Weapon Focus (short sword), Spellbook spells prepared plus 0—detect magic, mage
Dodge hand, read magic
Skills Appraise +2, Balance +11, Bluff +0, Climb +2, 1st—color spray, disguise self, enlarge person, magic
Decipher Script +2, Diplomacy +0, Disable Device weapon, obscuring mist
+2, Disguise +3, Escape Artist +7, Forgery +2, 2nd—cat’s grace, darkvision, flaming sphere, Melf’s
Gather Information +0, Hide +15, Intimidate +0, Jump acid arrow, scorching ray
+10, Knowledge (local, Sheldomar Valley) +2, Listen 3rd—fireball, fly, Leomund’s tiny hut
+3, Move Silently +13, Open Lock +5, Search +2, Description You see a slender elf nearly as tall as a
Sense Motive +9, Sleight of Hand +3, Spot +1, Swim human, with pale skin, dark hair, and pointed ears.
+0, Tumble +13, Use Magic Device +0, Use Rope +5 Sources bracers of the entangling blast (Magic Item
Possessions combat gear plus backpack, thieves’ Compendium, dissonant chant (Spell Compendium)
tools, soap, spell component pouch, 637 gp
Description You see a female halfling wearing a mithral
shirt and a darkwood buckler, wielding a short sword.
Sources least crystal of return (Magic Item
Compendium)

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

YEO8-02 Opposing Forces Page 21


APPENDIX 3 – APL 10

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

YEO8-02 Opposing Forces Page 22


R EK L EN CR 8 Atk Options Sneak Attack +5d6, Dodge, Death Attack,
Male wood elf fighter 8 Spells
NE Medium humanoid (elf) Combat Gear +1 short sword, sling, 20 sling bullets, +1
Init +4; Senses Listen +2, Spot +2 mithral shirt, darkwood buckler, least crystal of return,
Languages Common, Sylvan gauntlets of ogre power
AC 20, touch 15, flat-footed 15 Assassin Spells Known (CL 3rd):
(+5 Dex, +5 armor) 1st (3/day)—jump, obscuring mist, true strike
hp 66 (8d10 + 8 HD) Already cast
Immune magic sleep effects
Resist ; SR none Abilities Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 8
Fort +7, Ref +7, Will +2 (+2 bonus against SQ Halfling Racial Traits, Trapfinding, Evasion, Trap
enchantment spells or effects) Sense +1, Uncanny Dodge, Poison Use, Spells,
Improved Uncanny Dodge
Speed 30 ft. in +1 mithral shirt (6 squares), base
Feats Improved Initiative, Weapon Focus (short sword),
movement 30 ft.
Dodge
Melee masterwork longsword +12 (1d8 + 3 19-20/x2)
Skills Appraise +2, Balance +11, Bluff +0, Climb +2,
and masterwork longsword +7 (1d8 + 3 19-20/x2)
Decipher Script +2, Diplomacy +0, Disable Device
Ranged +1 composite longbow (Str +3) +16 (1d8 + 6
+2, Disguise +3, Escape Artist +9, Forgery +2,
x3) and +1 composite longbow (Str +3) +11 (1d8 + 6
Gather Information +0, Hide +17, Intimidate +0, Jump
x3)
+10, Knowledge (local, Sheldomar Valley) +2, Listen
Space 5 ft.; Reach 5 ft.
+3, Move Silently +15, Open Lock +5, Search +2,
Base Atk +8/+3; Grp +11/+6
Sense Motive +11, Sleight of Hand +3, Spot +1,
Atk Options Point Blank Shot, Defensive Archery,
Swim -2, Tumble +15, Use Magic Device +0, Use
Precise Shot, Rapid Shot, Manyshot
Rope +5
Combat Gear +1 composite longbow (Str +3), 40
Possessions combat gear plus backpack, thieves’
arrows, masterwork longsword, +1 mithral shirt,
tools, soap, spell component pouch, 137 gp
potion of protection from good, potion of shield of
Description You see a female halfling wearing a mithral
faith +2, potion of cure light wounds, potion of pass
shirt and a darkwood buckler, wielding a short sword.
without trace, +2 gloves of dexterity
Sources least crystal of return (Magic Item
Abilities Str 16, Dex 20, Con 12, Int 10, Wis 10, Cha 6 Compendium)
SQ Elf Racial Traits
Feats Point Blank Shot, Defensive Archery, Weapon
Focus (composite longbow), Precise Shot, Weapon MO RLO CK CR 8
Specialization (composite longbow, Rapid Shot, Male gray elf wizard 8
Manyshot, Greater Weapon Focus (composite CE Medium humanoid (elf)
longbow) Init +3; Senses Listen +2, Spot +2
Skills Climb +5, Handle Animal +3, Intimidate +0, Jump Languages Common, Elven
+13, Ride +9, Swim +4 AC 18, touch 14, flat-footed 15
Possessions combat gear plus backpack, 81 gp (+3 Dex, +4 armor, +1 deflection)
Description You see a robust elf with coppery-red hair hp 30 (8d4 + 8 HD)
wearing a mithral shirt and wielding a composite Immune magic sleep effects
longbow. Resist ; SR none
Sources Defensive Archery (Races of the Wild) Fort +4, Ref +6, Will +8 (+2 bonus against
enchantment spells or effects)
M ARIA CR 8 Speed 30 ft. in no armor (6 squares), base movement
Female halfling rogue 5/assassin 3 30 ft.
CE Small humanoid (halfling) Melee longsword +3 (1d8 – 1 19-20/x2)
Init +8; Senses Listen +3, Spot +1 Ranged longbow +7 (1d8 - 1 x 3)
Languages Common, Halfling Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +3
AC 20, touch 15, flat-footed 20 (Uncanny Dodge)
Atk Options Spells, Point Blank Shot, Precise Shot,
(+1 size, +4 Dex, +4 armor, +1 shield)
Spell Focus (Conjuration), Spell Focus
hp 48 (8d6 +16 HD)
(Transmutation), +2 headband of intellect
Resist ; SR none
Combat Gear longsword, longbow, 20 arrows, bracers
Fort +5 (+1 against poison), Ref +12, Will +3 (+2 bonus
of the entangling blast, arcane scroll of dissonant
against fear)
chant, +1 ring of protection, 2 potions of cure light
Speed 20 ft. in +1 mithral chain (4 squares), base wounds
movement 20 ft. Wizard Spells Prepared (CL 8th):
Melee +1 short sword +10 (1d4 + 3 19-20/x2) 4th—enervation, greater invisibility, phantasmal
Ranged sling +11 (1d3 + 2 x2) killer
Space 5 ft.; Reach 5 ft. 3rd—fly, haste, protection from energy (fire),
Base Atk +5; Grp +3 slow

