ONW4-03 The Greatest Enemy

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ONW4-03

The Greatest Enemy


®
A One-Round D&D LIVING GREYHAWK
Onnwal Regional Adventure
Version 1

Round 1
by Andy MacPhee, Jeny MacPhee and Stuart Kerrigan
Circle Reviewer: Paul Looby

Stalemate in Onnwal. While exhausted armies on both sides in the unending war for the Dragonshead draw breath, plots
multiply in shadow and deepest night. In times such as this, a single slip, a single move can break the deadlock. The pieces
are in motion, but to what end?
An Onnwal Regional Adventure for APLs 2-12

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

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

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

ONW4-03 The Greatest Enemy Page 2


By following these four steps, you will have determined the per round, all others pay two Time Units per round.
APL. Throughout this adventure, APLs categorize the level Adventurer’s Standard Upkeep costs 12 gp per Time Unit.
of challenge the PCs will face. APLS are given in even- Rich Upkeep costs 50 gp per Time Unit. Luxury Upkeep
numbered increments. If the APL of your group falls on an costs 100 gp per Time Unit.
odd number, ask them before the adventure begins
whether they would like to play a harder or easier
adventure. Based on their choice, use either the higher or
the lower adjacent APL.
Adventure Background
It has been many long months since the forces of Free
APL also affects the amount of experience you may
Onnwal have been on the advance against the Scarlet Sign.
gain at the end of the adventure. If your character is three
Indeed these days appear to be bleak and hopeless. After
character levels or more either higher or lower than the
the entry of the forces of the Euroz (Orcs) from the Pomarj,
APL this adventure is being played at, that character will
the Brotherhood has been on the attack, outnumbering the
receive only half of the experience points awarded for the
rebellion, driving the battlelines back to the port of
adventure. This simulates the face that either your
Sornhill. As the combined armies of the Scarlet
character was not as challenged as normal, or relied on help
Brotherhood and the Euroz, led by the mighty Jedurek,
by higher-level characters to reach the objectives.
approached Killdeer, the capital of the Free State, an
Note: LIVING GREYHAWK adventures are designed
armada of Scarlet warships closed in to cut off any chance
for APL 2 and higher. Four, or sometimes even five 1st-level
for escape. With hope gone and the end in sight, the brave
characters may find difficulty with the challenges in a
defenders waited for the inevitable end, determined to sell
LIVING GREYHAWK adventure. If your group is APL 1
their lives and their freedom dearly.
there are two things that you can do to help even the score.
As the invaders pressed their attack, setting the city
st and its precious shipyards alight, the sails of a second fleet
1. Attempt to create a table of six 1 -level characters, or
were sighted on the horizon. Unknown to the defenders,
try to enlist higher-level characters to play at that table.
deliverance was at hand, for the east wind brought with it
2. Advise characters to buy riding dogs to help protect
the Grand Imperial Fleet of Ahlissa. Overking Xavener had
them, and fight for them. All riding dogs are
answered the call for aid. With the help of the Ahlissan
considered trained to attack. PCs who want their dogs
forces, a wedge was driven between the Scarlet navy and
to attack must succeed at a DC 10 Handle Animal or
the Euroz army. Forced to withdraw or be cut off, Jedurek
Charisma check. Failure indicates that the animal will
ordered the retreat and his army fell back in good order.
not attack that round. This is a free action (spoken
Seeing their gambit had failed, the Brotherhood ships were
command) that may be attempted each round. If an
forced to flee or be overwhelmed by the combined might of
animal loses half or more hp in a single round it flees,
the new allies.
unless another check is successful.
Now an uneasy calm has settled over the Dragonshead.
The alliance has brought some relief to the relentless
conflict, but the war is far from over. The presence of the
Mundane
# of Animals Euroz in the Volanots is a millstone around the necks of the
Animals Effect
on APL leaders of the Free Army. Intelligence is now imperative
1 2 3 4
and heroes are required to scout the hills and bring back
1/4 & 1/6 0 0 0 1 the need information.
1/3 & 1/2 0 0 1 1

1 1 1 2 3
Adventure Summary
Introduction: Shadow in the Night
CR of Animal

2 2 3 4 5 Following the recent fighting against the Scarlet


3 3 4 5 6 Brotherhood in Sornhill, the PCs have been assigned to
guard duty at Osprem’s Light. They are patrolling late at
4 4 6 7 8
night when they have the opportunity to spot a suspicious
5 5 7 8 9 figure moving through the encamped refugees within the
6 6 8
9
10
walls. They need to react quickly to prevent an attempt to
infect Lyndern, the priest commander of Osprem’s Light
7 7 9 10 11 with a mind-controlling overseer beast.

Encounter One: Wrong Place, Wrong Time


Time Units and Upkeep Assuming the PCs act quickly to save Lyndern, they
This is a standard one-round Regional adventure, set in discover she was holding a conference with Uthather Kais
Onnwal. Characters native to Onnwal pay one Time Unit of the Breakers War Company. They need volunteers for a

ONW4-03 The Greatest Enemy Page 3


scouting mission in the Volanots, and the PCs admirably fit Encounter Seven: The Euroz Warlords
the bill. They join forces with a platoon of Wreckers to If the PCs managed to descend to the lower levels
scout a region of the Volanots and return with detailed unnoticed, they will be able to surprise Jedurek’s Warlords,
information on enemy dispositions and numbers. Jornal currently planning further raids on Sornhill. Otherwise,
Surearm, a good man by Wrecker standards, leads the they will descend into an ambush.
Wrecker band.
Encounter Eight: Shades of Grey
Encounter Two: A Routine Patrol After dealing with the elite guard, the PCs will finally
While Jornal attempts to engage the heroes in locate the injured Jedurek. The PCs now have to decide
conversation, asking about their past exploits, the Wreckers whether or not to kill him. If they choose not to, the PCs
take point in the patrol and come across group of Euroz on will then have the Wreckers to contend with. They would
watch. The Wreckers fail to wait for the heroes and launch see the killing of Jedurek as a major coup, especially
an attack on the watchtower, taking heavy losses but taking following a recent downturn in their popularity. The PCs
the postion. However, as the watchtower is captured, a may be able to convince Jornal to see their point of view,
single pigeon is released, no doubt carrying a message. Can but there are extremists in the platoon who will see this act
the PCs shoot it down before it is out of range? After the as treason. The PCs will have to defend themselves.
fighting is over, a lone survivor is discovered - a goblin by
the name of Shagrazz. Conclusion
If the PCs let him live, it becomes clear to Jedurek he was
Encounter Three: A Goblin By Any Other Name… poisoned by some his closest comrades. He allows the PCs
Shagrazz offers some important information in return for to leave (he is an honorable lawful evil opponent). If he is
his pathetic life. The PCs will have to convince the dead, the orcs are understandably incensed.
Wreckers to allow the creature to live long enough to
speak. Shagrazz will reveal the location of Jedurek, general
of the Euroz forces. He was apparently wounded in a
Introduction
To begin the adventure read aloud or paraphrase the
skirmish several days ago and is recovering in a Scarlet
following:-
Brotherhood bolthole not too far from the watchtower.
Shagrazz tells the PCs that there are two entrances to the
In times of war everyone is called upon to serve their
bolthole. Jornal assigns the PCs to attack via one entrance,
cause, and the Free State of Onnwal is no different. With
whilst his men secure the other. The mission has now
the confusion surrounding the withdrawal of the Army of
become far more than a simple scouting mission. If the PCs
Rebellion from Sornhill to defend Killdeer, there has been
can capture or kill Jedurek, then the Euroz support for the
a drastic shortage of men to guard against further advances
Scarlet Brotherhood could evaporate. If Shagrazz is killed
by the Scarlet Brotherhood. Every available man has
before revealing his information, the module is essentially
already been drafted, but still there are not enough. You
over, as the PCs will have no way to locate the bolthole.
gaze towards the town from your vantage point on the
walls of Osprem’s Light. Highlighted by the setting sun,
Encounter Four: The Stranger
you can see the considerable damage done to the once
Not long after splitting from the Wrecker band, the PCs
proud defenses of Sornhill. It is a marvel that anything
encounter a stranger. She has some interesting news about
remains standing, especially after the inferno that swept
Jedurek. The orc general is being targeted for assassination
through the shipyards. The docks are still devastated,
by some of his own men. The stranger points out to the PCs
despite all efforts to clear the debris and sailors the
that it might not be the best thing for Onnwal if Jedurek
Ahlissan fleet, the saviors of the town whose vessels lie at
were to die.
anchor further out in the bay.
You are walking within the tents within the courtyard
Encounter Five: The Gateway
of Osprem’s Light. Taking a welcome break from the dark
Arriving at the bolthole, the PCs discover it is well
watches on the ramparts, you are among the remains of
defended, with a killing zone just inside the entrance. They
the lighthouse’s defenders and numerous refugees from
will have to fight their way through in order to gain
the town. It has been a tiring and nervous time. Everyone
entrance to the bolthole proper.
anticipates another Scarlet Brotherhood strike. Ahead lies
the area set aside for the commanders of the keep, side by
Encounter Six: To Hell in a Hand Basket
side with those of the Ahlissan officers, your new allies,
The lower chambers of the bolthole can only be accessed
here at the request of Duchess Saielma herself. These tents
via a basket, lowered by a large winch system. A band of
are far grander than those of the regular soldiers. Larger
Euroz, who will raise an alarm if not neutralized quickly,
and less threadbare, they offer far more comfort than the
alerting Jedurek’s elite guard, guard the winch.
majority of the ruins of Sornhill.

ONW4-03 The Greatest Enemy Page 4


Allow the PCs a brief moment to get in-character and As the man collapses to his knees, he looks up at you, and
introduce themselves. When you are ready to begin the you are shocked to see that he wears a tunic bearing
adventure, a successful DC 20 Spot check (modified to 15 if the arms of Ahlissa and epaulettes which denote him as an
they say they are looking for anything suspicious) allows officer in the Grand Imperial Navy. There is something
the PCs to notice a lone figure at the rear of the tent of the else; on the side of his neck you notice a large ugly red
priestess-commander of Osprem’s Light, Lyndern. Read welt. As you watch, an ant-like creature becomes visible,
aloud the following to the astute individuals who notice claws embedded deep within the flesh.
this:-
The characters are free to examine the ant-like creature,
As you move away from the command tents, you notice a which is an overseer. They should not be familiar with this
lone figure, huddling down at the rear of the tent of type of creature unless they played SWiO 1-3 Two If By
Lyndern, priest-commander of Osprem’s Light. He is Sea. The parasite has decided to kill the Brotherhood agent
slowly cutting a small flap at the base of the tent with a rather than allow him to give up any information.
serrated dagger. Suddenly, he stops and glances around. The dead man is Faldrynn, a junior officer in the
Noticing you, he drops the blade, sprinting into the maze Ahlissan Grand Imperial Fleet. His task had been to spy on
of tents that fill the courtyard. the commanders of Osprem’s Light and the Sornhill
garrison, and to infect as many as he could before being
This is a Scarlet Brotherhood agent. He has been sent to caught, his actions being controlled entirely by the
infect the leaders of the Free Onnwal forces with Overseer overseer. The Brotherhood hoped to create paranoia and
parasites. As such, he is attempting to create a small confusion amongst Army of Rebellion, and by using an
opening in the tent to release the creatures into. He is not Ahlissan, to drive a wedge between the two new allies. The
attempting to get into the tent himself, and by cutting a box Faldrynn carried contains three more of the creatures.
small hole at ground level, hopes to escape notice. As long as they are kept in the box, they can be easily
If the characters fail to spot the intruder, then after a dispatched. If they are released, they will flee into the
short time, they will hear the shout of ‘intruder!’ coming shadows. The PCs will not be allowed to loot the Ahlissan’s
from the tent. Assuming that they turn back to investigate, body. The Ahlissan commander, through Lyndern, will
read the following:- demand that any personal effects taken from the body be
returned immediately.
Running back to the officers’ billets, you see a man leap By the time the fight ends both Lyndern and Uthather
out of one of the tents, a small box in his hands. He spots Kais arrive on the scene. They were conducting a meeting
you, turns and sprints into the maze of tents that fill the in her tent prior to the interruption. If the characters
courtyard. interrupted the agent before he got into the tent, read aloud
or paraphrase the following:-
It is assumed that the characters will foil the attempt to
infect Lyndern with an overseer parasite. Role-play a chase The crowd that has gathered to watch the fight parts at the
between the PCs and this man. If they did not spot the sound of a sharp voice, that barks out the command
intruder before he entered the tent, then the Brotherhood “Move! Clear the path!”
agent succeeded in releasing the overseer parasite. He was A robed olve gently pushes through the crowd and
spotted as he was making his escape, and had to flee to kneels by the prone form of the Ahlissan, “What is going
avoid capture. on here? What is happening?” he asks.
A second figure pushes through the crowd; a woman
APL2 – 12 (EL 2): dressed in loose fitting vestments, bearing the symbol of a
Brotherhood Agent: male human War1/Rog1; hp 14; see breaking wave flanked by stars. Underneath you catch a
Appendix 1. glimpse of gleaming mail. Her eyes blaze as she snaps,
Overseer: hp 9; see Appendix 1. “Uthather, what is going on here? We have business!”

Tactics: The agent will fight to the death if cornered. He A successful DC 10 Knowledge (Splintered Suns) reveals
will attempt to bait one of the players into a duel, invoking the following about the name Uthather:-
a right to fight one on one. If any character accepts, he uses
a blade he has poisoned with scorpion venom. If he has to Uthather is a name you recognize, the famous invoker
die, he will attempt to take one of his attackers with him. Uthather Kais of the Breakers War Company.

When the agent is subdued, or reduced to 0 or less hit


points read the following:-

ONW4-03 The Greatest Enemy Page 5


Read aloud or paraphrase the following:-
Inside the tent, you are warmed by several braziers
He turns to the newcomer and offers a half smile, “We do burning low near the back of the tent, close to a small cot
indeed have business Lyndern. However, these people bed. A large table covered in maps of the land around
were about to explain to me why they chased this man Osprem’s Light and Sornhill dominates the center of the
from outside your tent, then killed him, were you not?” tent. Sitting at the table is a young man, dressed in
traveling clothes. He glances up as you enter.
If the characters did not spot the agent before he released “Lyndern, is everything alright? I heard the
the overseer into the tent then read aloud or paraphrase the commotion as I arrived.”
following:- He breaks off as he spots you entering the tent.

The crowd that has gathered to watch the fight parts at the This is Jornal Surearm, leader of a small band of Wreckers
sound of a sharp voice, that barks out the command who specialize in hunting and tracking their prey through
“Move, clear the path!” the wilderness. Lyndern will introduce Jornal and thank
A robed olve gently pushes through the crowd, “What is the PCs for their quick action in dealing with the
going on here? What is happening?” he asks. Brotherhood agent. Before she can explain what she
A second figure pushes through the crowd; a woman requires, Uthather returns to the tent. Read or paraphrase
dressed in loose fitting vestments, bearing the symbol of a the following.
breaking wave flanked by stars. Some sort of ichor stains
the front of her robes. Underneath you catch a glimpse of As Lyndern sits at the table, Uthather strides into the tent.
gleaming mail. “Lady”, he begins, “I’m sure that these fine warriors
“Do you have him?” demands the woman. “Is he are very worthy, but Jornal and his band of Wreckers, are
alive?” more than adequate for the task ahead.”
Lyndern, smiles, and glances at the young man, “I’m
Lyndern and Uthather require a detailed explanation of sure you are correct, Uthather. However, it pays to be
what happened. It is apparent they were engaged in careful, especially in light of what has just occurred. Jornal,
important discussions when the agent attempted to release I’m sure you won’t object to working with these warriors,
the overseer into the tent. While the characters are their skills may prove useful in the days ahead.”
explaining what happened, Lyndern listens carefully. The Uthather shakes his head slightly, but accepts his
characters can easily spot her studying them in minute defeat graciously.
detail. When they finish she speaks. “As you say good lady, it would do to be prudent.”
Turning to you, he gestures towards the map. “As you
“You have done very well, it would appear that we have are already aware the recent battle has severely depleted
some true patriots of Onnwal here, Uthather. Perhaps as our resources, and if it had not been for the intervention of
patriots they would be willing to help us out with our little our new Ahlissan allies, we would not be here to continue
task.” this discussion.
Turning to the group, she looks you directly in the “What we need to know now is where the Euroz
eyes and asks “Are you willing to be of service?” forces retreated to after the battle? Have they re-
organized? Have they linked up with the main
If the characters agree, she will ask them to follow her back Brotherhood armies again? It is vital that we learn some of
to the tents where she will explain everything. However, it these answers, before we can plan what to do next.
should be apparent to the characters that Uthather doesn’t “With that in mind, I’m going to send young Jornal,
appear to be very happy about this turn of events. If the his men and now you into the Volanots to try to uncover
characters choose not to accompany Lyndern, the module some clues as to what has happened to the orcs. Any
is over. questions?”
Proceed to Encounter 1: Wrong Place, Wrong Time.
Allow the characters to ask any questions they like,
Encounter 1: Uthather and Lyndern will try to answer them. However,
some information is on a need to know basis, and the
Wrong Place, Wrong Time… characters don’t need to know. Possible questions and
Neither Lyndern nor Uthather are willing to discuss answers are detailed below.
anything with the characters until they are in the safety of
Lyndern’s tent. This time, several guards are posted outside
to make sure that they will be no further interruption. If
the characters enquire about their posts, other troops will
be dispatched to take over their guard posts. Who are you? (Uthather):

ONW4-03 The Greatest Enemy Page 6


Uthather smiles and says, “I’m a patriot of Onnwal my want to be found. What’s the problem? Surely you don’t
friends, what more would you have me say? I’m a dabbler mind working with Wreckers? They are patriots too.”
into the mystic arts and I occasionally travel with the
Breakers War Company. More importantly, I’m here to Jornal Surearm: N, male human Ftr1/Rog 2, Wrecker
defend Sornhill, just like you.” Commander.
Appearance: A wild and unpredictable man, Journal is
Who are you? (Lyndern): both handsome and vain but nevertheless intelligent and
“I’m sorry, it’s been a trying evening, and I have quick. He stands 5 ft. 8 in. tall, is of average build, and has a
forgotten my manners. Allow me to introduce myself; I am thick “mane” of black luxurious hair that he constantly
Lyndern, Priestess-Commander of Osprem’s Light. preens. His eyes are a light grey hue and dart around
seemingly trying to take in everything. He prefers to wear
Who are you? (Jornal): fine fabrics that set off his eyes and hair.
Uthather gestures to the handsome young man. “This Character: Although a rogue, and extremely
is Jornal Surearm. He will lead a Wreckers company into unpredictable, Jornal is a patriot who loves his country. He
the Volanots to scout.” is worried by the recent downturn in popularity the
If any of the PCs know Jornal from ONW3-02 Pyrtura, read Wreckers have undergone. He will be friendly towards the
aloud the following: PCs, doing his best to convince them that the Wreckers
work for the good of Onnwal. However, if any of the PCs
Jornal smiles broadly, holding out his hand in a have earned the Disfavour or Suspicion of the Wreckers
warrior’s clasp. [from the Onnwal Regional modules The Prophet or For
“It is good to meet you, my friends. It would appear Want of a Nail], he will be surly with them, speaking only
we are to be traveling companions. It’ll be good to work when necessary.
with you.” If any of the PCs have earned the Disfavour or
Suspicion of the Wreckers [from The Prophet or For Want
If any of the PCs have earned the Disfavour or Suspicion of of a Nail], then Jornal will openly question their patriotism.
the Wreckers [from The Prophet or For Want of a Nail], He will ask if Lyndern cannot find him some more reliable
then Jornal will glare at them, and mutter under his breath allies to work with, as he does not wish to be stabbed in the
about unreliable allies. back by traitors as Boss Gavran was.

Where are we going? Lyndern


“We need information about the deployment of the Appearance: Lyndern proudly wears the tabard of the
Euroz army. Where has it retreated to? It will be up to you breaking wave as she walks the ramparts of the Light. She is
and Jornal’s band to travel west into the Volanots to find muddy blonde, blue-eyed, and quite tall at 5 ft. 11.
out.” Character: Lyndern is a powerful warrior-priestess of
Osprem and as the priest-commander of the Light she
How are we getting there? believes that ultimately the responsibility for failure or
“You will need to walk; the Volanots are too rugged to success is upon her shoulders. This makes her cold,
take horses into. Be careful that you are not spotted, detached from the rest of her men, as she has let her guard
Jedurek, the Euroz commander, will undoubtedly have his down in the past and betrayal and tragedy have ensued. She
own patrols out.” is extremely lawful and plays everything by the tome.

