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BNM4-02 Run Like Hell (3E)

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

BNM4-02 Run Like Hell (3E)

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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BNM4-02

Run Like Hell!


®
A two-Round D&D LIVING GREYHAWK
A Bone March Regional Adventure
Version 2.0

Round 1 and 2
by Spyridon D. Giannoutsos
Circle Reviewer: Creighton Broadhurst

The PCs are hired to protect a wagon which is carrying important documents, from the village of Nlul to the town of
Nivlek. However things will soon get out of control… An adventure for APL’s 2-6.

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

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

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

Run Like Hell! Page 2


3. Sum the results of 1 and 2, and divide by the number Charisma check. Failure indicates that the animal will
of characters playing in the adventure. Round to the not attack that round. This is a free action (spoken
nearest whole number. command) that may be attempted each round. If an
4. If you are running a table of six PCs, add one to that animal loses half or more hp in a single round it flees,
average. unless another check is successful.

By following these four steps, you will have determined the


APL. Throughout this adventure, APLs categorize the level
Time Units and Upkeep
This is a standard two-round Regional adventure, set in
of challenge the PCs will face. APLS are given in even-
Bone March. Characters native to Bone March pay one
numbered increments. If the APL of your group falls on an
Time Unit per round, all others pay two Time Units per
odd number, ask them before the adventure begins
round. Adventurer’s Standard Upkeep costs 12 gp per Time
whether they would like to play a harder or easier
Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury
adventure. Based on their choice, use either the higher or
Upkeep costs 100 gp per Time Unit.
the lower adjacent APL.
APL also affects the amount of experience you may
gain at the end of the adventure. If your character is three Adventure Background
character levels or more either higher or lower than the Adventurers have discovered and neutralized several
APL this adventure is being played at, that character will enemy scout camps, around the village of Nlul. After this
receive only half of the experience points awarded for the successful defense plan, there is the need for the town of
adventure. This simulates the face that either your Nivlek to be informed about the threat. Land Lord Lynette
character was not as challenged as normal, or relied on help decides to send several wagons with important documents
by higher-level characters to reach the objectives. to various parts of the County of Knurl, so that the local
Note: LIVING GREYHAWK adventures are designed authorities can take precautions to prepare against a
for APL 2 and higher. Four, or sometimes even five 1st-level possible invasion, by an unusual tactical non-human army.
characters may find difficulty with the challenges in a The local garrison of the village of Nlul puts out a call
LIVING GREYHAWK adventure. If your group is APL 1 for men who are brave enough to support and defend the
there are two things that you can do to help even the score. wagons against possible threats along the way.
The adventure starts at the village of Nlul, a small
1. Attempt to create a table of six 1st-level characters, or village that is the home of a population of around 500 souls,
try to enlist higher-level characters to play at that table. mostly human, of Oeridian, Flan and Suel origins.
2. Advise characters to buy riding dogs to help protect There are four buildings that seem important in this
them, and fight for them. All riding dogs are small village. The Inn named Sunny Stone, the general
considered trained to attack. PCs who want their dogs store, the smith and a small temple of Pelor.
The inn is owned by Avenal Astra, a tall Oeridian man
with an impressive beard.
Mundane
# of Animals
The general store is owned by Elizar Gwydre, a sweet
Animals Effect Oeridian woman. A player can buy anything except
on APL
1 2 3 4 weapons, allowed by Living Greyhawk Campaign Setting
rules; that has a price up to 200 gp.
1/4 & 1/6 0 0 0 1
The smith of the village is Kae. Either the PCs know it
1/3 & 1/2 0 0 1 1 or not, Kae is a member or the SHIELD organization
1 1 1 2 3
watching over the village of Nlul. If they want weapons or
armors this is the place to be. A player can buy any weapon
CR of Animal

2 2 3 4 5 or armor up to 200 gp. If he is a member of the SHIELD of


3 3 4 5 6 Knurl, however this restriction doesn’t apply.
The temple is owned by Darian Mara a Suel man,
4 4 6 7 8
which can perform healing services up to a 3rd caster level,
5 5 7 8 9 with the appropriate costs described in Living Greyhawk
6 6 8
9
10
Campaign Setting rules.
There is of course the garrison building for the PCs to
7 7 9 10 11 visit. There is where their mission starts.
to attack must succeed at a DC 10 Handle Animal or

Run Like Hell! Page 3


Apart from these important buildings, there are several It is a very beautiful morning today. The village of Nlul is
peasant homes and Land Lord Lynette’s Family estate. bursting with activity. People are going on about their
business in various places of the village. You on the other
Adventure Summary hand, are walking straight into the garrison building.
Once again the village of Nlul has made a call for
The PCs of course are brave enough to answer the call of
adventurers.
the garrison. They head to the garrison building and are
As you enter the building a young man in his late
assigned to the protection of a single wagon.
teens, guides you to the hall, invites you to sit and asks you
if you would like to drink or eat something. After that, he
Introduction: In this encounter the PCs must be informed
says that he is going to call for his superior and vanishes.
about the nature of their mission.
After a while, a short but well built man makes his
Encounter 1 Worg Attack: As the wagon goes its way,
appearance. He wears a pair of orange pants and wears a
a number of worgs attack! The PCs must defend the driver’s
black sleeveless shirt. He holds a small chest in his hands!
life and the wagon’s integrity.
He sees you, smiles and speaks:
Encounter 2 Protect The Wagon: As the wagon’s left
“Good morning! My name is Harkin Gevies. I am a
wheel brakes, the PCs must defend the pinned down
sergeant in the village of Nlul. I see that you are already
wagon against a number of orc warriors.
served food and drink! Please! Help yourself!”
Encounter 3 Goblin Raid: As the PCs walk to the
“You have been summoned here, because we have a
Druidic Enclave in search of a carpenter, a goblin raid takes
special task for you. As you may already know, during the
place. Innocent PCs lives are threatened. PCs must
last three months we went on the attack and raided a large
guarantee the safety of the carpenter’s family.
number of enemy scout camps around our village. Our
Encounter 4 Join the Militia: The PC join the local
rangers sat down and collected all the pieces of
militia and help local warriors defeat another goblin raiding
information together.”
party that attacks the home of the blacksmith.
“They completed a report concerning all enemy
Encounter 5 Goblin Guards: The PCs are after the
activity around our village, their leading lieutenants and
Goblin to find the blacksmith’s little girl. Upon reaching
their defenses. This report has been closed inside, among
their cave however they encounter a number of guards.
other things, this small chest that I have in my hands right
Encounter 6 Wolf Riders: In another section of the
now!”
cave, the PCs must neutralize the terrible wolf riders, if
“This chest must reach the safety of the town of
they want to proceed further into the cave.
Nivlek. By all means necessary! A wagon is waiting outside
Encounter 7 Bugbear Captain: The leader of the
to take it there. Of course the enemy might attempt to
goblins has in his possession the little girl. Upon seeing the
claim it, so I have to make sure that the wagon will be
PCs he throws the little girl in a Garbage pit, and comes to
protected!”
engage the PCs. This is a battle not only against the
“This is where you come in lads! I want you to get on
bugbear, but against time as well.
that wagon, along with the driver and secure the safety of
Encounter 8 Garbage Eater: The PCs must follow the
the wagon and the driver. If you travel safely, you will
girl into the garbage pit, so that they can neutralize the
need approximately 3 days to cross 48 miles to reach the
scavenger that lives there. The girl’s life and the success of
town of Nivlek with your wagon!”
their mission lie in their ability to bring quick and
“I am not sure about the kind of opposition that you
successful strategy against the beast.
are going to encounter. Except of course of the local
wildlife, scout reports from our village and long range
Introduction reports from the city of Knurl, indicate that several small
The adventure starts in a sunny Starday morning inside the task forces of orcish and goblinoid nature are scouting our
garrison building of the small village of Nlul. During the County, so be in the look out for them.”
last three days, the people of the garrison were calling for “As for your reward, you will be paid 100 gold pieces
able men and women who were capable for protecting a each upon the delivery of the chest to the Garrison
number of wagons going from the village of Nlul to the building of the town of Nivlek. The man you will want to
town of Nivlek. see there is Captain Danel Cadwyr”
The PCs have answered the call and are waiting inside “So now that you have finished your meal and unless
the Garrison building. You can read the following text to you have any questions, let’s go to meet your driver!”
the players:

Run Like Hell! Page 4


Here the DM should allow the players to make questions. “Good morning dear lads! My name is Huber, Huber
Harkin should do their best to answer them. If the PCs Jacasin. I am one of the best drivers around these parts. I
request more money, Harkin will point out that the think that we will reach our destinations without many
economy of the state doesn’t allow more money to be given. problems. However we have to get starting immediately.
However he will clearly point out that every single piece of Two of you will sit beside me at the driver’s seat of the
loot that comes the PCs way, it’s for the PCs to keep. wagon, while the others will sit in the back of the wagon,
If questioned about weapons or horses, Harkin will so that they can keep an eye on our chest, which is our
loan a pair of horses to the PCs; with the promises of course precious cargo.”
that they will deliver the horses to the garrison of Nivlek,
upon fulfilling their objective. Harkin will also loan any After that, the PCs should decide, who will sit beside Huber
kind of simple, or martial weapon to the PCs along with and who should sit at the back of the wagon. However if
scale armor for the ones in need. However he will again the group is made from more that four characters, the extra
point out that this equipment should be returned in the men have the option to ride beside the wagon with two
garrison of Nivlek. horses, or sit behind, watching the chest.
He also points out that if any of this equipment is lost When these decisions are made the wagons starts its
or destroyed, the PCs must pay compensation to the long journey and leaves Nlul.
garrison’s captain, equal to the normal market price of the
item. Harkin Gevies: Male human Ftr 2, see DM Aid 1
He also informs the PCs that the chest must not be Huber Jacasin: Male human Rgr 4, see DM Aid 1
opened in any way. If the chest is tampered with that will Seela male hawk, see DM Aid 1
be considered treason and the characters will be trialed and
most probably exiled. If the PCs during the adventure at
any point decide to open the chest, please refer to
Encounter 1:
troubleshooting section of encounter 1. Worg Attack
Finally the PCs could turn down the assignment. In The journey should start without problems. However
this case the adventure ends here. around evening time of the first day of the journey you
When the PCs finish their questions read aloud the should read the following text to the players:
following text:
As the sun begins his descent to the earths face, you find
“Well lads! It’s time to go and meet your driver. Let’s go!” yourself about 10 miles away from the village of Nlul to
With these words spoken Harkin rises, grabs the the west. The trip is going smoothly and the air is nice and
chest and rests it on shoulder. He goes out of the garrison rejuvenating. Seela is flying in the air scouting for
building, outside to the road. enemies. From the left side of the wagon one can see a
You can clearly see now that the sun is shinning. The small cliff, which the road licks around it, while on the
air is cool and fresh, which is a good thing when some one right side of the wagon, there is only wasteland.
like you is about to travel. A couple of kids stop at the sight
of the driver and play fake war with him. He smiles and However at this time the wagon has been spotted by a
fights falsely back. Then he prompts them to return to number of worgs. The evil beasts have decided to stalk the
their homes. The driver is a young man, around 25. He is wagon and attack suddenly the driver and the characters
brown haired, with green eyes, a goatee beard and a that sit beside him. The DM should allow the PCs to make
mustache. He wears black leather armor from head to toe. spot checks against the hide checks of the worgs. Please
He also wears a black cape with a hood resting at the back remember that the Worg gets a +4 to its Hide check. You
of his back. You can see that two swords are resting at the should allow each character a spot check. Don’t forget to
side of each of his legs. Also on his left shoulder sits a roll for Seela too. Read aloud the text below depending on
hawk. Harkin speaks: the results of the check:
“Good morning, Huber! Here are the members of the
garrison that they are going to accompany you to the town A) Every PC missed the check:
of Nivlek! They are going to take good care of you and
your cargo. Don’t worry!” The trip continues peacefully until a huge wolf like
Huber eyes each and every one of you as he is judging creature leaps on to the drivers sit and attacks!
your abilities, then he smiles and says:

Run Like Hell! Page 5


Give the worgs of the encounter below a free surprise normally. He tends to protect wounded PCs or characters
round for them to act. PCs are flat-footed and cannot act that look that won’t make it through the fight. Seela will
during this round. remain in the air acting as a scout.
Treasure: The bodies of the worgs can be looted for
B) At least one PC won the check, read the following text their pelt. Below is the profit for each APL:
to that character: APL 2: Loot (10 gp)
APL 4: Loot (10 gp)
Suddenly you notice a wolf-like creature at the top of the APL 6: Loot (20 gp)
cliff. The creature stares at you, as you draw your weapon,
you try to warn the others but you don’t react quickly Development: The death of a PC will not affect the rest of
enough to the creature’s leap. the mission. The death of a horse or the damage of the
wagon can seriously stall the duration of the mission. The
Give the worgs their surprise round, but the PCs that won death of Huber must prompt you into the troubleshooting
the check, act normally during it. section, while the chest cannot be captured by the worgs.
Troubleshooting: If Huber is killed, the PCs will
C) All the PCs won the check. You should read the players definitely have a problem. One of their mission directives
the following text: was the safety of the driver. Give the PCs a moment here. If
they decide to continue on their own, eventually they will
Suddenly you notice that you are not alone. At the west reach the town of Nivlek, but they will have to make the
side of the wagon, a number of worgs are stalking your trip in twice the time. Also there must be a PC with the
wagons. There is danger in the wasteland after all! Profession (driver) into the group, or the wagon will not be
able to be driven. So the PCs must carry the chest along
Don’t give a surprise round to the worgs. Roll for Initiative them and ride the horses.
normally and proceed to the encounter. Also give the If the PCs deliver the chest to the garrison of Nivlek
Player’s Handout 1: Worg Attack. the mission can be treated only as a partial success.
One other development would be for the PCs to get
APL 2 (EL 3) the chest and head back to Nlul, reporting a failed mission.
Worgs (2): hp 30, 30; see Monster Manual page 256 and In that case they loose their reward, and the adventure ends
Appendix 1. here as a failed mission.
If the PCs have means of bringing Huber back to life,
APL 4 (EL 4) the above situation is resolved.
Worgs (2): hp 48, 48; see Monster Manual page 256 and Finally if the PCs decide to open the chest, Huber will
Appendix 2. disagree with great persistence. If however they do open it,
they will find a map of the village of Nlul, along in a report
written in a code. A character succeeding at a DC 40
APL 6 (EL 6)
Decipher Script can make an effort to read it. In that case
Worgs (4): hp 48, 48, 48, 48; see Monster Manual page
read aloud the following text:
256 and Appendix 3.
As we thought the wolf has grey south hair. Its fangs
Tactics: The Worgs will attack the driver and the PCs that
surround our village until the previous coin. Please regard
are beside him. They are intelligent enough to know that
to necessary party and be sure to bring your purple
the men at the front of the wagon command the horses. If
girlfriend along for the ride.
they can take them out, then the horses can be played silly
and eaten easily. They also know by scent that they are men
If the character reads the document he is automatically
at the rear of the wagon and sooner or later they will come
considered a traitor, and the mission a failure.
out to engage them, so they cannot be surprised.
Remember that if the worgs outnumber their
opponents two to one, they will try to pin them down, and Encounter 2:
then bite them to death.
If one Worg is reduced to half (or less) of its hit points,
Protect The Wagon
After the defeat of the Worgs, the PCs continue their
it will make a DC 13 Will Save or rout. If more than half of
journey and eventually they rest when night comes. Three
the number of Worgs are killed or routed, the worgs
PCs along with Huber (if he is still alive) stand guard
require a DC 18 Will save. Huber fights along the PCs

Run Like Hell! Page 6


during the night hours in four two-hour shifts, so that the after the crash, you realize that you hear orcish voices
spell casting PCs can get an eight hour rest, so that they can coming towards you!
regain spells.
After that the PCs can gear up have breakfast and APL 2 (EL 3)
meditate to get spells. When that is taken care of the Orcs (6): hp 5, 4, 5, 4, 5, 4; see Monster Manual page 203
journey goes onward. Read the following text to the and Appendix 1.
players:
APL 4 (EL 4)
As the wagon starts its morning journey, the sun starts to Orcs (9): hp 5, 5, 5, 5, 5, 5, 5, 5, 5; see Monster Manual
rise up and take his rightful place in the clear blue sky. page 203 and Appendix 2.
Today is a very hot summer day and everything seems to
be just fine. Huber seems however a bit anxious today.
APL 6 (EL 6)
“This is orc territory”, he explains. “We must keep our
Orcs (12): hp 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9; see Monster
guard up and ready. Things have been strange around
Manual page 203 and Appendix 3.
these lands, later days. As it seems, someone is organizing
the orcs and teaches them the art of warfare. We must
Tactics: There is no surprise round here. Both parties are
keep our guard up”. After that he falls silent, scouting the
aware of each other. The orcs will attempt to attack and kill
horizon for trouble all the time. Some times he looks up at
every character that is left standing on his feet, using their
Seela. The hawk seems to be flying around elegantly, but
javelins. After that they will draw their falchions and attack
until now no sign of trouble is spotted.
the closest left standing PC. The orcs don’t wish to fight the
During noon however, a Seela’s cry tears up the
PCs onboard the wagon’s rear part. They are waiting for the
silence of the Midday sun. The hawk starts to dive as
PC to get of the wagon. With this tactic they help the
quickly as possible. Huber seems completely focused on
hidden Orc.
the bird. He opens up his eyes and suddenly screams!
While most of the orcs will follow the above tactics,
“Trap mates! Prepare to jump as soon as possible or hold on
one lone hidden orc (requiring a DC 25 Spot check to
to whatever you can”.
notice) will remain hidden in the grass. When the guards of
Before however he is able to finish his sentence a loud
the chest come out of the wagon to engage the orcs, he will
bang is heard along with the sound of breaking wood.
try to move silently from the grass of the north section and
Then the wagon stops unexpectedly.
try to sneak up the PCs and get the chest. The orc requires a
DC 10 Move Silently check to manage this quietly. Of
The PCs who jumped must make a DC 20 Jump check or
course if one PC stays inside the wagon, he will
fall badly from the wagon injuring themselves for 1d2 hit
automatically spot the orc the moment he sets a foot on it.
points and they are considered prone. If the roll is
These orcs belong to the coalition of Hector. They are
successful, no damage is taken and the characters are on
after the chest that the wagon is carrying and they want it
their feet. In either case the character finishes up 1d4x10
at all costs. However they want to kill some of the best men
feet away from the wagon.
of Nlul as well, so they will try to accomplish both goals.
The PCs who tried to grab something must make a DC
However these Orcs have learned the value of a tactical
10 Strength check or fall of the wagon injuring themselves
retreat and if one is wounded at or above his half hit points,
for 1d2 hit points and they are considered laid down for the
he may as well run away, if he fails a DC 13 Will save Also if
encounter that follows. These characters also land 1d4x10
their numbers are reduced to more than half, a DC 18 Will
feet away from the wagon. If the roll is successful they stay
save should be used instead, for the same check.
on the wagon with no damage taken.
However if the orcs are cornered and are denied their
Finally Huber too, jumps off the wagon. He always
retreat, they will fight on until they die. They will not
succeeds in landing on his feet, 1d2x10 feet away from the
surrender at any cost.
wagon.
Treasure: Τhe bodies of the orcs can be looted for their
When the rolls are over and every one has an idea, of
equipment for a total worth, depending on their
where his character is, you should read the following text to
equipment:
the players:
APL 2: Loot (51 gp)
APL 4: Loot (76 gp)
Your head is still spinning and hurting, your ears make
APL 6: Loot (101 gp)
funny noises and you just cannot comprehend what went
wrong. Just as you start to understand where your body is

Run Like Hell! Page 7


Development: Again the survival of Huber and the
integrity of the box are of top importance. If Huber is After that, the PCs and Huber will have to divide the
killed, refer to the troubleshooting section. watches shifts again. They are four two-hours shifts of
If the PCs loose the chest then refer again to the standing guard. The PCs that don’t stand guard have an 8
troubleshooting section hour rest and then meditate for spells. When they are ready
Troubleshooting: If Huber is killed, the PCs will you can proceed to reading the following text:
definitely have a problem. One of their mission directives
was the safety of the driver. Give the PCs a moment here. If The wagon starts again its journey one more time. The day
they decide to continue on their own, eventually they will today is as hot as the previous one, perhaps a bit hotter too.
reach the town of Nivlek, but they will have to make the Today the wagon moves south with great caution, because
trip in twice the time. Also there must be a PC with the the wheel cannot withstand much punishment. Seela also
Profession (driver) into the group, or the wagon will not be is up in the sky scouting for trouble. Little by little, at last
able to be driven. So the PCs must carry the chest along the outskirts begin to creep up on the horizon, along with
them and ride the horses. smoke however! Seela also looks alarmed and starts to
If the PCs deliver the chest to the garrison of Nivlek loose altitude so that he can take a better look of the whole
the mission can be treated only as a partial success. area. “Something is wrong” Huber says, “I think that
If the PCs loose the chest, they must follow the orc someone is attacking the outskirts”. Soon you arrive at the
that got it. If they did not see the orc, give them a track to carpenter’s house. Outside you see the body of a human
follow. Depending on the time of the day the DC of the ranger penetrated by five arrows along with five goblin
Survival check, should range from a 12 during daylight to bodies. The goblins seem that they had been killed in
20 during the night. melee combat, probably from pikes and longswords.
If the PCs are not able to get the chest back then they “Goblin attack!” says Huber. “Let’s go into the house as
should head back in Nlul and report their failure. The quickly as possible and find my friend”.
adventure ends here, and the mission is considered a He crosses the house garden with elegant moves then
failure. looks up in the sky so that he can see that Seela is heading
If the PCs have means of bringing Huber back to life, to the barn. He points you to follow him to the barn. As
the above situation is resolved. you approach the small building however you encounter a
sight that makes your blood burn with fury! You see a man
Encounter 3: laid down wounded lightly and a number of goblins
chasing around a middle aged woman and four kids. The
Goblin Raid man is screaming: “Huber!!! Save my children! Please!!!”
After the end of the last battle you may read the following
text to the players: Huber enters the battle; the DM should ask if the PCs are
going to enter the battle too. The PCs can decide if they
With the orc threat gone, you focus your attention to the want to sneak up on the goblins. The goblins will have to
wagon. Huber swears and says “By Pelor! The wheel is roll a Listen check against the Move Silent check of the
completely broken. The orcs set up a log trap. There was characters. Huber attempts to sneak up the goblins too.
nothing that I could do to avoid it. But I think that I will If the goblins win the roll, roll for initiative normally.
be able to fix this if I will get to work until nightfall.” If the goblins loose all the rolls, roll initiative, but play a
first surprise round in favor of the characters.
After that Huber starts working continuously. PCs can help Give the players Player’s Handout 3.
them if the players want. Actually any PC with a building
type of Profession or Craft skill can help Huber. About Kuzma Kataric, carpenter: Male human Com 5
nightfall Huber work is over, but the wheel is not repaired Magda Kataric, wife: Female human Com 3
completely. Huber says: Kataric children (4): 2 males and 2 female human Com 1

“I have the wheel fixed but only temporary. It won’t stand APL 2 (EL 3)
the long journey that we still have in front of us. So I have Goblins (9): hp 5, 4, 5, 4, 5, 4, 5, 4, 5; see Monster Manual
decided that we will steer this wagon as we can to the page 133 and Appendix 1.
Druidic enclave outskirts. There, lives a very skilled
carpenter that I know of, and I am sure that he will fix our
wagon up.”

Run Like Hell! Page 8


APL 4 (EL 5) they decide to continue on their own, eventually they will
Goblins (12): hp 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5; see Monster reach the town of Nivlek, but they will have to make the
Manual page 133 and Appendix 2. trip in twice the time. Also there must be a PC with the
Hobgoblins (2): hp 10, 10; see Monster Manual page 153 Profession (driver) into the group, or the wagon will not be
and Appendix 2. able to be driven. So the PCs must carry the chest along
them and ride the horses.
APL 6 (EL 6) If the PCs deliver the chest to the garrison of Nivlek
Goblins (12): hp 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9; see Monster the mission can be treated only as a partial success.
Manual page 203 and Appendix 3. If a child of Kataric is killed then this is a sad
Hobgoblins (4): hp 10, 10, 10, 10; see Monster Manual development. Kuzma will fall in a deep depression and
page 153 and Appendix 3. refuse to help the PCs. In this case Huber will propose to
go to the blacksmith house and try to repair the wagon
Tactics: Unless the goblins spot the PCs they seem to chase themselves. With a DC 20 eventually Huber will succeed in
the children and deal non lethal damage. When they spot the check, and the journey will be able to continue, but the
the PCs however, they ignore the children and attack the DM should consider the mission only partial success.
PCs. The goblins don’t seem very prepared for the intrusion If the PCs have means to raise the child (or Huber),
of the PCs. They did not expect to find any resistance and that was killed, this situation is resolved.
the PC look tough and the goblins are skittish. They will try
to attack the PCs but any injury (even a single hp) will Encounter 4:
result a DC 13 Will save. Failure indicates that that goblin
will flee. If their numbers are depleted below half however,
Join The Garrison
the DC becomes 18. After the encounter ends you should read the following
If they are hobgoblins present things are a bit information to the players:
different. Every one of the raiding party makes a DC 13
Will save, only when reduced to half or less hp. If their The wounded man gets up on his feet and approaches
humanoid numbers are downed below half, however, they Huber. Then Huber while sheathing his sword says: “My
will make this save against DC 18. Failure indicates that friend Kuzma I have brought you this wagon to repair. It
that goblin will flee. holds an important cargo for the survival of the village of
The goblins will try to attack as soon as possible the Nlul. Can you repair the wagon and take good care of the
PCs that wear no armor at all. When a PC who wears heavy cargo for me?”
armor comes, they gather numbers and try all together to The carpenter smiles and replies: “My friend Huber!
grapple him and pin him down, for continuously damage. You saved my family! Of course I will do whatever in my
The hobgoblins will try to engage warrior looking PCs power to help you! Don’t you worry! Your wagon and its
and bring them down with melee combat. cargo are safe here with me!”
None of the raiding party is aware of the chest, and “However I suggest that you make haste to the smith’s
they are not interested in the wagon in any way. house about 1 mile to the east of here”, “He has my trusty
Treasure: Τhe bodies of the goblins can be looted for tools to repair, and I cannot work without them. However
the following treasure: I think that you better get there quickly, because I saw a
APL 2: Loot (16 gp) group of goblins heading that way.”
APL 4: Loot (29 gp) Huber replies promptly: “Don’t worry Kuzma! I will
APL 6: Loot (38 gp) head quickly there and see if I can to anything to help
them”. He then turns to you and says: “My friends we must
Development: Again if Huber dies refer to the make haste one more time to the smith shop”, “Are you
troubleshooting section. Another sad development would willing to tag along with me?”
be the denial of the retreat to a routing Goblin. The creature
will panic even more and try to grab one of the children as a Here the DM should give the PCs a chance to report their
human shield. If the child dies, then the Carpenter will opinions among themselves. They could deny risking of
surely deny his help to the PCs making the journey to the course, but most probably they will want to follow Huber.
town of Nivlek, quite difficult if not impossible! After riding to the smith’s house, please read the following
Troubleshooting: If Huber is killed, the PCs will text:
definitely have a problem. One of their mission directives
was the safety of the driver. Give the PCs a moment here. If

