ONW3-06 For Want of A Nail

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ONW3-06

For Want of a Nail


A One-Round D&D LIVING GREYHAWK Onnwal
Adventure
Version 2

By Paul Looby
Circle Reviewer: Creighton Broadhurst

The Orcs of the Pomarj ravage the land. Onnwal is in flames and a key agent of the Free State has gone
missing behind enemy lines. Her salvation, and that of Onnwal, lies in your hands.

An Onnwal regional module 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 Some of the text in this scenario is written so that you
may present it as written to the players, while other text is
This is an RPGA® Network scenario for the Dungeons &
for your eyes only. Text for the players will be in gray
Dragons® game. A five-hour time block has been allocated
boxes. It’s strongly recommended that you paraphrase the
for each round of this scenario, but the actual playing time
player text instead of reading it aloud. Some of this text is
will be closer to three and a half hours. The rest of the time
general and must be adapted to the specific situation or to
is spent in preparation before game play, and scoring after
actions of the player characters.
the game. The following guidelines are here to help you
with both the preparation and voting segment of the game.
Read this page carefully so that you know and can Scoring
communicate to your players the special aspects of playing After the players have completed the scenario or the time
an RPGA scenario. allotted to run the scenario has run out, the players and DM
score the game. The RPGA has three ways to score its
games. Consult your convention coordinator to determine
Preparation
which method to use for this scenario:
First you should print this scenario. This scenario was
• No-vote scoring: The players write their names and
created to support double-sided printing, but printing it
RPGA numbers on the scoring packet grid. You fill
single sided will work as well. There is enough room along
in the top of the grid. That is all. No one is rated.
the inside margin to bind the adventure, if you desire.
This method is used for people who are just playing
Read this entire adventure at least once before you run
for fun.
your game. Be sure to familiarize yourself with any special
rules, spells, or equipment presented in the adventure. It • Partial scoring: The players rate the game master
may help to highlight particularly important passages. and the scenario on their player voting sheet, and
When you run an RPGA D&D adventure we assume provide personal information, but don’t vote for
that you have access to the following books: the Player’s other players. The game master rates the scenario
Handbook, the Dungeon Master’s Guide, and the Monster and completes personal and event information, but
Manual. We also assume that you have a set of dice (at least does not rate the players as a team or vote for
one d4, d6, d8, d10, d12, and d20), some scrap paper, a players. This method is used when there is no
pencil, an RPGA scoring packet, and your sense of fun. It is competition, but the event coordinator wants
also a good idea to have a way to track movement during information on how the game masters are
combat. This can be as simple as a pad of graph paper and a performing, or the game master wants feedback on
pencil, as handy as a vinyl grid map and chits, or as his or her own performance.
elaborate as resin dungeon walls and miniatures. • Voting: Players and game masters complete the
Instruct the players either to prepare their characters entire packet, including voting for best player. If
now, or wait until you read the introduction, depending on this method is used, be sure to allow about 15-20
the requirements of the scenario as described in the minutes for the players to briefly describe their
introduction. characters to the other players, and about 5-10
Keep in mind that you must have at least three players minutes for voting. This method is used when the
(not counting the DM), for the game session to be a players want to know who played the “best”
sanctioned RPGA event. As well, you cannot have more amongst the group, or when the adventure is run in
than six players participating in the game. tournament format with winners and prizes.
Once you are ready to play, it is handy to instruct each When using voting, rank the players in order of your
player to place a nametag in front of him or her. The tag voting choice while they are completing their forms, so
should have the player’s name at the bottom, and the that you are not influenced by their comments on your
character’s name, race, and gender at the top. This makes it abilities. It’s a good idea to have the players vote while you
easier for the players (and the DM) to keep track of who is determine treasure and experience awards for the scenario.
playing which character. After voting, give the Scoring Packet to your event
The players are free to use the game rules to learn coordinator.
about equipment and weapons their characters are This is a LIVING GREYHAWK Adventure. As a
carrying. That said, you as the DM can bar the use of even LIVING adventure it is expected that players bring their
core rulebooks during certain times of play. For example, own characters with them. If players do not have a
the players are not free to consult the Dungeon Master’s LIVING GREYHAWK character generated, get a copy of
Guide when confronted with a trap or hazard, or the the current LIVING GREYHAWK character generation
Monster Manual when confronted with a monster. guidelines, and a character sheet from your convention
coordinator or the RPGA Web site, ant then have any

For Want of a Nail Page 2


players without a character create on. Once all players character was not as challenged as normal, or relied on
have a LIVING GREYHAWK character, play can begin. help by higher-level characters to reach the objectives.
Along with the other materials that you are assumed Note: LIVING GREYHAWK adventures are
to have in order to run a D&D game, it is also designed for APL 2 and higher. Three or four, or
recommended that you have a copy of the LIVING sometimes even five 1st-level characters may find
GREYHAWK Gazetteer. difficulty with the challenges in a LIVING GREYHAWK
adventure. If your group is APL 1 there are three things
LIVING GREYHAWK Levels of Play that you can do to help even the score.
Because players bring their own characters to LIVING 1. Attempt to create a table of six 1st-level characters, or
GREYHAWK games, this adventure’s challenges are try to enlist higher-level characters to play at that
proportioned to the average character level of the PCs table.
participating in the adventure. To determine the Average 2. Advise characters to buy riding dogs to help protect
Party Level (APL): them, and fight for them. All riding dogs are
1. Determine the character level for each of the PCs considered trained to attack. PCs who want their
participating in the adventure. dogs to attack must succeed at a Handle Animal or
2. If PCs bring animals that have been trained for Charisma check (DC 10). Failure indicates that the
combat (most likely being war horses, dogs trained animal will not attack that round. This is a free action
for war), other than those brought by virtue of a class (spoken command) that may be attempted each
ability (i.e. animal companions, familiars paladin’s round. If an animal loses half or more hp in a single
mounts, etc) use the sidebar chart to determine the round it flees, unless another check is successful.
number of levels you add to the sum above. Add each
character’s animals separately. A single PC may only Time Units and Upkeep
bring four or fewer animals of this type, and animals
with different CRs are added separately. This is a standard one-round Regional adventure, set in
the Free State of Onnwal. All characters with Onnwal as
CR 1 2 3 4 their hime region pay 1 Time Unit to participate in the
1/4 & 1/6 0 0 0 1 adventure. All other characters pay 2 Time Units.
1/3 & 1/2 0 0 1 1 Adventurer's Standard Upkeep costs 12 gp per Time Unit
1 1 1 2 3 spent; Rich Upkeep costs 50 gp per Time Unit and
2 2 3 4 5 Luxury Upkeep costs 100 gp per Time Unit.
3 3 4 5 6
4 4 5 6 7 Campaign Consequences
This adventure has campaign consequences. That is the
3. Sum the results of 1 and 2, and divide by the number outcome of this module will directly affect future events
of characters playing in the adventure. Round to the in the course of the campaign. The answers to some of the
nearest whole number. questions below may seem trivial or pointless, but
4. If you are running a table of six PCs, add one to that because of the complex nature of the back-story and
average. campaign all information requested is vital.
Please send your answers to the Living Onnwal
By following these four steps, you will have determined Team at [email protected] as soon as possible.
the APL. Throughout this adventure, APLs categorize the General comments about the module are also welcomed
level of challenge the PCs will face. APLS are given in at this address.
even-numbered increments. If the APL of your group
falls on an odd number, ask them before the adventure 1. Did Jillana deliver her message to the Braetern in
begins whether they would like to play a harder or easier time?
adventure. Based on their choice, use either the higher or 2. Did Gavran survive?
the lower adjacent APL. 3. Did the PCs escort Olava and her people back to
APL also affects the amount of experience you may Free State Lines?
gain at the end of the adventure. If your character is three 4. Did Markessa the White survive?
character levels or more either higher or lower than the
APL this adventure is being played at, that character will
receive only half of the experience points awarded for the
adventure. This simulates the face that either your