YEO8-02 Opposing Forces Page 23


2nd—dissonant chant, glitterdust, invisibility,
scorching ray
1st—burning hands,mage armor, magic missile,
obscuring mist, ray of enfeeblement
0—acid splash, daze x2, ray of frost
Already cast
Abilities Str 8, Dex 16, Con 12, Int 20, Wis 12, Cha 8
SQ Elf Racial Traits, Summon Familiar
Feats Scribe Scroll, Point Blank Shot, Precise Shot,
Spell Focus (Conjuration), Spell Focus
(Transmutation)
Skills Concentration +12, Decipher Script +15,
Knowledge (arcana) +15, Knowledge (history) +15,
Knowledge (local, Sheldomar Valley) +6, Knowledge
(planes) +15, Spellcraft +17,
Possessions combat gear plus spell component pouch,
backpack, spellbook, +1 cloak of resistance, 37 gp
Spellbook spells prepared plus 0—detect magic, mage
hand, read magic
1st—color spray, disguise self, enlarge person, magic
weapon, obscuring mist
2nd—bear’s endurance, cat’s grace, darkvision,
flaming sphere, Melf’s acid arrow
3rd—fireball, fly, Leomund’s tiny hut
4th—confusion, enervation, dimension door, greater
invisibility, phantasmal killer
Description You see a slender elf nearly as tall as a
human, with pale skin, dark hair, and pointed ears.
Sources bracers of the entangling blast (Magic Item
Compendium, dissonant chant (Spell Compendium)