What do we do when we get there? Uthather Kais


“Search for any sign of the enemy. We need to Appearance: Uthather is a half-olve of about 50 years of age.
determine numbers, their deployment, and most Slender of frame, he wears his fiery red hair in a long mane
importantly, where they are. If they have already linked up falling to the middle of his back. He dresses in a haphazard
with the main Brotherhood forces, they may be preparing fashion, with his clothes consisting more of inexpertly
for another attack as we speak.” sewn patches than the original cloth.
Character: A worshipper of Boccob and Tritherhion,
What’s in it for us? Uthather is tempestuous and unpredicatable character and
“This is for the survival of our country. What more is not likely to take defeat well. A Helf-Elf Invoker,
incentive do you need?” Uthather is almost as wild as his human colleagues in the
Breakers are lawful. A worshiper of Boccob he is starting to
Why are the Wreckers involved? turn to Trithereon in his aspect as a liberator.
“Jornal here is leader of a special band of trackers.
They have a good reputation of finding those that don’t Once the characters have been briefed, Uthather is keen to
get the party on way. Jornal leaves to get his men together,

ONW4-03 The Greatest Enemy Page 7


and informs the party he will be ready to leave an hour Once the characters have decided to move on, have
before dawn. As he leaves, Uthather also takes his leave, them make a DC 20 Spot check to notice the Wreckers
giving the party one final glance as he does so. When they moving off over the crest of a the near by ridge. A few
are alone Lyndern smiles and asks the party to sit. remain behind, setting up a campfire and a spit, but the rest
have moved off.
“My friends, this is a dangerous time for Onnwal. You Jornal is as surprised as the PCs, and if asked will
should be careful and remember to report directly to me truthfully answer that he has no idea where his men have
upon your return. Watch Jornal. He is a good man, but he gone. The men setting up the camp will tell him that a
can be unpredictable. You should go now and prepare, Wrecker advance scout has spotted a crude wooden
dawn draws nigh.” watchtower not far over the next rise. It was not here the
last time Jornal and his men traveled this region. The
The characters should take the hint and make themselves Wreckers decided that they didn’t need the help of the PCs
ready for their journey into the Volanots. Proceed to to capture the tower and have set off quietly, determined to
Encounter 2: A Routine Patrol. show up the outsiders.
Jornal is quite angry at the lack of discipline from his
Encounter 2: men, but he does his best to hide his emotions. Make a
Bluff roll for Jornal, which the PCs can oppose with their
A Routine Patrol Sense Motive skills. Assuming the characters elect to
Modify this box text if any of the PCs have earned the follow the Wreckers, read the following:
Disfavour or Suspicion of the Wreckers [from The Prophet
or For Want of a Nail]. Ahead you hear the sounds of fighting, the clash of steel
and cries of pain and rage. A column of smoke rises over
After leaving Osprem’s Light as the first blush of day the ridge.
lightens the eastern sky, you make good time. After a few As you crest the rise, a scene of destruction is laid out
days, you find yourself deep within the stony crags. The before you. The remains of a wooden watch tower burns
trail you have been following over the last few hours has fiercely before you. Dozens of dead Euroz litter the
led up along a steep scarp looming over a wooded valley. ground, and not a few Wreckers. The remaining Wreckers
The ledge is fairly narrow but passable with care. The are hacking at a small knot of surviving Euroz, who appear
Wreckers have been following closely behind taking great to have sallied out from the blazing tower.
care to remain unobserved. With the exception of Jornal, Jornal wastes no time running to their aid. However,
they have been somewhat aloof, preferring to remain neither Jornal nor the other Wreckers notice a Euroz at
amongst themselves rather than talk with you. You get the the back of the group opening a wooden cage and
feeling that the majority of the Wreckers are unhappy releasing a bird into the air. Too late, a Wrecker cuts down
with your inclusion in the reconnaissance patrol. Jornal on the orc. However, the bird is now in the air.
the other hand is both open and friendly. He spends hours
talking about your exploits in the service of Free Onnwal. The now dead Euroz watchtower chief has released a
As you stop to rest for a noonday meal on top of a pigeon with a message, informing his superior that his
small summit, the Wreckers continue on for a short tower is under attack. None of the Wreckers have a chance
distance to the next hillock, obviously not wishing to to shoot it down. It is now up to the PCs to stop the
share their meal with you. Jornal however, is more than message from warning the Chief of the gatehouse in
willing to stay behind, offering an embarrassed apology. Encounter 5 of their approach.
“Don’t judge them to harshly. They are used to The pigeon is a tiny animal (hp 2; AC 17) and begins
working together you see. Many of them lost friends and the encounter at a range of 200 ft. from the nearest PC. It
kin at Sornhill this last time. They blame outsiders for flies 120 ft per round. Remember to factor in the range
those deaths, so they’re very wary of fighting along side increments in this encounter. If the PCs fail to shoot the
strangers.” pigeon, the Euroz in the bolthole later in the module are
alerted to the PCs approach and will be wary and vigilant.
Jornal will try his hardest to engage the characters in The Wreckers will have dealt with the orcs by the time the
conversation. He is a very easy-going man and offers to PCs arrive. Jornal will have stern words with his Wreckers,
share his provisions while listens intently to any stories but will not pursue the matter, since they were so
told him. successful. The Wreckers will claim the loot from the
If any of the characters move after the Wreckers, bodies as theirs. They will not take kindly to the PCs
Jornal will attempt to dissuade them, he is concerned about looting their hard earned cash.
any friction between the two groups. If he fails to persuade The watchtower is one of a series that Jedurek has
the heroes he will give up with good grace and follow. ordered to be constructed to keep an eye on the enemy
movements. Normally there are only 2 Euroz at each

ONW4-03 The Greatest Enemy Page 8


watchtower, but a patrol stopped here to deliver several This encounter is triggered whenever either the characters
messages. or one of the Wreckers discover Shagrazz. Hopefully, the
The patrol is also escorting a small goblin by the name PCs will be at least a little interested in this new discovery.
of Shagrazz south to rejoin the main Pomarji army. While If any of them decide to investigate read the following:
he may appear small and unimportant, Shagrazz is in fact You crowd around the goblin, and are less than impressed.
one of Jedurek’s scribes. He was carrying orders from the Even for one of its kind, it is particularly small and
general to the rest of the Euroz forces. When the Wreckers pathetic. It snivels and cowers in the mud at your feet;
attacked, Shagrazz hid and burned the orders, staying out of trying to make itself look small and unimportant.
the fighting. When the skirmish ends, he attempts to “Pleeese, don’t be killing Shagrazz…” it pleads, almost
escape. If captured, he will offer information for his life. to itself. “Please I’m not important to kill, please let me go,
Shagrazz will attempt to remain concealed, until the I not tell anyone you are here. I just want to go home.”
characters pass by, but a successful opposed Spot check vs
his Hide will reveal him hiding under a large wooden Shagrazz: NE, male goblin Rog1; hp 6 (Bluff +4).
shield to anyone investigating or looting the bodies. Unless Character: Shagrazz is not a typical goblin, being both
otherwise directed by the course of play, one of the cunning and highly intelligent. He understands the
Wreckers will find Shagrazz. Common tongue very well, and can speak in a relatively
Assuming that the players were the ones to discover cultured way when he wishes. Shagrazz, has very few
the goblin read the following: morals, and unlike many other followers of Jedurek, he is
not willing to sacrifice himself to save his leader. Jedurek
Suddenly you notice an arm and a leg moving under a obviously knows that Shagrazz is untrustworthy, but the
particularly large shield. You can hear a hoarse and fact that he is so useful to the warlord as a scribe and runner
guttural sniveling. means that he hasn’t yet had his head stuck on a pike.
Shagrazz may very well fear the party, but he doesn’t hold
If the characters can understand goblin, they can make out them in any kind of awe, assuming they will be stupid
Shagrazz saying: enough to let him go. If the PCs do release Shagrazz, he will
not report what he has seen to his superior that would
“Better not let them find me, know too much…know mean a quick death sentence for him.
everything, must be quiet, must hide…” Shagrazz is not stupid; he realizes that he has
absolutely no chance of victory against these warriors.
If the PCs turn over the shield, read aloud or paraphrase the However, he reasons that if he appears to be a simple
following: minded goblin that they may spare him and let him leave.
Shagrazz will play up to the stereotype of his race here,
Underneath the shield cowers a scrawny red-skinned pretending to be nothing more than a stupid and cowardly
goblin dressed in a filthy tabard and tunic. It peers up with goblin. He will attempt to bluff the PCs into letting him go
you, eyes wide with terror, its arms raised to ward off the (opposed Bluff check vs the PCs Sense motive).
killing blow it clearly expects to fall. If his life is threatened, or the PCs see through his
bluff, then the crafty goblin will offer the only thing it has
Assuming that the characters don’t spot Shagrazz then one left to save his life - information about Jedurek, his wounds,
of the Wreckers spots him, while everyone is picking over his location and his importance. However, Shagrazz will
the battlefield after the fight. Read the following to the attempt to bargain for his release before revealing the
players: information.
Read aloud or paraphrase the following:-
Suddenly you hear a shout from the other side of the
battlefield. One of the Wreckers has been poking through The goblin momentarily looks angry that you have seen
the Euroz bodies with a long spear, and has obviously through its attempts to fool you. Now it stares at you with
found something. an air of defiant dignity.
“Over here” he calls, “I’ve found one of them alive. It “So…not all humans are so blind that they can’t see
looks like its been trying to hide, the miserable little piece beyond their noses. Some can look at my kind and spot
of cow dung”. more than colour of our skin. I offer you something of
value, if you spare my life. Though it may well end up
Go to Encounter 3. killing me to tell you…I know where you can find the
mighty Jedurek…”
Encounter 3: If the characters don’t understand whom Shagrazz is
A Goblin By Any Other Name… talking about, the little goblin looks shocked and amazed.

ONW4-03 The Greatest Enemy Page 9


“You don’t know anything do you? Jedurek is War Master “Can’t. But it is the truth. I place my life on this.”
of the Pomarji armies. It is he that masterminded the
battles that destroyed your armies.” Why are you betraying Jedurek?
“Because I want to live. Because I am afraid to die. I
After the characters realize Shagrazz has important trade my life for his. I think his life weighs more to you
information, the little goblin carries on. than poor Shagrazz’s

“He was injured several days ago - taken to a small Once the characters have finished their questions, it is
underground fortress built by the red men. It’s not far evident that the Wreckers are very excited by this news.
from here, but very hard to find, only two entrances. If you Having obtained the information from Shagrazz, they will
let me go, I will tell you where the entrances are.” kill him unless prevented by the PCs.
Jornal quickly takes the PCs aside and tells them that
The characters are free to ask Shagrazz any questions they this is an opportunity too good to pass up. If they can
wish, but unless they use some form of magic, he will not infiltrate this underground fortress, then they may have a
reveal that he is one of Jedurek’s messengers. chance of assassinating Jedurek and throwing the forces of
the Pomarj into confusion. He suggests to the party that
What do you know about the defenses of the fortress? they have a better chance of completing the mission if they
“I’ve not been inside myself but I hear it’s very hard to split up.
get into, each entrance is a death trap. Once inside you Jornal asks the characters to help out, pointing out to
need to get down to the lower levels, that’s where you will them if need be, this may be the best opportunity they have
find Jedurek.” to cripple the alliance between the Scarlet Brotherhood and
the Euroz. If the characters refuse to accept this mission,
How was Jedurek injured? Jornal will be contemptuous of the party and decide to
“Dunno. I hear other Euroz talking, some say he was make the attempt anyway. Once the characters have
challenged by his second for the right to command. decided which of the two entrances they wish to attempt,
Others say that he was poisoned or perhaps he just ate Jornal will lead his men away. Regardless of which entrance
some bad meat.” they choose, it is assumed that they will come across the
entrance detailed here. If it becomes an issue, then both
Where are these two entrances? entrances are identical.
“One is close, high up near the top of the rock hill.
The other is lower down on the west slope of the hill. Both Troubleshooting: If the PCs refuse to obey Jornal’s plan
are heavily defended.” and decide to double up with the Wreckers. He will remind
them of what happened when an attempt was made to
How many orcs are with Jedurek? capture the infamous Rohal Soldas several years ago. Those
“Only a very few. His household guards and some of involved stormed one end of a cave network and Soldas
his Warlords, those he keeps close to plan his next attack escaped out the other end. Splitting up is the only way to
on your people. Those he trusts…” ensure that Jedurek doesn’t escape.
If they still refuse to cooperate, Jornal will point out
These “Red Men”, you mean the Scarlet Brotherhood? that he was given command of the mission and that the PCs
“Yes, you would call them that. Their Veiled Lady are under his command. If they refuse to obey his direct
promised great lord Mak many things if he aided them in orders, he will ensure that their disobedience is known. If
their war against you. So the Mak sent Jedurek and his any of the PCs are members of the Onnwalon military, he
army.” will report their insubordination to their superiors.
If all else fails, Jornal will refuse to take part in the
Who is the Mak? attack and will forbid his men from aiding the PCs. The PCs
“The Mak is lord of all the Pomarj. His is the power will have to attack themselves. If they refuse to attack the
behind the Euroz. He commands and Jedurek does.” bolthole, then the module is over for them.

Who is the Veiled Lady? Development: Once the PCs are ready to continue, on
“The leader of the Red Men here. She is a Red Jornal’s terms, go to Encounter 4: The Stranger.
Woman, covers her face always. Some of the Red Men call
her the Veiled Lady. Kuranyie, she is named truly. She
came to the Pomarj and spake with the Mak. Then he sent
Jedurek here.”

How can we trust you to tell the truth?

ONW4-03 The Greatest Enemy Page 10


But then, if you were wise you wouldn’t be here on a fool’s
errand in the first place, now would you?”

Encounter 4: What do you want?


“To warn you.”
The Stranger She laughs.
Following Shagrazz directions, Jornal will lead the “Or rather to set you free. I imagine you expect that to
Wreckers off towards one of the entrances, leaving the PCs be the last thing I would do, but the truth will set you
to make their way to the other entrance. Two hours after free.”
the PCs leave the Wreckers, read aloud or paraphrase the
following:- What do you mean?
“You are being used, manipulated. You could go back
Atop the hill before you, a tent of scarlet silk comes into and wring the little snotling’s neck, but he knows little.
view. A flag flutters in the breeze, blazoned with the
twisted black cross of the Scarlet Sign. A tall woman stands You mean our mission to kill Jedurek?
by the tent gazing down at you. She is clad from head to “Ah, reasoning at last! Yes, perhaps you are like rats in
toe in red robes, her face hidden in the shadows of a cowl. a maze? Perhaps you need to be led by the nose through a
The woman raises her right hand, palm outward showing linear series of expositions and ‘chance’ encounters. Do
it is empty, a sign that she wishes to parley. you not find it a little convenient that your mortal foe is
weakened? That news of this and his location should fall so
This is the lair of the Scarlet Witch, a powerful spellcaster fortuitously into your laps? Does that not strike you as
from Scant who has been lying in wait for the PCs. She somewhat…contrived?
waits in front of the tent for the PCs to approach. If the PCs “Or, like those Baklunish fools, do you cling like
make any hostile move, she teleports back to Scant frightened children to the notion of fate? Do you prefer to
immediately (there is also a contingency on her that if imagine all-seeing Istus weaving the strands of your
reduced to 10 or less hp she teleports, even if dead). destiny instead of the truth: that someone is pulling your
strings? Poor little puppets!”
 The Scarlet Witch.
Appearance: Clad in scarlet and blonde of hair, this What do you mean?
woman has an attractive figure. Her face is hidden in the “Look to the sniveling, piteous but unaccountably
depths of a cowl. Only her icy blue eyes can be seen. well-informed Shagrazz for that answer.”
Perhaps she has no face beneath the mask.
Character: The Scarlet Witch is mysterious, haughty Why won’t you give us a straight answer?
and at times is having a joke at the PCs expense, taunting “I would like to say it is because I am a divine
them with riddles and jibes. She knows about the messenger, a prophet, sent to deliver you with riddles
assassination attempt on Jedurek, and wishes to spread the from some great evil conjured up from the fevered ravings
seeds of doubt about the mission, pointing out some of the of a pigeon fancier. The truth is though, if I spoke plainly,
consequences of the PCs actions. I would be denied the amusement of seeing you try to
work it out for yourselves.”
Assuming the PCs talk with the Scarlet Witch she tries to
put doubt in their minds about their mission to kill But Jedurek is evil! We should kill him!
Jedurek. “Let me ask you this – what does your ruinous Free
State have in abundance? What stood upon Gate Hill and
Who are you? slowed the tide of our forces to allow the women and
“A friend of yours. For the moment. But as a wise man children to escape. What came forth from farm and field to
said, there is only the moment and eternity.” be burned in the squares of Scant?
“A riddle - at least one that would tax you. Answer this
Are you the Veiled Lady/Sister Kuranyie? and you will be on the long road to your understanding.”
She laughs.
“Am I the Veiled Lady of Scant? Well, there is a The answer to the witch’s “riddle” is “Martyrs”, but if any
question! other answer is given she laughs at their apparent stupidity
“If it comforts you to think of me as the Veiled Lady, for a moment and then teleports away. If they do answer
then yes, why not? Perhaps I should eat some babies or “martyrs” however, she continues:-
roast some farmers to really get into the part?
“If you were clever though, you might be more “Well done. This war has made martyrs of many on your
concerned with what I have to say, rather than who I am. side and mine. But no hochebi has martyred himself

ONW4-03 The Greatest Enemy Page 11


willingly for our cause. They fight only because it is Map 1 in Appendix 3 shows the layout of the upper
preferable to our whips and chains and because they love level of the bolthole. Inside the outer door, a cut stone
war. The Euroz have no martyrs. Most fight for passage (natural rock cave dressed and smoothed by hand)
themselves, and some for the honour of their warlord, slopes 20 ft. downwards, leading into a 25 ft. by 25 ft. square
Jedurek. chamber with an exit directly opposite the entry point. A
“Were I you, I would ponder that, my poor bewildered DC 12 Spot/ DC 10 Search check will allow the PCs to spot
little puppets.” a long groove over the entrance to the square chamber,
concealing a portcullis. A similar portcullis bars the exit.
With that she teleports back to Scant. If the PCs continue Cross-shaped embrasures have been cut 10 ft. up on the left
on to the bolthole run Encounter 5: The Gateway. If they and right walls of the square chamber.
try to find Shagrazz, they will be unable to find him. The chamber is, of course, a killing zone. As soon as
the PCs reached the middle of the chamber, steel portculli
Encounter 5: will slam down sealing the entrance and exits to the
chamber. Orc guards man each of the two guardrooms;
The Gateway each is armed with a heavy crossbow, and vials of
The entrance to the bolthole is half a day’s travel from the alchemists fire. An orcish sorcerer leads them. Once some
campsite where the PCs encountered the orcs. As the PCs or all of the PCs are sealed into the killing chamber, the
draw closer, read or paraphrase the following:- orcs will open fire on them with their heavy crossbows
(saving the alchemists fire to lob down the stairs leading to
Ahead the canyon narrows into a small wedge that is guardrooms should the PCs break through the portcullis
clearly man made. Sheer walls almost twenty feet high are sealing the exit from the chamber.
cut directly into the rear of the ravine. The walls have been If the orcs know the PCs are coming, they will douse
smoothed out and appear to have a slippery surface. At the the lights in the upper level, instead using their darkvision
end of the ravine is a moss-covered stonewall. to hide in the darkness, thereby gaining an advantage over
This is the entrance to the bolthole. humans, who will probably require some from of light
source.
Have the PCs make a DC 15 Spot check If they success, The orcs should gain surprise on the party. Even if
read aloud or paraphrase the following: they are expecting trouble, the PCs will not know exactly
when to expect it.
Almost fifteen feet up on each side of the ravine you can
spot narrow grooves cut into the walls, however, the APL2 (EL 4):
shadows prevent you getting a closer look. Euroz Leader: male half–orc, Sor1, hp 5, see Appendix 1
Euroz Guards (3): Bbn1, hp 14, see Appendix 1
Finding the hidden entrance behind the stone slab requires
a DC 22 Spot check or a DC 18 Search check. Behind the APL4 (EL 6):
stone slab is a strong stone door. Euroz Leader: male half–orc, Sor3, hp 13, see Appendix 1
Euroz Guards (4): War1/Bbn1, hp 21, see Appendix 1
Stone Door: 4 in. thick; hardness 8; hp 60; AC 8; Break
DC 28; Open Lock DC 25.
APL6 (EL 8)
Euroz Leader: male half–orc Sor5, hp 25, see Appendix 1
The door is a formidable structure and has been designed to
Euroz Guards (5): War1/Bbn2, hp 33, see Appendix 1
be impregnable. It has a hardness of 8 and the PCs must
inflict 60 hp of damage on it to break through it. The lock is
a highly complex device provided by the Scarlet APL8 (EL 10)
Brotherhood and a DC 25 Open Lock check is required to Euroz Leader: male half–orc Sor7, hp 36, see Appendix 1
open it. The door also has an alarm spell placed upon it. It Euroz Guards (5): War1/Bbn4, hp 49, see Appendix 1
will sound unless anyone touching the lock or the door
utters the name Jedurek. APL10 (EL 12)
The orcs inside will be aware of the PCs unless the PCs Euroz Leader: male half–orc Sor8, hp 45, see Appendix 1
are taking precautions (such as invisibility). If the PCs Euroz Guards (6): War1/Bbn6, hp 69, see Appendix 1
failed to shoot down the pigeon, the orcs will be vigilant,
even if the PCs are using invisibility or other measures to APL12 (EL 14)
remain concealed. However, the orcs will not attack unless Euroz Leader: male half–orc Sor10, hp 45, see Appendix
it is clear that the PCs have found the way in. If the PCs are 1
not spotted, they will still trigger the alarm spell on the Euroz Guards (10): War1/Bbn6, hp 69, see Appendix 1
door when they open it.