For Want of a Nail Page 3


Adventure Synopsis and Encounter 2: Between the Lines
The PCs set out and have to sneak through orcish
Background picketlines. Detection may mean combat and the
This module centres around Jillana Waterfoot, a possibility of runners warning more of the orcs. If the
Magsman of the Wreckers. A trusted agent of Rakehell PCs manage to slip pass undetected go to Encounter 3.
Chert, the Wrecker and Lord Marshal of the Army of Otherwise go to Encounter 4.
Rebellion, she was dispatched behind Scarlet
Brotherhood lines. Her mission was to learn what she Encounter 3: Choices and Chains
could about the Brotherhood and their new Pomarji If the PCs managed to make it past the pickets
allies. undetected or have not engaged them in combat, they
Jillana fulfilled her mission, uncovering parts of the will come across a group of orcs rounding up a group of
Brotherhood's warplans. However, before she could slip villagers. The PCs will have to decide whether to
back across the lines, she was betrayed into the hands of intervene and risk alertling orcish forces in the area to
the enemy by one of her own - one Gavran. Gavran had their presence or whether to turn a blind eye and proceed
been the Boss of a Wrecker Cell in Gearnwal (cf ONW3- with the mission at hand. Whatever the outcome they
01 The Prophet). Though he hated the Brotherhood, he should then proceed to Encounter 4.
also used to exploit the people under his protection,
looting their houses and mistreating those Onnwalons of Encounter 4: A Familiar Face
Suel ancestry. His reign as a robber baron was brought to The PCs arrive at the orc camp where Chert believes
an end by a War Company of freeswords, who slew his Jillana was being held. The readiness and strength of the
men and brought him for execution at the hands of Baron camp depends on the PCs' actions in the previous
Kiernal Maldrenn of Gearnwal. encounters. The PCs can either try to sneak into the cells
However, this was not the end of Gavran. Agents of or storm the camp. Either way they will discover a
the Scarlet Brotherhood spirited Gavran's body away and familiar face in the cells -that of Boss Gavran. Gavran
raised him from the dead. They then tortured the newly knows where the orcs have taken Jillana, but will refuse
revived Wrecker, extracting all that he knew, including to tell the PCs anything unless they swear an oath to
Jillana's cover identity and her mission. spare and protect his life.
Jillana was captured and tortured. However, for all
the torments the Scarlet Sign visited on her, Jillana kept Encounter 5: Chasing Jillana
the full extent of her knowledge from them, knowing With Gavran leading or directing them, the PCs can track
that if she admitted to it, the Brotherhood would change down Jillana. Several agents of the Slavelords, led by
their plans. In disgust the Scarlet Brotherhood sold Markessa the White, are taking her and the rest of the
Jillana to the infamous Slavelords, who have come to slaves to a rendezvous with a Slavelord ship at the isolated
Onnwal in the wake of the orcs of Turrosh Mak. The Esham's Cove. The PCs will have to devise some way of
Yellow Sails now harvest the fields of Onnwal for a crop extricating their quarry from the clutches of the Slavers,
of "live cargo". having to defeat a group of the Slaverlords servants to get
Rakehell Chert is aware of Jillana's fate, and that she at her.
knows something vital to the fortunes of the Free State.
Therefore, he is looking for a resourceful group of heroes Encounter 6: The Yellow Sails
who can go behind the battle lines and recover his lost Having dealt with one group of Slavers, Jillana her self is
Magsman. in the clutches of Markessa the White, aboard a longboat
being rowed out to meet a waiting ship of the Yellow
Sails. The PCs must defeat Markessa before they can get
Encounter Summary Jillana. If recovered, Jillana can reveal that it was Gavran
Introduction who betrayed her and will try to kill him if he is present.
The PCs are summoned by an officer of the Army of
Rebellion to meet with his commander. Conclusion
If the PCs make it back to Chert, Jillana can divulge her
Encounter 1: A Test of Loyalty earthshattering information and the PCs can receive their
The PCs are shown into the office of the Braetern Farland rewards.
Marshevel, where their loyalty will be tested by a If Jillana is not recovered or dies - then, though the
disguised Rakehell Chert. If they pass, then Chert will PCs receive their reward, the consequences for the Free
inform them of their mission. State are dire.