YEO8-02 Opposing Forces Page 24


APPENDIX 4 – APL 12

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

YEO8-02 Opposing Forces Page 25


crystal of lifekeeping, belt of growth, least crystal of hp 60 (10d6 +20 HD)
energy (acid) assault (Magic Item Compendium) Resist ; SR none
Fort +5 (+2 against poison), Ref +13, Will +3 (+2 bonus
against fear)
R EK L EN CR 10
Speed 20 ft. in +1 mithral chain (4 squares), base
Male wood elf fighter 10
movement 20 ft.
NE Medium humanoid (elf)
Melee +1 corrosive short sword +11 (1d4 + 3 + 1d6 acid
Init +4; Senses Listen +2, Spot +2
19-20/x2) and +1 corrosive short sword +6 (1d4 + 3
Languages Common, Sylvan
+1d6 acid 19-20/x2)
AC 20, touch 15, flat-footed 15 Ranged sling +12 (1d3 + 2 x2) and sling +7 (1d3 + 2 x2)
(+5 Dex, +5 armor) Space 5 ft.; Reach 5 ft.
hp 83 (10d10 + 10 HD) Base Atk +6/+1; Grp +4/-1
Immune magic sleep effects Atk Options Sneak Attack +6d6, Dodge, Death Attack,
Resist ; SR none Spells
Fort +8, Ref +8, Will +3 (+2 bonus against Combat Gear +1 corrosive short sword, sling, 20 sling
enchantment spells or effects) bullets, +1 mithral shirt, darkwood buckler, least
Speed 30 ft. in +1 mithral shirt (6 squares), base crystal of return, gauntlets of ogre power
movement 30 ft. Assassin Spells Known (CL 5th):
Melee masterwork longsword +14 (1d8 + 3 19-20/x2) 2nd (2/day)—darkness, invisibility, spider climb
and masterwork longsword +9 (1d8 + 3 19-20/x2) 1st (4/day)—disguise self, jump, obscuring mist, true
Ranged +1 frost composite longbow (Str +3) +18 (1d8 + strike
6 + 1d6 cold + 1 acid 19-20/x3) and +1 frost Already cast
composite longbow (Str +3) +13 (1d8 + 6 + 1d6 cold
+ 1 acid 19-20/x3) Abilities Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 8
Space 5 ft.; Reach 5 ft. SQ Halfling Racial Traits, Trapfinding, Evasion, Trap
Base Atk +10/+5; Grp +13/+8 Sense +1, Uncanny Dodge, Poison Use, Spells,
Atk Options Point Blank Shot, Defensive Archery, Improved Uncanny Dodge
Precise Shot, Rapid Shot, Manyshot, Improved Feats Improved Initiative, Weapon Focus (short sword),
Critical (composite longbow), Improved Rapid Shot Dodge, Mobility
Combat Gear +1 frost composite longbow (Str +3), 40 Skills Appraise +2, Balance +11, Bluff +0, Climb +2,
arrows, masterwork longsword, +1 mithral shirt, Decipher Script +2, Diplomacy +0, Disable Device
potion of protection from good, potion of shield of +2, Disguise +3, Escape Artist +11, Forgery +2,
faith +2, potion of cure light wounds, potion of pass Gather Information +0, Hide +19, Intimidate +0, Jump
without trace, +2 gloves of dexterity, least crystal of +10, Knowledge (local, Sheldomar Valley) +2, Listen
energy (acid) assault +3, Move Silently +17, Open Lock +5, Search +2,
Abilities Str 16, Dex 20, Con 12, Int 10, Wis 10, Cha 6 Sense Motive +13, Sleight of Hand +3, Spot +1,
SQ Elf Racial Traits Swim -2, Tumble +17, Use Magic Device +0, Use
Feats Point Blank Shot, Defensive Archery, Weapon Rope +5
Focus (composite longbow), Precise Shot, Weapon Possessions combat gear plus backpack, thieves’
Specialization (composite longbow, Rapid Shot, tools, soap, spell component pouch, restful crystal,
Manyshot, Greater Weapon Focus (composite 237 gp
longbow), Improved Critical (composite longbow), Description You see a female halfling wearing a mithral
Improved Rapid Shot shirt and a darkwood buckler, wielding a short sword.
Skills Climb +5, Handle Animal +3, Intimidate +0, Jump Sources least crystal of return, corrosive, restful crystal
+13, Ride +9, Swim +4 (Magic Item Compendium)
Possessions combat gear plus backpack, 81 gp
Description You see a robust elf with coppery-red hair
MO RLO CK CR 10
wearing a mithral shirt and wielding a composite
Male gray elf wizard 10
longbow.
CE Medium humanoid (elf)
Sources Defensive Archery (Races of the Wild),
Init +3; Senses Listen +2, Spot +2
Improved Rapid Shot (Complete Warrior), least
Languages Common, Elven
crystal of energy (acid) assault (Magic Item
Compendium) AC 19, touch 15, flat-footed 16
(+3 Dex, +4 armor, +2 deflection)
hp 38 (10d4 + 10 HD)
M ARIA CR 10 Immune magic sleep effects
Female halfling rogue 5/assassin 5 Resist ; SR none
CE Small humanoid (halfling) Fort +5, Ref +7, Will +9 (+2 bonus against
Init +8; Senses Listen +3, Spot +1 enchantment spells or effects)
Languages Common, Halfling Speed 30 ft. in no armor (6 squares), base movement
AC 20, touch 15, flat-footed 20 (Uncanny Dodge) 30 ft.
(+1 size, +4 Dex, +4 armor, +1 shield) Melee longsword +4 (1d8 – 1 19-20/x2)