ONW4-03 The Greatest Enemy Page 12


of 40 bolts. The spellcaster will use his spells to counter any
obvious threat from spell casters. The orcs will use their
Tactics: All APLs: If they gain surprise, in the surprise crossbows through the arrow slits to target the party. The
round, two of the orcs from each room will fire their heavy orc spellcaster, stationed in the southernmost guardroom
crossbows, targeting the most obvious warriors first. The will cast lighting bolt on the stairs leading up to his
third in each room will throw out a vial of alchemist fire, position once enough of the PCs have got onto the steps.
targeting spell casters for preference. The orc leader, will After this he will use his wall of fire spell to cut off any PCs
release a fireball (or his most devastating spell) in the first left on the stairs from the guardroom. He will then take his
round hoping to catch as many of the enemy as possible. potion of mage armour, and if time his potion of haste. He
will then target the largest fighter with slow and grease the
APL4–6: In the following rounds, the orcs will continue to stairs to his guardroom.
pepper the PCs with crossbow bolts. Each orc has a supply In subsequent rounds the orc Leader will make good
of 40 bolts. The Leader will use his spells to counter any use of his spells, targeting them against appropriate
obvious threat from spell casters. The orcs will use their characters. He will also not be shy about using his potions
crossbows through the arrow slits to target the party. The to aid himself in battle
orc Leader, stationed in the southernmost guard room will Pulling the lever in the north guardroom raises the
cast grease on the stairs leading up to his position, he will heavy steel portculli. Alternatively it can be lifted with a
then take his potion of mage armour, and if there is time, DC 25 Strength check, nor broken with a DC 28 Strength
his potion of haste. check.
In subsequent rounds the orc spellcaster will make
good use of his spells, targeting them against appropriate Steel Portcullis: thickness 2 in.; hardness 10; 60 hp; Break
characters. He will also not be shy about using his potions DC 28; Lift DC 25.
to aid himself in battle.
Pulling the lever in the north guardroom raises the APL 12: In following rounds the orcs will continue to
heavy steel portculli. Alternatively it can be lifted with a pepper the PCs with crossbow bolts. Each orc has a supply
DC 25 Strength check, nor broken with a DC 28 Strength of 40 bolts. The spellcaster will use his spells to counter any
check. obvious threat from spell casters. The orcs will use their
crossbows through the arrow slits to target the party. The
Steel Portcullis: thickness 2 in.; hardness 10; 60 hp; Break orc spellcaster, stationed in the southernmost guardroom
DC 28; Lift DC 25. will cast lighting bolt on the stairs leading up to his
position once enough of the heroes have got onto the steps.
APL8: In the following rounds, the orcs will continue to He will then cast cloudkill in the outer chamber. After this
pepper the PCs with crossbow bolts. Each orc has a supply he will use his wall of fire spell to cut off any PCs left on the
of 40 bolts. The spellcaster will use his spells to counter any stairs from the guardroom. He will then take his potion of
obvious threat from spell casters. The orcs will use their mage armour, and if there is time his potion of haste. He
crossbows through the arrow slits to target the party. The will then target the largest fighter with slow, then grease
orc spellcaster, stationed in the southernmost guardroom the stairs to his guard room.
will cast lighting bolt on the stairs leading up to his In subsequent rounds the orc spellcaster will make
position once enough of the PCs have got onto the steps. good use of his spells, targeting them against appropriate
He will then take his potion of mage armour, and if there is characters. He will also not be shy about using his potions
time his potion of haste. He will then target the largest to aid himself in battle
fighter with slow and grease the stairs to his guardroom. Pulling the lever in the north guardroom raises the
In subsequent rounds the orc spellcaster will make heavy steel portculli. Alternatively it can be lifted with a
good use of his spells, targeting them against appropriate DC 25 Strength check, nor broken with a DC 28 Strength
characters. He will also not be shy about using his potions check.
to aid himself in battle
Pulling the lever in the north guardroom raises the Steel Portcullis: thickness 2 in.; hardness 10; 60 hp; Break
heavy steel portculli. Alternatively it can be lifted with a DC 28; Lift DC 25.
DC 25 Strength check, nor broken with a DC 28 Strength
check. This will be a tough encounter for the characters. These
orcs are not stupid; they have drilled for such an encounter
Steel Portcullis: thickness 2 in.; hardness 10; 60 hp; Break and are willing to lay down their lives for Jedurek. The
DC 28; Lift DC 25. entrance to the bolthole is designed to be a death trap, so
unless the characters work together and use their abilities
APL10: In following rounds, the orcs will continue to to the full, they will struggle.
pepper the PCs with crossbow bolts, each orc has a supply

ONW4-03 The Greatest Enemy Page 13


This is the only entrance to the lower levels of the bolthole.
It was designed to be an impenetrable last line of defence.
If the rope to the basket is cut then there is no easy way
Treasure: down to the lower level. Equally any enemy lowering
APL 2: Loot: 89 gp; Magic: potion of cure serious themselves down in the basket would be easy targets for
wounds (62 gp); potion of invisibility (25 gp); potion of orcish archers below. The basket is big enough for four to
haste (62 gp); 3 x potion of cure light wounds (3 x 4 gp); be lowered or raised at anyone time.
APL 4: Loot: 114 gp; Magic: potion of cure serious
wounds (62 gp); potion of invisibility (25 gp); potion of The two orc guards are lowering the basket as the
haste (62 gp); 4 x potion of cure light wounds (4 x 4 gp); characters approach. It is currently filled with supplies for
scroll of fireball (caster level 7th) (31 gp); the orc warlords below. These guards know their duty, they
APL 6: Loot: 142 gp; Magic: potion of cure serious must sound the alarm is any enemies get close. As far as
wounds (62 gp); potion of invisibility (25 gp); potion of guards are concerned their lives are unimportant, they
haste (62 gp); 5 x potion of cure light wounds (5 x 4 gp); must warn those below.
scroll of fireball (caster level 7th) (31 gp); +1 shortspear (191
gp); potion of enlarge person (20 gp); potion of mage APL 2-14 (EL1)
armour (4 gp) Euroz Guards (2): War1, hp 5, see Monster Manual p203
APL 8: Loot: 342 gp; Magic: potion of cure serious
wounds (62 gp); potion of invisibility (25 gp); potion of Tactics: As soon as the guards become aware of the
haste (62 gp); 5 x potion of cure serious wounds (5 x 62 gp); characters, one will attempt to cut the rope to the basket,
scroll of fireball (caster level 9th) (31 gp); +2 shortspear (691 while the other will ring the bell sounding the alarm. It will
gp); potion of enlarge person (20 gp); potion of mage take the orc guard two rounds to completely cut through
armour (4 gp) the rope. If he does this will severely hamper the characters
APL 10: Loot: 251 gp; Magic: potion of cure serious ability to reach the lower levels. Another problem is if the
wounds (62 gp); potion of invisibility (25 gp); potion of guard’s bodies tumble from the walkway into the pit. This
haste (62 gp); 5 x potion of cure serious wounds (5 x 62 gp); may alert the Orc Captains in the lower level.
scroll of fireball (caster level 9th) (31 gp); +2 shortspear (691
gp); potion of enlarge person (20 gp); potion of mage Treasure:
armour (4 gp); +1 great axe (193 gp); +1 scale mail (100 gp); APL 2-14: Loot: 18 gp;
APL 12: Loot: 251 gp; Magic: potion of cure serious
wounds (62 gp); potion of invisibility (25 gp); potion of Getting down: When the PCs attack the guards at the top of
haste (62 gp); 5 x potion of cure serious wounds (5 x 62 gp); the shaft, the basket, which is 50 ft. down the shaft will go
scroll of fireball (caster level 9th) (31 gp); +2 shortspear (691 into free fall as the orcs let go of the winch. It will plummet
gp); potion of enlarge person (20 gp); potion of mage to the bottom of the shaft, making a fearful noise. If the
armour (4 gp); +1 great axe (193 gp); +1 scale mail (100 gp); rope is cut, the effects are similar.
wand of fireballs (CL 8th) (1500 gp) If the rope is severed, there is another way down to the
lower levels, but it is very dangerous, and not easy to find.
Development: Assuming the PCs win though, they can At times in the past, there have been accidents and the rope
proceed deeper into the tunnels. Go to Encounter 6 has been cut or damaged. In order to reattach the rope to
the basket someone has had to climb down the rock face to
Encounter 6: the bottom. This is not as suicidal as it sounds. There is a
series of handholds down one of the rock surfaces; these
To Hell in a Handbasket handholds allow characters to reach the bottom with a DC
Read aloud or paraphrase the following: 15 Climb check. However, if a character tries to climb
down on his own the DC rises to 25. Finding the handholds
Ahead of you, the tunnel enters a large domed cavern. requires a DC 15 Search check. It is 100 ft. from the top of
Directly before you is a deep pit that filling the entire the shaft to the bottom.
width of the cavern, with only a small footpath extends The basket is designed for a maximum of four medium
around the circumference of the chamber. A wooden sized characters. It is possible for more to squeeze in, but
walkway extends across the middle of the pit. At the this may destabilize the descent of the basket.
center of the walkway is a platform housing a large To lower the basket when full (i.e. when there are four
wooden wheel and winch. A thick rope extends down medium characters on board) requires a DC 18 Strength
from the winch into the darkness. Two orc guards are check to turn the winch in a controlled manner. This
attending to the winch. They are straining to turn the allows the basket can be lowered safely at a rate of 20 feet
heavy lever, and they appear to be lowering something. per round. If the PCs turning the winch fails his strength
check, the winch begins to turn rapid and the basket goes

ONW4-03 The Greatest Enemy Page 14


into free fall (falling 150 ft. in the first round, and the APL12 (EL12)
remainder of the distance to the bottom (if any) in the next Warlord Vargarth: Male half-euroz, Ftr8, hp 76; see
round). A DC 20 (22 if there is more than four medium Appendix 1
creature aboard) Strength check will allow the PCs to Warlord Tergarth: Male euroz, Clr8, hp 69; see Appendix
regain control of the winch and stop the basket’s fall. 1
If the basket descends any faster that 20 ft. per round Warlord Hug’rak: Male half-euroz, Ftr8, hp 76; see
or goes into free fall, it becomes unstable and swings Appendix 1
violently from side to side, forcing those inside to take a DC Warlord Lugdredd: Male half-euroz, Ftr8, hp 76; see
15 (DC 20 if there are more than 4 in the basket) Reflex Appendix 1
save for each round of rapid descent or be thrown out. The
drop is almost 200 feet. If the PCs fall out or the basket Assuming the characters are descending at the safe speed
plummets to the bottom of the shaft, apply falling damage (20 feet per round), then the orc(s) will have five rounds of
to a maximum of 10d6 for each 10 ft. fallen after the first. missile fire and spell casting before the basket reaches the
If the basket is reaches the bottom of the shaft at a rate bottom. He/they will fire their heavy crossbows on the first
faster than 75 ft. per round, apply half the damage the PCs round, spend the second round loading them again, and
would have incurred if they had fallen from the point th
then fire on the third round, reload the 4 and fire on the
where they started moving at more than 75 ft. per round for fifth round, before switching to his/their great axe(s) and
the jolt of the impact. charging into combat. If the PCs manage to get to the
If the guards were able to ring the alarm or the PCs ground any quicker, the orc(s) will not reload on the fourth
make a lot of noise dispatching the guards (e.g. one of the round but switch to his/their axe(s) sooner
guard’s bodies plummet into the pit) then the Orc Captains
from the audience chamber will have gathered at the APL10: Tergarth will make good use of the time available to
bottom of the shaft. Each captain will take up a position to him to cast some of his spells. On the first round he will
attack the basket as soon as it comes into range. The cast bull’s strength on his brother Vargarth, followed by
Captains were here to discuss the next stage of the enlarge person in the second. After this, he will switch to
offensive with Jedurek. When they heard the alarm they defensive spells. In the third round, he will cast bless; in
feared this might be an assassination attempt, and came to the fourth, magic vestment; and in the fifth, he will attempt
intercept the basket as it descended. to cast dispel magic on any obvious spell casters, followed
If the alarm was not sounded, the captains remain in by blindness on the most impressive looking warrior-type.
the audience chamber, where they are meeting with Vargrath will stand close to his half-brother to allow
Jedurek. In this case, the PCs will meet them in Encounter himself to be augmented by Gruumsh’s magic.
7 below.
APL12-14: Tergarth will make good use of the time
APL2 (EL2) available to him to cast some of his spells. On the first
Vargarth: Male half-euroz, Ftr2, hp 22; see Appendix 1 round he will cast bull’s strength on his brother Vargarth,
followed by enlarge person in the second. After this he will
APL4 (EL4) switch to defensive spells. In the third round he will cast
Captain Vargarth: Male half-euroz, Ftr4, hp 40; see bless; in the fourth he will cast righteous might; and in the
Appendix 1 fifth round he will flame strike the basket before it lands on
the floor. On the sixth he will attempt to cast dispel magic
on any obvious spell casters, followed by blindness on the
APL6 (EL6)
most impressive looking warrior. Vargrath will stand close
Warlord Vargarth: Male half-euroz, Ftr6, hp 58; see
to his half-brother to allow himself to be augmented by
Appendix 1
Gruumsh’s magic.
APL8 (EL8) Treasure:
Warlord Vargarth: Male half-euroz, Ftr8, hp 76; see APL 2: Loot: 22 gp; Coin: 1 gp; Magic: potion of cure
Appendix 1 serious wounds (62 gp); potion of heroism (62 gp); +1
bastard sword (194 gp);
APL10 (EL10) APL 4: Loot: 22 gp; Coin: 1 gp; Magic: potion of cure
Warlord Vargarth: Male half-euroz, Ftr8, hp 76; see serious wounds (62 gp); potion of heroism (62 gp); +1
Appendix 1 bastard sword (194 gp);
Warlord Tergarth: Male euroz, Clr8, hp 69; see Appendix APL 6: Loot: 18 gp; Coin: 1 gp; Magic: potion of cure
1 serious wounds (62 gp); potion of heroism (62 gp); +1 heavy
crossbow (195 gp); +1 bastard sword (194 gp); potion of
invisibility (25 gp)

ONW4-03 The Greatest Enemy Page 15


APL 8: Coin: 1 gp; Magic: potion of cure serious warrior? To avenge the death of your people? Ha! Do you
wounds (62 gp); potion of heroism (62 gp); +1 heavy think you can? Come speak to Jedurek.”
crossbow (195 gp); +1 bastard sword (194 gp); potion of
invisibility (25 gp); +1 splint mail (112 gp); +1 heavy steel What happens now is entirely up to the heroes. If they have
shield (97 gp); potion of cat’s grace (25 gp); decided to come here and kill Jedurek, then he and his
APL 10: Coin: 1 gp; Magic: potion of cure serious bodyguards will be happy to oblige them. Proceed with A
wounds (62 gp); potion of heroism (62 gp); +1 heavy General Brawl below.
crossbow (195 gp); +1 bastard sword (194 gp); potion of However, if the PCs wish to talk, this will take Jedurek
invisibility (25 gp); +1 splint mail (112 gp); +1 heavy steel by surprise, this is certainly not what he is expecting. In
shield (97 gp); potion of cat’s grace (25 gp); +1 frost this instance, go to Traitors to Onnwal?
shortspear (691 gp); +1 chainmail (108 gp); wand of cure
light wounds (62 gp); potion of owl’s wisdom (25 gp); A General Brawl: Assuming the characters see no moral
potion of haste (62 gp) dilemma, and they have decided to accomplish their
APL 12: Coin: 1 gp; Magic: 3 x potion of cure serious mission and kill Jedurek, then use this option.
wounds (3 x 62 gp); 3 x potion of heroism (3 x 62 gp); 3 x +1 At lower APLs, Jedurek is still recovering from the
heavy crossbow (3 x 195 gp); 3 x +1 bastard sword (3 x 194 effects of his poisoning and will be too weak to take to
gp); 3 x potion of invisibility (3 x 25 gp); 3 x +1 splint mail much part in the battle. His professional bodyguard
(3 x 112 gp); 3 x +1 heavy steel shield (3 x 97 gp); 3 x potion however, will be a significant match for the party. At higher
of cat’s grace (3 x 25 gp); +1 frost shortspear (691 gp); +1 APLs Jedurek will take a more active part in the combat. At
chainmail (108 gp); wand of cure light wounds (62 gp); the conclusion of the battle the party can locate the second
potion of owl’s wisdom (25 gp); potion of haste (62 gp) entrance to the bolthole towards the rear of the chamber. If
they head this way, they will meet the Wreckers as they
Development: Assuming the PCs defeat the Warlords or leave. Jornal and his men have fought their way into
have made it down to the lower levels without attracting bolthole from this entrance.
their attention, go to Encounter 7.
Note: If the PCs have not fought any orcs at the bottom of
Encounter 7: the shaft then they will face them here. Use the Stats from
Encounter 6 above.
Shades of Grey
Assuming the PCs make it down to the lower levels safely, APL 2 (EL3)
read or paraphrase the following. It assumes that the PC’s Captain Shargun: male euroz, Bbn3, hp 30; see Appendix
did not alert the rocs in the lower levels and will need to be 1
altered accordingly if the PCs have already encountered the
orc warlords. APL 4 (EL5)
Warlord Shargun: male euroz, Bbn5, hp 46; see Appendix
The chamber ahead of you is dimly lit, casting shadows 1
over several deep alcoves. The table in the centre of the
room is littered with dozens of maps showing various APL6 (EL7)
locations in Onnwal. Candlesticks hold flat the maps, and Warlord Shargun:, male euroz, Bbn5, hp 46; see
wooden markers seem to indicate the positions of Appendix 1
different Army of Rebellion units. In the far wall, a door Euroz Guards (3): War1/Bbn2, hp 33; see Appendix 1
stands ajar.
As you approach a deep, gravelly voice booms out
from the darkness of one of the alcoves: “You have done
APL 8 (EL9)
Jedurek, Warmaster of the Pomarj: male half-orc Ftr8, hp
well.”
68; see Appendix 1
A hulking figure rises up from a bed set deep into one
Euroz Guards (2): War1/Bbn4, hp 49; see Appendix 1
of the alcoves. Other figures stand behind him, like him,
only dark shapes in the shadows.
The figure limps forward unsteadily in to the light, APL10 (EL11)
reaching a hand out to the wall to support himself. The Jedurek, Warmaster of the Pomarj: Ftr10, hp 84; see
soft flickering candlelight fall on a hard and brutal face, Appendix 1
crisscrossed with scars, the nose broken, the eyes set deep Euroz Guards (2): War1/Bbn6, hp 69; see Appendix 1
under a jutting brow. A steel tipped tusks jut up behind
the lower lip, APL12 (EL13)
“To come so far, to have defeated so many of my finest Jedurek, Warmaster of the Pomarj: Ftr11, hp 92; see
warriors, and for what? To kill me? To kill Jedurek the Appendix 1

ONW4-03 The Greatest Enemy Page 16


Euroz Guards (4): War1/Bbn6, hp 69; see Appendix 1
Traitors to Onnwal?: Intrigued that the PCs have not
Tactics: immediately attacked him, Jedurek will signal to his men to
APL 2-6: Jedurek will be unable to take any real part of the wait and see what the PCs have to say.
battle at these APLs. However, he will shout If the characters tell Jedurek about the plot to
encouragement to his men. These men are still loyal to him assassinate him, he will be incredulous at first.
and will not hesitate to defend him with their lives. If
applicable, while his fellows are fighting, at least one of the You believe my allies want to kill me? Ha! Now I know
guards will try to help the general escape, engaging the you be desperate! I bring great honour to Mak. I lead the
Wreckers, keeping them from helping the PCs. great conquest of your Onnwal for the Scarlet Ones. I
APL 8–12: Jedurek will be well enough to take on the bring slaves and riches to the Mak. Why would they wish
PCs at these APLs. The general is a ferocious and canny me dead?
warrior. He will attempt to take out the spell-casters first,
flanking with his guards for maximum effect. Shagrazz is the obvious key. If the PCs mention Shagrazz
and let him go in Encounter 3, read aloud or paraphrase the
Treasure: following:
APL 2: Loot: 75 gp; Magic: potion of cure serious
wounds (62 gp); potion of bull’s strength (25 gp); potion of “Shagrazz?” asks Jedurek. “That little rat told you this?
heroism (62 gp); +1 chain shirt (104 gp); +1 falchion (197 Well, why don’t I ask him myself? SHAGRAZZ!!!”
gp); One of the general’s guards drags the goblin into the
APL 4: Loot: 75 gp; Magic: potion of cure serious room from the door at the far side of the room. Terror
wounds (62 gp); potion of bull’s strength (25 gp); potion of contorts Shagrazz’s ugly features.
heroism (62 gp); +1 chain shirt (104 gp); +1 falchion (197 “So, rat – did you speak with these humans.”
gp); “N-no, great general. I swear to you I have never seen
APL 6: Loot: 166 gp; Magic: potion of cure serious them in all my days. They are trying to trick you, lord!
wounds (62 gp); potion of bull’s strength (25 gp); 4 x potion Jedurek turns his baleful gaze upon you.
of heroism (4 x 62 gp); +1 chain shirt (104 gp); +1 falchion
(197 gp); 3 x potion of cure light wounds (3 x 4 gp) The PCs will have to produce some form of proof to
APL 8: Loot: 142 gp; Coin 10 gp; Magic: 3 x potion of convince Jedurek that they have met Shagrazz before.
cure serious wounds (3 x 62 gp); potion of bull’s strength Posing the question of how they managed to find the
(25 gp); potion of heroism (62 gp); +2 full plate (470 gp); +1 bolthole may give Jedurek pause for thought. Allow the
orc double axe (388 gp); ring of protection +1 (166 gp) PCs to role-play the conversation, then have them roll a DC
APL 10: Loot: 100 gp; Coin 10 gp; Magic: 3 x potion of 13 + APL Diplomacy check, applying modifiers at your
cure serious wounds (3 x 62 gp); potion of bull’s strength discretion for the quality of the role-playing.
(25 gp); potion of heroism (62 gp); +2 full plate (470 gp); +1 If the PCs have killed Shagrazz, then it is very unlikely
wounding orc double axe (3055 gp); ring of protection +1 that they will be able to convince Jedurek of their tale.
(166 gp); 2 x +1 scale mail (2 x 100 gp); 2 x +1 great axe (2 x Jerdurek will order his men forward to attack the PCs. Use
196 gp); potion of invisibility (12 gp); the stats above.
APL 12: Loot: 100 gp; Coin 10 gp; Magic: 3 x potion of If the PCs manage to convince Jedurek, read aloud or
cure serious wounds (3 x 62 gp); potion of bull’s strength paraphrase the following:
(25 gp); potion of heroism (62 gp); +2 full plate (470 gp); +2
wounding orc double axe (5388 gp); ring of protection +2 With a sudden lunge, Jedurek grabs Shagrazz by the throat
(666 gp); 2 x +1 scale mail (2 x 100 gp); 2 x +1 great axe (2 x and pins the goblin to the wall.
196 gp); potion of invisibility (12 gp); “So you did speak with them! And you told them
where I was! Did you also poison my cup, treacherous rat?
Development: Assuming the PCs win the battle, they can Speak and I will make your death mercifully swift!”
rifle through the general’s quarters for loot and other “L-lord J-Jedurek…they...lie...Aaak!” Shagrazz sputters.
information vital to the war. The maps and papers here Jedurek tightens his fist around the goblins scrawny
have accurate information regarding the number and neck.
dispositions of Jedurek’s armies. There is also some “M-mak!” croaks the goblin.
additional information on the movement of Brotherhood “Mak…wants…you…dead…can’t…breathe...”
formations. Once the PCs have finished looting, go to the The general loosens his grip a fraction. Shagrazz gasps
Conclusion. for air and then continues: “The Mak fears you. He sent
you here, meaning that you would not return. As part of
his deal with the Veiled Lady, she is to make sure you
don’t.”