For Want of a Nail Page 4


Past Modules
Players who have played ONW3-01 The Prophet will The encampment of the 2nd Braetad bustles with
have already met Boss Gavran and are probably activity. Units of Regulars drill, their mail glittering
responsible for his death. The PCs may have found in the bright sunshine. Serterns are barking orders at
Rakehell Chert's old short sword, The Silver Left in ranks of peasant Militia, who seem to outnumber the
ONW2-06 Memento. In ONW2-07, Marooned, the PCs depleted ranks of the Regulars nearly two to one.
may have discovered news that Rakehell Chert has a son, There is much talk of the fighting in the west and you
Griff, who in the hands of the Scarlet Brotherhood. In can see a fierce tension in the faces of the soldiers.
ONW1-08 Rashta's Brother, some PCs may have gained Many expect another major battle in the next few
the blue mark of the Ventonii. days.
Berendenn leads you into a large stone building
in the heart of the camp. A faded and cracked
Player's Introduction hogshead swings above the door, the only evidence of
Once the Players are settled and the Player Characters the building's former life as an inn. The old common
have been introduced, proceed with the Introduction. room is busy with officers poring over maps and
Berendenn, a Sertern of the Gilderond Braetad, will dispatching orders to runners. You pass through the
summon the PCs to meet his superior officer, Farland organised chaos and up the stairs to what must have
Mashevel. been one of the larger bedrooms.
Read aloud or paraphrase the following: Stepping into the room you are confronted by a
shocking sight. The body of Farland Marshevel
"Dem's the orders I waz given, surs," Berendenn, dangles from a rafter, a rope knotted tightly around
Sertern of the Golden Heart says apologetically. "Ye're his neck. The braetern's face is purple and contorted
to come with me quick smart like and attend my and his eyes stare glassily into space. The body spins
commandin' officer." in a slow circle, the rope creaking as it does.
The burly sertern holds out at scroll sealed with A blonde haired man in a soldier's uniform sits
wax bearing the signet of Farland Marshevel, Braetern behind a desk in the corner of the room, cleaning his
of Gilderond, one of Onnwal's four field generals. nails with the point of a dagger. As you enter, he
pauses, regards you with pale blue eyes and smirks.
Give out Player's Handout 1.
"Glad you could join us," he says. "Now shall we
Sertern Berendenn, Sertern of the Gilderond Braetad, discuss terms?
the Golden Heart.
Appearance: Berendenn is a burly, barrel chested The situation the PCs find themselves in an elaborate
man in his late 30's. His olive skin is deeply tanned and loyalty test set by the justifiably paranoid Rakehell Chert.
lined - evidence of an outdoor life. He speaks with a rustic The man before them is a Wrecker disguised by a change
accent and is clad in the green and gold uniform of a self spell. It is probable that the PCs will not even bother
sertern of the Army of Rebellion Regulars. with any further parlaying, but immediately attack the
Character: Berendrenn is a salt-of-the-earth man, apparent Scarlet Brotherhood agent. If so, they have
with a sharp wit and a none-too-wholesome turn of passed (see below).
phrase. Some PCs may, however, want to interact with the
Berendenn pretends that he knows nothing about "kesh". Answers to some of their likely questions are
why the PCs are being summoned, just that they must go shown below:
and he's the one that's going to bring them. He actually
knows more than this, but has been ordered not to Who are you?
mention anything. “Maranafel Toktot, Kesh of Scant

Encounter 1: What terms?


"You have proven worthy adversaries in the past.
A Test of Loyalty We want you to work for the greater good of
Berendrenn escorts the PCs to the headqurters of the 2nd mankind. We want you to work with us. So we want
Braetad. They are about to have their loyalty tested in a to discuss what your price is. How much it will take to
typically elaborate manner by Rakehell Chert. abandon your lost cause and join the side of right."
Read aloud or paraphrase the following:
How did you get in here?

For Want of a Nail Page 5


"Our agents are everywhere. The Free State is "I must apologise for this little pantomime," the
only free because we allow you to think it is. We hold Oeridan man says, floating gently to the ground.
all the strings. We always have and we always will. "However, the Strawhairs have their agents
While you mewl and exercise yourself about your everywhere. I had to be sure of where your loyalties
freedom, we control the real power in Onnwal. Oh lay. You passed, needless to say or we wouldn't be
and don't bother calling for help. The officers below having this pleasant chat now. Berendenn, some wine
are all my men. How else could you explain the inept if you would."
excuse for a war that your Army of Rebellion has
fought this past eight years?" Chert will bid the PCs sit, while wine is brought to them.
The other two men then leave the PCs alone with Chert.
Failing the Test: If the PCs agree to go along with the If any of the PCs have at any time earned the
"kesh", then they have failed. The "kesh" will reveal Disfavour of the Wreckers cert from ONW3-01 The
himself as an agent of the Wreckers and the PCs will be Prophet or ONW3-02 Pyrtura, even if they have now had
blacklisted as possible traitors to the Free State. Chert will it removed, read aloud or paraphrase the following:
not reveal himself under these circumstances. The
adventure is over for them. The Oeridian man regards you coldly.
Even discussing terms will earn the PCs the "You've crossed my people in the past. Perhaps
suspicion of Chert and the Wreckers, though they will be with good reason, perhaps without. Know you this,
given a chance to prove themselves on the mission. cross me in this matter and it shall be the last crossing
However, if the mission fails - the PCs will be blacklisted you shall ever do - bar crossing to meet your ancestors
as potential traitors. in the afterlife.
"On the other hand, I'm a fair man. Serve me well
Suspicion of the Wreckers: The PCs have earned Disliked and I might be inclined to forgive past offences.
Status with Rakehell Chert and the Wreckers. Wrecker Forgiveness is a worthy virtue. So much better than
PCs will be mistrusted by their peers and barred from any…unpleasantness," he says with a clear edge of
promotion within the Wreckers until they clear their menace.
name. The Wreckers in future modules will mistrust non-
Wreckers. Otherwise, read aloud or paraphrase the following:

Passing the Test: As soon as the PCs move to attack the The Oeridan man regards you intently with his deep-
"kesh", they have passed the test. set black eyes.
Read aloud or paraphrase the following: "I have need of the services of resourceful
individuals - people such as yourselves, who are loyal
Before you can strike down the kesh, a commanding to the Free State.
voice bellows: "HOLD! In the name of the Free State, "A most able servant of Onnwal has been
hold!" captured by the Scarlet Sign. She was on her way back
To your amazement, you turn to see the voice is across the front line with what she said was
apparently that of the hanged braetern. However, information vital to the survival of the Free State. I
instead of strangled features of Farland Marshevel, need to know what that information was. I want you
you look up into the grinning face of an Oeridian to find and rescue her. As far as I know, she is still
man of indeterminate years. alive - and that's how I want her returned to the Free
"I never did like these things," the man says, State. Dead spies tell no tales.
removing the noose from his neck, seemingly "Any questions?"
oblivious to the fact he is floating three feet above the
floorboards. He bows deeply in mid air. Below are answers to some of the most likely questions:
"I am at your service, patriots of Onnwal."
Who are you?
Though he will NOT directly introduce himself as such, The man smiles enigmatically.
the floating man is Rakehell Chert. The kesh and "Merely a Patriot of Onnwal, like yourselves. My
Berendenn remain where they are, nodding their head name is unimportant. Loyalty to the Free State is all
respectfully at Chert and giving the PCs broad grins. that matters here."
Read aloud or paraphrase the following:
Why don't you get someone else to rescue her?

For Want of a Nail Page 6


"I have reason to suspect that she was betrayed
from within. Therefore, I have to ask for outsiders to "What's past is past and what's done is done, for good
perform this task for me." or for ill".