YEO8-02 Opposing Forces Page 26


Ranged longbow +8 (1d8 - 1 x 3)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +4
Atk Options Spells, Point Blank Shot, Precise Shot,
Spell Focus (Conjuration), Spell Focus
(Transmutation), +2 headband of intellect, Spell
Focus (Illusion, Spell Focus (Evocation)
Combat Gear longsword, longbow, 20 arrows, bracers
of the entangling blast, arcane scroll of dissonant
chant, +2 ring of protection, 2 potions of cure light
wounds
Wizard Spells Prepared (CL 10th):
5th—baleful polymorph x2, magic jar
4th—enervation, greater invisibility x2, phantasmal
killer
3rd—fly, haste, protection from energy (fire),
slow
2nd—dissonant chant, flaming sphere, glitterdust,
scorching ray x2
1st—burning hands,mage armor, magic missile,
obscuring mist, ray of enfeeblement
0—acid splash, daze x2, ray of frost
Already cast
Abilities Str 8, Dex 16, Con 12, Int 20, Wis 12, Cha 8
SQ Elf Racial Traits, Summon Familiar
Feats Scribe Scroll, Point Blank Shot, Precise Shot,
Spell Focus (Conjuration), Spell Focus
(Transmutation), Spell Focus (Illusion), Spell Focus
(Evocation)
Skills Concentration +14, Decipher Script +17,
Knowledge (arcana) +17, Knowledge (history) +17,
Knowledge (local, Sheldomar Valley) +8, Knowledge
(planes) +17, Spellcraft +19
Possessions combat gear plus spell component pouch,
backpack, spellbook, +1 cloak of resistance, 100 gp
gem, 537 gp
Spellbook spells prepared plus 0—detect magic, mage
hand, read magic
1st—color spray, disguise self, enlarge person, magic
weapon, obscuring mist
2nd—bear’s endurance, cat’s grace, darkvision,
Melf’s acid arrow
3rd—fireball, fly, Leomund’s tiny hut
4th—confusion, enervation, dimension door, greater
invisibility, phantasmal killer
5th—cloudkill, cone of cold, magic jar, wall of force
Description You see a slender elf nearly as tall as a
human, with pale skin, dark hair, and pointed ears.
Sources bracers of the entangling blast (Magic Item
Compendium, dissonant chant (Spell Compendium)