ONW4-03 The Greatest Enemy Page 17


“And when their poison failed, you were to lead these
hapless assassins to me to finish the job?” Jedurek asks, his APL12 (EL13)
voice cold and calm. Jornal Surearm: Ftr1/Rog11, hp 78; see Appendix 1
“Yes, lord…” Wreckers (4): Male Rog6, hp 38; see Appendix 1
With a sudden roar of rage, Jedurek dashes the
goblins skull against the wall and flings the flopping Tactics: The Wreckers will try to flank the PCs in order to
corpse into the corner. The huge half-orc turns towards get in their sneak attacks. If the Wreckers that attack the
you, fury burning in his eyes. PCs are killed or rendered unconscious, the others will
“Get out! For the tidings you have brought me, I will sullenly back down, taking their dead and injured with
trade you your lives. If we meet again, I swear I shall send them.
you to the hells to burn with that traitor.”
He gestures towards the door at the far end of the Treasure: The surviving Wreckers will angrily refuse to
chamber. “That door will lead you back to the surface, take allow the PCs loot the bodies of their fellows. There is no
it and…” loot to be had from them
As Jedurek points, the door bursts open. Jornal
Surearm leaps through brandishing his rapier, snarling: Development: Once the fight is finished, read aloud or
“Traitors! You have sold Onnwal! How can you call paraphrase the following:
yourself patriots? His kind has killed our soldiers and our
families.” Jedurek stares at you, puzzlement and curiosity in his eyes.
“I know not why you slay your own to preserve one
It is assumed that there will be three possible outcomes who has killed countless numbers of your people. If you
here. think you can buy my gratitude with the lives of these
First the party will be able to convince Jornal and the men, think again.
wreckers that leaving Jedurek alive is the best thing for But what I do know is that from this day forth I have a
Onnwal at the moment. Not an easy prospect and will new foe. Tell your chiefs and captains not to trouble my
require an amazing diplomacy roll, DC 16 + APL. Apply men and I will not trouble them. I have more important
modifiers at your discretion for the quality of role-playing. things to do now than blunt the blades of my men in the
However, even if they manage to convince Jornal, bodies of you feeble Onnwal folk. So speaks Jedurek,
there are extremists in the Wrecker platoon all too willing Warmaster.
to defy their leader. They will attack the PCs if Jornal “Now begone and pray you do not look upon my face
refuses to take part in killing Jedurek. The orcs will stand again.”
back and allow the humans to fight amongst themselves,
unless it looks like they may be at risk. Jornal is unwilling If the PCs have nothing further to say to Jedurek, go to the
to turn upon his own men unless forced. Conclusion.
If Jornal is not convinced, he will lead his men to
attack the PCs. If he is convinced, substitute one of his men Alternatively, the PCs might join with the Wreckers and
of equal puissance (and levels) will attack instead. attack the Euroz. If this occurs, who the PCs will actually
fight depends on the APL. At lower APLs Jedurek is still too
APL 2 (EL3) weak from his wounds to engage the heroes, so his warlord,
Wreckers (3): Rog1 hp 8; see Appendix 1 Shargun, steps into the fray in an effort to protect his
master.
APL 4 (EL5) Read the following to the characters:
Jornal Surearm: Ftr1/Rog 3, hp 30; see Appendix 1
Wreckers (3): Rog1 hp 8; see Appendix 1 Jornal nods his agreement of your assessment of the
situation.
APL6 (EL7) “Yes, regardless of the politics here, one thing remains
Jornal Surearm: Ftr1/Rog5, hp 42; see Appendix 1 clear: these orcs have no place here in Onnwal. Together
Wreckers (3): Male Rog2, hp 15; see Appendix 1 we will drive them from our lands, ”he says.
Your attention is torn away from the young patriot, as
APL 8 (EL9) Jedurek begins grunting, it’s a few moments before you
Jornal Surearm: Ftr1/Rog 7, hp 71; see Appendix 1 realize he is laughing.
Wreckers (2): Male Rog4, hp 33; see Appendix 1 “It not be as easy to kill me as you think”. At that
moment dozens of Euroz warriors burst through the
entrance Jornal and his men appeared from. Outnumbered
APL10 (EL11)
you now have to fight for your lives.
Jornal Surearm: Ftr1/Rog9, hp 89; see Appendix 1
Wreckers (2): Male Rog6, hp 38; see Appendix 1

ONW4-03 The Greatest Enemy Page 18


In this case, Jornal and his men will hold off abd dispatch military. Grants 4 RIP with Army/Navy/Marines (and all
the newly arrived orcs, allowing the PCs to deal with nobles/Szek for Officers)
Jedurek and his guards. Use the stats given above for the
orc general and his guards. Gilded Laurel of Azharadian: For exemplary military
leadership. Open to all military officers. Grants 8 RIP with
Development: Assuming the PCs win the battle, they can Army/Navy/Marines and all nobles/Szek. Grants +2
rifle through the general’s quarters for loot and other circumstance bonus to Leadership checks.
information vital to the war. The maps and papers here The Laurel is also magical and provides a +2 magical
have accurate information regarding the number and bonus to Knowledge (war) checks and Charisma based skill
dispositions of Jedurek’s armies. There is also some checks while worn. This effect is specific to the person
additional information on the movement of Brotherhood upon which the Laurel is bestowed. If it is worn by anyone
formations. Once the PCs have finished looting, go to the else, the effect is permanently lost.
Conclusion.
If the PCs managed to kill Jedurek read aloud or paraphrase
Conclusion the following:-
The party will have a different reception depending upon
their actions in the previous encounter. Meanwhile, two robed men are conversing on the balcony
of a clifftop tower that once belonged to one Franzier of
Jornal and the PCs attacked and slew Jedurek: The PCs will Halmarn. The lights and lanterns of the fortress city of
be able to make good their escape from Jedurek’s lair. On Scant are reflected in the intervening waters of the Great
their return to Osprem’s Light, the PCs will hailed as Harbour.
heroes once their news becomes known and will be called “Are you athought Sessek, or is it the wine you find
into a meeting with Lyndern and Uthather Kais. distasteful?” says the taller man. “Franzier had many fine
Read aloud or paraphrase the following:- vintages, and I assure you I have ample more.”
“My apologies, Kesh Toktot,” says Sessek Tesh,
As you recount your tale before Lyndern and Uthather, gesturing to the campfires of the euroz far below. “The
the olve smiles broadly at your tale. He claps many of you euroz below interrupted my thoughts regarding the
on the back, saying: Exalted Sister. It seems they are in quite a frenzy over
“You have done well, my friends, far more than any of something.”
us could have expected. You will all be hailed as heroes, “Indeed? What has them so riled?”
and well rewarded. Our enemy is in flight, now is the is “It seems some rebel thralls have dispatched their
the time, perhaps the tide of the war is at last turning.” leader, Jedurek. Already blood-oaths to Gruumsh have
been sworn that they shall not rest until they drink from
Treasure: the skulls of those who dared slay their leader.”
The PCs will be given the following rewards: Toktot dry laugh fills the night air. “Then I presume
the Exalted Sister no longer has to worry about filling
APL 2: Coin: 50 gp their bellies and purses.”
APL 4: Coin: 100 gp; Sessek smiles. “No, Kesh. Now they fight for
APL 6: Coin: 150 gp; vengeance.”
APL 8: Coin: 200 gp; Toktot turns and disappears into the tower.
APL 10: Coin: 250 gp; “Yes,” he says softly. “For vengeance.”
APL 12: Coin: 300 gp
The PCs have attacked or killed any of the Wreckers: The
If the PCs captured or killed Jedurek, they receive ONE of PCs will be able to make good their escape from Jedurek’s
the medals below in recognition for the blow they have lair and return to Osprem’s Light. Read aloud or paraphrase
struck for the Free State. Onnwalon civilians and foreigners the following:
receive the Scroll of Merit; enlisted members of the
Onnwalon military receive the Order of Valour, while As you sit in Lyndern’s tent and recount you tale, the
Onnwalon Officers receive the Gilded Laurel. priestess grows more and more agitated, until she cries:
“How could you? You have allowed the Euroz general
Scroll of Merit: For distinguished service to the Szek and to escape. Worse you have turned against your own…”
The Free State. Open to anyone. Grants 1 RIP with Uthather interrupts the priest-commander, laying a
Army/Navy/Marines calming hand on the raging priestess’ shoulder.
“What is done is done,” he says. “By taking more lives,
Order of Valour: For exceptional military service to the you will not avenge the dead…and I am not convinced
Szek and The Free State. Open to all members of the they took the wrong course of action. To spread such

ONW4-03 The Greatest Enemy Page 19


discord among our enemies will cause them more harm
than the removal of one leader.
“As for the Wreckers...we shall say no more. Let it be
said they were doing their duty.”
Lyndern stares at the mage for a moment, before
storming out of the tent.
Uthather offers you a sad smile, saying:
“I have some influence with the priest-commander. You
should be safe from official reprisals, but you owe me a
favour in the future. I assure you, I shall collect.”

Enmity of the Wreckers: The bearer has assaulted


and/or killed members of the Wreckers As a result the
bearer has gained the Disfavour of the Wreckers.
Furthermore this may have other effects in the future.

In the Debt of Uthather Kais: The bearer is in the debt


of Uthather Kais. At a point in the future, the elf will call
upon the bearer to perform some service on his behalf.

Here ends “The Greatest Enemy”

ONW4-03 The Greatest Enemy Page 20


Experience Point Summary
To award experience for this adventure, add up the values
Total Possible Experience:
for the objectives accomplished. Then assign the APL 2 450 XP
experience award. Award the total value (objectives plus APL4 675 XP
roleplaying) to each character. APL6 900 XP
APL8 1125 XP
APL10 1350 XP
Introduction
APL12 1575 XP
Defeat the Brotherhood agent and overseer
APL2-14 60 XP
Treasure Summary
Encounter 5: The Gateway During an adventure, characters encounter treasure, usually
Defeat the orcs finding it in the possession of their foes. Every encounter
APL2 120 XP that features treasure has a “treasure” section within the
APL4 180 XP encounter description, giving information about the loot,
APL6 240 XP coins, and magic items that make up the encounter’s treasure.
APL8 300 XP The loot total is the number of gold pieces each
APL10 360 XP character gains if the foes are plundered of all their earthly
APL12 420 XP possessions. Looting the bodies takes at least 10 minutes per
every 5 enemies, and if the characters cannot take the time to
Encounter 6: To Hell in a Handbasket loot the bodies, they do not gain this gold. If you feel it is
Defeat the orc guards reasonable that characters can go back to loot the bodies, and
APL2-14 30 XP those bodies are there (i.e., not carted off by dungeon
scavengers, removed from the scene by the local watch, and
Defeat the orc captains so on), characters may return to retrieve loot. If the characters
APL2 60 XP do not loot the body, the gold piece value for the loot is
APL4 120 XP subtracted from the encounter totals given below.
APL6 180 XP The coin total is the number of gold pieces each
APL8 240 XP character gains if they take the coin available. A normal
APL10 300 XP adventuring party can usually gather this wealth in a round
APL12 360 XP or so. If for some reason, they pass up this treasure, the coin
total is subtracted from the encounter totals given below.
Encounter 7: Shades of Grey Next, the magic items are listed. Magic item treasure is
Defeat Jedurek and his guard OR defeat the Wreckers the hardest to adjudicate, because they are varied and because
APL2 90 XP characters may want to use them during the adventure. Many
APL4 150 XP times characters must cast identify, analyze dweomer or
APL6 210 XP similar spell to determine what the item does and how to
APL8 270 XP activate it. Other times they may attempt to use the item
APL10 330 XP blindly. If the magic item is consumable (a potion, scroll,
APL12 390 XP magic bolts, etc.) and the item is used before the end of the
adventure, its total is subtracted from the adventure totals
Let Jedurek live below.
APL2 60 XP Once you have subtracted the value for unclaimed
APL4 90 XP treasure from each encounter add it up and that is the
APL6 120 XP number of gold pieces a characters total and coin value
APL8 150 XP increase at the end of the adventure. Write the total in the GP
APL10 180 XP Gained field of the adventure certificate. Because this is a
APL12 210 XP Regional scenario, characters may spend additional Time
Units to practice professions or create items immediately
Discretionary Role-playing Award after the adventure so this total may be modified by other
APL2 30 XP circumstances.
APL4 45 XP Loot = Looted gear from enemy; Coin = Coin, Gems,
APL6 60 XP Jewelry, and other valuables; Magic = Magic Items.
APL8 75 XP
APL10 90 XP
APL12 105 XP

ONW4-03 The Greatest Enemy Page 21


Encounter 5: The Gateway shield (97 gp); potion of cat’s grace (25 gp); +1 frost
APL 2: Loot: 89 gp; Magic: potion of cure serious shortspear (691 gp); +1 chainmail (108 gp); wand of cure
wounds (62 gp); potion of invisibility (25 gp); potion of light wounds (62 gp); potion of owl’s wisdom (25 gp);
haste (62 gp); 3 x potion of cure light wounds (3 x 4 gp); potion of haste (62 gp)
APL 4: Loot: 114 gp; Magic: potion of cure serious APL 12: Coin: 1 gp; Magic: 3 x potion of cure serious
wounds (62 gp); potion of invisibility (25 gp); potion of wounds (3 x 62 gp); 3 x potion of heroism (3 x 62 gp); 3 x +1
haste (62 gp); 4 x potion of cure light wounds (4 x 4 gp); heavy crossbow (3 x 195 gp); 3 x +1 bastard sword (3 x 194
scroll of fireball (caster level 7th) (31 gp); gp); 3 x potion of invisibility (3 x 25 gp); 3 x +1 splint mail
APL 6: Loot: 142 gp; Magic: potion of cure serious (3 x 112 gp); 3 x +1 heavy steel shield (3 x 97 gp); 3 x potion
wounds (62 gp); potion of invisibility (25 gp); potion of of cat’s grace (3 x 25 gp); +1 frost shortspear (691 gp); +1
haste (62 gp); 5 x potion of cure light wounds (5 x 4 gp); chainmail (108 gp); wand of cure light wounds (62 gp);
scroll of fireball (caster level 7th) (31 gp); +1 shortspear (191 potion of owl’s wisdom (25 gp); potion of haste (62 gp);
gp); potion of enlarge person (20 gp); potion of mage
armour (4 gp) Encounter 7: Shades of Grey
APL 8: Loot: 342 gp; Magic: potion of cure serious APL 2: Loot: 75 gp; Magic: potion of cure serious
wounds (62 gp); potion of invisibility (25 gp); potion of wounds (62 gp); potion of bull’s strength (25 gp); potion of
haste (62 gp); 5 x potion of cure serious wounds (5 x 62 gp); heroism (62 gp); +1 chain shirt (104 gp); +1 falchion (197
scroll of fireball (caster level 9th) (31 gp); +2 shortspear (691 gp);
gp); potion of enlarge person (20 gp); potion of mage APL 4: Loot: 75 gp; Magic: potion of cure serious
armour (4 gp) wounds (62 gp); potion of bull’s strength (25 gp); potion of
APL 10: Loot: 251 gp; Magic: potion of cure serious heroism (62 gp); +1 chain shirt (104 gp); +1 falchion (197
wounds (62 gp); potion of invisibility (25 gp); potion of gp);
haste (62 gp); 5 x potion of cure serious wounds (5 x 62 gp); APL 6: Loot: 166 gp; Magic: potion of cure serious
scroll of fireball (caster level 9th) (31 gp); +2 shortspear (691 wounds (62 gp); potion of bull’s strength (25 gp); 4 x potion
gp); potion of enlarge person (20 gp); potion of mage of heroism (4 x 62 gp); +1 chain shirt (104 gp); +1 falchion
armour (4 gp); +1 great axe (193 gp); +1 scale mail (100 gp); (197 gp); 3 x potion of cure light wounds (3 x 4 gp)
APL 12: Loot: 251 gp; Magic: potion of cure serious APL 8: Loot: 142 gp; Coin 10 gp; Magic: 3 x potion of
wounds (62 gp); potion of invisibility (25 gp); potion of cure serious wounds (3 x 62 gp); potion of bull’s strength
haste (62 gp); 5 x potion of cure serious wounds (5 x 62 gp); (25 gp); potion of heroism (62 gp); +2 full plate (470 gp); +1
scroll of fireball (caster level 9th) (31 gp); +2 shortspear (691 orc double axe (388 gp); ring of protection +1 (166 gp)
gp); potion of enlarge person (20 gp); potion of mage APL 10: Loot: 100 gp; Coin 10 gp; Magic: 3 x potion of
armour (4 gp); +1 great axe (193 gp); +1 scale mail (100 gp); cure serious wounds (3 x 62 gp); potion of bull’s strength
wand of fireballs (CL 8th) (1500 gp) (25 gp); potion of heroism (62 gp); +2 full plate (470 gp); +1
wounding orc double axe (3055 gp); ring of protection +1
Encounter 6: To Hell in a Handbasket (166 gp); 2 x +1 scale mail (2 x 100 gp); 2 x +1 great axe (2 x
APL 2-14: Loot: 18 gp; 196 gp); potion of invisibility (12 gp);
APL 12: Loot: 100 gp; Coin 10 gp; Magic: 3 x potion of
APL 2: Loot: 22 gp; Coin: 1 gp; Magic: potion of cure cure serious wounds (3 x 62 gp); potion of bull’s strength
serious wounds (62 gp); potion of heroism (62 gp); +1 (25 gp); potion of heroism (62 gp); +2 full plate (470 gp); +2
bastard sword (194 gp); wounding orc double axe (5388 gp); ring of protection +2
APL 4: Loot: 22 gp; Coin: 1 gp; Magic: potion of cure (666 gp); 2 x +1 scale mail (2 x 100 gp); 2 x +1 great axe (2 x
serious wounds (62 gp); potion of heroism (62 gp); +1 196 gp); potion of invisibility (12 gp);
bastard sword (194 gp);
APL 6: Loot: 18 gp; Coin: 1 gp; Magic: potion of cure Conclusion
serious wounds (62 gp); potion of heroism (62 gp); +1 heavy
crossbow (195 gp); +1 bastard sword (194 gp); potion of APL 2: Coin: 50 gp
invisibility (25 gp) APL 4: Coin: 100 gp;
APL 8: Coin: 1 gp; Magic: potion of cure serious APL 6: Coin: 150 gp;
wounds (62 gp); potion of heroism (62 gp); +1 heavy APL 8: Coin: 200 gp;
crossbow (195 gp); +1 bastard sword (194 gp); potion of APL 10: Coin: 250 gp;
invisibility (25 gp); +1 splint mail (112 gp); +1 heavy steel APL 12: Coin: 300 gp
shield (97 gp); potion of cat’s grace (25 gp);
APL 10: Coin: 1 gp; Magic: potion of cure serious
wounds (62 gp); potion of heroism (62 gp); +1 heavy
crossbow (195 gp); +1 bastard sword (194 gp); potion of
invisibility (25 gp); +1 splint mail (112 gp); +1 heavy steel