Where is the agent being held? Of the PCs mention anything about his son, Griff, read
"The last report I had, she was in a small orc aloud or paraphrase the following:
encampment in the southern Volanots. I can give you
directions to it." "I think you may have mistaken me for someone else.
However, if we succeed here, then we will free all the
What's in it for us? sons and daughters of Onnwal that are in thrall to the
The man grins. Strawhairs."
"Ah a man/woman after my own heart! How it
must boil the blood of the nobles to deal with such If there is nothing else, Berendrenn will usher the PCs
fine entrepreneurs as yourselves. Never trust a man out.
who wants no gold, or wants too much.
"You will be recompensed fairly for your efforts Encounter 2:
on behalf of me and of the Free State. The oaths of
nobles aren't worth the paper they're written on. So Between the Lines
you'll be paid in honest coin. If you trust me, of
The directions that the PCs receive will direct them to a
course," he says with a smile.
point in the Volanots on the southern edge of the
Cantred of Gearnwal. Have the PCs set their marching
What aid can you give us?
order before the set out.
"Our resources are stretched as it is. You will have
Read aloud or paraphrase the following:
to manage on your own means and wits."
Leaving the tense bustle of the camp behind, you set
What does your agent look like?
off across the fields of the Gildenlea, green and gold
"Her name is Jillana Waterfoot. She is about 30
with the ripening grain harvest. At first there is a
summers, stands about 5 feet and a half a foot, with
semblance of normality, farmers tending their fields,
golden-brown hair and eyes of sea-grey."
animals grazing in the shade of scattered copses.
However, as the hills loom closer, the
If there are no further questions, Chert will give the PCs
peasants grew scarcer and the Militia patrols more
directions to the camp.
frequent. Burnt out ruins, still smouldering under the
If there are any members of the Wreckers among the
summer sun replace peaceful hamlets. In the shadow
PCs, Chert will take them aside and, still not revealling
of the hills, a deathly silence extends over the land,
who he is, will whisper to them in the Thieves' Cant:
like ink seeping from an overturned pot.
As you move up the first slopes of the Volanots,
“Hold a light and you’ll be on the pig’s back when it
you realise, almost without noticing that you have
comes to a leg up – you’ve my song bird on it.”
passed into enemy territory.
Translation:
Have the PCs make an opposed Spot check against the
"Do right by me in this matter and it will not be
Hide check of the orc patrol that is lurking at the top of
forgotten when it comes to promotion. You have my
the slope (add a +2 circumstance bonus to the Orc's Hide
word on that."
for their concealment of the vines). Equally, if the PCs are
actively trying to move inconspicuously an opposed Spot
The PCs may have Rakehell Chert's old short sword The
check against the worst PC Hide check, to see if they spot
Silver Left from ONW2-06 Memento. If they do, and
the PCs. Otherwise the orcs will automatically spot the
Chert spots it read aloud or paraphrase the following:
PCs from their vantage point. If they do, depending on
whether the PCs spot them, they will either withdraw to
The Oeridian man smiles ruefully:
warn the orc camp in Encounter Four, or if spotted, they
"That is a fine blade you bear. Ward it carefully
will try to engage the PCs.
and it will serve you well."
If the PCs succeed, read aloud or paraphrase the
following:
If any of the PCs, guessing to whom they are speaking,
offer it to him, he will refuse it saying cryptically:

For Want of a Nail Page 7


Suddenly you spot a glint of sun on metal in the Terrain: The vine-rows are 100 feet long, a foot thick
overgrown grapevines that line the top of the hill. and six feet high. They are spaced about five feet apart.
You spot the figure of an orc, darting between the Treasure: The following treasure is available
vine rows. dependant on the APL of the party.
APL 2: Loot: 12 gp;
If they've avoided being spotted, the PCs can either try to APL 4: Loot: 58 gp; Magic: potion of cure light
engage the orc pickets or continue to try to slip past them wounds (3) (3 x 4 gp).
with little further difficulty by moving around the base of APL 6: Loot: 116 gp; Magic: potion of cure moderate
the hill under the cover of the ridge line. wounds (4) (4 x 25 gp).
If the PCs fail their Spot checks, but the orcs Spot APL 8: Loot: 275 gp; Coin: 1 gp; Magic: potion of
them, then the orcs will not attempt to engage them, but cure serious wounds (6) (62 gp each), potion of heroism
rather will slink off to report the presence of the PCs to (5) (62 gp each), potion of owl's wisdom (25 gp).
their superiors at the camp in Encounter Four. APL 10: Loot: 189 gp; Coin: 1 gp; Magic: +1 battleaxe
(2) (167 gp each), + 1 light crossbow (2) (169 gp each), +1
APL 2 (EL 1) shortspear (167 gp), potion of cure serious wounds (6) (62
Orc scouts (2): hp 5; see Monster Manual p146 gp each), potion of heroism (2) (62 gp each), potion of
owl's wisdom (25 gp), potion of haste (4) (62 gp each).
APL 12: Loot: 189 gp; Coin: 1 gp; Magic: +1 battleaxe
APL 4 (EL 2) (2) (167 gp each), + 1 light crossbow (2) (169 gp each), +1
Orc axeman (1): Ftr1; hp 12; see Appendix 1 shortspear (167 gp), potion of cure serious wounds (6) (62
Orc crossbowmen (2): Ftr1; hp 12; see Appendix 1 gp each), potion of heroism (2) (62 gp each), potion of
owl's wisdom (25 gp), potion of haste (4) (62 gp each).
APL 6 (EL 3)
Orc axeman (2): Ftr1; hp 12; see Appendix 1 Development: If the orc runner gets away, he will
Orc crossbowmen (2): Ftr1; hp 12; see Appendix 1 inform the camp that there are enemies in the area. The
guards in the camp in Encounter Four are therefore alert
APL 8 (EL 4) and actively awaiting an attack.
If the PCs slip past the patrol without any combat go
Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1 to Encounter 3.
Orc axeman (2): Ftr1; hp 12; see Appendix 1 Otherwise go to Encounter 4.
Orc crossbowmen (3): Ftr1; hp 12; see Appendix 1

APL 10 (EL 5) Encounter 3:


Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1 Choices and Chains
Orc axeman (2): Ftr1; hp 12; see Appendix 1 Note: Only play this encounter if the PCs have not
Orc crossbowmen (3): Ftr1; hp 12; see Appendix 1 engaged the orcs in combat in Encounter 2.
As the PCs press onwards into the hills, they will
APL 12 (EL 6) encounter a band of orcs pillaging a captured village and
carrying the populace off in chains. The peasants are
Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1
bound for the camp, where they will be handed over to
Orc axeman (4): Ftr1; hp 12; see Appendix 1
the Slavers.
Orc crossbowmen (4): Ftr1; hp 12; see Appendix 1
Read aloud or paraphrase the following:
Tactics: If the orcs are ambushed, one of their number
Leaving the orcs behind, you press on into the hills
will immediately flee to report to the camp, while the
towards your target. The trail winds north into the
remainder give covering fire. They will then try to
crags of the Volanots. The long scrub-clothed ridges
withdraw themselves in no particular order, fleeing
rise up on either side of you.
headlong if more than half their number is slain. The
Cresting a ridge you look down upon a
shaman will cast enlarge person on one of his axemen if
settlement in the valley below, no more than huddle
possible, (+2 Str, -2 Dex, -1 to attacks, -1 AC, gains 10 ft.;
of six humble cottages. Cries of distress float up on
reach).
the breeze and tiny figures dash about between the
In either case, the vines afford both the orcs and the
cottages. Armed orcs are chasing women and
PCs concealment (20% miss chance) from ranged attacks.
children, beating them to the ground and clapping
manacles onto their arms and legs.