YEO8-02 Opposing Forces Page 27


APPENDIX 5 – APL 14

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

YEO8-02 Opposing Forces Page 28


Feats Exotic Weapon Proficiency (great falchion), Feats Point Blank Shot, Defensive Archery, Weapon
Power Attack, Weapon Focus (great falchion), Focus (composite longbow), Precise Shot, Weapon
Improved Sunder, Cleave, Power Critical (great Specialization (composite longbow, Rapid Shot,
falchion) Weapon Specialization (great falchion), Manyshot, Greater Weapon Focus (composite
Improved Toughness, Improved Critical (great longbow), Improved Critical (composite longbow),
falchion), Great Cleave, Greater Weapon Focus Improved Rapid Shot, Greater Weapon
(great falchion), Greater Weapon Specialization Specialization (composite longbow), Power Critical
(great falchion), Combat Reflexes (composite longbow)
Skills Climb +0, Handle Animal +11, Intimidate +14, Skills Climb +5, Handle Animal +3, Intimidate +0, Jump
Jump +13, Ride +4, Swim -5, +17, Ride +9, Swim +4
Possessions combat gear plus backpack, 48 gp Possessions combat gear plus backpack, 81 gp
Description You see a Flan human male in full plate Description You see a robust elf with coppery-red hair
armor wielding a great falchion sword two-handed, wearing a mithral shirt and wielding a composite
with a heavy steel shield floating 2 feet in front of him. longbow.
Sources Great falchion (Sandstorm), Power Critical, Sources Defensive Archery (Races of the Wild),
Improved Toughness (Complete Warrior), least Improved Rapid Shot, Power Critical (Complete
crystal of lifekeeping, belt of growth, least crystal of Warrior), least crystal of energy (acid) assault (Magic
energy (acid) assault, armband of elusive action Item Compendium)
(Magic Item Compendium)

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

YEO8-02 Opposing Forces Page 29


+11, Knowledge (local, Sheldomar Valley) +2, Listen (Transmutation), Spell Focus (Illusion), Spell Focus
+3, Move Silently +20, Open Lock +5, Search +2, (Evocation), Spell Focus (Necromancy)
Sense Motive +15, Sleight of Hand +4, Spot +1, Skills Concentration +16, Decipher Script +19,
Swim +0, Tumble +20, Use Magic Device +0, Use Knowledge (arcana) +19, Knowledge (history) +19,
Rope +5 Knowledge (local, Sheldomar Valley) +10,
Possessions combat gear plus backpack, thieves’ Knowledge (planes) +19, Spellcraft +21
tools, soap, spell component pouch, restful crystal, Possessions combat gear plus spell component pouch,
237 gp backpack, spellbook, +1 cloak of resistance, 100 gp
Description You see a female halfling wearing a mithral gem, 37 gp
shirt and a darkwood buckler, wielding a short sword. Spellbook spells prepared plus 0—detect magic, mage
Sources least crystal of return, corrosive, restful crystal hand, read magic
(Magic Item Compendium), Power Critical (Complete 1st—color spray, disguise self, enlarge person, magic
Warrior) weapon, obscuring mist
2nd—bear’s endurance, cat’s grace, darkvision,
Melf’s acid arrow
MO RLO CK CR 12 3rd—fireball, fly, Leomund’s tiny hut
Male gray elf wizard 12 4th—confusion, enervation, dimension door, greater
CE Medium humanoid (elf) invisibility, phantasmal killer
Init +3; Senses Listen +2, Spot +2 5th—cloudkill, cone of cold, magic jar, wall of force
Languages Common, Elven 6th—greater heroism, mass bear’s endurance
AC 21, touch 15, flat-footed 18 Description You see a slender elf nearly as tall as a
(+3 Dex, +4 armor, +2 shield, +2 deflection) human, with pale skin, dark hair, and pointed ears.
hp 45 (12d4 + 12 HD) Sources bracers of the entangling blast (Magic Item
Immune magic sleep effects Compendium, dissonant chant (Spell Compendium)
Resist ; SR none
Fort +7, Ref +9, Will +11 (+2 bonus against
enchantment spells or effects)
Speed 30 ft. in no armor (6 squares), base movement
30 ft.
Melee longsword +5 (1d8 – 1 19-20/x2) and longsword
+0 (1d8 – 1 19-20/x2)
Ranged longbow +9 (1d8 - 1 x 3) and longbow +4 (1d8
- 1 x 3)
Space 5 ft.; Reach 5 ft.
Base Atk +6/+1; Grp +5/+0
Atk Options Spells, Point Blank Shot, Precise Shot,
Spell Focus (Conjuration), Spell Focus
(Transmutation), +2 headband of intellect, Spell
Focus (Illusion, Spell Focus (Evocation), Spell Focus
(Necromancy)
Combat Gear longsword, longbow, 20 arrows, bracers
of the entangling blast, arcane scroll of dissonant
chant, +2 ring of protection, 2 potions of cure light
wounds, ring of force shield
Wizard Spells Prepared (CL 10th):
6th—chain lightning, flesh to stone
5th—baleful polymorph x3, magic jar
4th—enervation, greater invisibility x2, phantasmal
killer
3rd—fly, haste, protection from energy (fire),
slow x2
2nd—dissonant chant, flaming sphere, glitterdust,
scorching ray x2
1st—burning hands,mage armor, magic missile,
obscuring mist, ray of enfeeblement
0—acid splash, daze x2, ray of frost
Already cast
Abilities Str 9, Dex 16, Con 12, Int 20, Wis 12, Cha 8
SQ Elf Racial Traits, Summon Familiar
Feats Scribe Scroll, Point Blank Shot, Precise Shot,
Spell Focus (Conjuration), Spell Focus