Run Like Hell! Page 9


Once more you follow Seela flying lead, while going to the Treasure: The PCs find a guide to the goblins hide out
east. Soon enough you can see by far a small house with a in Gerhiz Kaz body (give the players handout 4b). If they
tall chimney. You can understand that you are loot their opponents for their equipment they can get:
approaching the smith’s house. Upon reaching the edges APL 2: Loot (10 gp); Magic: +1 shortbow (194 gp)
of the garden of the smith’s house you can see three APL 4: Loot (10 gp); Magic: +1 shortbow (194 gp)
members of the garrison, being surrounded by a number APL 6: Loot (20 gp); Magic: +1 shortbow (194 gp)
of goblins. You also spot a bigger goblin, holding an Detect Magic Results: Shortbow+1 (Faint
impressive bow, firing arrows surrounded by red magic Enchantment)
light!
Development: As always Huber death will have to lead you
Give the players Player’s Handout 4a. in the troubleshooting section of the encounter.
If Gerhiz Kaz is captured he will only speak Goblin. If
Garrison Members (3): Male human War 1 someone talks to him in his own tongue, he will say that he
Borissasa Wilcov, Smith: Male human com 4 is not afraid to die, even if he is tortured brutally before that
moment. He also reports that his clan master will avenge
APL 2 (EL 3) him. However he will offer no more information than that.
Goblins (3): hp 5, 4, 5; see Monster Manual page 133 and After that, the smith approaches Huber. Read the PCs
Appendix 1. the following text:
Gerhiz Kaz: male goblin Rgr3; hp 28; see Appendix 1
The smith approaches and starts shouting in agony,
APL 4 (EL 5) “Huber, please! You must assist! My daughter Katrina! She
Goblins (3): hp 5, 5, 5; see Monster Manual page 133 and has been taken by these monsters! I think that they are
Appendix 2. planning to eat her alive!”
Gerhiz Kaz: male goblin Rgr4; hp 34; see Appendix 2 “Don’t worry Borissa, my good friend; we are going to
get her back! Do you know where they headed?”
The smith says: “The goblins that took her were wolf
APL 6 (EL 6)
riders that headed north of here.”
Goblins (3): hp 9, 9, 9; see Monster Manual page 133 and
Huber replies: “Don’t worry Borissa; I will bring her
Appendix 3.
back to you. In the meantime, can use speed up with the
Gerhiz Kaz: male goblin Rgr5; hp 40; see Appendix 3
repair of the carpenter’s tools? I know that this is out of
place, but I need those tools dearly.”
Tactics: The goblins must make a Listen check against the
The smith nods in agreement. After that Huber turns
Move Silently check of every PC or be surprised for one
to you and says: “Okay so we have to go and rescue a poor
round. Huber will try to move silently too. The goblins will
little girl from being eaten”, “Do you wish to follow me?”
attack the garrison troops, and then will try to stall the PCs
so that Gerhiz Kaz can take them out using his bow. The
At this point the PCs should make up their mind. Of course
goblins won’t attack the smith, because they want him to
any of this is not part of their mission, and they don’t have
produce weapons for them. They have already taken his
to take any unnecessary risks. However is they agree they
daughter hostage instead.
can start their journey immediately.
Gerhiz Kaz, will try to attack light armored PCs that
It will take them until nightfall to reach the goblin’s
use missile weapons or wear robes. If forced into melee
lair and they can rest for spells and hp.
combat, Gerhiz will draw his sword.
Troubleshooting: If Huber is killed, the PCs will
Gerhiz Kaz will not rout at any cost. Diplomacy checks
definitely have a problem. One of their mission directives
even in Goblin tongue won’t make the difference here,
was the safety of the driver. Give the PCs a moment here. If
because Gerhiz is a fanatical enemy of humans and their
they decide to continue on their own, eventually they will
allied tribes. He can be befriended with magical means.
reach the town of Nivlek, but they will have to make the
When charmed he could guide the PCs to his hide out.
trip in twice the time. Also there must be a PC with the
Even then however he will not share information about his
Profession (driver) into the group, or the wagon will not be
tribe or his employer. However if Gerhiz is killed all
able to be driven. So the PCs must carry the chest along
remaining Goblins must make a DC 18 Will save or flee!
them and ride the horses.
No goblin will flee while Gerhiz is still alive, no matter how
If the PCs deliver the chest to the garrison of Nivlek
wounded it is.
the mission can be treated only as a partial success.

Run Like Hell! Page 10


If the PCs have means of bringing Huber back to life,
the above situation is resolved. Wooden Spear Trap: CR 1; mechanical; location trigger;
repair; +10 melee 1d6+x, where x equals 1 point of damage
Encounter 5: per 10 feet the character moves to jump. However it cannot
be higher than +5; Disable Device (DC 20).
Goblin Guards
You should read and study the map of the encounter very APL 2 (EL 3)
well. When the PCs are about 80 feet away from the lair’s Goblins (9): hp 5, 4, 5, 4, 5, 4, 5, 4, 5; see Monster Manual
entrance, give them Player’s Handout 5 and read the page 133 and Appendix 1.
following text:
APL 4 (EL 4)
As you follow the muddy road uphill, the sun begins to set Goblins (12): hp 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5; see Monster
for one more time. The beautiful smell of the afternoon Manual page 133 and Appendix 2.
flower perfume, reminds you that it is still a summer
afternoon. You notice that Seela now is not flying any
APL 6 (EL 6)
more to the north but prefers to follow a circular course.
Goblins (12): hp 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5; see Monster
Now you realize that soon you will reach your objective;
Manual page 133 and Appendix 3.
the goblin lair. On the horizon you can spot the cave
Hobgoblins (4): hp 10, 10, 10, 10; see Monster Manual
entrance.
page 153 and Appendix 3.
However the entrance of the case is closed, by what
seems to be a wooden drawbridge.
Tactics: As you can see in the map the Goblins are
You also can see that there is a gap between the cave’s
developed inside the fortifications (ditches) and are firing
entrance and the road. This gap is a huge ditch. And aside
intensively with crossbows. If however are depleted of
from that you can see that the ditch is not a natural one,
ammunition, they will draw their melee weapons, go to
but goblin made.
room A of Encounter six, lower the drawbridge and charge
The ditch is fortified with various pieces of wooded
the characters. However one of them will go to inform the
spears that are sharpened in the outer edge, so that no one
population of the cave (see encounters six and seven).
can come through the ditches. The only part that has no
However this goblin will go to warn the others only if he
logs is the middle one.
runs out of ammo
From the distance you can spot a number of pinned
If any Hobgoblin is present, he will try to engage any
down goblins. They seem to be armed with missile
jump able PC so that he will deny him a jump to the
weapons and they scout the horizon for opposition. They
drawbridge.
seem to be really focused on their task, and they do not
There is no way for the PCs to go across than jump
sleep on the job.
around 20 feet and land behind the goblins (DC 20 Jump
check). In such a case the goblins (or the hobgoblins if
The PCs could either try to sneak on the goblins or just
present) will start firing the person that landed behind
charge at them. The goblins will make Listen checks and
their fortifications. Of course in the case of the humanoids
Spot checks, against the PCs. Each PC must roll Move
lowering the drawbridge, this changes, because they will
Silently and Hide check against the Listen and the Spot
engage in melee the intruders.
checks of the goblins. If the PCs reach at 30 feet distance,
If the PCs set the ditch on fire, the humanoids use the
you can give the PCs a surprise round. If the PCs are
trapdoors and abandon their post, via the tunnels. They
discovered, roll for initiatives normally.
wait until the fire is vanquish and then they return to their
Give the goblins a -1 penalty if those checks are going
defending position
to be made during daytime.
The only way to cross the fortifications without
There are a lot of things the PCs could do here. They
jumping across it is to lower the wooden bridge. However
can jump across (DC 20 Jump check), they can burn the
someone must jump across and cut the ropes to bring her
goblins out of the ditches, or they could pick out their
down.
targets with missile weapons (do not forget that goblins
Treasure: If the PCs loot the bodies of their opponents,
have cover.
they can find the following loot:
A PC that will attempt to jump, he must do it only
APL 2: Loot (43 gp)
from the central part of the ditch. If he attempts to jump
APL 4: Loot (57 gp)
from the edges, he will run into the wooden pikes.
APL 6: Loot (86 gp)

Run Like Hell! Page 11


entrance light is not able to reach them. They must use a
Development: As always Huber’s death will result you light source. That could be a torch, or a magic spell. Of
going to the troubleshooting section. course if they have Darkvision, they do not need any of
The PCs can gain access to room A of the Encounter 6 these devices. Players with low light vision won’t be able to
from the bridge or the trapdoors of the ditches. It makes no see anything either, after 200 ft.
difference to the flow of the adventure. Eventually the characters will reach, or stumble upon a
If one of the goblins escapes from the battle, it goes to large pond. There are three exits from there. One to the
warn the others inhabitants of the cave located in room C, west, leading to rooms B and C (encounter 6), one to the
the wolf riders from encounter 6 arrive from Room A after east, leading to room D (encounter 7 and 8), while the last
8 rounds of combat. one leads south, back to room A.
Troubleshooting: If Huber is killed, the PCs will When the PCs get over the pond read the following
definitely have a problem. One of their mission directives text to them:
was the safety of the driver. Give the PCs a moment here. If
they decide to continue on their own, eventually they will You can see vaguely the bottom of the pond from here.
reach the town of Nivlek, but they will have to make the Among the rock bottom, you see something small shining
trip in twice the time. Also there must be a PC with the on the bottom of the pond.
Profession (driver) into the group, or the wagon will not be
able to be driven. So the PCs must carry the chest along The characters can search the area around the pond; they
them and ride the horses. can even get in the pond and look for this shiny object. If
If the PCs deliver the chest to the garrison of Nivlek someone catches it, it’s a useless piece of scrap metal cut
the mission can be treated only as a partial success. like a coin.
If the PCs have means of bringing Huber back to life, The PCs will have two choices. If they continue west,
the above situation is resolved. then stick to this encounter and read them the paragraphs
below. If they head to the east, please proceed to encounter
Encounter 6: 8 data.
If the PCs head west and of course have dark vision or
Wolf Riders other available light sources, you should read the following
When the PCs cross the drawbridge or if they go through text:
the ditches doors, consider that the PCs are inside cave’s
room A. Read them the following text: As you follow the cave’s west path you can feel the air
getting hotter. You can also pick a bad odor in the
You find yourself inside the goblin’s cave entrance. There atmosphere. After a while you arrive at another crossroad
is only dim light here coming from the cave’s entrance. which has tree exits. One to the northwest another one to
The air is fresh and cool; however you can also spot the the southwest and one back to the pond where you came
stench of its non human inhabitants. The walls of the from.
room are natural cave walls, with stalactites and
stalagmites all over. You can see the following exits outside If the PCs do not have any light sources, then the DM
from this area: To the south there is the cave entrance, to should discourage them from continue to examining the
the north there is the next area of the cave, while to the cave. The characters most likely are sure to get lost, unless
south east and to the south west corner of the cave, there they do something really clever, like tying a rope in the
are on the floor of the cave two trapdoors that lead to the cave’s entrance, or if they do not have the appropriate skills.
two ditches outside the cave. If they do see however, eventually they will meet the
new cross road. Here they must make another choice. If
Room A they decide to move south west you should read aloud the
Room A can be either completely empty or it can have a text below for room b. If they head northwest, you should
number of goblins from the encounter 5 depending on head to room 3 encounter with the wolf riders.
how that battle went (see development and tactics of
encounter 5). Room B
If the PCs search the room for treasure or traps they Please read the following text to the players:
won’t find anything.
If the PCs continue north, eventually the cave gets This room appears to be empty. All that you can see are
darker and darker. When they have walked for 160 ft. the rocks, stalagmites and stalactites all over the ceiling and

Run Like Hell! Page 12


the floor of the room. The air has a foul odor like that of Wolves (3): hp 13, 13, 13; see Monster Manual page 283
rotting flesh. and Appendix 2.