For Want of a Nail Page 8


APL 6: Loot: 144 gp; Magic: potion of cure moderate
What the PCs do next is up to them. As the orcs are wounds (4) (25 gp each).
intent on their task, the PCs will be easily able to slip on APL 8: Loot: 362 gp; Coin: 1 gp; Magic: potion of
past towards their destination without being noticed. cure serious wounds (6) (62 gp each), potion of heroism
However, if they want to intervene, make a DC 15 (5) (62 gp each), potion of owl's wisdom (25 gp).
Spot check for the orcs or a opposed check against the APL 10: Loot: 162 gp; Magic: +1 battleaxe (5) (167 gp
worst PC Hide check, if the PCs are trying to be stealthy, each), +1 shortspear (167 gp), potion of cure serious
applying a -2 circumstance penelty due to the orcs’ wounds (6) (62 gp each), potion of heroism (5) (62 gp
absorption in the task at hand. each), potion of bull's strength (5) (25 gp each, potion of
owl's wisdom (25 gp), potion of haste (62 gp).
APL 2 (EL 1) APL 12: Loot: 162 gp; Magic: +1 battleaxe (5) (167 gp
Orc slavers (2): hp 5; see Monster Manual p146 each), +1 shortspear (167 gp), potion of cure serious
wounds (6) (62 gp each), potion of heroism (5) (62 gp
each), potion of bull's strength (5) (25 gp each), potion of
APL 4 (EL 2) owl's wisdom (25 gp), potion of haste (62 gp).
Orc axeman (3): Ftr1; hp 12; see Appendix 1
Development: If any orcs get away, they will inform the
APL 6 (EL 3) camp that there are enemies in the area. The guards in the
Orc axeman (4): Ftr1; hp 12; see Appendix 1 camp in Encounter Four are therefore alert and actively
awaiting an attack.
APL 8 (EL 4) The surviving dozen or so villagers (all women and
Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1 children) will thank the PCs profusely and ask them
Orc axeman (5): Ftr1; hp 12; see Appendix 1 which way safety lies. Their spokespeson, is a woman
called Olava
APL 10 (EL 5)
Olava, peasant woman
Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1 Appearance: Olava is a mantronly woman in the late
Orc axeman (5): Ftr1; hp 12; see Appendix 1 thirties, with sandy blonde hair and broad, plain, freckled
face.
APL 12 (EL 6) Character: Olava's husband was killed in the war. She
Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1 is desperate to get herself, her family and neighbours to
Orc axeman (8): Ftr1; hp 12; see Appendix 1 safety. She will plead with the PCs for aid.

Tactics: The orcs will try to use the houses as cover and They will then attempt to flee their homes in the
their prisoners as human shields. The villagers will give direction of the Free State forces, carrying what meagre
them soft cover (+4 AC bonus), while the houses give possessions they can carry with them. They will beg the
them (+4 AC, +2 Reflex save bonus) or total cover PCs to escort them. Returning will mean a round trip of a
depending on the circumstances The orcs will attempt to day.
flee the village if they can in the direction of the camp. However, if the PCs do so, by the time they can
Any attack that would have hit the orcs using human return, Jillana will have been taken aboard a Slaver
shields but for the cover AC bonus, hits a human shield. ship bound for the Pomarj and the PCs will have
The peasants have AC 10 and 2 hit points each. The failed their mission.
shaman will cast enlarge person on one of his axemen if In this case run them through the rest of the module
possible, (+2 Str, -2 Dex, -1 to attacks, -1 AC, gains 10 ft as written, except for the fact that they will find only the
reach). The enlarged orc will try to fight a delaying action, tracks of the slavers at Esham's Cove in Encounter 5, at
while the rest withdraw. which point the adventure is over for them.

Treasure: The following treasure is available dependant Encounter 4:


on the APL of the party:
APL 2: Loot: 12 gp. A Familiar Face
APL 4: Loot: 108 gp; Magic: potion of cure light Whether the PCs have encountered the orc slaver taking
wounds (3) (4 gp each). party in Encounter 3 or not, they will be able to press on
to the camp where Chert believes that Jillana is being
held.

For Want of a Nail Page 9


Read aloud or paraphrase the following: +2 cover Reflex save bonus). Characters bheind the wall
have total cover.
You press on, following the directions given you. Late A 5-foot wide breach on the southern side provides
in the day, as the sun is nodding low in the west, you access to the inside. It is routinely blocked after dark or in
crest yet another hill. Across a broad valley stands a times of high alert (see below) by a number of small
long ridge crowned with a ring of tumbled dry stone daggerthorn trees that have been hewn down to form a
walls - the ruins of an ancient Flan hillfort. The sun's makeshift thorn fence 10 feet thick and 5 feet high
rays glint from the armour of orc guards patrolling (damage and movement rules as per the wall of thorns
the walls of the fort. A ragged banner bearing the spell [Player’s Handbook, p271]). The orcs bed down in
leering red medusa head device of the Pomarj flutters make shift lean-tos comprising cut logs and scrub-brush
from a listing makeshift flagpole. laid at an angle against the walls on the northern side of
From the description of the orc camp given to the fort. The prisoners are held in a series of 8 feet deep
you, you have little doubt that this is your destination pits covered by wooden bars, which are located in the
and your target. centre of the fort.