YEO8-02 Opposing Forces Page 30


APPENDIX 6 – ALL APLS

the column (Search check DC 15) or a keen eye


ENCOUNTER 6 (Spot check DC 20) shows that the column is not
cemented or joined to the ceiling. Dwarves and other
C ARYAT ID COL UMN CR 6
creatures with stonecunning receive a free Search
N Medium construct
check as though actively looking when they pass
Init +3; Senses Listen -5, Spot -5
within 10 feet of a caryatid column.
AC 22, touch 13, flat-footed 19 Changing forms is a free action and a caryatid
(+3 Dex, +9 natural) column can change once per round.
hp 60 (6d10 + 20 HD); Construct Traits A caryatid column is immune to mind-
Immune Construct Traits affecting effects, and to poison, sleep, paralysis,
Resist ; SR none stunning, disease, death effects, necromantic effects,
Fort +2, Ref +5, Will -3 and any effect that requires a Fortitude save unless it
Speed 30 ft., base movement 30 ft. also works on objects. The creature is not subject to
Melee +2 bastard sword +12 (two-handed) (1d10 + 9 critical hits, subdual damage, ability damage, ability
two-handed) or +2 bastard sword +12 (1d10 + 7) and drain, energy drain, or death from massive damage.
slam +4 (1d4 + 2) or 2 slams +9 (1d4 + 7) It cannot heal itself but can be healed through repair.
Space 5 ft.; Reach 5 ft. It cannot be raised or resurrected. A caryatid column
Base Atk +4; Grp +9 has darkvision (60-foot range).
Atk Options Improved Sunder Hardness (Ex) Like an animated object made of stone,
Abilities Str 20, Dex 16, Con --, Int 6, Wis 1, Cha 1 a caryatid column has a hardness of 8.
SQ Break Weapon, Column Form, Construct Traits, Magic Weapon A magic weapon is incorporated into a
Hardness 8, Magic Weapon caryatid column at the time of its creation. This
Feats Improved Sunder, Power Attack, Weapon Focus weapon, usually a +2 bastard sword, functions in all
(bastard sword) respects like a normal magic weapon of its type, with
Skills Diplomacy -3, Sense Motive +4 one exception: Whenever it is out of the caryatid
Break Weapon (Su) A caryatid column is imbued with a column’s hands, it reverts to stone and becomes a
supernatural defense against weapon attacks. non-magical sculpture. Should the caryatid column
Whenever a creature strikes a caryatid column with a then pick up the weapon, it regains its normal form
melee weapon, the weapon must succeed on a and magical qualities.
Fortitude save (DC 13) or break and become If a caryatid column needs both hands free, it can
useless, dealing no damage to the caryatid column. stow its weapon by simply pressing it against its side;
As usual, a magic weapon uses either the wielder’s the weapon then merges with the caryatid column’s
save bonus or its own save bonus, whichever is body and can be retrieved by the caryatid column as
better. any character would draw a weapon.
Nonmagic ranged weapons automatically shatter Description A caryatid column looks like a simple stone
upon hitting the caryatid column, dealing no damage. pillar until an unwary creature violates the stricture
Magic ranged weapons receive a Fortitude save (DC given to the construct by its creator. In the blink of an
13) to resist this effect. eye, the caryatid column becomes a silk-draped,
Column Form (Ex) When at rest (not commanded, or beautiful female figure wielding a bastard sword.
waiting to fulfill a command), a caryatid column takes Sources Fiend Folio
the form of a simple column of stone. This column is
about 2 feet in diameter, and it extends up to the
ceiling of the chamber or to a height of 25 feet,
whichever is less. Unless commanded otherwise, a
caryatid column remains in this form until attacked,
and it even allows creatures to climb it (Climb check
DC 15).
A caryatid column in column form looks like a pillar
in most respects. It does not radiate magic, and true
seeing does not reveal its humanoid form. Careful
examination of the column (Search check DC 25)
reveals very faint and distorted lines that make the
pillar resemble a woman with a sword. Anyone who
successful makes a Knowledge (architecture and
engineering) check (DC 12) notes that the column
serves no structural purpose since it bears none of
the ceiling’s weight. A close examination of the top of