ONW4-03 The Greatest Enemy Page 22


Total Possible Treasure Slayers of Jedurek: In recognition for the bearer’s service
APL 2: Loot: 204 gp; Coin: 51 gp; Magic: 195 gp - Total: 450 to the Free State by capturing and/or killing the Pomarji
gp General Jedurek, he/she has been awarded ONE of the
APL 4: Loot: 229 gp; Coin: 101 gp; Magic: 320 gp - Total: 650 following decorations:
gp
APL 6: Loot: 344 gp; Coin: 151 gp; Magic: 405 gp - Total: 900 Scroll of Merit: For distinguished service to the Szek and
gp The Free State. Open to anyone. Grants 1 RIP with
APL 8: Loot: 484 gp; Coin: 210 gp; Magic: 606 gp - Total: Army/Navy/Marines
1300 gp
APL 10: Loot: 369 gp; Coin: 260 gp; Magic: 1671 gp - Total: Order of Valour: For exceptional military service to the
2300 gp Szek and The Free State. Open to all members of the
APL 12: Loot: 369 gp; Coin: 310 gp; Magic: 2621 gp - Total: military. Grants 4 RIP with Army/Navy/Marines (and all
3300 gp nobles/Szek for Officers)

Special Gilded Laurel of Azharadian: For exemplary military


leadership. Open to all military officers. Grants 8 RIP with
Enmity of the Wreckers: The bearer has assaulted Army/Navy/Marines and all nobles/Szek. Grants +2
and/or killed members of the Wreckers As a result the circumstance bonus to Leadership checks.
bearer has gained the Disfavour of the Wreckers. The Laurel is also magical and provides a +2 magical bonus
Furthermore this may have other effects in the future. to Knowledge (war) checks and Charisma based skill
checks while worn. This effect is specific to the person
In the Debt of Uthather Kais: The bearer is in the debt upon which the Laurel is bestowed. If it is worn by anyone
of Uthather Kais. At a point in the future, the elf will call else, the effect is permanently lost.
upon the bearer to perform some service on his behalf.
Item Access
Scroll of Merit: For distinguished service to the Szek and
The Free State. Open to anyone. Grants 1 RIP with APL 4:
Army/Navy/Marines scroll of fireball (Adventure, CL 5th, DMG)

Order of Valour: For exceptional military service to the APL 6:


Szek and The Free State. Open to all members of the scroll of fireball (Adventure, CL 7th, DMG)
military. Grants 4 RIP with Army/Navy/Marines (and all
nobles/Szek for Officers) APL 8:
+2 shortspear (Adventure, CL 5th, DMG)
Gilded Laurel of Azharadian: For exemplary military +2 full plate (Adventure, CL 5th, DMG)
leadership. Open to all military officers. Grants 8 RIP with ring of protection +1 (Adventure, CL 3rd, DMG)
Army/Navy/Marines and all nobles/Szek. Grants +2
circumstance bonus to Leadership checks. APL 10:
The Laurel is also magical and provides a +2 magical +2 shortspear (Adventure, CL 5th, DMG)
bonus to Knowledge (war) checks and Charisma based skill +1 frost shortspear (Adventure, CL 5th, DMG)
checks while worn. This effect is specific to the person wand of cure light wounds (Adventure, CL 5th, DMG)
upon which the Laurel is bestowed. If it is worn by anyone +1 wounding orc double axe (Adventure, CL 5th, DMG)
else, the effect is permanently lost. +2 full plate (Adventure, CL 5th, DMG)
ring of protection +1 (Adventure, CL 3rd, DMG)

Items for the Adventure Record APL 12:


Enmity of the Wreckers: The bearer has assaulted wand of fireballs (Adventure, CL 8th, DMG)
and/or killed members of the Wreckers As a result the +1 frost shortspear (Adventure, CL 5th, DMG)
bearer has gained the Disfavour of the Wreckers. wand of cure light wounds (Adventure, CL 5th, DMG)
Furthermore this may have other effects in the future. +2 wounding orc double axe (Adventure, CL 5th, DMG)
ring of protection +2 (Adventure, CL 3rd, DMG)
In the Debt of Uthather Kais: The bearer is in the debt
of Uthather Kais. At a point in the future, the elf will call
upon the bearer to perform some service on his behalf.

ONW4-03 The Greatest Enemy Page 23


Appendix 1:
order to a dominated host, the overseer must make a
DC 10 Will save to avoid becoming visible.
APL2
Introduction: Shadow in the Night Encounter Five: The Gateway
Brotherhood Agent: male human; War1/Rogue 1; Half-orc sorceror: Sor1; CR 1; Medium humanoid
CR 1; Medium Humanoid: HD 1d8+2plus 1d6+2; hp (Half-orc); HD 1d4+1; hp 5; Init +6; Spd 30 ft.; AC 12,
14; Init +6; Spd 30 ft; AC 16, touch 13, flat-footed 13; touch 12, flat-footed 10; Base Atk +0; Grp +0; Atk +0
Base Atk +0; Grp +1; Atk +2 melee (1d6+1, rapier); SA melee (1d6, shortspear) or +2 ranged (1d8, light
sneak attack +1d6; SQ trapfinding; AL CN; SV Fort +2 crossbow); Full Atk +0 melee (1d8, shortspear) or +2
Ref +5 Will +0; Str 12, Dex 16, Con 14, Int 13, Wis 10, ranged (1d8, light crossbow); Space/Reach 5 ft./5 ft.;
Cha 8. SQ Darkvision, light sensitivity; AL CE; SV Fort +1,
Skills and Feats: Balance +6 Bluff +3 Climb +5 Ref +2, Will +3; Str 10, Dex 14, Con 12, Int 10, Wis 12,
Disable Device +6 Escape Artist +4 Hide +6 Listen +4, Cha 14.
Move Silently +6 Open locks +4 Spot +3 Slight of Skills and Feats: Concentration +5, Spellcraft +4;
Hand +4, Improved initiative, Weapon Focus Combat Casting, Improved Initiative.
Possessions: Studded leather armour, short sword, Light Sensitivity (Ex): Orcs are dazzled in bright
short bow, 20 arrows, dagger, potion of cat’s grace. sunlight or within the radius of a daylight spell
Sorcerer Spells Known: (5/3; Base save DC 12 +
Overseer: CR 1; Tiny aberration; HD 2d8; hp 9; Init spell level): 0 – acid splash, flare, daze, touch of
+2; Spd: 20 ft; AC: 15, touch 14, flat-foot 13; Base fatigue; 1st – magic missile, shield.
Attack +1; Grapple –9; Atk: +5 melee (1d4-2, bite); Full Possessions: Shortspear, dagger, light crossbow,
Attack: +5 melee (1d4-2, bite); Space/Reach: 2 ½ ft./0 potion of cure serious wounds, potion of mage armour,
ft; SA Attach, death grip, domination; SQ Invisibility; potion of invisibility, potion of haste.
AL LE; SV Fort +0, Ref +2, Will +3; Str 6, Dex 14, Con
11, Int 12, Wis 11, Cha 18 Euroz Guards: Male orc Bbn1; CR 1; Medium
Skills and feats: Climb +1, Hide +13 (+18 when humanoid (orc); HD 1d12+2; hp 14; Init +2; Spd 40 ft.;
attached), Move Silently +5, Search +4, Spot +3; AC 16 (touch 12, flat-footed 14); Base Atk +1; Grp +4;
Weapon Finesse Atk +4 melee (2d6+4, great axe) or +3 ranged (1d10+1,
Attach (Ex): If an overseer hits a victim with its heavy crossbow); Full Atk +4 melee (2d6+4, great axe)
biting pincers, it automatically attaches itself toe or +3 ranged (1d10+1, heavy crossbow); Space/Reach 5
victim’s body. An attached overseer loses its Dexterity ft./5 ft.; SA Rage; SQ Darkvision 60 ft., light
bonus to its Armour Class and its considered flat- sensitivity; AL CE; SV Fort +4, Ref +2, Will +0; Str 17,
footed. Dex 14, Con 14, Int 8, Wis 9, Cha 10.
Death Grip (Su): After it has successfully attached Skills and Feats: Climb +7, Intimidate +4, Jump
itself to a victim, killing or removing an overseer can +7, Spot +3; Power Attack.
also slay the host. If the overseer is killed or removed Light Sensitivity (Ex): Orcs are dazzled in bright
it inflicts on he hose 1d6 points of damage per hour it sunlight or within the radius of a daylight spell
has been attached (minimum of 1d6 and maximum of Possessions: Scale mail armour, great axe, heavy
10d6). This damage is raw magical damage and not crossbow, 40 masterwork bolts, potion of cure light
subject to damage reduction or energy resistance. A wounds
successful DC 11 Fortitude saving throw halves the
damage done. This save DC is constitution based.
Encounter Six: To Hell in a Handbasket
Domination (Su): An attached overseer may
Euroz Guards (2): War1, hp 5, see Monster Manual
attempt to dominate its victim using its feelers. The
p203
victim must make a DC 15 Will save, or be dominated
as per the dominate monster spell. The link between
host and overseer is telepathic. The save DC is Vargarth, Ftr2: CR 2; Medium humanoid; HD
Charisma-based. 2d10+6; hp 22, Init +1; Spd 30 ft.; AC 19, touch 11, flat-
Invisibility (Su): The overseer, when attached to a footed 17; Base Atk +2; Grp +5; Atks +7 melee
host can become invisible, as per the spell invisibility, (1d10+4/19-20, +1 bastard sword) or +3 ranged
as a free action. Every time the overseer issues an (1d10/x3, heavy crossbow); Full Atk +7 melee

ONW4-03 The Greatest Enemy Page 24


(1d10+4/19-20, +1 bastard sword) or +3 ranged Skills and Feats: Balance +6, Bluff +3, Climb +5,
(1d10/x3, heavy crossbow); Space/Reach 5 ft./ 5 ft.; AL Disable Device +6, Escape Artist +4, Hide +6, Listen
CN; SV Fort +5, Ref +1, Will +0; Str 17, Dex 13, Con +4, Move Silently +6, Open Locks +4, Spot +3, Slight of
16, Int 12, Wis 10, Cha 14. Hand +4; Improved Initiative, Weapon Focus (short
Skills and Feats: Jump +7; Listen +2; Spot +2; sword)
Exotic Weapon Proficiency (bastard sword), Weapon Possessions: Studded leather armour, short sword,
Focus (bastard sword). short bow, 20 arrows, dagger, potion of cat’s grace.
Light Sensitivity (Ex): Orcs are dazzled in bright
sunlight or within the radius of a daylight spell
Possessions: Splint mail, heavy steel shield, +1
bastard sword, heavy crossbow, 20 bolts, potion of cure
serious wounds, potion of heroism, 5 gp.

Encounter Seven: Shades of Grey


Captain Shargun: Male euroz Bbn3; CR 3; Medium
Humanoid (orc); HD 3d12+6; hp 30; Init +6; Spd 40 ft.;
AC 17, touch 12, flatfooted 15; Base Atk +2; Grp +6;
Atk +8 melee (2d4+7/18-20, +1 falchion) or +4 ranged
(1d8+4/x3, mighty composite longbow +4); Full Atk
+8 melee (2d4+7/18-20, +1 falchion) or +4 ranged
(1d8+4/x3, mighty composite longbow +4);
Space/Reach 5 ft./5 ft.; SA Rage 2/day; SQ Light
sensitivity, uncanny dodge, trapsense +1; darkvision
60 ft.; AL CE; SV Fort +5, Ref +3, Will +1; Str 18, Dex
14, Con 15, Int 12, Wis 10, Cha 14.
Skills and Feats: Climb +10, Listen +9, Spot +6;
Improved Initiative, Weapon Focus (falchion).
Light Sensitivity (Ex): Orcs are dazzled in bright
sunlight or within the radius of a daylight spell.
Uncanny Dodge (Ex): At 2nd level, a barbarian
retains his Dexterity bonus to AC (if any) even if he is
caught flat-footed or struck by an invisible attacker.
However, he still loses his Dexterity bonus to AC if
immobilized.
Trap Sense (Ex): Starting at 3rd level, a barbarian
gains a +1 bonus on Reflex saves made to avoid traps
and a +1 dodge bonus to AC against attacks made by
traps.
Possessions: +1 falchion, mighty composite
longbow +4, 20 arrows, +1 chain shirt, potion of cure
serious wounds, potion of bull's strength

OR

Wreckers: male human Rog1; CR 1; Medium


humanoid; HD 1d6+2; hp 8; Init +6; Spd 30 ft; AC 16,
touch 13, flat-footed 13; Base Atk +0; Grp +1; Atk +2
melee (1d6+1, short sword), +3 ranged (1d6,
shortbow); Full Atk +2 melee (1d6+1, short sword), +3
ranged (1d6, shortbow); SA sneak attack +1d6; SQ
trapfinding; AL CN; SV Fort +2 Ref +5 Will +0; Str 12,
Dex 16, Con 14, Int 13, Wis 10, Cha 8.

ONW4-03 The Greatest Enemy Page 25


APL4 Encounter Five: The Gateway
Introduction: Shadow in the Night Half-orc sorceror: Sor3; CR 3; Medium humanoid; HD
Brotherhood Agent: male human; War1/Rogue 1; CR 1; 3d4+3; hp 13; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
Medium Humanoid: HD 1d8+2plus 1d6+2; hp 14; Init +6; footed 10; Base Atk +1; Grp +1; Atk +1 melee (1d6,
Spd 30 ft; AC 16, touch 13, flat-footed 13; Base Atk +0; Grp shortspear) or +3 ranged (1d8, light crossbow); Full Atk +1
+1; Atk +2 melee (1d6+1, rapier); SA sneak attack +1d6; SQ melee (1d6, shortspear) or +3 ranged (1d8, light crossbow);
trapfinding; AL CN; SV Fort +2 Ref +5 Will +0; Str 12, Dex Space/Reach 5 ft./5 ft.; SQ Darkvision 60 ft.; AL CE; SV
16, Con 14, Int 13, Wis 10, Cha 8. Fort +2, Ref +3, Will +4; Str 10, Dex 14, Con 12, Int 10, Wis
Skills and Feats: Balance +6 Bluff +3 Climb +5 Disable 12, Cha 14.
Device +6 Escape Artist +4 Hide +6 Listen +4, Move Skills and Feats: Concentration +7, Spellcraft +6;
Silently +6 Open locks +4 Spot +3 Slight of Hand +4, Combat Casting, Improved Initiative.
Improved initiative, Weapon Focus Light Sensitivity (Ex): Orcs are dazzled in bright
Possessions: Studded leather armour, short sword, sunlight or within the radius of a daylight spell
short bow, 20 arrows, dagger, potion of cat’s grace. Sorcerer Spells Known: (6/6; save DC 12 + spell level):
0 – acid splash, flare, daze, ghost sound, touch of fatigue; 1st
Overseer: CR 1; Tiny aberration; HD 2d8; hp 9; Init +2; – magic missile, ray of enfeeblement, shield.
Spd: 20 ft; AC: 15, touch 14, flat-foot 13; Base Attack +1; Possessions: Shortspear, dagger, light crossbow, potion
Grapple –9; Atk: +5 melee (1d4-2, bite); Full Attack: +5 of cure serious wounds, potion of mage armour, potion of
melee (1d4-2, bite); Space/Reach: 2 ½ ft./0 ft; SA Attach, invisibility, potion of haste, scroll of fireball (7th level
death grip, domination; SQ Invisibility; AL LE; SV Fort +0, caster).
Ref +2, Will +3; Str 6, Dex 14, Con 11, Int 12, Wis 11, Cha
18 Euroz Guards: Male Orc, War1/Barb 1; CR 1; Medium
Skills and feats: Climb +1, Hide +13 (+18 when humanoid (orc); HD 1d8+2 plus 1d12+2; hp 22; Init +2; Spd
attached), Move Silently +5, Search +4, Spot +3; Weapon 40 ft.; AC 16, touch 12, flat-footed 14; Base Atk +2; Grp +6;
Finesse Atk +6 melee (2d6+4, great axe) or +4 ranged (1d10+1,
Attach (Ex): If an overseer hits a victim with its biting heavy crossbow); Full Atk +6 melee (2d6+4, great axe), +4
pincers, it automatically attaches itself toe victim’s body. ranged (1d10+1, heavy crossbow); Space/Reach 5 ft./5 ft.;
An attached overseer loses its Dexterity bonus to its SA Rage; SQ Darkvision 60 ft., light sensitivity; AL CE; SV
Armour Class and its considered flat-footed. Fort +6, Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 8, Wis
Death Grip (Su): After it has successfully attached 9, Cha 6.
itself to a victim, killing or removing an overseer can also Skills and Feats: Intimidate +6, Jump +12; Power
slay the host. If the overseer is killed or removed it inflicts Attack.
on he hose 1d6 points of damage per hour it has been Light Sensitivity (Ex): Orcs are dazzled in bright
attached (minimum of 1d6 and maximum of 10d6). This sunlight or within the radius of a daylight spell
damage is raw magical damage and not subject to damage Possessions: Scale mail armour, great axe, heavy
reduction or energy resistance. A successful DC 11 crossbow, 40 masterwork bolts, potion of cure light
Fortitude saving throw halves the damage done. This save wounds
DC is constitution based.
Domination (Su): An attached overseer may attempt Encounter Six: To Hell in a Handbasket
to dominate its victim using its feelers. The victim must Euroz Guards (2): War1, hp 5, see Monster Manual p203
make a DC 15 Will save, or be dominated as per the
dominate monster spell. The link between host and Captain Vargarth, half-orc Ftr4: CR 4; Medium
overseer is telepathic. The save DC is Charisma-based. humanoid; HD 4d10+12; hp 40, Init +5; Spd 30 ft.; AC 19,
Invisibility (Su): The overseer, when attached to a host touch 11, flat-footed 18; Base Atk +4; Grp +8; Atks +10
can become invisible, as per the spell invisibility, as a free melee (1d10+7/19-20, +1 bastard sword) or +5 ranged
action. Every time the overseer issues an order to a (1d10/x3, heavy crossbow); Full Atk +10 melee (1d10+7/19-
dominated host, the overseer must make a DC 10 Will save 20, +1 bastard sword) or +5 ranged (1d10/x3, heavy
to avoid becoming visible. crossbow); Space/Reach 5 ft./ 5 ft.; AL CN; SV Fort +6, Ref
+2, Will +1; Str 18, Dex 13, Con 16, Int 8, Wis 10, Cha 6.

ONW4-03 The Greatest Enemy Page 26


Skills and Feats: Jump +12; Listen +4; Spot +4; Exotic Trap Sense (Ex): Starting at 3rd level, a barbarian gains
Weapon Proficiency (bastard sword), Improved Initiative, a +1 bonus on Reflex saves made to avoid traps and a +1
Power Attack, Weapon Focus (bastard sword), Weapon dodge bonus to AC against attacks made by traps.
Specialization (bastard sword). Possessions: Masterwork rapier, studded leather
Light Sensitivity (Ex): Orcs are dazzled in bright armour, shortbow, 20 arrows, silver dagger, potion of cure
sunlight or within the radius of a daylight spell light wounds, potion of cat’s grace, 59 gp
Possessions: Splint mail, heavy steel shield, +1 bastard
sword, heavy crossbow, 20 bolts, potion of cure serious Wreckers: male human Rog1; CR 1; Medium humanoid;
wounds, potion of heroism, 5 gp. HD 1d6+2; hp 8; Init +6; Spd 30 ft; AC 16, touch 13, flat-
footed 13; Base Atk +0; Grp +1; Atk +2 melee (1d6+1, short
Encounter Seven: Shades of Grey sword), +3 ranged (1d6, shortbow); Full Atk +2 melee
Warlord Shargun, male orc Bbn5; CR 5; Medium (1d6+1, short sword), +3 ranged (1d6, shortbow); SA sneak
Humanoid; HD 5d12+10; hp 46; Init +6; Spd 40 ft.; AC 17, attack +1d6; SQ trapfinding; AL CN; SV Fort +2 Ref +5
touch 12, flatfooted 15; Base Atk +5; Grp +10; Atk +12 Will +0; Str 12, Dex 16, Con 14, Int 13, Wis 10, Cha 8.
melee (2d4+8/18-20, +1 falchion) or +7 ranged (1d8+4/x3, Skills and Feats: Balance +6, Bluff +3, Climb +5,
mighty composite longbow +4); Full Atk +12 melee Disable Device +6, Escape Artist +4, Hide +6, Listen +4,
(2d4+8/18-20, +1 falchion) or +7 ranged (1d8+4/x3, mighty Move Silently +6, Open Locks +4, Spot +3, Slight of Hand
composite longbow +4); Space/Reach 5 ft./ 5 ft.; SA Rage +4; Improved Initiative, Weapon Focus (short sword)
2/day; SQ Light sensitivity, improved uncanny dodge, Possessions: Studded leather armour, short sword,
trapsense +1, darkvision 60 ft.; AL CE; SV Fort +6, Ref +3, short bow, 20 arrows, dagger, potion of cat’s grace.
Will +2; Str 20, Dex 14, Con 15, Int 10, Wis 12, Cha 12.
Skills and Feats: Listen +10, Spot +7; Improved
Initiative, Weapon Focus (falchion).
Light Sensitivity (Ex): Orcs are dazzled in bright
sunlight or within the radius of a daylight spell.
Uncanny Dodge (Ex): At 2nd level, a barbarian retains
his Dexterity bonus to AC (if any) even if he is caught flat-
footed or struck by an invisible attacker. However, he still
loses his Dexterity bonus to AC if immobilized.
Trap Sense (Ex): Starting at 3rd level, a barbarian gains
a +1 bonus on Reflex saves made to avoid traps and a +1
dodge bonus to AC against attacks made by traps.
Improved Uncanny Dodge (Ex): At 5th level, a
barbarian can no longer be flanked.
Possessions: +1 falchion, hand axe, throwing axe, +1
chain shirt, potion of cure serious wounds, potion of bull's
strength, potion of heroism

OR

Jornal Surearm, male human, Ftr1/Rog3; CR 4; Medium


Humanoid: HD 1d10+2 plus 3d6+6; hp 30; Init +6; Spd 30
ft; AC 16, touch 13, flat-footed 13; Base Atk +3; Grp +4; Atk
+8 melee (1d6+1, rapier) or +6 ranged (1d6+1, shortbow);
Full Atk +8 melee (1d6+1, rapier) or +6 ranged (1d6+1,
shortbow; SA sneak attack +2d6; SQ Evasion, trapfinding,
trap sense +1; AL CN; SV Fort +6 Ref +6 Will +1; Str 12,
Dex 17, Con 14, Int 13, Wis 10, Cha 10.
Skills and Feats: Balance +9, Bluff +6, Climb +11,
Escape Artist +9, Hide +9, Listen +6, Move Silently +9 Spot
+6, Tumble +9; Improved Initiative, Point Blank Shot,
Weapon Finesse, Weapon Focus (rapier).