The Ridge NOTE: PCs that have the blue mark of the Ventonii from
The hill fort stands on a 300-foot high ridgeline. The ONW1-08 Rashta's Brother feel strangely energised
lower slopes of the hill are covered in loose scrub and a while fighting inside the walls of the hill fort and gain +1
smattering of stunted Storm Pines (providing morale bonus to attack and damage rolls for the duration
concealment from ranged attacks). The orcs have cleared of this combat only.
the hilltop within 150 feet of the walls, using the scrub
for shelter and fuel. This open ground affords no The Garrison
concealment what so ever. The readiness and strength of the garrison depends on
Moreover, within 50 feet of the walls, there is a field the PCs actions so far. If they have engaged any orc
of sharpened, pointed stones angled outwards from the troops in battle on the way to the fort, then the garrison
fort. The stones stand about 3 feet high and provide will be depleted somewhat. Otherwise it will be at full
concealment and cover for small creatures or PCs lying strength.
prone. PCs attempting to move through this field at The alertness of the garrison depends on whether it
greater than one half of their normal movement in any has had any warning of the PCs presence in the hills,
round must make a DC 15 Reflex check to avoid being from the orcs in either Encounter 2 or Encounter 3.
cut on the razor sharp rocks. If a PC roll attacks and Garrison Alerted: If the garrison has been alerted,
damage if applicable for the rock spikes below. then the orcs will be all roused, armed and watching in all
PCs trying to ride through the stones must make a directions for signs of any foes. The orcs will be evenly
DC 20 Ride check to manage it without injuring their distributed around the perimeter wall. All guards have a
mount. If the mount is injured, the rider must make a DC +2 circumstance bonus to their Spot and Listen checks
15 Ride check to keep the animal on its feet, otherwise it due to their high state of readiness.
will stumble among the close packed stones and fall, Garrison Not Alerted: If the garrison has not been
taking attacks and damage shown below. forewarned, then there will only be four sentries posted,
one at each of the cardinal points of the ring fort (North,
Rock Spikes: +10 melee (1d4 spiked rocks for South, East and West). The rest of the orcs (if any) are
1d4+2/x3 per successful hit). eating in their lean-tos. The sentries are not particularly
vigilant - apply a -2 circumstance penalty to their Spot
The only clear path through the stones is the winding and Listen checks, until the PCs make their presence
one that leads to the main entrance of the hillfort (see known in some fashion.
Map 1). PCs attempting to approach the fort without being
The Hillfort seen will need to make an opposed Hide and Move
The camp is based in the ruins of an ancient Flan ring fort silently checks against the sentries' Spot and Listen
(see Map 1). The fort is composed of a single circular dry (worst PC result against the best Orc result).
stone wall 7 feet high, 6 feet thick and 50 feet in diamater. The numbers of orcs in the garrison will depend on
A low stone step on the inside of the wall allows the the APL and whether the PCs have fought any orcs in
defenders to peer ouver the top of the all and fire Encounter 2 or 3.
missiles. Characters doing this have cover (+4 AC bonus,
Garrison at Full Strength (PCs have not fought any orcs
in Encounter 2 or 3):

For Want of a Nail Page 10


haste (2) (62 gp each), +1 chainmail (91 gp); +1 shortspear
APL 2 (EL 4) (166 gp), potion of invisibility (25 gp), potion of
Orc berserkers (5): Bbn1; hp 14; see Appendix 1 resistance to fire 20 (58 gp).
Orc shaman: Clr1-Gruumsh; hp 9; see Appendix 1 APL 12: Loot: 451 gp; Magic: +1 falchion (4) (172 gp
each), potion of cure serious wounds (6) (62 gp each),
potion of bull strength (4) (25 gp each), potion of heroism
APL 4 (EL 6) (4) (62 gp each), potion of owl's wisdom (25 gp), potion of
Orc berserkers (7): Bbn1; hp 14; see Appendix 1 haste (2) (62 gp), +1 chainmail (95 gp), +1 shortspear (166
Orc shaman: Clr1-Gruumsh; hp 9; see Appendix 1 gp), potion of invisibility (25 gp), potion of resistance to
Half-orc sorcerer: Sor1; hp 5; see Appendix 1 fire 20 (58 gp).

APL 6 (EL 8) Garrison Depleted (PCs fought orcs in either Encounter


Orc berserkers (7): Bbn2; hp 23; see Appendix 1 2 or Encounter 3):
Orc shaman: Clr2-Gruumsh, hp 15, see Appendix 1
Half-orc sorcerer: Sor2, hp 9, see Appendix 1 APL 2 (EL 3)
Orc berserkers (3): Bbn1; hp 14; see Appendix 1
APL 8 (EL 10) Orc shaman: Clr1; hp 9; see Appendix 1
Orc berserkers (4): Bbn5; hp 50; see Appendix 1
Orc shaman: Clr4/Bbn1-Gruumsh; hp 37; see APL 4 (EL 4)
Appendix 1
Orc berserkers (4): Bbn1; hp 14; see Appendix 1
Half-orc sorcerer: Sor5; hp 21; see Appendix 1
Orc shaman: Clr1; hp 9; see Appendix 1
Half-orc sorcerer: Sor1; hp 5; see Appendix 1
APL 10 (EL 12)
Orc berserkers (4): Bbn7; hp 68; see Appendix 1 APL 6 (EL 5)
Orc shaman: Clr6/Bbn1-Gruumsh; hp 49; see
Orc berserkers (4): Bbn1; hp 14; see Appendix 1
Appendix 1
Orc shaman: Clr1; hp 9; see Appendix 1
Half-orc sorcerer: Sor7; hp 31; see Appendix 1
Half-orc sorcerer: Sor1; hp 5; see Appendix 1
APL 12 (EL 14)
APL 8 (EL 6)
Orc berserkers (4): Bbn9; hp 86; see Appendix 1
Orc shaman: Clr9-Gruumsh; hp 57; see Appendix 1 Orc berserkers (4): Bbn2; hp 23; see Appendix 1
Half-orc sorcerer: Sor9; hp 37; see Appendix 1 Orc shaman: Clr2; hp 15; see Appendix 1
Half-orc sorcerer: Sor2; hp 9; see Appendix 1
Treasure: The following treasure is available defendant
on the APL on the party: APL 10 (EL 7)
APL 2: Loot: 213 gp; Magic: potion of cure light Orc berserkers (4): Bbn2; hp 23; see Appendix 1
wounds (6) (6 x 4 gp). Orc shaman: Clr2; hp 15; see Appendix 1
APL 4: Loot: 298 gp; Magic: potion of cure light Half-orc sorcerer: Sor2; hp 9; see Appendix 1
wounds (9) (4 gp each), potion of bull's strength (4) (25 gp
each), potion of mage armour (4 gp). APL 12 (EL 8)
APL 6: Loot: 298 gp; Magic: potion of cure moderate
wounds (9) (25 gp each), potion of bull's strength (7) (25 Orc berserkers (4): Bbn3; hp 30; see Appendix 1
gp each), potion of owl's wisdom (25 gp), potion of mage Orc shaman: Clr3; hp 19; see Appendix 1
armour (25 gp). Half-orc sorcerer: Sor3; hp 11; see Appendix 1
APL 8: Loot: 295 gp; Magic: potion of cure serious
wounds (6) (62 gp each), potion of bull strength (4) (25 gp Treasure: The following treasure is available dependant
each, potion of heroism (4) (62 gp each,) potion of owl's on the APL of the party:
wisdom (25 gp), potion of haste (2) (62 gp each), +1 APL 2: Loot: 131 gp; Magic: potion of cure light
shortspear (166 gp), potion of invisibility (25 gp). wounds (4) (4 gp each).
APL 10: Loot: 451 gp; Magic: +1 falchion (4) (172 gp APL 4: Loot: 175 gp; Magic: potion of cure light
each), potion of cure serious wounds (6) (62 gp each), wounds (6) (4 gp each), potion of bull's strength (4) (25 gp
potion of bull strength (4) (25 gp each), potion of heroism each), potion of mage armour (4 gp).
(4) (62 gp each), potion of owl's wisdom (25 gp), potion of