YEO8-02 Opposing Forces Page 31


DM AID: NEW RULES
NEW FEATS
Defensive Archery (Races of the Wild)
You can avoid attacks of opportunity when making ranged attacks while threatened.
Prerequisite: Point Blank Shot.
Benefit: You gain a +4 dodge bonus to Armor Class against attacks of opportunity provoked when
you make a ranged attack.
Special: A fighter may select Defensive Archery as one of his fighter bonus feats.
Improved Rapid Shot (Complete Warrior)
You are an expert at firing weapons with exceptional speed.
Prerequisite: Manyshot, Point Blank Shot, Rapid Shot.
Benefit: When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack
rolls.
Special: A fighter may select Improved Rapid Shot as one of his fighter bonus feats.
Improved Toughness (Complete Warrior)
You are significantly tougher than normal.
Prerequisite: Base Fortitude save bonus +2.
Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD
(such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level),
you lose 1 hit point permanently.
Special: A fighter may select Improved Toughness as one of his fighter bonus feats.
Power Critical (Complete Warrior)
Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit
where it hurts.
Prerequisite: Weapon Focus with weapon, base attack bonus +4.
Benefit: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.
Special: A fighter may select Power Critical as one of his fighter bonus feats.
You can gain Power Critical multiple times. Each time you take the feat, it may be with a different
weapon or the same weapon. If you take it with the same weapon, the effects of the feats stack.

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 —.