The room is completely empty and has no traps. The PCs APL 6 (EL 6)
could hang around here for a couple of hours, without Goblins (2): hp 9, 9; see Monster Manual page 133 and
being noticed. After that there is a chance (50%) that the Appendix 3
wolf riders of room c, will come to this room for a routine Wolf Riders (4): hp 9, 9, 9, 9; see Appendix 3
check. Wolves (4): hp 20, 20, 20, 20; see Monster Manual page
If the players search the room for treasure or anything 283 and Appendix 3.
unusual, with a successful DC 13 Search check, the PCs
could discover some stains of blood in the rock of the floor, Tactics: Wolf riders will attempt to engage the fighters, or
leading to Room C. the PCs that seem to react well to darkness. Goblins will try
to attack the unarmored PCs or the ones that seem to be
Room C blinded by the lack of light. Wolves will attack the target
If the PCs decide to continue to the northwest, you can that their rider is attacking.
read them the text below if of course they have access to When in battle wolf riders are fanatics. They won’t
any light source or have darkvision. If they do not have retreat at any cost, no matter how the battle goes and they
access to such devices or abilities, you should read the next won’t be bargained either. The other goblins won’t flee if
text: they are wounded as long as the wolf riders are alive, but if
all the riders are dead, then they must make a DC 18 Will
Entering the northwest room you notice that the path save or try to flee the battle scene. The wolves won’t retreat
leads to the wide room. The room is dark and thanks to as long as their riders are alive. If the rider is killed though,
your light devices you can observe its surroundings. they will make a DC 13 Will save when reduced to half of
However soon you understand that you are not alone. A their hit points.
number of wolf rider goblins are here. They seem to be Treasure: If the PCs search the bodies of their
really focused and determine. They are ready for a fight opponents they can loot them for:
too, because they must have heard you coming. APL 2: Loot (5 gp)
APL 4: Loot (5 gp)
If they cannot see in the dark: APL 6: Loot (11 gp)

As you enter the room you hear growls like the one wolves Development: If Huber is killed in this battle, please check
make. However you can hear goblins too. You understand with the troubleshooting section.
that you are ambushed. Troubleshooting: If Huber is killed, the PCs will
definitely have a problem. One of their mission directives
If the PCs can see the goblins and the wolves, please give was the safety of the driver. Give the PCs a moment here. If
them Player’s Handout 6 and roll for initiative normally. they decide to continue on their own, eventually they will
If however the PCs cannot see the goblins, do not give reach the town of Nivlek, but they will have to make the
them a handout, roll for initiative normally, but consider trip in twice the time. Also there must be a PC with the
that during the combat they will have penalties due to not Profession (driver) into the group, or the wagon will not be
being able to see their opponents. Also remember that the able to be driven. So the PCs must carry the chest along
PCs and Huber are automatically surprised in the first them and ride the horses.
round of combat. If the PCs deliver the chest to the garrison of Nivlek
the mission can be treated only as a partial success.
APL 2 (EL 3) If the PCs have means of bringing Huber back to life,
Goblin (1): hp 5; see Monster Manual page 133 and the above situation is resolved.
Appendix 1
Wolf Riders (2): hp 9, 9; see Appendix 1 Encounter 7:
Wolves (2): hp 13, 13; see Monster Manual page 283 and
Appendix 1. Bugbear Captain
When the PCs proceed east from the area of the pond, they
APL 4 (EL 4) proceed through another empty corridor. At the end of the
Wolf Riders (3): hp 9, 9, 9; see Appendix 2 corridor however, there is a wooden door. When the PCs

Run Like Hell! Page 13


enter this area and if they are able to see in any way, read APL 6 (EL 6)
them the following text: Gilr Jarthrep: male Bugbear Ftr 6; hp 66; see Monster
Manual page 29 and Appendix 3
As you enter this part of the cave you can see that it is
empty. However in the north part of it, you can clearly see Tactics: Girl will use his morningstar to attack any fighter
a wooden door that has engraved upon it a crude banner looking character. When the fighter is dead, he will
that you haven’t seen before. However it must be of concentrate on cleric looking characters and finally he will
humanoid origin, because it hasn’t any known insignia or take on the rogues and wizards types.
aristocrat protocol upon it. Girl will not retreat, nor make rout checks. He is a
fanatic and believes that he is more than enough to kill the
Anyone that speaks Goblinoid can read the insignia. It whole party by himself.
reads “Garbage” Once he spots the PCs he will chase them anywhere
The PCs could search the room or the door for traps inside the cave, but he will not chase them out side of it.
but they will find nothing. The door is not closed but it Also he will not follow any character that ventures into the
makes a loud noise when opened, so every living humanoid garbage pit.
still alive in the cave complex will rush here immediately. Treasure: If the PCs loot the body of the Bugbear
Before opening the door however the DM should ask chieftain they will find the following, depending on their
the players if they wish to rest in Room B of the cave APL:
complex, because they might not get a chance to do so APL 2: Loot (2 gp); Magic: +2 heavy steel shield (348
afterwards. gp).
When the PCs open the door, read them the following APL 4: Loot (2 gp); Magic: +3 heavy steel shield (766
text: gp).
APL 6: Loot (2 gp); Magic: +3 heavy steel shield- (766
You enter yet another part of the cave. However this small gp).
room has a pit on its northern part. Also inside here is a Detect Magic Results: heavy steel shield+2 (Moderate
huge red haired bugbear holding a little girl. Enchantment); heavy steel shield+3 (Moderate
“So…” he speaks in common tongue, “You came for Enchantment)
this child didn’t you? Well you have to run like hell to
catch her alive. She will make an excellent meal for our Development: If Huber dies during this encounter, please
garbage disposal pet”. With that he tosses her into the pit, refer to the troubleshooting section of the adventure.
pauses and draws his weapons, “However, I think that this While the PCs fight, they can hear the cries of the little
is just the beginning of your troubles”. girl. However the cries cease after 20 rounds of combat,
The Bugbear begins to move at the position of your because the little child has met its fate. Also in this case,
group in a menacing way. However you notice that he please refer to the troubleshooting section.
wields a shield that bears the County of Knurl Insignia. Troubleshooting: If Huber is killed, the PCs will
definitely have a problem. One of their mission directives
The Bugbear of course isn’t a citizen of the County of was the safety of the driver. Give the PCs a moment here. If
Knurl. He just got this shield from a dead captain from they decide to continue on their own, eventually they will
Knurl’s garrison during the siege of the city in 591CY. The reach the town of Nivlek, but they will have to make the
name of the captain is written in the back surface of the trip in twice the time. Also there must be a PC with the
shield. Profession (driver) into the group, or the wagon will not be
After the bugbear’s statements you should roll for able to be driven. So the PCs must carry the chest along
initiative normally and start the battle. them and ride the horses.
If the PCs deliver the chest to the garrison of Nivlek
APL 2 (EL 3) the mission can be treated only as a partial success.
Gilr Jarthrep: male Bugbear Ftr 3; hp 25; see Monster If the child dies before the PCs can rush to its rescue,
Manual page 29 and Appendix 1 then the mission can be completed, but it can only be a
partial success. Please refer to the conclusion for more
APL 4 (EL 5) details.
Gilr Jarthrep: male Bugbear Ftr 5; hp 50; see Monster However, if the PCs have means to raise the child from
Manual page 29 and Appendix 2 the dead, then the above problem is resolved.

Run Like Hell! Page 14


Encounter 8:
APL 4 (EL 5)
Garbage Eater Otyugh (1): hp 36; see Monster Manual page 204 and
If any of the PCs falls inside the garbage pit, while the girl Appendix 2
is still crying, or drops himself in his own will please read
him the following text, if the character has means for APL 6 (EL 6)
seeing through the dark. Otyugh (2): hp 57, 57; see Monster Manual page 204 and
Appendix 2
You find yourself sliding smoothly through a 5 feet tunnel.
After that you end up in a dark circular room. You can see Tactics: The monsters will ignore the little girl completely
the little girl crying, but you can also see the large beast, if the PCs appear into the room. They will attack the PC
that the nonhumans use as a disposal bin. You understand with the most hit points. When this PC dies, then they will
that the life of this little girl is in your hands. turn their attention to the PC with the higher hit points,
The monsters scream in a very ferocious way and and so on. Because the room has no exits, the monsters will
charges at you! fight to defend their lair to the end.
Treasure: If the PCs loot their opponents bodies they
In the case that the PC doesn’t see, read the following text: can find a single gem inside a monster’s belly. This gem can
be according to the group’s APL an emerald of 726 gp value
You bravely throw yourself into absolute darkness with (APL 2), a amber worth 312 gp (APL 4) and finally a fire
your only guide a child’s crying. When you reach the opal worth 2778 (APL 6)
bottom of the pit though, you hear another growl. The APL 2: Coin (121 gp)
garbage eater must be near you as well. APL4: Coin (52 gp)
APL6: Coin (463 gp)
If the child has stopped crying then the child is dead. You
should read the following text in this occasion, when the Development: Again, if Huber or the girl dies please refer
character is able to see: to the troubleshooting section.
Troubleshooting: If Huber is killed, the PCs will
You find yourself sliding smoothly through a 5 feet tunnel. definitely have a problem. One of their mission directives
After that you end up in a dark circular room. You can see was the safety of the driver. Give the PCs a moment here. If
the little girl lying on the floor, fatally wounded, but you they decide to continue on their own, eventually they will
can also see the large murderous beast, that the reach the town of Nivlek, but they will have to make the
nonhumans use as a disposal bin. You understand that trip in twice the time. Also there must be a PC with the
vengeance must be taken for the little girl. Profession (driver) into the group, or the wagon will not be
The monsters scream in a very ferocious way and able to be driven. So the PCs must carry the chest along
charges at you! them and ride the horses.
If the PCs deliver the chest to the garrison of Nivlek
In the case that the crying has stopped and the character is the mission can be treated only as a partial success.
not able to see in the dark, read the following text: If the child dies before the PCs can rush to its rescue,
then the mission can be completed, but it can only be a
You bravely throw yourself into absolute darkness with partial success. Please refer to the conclusion for more
your only guide your bravery. When you reach the bottom details.
of the pit though, you hear another growl. The garbage However, if the PCs have means to raise the child from
eater must be near you. the dead, then the above problem is resolved.

This is a good time to roll for initiative. Remember that if


PCs cannot see in the dark, give the monster a surprise Conclusion:
action round. The opponent of the PCs depends to the When the PCs defeat the garbage disposal beast, they take
group’s APL: the little girl with them and return her to her father.
The Blacksmith will have the tools prepared and sent
APL 2 (EL 3) to the carpenter.
Hell Hound (1): hp 22; see Monster Manual page 152
and Appendix 1

Run Like Hell! Page 15


After returning the little girl, Huber and the PCs will
get to their wagon and continue their trip back to Nivlek
Campaign
without problems. Consequences
There they will go to the garrison room and report You must contact Spyridon D. Giannoutsos at
along with the chest. There will be Captain Danel Cadwyr, [email protected] and report to the following questions:
waiting for the PCs. Upon delivery of the chest read the 1) Did the chest arrive in the town of Nivlek?
following text to the players: 2) Did Huber survive?
3) Was the mission a total success?
“Dear lads! Thank you for delivering these important Thank you very much for your reply
documents here in Nivlek. I am sure that our military
officers will make the best of them. But please be allowed The End
to rest here and buy what you want. Here is also your
reward 100 gold pieces as promised and I will make sure
that the Count Joachim Dunstan himself will hear about
your exploits!”

After that the PCs leave the garrison building and Huber
begins to talk to them:

“My friends! We spent a lot of time together and I must


say that it was a pleasure fighting side by side with men
like you. Please if you ever again visit the Druidic Enclave
please be sure to pay me a visit, also if anyone of you is
interested in joining our enclave and having the
prerequisites, I will speak a good word or two in your
behalf.”
“You must know that you performed a great service
here today. Tides of war are upon the small village of Nlul,
and perhaps today we made a very long step in securing
this lovely village”
“Well farewell then and god’s speed!”

Here the adventure ends. The DM should now determine if


the mission was a total success, a partial success, or a failure:
Total success will be achieved if Huber stays alive
through the adventure, none of the carpenter’s kids are
killed and the little girl of the blacksmith must be returned
safely to her father.
If one PC has an adventure record of First Blood in his
possession and completed a total successful mission, he is
awarded 4 Influence points with Count Joachim.
Partial success will be achieved if the chest is delivered
to the town of Nivlek but one of the above terms is not met.
A PC with partial success is awarded 1 Influence point
or 3 if he has an AR of First Blood in his possession.
Failure will be achieved if the chest is unable to reach
the town of Nivlek, either because it was misplaced, stolen
or destroyed, or because all of the PCs were killed during
their mission.
A failed mission does not give influence points even if
the character has a First Blood AR with him.