For Want of a Nail Page 11


APL 6: Loot: 175 gp; Coin: gp; Magic: potion of cure
moderate wounds (6) (25 gp), potion of bull's strength (4) If any of the PCs have played ONW3-01 The Prophet,
(25 gp each), potion of owl's wisdom (25 gp), potion of then read aloud or paraphrase the following:
mage armour (25 gp),
APL 8: Loot: 177 gp; Magic: potion of cure serious The prisoner is strangely familiar. A slight and slim
wounds (6) (62 gp each), potion of bull strength (4) (25 gp man of about 30 years, he wears a scraggly beard that
each), potion of heroism (4) (62 gp each), potion of owl's does not quite hide a livid purple weal around his
wisdom (25 gp); potion of haste (2) (62 gp each), +1 throat. With a shock you realise where you have met
shortspear (166 gp), potion of invisibility (25 gp). this man before - the village of Jeresan.
APL 10: Loot: 103 gp; Coin: gp; Magic: +1 falchion "Youze looks as if yez have seen a ghost, lads.
(4) (172 gp each), potion of cure serious wounds (6) (62 gp Wha's wron? Y'd swear ye'd never seen a hanged man
each), potion of bull strength (4) (25 gp), potion of before," says Boss Gavran.
heroism (4) (62 gp), potion of owl's wisdom (25 gp),
potion of haste (2) (62 gp), +1 chain shirt (5) (91 gp each); What has gone before: Gavran was a boss of Wrecker
+1 shortspear (166 gp), potion of invisibility (25 gp), cell in Gearnwal, until he was found guilty of looting and
potion of resistance to fire 20 (58 gp). mistreating the very people he was supposed to liberate
APL 12: Loot: 103 gp; Coin: gp; Magic: +1 falchion and was hanged by Baron Kiernal Maldrenn of Gearnwal.
(4) (172 gp each), potion of cure serious wounds (6) (62 gp If the PCs have played ONW3-01 The Prophet, then they
each), potion of bull strength (4) (25 gp each), potion of may have had a hand in this (though they may remember
heroism (4) (62 gp each), potion of owl's wisdom (25 gp), events differently, depending on the outcome of the
potion of haste (2) (62 gp each), +1 chain shirt (5) (91 gp scenario for them).
each), +1 shortspear (166 gp), potion of invisibility (25 After his execution, Gavran's body was spirited away
gp), potion of resistance to fire 20 (58 gp). by agents of the Scarlet Sign in Tessak's Cove. The Scarlet
Brotherhood raised Gavran from the dead and then
Tactics: If the orcs are alert, then the shaman will cast tortured him for all that he knew. It was through Gavran,
any warding spells he can on the path, entrance, and that the Brotherhood was able to capture Jillana
surroundings of the hill fort. He will also be ready to Waterfoot. Once they got what they wanted from Gavran
provide enhancing spells to the soldiers of the garrison. they abandoned him here, ultimately to provide
Whether alert or not, once the PCs make their provisions for the garrison.
presence known, the scattered guards will concentrate on
the point where the greatest threat appears to be. They Boss Gavran, former Wrecker Boss
will try to keep the PCs out of the fort with missile fire Appearance: Gavran is a slight and slim man of 30
(and spells, if applicable) and repulse any break-in by the years. He wears a scraggly matted beard and is prone to
PCs with melee combat. The garrison will fight to the grinning broadly to reveal a gaping hole where several of
death. his teeth are missing (the Brotherhood agents pulled out
Development: Assume the PCs manage to defeat the his gold teeth). He is dressed in filthy rags.
garrison; they are now free to explore the fort and Character: Gavran is a cunning and wily thief and
discover the fate of the prisoners. former Wrecker. He speaks with a rough uncultured
Read aloud or paraphrase the following: accent and is prone to making bawdy comments,
especially to women.
The hilltop falls silent, except for the suddenly loud Gavran was a loyal member of the Wreckers before
keening of the breeze though the dry stone walls. The his death and resurrection. Now however, he is loyal only
bodies of your foes lie scattered around you. to himself. He feels betrayed by the Free State and the
Looking around the interior of the fort, you see a Wreckers for what happened to him and his men. He also
group of very crude lean to's made from logs and hates the Scarlet Brotherhood - not only for the torture
scrub set at an angle against the north wall of the fort. they inflicted on him, but because of what they have
In the centre of the fort, a number of evil smelling done to Onnwal.
pits, covered by wooden bars weighted down with Gavran's resurrection has slightly unhinged his
stones, have been dug into the ground, mind, turning him into a psychopath. He now seeks the
Looking down into them you see they are all violent death of all those responsible both for his death
empty except for one, which contains a half-starved and revival. Gavran's main motivation at the moment is to
man, whose pinched face and hollowed cheeks stare keep on the PCs' good side, long enough to allow him to
up at you. Of Jillana or anyone matching her escape at any rate. He will guess that the PCs are here to
description, there is no sign. find Jillana.

For Want of a Nail Page 12


Any PCs that were involved in his death in ONW3-
01 The Prophet, now receive the Wrath of Boss Gavran - Markessa mentioned meeting a ship at a place called
cert, if they do not already have it. However, the Boss is a Esham's Cove. Gavran knows that it's about a day
cunning man and will hide his hatred for the PCs until he north of there, on the shores of the Gearnat Sea.
has the power and resources to wreak his revenge on
them. Other Likely Questions:
How did you survive?
Wrath of Boss Gavran: The bearer has crossed Gavran, a "Well - Istus works in strange ways they sez, lads.
Wrecker Boss. Gavran now considers the bearer a mortal They're not wrong. I died the day I did the rope
enemy and will work towards their downfall at all costs. dance, but those bastard Strawhairs saw fit to dig me
up and raise me up from the dead. The bastards
If the PCs immediately try to kill Gavran, he will say: tortured the hell out of me. Jus' fer giggles. Well,
mark my words, lads - the Strawhaired bastards will
"Now hold on lads! Yez are makin' a big mistake there pay for that. As the Gods are my witness, they'll pay,"
now! Kill me and yez'll never find the woman" Gavran says, a manic gleam in his eye.