ONW4-03 Greatest Enemy Page 27


Encounter Five: The Gateway
APL6
Introduction: Shadow in the Night Half-orc sorcerer: Sor5; CR 5; Medium humanoid; HD
Brotherhood Agent: male human; War1/Rogue 1; CR 1; 5d4+3; hp 25; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
Medium Humanoid: HD 1d8+2plus 1d6+2; hp 14; Init +6; footed 10; Base Atk +2; Grp +2; Atk +3 melee (1d6+1, +1
Spd 30 ft; AC 16, touch 13, flat-footed 13; Base Atk +0; Grp shortspear) or +4 ranged (1d8, light crossbow); Full Atk +3
+1; Atk +2 melee (1d6+1, rapier); SA sneak attack +1d6; SQ melee (1d6+1, +1 shortspear) or +4 ranged (1d8, light
trapfinding; AL CN; SV Fort +2 Ref +5 Will +0; Str 12, Dex crossbow); Space/Reach 5 ft./5 ft.; SQ Darkvision 60 ft.; AL
16, Con 14, Int 13, Wis 10, Cha 8. CE; SV Fort +2, Ref +3, Will +5; Str 10, Dex 14, Con 12, Int
Skills and Feats: Balance +6 Bluff +3 Climb +5 Disable 10, Wis 12, Cha 15.
Device +6 Escape Artist +4 Hide +6 Listen +4, Move Skills and Feats: Concentration +9, Spellcraft +7;
Silently +6 Open locks +4 Spot +3 Slight of Hand +4, Combat Casting, Improved Initiative.
Improved initiative, Weapon Focus Light Sensitivity (Ex): Orcs are dazzled in bright
Possessions: Studded leather armour, short sword, sunlight or within the radius of a daylight spell
short bow, 20 arrows, dagger, potion of cat’s grace. Sorceror Spells Known: (6/7/5; save DC 12 + spell
level): 0 – acid splash, detect magic, flare, daze, ghost
Overseer: CR 1; Tiny aberration; HD 2d8; hp 9; Init +2; sound, touch of fatigue; 1st – grease, magic missile, ray of
Spd: 20 ft; AC: 15, touch 14, flat-foot 13; Base Attack +1; enfeeblement, shield; 2nd – flaming sphere, invisibility
Grapple –9; Atk: +5 melee (1d4-2, bite); Full Attack: +5 Possessions: +1 shortspear, dagger, light crossbow,
melee (1d4-2, bite); Space/Reach: 2 ½ ft./0 ft; SA Attach, potion of cure serious wounds, potion of mage armour,
death grip, domination; SQ Invisibility; AL LE; SV Fort +0, potion of enlarge person, potion of haste, scroll of fireball
Ref +2, Will +3; Str 6, Dex 14, Con 11, Int 12, Wis 11, Cha (7th level caster).
18
Skills and feats: Climb +1, Hide +13 (+18 when Euroz Guards: male orc War1/Bbn2; CR 2; Medium
attached), Move Silently +5, Search +4, Spot +3; Weapon humanoid (orc); HD 1d8+1 plus 2d12+2; hp 33; Init +2; Spd
Finesse 40 ft.; AC 16, touch 12, flat-footed 14; Base Atk +3; Grp +6;
Attach (Ex): If an overseer hits a victim with its biting Atk +6 melee (2d6+4/x3, great axe) or +5 (1d10/19-20,
pincers, it automatically attaches itself toe victim’s body. heavy crossbow; Full Atk +6 melee (2d6+4/x3, great axe) or
An attached overseer loses its Dexterity bonus to its +5 (1d10/19-20, heavy crossbow); Space/Reach 5 ft./5 ft.;
Armour Class and its considered flat-footed. SA Rage 1/day; SQ Darkvision 60 ft., light sensitivity,
Death Grip (Su): After it has successfully attached uncanny dodge; AL CE; SV Fort +7, Ref +2, Will +0; Str 17,
itself to a victim, killing or removing an overseer can also Dex 14, Con 14, Int 8, Wis 9, Cha 6.
slay the host. If the overseer is killed or removed it inflicts Skills and Feats: Intimidate +7, Jump +12; Point Blank
on he hose 1d6 points of damage per hour it has been Shot, Power Attack.
attached (minimum of 1d6 and maximum of 10d6). This Light Sensitivity (Ex): Orcs are dazzled in bright
damage is raw magical damage and not subject to damage sunlight or within the radius of a daylight spell
reduction or energy resistance. A successful DC 11 Uncanny Dodge (Ex): At 2nd level, a barbarian retains
Fortitude saving throw halves the damage done. This save his Dexterity bonus to AC (if any) even if he is caught flat-
DC is constitution based. footed or struck by an invisible attacker. However, he still
Domination (Su): An attached overseer may attempt loses his Dexterity bonus to AC if immobilized.
to dominate its victim using its feelers. The victim must Possessions: Scale mail armour, great axe, heavy
make a DC 15 Will save, or be dominated as per the crossbow, 40 masterwork bolts, potion of cure light
dominate monster spell. The link between host and wounds
overseer is telepathic. The save DC is Charisma-based.
Invisibility (Su): The overseer, when attached to a host Encounter Six: To Hell in a Handbasket
can become invisible, as per the spell invisibility, as a free Euroz Guards (2): War1, hp 5, see Monster Manual p203
action. Every time the overseer issues an order to a
dominated host, the overseer must make a DC 10 Will save Warlord Vargarth, male half-euroz, Ftr6: CR 6; Medium
to avoid becoming visible. humanoid; HD 6d10+18; hp 58, Init +5; Spd 30 ft.; AC 19,
touch 11, flat-footed 18; Base Atk +6/+1; Grp +10; Atks +12
melee (1d10+8/19-20, +1 bastard sword) or +8 ranged
(1d10+1/x3, +1 heavy crossbow); Full Atk +12/+7 melee

ONW4-03 Greatest Enemy Page 28


(1d10+8/19-20, +1 bastard sword) or +8 ranged (1d10+1/x3, uncanny dodge; AL CE; SV Fort +7, Ref +2, Will +0; Str 17,
+1 heavy crossbow); Space/Reach 5 ft./ 5 ft.; AL CN; SV Dex 14, Con 14, Int 8, Wis 9, Cha 6.
Fort +8, Ref +3, Will +2; Str 18, Dex 13, Con 16, Int 12, Wis Skills and Feats: Intimidate +7, Jump +12; Point Blank
10, Cha 12 Shot, Power Attack.
Skills and Feats: Jump +13, Listen +4, Spot +4; Exotic Light Sensitivity (Ex): Orcs are dazzled in bright
Weapon Proficiency (bastard sword), Improved Initiative, sunlight or within the radius of a daylight spell
Power Attack, Cleave, Great Cleave, Weapon Focus Uncanny Dodge (Ex): At 2nd level, a barbarian retains
(bastard sword), Weapon Specialization (bastard sword). his Dexterity bonus to AC (if any) even if he is caught flat-
Light Sensitivity (Ex): Orcs are dazzled in bright footed or struck by an invisible attacker. However, he still
sunlight or within the radius of a daylight spell loses his Dexterity bonus to AC if immobilized.
Possessions: Splint mail, heavy steel shield, +1 bastard Possessions: Scale mail armour, great axe, heavy
sword, +1 heavy crossbow, 20 bolts, potion of cure serious crossbow, 40 masterwork bolts, potion of cure light
wounds, potion of heroism, potion of invisibility, potion of wounds
cat’s grace, 5 gp.
OR
Encounter Seven: Shades of Grey
Warlord Shargun, male orc, Bbn5; CR 5; Medium Jornal Surearm, male human, Ftr1/Rog5; CR 5; Medium
humanoid (orc); HD 5d12+10; hp 56; Init +6; Spd 40 ft.; AC humanoid: HD 1d10+2 plus 5d6+10; hp 42; Init +8; Spd 30
17, touch 12, flatfooted 15; Base Atk +5; Grp +10; Atk +12 ft; AC 18, touch 14, flat-footed 14; Base Atk +4; Grp +5; Atk
melee (2d4+8/18-20, +1 falchion) or +7 ranged (1d8+4/x3, +10 melee (1d6+2 +1 rapier), +7 ranged (1d6+1, shortbow);
mighty composite longbow +4); Full Atk +12 melee Full Atk +10 melee (1d6+2 +1 rapier), +7 ranged (1d6+1,
(2d4+8/18-20, +1 falchion) or +7 ranged (1d8+4/x3, mighty shortbow); SA sneak attack +3d6; SQ Evasion, trapfinding,
composite longbow +4); Space/Reach 5 ft./ 5 ft.; SA: rage trapsense +1, uncanny dodge; AL CN; SV Fort +3 Ref +7
2/day; SQ Light sensitivity; fast movement, illiteracy; Will +1; Str 12, Dex 18, Con 14, Int 13, Wis 10, Cha 12.
improved uncanny dodge uncanny doge trap sense; Skills and Feats: Balance +12, Bluff +9, Climb +13,
darkvision; AL CE; SV Fort +6, Ref +3, Will +2; Str 20, Dex Hide +12, Listen +8, Move Silently +12, Open Locks +12,
14, Con 15, Int 6, Wis 12, Cha 6. Spot +9, Tumble +12; Combat Expertise, Improved Feint,
Skills and Feats: Listen +10, Spot +6; Improved Improved Initiative, Improved, Weapon Finesse, Weapon
Initiative, Power Attack, Weapon Focus (falchion). Focus (rapier)
Light Sensitivity (Ex): Orcs are dazzled in bright Evasion (Ex): Starting at 2nd level, if a rogue makes a
sunlight or within the radius of a daylight spell. successful Reflex saving throw against an attack that
Uncanny Dodge (Ex): At 2nd level, a barbarian retains normally deals half damage on a successful save, he takes
his Dexterity bonus to AC (if any) even if he is caught flat- no damage.
footed or struck by an invisible attacker. However, he still Trap Sense (Ex): Starting at 3rd level, a rogue gains a
loses his Dexterity bonus to AC if immobilized. +1 bonus on Reflex saves made to avoid traps and a +1
Trap Sense (Ex): Starting at 3rd level, a barbarian gains dodge bonus to AC against attacks made by traps.
a +1 bonus on Reflex saves made to avoid traps and a +1 Uncanny Dodge (Ex): At 4th level, a rogue retains his
dodge bonus to AC against attacks made by traps. Dexterity bonus to AC (if any) even if he is caught flat-
Improved Uncanny Dodge (Ex): At 5th level you can footed or struck by an invisible attacker. However, he still
no longer be flanked loses his Dexterity bonus to AC if immobilized.
Possessions: +1 falchion, mighty composite longbow Possessions: +1 rapier, studded leather armour,
+4, +1 chain shirt, potion of cure serious wounds, potion of shortbow, 20 arrows, silver dagger, amulet of natural
bull's strength, potion of heroism armour +1, potion of light wounds, potion of cat’s grace, 59
gp
Euroz Guards: male orc War1/Bbn2; CR 2; Medium
humanoid (orc); HD 1d8+1 plus 2d12+2; hp 33; Init +2; Spd Wreckers, male human Rog2; CR 2; Medium humanoid:
40 ft.; AC 16, touch 12, flat-footed 14; Base Atk +3; Grp +6; HD 2d6+4; hp 15; Init +6; Spd 30 ft.; AC 16, touch 13, flat-
Atk +6 melee (2d6+4/x3, great axe) or +5 (1d10/19-20, footed 13; Base Atk +1; Grp +2; Atk +3 melee (1d6+1, short
heavy crossbow; Full Atk +6 melee (2d6+4/x3, great axe) or sword) or +4 ranged (1d6, short bow); Full Atk +3 melee
+5 (1d10/19-20, heavy crossbow); Space/Reach 5 ft./5 ft.; (1d6+1, short sword) or +4 ranged (1d6, short bow); SA
SA Rage 1/day; SQ Darkvision 60 ft., light sensitivity, Evasion, sneak attack +1d6; SQ trapfinding; AL CN; SV

ONW4-03 Greatest Enemy Page 29


Fort +2 Ref +5 Will +0; Str 12, Dex 16, Con 14, Int 13, Wis
10, Cha 8.
Skills and Feats: Balance +8, Bluff +4, Climb +6, Hide
+7 Listen +5, Move Silently +8, Open Locks +8, Spot +8,
Slight of Hand +8; Improved Initiative, Dodge, Weapon
Focus (short sword).
Possessions: Studded leather armour, short sword,
short bow, 20 arrows, dagger, potion of cat’s grace

ONW4-03 Greatest Enemy Page 30


Encounter Five: The Gateway
Half-orc sorcerer: Sor7; CR 7; Medium humanoid; HD
APL8 7d4+7; hp 29; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
Introduction: Shadow in the Night footed 10; Base Atk +3; Grp +3; Atk +5 melee (1d6+2, +2
Brotherhood Agent: male human; War1/Rogue 1; CR 1; shortspear) or +6 ranged (1d8, light crossbow); Full Atk +5
Medium Humanoid: HD 1d8+2plus 1d6+2; hp 14; Init +6; melee (1d6+2, +2 shortspear) or +6 ranged (1d8, light
Spd 30 ft; AC 16, touch 13, flat-footed 13; Base Atk +0; Grp crossbow); Space/Reach 5 ft./5 ft.; SQ Darkvision 60 ft.; AL
+1; Atk +2 melee (1d6+1, rapier); SA sneak attack +1d6; SQ CE; SV Fort +3, Ref +4, Will +6; Str 10, Dex 14, Con 12, Int
trapfinding; AL CN; SV Fort +2 Ref +5 Will +0; Str 12, Dex 10, Wis 12, Cha 15.
16, Con 14, Int 13, Wis 10, Cha 8. Skills and Feats: Concentration +11, Spellcraft +9;
Skills and Feats: Balance +6 Bluff +3 Climb +5 Disable Combat Casting, Dodge, Improved Initiative.
Device +6 Escape Artist +4 Hide +6 Listen +4, Move Light Sensitivity (Ex): Orcs are dazzled in bright
Silently +6 Open locks +4 Spot +3 Slight of Hand +4, sunlight or within the radius of a daylight spell
Improved initiative, Weapon Focus Sorceror Spells Known: (7/5/3/1; Spells per day
Possessions: Studded leather armour, short sword, (6/7/7/4); save DC 12 + spell level): 0 – acid splash, detect
short bow, 20 arrows, dagger, potion of cat’s grace. magic, flare, daze, ghost sound, ray of frost, touch of
fatigue; 1st – grease, magic missile, ray of enfeeblement,
Overseer: CR 1; Tiny aberration; HD 2d8; hp 9; Init +2; shield; shocking grasp 2nd – flaming sphere, invisibility,
Spd: 20 ft; AC: 15, touch 14, flat-foot 13; Base Attack +1; touch of idiocy 3rd – lighting bolt, slow
Grapple –9; Atk: +5 melee (1d4-2, bite); Full Attack: +5 Possessions: +2 shortspear, dagger, light crossbow,
melee (1d4-2, bite); Space/Reach: 2 ½ ft./0 ft; SA Attach, potion of cure critical wounds, potion of mage armour,
death grip, domination; SQ Invisibility; AL LE; SV Fort +0, potion of enlarge person, potion of haste, scroll of fireball
Ref +2, Will +3; Str 6, Dex 14, Con 11, Int 12, Wis 11, Cha (9th level caster).
18
Skills and feats: Climb +1, Hide +13 (+18 when Euroz Guards: male orc War1/Barb4; CR 4; Medium
attached), Move Silently +5, Search +4, Spot +3; Weapon humanoid (orc); HD 1d8+1 plus 4d12+8; hp 49; Init +2; Spd
Finesse 40 ft.; AC 16 (touch 12, flat-footed 14); Base Atk +5; Grp +8;
Attach (Ex): If an overseer hits a victim with its biting Atk +8 melee (2d6+4/x3, great axe) or +5 ranged (1d10+1,
pincers, it automatically attaches itself toe victim’s body. heavy crossbow); Full Atk +7 melee (2d6+4/x3, great axe)
An attached overseer loses its Dexterity bonus to its or +5 ranged (1d10+1, heavy crossbow); Space/Reach 5 ft.
Armour Class and its considered flat-footed. by 5 ft./5 ft.; SA Rage 2/day; SQ Darkvision 60 ft., light
Death Grip (Su): After it has successfully attached sensitivity; AL CE; SV Fort +8, Ref +3, Will +3; Str 17, Dex
itself to a victim, killing or removing an overseer can also 14, Con 14, Int 8, Wis 9, Cha 6.
slay the host. If the overseer is killed or removed it inflicts Skills and Feats: Intimidate +9, Jump +14; Point Blank
on he hose 1d6 points of damage per hour it has been Shot, Power Attack.
attached (minimum of 1d6 and maximum of 10d6). This Light Sensitivity (Ex): Orcs are dazzled in bright
damage is raw magical damage and not subject to damage sunlight or within the radius of a daylight spell
reduction or energy resistance. A successful DC 11 Uncanny Dodge (Ex): At 2nd level, a barbarian retains
Fortitude saving throw halves the damage done. This save his Dexterity bonus to AC (if any) even if he is caught flat-
DC is constitution based. footed or struck by an invisible attacker. However, he still
Domination (Su): An attached overseer may attempt loses his Dexterity bonus to AC if immobilized.
to dominate its victim using its feelers. The victim must Trap Sense (Ex): Starting at 3rd level, a barbarian gains
make a DC 15 Will save, or be dominated as per the a +1 bonus on Reflex saves made to avoid traps and a +1
dominate monster spell. The link between host and dodge bonus to AC against attacks made by traps.
overseer is telepathic. The save DC is Charisma-based. Possessions: Masterwork scale mail armour, great axe,
Invisibility (Su): The overseer, when attached to a host masterwork heavy crossbow, 40 masterwork bolts, potion
can become invisible, as per the spell invisibility, as a free of cure serious wounds
action. Every time the overseer issues an order to a
dominated host, the overseer must make a DC 10 Will save Encounter Six: To Hell in a Handbasket
to avoid becoming visible. Euroz Guards (2): War1, hp 5, see Monster Manual p203