Run Like Hell! Page 16


Experience Point Summary
To award experience for this adventure, add up the values
Total Possible Experience:
for the objectives accomplished. Then assign the APL2 900 XP
APL4 1,350 XP
experience award. Award the total value (objectives plus
roleplaying) to each character. APL6 1,800 XP

Encounter 1: Worg Attack Treasure Summary


Experience objective During an adventure, characters encounter treasure, usually
APL2 90 XP finding it in the possession of their foes. Every encounter
APL4 120 XP that features treasure has a “treasure” section within the
APL6 180 XP encounter description, giving information about the loot,
coins, and magic items that make up the encounter’s treasure.
Encounter 2: Defend The Wagon The loot total is the number of gold pieces each
APL2 90 XP character gains if the foes are plundered of all their earthly
APL4 120 XP possessions. Looting the bodies takes at least 10 minutes per
APL6 180 XP every 5 enemies, and if the characters cannot take the time to
loot the bodies, they do not gain this gold. If you feel it is
Encounter 3: Goblin Raid reasonable that characters can go back to loot the bodies, and
APL2 90 XP those bodies are there (i.e., not carted off by dungeon
APL4 150 XP scavengers, removed from the scene by the local watch, and
APL6 180 XP so on), characters may return to retrieve loot. If the characters
do not loot the body, the gold piece value for the loot is
Encounter 4: Join The Garrison subtracted from the encounter totals given below.
APL2 90 XP The coin total is the number of gold pieces each
APL4 150 XP character gains if they take the coin available. A normal
APL6 180 XP adventuring party can usually gather this wealth in a round
or so. If for some reason, they pass up this treasure, the coin
Encounter 5: Goblin Guards total is subtracted from the encounter totals given below.
APL2 90 XP Next, the magic items are listed. Magic item treasure is
APL4 120 XP the hardest to adjudicate, because they are varied and because
APL6 180 XP characters may want to use them during the adventure. Many
times characters must cast identify, analyze dweomer or
Encounter 6: Wolf Riders similar spell to determine what the item does and how to
APL2 90 XP activate it. Other times they may attempt to use the item
APL4 120 XP blindly. If the magic item is consumable (a potion, scroll,
APL6 180 XP magic bolts, etc.) and the item is used before the end of the
adventure, its total is subtracted from the adventure totals
below.
Encounter 7: Bugbear Captain
Once you have subtracted the value for unclaimed
APL2 90 XP
treasure from each encounter add it up and that is the
APL4 150 XP
number of gold pieces a characters total and coin value
APL6 180 XP
increase at the end of the adventure. Write the total in the GP
Gained field of the adventure certificate. Because this is a
Encounter 8: Garbage Eater
Regional scenario, characters may spend additional Time
APL2 90 XP
Units to practice professions or create items immediately
APL4 150 XP
after the adventure so this total may be modified by other
APL6 180 XP
circumstances.
Loot = Looted gear from enemy; Coin = Coin, Gems,
Discretionary Role-playing Award Jewelry, and other valuables; Magic = Magic Items.
APL2 180 XP
APL4 270 XP
Encounter 1: Worg Attack
APL6 360 XP
APL 2: Loot: 10 gp; Coin: 0 gp; Magic: 0 gp

Run Like Hell! Page 17


APL 4: Loot: 10 gp; Coin: 0 gp; Magic: 0 gp Special
APL 6: Loot: 20 gp; Coin: 0 gp; Magic: 0 gp +1 shortbow: This is a magical enchanted shortbow that
fires arrows engulfed in a magical red light. The bow was
Encounter 2: Defend The Wagon retrieved from a goblin ranger named Gerhiz Kaz.
APL 2: Loot: 51 gp; Coin: 0 gp; Magic: 0 gp Caster Level: 5th; prerequisites: Craft Magic Arms and
APL 4: Loot: 76 gp; Coin: 0 gp; Magic: 0 gp Armor, shortbow weapon proficiency.
APL 6: Loot: 101 gp; Coin: 0 gp; Magic: 0 gp
+2 heavy steel shield: This is the shield that was used by the
Encounter 3: Goblin Raid bugbear leader of the goblin raiders. It used to belong to a
APL 2: Loot: 16 gp; Coin: 0 gp; Magic: 0 gp noble captain of the garrison of the city of Knurl.
APL 4: Loot: 29 gp; Coin: 0 gp; Magic: 0 gp Unfortunately, the captain was killed during the siege of
APL 6: Loot: 38 gp; Coin: 0 gp; Magic: 0 gp the 591CY, and the shield fell to non-human hands.
Caster Level: 6th; prerequisites: Craft Magic Arms and
Encounter 4: Join The Garrison Armor, heavy armor proficiency.
APL 2: Loot: 10 gp; Coin: 0 gp; Magic: 194 gp
APL 4: Loot: 10 gp; Coin: 0 gp; Magic: 194 gp +3 Heavy steel shield: This is the shield that was used by
APL 6: Loot: 20 gp; Coin: 0 gp; Magic: 194 gp the bugbear leader of the goblin raiders. It used to belong
to a noble captain of the garrison of the city of Knurl.
Encounter 5: Goblin Guards Unfortunately, the captain was killed during the siege of
APL 2: Loot: 43 gp; Coin: 0 gp; Magic: 0 gp the 591CY, and the shield fell to non-human hands.
APL 4: Loot: 57 gp; Coin: 0 gp; Magic: 0 gp Caster Level: 9th; prerequisites: Craft Magic Arms and
APL 6: Loot: 86 gp; Coin: 0 gp; Magic: 0 gp Armor, heavy armor proficiency.

Encounter 6: Wolf Riders One Influence Point with Count Joachim: This influence
APL 2: Loot: 5 gp; Coin: 0 gp; Magic: 0 gp point is awarded to any character that succeeded in
APL 4: Loot: 5 gp; Coin: 0 gp; Magic: 0 gp completing the adventure as a partial success, without
APL 6: Loot: 11 gp; Coin: 0 gp; Magic: 0 gp having participated in the Red Blood adventure operations.

Encounter 7: Bugbear Captain Two Influence Points with Count Joachim: These
APL 2: Loot: 2 gp; Coin: 0 gp; Magic: 348 gp influence points are awarded to any character that
APL 4: Loot: 2 gp; Coin: 0 gp; Magic: 765 gp succeeded in completing the adventure as a total success,
APL 6: Loot: 2 gp; Coin: 0 gp; Magic: 765 gp without having participated in the Red Blood adventure
operations.
Encounter 8: Garbage Eater
Three Influence Points with Count Joachim: These
APL 2: Loot: 0 gp; Coin: 121 gp; Magic: 0 gp
influence points are awarded to any character that
APL 4: Loot: 0 gp; Coin: 52 gp; Magic: 0 gp
succeeded in completing the adventure as a partial success,
APL 6: Loot: 0 gp; Coin: 463 gp; Magic: 0 gp
and has participated in the Red Blood adventure operations.
Conclusion:
Four Influence Points with Count Joachim: These
APL2: Loot 0 gp; Coin: 100 gp; Magic: 0 gp
influence point are awarded to any character that succeeded
APL4: Loot 0 gp; Coin: 100 gp; Magic: 0 gp
in completing the adventure as a total success, and at the
APL6: Loot 0 gp; Coin: 100 gp; Magic: 0 gp
same time has participated in the Red Blood adventure
operations.
Total Possible Treasure
APL 2: Loot: 137 gp; Coin: 221 gp; Magic: 542 gp -
Traitor: If the PC opened the chest, or killed Huber, he is
Total: 900 gp
automatically considered a traitor of the state of Knurl. His
APL 4: Loot: 189 gp; Coin: 152 gp; Magic: 959 gp -
face will be on wanted ads and the garrison will arrest him
Total: 1350 gp
upon site, on his first visit to the city of Knurl, the town of
APL 6: Loot: 278 gp; Coin: 563 gp; Magic: 959 gp -
Nivlek, or the village of Nlul. The most probable scenario
Total: 1800 gp
in this occasion is that the character is going to be tried and

Run Like Hell! Page 18


then exiled from the county (influence score= -10). Refer to
Knurl’s Gazetteer for more information

Items for the Adventure Record


Item Access
APL 2 (delete the ones not found)
+1 shortbow (Frequency: Regional; 5th, Dungeon Master’s
Guide)
+2 heavy steel shield (Frequency: Regional; 6th, Dungeon
Master’s Guide)

APL 4 (All of APL 2 plus the following)


+3 heavy steel shield (Frequency: Regional; 9th, Dungeon
Master’s Guide)

APL 6 (All of APLs 2-4 plus the following)

Run Like Hell! Page 19


Appendix 1:
APL 2
Worg: CR 5; Medium Magical Beast; HD 4d10+8; hp Darkvision 60 ft. (Ex): Goblins see in absolute
30; Init +2; Spd 50 ft; AC 14 [touch 12, flat-footed 12]; darkness, for 60 ft. Darkvision is black and white only
Base Atk: +4; Grp: +7; Atk +7 melee (1d6+4/[x2], bite); but works like normal sight otherwise.
Full Atk +7 melee (1d6+4/[x2], bite); SA Trip; SQ Possessions: Falchion, javelin and studded leather
Darkvision 60 ft., low-light vision, scent; AL NE; SV armor.
Fort +6, Ref +6, Will +3; Str 17, Dex 15, Con 15, Int 6,
Wis 14, Cha 10. Goblin Raider: Male goblin warrior 1; CR 1/3; small
Skills and Feats: Hide +4, Listen +6, Move Silently humanoid goblinoid; HD 1d8+1; hp 5; Init +1; Spd 30
+6, Spot +6, Survival+2 (+4 when tracking by scent). ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1; Grp -3;
Trip (Ex): A Worg that hits with a bite attack can Atk +2 melee (1d6/[x2], morningstar) or +3 ranged
attempt to trip his opponent as a free action, without (1d4/[x2], javelin); Full Atk +2 melee (1d6/[x2],
making a touch attack or provoking an attack of morningstar) or +3 ranged (1d4/[x2], javelin); SQ
opportunity. If the attempt fails, the opponent cannot Darkvision 60 ft.; AL usually NE; SV Fort +3, Ref +1,
react to the trip of the wolf. Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6.
Scent (Ex): The ability allows the creature to Skills and Feats: Hide +5, Listen +2, Move Silently
detect approaching enemies, sniff out hidden foes, and +5, Ride +4, Spot +2; Alertness.
track by sense of smell. Creatures with the scent ability Darkvision 60 ft. (Ex): Goblins see in absolute
can identify familiar odors just as humans do familiar darkness, for 60 ft. Darkvision is black and white only
sights. The creature can detect opponents within 30 but works like normal sight otherwise.
feet by sense of smell. If the opponent is upwind, the Possessions: Morningstar, javelin, leather armor,
range is increased to 60 feet; if downwind, it drops to light wooden shield.
15 feet. Strong scents, such as smoke or rotting Physical Description: This little humanoid has a
garbage, can be detected at twice the ranges noted flat face, broad nose, pointed ears, wide mouth, and
above. Overpowering scents like the skunk musk or small, sharp fangs. It walks upright, but its arms hang
the troglodyte stench can be detected at triple normal down almost to its knees.
range.
When a creature with the scent ability can follow Hobgoblin Raider: Male hobgoblin warrior 1; CR
tracks by smell, making Wisdom check to find or 1/2; medium humanoid goblinoid; HD 1d8+2; hp 6;
follow a track. The typical DC for a fresh trail is 10 (no Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Base
matter what kind of surface holds the scent). This DC Atk +1; Grp +2; Atk +2 melee (1d8+1/19-20[x2],
increases or decreases depending on how strong the longsword) or +2 ranged [(1d6+1/[x2], javelin); Full Atk
quarry’s odor is, the number of creatures, and the age of +2 melee (1d8+1/19-20[x2], longsword) or +2 ranged
the trail. For each hour that the trail is cold, the DC [(1d6+1/[x2], javelin); SQ Darkvision 60 ft.; AL usually
increases by 2. The ability otherwise follows the rules LE; SV Fort +4, Ref +1, Will -1; Str 13, Dex 13, Con 14,
for the Track feat. Creatures tracking by scent ignore Int 10, Wis 9, Cha 8.
the effects of surface and poor visibility. Skills and Feats: Hide +3, Listen +2, Move Silently
+3, Spot +2; Alertness.
Orc: Male Orc Warrior 1; CR 1/2; medium Darkvision 60 ft. (Ex): Bugbears see in absolute
humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft; AC 13 darkness, for 60 ft. Darkvision is black and white only
[touch 10, flat-footed 13]; Base Atk: +1; Grp +4; Atk +4 but works like normal sight otherwise.
melee (2d4+4 / 18-20[x2], falchion) or +1 ranged (1d6+3 Possessions: Longsword, javelin, studded leather
/ 20 [x2], javelin); SQ Darkvision 60 ft., light armor, large wooden shield.
sensitivity; AL often CE; SV Fort +3, Ref +0, Will -2; Str Physical Description: This burly humanoid stands
17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. about 6-1/2 feet tall. It has hairy skin, feral eyes, and a
Skills and Feats: Listen +1, Spot +1; Alertness. flat nose and chin.
Alertness: +2 to Listen and Spot checks.
Light Sensitivity (Ex): Orcs suffer a -1 penalty to Gerhiz Kaz: Male goblin ranger 3; CR 3; small
attack rolls in bright sunlight or within the radius of a humanoid goblinoid; HD 1d8+1 plus 3d8+3; hp 28; Init
daylight spell. +5; Spd 30 ft.; AC 18 (touch 15, flat-footed 13); Base Atk