YEO8-02 Opposing Forces Page 32


Bracers of the Entangling Blast (Magic Item Compendium)
Each of these jet black bracers is set with an oval of tiny, ruby-red stones.
Bracers of the entangling blast allow you to reduce the damage dealt by your magic to ensnare those
affected by it. When you activate these bracers (by command, as a swift action), the next spell you cast or
spell-like ability you use deals only half its normal damage; however, any creature damaged by the spell
becomes entangled for 1d3 rounds, taking an additional 1 point of damage per level of the spell each
round on your turn. This damage is of the same type as normally dealt by the spell (or your choice if the
spell deals more than one type of damage). These bracers have no effect on a spell or spell-like ability
that doesn’t deal damage.
This ability functions three times per day.
rd
Faint (DC 16) conjuration; CL 3 ; Craft Wondrous Item, web; Price 2,000 gp; Weight 1 lb.
Corrosive Weapon Property (Magic Item Compendium)
The surface of this weapon looks dark and pitted, and the blade appears fragile, as if the first blow
might break it.
When activated (a standard action by command), a corrosive weapon is sheathed in acid. The acid
does not harm you as long as you have the weapon in hand. The effect persists until you speak a second
command word. A weapon that has this property deals an extra 1d6 points of acid damage on a
successful hit.
Projectile weapons bestow this property upon their ammunition.
th
Moderate (DC 20) conjuration; CL 10 ; Craft Magic Arms and Armor, acid fog, acid storm (SpC 7),
Melf’s acid arrow, or storm of vengeance; Price +1 bonus.
Crystal of Energy (Acid) Assault, Least (Magic Item Compendium)
This crystal seems to contain an incandescent green fluid.
This crystal adds 1 point of energy (acid) damage to the weapon’s damage. This bonus damage
doesn’t stack with any energy damage of the same type dealt by the weapon.
th
Faint (DC 17) evocation; CL 5 ; Craft Magic Arms and Armor, Melf’s acid arrow or energy bolt (EPH
100); Price 600 gp; Weight —.
Crystal of Lifekeeping, Least (Magic Item Compendium)
This bright crystal gleams and sparkles in the light.
This augment crystal grants you a +1 competence bonus on saving throws against energy drain
attacks, inflict spells, death spells, and death effects.
th
Moderate (DC 18) necromancy; CL 7 ; Craft Magic Arms and Armor, death ward; Price 200 gp;
Weight —.
Crystal of Return, Least (Magic Item Compendium)
This crystal is the color of a cloudless sky.
This crystal allows you to draw the weapon to which it is attached as a free action.
th
Faint (DC 17) transmutation; CL 5 ; Craft Magic Arms and Armor, mage hand; Price 300 gp; Weight
—.
Restful Crystal (Magic Item Compendium)
This silver clasp is decorated with sparkling crystals shaped like stars.
A restful crystal is a great boon to any warrior who must stay always at the ready. Sleeping in armor
that has this augment crystal attached does not make you fatigued.
th
Faint (DC 17) enchantment; CL 5 ; Craft Magic Arms and Armor, sleep; Price 500 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

YEO8-02 Opposing Forces Page 33


Duration: 1 round/level (D)
Saving Throw: None; see text
Spell Resistance: Yes
Your intricate hand motions slow and then stop even as you begin chanting the arcane words that
unlock the spell’s power. As you conclude, your disembodied words continue on, growing both in tempo
and volume.
You create a distracting and discordant chant. Affected creatures that attempt spellcasting or other
activities that require concentration checks must make Concentration checks (DC equal to this spell’s DC
+ the level of the spell being cast).
The DCs of activities that already require Concentration checks, such as casting defensively,
increase by 4.
Creatures within the area gain a +4 bonus on saving throws against language-dependent effects.
Slide (Spell Compendium)
Transmutation
Level: Sorcerer/wizard 1
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
When you speak the word that activates the spell, the soles of your ally’s feet glow yellow as he is
lifted slightly off the ground. He slips five feet across the ground, into position to flank his opponent.
You slide the subject creature along the ground a distance of 5 feet in any direction. (If the creature is
flying or otherwise not on the ground, it moves parallel to the ground. You can’t slide the subject into a
space that is occupied by an ally, an enemy, or a solid object; if you attempt to do so, the spell
automatically ends. You cannot slide the subject up or down, but you can slide it over the edge of a cliff or
other drop-off if you desire.
This movement does not provoke an attack of opportunity.
Slide, Greater (Spell Compendium)
Transmutation
Level: Sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like slide, except as described above, and you can slide the subject creature 20
feet in a straight line. This movement likewise does not provoke attacks of opportunity.

YEO8-02 Opposing Forces Page 34


PLAYER HANDOUT #1 – SCAVANGER HUNT LIST

Get an ancient Suloise cookbook.


Get a live pigeon.
Decrypt the message to get the chalice.
Get a map of the Yeomanry.
Get an exotic beast hide.

YEO8-02 Opposing Forces Page 35


PLAYER HANDOUT #2 – MESSAGE

RWECMW BIFOSTW GHF EMWW. QWHM GKWMW


OKW GWFO GHF RIMQWJ. QCMOK CE OKW VHFFHYW
GKWMW WSYKOWWQ WQOWMWJ HQJ FWDWQCWWQ
LWEO.

YEO8-02 Opposing Forces Page 36


PLAYER HANDOUT #3 – DECRYPTED MESSAGE

Before justice was free. Near where the west was


burned. North of the passage where eighteen
entered and seventeen left.

YEO8-02 Opposing Forces Page 37


PLAYER HANDOUT #4 – MAP OF THE YEOMANRY

YEO8-02 Opposing Forces Page 38

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