ONW4-03 Greatest Enemy Page 31


Warlord Vargarth, male half-euroz Ftr8: CR 8; Medium Skills and Feats: Intimidate +9, Jump +14; Point Blank
humanoid; HD 8d10+24; hp 76, Init +5; Spd 30 ft.; AC 21, Shot, Power Attack.
touch 11, flat-footed 20; Base Atk +8/+3; Grp +15; Atks +17 Light Sensitivity (Ex): Orcs are dazzled in bright
melee (1d10+8/19-20, +1 bastard sword) or +9 ranged sunlight or within the radius of a daylight spell
(1d10+1/x3, +1 heavy crossbow); Full Atk +17/+12 melee Uncanny Dodge (Ex): At 2nd level, a barbarian retains
(1d10+8/19-20, +1 bastard sword) or +9/+4 ranged his Dexterity bonus to AC (if any) even if he is caught flat-
(1d10+1/x3, +1 heavy crossbow); Space/Reach 5 ft./ 5 ft.; footed or struck by an invisible attacker. However, he still
AL CN; SV Fort +9, Ref +3, Will +2; Str 20, Dex 13, Con 16, loses his Dexterity bonus to AC if immobilized.
Int 8, Wis 10, Cha 6. Trap Sense (Ex): Starting at 3rd level, a barbarian gains
Skills and Feats: Jump +16, Listen +5; Cleave, Exotic a +1 bonus on Reflex saves made to avoid traps and a +1
Weapon Proficiency (bastard sword), Great Cleave, Greater dodge bonus to AC against attacks made by traps.
Weapon Focus (bastard sword), Improved Initiative, Power Possessions: Masterwork scale mail armour, great axe,
Attack, Weapon Focus (bastard sword), Weapon masterwork heavy crossbow, 40 masterwork bolts, potion
Specialisation (bastard sword) of cure serious wounds
Light Sensitivity (Ex): Orcs are dazzled in bright
sunlight or within the radius of a daylight spell OR
Possessions: +1 splint mail, +1 heavy steel shield, +1
bastard sword, +1 heavy crossbow, 20 bolts, potion of cure Jornal Surearm: male human, Ftr1/Rog7; CR 8; Medium
serious wounds, potion of heroism, potion of invisibility, humanoid; HD 1d10 plus 7d6+16; hp 54; Init +9; Spd 30 ft;
potion of cat’s grace, 5 gp. AC 20, touch 15, flat-footed 15; Base Atk +6; Grp +7; Atk
+13 melee (1d6+2/18-20, +1 rapier) or +11 ranged (1d6+1,
Encounter Seven: Shades of Grey shortbow); Full Atk +13 melee (1d6+2/18-20, +1 rapier) or
Jedurek, male half-orc Ftr8; CR 8; Medium humanoid; +11 ranged (1d6+1, shortbow); SA sneak attack +4d6; SQ
HD 8d10+16; hp 68; Init +2; Spd 30 ft.; AC 22, touch 11, Evasion, trapfinding, trap sense +2, improved uncanny
flatfooted 21; Base Atk +8/+3; Grp +13; Atk +14 melee dodge; AL CN; SV Fort +6 Ref +10 Will +2; Str 12, Dex 20,
(1d8+8/x3, +1 orc double axe) or +10 ranged (1d8+4, Con 14, Int 13, Wis 10, Cha 12.
mighty composite longbow +4); Full Atk +14/+14/+9 Skills and Feats: Balance +15, Bluff +11, Climb +15,
(1d8+8/x3, +1 orc double axe) or +10 ranged (1d8+4, Hide +15, Listen +10, Move Silently +15, Open Locks +15,
mighty composite longbow +4); Space/Reach 5 ft./ 5 ft.; SQ Spot +10, Slight of Hand +15; Dodge, Improved Initiative,
Darkvision; AL LE; SV Fort +8, Ref +2, Will +3; Str 20, Dex Point Blank Shot, Weapon Finesse, Weapon Focus (rapier).
15, Con 14, Int 14, Wis 12, Cha 16. Evasion (Ex): Starting at 2nd level, if a rogue makes a
Skills and Feats: Ride +7, Intimidate +14, Knowledge successful Reflex saving throw against an attack that
(history) +7, Sense Motive +12; Diehard, Endurance, normally deals half damage on a successful save, he takes
Greater Weapon Focus (orc double axe), Leadership, Power no damage.
Attack, Two Weapon Fighting, Weapon Focus (orc double Trap Sense (Ex): Starting at 6th level, a rouge gains a
axe), Weapon Specialization (orc double axe). +2 bonus on Reflex saves made to avoid traps and a +1
Light Sensitivity (Ex): Orcs are dazzled in bright dodge bonus to AC against attacks made by traps.
sunlight or within the radius of a daylight spell Uncanny Dodge (Ex): At 3rd level, a rogue retains his
Possessions: +1 orc double axe, mighty composite Dexterity bonus to AC (if any) even if he is caught flat-
longbow +4, arrows (20), +2 full plate, potion of invisibility, footed or struck by an invisible attacker. However, he still
potion of cure serious wounds, potion of bull’s strength, loses his Dexterity bonus to AC if immobilized.
potion of heroism, ring of protection +1, 120 gp Possessions: +1 rapier, +1 studded leather armour,
shortbow, 20 master work arrows, silver dagger, amulet of
Euroz Guards: male orc War1/Barb4; CR 4; Medium natural armour +1, gauntlets of dexterity +2, potion of cure
humanoid (orc); HD 1d8+1 plus 4d12+8; hp 49; Init +2; Spd light wounds, potion of cat’s grace, 59 gp
40 ft.; AC 16 (touch 12, flat-footed 14); Base Atk +5; Grp +8;
Atk +8 melee (2d6+4/x3, great axe) or +5 ranged (1d10+1, Wreckers: male human Rog6; CR 6; medium humanoid:
heavy crossbow); Full Atk +7 melee (2d6+4/x3, great axe) HD 6d6+12; hp 38; Init +2; Spd 30 ft; AC 16, touch 13, flat-
or +5 ranged (1d10+1, heavy crossbow); Space/Reach 5 ft. footed 13; Base Atk +4; Grp +5; Atk +10 melee (1d6+1, short
by 5 ft./5 ft.; SA Rage 2/day; SQ Darkvision 60 ft., light sword) or +8 ranged (1d6, shortbow); Full Atk +10 melee
sensitivity; AL CE; SV Fort +8, Ref +3, Will +3; Str 17, Dex (1d6+1, short sword) or +8 ranged (1d6, shortbow); SA
14, Con 14, Int 8, Wis 9, Cha 6. Evasion, sneak attack +3d6; SQ Trap sense +2, uncanny

ONW4-03 Greatest Enemy Page 32


dodge, evasion; AL CN; SV Fort +3 Ref +7 Will +1; Str 12,
Dex 16, Con 14, Int 13, Wis 10, Cha 8.
Skills and Feats: Balance +15, Bluff +11, Climb +15,
Hide +15, Listen +10, Move Silently +15, Open Locks +15,
Spot +10, Slight of Hand +15; Combat Expertise, Improved
Feint, Weapon Finesse, Weapon Focus (short sword).
Evasion (Ex): Starting at 2nd level, if a rogue makes a
successful Reflex saving throw against an attack that
normally deals half damage on a successful save, he takes
no damage.
Trap Sense (Ex): Starting at 3rd level, a rogue gains a
+1 bonus on Reflex saves made to avoid traps and a +1
dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex): At 2nd level, a rogue retains his
Dexterity bonus to AC (if any) even if he is caught flat-
footed or struck by an invisible attacker. However, he still
loses his Dexterity bonus to AC if immobilized.
Possessions: Studded leather armour, masterwork
short sword, short bow, 20 arrows, dagger, potion of cat’s
grace

ONW4-03 Greatest Enemy Page 33


APL10 Encounter Five: The Gateway
Introduction: Shadow in the Night Half-orc sorcerer: Sor8; CR 8; Medium humanoid; HD
Brotherhood Agent: male human; War1/Rogue 1; CR 1; 8d4+8; hp 45; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
Medium Humanoid: HD 1d8+2plus 1d6+2; hp 14; Init +6; footed 10; Base Atk +4; Grp +4; Atk +6 melee (1d6+2, +2
Spd 30 ft; AC 16, touch 13, flat-footed 13; Base Atk +0; Grp shortspear) or +6 ranged (1d8, light crossbow); Full Atk +6
+1; Atk +2 melee (1d6+1, rapier); SA sneak attack +1d6; SQ melee (1d6+2, +2 shortspear) or +6 ranged (1d8, light
trapfinding; AL CN; SV Fort +2 Ref +5 Will +0; Str 12, Dex crossbow); Space/Reach 5 ft./5 ft.; SQ Darkvision; AL CE;
16, Con 14, Int 13, Wis 10, Cha 8. SV Fort +3, Ref +4, Will +7; Str 10, Dex 14, Con 13, Int 10,
Skills and Feats: Balance +6 Bluff +3 Climb +5 Disable Wis 12, Cha 15.
Device +6 Escape Artist +4 Hide +6 Listen +4, Move Skills and Feats: Concentration +12, Spellcraft +10;
Silently +6 Open locks +4 Spot +3 Slight of Hand +4, Combat Casting, Improved Initiative, Dodge
Improved initiative, Weapon Focus Light Sensitivity (Ex): Orcs are dazzled in bright
Possessions: Studded leather armour, short sword, sunlight or within the radius of a daylight spell
short bow, 20 arrows, dagger, potion of cat’s grace. Sorceror Spells Known: (6/7/7/5/3; save DC 12 + spell
level): 0 – acid splash, detect magic, flare, daze, ghost
Overseer: CR 1; Tiny aberration; HD 2d8; hp 9; Init +2; sound, ray of frost, read magic, touch of fatigue; 1st – grease,
Spd: 20 ft; AC: 15, touch 14, flat-foot 13; Base Attack +1; magic missile, ray of enfeeblement, shield; shocking grasp
Grapple –9; Atk: +5 melee (1d4-2, bite); Full Attack: +5 2nd – flaming sphere, invisibility, touch of idiocy 3rd –
melee (1d4-2, bite); Space/Reach: 2 ½ ft./0 ft; SA Attach, lighting bolt, slow 4th – wall of fire
death grip, domination; SQ Invisibility; AL LE; SV Fort +0, Possessions: +2 shortspear, dagger, light crossbow,
Ref +2, Will +3; Str 6, Dex 14, Con 11, Int 12, Wis 11, Cha potion of cure serious wounds, potion of mage armour,
18 potion of enlarge person, potion of haste, scroll of fireball
Skills and feats: Climb +1, Hide +13 (+18 when (9th level caster).
attached), Move Silently +5, Search +4, Spot +3; Weapon
Finesse Euroz Guards: male orc War1/Barb6; CR 6; Medium
Attach (Ex): If an overseer hits a victim with its biting humanoid; HD 1d8+2 plus 6d12+12; hp 69; Init +0; Spd 40
pincers, it automatically attaches itself toe victim’s body. ft.; AC 15, touch 10, flat-footed 15; Base Atk +7/+2; Grp +11;
An attached overseer loses its Dexterity bonus to its Atk +12 melee (2d6+7/x3, +1 great axe) or +8 ranged
Armour Class and its considered flat-footed. (1d10/x3, masterwork heavy crossbow); Full Atk Atk +12
Death Grip (Su): After it has successfully attached melee (2d6+7/x3, +1 great axe) or +8 ranged (1d10/x3,
itself to a victim, killing or removing an overseer can also masterwork heavy crossbow); Space/Reach 5 ft./5 ft.; SA
slay the host. If the overseer is killed or removed it inflicts Rage 2 /day; SQ Darkvision 60 ft., light sensitivity; AL CE;
on he hose 1d6 points of damage per hour it has been SV Fort +8, Ref +2, Will +1; Str 18, Dex 11, Con 14, Int 8,
attached (minimum of 1d6 and maximum of 10d6). This Wis 9, Cha 6.
damage is raw magical damage and not subject to damage Skills and Feats: Intimidate +11, Jump +16; Point
reduction or energy resistance. A successful DC 11 Blank Shot, Power Attack, Cleave
Fortitude saving throw halves the damage done. This save Improved Uncanny Dodge (Ex): At 5th level you can
DC is constitution based. no longer be flanked
Domination (Su): An attached overseer may attempt Light Sensitivity (Ex): Orcs are dazzled in bright
to dominate its victim using its feelers. The victim must sunlight or within the radius of a daylight spell
make a DC 15 Will save, or be dominated as per the Uncanny Dodge (Ex): At 2nd level, a barbarian retains
dominate monster spell. The link between host and his Dexterity bonus to AC (if any) even if he is caught flat-
overseer is telepathic. The save DC is Charisma-based. footed or struck by an invisible attacker. However, he still
Invisibility (Su): The overseer, when attached to a host loses his Dexterity bonus to AC if immobilized.
can become invisible, as per the spell invisibility, as a free Trap Sense (Ex): Starting at 6th level, a barbarian gains
action. Every time the overseer issues an order to a a +2 bonus on Reflex saves made to avoid traps and a +2
dominated host, the overseer must make a DC 10 Will save dodge bonus to AC against attacks made by traps.
to avoid becoming visible. Possessions: +1 scale mail armour, +1 great axe,
masterwork heavy crossbow, 40 masterwork bolts, potion
of cure serious wounds

ONW4-03 Greatest Enemy Page 34


Encounter Six: To Hell in a Handbasket Encounter Seven: Shades of Grey
Warlord Vargarth male half-euroz Ftr8: CR 8; Medium Jedurek, male half-orc Ftr10; CR 10; Medium humanoid;
humanoid; HD 8d10+24; hp 76, Init +2; Spd 30 ft.; AC 21, HD 10d10+20; hp 84; Init +2; Spd 30 ft.; AC 22, touch 11,
touch 12, flat-footed 18; Base Atk +8/+3; Grp +12; Atks +15 flatfooted 21; Base Atk +10/+5; Grp +15; Atk +16 melee
melee (1d10+7/17-20, +1 bastard sword) or +11 ranged (1d8+8/x3, +1 orc double axe) or +12 ranged (1d8+4,
(1d10+1/x3, +1 heavy crossbow); Full Atk +15/+10 melee mighty composite longbow +4); Full Atk +16/+16/+11
(1d10+7/17-20, +1 bastard sword) or +11/+6 ranged (1d8+8/x3, +1 orc double axe) or +12 ranged (1d8+4,
(1d10+1/x3, +1 heavy crossbow); Space/Reach 5 ft./ 5 ft.; mighty composite longbow +4); Space/Reach 5 ft./ 5 ft.; SQ
AL CN; SV Fort +9, Ref +3, Will +2; Str 18, Dex 14, Con 16, Darkvision; AL LE; SV Fort +9, Ref +3, Will +4; Str 20, Dex
Int 12, Wis 10, Cha 14. 15, Con 14, Int 14, Wis 12, Cha 16.
Skills and Feats: Jump +15, Listen +5, Spot +5; Cleave, Skills and Feats: Ride +9, Intimidate +16, Knowledge
Exotic Weapon Proficiency (bastard sword), Improved (history) +9, Sense Motive +14; Cleave, Diehard,
Critical (bastard sword), Greater Weapon Focus (bastards Endurance, Great Cleave, Greater Weapon Focus (orc
sword), Power Attack, Weapon Focus (bastard sword), double axe), Leadership, Power Attack, Two Weapon
Weapon Specialisation (bastard sword) Fighting, Weapon Focus (orc double axe), Weapon
Light Sensitivity (Ex): Orcs are dazzled in bright Specialization (orc double axe).
sunlight or within the radius of a daylight spell Light Sensitivity (Ex): Orcs are dazzled in bright
Possessions: +1 splint mail, +1 heavy steel shield, +1 sunlight or within the radius of a daylight spell
bastard sword, +1 heavy crossbow, 20 bolts, potion of cure Possessions: +1 orc double axe, mighty composite
serious wounds, potion of heroism, potion of invisibility, longbow +4, arrows (20), +2 full plate, potion of invisibility,
potion of cat’s grace, 5 gp. potion of cure serious wounds, potion of bull’s strength,
potion of heroism, ring of protection +1, 120 gp
Warlord Tergarth, male orc Clr8 - Gruumsh; CR 8;
Medium humanoid; HD 8d8+16; hp 69; Init +5; Spd 30 ft.; Euroz Guards: male orc War1/Barb6; CR 6; Medium
AC 17, touch 11, flatfooted 16; Base Atk +6/+1; Grp +8; Atk humanoid; HD 1d8+2 plus 6d12+12; hp 69; Init +0; Spd 40
+10 melee (1d8+3 plus 1d6 cold, +1 cold shortspear) or +7 ft.; AC 15, touch 10, flat-footed 15; Base Atk +7/+2; Grp +11;
ranged (1d8, light crossbow); Full Atk +10/+5 melee Atk +12 melee (2d6+7/x3, +1 great axe) or +8 ranged
((1d8+3 plus 1d6 cold, +1 cold shortspear) or +7 ranged (1d10/x3, masterwork heavy crossbow); Full Atk Atk +12
(1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Light melee (2d6+7/x3, +1 great axe) or +8 ranged (1d10/x3,
sensitivity, darkvision; AL CE; SV Fort +7, Ref +3, Will +9; masterwork heavy crossbow); Space/Reach 5 ft./5 ft.; SA
Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 14. Rage 2 /day; SQ Darkvision 60 ft., light sensitivity; AL CE;
Skills and Feats: Concentration +12, Listen +8; Combat SV Fort +8, Ref +2, Will +1; Str 18, Dex 11, Con 14, Int 8,
Casting, Dodge, Improved Initiative, Weapon Focus Wis 9, Cha 6.
(shortspear) Skills and Feats: Intimidate +11, Jump +16; Point
Light Sensitivity (Ex): Orcs are dazzled in bright Blank Shot, Power Attack, Cleave
sunlight or within the radius of a daylight spell. Improved Uncanny Dodge (Ex): At 5th level you can
Cleric Spells Prepared (6/5+1/4+1/ 4+1/ 2+1; save DC no longer be flanked
13 + spell level): 0 – detect poison, guidance, purify food Light Sensitivity (Ex): Orcs are dazzled in bright
and drink, resistance, virtue x2; 1st - bless, cure light sunlight or within the radius of a daylight spell
wounds, divine favour, enthropic shield, enlarge person*; Uncanny Dodge (Ex): At 2nd level, a barbarian retains
2nd - bull’s strength*, hold person, silence; spiritual weapon; his Dexterity bonus to AC (if any) even if he is caught flat-
3rd – magic vestment*, blindness/deafness, dispel magic, footed or struck by an invisible attacker. However, he still
prayer, contagion 4th – divine power*, cure critical wounds, loses his Dexterity bonus to AC if immobilized.
summon monster IV Trap Sense (Ex): Starting at 6th level, a barbarian gains
* Domain Spell. Domains: War – free Weapon Focus; a +2 bonus on Reflex saves made to avoid traps and a +2
Strength: +3 enhancement bonus to Strength as a free dodge bonus to AC against attacks made by traps.
action, for 1 round, 1/day Possessions: +1 scale mail armour, +1 great axe,
Possessions: +1 frost shortspear, +1 chainmail, wand of masterwork heavy crossbow, 40 masterwork bolts, potion
cure light wounds, potion of owl's wisdom, potion of haste. of cure serious wounds

OR

ONW4-03 Greatest Enemy Page 35


Jornal Surearm: male Human, Ftr1/Rog9; CR 10; Uncanny Dodge (Ex): At 2nd level, a rogue retains his
Medium Humanoid: HD 1d10 plus 9d6+18; hp 64; Init +5; Dexterity bonus to AC (if any) even if he is caught flat-
Spd 30 ft; AC 20, touch 15, flat-footed 14; Base Atk +7/+2; footed or struck by an invisible attacker. However, he still
Grp +8; Atk +15 melee (1d6+3, +2 rapier) or +12 ranged loses his Dexterity bonus to AC if immobilized.
(1d6+1, shortbow); Full Atk +15/+10 melee (1d6+3, +2 Possessions: +1 studded leather armour, masterwork
rapier) or +12/+7 ranged (1d6+1, shortbow); SA sneak short sword, short bow, 20 arrows, dagger, potion of cat’s
attack +5d6; SQ Evasion, trapfinding, trap sense +3, grace
improved uncanny dodge; AL CN; SV Fort +5 Ref +11 Will
+3; Str 12, Dex 21, Con 14, Int 13, Wis 10, Cha 14
Skills and Feats: Balance +17, Bluff +15, Climb +17,
Hide +17, Listen +12, Move Silently +17, Open Locks +17,
Spot +12, Slight of Hand +17; Combat Expertise, Improved
Feint, Point Blank Shot, Weapon Finesse, Weapon Focus
(rapier)
Evasion (Ex): Starting at 2nd level, if a rogue makes a
successful Reflex saving throw against an attack that
normally deals half damage on a successful save, he takes
no damage.
Trap Sense (Ex): Starting at 6th level, a rouge gains a
+2 bonus on Reflex saves made to avoid traps and a +1
dodge bonus to AC against attacks made by traps.
Improved Uncanny Dodge (Ex): At 8th level, a rogue
retains his Dexterity bonus to AC (if any) even if he is
caught flat-footed or struck by an invisible attacker.
However, he still loses his Dexterity bonus to AC if
immobilized. Can no longer be flanked.
Possessions: +2 rapier, +1 studded leather armour,
shortbow, 20 masterwork arrows, silver dagger, amulet of
natural armour +1, gauntlets of dexterity +2, potion of cure
light wounds, potion of cat’s grace, 59 gp

Wreckers: male human Rog6; CR 6; Medium humanoid;


HD 6d6+12; hp 38; Init +6; Spd 30 ft; AC 17, touch 13, flat-
footed 14; Base Atk +4; Grp +5; Atk +8 melee (1d6,
masterwork short sword) or +7 ranged (1d6, shortbow);
Full +8 melee (1d6, masterwork short sword) or +7 ranged
(1d6, shortbow); SA, sneak attack +3d6; SQ Evasion,
trapfinding, trap sense +2, uncanny dodge; AL CN; SV Fort
+3 Ref +7 Will +1; Str 12, Dex 17, Con 14, Int 13, Wis 10,
Cha 8.
Skills and Feats: Balance +13, Bluff +10, Climb +10,
Hide +13, Listen +9, Move Silently +13, Open Locks +13,
Spot +9, Tumble +13; Dodge, Improved initiative, Weapon
Finesse, Weapon Focus (shortsword)
Trap Sense (Ex): Starting at 6th level, a rogue gains a
+2 bonus on Reflex saves made to avoid traps and a +1
dodge bonus to AC against attacks made by traps.
Evasion (Ex): Starting at 2nd level, if a rogue makes a
successful Reflex saving throw against an attack that
normally deals half damage on a successful save, he takes
no damage.