Run Like Hell! Page 20


+5; Grp -1; Atk +11 ranged (1d6/[x3], +1 shortbow) or opportunity. If the attempt fails, the opponent cannot
+4 melee (1d4-1, short sword); Full Atk +11 ranged react to the trip of the wolf.
(1d6/[x3], +1 shortbow) or +4 melee (1d4-1, short Scent (Ex): The ability allows the creature to
sword); SQ Combat style archery, darkvision 60 ft., detect approaching enemies, sniff out hidden foes, and
endurance, favored enemy dwarf, racial bonus +4 to track by sense of smell. Creatures with the scent ability
move silently and ride skills, track, wild empathy; AL can identify familiar odors just as humans do familiar
NE; SV Fort +4, Ref +8, Will +1; Str 8, Dex 20, Con 12, sights. The creature can detect opponents within 30
Int 10, Wis 10, Cha 8. feet by sense of smell. If the opponent is upwind, the
Skills and Feats: Climb+6, Concentration +6, Craft range is increased to 60 feet; if downwind, it drops to
Weapon +6, Handle Animal +6, Heal +6, Hide +10; 15 feet. Strong scents, such as smoke or rotting
Alertness, Animal Empathy, Athletic. garbage, can be detected at twice the ranges noted
Possessions: Leather armor, +1 shortbow, short above. Overpowering scents like the skunk musk or
sword. the troglodyte stench can be detected at triple normal
Physical Description: Gerhiz Kaz is a small but range.
well built goblin that has a very athletic look. He uses When a creature with the scent ability can follow
an impressive shortbow that fires arrows embraced in tracks by smell, making Wisdom check to find or
red light. follow a track. The typical DC for a fresh trail is 10 (no
matter what kind of surface holds the scent). This DC
Goblin Defender: Male goblin warrior 1; CR 1/3; increases or decreases depending on how strong the
small humanoid goblinoid; HD 1d8+1; hp 5; Init +1; quarry’s odor is, the number of creatures, and the age of
Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1; the trail. For each hour that the trail is cold, the DC
Grp -3; Atk +2 melee (1d6/[x2], morningstar) or l+3 increases by 2. The ability otherwise follows the rules
ranged (1d4/[x3], light crossbow); Full Atk +2 melee for the Track feat. Creatures tracking by scent ignore
(1d6/[x2], morningstar) or +3 ranged (1d4/[x3], the effects of surface and poor visibility.
crossbow); SQ Darkvision 60 ft.; AL usually NE; SV Physical Description: Wolves are pack hunters
Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, known for their persistence and cunning.
Wis 9, Cha 6.
Skills and Feats: Hide +5, Listen +2, Move Silently Goblin wolf rider: Male goblin warrior 1; CR 1/3;
+5, Ride +4, Spot +2; Alertness. small humanoid goblinoid; HD 1d8+1; hp 9; Init +1;
Darkvision 60 ft. (Ex): Goblins see in absolute Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1;
darkness, for 60 ft. Darkvision is black and white only Grp -3; Atk +2 melee (1d6/[x2], morningstar) or +3
but works like normal sight otherwise. ranged (1d4/[x2], javelin); Full Atk +2 melee (1d6/[x2],
Possessions: Morningstar, crossbow, leather morningstar) or +3 ranged (1d4/[x2], javelin); SQ
armor, 20 bolts. Darkvision 60 ft.; AL usually NE; SV Fort +3, Ref +1,
Physical Description: This little humanoid has a Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6.
flat face, broad nose, pointed ears, wide mouth, and Skills and Feats: Hide +5, Listen +2, Move Silently
small, sharp fangs. It walks upright, but its arms hang +5, Ride +4, Spot +2; Alertness.
down almost to its knees. Darkvision 60 ft. (Ex): Goblins see in absolute
darkness, for 60 ft. Darkvision is black and white only
Wolf: Male wolf; CR 1; medium animal wolf; HD but works like normal sight otherwise.
2d8+4; hp 13; Init +2; Spd 50 ft.; AC 14 (touch 12, flat- Possessions: Morningstar, javelin, leather armor,
footed 12); Base Atk +1; Grp +2; Atk +3 melee light wooden shield.
(1d6+1/[x2], bite); Full Atk +3 melee (1d6+1/[x2], bite); Physical Description: This little humanoid has a
SA Trip; SQ Low-light vision, scent; AL N; SV Fort +5, flat face, broad nose, pointed ears, wide mouth, and
Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, small, sharp fangs. It walks upright, but its arms hang
Cha 6. down almost to its knees.
Skills and Feats: Hide +2, Listen +3, Move Silently
+3, Spot +3, Survival +1 (+4 when in scent); Track, Girl Jarthrep: Male bugbear fighter 3; CR 3; medium
Weapon Focus (bite). humanoid goblinoid; HD 3d10+3; hp 25; Init +1; Spd
Trip (Ex): A Worg that hits with a bite attack can 30 ft.; AC 20 (touch 11, flat-footed 19); Base Atk +3; Grp
attempt to trip his opponent as a free action, without +6; Atk +6 melee (1d8+2/[x2], morningstar); Full Atk
making a touch attack or provoking an attack of +6 melee (1d8+2/[x2], morningstar); SA Power attack,

Run Like Hell! Page 21


cleave; SQ Darkvision 60 ft., scent; AL NE; SV Fort +4, Breath weapon (Su): 10-foot cone, once every 2d4
Ref +2, Will +0; Str 15, Dex 12, Con 13, Int 10, Wis 9, rounds, damage 2d6 fire, reflex DC 13 half. The save
Cha 9. DC is constitution based.
Skills and Feats: Listen +6, Spot+6; Power Attack, Fire Bite (Su): A hell hound deals an extra 1d6
Cleave, Weapon Focus (morningstar). points of fire damage every time it bites an opponent,
Darkvision 60 ft. (Ex): Bugbears see in absolute as if its bite were a flaming weapon.
darkness, for 60 ft. Darkvision is black and white only Skills: Hell hounds have a +5 racial bonus on hide
but works like normal sight otherwise. and move silently checks.
Scent (Ex): The ability allows the creature to Possessions: A gem inside the monster’s belly.
detect approaching enemies, sniff out hidden foes, and Physical Description: The creature resembles a big,
track by sense of smell. Creatures with the scent ability powerfully built dog, with short rust red fur; its
can identify familiar odors just as humans do familiar markings, teeth and tongue are sooty black. It has red,
sights. The creature can detect opponents within 30 glowing eyes.
feet by sense of smell. If the opponent is upwind, the
range is increased to 60 feet; if downwind, it drops to
15 feet. Strong scents, such as smoke or rotting
garbage, can be detected at twice the ranges noted
above. Overpowering scents like the skunk musk or
the troglodyte stench can be detected at triple normal
range.
When a creature with the scent ability can follow
tracks by smell, making Wisdom check to find or
follow a track. The typical DC for a fresh trail is 10 (no
matter what kind of surface holds the scent). This DC
increases or decreases depending on how strong the
quarry’s odor is, the number of creatures, and the age of
the trail. For each hour that the trail is cold, the DC
increases by 2. The ability otherwise follows the rules
for the Track feat. Creatures tracking by scent ignore
the effects of surface and poor visibility.
Possessions: Morning star, leather armor, +2 heavy
steel shield.
Physical Description: Girl is a large bugbear with
striking red hair. He is the leader of this small goblin
gang that tried to raid the Druid’s Enclave. He has in
his possession a magic shield of the garrison of knurl.
He took it from a dead captain’s hand, during the siege
of the city in 591CY.

Hell Hound: Male hellhound; CR 3; medium


outsider lawful evil fire extraplanar; HD 4d8+4; hp 22;
Init +5; Spd 40 ft.; AC 16 (touch 11, flat-footed 15); Base
Atk +4; Grp +5; Atk +5 melee (1d8+1/[x2] plus 1d6 fire,
bite); Full Atk +5 melee (1d8+1/[x2] plus 1d6 fire, bite);
SA Breath weapon, fiery bite; SQ Darkvision 60 ft.,
immunity to fire, scent, vulnerability to cold; AL LE;
SV Fort +13, Ref +13, Will +4; Str 13, Dex 13, Con 13,
Int 6, Wis 10, Cha 6.
Skills and Feats: Hide +13, Jump +12, Listen +7,
Move Silently +13, Spot +7, Survival +7; Improved
Initiative, Run, Track.

Run Like Hell! Page 22


Appendix 2:
APL 4
Worg: CR 5; Medium Magical Beast; HD 4d10+8; hp Darkvision 60 ft. (Ex): Goblins see in absolute
30; Init +2; Spd 50 ft; AC 14 [touch 12, flat-footed 12]; darkness, for 60 ft. Darkvision is black and white only
Base Atk: +4; Grp: +7; Atk +7 melee (1d6+4/[x2], bite); but works like normal sight otherwise.
Full Atk +7 melee (1d6+4/[x2], bite); SA Trip; SQ Possessions: one Falchion, one javelin and sunned
Darkvision 60 ft., low-light vision, scent; AL usually leather armor.
NE; SV Fort +6, Ref +6, Will +3; Str 17, Dex 15, Con 15,
Int 6, Wis 14, Cha 10. Goblin Raider: Male goblin warrior 1; CR 1/3; small
Skills and Feats: Hide +4, Listen +6, Move Silently humanoid goblinoid; HD 1d8+1; hp 5; Init +1; Spd 30
+6, Spot +6, Survival+2 (+4 when tracking by scent). ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1; Grp -3;
Trip (Ex): A Worg that hits with a bite attack can Atk +2 melee (1d6/[x2], morningstar) or +3 ranged
attempt to trip his opponent as a free action, without (1d4/[x2], javelin); Full Atk +2 melee (1d6/[x2],
making a touch attack or provoking an attack of morningstar) or +3 ranged (1d4/[x2], javelin); SQ
opportunity. If the attempt fails, the opponent cannot Darkvision 60 ft.; AL usually NE; SV Fort +3, Ref +1,
react to the trip of the wolf. Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6.
Scent (Ex): The ability allows the creature to Skills and Feats: Hide +5, Listen +2, Move Silently
detect approaching enemies, sniff out hidden foes, and +5, Ride +4, Spot +2; Alertness.
track by sense of smell. Creatures with the scent ability Darkvision 60 ft. (Ex): Goblins see in absolute
can identify familiar odors just as humans do familiar darkness, for 60 ft. Darkvision is black and white only
sights. The creature can detect opponents within 30 but works like normal sight otherwise.
feet by sense of smell. If the opponent is upwind, the Possessions: Morningstar, javelin, leather armor,
range is increased to 60 feet; if downwind, it drops to light wooden shield.
15 feet. Strong scents, such as smoke or rotting Physical Description: This little humanoid has a
garbage, can be detected at twice the ranges noted flat face, broad nose, pointed ears, wide mouth, and
above. Overpowering scents like the skunk musk or small, sharp fangs. It walks upright, but its arms hang
the troglodyte stench can be detected at triple normal down almost to its knees.
range.
When a creature with the scent ability can follow Hobgoblin Raider: Male hobgoblin warrior 1; CR
tracks by smell, making Wisdom check to find or 1/2; medium humanoid goblinoid; HD 1d8+2; hp 6;
follow a track. The typical DC for a fresh trail is 10 (no Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Base
matter what kind of surface holds the scent). This DC Atk +1; Grp +2; Atk +2 melee (1d8+1/19-20[x2],
increases or decreases depending on how strong the longsword) or +2 ranged [(1d6+1/[x2], javelin); Full Atk
quarry’s odor is, the number of creatures, and the age of +2 melee (1d8+1/19-20[x2], longsword) or +2 ranged
the trail. For each hour that the trail is cold, the DC [(1d6+1/[x2], javelin); SQ Darkvision 60 ft.; AL usually
increases by 2. The ability otherwise follows the rules LE; SV Fort +4, Ref +1, Will -1; Str 13, Dex 13, Con 14,
for the Track feat. Creatures tracking by scent ignore Int 10, Wis 9, Cha 8.
the effects of surface and poor visibility. Skills and Feats: Hide +3, Listen +2, Move Silently
+3, Spot +2; Alertness.
Orc: Male Orc Warrior 1; CR 1/2; Medium Darkvision 60 ft. (Ex): Bugbears see in absolute
Humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft; AC 13 darkness, for 60 ft. Darkvision is black and white only
[touch 10, flat-footed 13]; Base Atk: +1; Grp +4; Atk +4 but works like normal sight otherwise.
melee (2d4+4 / 18-20[x2], falchion) or +1 ranged (1d6+3 Possessions: Longsword, javelin, stunned leather
/ 20 [x2], javelin); SQ Dark vision 60ft., light armor, large wooden shield.
sensitivity; AL often CE; SV Fort +3, Ref +0, Will -2; Str Physical Description: This burly humanoid stands
17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. about 6-1/2 feet tall. It has hairy skin, feral eyes, and a
Skills and Feats: Listen +1, Spot +1; Alertness. flat nose and chin.
Alertness: +2 to Listen and Spot checks.
Light Sensitivity (Ex): Orcs suffer a -1 penalty to Gerhiz Kaz: Male goblin ranger 4; CR 4; small
attack rolls in bright sunlight or within the radius of a humanoid goblinoid; HD 1d8+1 plus 4d8+4; hp 34; Init
daylight spell. +5; Spd 30 ft.; AC 18 (touch 15, flat-footed 13); Base Atk

Run Like Hell! Page 23


+6; Grp +0; Atk +12 ranged (1d6/[x3], +1 shortbow) or making a touch attack or provoking an attack of
+5 melee (1d4-1, shortsword); Full Atk +12 ranged opportunity. If the attempt fails, the opponent cannot
(1d6/[x3], +1 shortbow) or +5 melee (1d4-1, react to the trip of the wolf.
shortsword); SQ Animal companion, combat style Scent (Ex): The ability allows the creature to
archery, darkvision 60 ft., endurance, favored enemy detect approaching enemies, sniff out hidden foes, and
dwarf, track, animal empathy; AL NE; SV Fort +5, Ref track by sense of smell. Creatures with the scent ability
+9, Will +1; Str 9, Dex 20, Con 12, Int 10, Wis 10, Cha 8. can identify familiar odors just as humans do familiar
Skills and Feats: Climb+7, Concentration +7, Craft sights. The creature can detect opponents within 30
Weapon +7, Handle Animal +7, Heal +7, Hide +11; feet by sense of smell. If the opponent is upwind, the
Alertness, Athletic, Racial Bonus +4 to Move Silently range is increased to 60 feet; if downwind, it drops to
and Ride skills. 15 feet. Strong scents, such as smoke or rotting
Possessions: Leather armor, +1 shortbow, garbage, can be detected at twice the ranges noted
shortsword. above. Overpowering scents like the skunk musk or
Physical Description: Gerhiz Kaz is a small but the troglodyte stench can be detected at triple normal
well built goblin that has a very athletic look. He uses range.
an impressive shortbow that fires arrows embraced in When a creature with the scent ability can follow
red light. His animal companion is a wolf, that doesn’t tracks by smell, making Wisdom check to find or
travel with him today though. follow a track. The typical DC for a fresh trail is 10 (no
matter what kind of surface holds the scent). This DC
Goblin Defender: Male goblin warrior 1; CR 1/3; increases or decreases depending on how strong the
small humanoid goblinoid; HD 1d8+1; hp 5; Init +1; quarry’s odor is, the number of creatures, and the age of
Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1; the trail. For each hour that the trail is cold, the DC
Grp -3; Atk +2 melee (1d6/[x2], morningstar) or +3 increases by 2. The ability otherwise follows the rules
ranged (1d4/[x3], light crossbow); Full Atk +2 melee for the Track feat. Creatures tracking by scent ignore
(1d6/[x2], morningstar) or +3 ranged (1d4/[x3], light the effects of surface and poor visibility.
crossbow); SQ Darkvision 60 ft.; AL usually NE; SV Physical Description: Wolves are pack hunters
Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, known for their persistence and cunning.
Wis 9, Cha 6.
Skills and Feats: Hide +5, Listen +2, Move Silently Goblin wolf rider: Male goblin warrior 1; CR 1/3;
+5, Ride +4, Spot +2; Alertness. small humanoid goblinoid; HD 1d8+1; hp 9; Init +1;
Darkvision 60 ft. (Ex): Goblins see in absolute Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1;
darkness, for 60 ft. Darkvision is black and white only Grp -3; Atk +2 melee (1d6/[x2], morningstar) or +3
but works like normal sight otherwise. ranged (1d4/[x2], javelin); Full Atk +2 melee (1d6/[x2],
Possessions: Morningstar, crossbow, leather morningstar) or +3 ranged (1d4/[x2], javelin); SQ
armor, 20 bolts. Darkvision 60 ft.; AL usually NE; SV Fort +3, Ref +1,
Physical Description: This little humanoid has a Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6.
flat face, broad nose, pointed ears, wide mouth, and Skills and Feats: Hide +5, Listen +2, Move Silently
small, sharp fangs. It walks upright, but its arms hang +5, Ride +4, Spot +2; Alertness.
down almost to its knees. Darkvision 60 ft. (Ex): Goblins see in absolute
darkness, for 60 ft. Darkvision is black and white only
Wolf: Male wolf; CR 1; medium animal wolf; HD but works like normal sight otherwise.
2d8+4; hp 13; Init +2; Spd 50 ft.; AC 14 (touch 12, flat- Possessions: Morningstar, javelin, leather armor,
footed 12); Base Atk +1; Grp +2; Atk +3 melee light wooden shield.
(1d6+1/[x2], bite); Full Atk +3 melee (1d6+1/[x2], bite); Physical Description: This little humanoid has a
SA Trip; SQ Low-light Vision, scent; AL N; SV Fort +5, flat face, broad nose, pointed ears, wide mouth, and
Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, small, sharp fangs. It walks upright, but its arms hang
Cha 6. down almost to its knees.
Skills and Feats: Hide +2, Listen +3, Move Silently
+3, Spot +3, Survival +1 (+4 when in Scent); track, Girl Jarthrep: Male bugbear fighter 5; CR 5; medium
Weapon Focus (bite). humanoid goblinoid; HD 5d10+5; hp 50; Init +1; Spd
Trip (Ex): A Worg that hits with a bite attack can 30 ft.; AC 21 (touch 11, flat-footed 20); Base Atk +5; Grp
attempt to trip his opponent as a free action, without +8; Atk +8 melee (1d8+2/[x2], morningstar); Full Atk

Run Like Hell! Page 24


+8 melee (1d8+2/[x2], morningstar); SA Power attack, Constrict (Ex): An Otyugh deals automatic
cleave, dodge; SQ Darkvision 60 ft., scent; AL NE; SV damage with a successful grapple check.
Fort +5, Ref +2, Will +0; Str 15, Dex 13, Con 13, Int 10, Disease (Ex): Filth fever – bite, fortitude DC 14,
Wis 9, Cha 9. incubation period 1d3 days; damage 1d3 dex and 1d3
Skills and Feats: Listen +8, Spot+8; Power Attack, con. The save DC is constitution based.
Cleave, Weapon Focus (morningstar), Dodge. Improved Grab (EX): To use this ability, an
Darkvision 60 ft. (Ex): Bugbears see in absolute Otyugh must hit with a tentacle attack. It can then
darkness, for 60 ft. Darkvision is black and white only attempt to start a grapple as if a free action without
but works like normal sight otherwise. provoking attacks of opportunity, if it wins the grapple
Scent (Ex): The ability allows the creature to check, it establishes a hold and can constrict.
detect approaching enemies, sniff out hidden foes, and Skills: An Otyugh has a racial +8 bonus on hide
track by sense of smell. Creatures with the scent ability checks when in its lair, due to its natural coloration.
can identify familiar odors just as humans do familiar Possessions: A gem inside the monster’s belly.
sights. The creature can detect opponents within 30 Physical Description: This creature looks like a
feet by sense of smell. If the opponent is upwind, the bloated avoid covered with a rocklike skin. A vine like
range is increased to 60 feet; if downwind, it drops to stalk about 2 feet long rises from the top of the
15 feet. Strong scents, such as smoke or rotting disgusting body and bears two eyes. Its mouth – little
garbage, can be detected at twice the ranges noted more than a wide gash filled with razor sharp teeth- is
above. Overpowering scents like the skunk musk or in the centre of the mass. The creature shuffles about
the troglodyte stench can be detected at triple normal on three thick, sturdy legs and has two long tentacles
range. covered in rough, thorny protrusions. The tentacles
When a creature with the scent ability can follow end in a leaf like appendages covered in more thorny
tracks by smell, making Wisdom check to find or growths.
follow a track. The typical DC for a fresh trail is 10 (no
matter what kind of surface holds the scent). This DC
increases or decreases depending on how strong the
quarry’s odor is, the number of creatures, and the age of
the trail. For each hour that the trail is cold, the DC
increases by 2. The ability otherwise follows the rules
for the Track feat. Creatures tracking by scent ignore
the effects of surface and poor visibility.
Possessions: Morning star, leather armor, +3 heavy
steel shield.
Physical Description: Girl is a large bugbear with
striking red hair. He is the leader of this small goblin
gang that tried to raid the Druid’s Enclave. He has in
his possession a magic shield of the garrison of knurl.
He took it from a dead captain’s hand, during the siege
of the city in 591CY.

Otyugh: Male otyugh; CR 4; large aberration; HD


6d8+9; hp 36; Init +0; Spd 20 ft.; AC 17 (touch 9, flat-
footed 17); Base Atk +4; Grp +8; Atk +4 melee (1d6/[x2],
tentacle); Full Atk +4 melee (1d6/[x2], tentacle), Atk +4
melee (1d6/[x2], tentacle), -2 melee (1d4/[x2], bite);
Space/Reach 10 ft./10 ft.; SA Constricts 1d6, disease,
[improved grab]; SQ Darkvision 60 ft., scent; AL N; SV
Fort +3, Ref +2, Will +6; Str 11, Dex 10, Con 13, Int 5,
Wis 12, Cha 6.
Skills and Feats: Hide -1, Listen +6, Spot +6;
Alertness, Toughness, Weapon focus (tentacle).

Run Like Hell! Page 25


Appendix 3:
APL 6
Worg: CR 5; Medium Magical Beast; HD 4d10+8; hp Darkvision 60 ft. (Ex): Goblins see in absolute
30; Init +2 ; Spd 50 ft; AC 14 [touch 12, flat-footed 12]; darkness, for 60 ft. Darkvision is black and white only
Base Atk: +4; Grp: +7; Atk +7 melee (1d6+4/[x2], bite); but works like normal sight otherwise.
Full Atk +7 melee (1d6+4/[x2], bite); SA Trip; SQ Possessions: one Falchion, one javelin and sunned
Darkvision 60 ft., low-light vision, scent; AL usually leather armor.
NE; SV Fort +6, Ref +6, Will +3; Str 17, Dex 15, Con 15,
Int 6, Wis 14, Cha 10. Goblin Raider: Male goblin warrior 1; CR 1/3; small
Skills and Feats: Hide +4, Listen +6, Move Silently humanoid goblinoid; HD 1d8+1; hp 5; Init +1; Spd 30
+6, Spot +6, Survival+2 (+4 when tracking by Scent). ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1; Grp -3;
Trip (Ex): A Worg that hits with a bite attack can Atk +2 melee (1d6/[x2], morningstar) or +3 ranged
attempt to trip his opponent as a free action, without (1d4/[x2], javelin); Full Atk +2 melee (1d6/[x2],
making a touch attack or provoking an attack of morningstar) or +3 ranged (1d4/[x2], javelin); SQ
opportunity. If the attempt fails, the opponent cannot Darkvision 60 ft.; AL usually NE; SV Fort +3, Ref +1,
react to the trip of the wolf. Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6.
Scent (Ex): The ability allows the creature to Skills and Feats: Hide +5, Listen +2, Move Silently
detect approaching enemies, sniff out hidden foes, and +5, Ride +4, Spot +2; Alertness.
track by sense of smell. Creatures with the scent ability Darkvision 60 ft. (Ex): Goblins see in absolute
can identify familiar odors just as humans do familiar darkness, for 60 ft. Darkvision is black and white only
sights. The creature can detect opponents within 30 but works like normal sight otherwise.
feet by sense of smell. If the opponent is upwind, the Possessions: Morningstar, javelin, leather armor,
range is increased to 60 feet; if downwind, it drops to light wooden shield.
15 feet. Strong scents, such as smoke or rotting Physical Description: This little humanoid has a
garbage, can be detected at twice the ranges noted flat face, broad nose, pointed ears, wide mouth, and
above. Overpowering scents like the skunk musk or small, sharp fangs. It walks upright, but its arms hang
the troglodyte stench can be detected at triple normal down almost to its knees.
range.
When a creature with the scent ability can follow Hobgoblin Raider: Male hobgoblin warrior 1; CR
tracks by smell, making Wisdom check to find or 1/2; medium humanoid goblinoid; HD 1d8+2; hp 6;
follow a track. The typical DC for a fresh trail is 10 (no Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 14); Base
matter what kind of surface holds the scent). This DC Atk +1; Grp +2; Atk +2 melee (1d8+1/19-20[x2],
increases or decreases depending on how strong the longsword) or +2 ranged [(1d6+1/[x2], javelin); Full Atk
quarry’s odor is, the number of creatures, and the age of +2 melee (1d8+1/19-20[x2], longsword) or +2 ranged
the trail. For each hour that the trail is cold, the DC [(1d6+1/[x2], javelin); SQ Darkvision 60 ft.; AL usually
increases by 2. The ability otherwise follows the rules LE; SV Fort +4, Ref +1, Will -1; Str 13, Dex 13, Con 14,
for the Track feat. Creatures tracking by scent ignore Int 10, Wis 9, Cha 8.
the effects of surface and poor visibility. Skills and Feats: Hide +3, Listen +2, Move Silently
+3, Spot +2; Alertness.
Orc: Male Orc Warrior 1; CR 1/2; Medium Darkvision 60 ft. (Ex): Goblins see in absolute
Humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft; AC 13 darkness, for 60 ft. Darkvision is black and white only
[touch 10, flat-footed 13]; Base Atk: +1; Grp +4; Atk +4 but works like normal sight otherwise.
melee (2d4+4 / 18-20[x2], falchion) or +1 ranged (1d6+3 Possessions: Longsword, javelin, stunned leather
/ 20 [x2], javelin); SQ Dark vision 60ft., light armor, large wooden shield.
sensitivity; AL often CE; SV Fort +3, Ref +0, Will -2; Str Physical Description: This burly humanoid stands
17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. about 6-1/2 feet tall. It has hairy skin, feral eyes, and a
Skills and Feats: Listen +1, Spot +1; Alertness. flat nose and chin.
Alertness: +2 to Listen and Spot checks.
Light Sensitivity (Ex): Orcs suffer a -1 penalty to Gerhiz Kaz: Male goblin ranger 5; CR 5; small
attack rolls in bright sunlight or within the radius of a humanoid goblinoid; HD 1d8+1 plus 5d8+5; hp 40; Init
daylight spell. +5; Spd 30 ft.; AC 18 (touch 15, flat-footed 13); Base Atk