ONW4-03 Greatest Enemy Page 36


APL12 Encounter Five: The Gateway
Introduction: Shadow in the Night Half-orc sorcerer: Sor10; CR 10; Medium humanoid; HD
Brotherhood Agent: male human; War1/Rogue 1; CR 1; 10d4+10; hp 41; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
Medium Humanoid: HD 1d8+2plus 1d6+2; hp 14; Init +6; footed 10; Base Atk +5; Grp +6; Atk +7 melee (1d6+2, +2
Spd 30 ft; AC 16, touch 13, flat-footed 13; Base Atk +0; Grp shortspear) or +7 ranged (1d8, light crossbow); Full Atk +7
+1; Atk +2 melee (1d6+1, rapier); SA sneak attack +1d6; SQ melee (1d6+2, shortspear) or +7 ranged (1d8, light
trapfinding; AL CN; SV Fort +2 Ref +5 Will +0; Str 12, Dex crossbow); Space/Reach 5 ft./ 5 ft.; SQ: Darkvision; AL CE;
16, Con 14, Int 13, Wis 10, Cha 8. SV Fort +3, Ref +5, Will +7; Str 10, Dex 14, Con 13, Int 10,
Skills and Feats: Balance +6 Bluff +3 Climb +5 Disable Wis 12, Cha 15.
Device +6 Escape Artist +4 Hide +6 Listen +4, Move Skills and Feats: Concentration +13, Spellcraft +11;
Silently +6 Open locks +4 Spot +3 Slight of Hand +4, Combat Casting, Improved Initiative, Dodge, Craft Wand
Improved initiative, Weapon Focus Light Sensitivity (Ex): Orcs are dazzled in bright
Possessions: Studded leather armour, short sword, sunlight or within the radius of a daylight spell
short bow, 20 arrows, dagger, potion of cat’s grace. Sorceror Spells Known: (6/7/7/6/5/3; save DC 12 +
spell level): 0 – acid splash, detect magic, flare, daze, ghost
Overseer: CR 1; Tiny aberration; HD 2d8; hp 9; Init +2; sound, ray of frost, read magic, resistance, touch of fatigue;
Spd: 20 ft; AC: 15, touch 14, flat-foot 13; Base Attack +1; 1st – grease, magic missile, ray of enfeeblement, shield;
Grapple –9; Atk: +5 melee (1d4-2, bite); Full Attack: +5 shocking grasp 2nd – flaming sphere, invisibility, touch of
melee (1d4-2, bite); Space/Reach: 2 ½ ft./0 ft; SA Attach, idiocy 3rd – blink, lighting bolt, slow 4th – fear, wall of fire
death grip, domination; SQ Invisibility; AL LE; SV Fort +0, 5th – cloudkill
Ref +2, Will +3; Str 6, Dex 14, Con 11, Int 12, Wis 11, Cha Possessions: +2 shortspear, dagger, light crossbow,
18 potion of cure serious wounds, potion of mage armour,
Skills and feats: Climb +1, Hide +13 (+18 when potion of enlarge person, potion of haste, wand of fireballs
attached), Move Silently +5, Search +4, Spot +3; Weapon (8th level caster).
Finesse
Attach (Ex): If an overseer hits a victim with its biting Euroz Guards: male orc War1/Barb6; CR 6; Medium
pincers, it automatically attaches itself toe victim’s body. humanoid; HD 1d8+2 plus 6d12+12; hp 69; Init +0; Spd 40
An attached overseer loses its Dexterity bonus to its ft.; AC 15, touch 10, flat-footed 15; Base Atk +7/+2; Grp +11;
Armour Class and its considered flat-footed. Atk +12 melee (2d6+7/x3, +1 great axe) or +8 ranged
Death Grip (Su): After it has successfully attached (1d10/x3, masterwork heavy crossbow); Full Atk Atk +12
itself to a victim, killing or removing an overseer can also melee (2d6+7/x3, +1 great axe) or +8 ranged (1d10/x3,
slay the host. If the overseer is killed or removed it inflicts masterwork heavy crossbow); Space/Reach 5 ft./5 ft.; SA
on he hose 1d6 points of damage per hour it has been Rage 2 /day; SQ Darkvision 60 ft., light sensitivity; AL CE;
attached (minimum of 1d6 and maximum of 10d6). This SV Fort +8, Ref +2, Will +1; Str 18, Dex 11, Con 14, Int 8,
damage is raw magical damage and not subject to damage Wis 9, Cha 6.
reduction or energy resistance. A successful DC 11 Skills and Feats: Intimidate +11, Jump +16; Point
Fortitude saving throw halves the damage done. This save Blank Shot, Power Attack, Cleave
DC is constitution based. Improved Uncanny Dodge (Ex): At 5th level you can
Domination (Su): An attached overseer may attempt no longer be flanked
to dominate its victim using its feelers. The victim must Light Sensitivity (Ex): Orcs are dazzled in bright
make a DC 15 Will save, or be dominated as per the sunlight or within the radius of a daylight spell
dominate monster spell. The link between host and Uncanny Dodge (Ex): At 2nd level, a barbarian retains
overseer is telepathic. The save DC is Charisma-based. his Dexterity bonus to AC (if any) even if he is caught flat-
Invisibility (Su): The overseer, when attached to a host footed or struck by an invisible attacker. However, he still
can become invisible, as per the spell invisibility, as a free loses his Dexterity bonus to AC if immobilized.
action. Every time the overseer issues an order to a Trap Sense (Ex): Starting at 6th level, a barbarian gains
dominated host, the overseer must make a DC 10 Will save a +2 bonus on Reflex saves made to avoid traps and a +2
to avoid becoming visible. dodge bonus to AC against attacks made by traps.
Possessions: +1 scale mail armour, +1 great axe,
masterwork heavy crossbow, 40 masterwork bolts, potion
of cure serious wounds

ONW4-03 Greatest Enemy Page 37


Encounter Six: To Hell in a Handbasket touch 12, flat-footed 18; Base Atk +8/+3; Grp +12; Atks +15
Warlord Vargarth male half-euroz Ftr8: CR 8; Medium melee (1d10+7/17-20, +1 bastard sword) or +11 ranged
humanoid; HD 8d10+24; hp 76, Init +2; Spd 30 ft.; AC 21, (1d10+1/x3, +1 heavy crossbow); Full Atk +15/+10 melee
touch 12, flat-footed 18; Base Atk +8/+3; Grp +12; Atks +15 (1d10+7/17-20, +1 bastard sword) or +11/+6 ranged
melee (1d10+7/17-20, +1 bastard sword) or +11 ranged (1d10+1/x3, +1 heavy crossbow); Space/Reach 5 ft./ 5 ft.;
(1d10+1/x3, +1 heavy crossbow); Full Atk +15/+10 melee AL CN; SV Fort +9, Ref +3, Will +2; Str 18, Dex 14, Con 16,
(1d10+7/17-20, +1 bastard sword) or +11/+6 ranged Int 12, Wis 10, Cha 14.
(1d10+1/x3, +1 heavy crossbow); Space/Reach 5 ft./ 5 ft.; Skills and Feats: Jump +15, Listen +5, Spot +5; Cleave,
AL CN; SV Fort +9, Ref +3, Will +2; Str 18, Dex 14, Con 16, Exotic Weapon Proficiency (bastard sword), Improved
Int 12, Wis 10, Cha 14. Critical (bastard sword), Greater Weapon Focus (bastards
Skills and Feats: Jump +15, Listen +5, Spot +5; Cleave, sword), Power Attack, Weapon Focus (bastard sword),
Exotic Weapon Proficiency (bastard sword), Improved Weapon Specialisation (bastard sword)
Critical (bastard sword), Greater Weapon Focus (bastards Light Sensitivity (Ex): Orcs are dazzled in bright
sword), Power Attack, Weapon Focus (bastard sword), sunlight or within the radius of a daylight spell
Weapon Specialisation (bastard sword) Possessions: +1 splint mail, +1 heavy steel shield, +1
Light Sensitivity (Ex): Orcs are dazzled in bright bastard sword, +1 heavy crossbow, 20 bolts, potion of cure
sunlight or within the radius of a daylight spell serious wounds, potion of heroism, potion of invisibility,
Possessions: +1 splint mail, +1 heavy steel shield, +1 potion of cat’s grace, 5 gp.
bastard sword, +1 heavy crossbow, 20 bolts, potion of cure
serious wounds, potion of heroism, potion of invisibility, Warlord Lugdredd, male half-euroz Ftr8: CR 8; Medium
potion of cat’s grace, 5 gp. humanoid; HD 8d10+24; hp 76, Init +2; Spd 30 ft.; AC 21,
touch 12, flat-footed 18; Base Atk +8/+3; Grp +12; Atks +15
Warlord Tergarth, male orc Clr8 - Gruumsh; CR 8; melee (1d10+7/17-20, +1 bastard sword) or +11 ranged
Medium humanoid; HD 8d8+16; hp 69; Init +5; Spd 30 ft.; (1d10+1/x3, +1 heavy crossbow); Full Atk +15/+10 melee
AC 17, touch 11, flatfooted 16; Base Atk +6/+1; Grp +8; Atk (1d10+7/17-20, +1 bastard sword) or +11/+6 ranged
+10 melee (1d8+3 plus 1d6 cold, +1 cold shortspear) or +7 (1d10+1/x3, +1 heavy crossbow); Space/Reach 5 ft./ 5 ft.;
ranged (1d8, light crossbow); Full Atk +10/+5 melee AL CN; SV Fort +9, Ref +3, Will +2; Str 18, Dex 14, Con 16,
((1d8+3 plus 1d6 cold, +1 cold shortspear) or +7 ranged Int 12, Wis 10, Cha 14.
(1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Light Skills and Feats: Jump +15, Listen +5, Spot +5; Cleave,
sensitivity, darkvision; AL CE; SV Fort +7, Ref +3, Will +9; Exotic Weapon Proficiency (bastard sword), Improved
Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 14. Critical (bastard sword), Greater Weapon Focus (bastards
Skills and Feats: Concentration +12, Listen +8; Combat sword), Power Attack, Weapon Focus (bastard sword),
Casting, Dodge, Improved Initiative, Weapon Focus Weapon Specialisation (bastard sword)
(shortspear) Light Sensitivity (Ex): Orcs are dazzled in bright
Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell
sunlight or within the radius of a daylight spell. Possessions: +1 splint mail, +1 heavy steel shield, +1
Cleric Spells Prepared (6/5+1/4+1/ 4+1/ 2+1; save DC bastard sword, +1 heavy crossbow, 20 bolts, potion of cure
13 + spell level): 0 – detect poison, guidance, purify food serious wounds, potion of heroism, potion of invisibility,
and drink, resistance, virtue x2; 1st - bless, cure light potion of cat’s grace, 5 gp.
wounds, divine favour, enthropic shield, enlarge person*;
2nd - bull’s strength*, hold person, silence; spiritual weapon; Encounter Seven: Shades of Grey
rd
3 – magic vestment*, blindness/deafness, dispel magic, Jedurek, male half-orc Ftr11; CR 11; Medium humanoid;
prayer, contagion 4th – divine power*, cure critical wounds, HD 11d10+22; hp 92; Init +2; Spd 30 ft.; AC 23, touch 11,
summon monster IV flatfooted 22; Base Atk +11/+6; Grp +16; Atk +18 melee
* Domain Spell. Domains: War – free Weapon Focus; (1d8+9/x3, +2 orc double axe) or +13 ranged (1d8+4,
Strength: +3 enhancement bonus to Strength as a free mighty composite longbow +4); Full Atk +18/+18/+13
action, for 1 round, 1/day melee (1d8+9/x3, +2 orc double axe) or +13 ranged (1d8+4,
Possessions: +1 frost shortspear, +1 chainmail, wand of mighty composite longbow +4); Space/Reach 5 ft./ 5 ft.; SQ
cure light wounds, potion of owl's wisdom, potion of haste. Darkvision; AL LE; SV Fort +9, Ref +3, Will +4; Str 20, Dex
15, Con 14, Int 14, Wis 12, Cha 16.
Warlord Hug’rak male half-euroz Ftr8: CR 8; Medium Skills and Feats: Ride +10, Intimidate +17, Knowledge
humanoid; HD 8d10+24; hp 76, Init +2; Spd 30 ft.; AC 21, (history) +10, Sense Motive +15; Cleave, Diehard,

ONW4-03 Greatest Enemy Page 38


Endurance, Great Cleave, Greater Weapon Focus (orc Spot +14, Tumble +19; Combat Expertise, Improved Feint,
double axe), Leadership, Power Attack, Two Weapon Point Blank Shot, Weapon Finesse, Weapon Focus (rapier)
Fighting, Weapon Focus (orc double axe), Weapon Evasion (Ex): Starting at 2nd level, if a rogue makes a
Specialization (orc double axe). successful Reflex saving throw against an attack that
Light Sensitivity (Ex): Orcs are dazzled in bright normally deals half damage on a successful save, he takes
sunlight or within the radius of a daylight spell. no damage.
Possessions: +2 wounding orc double axe, mighty Trap Sense (Ex): Starting at 6th level, a rouge gains a
composite longbow +4, arrows (20), +2 full plate, potion of +2 bonus on Reflex saves made to avoid traps and a +1
invisibility, potion of cure critical wounds, potion of bull’s dodge bonus to AC against attacks made by traps.
strength, potion of heroism, ring of protection +2, 12 gp Improved Uncanny Dodge (Ex): At 8th level, a rogue
retains his Dexterity bonus to AC (if any) even if he is
Euroz Guards: male orc War1/Barb6; CR 6; Medium caught flat-footed or struck by an invisible attacker.
humanoid; HD 1d8+2 plus 6d12+12; hp 69; Init +0; Spd 40 However, he still loses his Dexterity bonus to AC if
ft.; AC 15, touch 10, flat-footed 15; Base Atk +7/+2; Grp +11; immobilized. Can no longer be flanked.
Atk +12 melee (2d6+7/x3, +1 great axe) or +8 ranged Crippling Strike (Ex): Sneak attacks deal 2 points of
(1d10/x3, masterwork heavy crossbow); Full Atk Atk +12 Strength damage as well as regular damage
melee (2d6+7/x3, +1 great axe) or +8 ranged (1d10/x3, Possessions: +2 rapier, +1 studded leather armour,
masterwork heavy crossbow); Space/Reach 5 ft./5 ft.; SA shortbow, 20 masterwork arrows, silver dagger, amulet of
Rage 2 /day; SQ Darkvision 60 ft., light sensitivity; AL CE; natural armour +2, gauntlets of dexterity +2, potion of cure
SV Fort +8, Ref +2, Will +1; Str 18, Dex 11, Con 14, Int 8, light wounds, potion of cat’s grace, 59 gp
Wis 9, Cha 6.
Skills and Feats: Intimidate +11, Jump +16; Point Wreckers: male human Rog6; CR 6; Medium humanoid;
Blank Shot, Power Attack, Cleave HD 6d6+12; hp 38; Init +6; Spd 30 ft; AC 17, touch 13, flat-
Improved Uncanny Dodge (Ex): At 5th level you can footed 14; Base Atk +4; Grp +5; Atk +8 melee (1d6,
no longer be flanked masterwork short sword) or +7 ranged (1d6, shortbow);
Light Sensitivity (Ex): Orcs are dazzled in bright Full +8 melee (1d6, masterwork short sword) or +7 ranged
sunlight or within the radius of a daylight spell (1d6, shortbow); SA, sneak attack +3d6; SQ Evasion,
Uncanny Dodge (Ex): At 2nd level, a barbarian retains trapfinding, trap sense +2, uncanny dodge; AL CN; SV Fort
his Dexterity bonus to AC (if any) even if he is caught flat- +3 Ref +7 Will +1; Str 12, Dex 17, Con 14, Int 13, Wis 10,
footed or struck by an invisible attacker. However, he still Cha 8.
loses his Dexterity bonus to AC if immobilized. Skills and Feats: Balance +13, Bluff +10, Climb +10,
Trap Sense (Ex): Starting at 6th level, a barbarian gains Hide +13, Listen +9, Move Silently +13, Open Locks +13,
a +2 bonus on Reflex saves made to avoid traps and a +2 Spot +9, Tumble +13; Dodge, Improved initiative, Weapon
dodge bonus to AC against attacks made by traps. Finesse, Weapon Focus (shortsword)
Possessions: +1 scale mail armour, +1 great axe, Trap Sense (Ex): Starting at 6th level, a rogue gains a
masterwork heavy crossbow, 40 masterwork bolts, potion +2 bonus on Reflex saves made to avoid traps and a +1
of cure serious wounds dodge bonus to AC against attacks made by traps.
Evasion (Ex): Starting at 2nd level, if a rogue makes a
OR successful Reflex saving throw against an attack that
normally deals half damage on a successful save, he takes
Jornal Surearm: male human, Ftr1/Rog11; CR 12; no damage.
Medium humanoid: HD 1d10+2 plus 11d6+22; hp 78; Init Uncanny Dodge (Ex): At 2nd level, a rogue retains his
+6; Spd 30 ft; AC 21, touch 15, flat-footed 16; Base Atk Dexterity bonus to AC (if any) even if he is caught flat-
+9/+4; Grp +10; Atk +17 melee (1d6+3, +2 rapier) or +14 footed or struck by an invisible attacker. However, he still
ranged (1d6+1, shortbow); Full Atk +17/+12 melee (1d6+3, loses his Dexterity bonus to AC if immobilized.
+2 rapier) or +14/+9 ranged (1d6+1, shortbow); SA sneak Possessions: +1 studded leather armour, masterwork
attack +6d6; SQ Crippling strike, evasion, trapfinding, short sword, short bow, 20 arrows, dagger, potion of cat’s
trapsense +3, improved uncanny dodge; AL CN; SV Fort +7 grace
Ref +12 Will +3; Str 12, Dex 21, Con 14, Int 13, Wis 10, Cha
8.
Skills and Feats: Balance +19, Bluff +17, Climb +19,
Hide +19, Listen +14, Move Silently +19, Open Locks +19,

ONW4-03 Greatest Enemy Page 39


Appendix 2: New Rules
From Living Greyhawk Journal, Dungeon 106.

Overseer These vicious creatures are usually concealed within the


Tiny Aberration robes of their Scarlet Masters. They are most effective
Hit Dice: 2d8 (9hp) against un-armoured and sleeping victims, but have a
Initiative: +2 remarkable affinity for hiding and striking from ambush.
Speed: 2ft. (4 squares) Generally, an attached overseer prefers to remain invisible,
Armour Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, but if this is not possible it attempts to hide on its victim’s
flat-foot 13 body or inside its clothing, never loosing contact with its
Base Attack/Grapple: +1/-9 victim. If forced into melee, overseers tend to flee, having
Attack: Bite +5 melee (1d4-2) little offensive capability when surprise is not on their side.
Full Attack: Bite +5 melee (1d4-2) Attach (Ex): If an overseer hits a victim with its biting
Space/Reach: 2 ½ ft./0 ft pincers, it automatically attaches itself toe victim’s body.
Special Attacks: Attach, death grip, domination An attached overseer looses its Dexterity bonus to its
Special Qualities: Invisibility Armour Class and its considered flat-footed.
Saves: Fort +0, Ref +2, Will +3 Death Grip (Su): After it has successfully attached itself to a
Abilities: Str 6, Dex 14, Con 11, Int 12, Wis 11, Cha 18 victim, killing or removing an overseer can also slay the
Skills: Climb +1, Hide +13 (+18 when attached), Move host. If the overseer is killed or removed it inflicts on he
Silently +5, Search +4, Spot +3 hose 1d6 points of damage per hour it has been attached
Feats: Weapon Finesse (minimum of 1d6 and maximum of 10d6). This damage is
Environment: Any Land raw magical damage and not subject to damage reduction
Organisation: Solitary or energy resistance. A successful Fortitude saving throw
Challenge Rating: 1 (DC 11) halves the damage done. This save DC is
Treasure: None constitution based.
Alignment: Always Lawful Neutral Domination (Su): An attached overseer may attempt to
Advancement: 3-6 HD (Small) dominate its victim using its feelers. The victim must make
Level Adjustment: - a Will save (DC 15), or be dominated as per the dominate
monster spell. The link between host and overseer is
The overseer is an insectoid parasite that enforces the will telepathic. The save DC is Charisma-based.
of the Scarlet Sign upon those it infests. Invisibility (Su): The overseer, when attached to a host can
The ever-industrious priests of Bralm created the overseer become invisible, as per the spell invisibility, as a free
using fell ritual to shape sacred ants to their insidious ends. action. Every time the overseer issues an order to a
Through the will of the Toiling Lady, these creatures dominated host, the overseer must make a Will save (DC
become horrors used to dominate and control the weak- 10) to avoid becoming visible.
minded. Often, if an ally or dupe of the Scarlet Sign shows Skills: Overseers gain a +5 circumstance bonus to hide
any sign of discontent or excessive free will, the red checks while attached to a host.
brothers attempt to implant one of these fell creatures onto
the unwitting victim.
The Overseer resembles a red-hued ant, with a pair of
elongated biting pincers and six often-writhing feelers. Its
sole purpose is to latch onto the body of its intended victim
with its pincers. Once the overseer bites its victim, it can
exert a domination effect through its feelers. The overseer’s
ability to become invisible at will when attached to a victim
is its defence mechanism. Its last line of defence is the
death grip of its feelers. Removing the overseer from a
dominated victim may in fact kill the unfortunate host.
Overseers speak Common and Ancient Suloise

Combat:

ONW4-03 Greatest Enemy Page 40


Appendix 3: Maps
Stairs up Scale:
Square = 5 ft. x 5 ft.
North Guardroom
Secret entrance

Portcullii

Winch
platform

Shaft down

South Guardroom
Stairs up
Jedurek’s Retreat
Stairs Upper Level

Jedurek’s Retreat
Lower Level

Alcove
Alcove
Jedurek’s Chamber

Shaft up Table Exi

Stone Doors
Alcove Alcove

ONW4-03 Greatest Enemy Page 41

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