Run Like Hell! Page 26


+7; Grp +1; Atk +13 ranged (1d6/[x3], +1 shortbow) or Trip (Ex): A Worg that hits with a bite attack can
+6 melee (1d4-1, shortsword); Full Atk +13 ranged attempt to trip his opponent as a free action, without
(1d6/[x3], +1 shortbow) or +6 melee (1d4-1, making a touch attack or provoking an attack of
shortsword); SQ Animal Companion, combat style opportunity. If the attempt fails, the opponent cannot
archery, darkvision 60 ft., endurance, favored enemy react to the trip of the wolf.
dwarf, favored enemy human, track, wild empathy; AL Scent (Ex): The ability allows the creature to
NE; SV Fort +5, Ref +9, Will +1; Str 9, Dex 20, Con 12, detect approaching enemies, sniff out hidden foes, and
Int 10, Wis 10, Cha 8. track by sense of smell. Creatures with the scent ability
Skills and Feats: Climb+7, Concentration +7, Craft can identify familiar odors just as humans do familiar
Weapon +7, Handle Animal +7, Heal +7, Hide +11; sights. The creature can detect opponents within 30
Alertness, Athletic, Racial Bonus +4 to Move Silently feet by sense of smell. If the opponent is upwind, the
and Ride skills. range is increased to 60 feet; if downwind, it drops to
Possessions: Leather armor, +1 shortbow, short 15 feet. Strong scents, such as smoke or rotting
sword. garbage, can be detected at twice the ranges noted
Physical Description: Gerhiz Kaz is a small but above. Overpowering scents like the skunk musk or
well built goblin that has a very athletic look. He uses the troglodyte stench can be detected at triple normal
an impressive shortbow that fires arrows embraced in range.
red light. His animal companion is a wolf, that doesn’t When a creature with the scent ability can follow
travel with him today though. tracks by smell, making Wisdom check to find or
follow a track. The typical DC for a fresh trail is 10 (no
Goblin Defender: Male goblin warrior 1; CR 1/3; matter what kind of surface holds the scent). This DC
small humanoid goblinoid; HD 1d8+1; hp 5; Init +1; increases or decreases depending on how strong the
Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1; quarry’s odor is, the number of creatures, and the age of
Grp -3; Atk +2 melee (1d6/[x2], morningstar) or +3 the trail. For each hour that the trail is cold, the DC
ranged (1d4/[x3], light crossbow); Full Atk +2 melee increases by 2. The ability otherwise follows the rules
(1d6/[x2], morningstar) or +3 ranged (1d4/[x3], light for the Track feat. Creatures tracking by scent ignore
crossbow); SQ Darkvision 60 ft.; AL usually NE; SV the effects of surface and poor visibility.
Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Physical Description: Wolves are pack hunters
Wis 9, Cha 6. known for their persistence and cunning.
Skills and Feats: Hide +5, Listen +2, Move Silently
+5, Ride +4, Spot +2; Alertness. Goblin wolf rider: Male goblin warrior 1; CR 1/3;
Darkvision 60 ft. (Ex): Goblins see in absolute small humanoid goblinoid; HD 1d8+1; hp 9; Init +1;
darkness, for 60 ft. Darkvision is black and white only Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1;
but works like normal sight otherwise. Grp -3; Atk +2 melee (1d6/[x2], morningstar) or +3
Possessions: Morningstar, crossbow, leather ranged (1d4/[x2], javelin); Full Atk +2 melee (1d6/[x2],
armor, 20 bolts. morningstar) or +3 ranged (1d4/[x2], javelin); SQ
Physical Description: This little humanoid has a Darkvision 60 ft.; AL usually NE; SV Fort +3, Ref +1,
flat face, broad nose, pointed ears, wide mouth, and Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6.
small, sharp fangs. It walks upright, but its arms hang Skills and Feats: Hide +5, Listen +2, Move Silently
down almost to its knees. +5, Ride +4, Spot +2; Alertness.
Darkvision 60 ft. (Ex): Goblins see in absolute
Wolf: Male wolf; CR 1; medium animal wolf; HD darkness, for 60 ft. Darkvision is black and white only
2d8+4; hp 13; Init +2; Spd 50 ft.; AC 14 (touch 12, flat- but works like normal sight otherwise.
footed 12); Base Atk +1; Grp +2; Atk +3 melee Possessions: Morningstar, javelin, leather armor,
(1d6+1/[x2], bite); Full Atk +3 melee (1d6+1/[x2], bite); light wooden shield.
SA Trip; SQ Low-light vision, scent; AL N; SV Fort +5, Physical Description: This little humanoid has a
Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, flat face, broad nose, pointed ears, wide mouth, and
Cha 6. small, sharp fangs. It walks upright, but its arms hang
Skills and Feats: Hide +2, Listen +3, Move Silently down almost to its knees.
+3, Spot +3, Survival +1 (+4 when in Scent); Track,
Weapon Focus (bite). Girl Jarthrep: Male bugbear fighter 6; CR 6; medium
humanoid goblinoid; HD 6d10+6; hp 66; Init +1; Spd

Run Like Hell! Page 27


30 ft.; AC 21 (touch 11, flat-footed 20); Base Atk +6; Grp Skills and Feats: Hide -1, Listen +6, Spot +6;
+9; Atk +9 melee (1d8+2/[x2], morningstar); Full Atk Alertness, Toughness, Weapon Focus (tentacle).
+9 melee (1d8+2/[x2], morningstar), +4 melee Constrict (Ex): An Otyugh deals automatic
(1d8+2/[x2], morningstar); SA Power attack, cleave; SQ damage with a successful grapple check.
Darkvision 60 ft., scent; AL NE; SV Fort +6, Ref +3, Disease (Ex): Filth fever – bite, fortitude DC 14,
Will +1; Str 15, Dex 13, Con 13, Int 10, Wis 9, Cha 9. incubation period 1d3 days; damage 1d3 dex and 1d3
Skills and Feats: Listen +8, Spot+8; Power Attack, con. The save DC is constitution based.
Cleave, Weapon Focus (morningstar), Dodge, Improved Grab (EX): To use this ability, an
Endurance. Otyugh must hit with a tentacle attack. It can then
Darkvision 60 ft. (Ex): Bugbears see in absolute attempt to start a grapple as if a free action without
darkness, for 60 ft. Darkvision is black and white only provoking attacks of opportunity, if it wins the grapple
but works like normal sight otherwise. check, it establishes a hold and can constrict.
Scent (Ex): The ability allows the creature to Skills: An Otyugh has a racial +8 bonus on hide
detect approaching enemies, sniff out hidden foes, and checks when in its lair, due to its natural coloration.
track by sense of smell. Creatures with the scent ability Possessions: A gem inside the monster’s belly.
can identify familiar odors just as humans do familiar Physical Description: This creature looks like a
sights. The creature can detect opponents within 30 bloated avoid covered with a rocklike skin. A vine like
feet by sense of smell. If the opponent is upwind, the stalk about 2 feet long rises from the top of the
range is increased to 60 feet; if downwind, it drops to disgusting body and bears two eyes. Its mouth – little
15 feet. Strong scents, such as smoke or rotting more than a wide gash filled with razor sharp teeth- is
garbage, can be detected at twice the ranges noted in the centre of the mass. The creature shuffles about
above. Overpowering scents like the skunk musk or on three thick, sturdy legs and has two long tentacles
the troglodyte stench can be detected at triple normal covered in rough, thorny protrusions. The tentacles
range. end in a leaf like appendages covered in more thorny
When a creature with the scent ability can follow growths.
tracks by smell, making Wisdom check to find or
follow a track. The typical DC for a fresh trail is 10 (no
matter what kind of surface holds the scent). This DC
increases or decreases depending on how strong the
quarry’s odor is, the number of creatures, and the age of
the trail. For each hour that the trail is cold, the DC
increases by 2. The ability otherwise follows the rules
for the Track feat. Creatures tracking by scent ignore
the effects of surface and poor visibility.
Possessions: Morning star, leather armor, +3 heavy
steel shield.
Physical Description: Girl is a large bugbear with
striking red hair. He is the leader of this small goblin
gang that tried to raid the Druid’s Enclave. He has in
his possession a magic shield of the garrison of knurl.
He took it from a dead captain’s hand, during the siege
of the city in 591CY.

Otyugh: Male otyugh; CR 4; large aberration; HD


6d8+9; hp 57; Init +0; Spd 20 ft.; AC 17 (touch 9, flat-
footed 17); Base Atk +4; Grp +8; Atk+4 melee (1d6/[x2],
tentacle); Full Atk +4 melee (1d6/[x2], tentacle), Atk +4
melee (1d6/[x2], tentacle), -2 melee (1d4/[x2], bite);
Space/Reach 10 ft./10 ft.; SA Constricts 1d6, disease,
[improved grab]; SQ Darkvision 60 ft., scent; AL N; SV
Fort +3, Ref +2, Will +6; Str 11, Dex 10, Con 13, Int 5,
Wis 12, Cha 6.

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DM Aid 1
Below are given various important NPCs that can be 15, flat-footed 14); Base Atk +5; Atk talons +5 melee
found during the adventure, along with a general map (1d4-2/[x2]), slashing]; Full Atk talons +5 melee (1d4-
of the goblin cave: 2/[x2], slashing); SA link, share spells; SQ low light-
vision; AL NG; SV Fort +2, Ref +5, Will +2; Str 6, Dex
Huber Jacasin: Male human ranger level 4; CR 4; 17, Con 10, Int 2, Wis 14, Cha 6.
medium humanoid; HD 4d8+1; hp 27; Init +2; Spd 30 Skills and Feats: +8 to spot checks.
ft.; AC 17 (touch 12, flat-footed 15); Base Atk +4; Atk Link (EX): A ranger can handle her animal
longsword +8 melee (1d8+3/19-20 [x2]), slashing]; Full companion as a free action, or push it as a move action,
Atk longsword +6 melee (1d8+3/19-20 [x2], slashing) even if he doesn’t have any ranks in the handle animal
shortsword +6 melee (1d6+3/19-20 [x2], piercing); SA skill. The ranger gains a +4 circumstance bonus on a
animal companion, wild empathy; AL NG; SV Fort +5, wild empathy checks and handle animal checks made
Ref +6, Will +2; Str 14, Dex 15, Con 12, Int 12, Wis 12, regarding the animal companion.
Cha 12. Share Spells (Ex): At the ranger option, he may
Skills and Feats: climb+9, craft have any spell (but not a spell-like ability) he casts
(weaponsmithing)+8, handle animal+8, heal+8, hide+9, upon herself also affect her animal companion. The
profession (driver)+8, ride+9; animal companion hawk, animal companion must be within 5 feet of the ranger
combat style two weapon fighting, endurance, favored at the time of the casting to receive the benefit. If the
enemy Orc, track, two weapon defense, two weapon spell or effect has duration other than instantaneous, it
fighting, weapon focus longsword, weapon focus stops affecting the animal companion if the companion
shortsword, wild empathy. moves farther than 5 feet away and will not affect the
Animal Companion (Ex): At 4th level, a ranger animal again, even if it returns to the ranger before the
gains an animal companion selected from a specific list. duration expires. Additionally, the ranger may cast a
Huber chose the hawk. Seela is his animal familiar. spell with a target of ‘You’ on her animal companion (as
Check below for his stats. a touch range spell, instead of on herself. A ranger and
Wild Empathy (Ex): A ranger can use body her animal companion can share spells even if the
language, vocalizations, and demeanor to improve the spells normally do not affect creatures of the
attitude of an animal (such as a bear or a monitor companion’s type (animal).
lizard). This ability functions just like a Diplomacy
check to improve the attitude of a person. The ranger Garrison Member: Male human warrior 1; CR 1/2;
rolls 1d20 and adds his ranger level and his Charisma medium humanoid human; HD 1d8+2; hp 10; Init +1;
modifier to determine the wild empathy check result. Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Base Atk +3;
The typical domestic animal has a starting attitude of Grp +3; Atk longsword +3 melee (1d8+2/19-20[x2],
indifferent, while wild animals are usually unfriendly. slashing); Full Atk longsword +3 melee (1d8+2/19-
Possessions: leather armor+2, longsword+1, 20[x2], slashing); AL N; SV Fort +4, Ref +1, Will +1; Str
shortsword+1, black cloak with hood. 14, Dex 12, Con 14, Int 12, Wis 12, Cha 12.
Physical Description: A young man of Oeridian Skills and Feats: climb+4, handle animal+4,
origin, around 25. He is brown haired, with green eyes, jump+4; alertness, acrobatics. Possessions:
a goat beard and a mustache. He wears black leather Stunned leather armor, longsword, large wooden
armor from head to tows. He also wears a black cape shield.
with a hood resting at the back of his back. You can see Physical Description: These men are the backbone
that two swords are resting at the side of each of his of the Druidic enclave defenses.
legs.
On his left shoulder, usually sits Seela his trusty
hawk animal companion. Seela will only take a
scouting part in the adventure no matter if Huber is in
a very difficult position.
Spells Prepared (#; base DC = 11 + spell level): 1st—
Animal Messenger.

Seela: Male hawk; CR 1/3; Tiny Animal; HD 1d8; hp


8; Init +3; Spd 10 ft., fly 60 ft (average); AC 17 (touch

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Goblin Lair:
Reference Map for the DM

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Player’s Handout 1:
Worg Attack

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Player’s Handout 2:
Defend The Wagon

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Player’s Handout 3:
Goblin Raid

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Player’s Handout 4a:
Join The Garrison

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Player’s Handout 4b:
Map To The Goblins Lair

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Player’s Handout 5:
Goblin Guards

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Player’s Handout 6:
Wolf Riders

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Player’s Handout 7:
Bugbear Captain

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Player’s Handout 8:
Garbage Eater

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