If they do run him through, then they will have track Why did you let them raise you?
Jillana without his aid (see Encounter 5). "Well, lads, given the choice of death or having
If they do not kill him, or do not know who he is, another chance at livin', no matter how rough - what
Garan will promise to tell them where Jillana is, if they would youze have done?"
swear not to kill or harm him in any way, and to release
him to go upon his way. The first condition is not How did you get that mark on your neck:
negotiable; the second is, as Gavran plans to try to slip "The Strawhairs used to threaten to hang me to
away at the first opportunity. get information out of me. Used to take me to a tree,
Only once the PCs have sworn on whatever gods swing a rope over a bough and strech me a little. (true)
they hold true - and Gavran will be sure to make any
paladins or priests swear such an oath on their holy Gavran can direct the PCs in the direction of Esham's
symbols - will he tell them what he knows. Cove and unless the PCs take him with them by force, he
If none of the PCs know him, he will not seek these will loot what equipment he can from the orcs and strike
assurances, but rather volunteer the information below off south on his own.
and strike off on his own as soon as possible, pretending If the PCs double cross Gavran and kill him having
to be just another prisoner of war. sworn an oath not to - then this is an evil act and is
grounds for the disqualification of the Player Character.
What Gavran Knows: If they kill him without having sworn an oath, this is
- Gavran knows whom Jillana is and that she's a not so severe an act to warrant the disqualification of the
Magsman in the Wreckers, a trusted servant of PC, although it is enough for a paladin to lose his
Rakehell Chert. paladinhood, if he participates in the act. Lawful good
priests may also suffer some consequences for breaching
- She was captured by the Scarlet Brotherhood about a the tenets of their faith.
sennight (three weeks) ago.

- Jillana turned up at this camp a week ago. She told Encounter 5:


Gavran she had been tortured. Chasing Jillana
If the PCs have killed Gavran without discovering what
- She was taken away in chains by a group of
happened to Jillana, they will have to track her down.
foreigners two days ago, along with the rest of the
An extensive search of the hilltop and its surrounds
prisoners that were being held at the fort.
(which will take at least 2 hours to complete), will allow
PCs with the Track feat to make a DC 7 Survival check to
- The foreigners were not Strawhairs (Scarlet
try to find the tracks of the Slavers who have taken
Brotherhood). They were led by a white-haired olven
Jillana.
woman named Markessa and appeared to be a mix of
Higher Survival checks will reveal the following:
humans, orcs and half-orcs. Many spoke with a
strong Pomarji accent. They seemed to be slavers of
some sort.

For Want of a Nail Page 13


DC 7: About a score and ten (30) humanoids moved Who killed you?
north two days ago. The trail is heading in the direction "The Yellow Sails."
of the coast.
DC 10: There are two types of footprints - about a Who are the Yellow Sails?
half-dozen (6) booted prints and then about a score of "Those who killed me."
shuffling lighter prints.
DC 15: The heavy prints are those of armoured How many of them are there?
warriors, some orc, some human. The lighter prints are "Seven."
those of people trying to walk in shackles.
DC 20: There are the very light prints of a olve (elf) Are they humans?
travelling with the group. It did not appear to be "Yes."
shackled. There are also signs of blood - where the
prisoners have been beaten or scourge perhaps. Are they orcs?
"Yes."
If Gavran has informed the PCs of Jillana’s fate, then they
can proceed directly to Esham's Cove. Use the above Was there an elf with them?
tracking results, if they insist on tracking the Slaver band. "Yes."
About 6 hours into the journey, the PCs will come
across a grisly discovery. Did you see/know anyone called Jillana Waterfoot?
Read aloud or paraphrase the following: "No."

As you continue your pursuit of Jillana, you follow Other than that Anava knows little else that is useful.
streams that cut north through the ridges and valleys
of the Volanots. About six hours since setting off, you Esham's Cove
turn a corner to find a pair of bare and bloodied feet Read aloud or paraphrase the following:
and legs sticking out of a patch of scrub by the side of
the trail. You follow a gushing Volanots stream down out of the
high ridges towards the sea. Distantly you can hear
Allow the PCs to react. If any of them investigates the the low rumbling of waves crashing against cliffs and
body, read aloud or paraphrase the following: the cries of gulls and sea birds. The trail and the
stream follow a winding valley clothed in copses of
The legs belong to a young, red-haired woman, who is storm pines and the remnants of rough pastures, now
lying face down in the scrub. Her body is stiff and overgrown and wild and being reclaimed by the
cold to the touch, barely clothed in the remains of a scrub.
tattered and blood stained dress. Her back is a whelter
of scourge marks. The Lay of the Land (see Map 2): Esham's Cove is a small
inlet from the Sea of Gearnat. A steep cliff backs its small
The woman does not match the description of Jillana, and shingle beach. A precarious switchback path, no more
if Gavran is present, he will confirm this. A DC 15 Heal than five feet wide, winds down across the face of the
check will determine that she died about a day ago, most slope to the beach. A fast running Volanot stream plunges
likely from exhaustion and starvation. She bears the over the cliff top in a waterfall. The steam cuts a narrow
marks of shackles on her wrists and ankles. hanging valley back into the hills, clothed with stands of
If the PCs have access to speak with dead, then they storm pines and scrub.
may question the corpse: The Slavers: Markessa the White chose this out-of-
the-way place precisely because of its isolation. The
Who are you? Slavelords do not want to openly advertise their
"I was Anava." allegiance to either the orcs of the Pomarj or the Scarlet
Sign. Nor do they want it known that they are operating
What happened to you? once again in Onnwal.
"I died." Markessa the White came ashore here a week ago,
heading inland to meet with Jedurek, the half-orc general
How did you die? commanding the Pomarji forces in Onnwal. She left
"I died." behind a detachment of Slaver agents to guard the cove,
under the command of Kervel Tarn, a priest of the Earth

For Want of a Nail Page 14


Dragon, and Markessa the White's second in command. Halfling Slavelord scout (1): Rog2; hp 12; see
Tarn and his men have set up a carefully concealed camp Appendix 1
in a copse of storm pines in the hanging valley Kervel Tarn: Clr2 - Earth Dragon; hp 17; see Appendix
overlooking the cove itself. 1
Markessa, her guard and the slaves from the hill fort
returned to the cove a day ago and have been patiently APL 8 (EL 8)
awaiting the arrival of their ship. As fate would have it, Half-orc Slavelord soldiers (4): Ftr3; hp 28; see
the ship arrives just before the PCs do (unless the PCs Appendix 1
escorted the villagers back to Free State territory in Half-orc Slavelord scout (1): Rog3; hp 17; see
Encounter Three, in which case Markessa, Tarn, Jillana Appendix 1
and the ship are long gone). Kervel Tarn: Clr3 - Earth Dragon; hp 24; see Appendix
Leaving Tarn and his men to watch the approaches 1
to the cove, Markessa is overseeing the transport of the
slaves out to the waiting caravel via rowboats. However,
to get to Markessa, the PCs will first have to go through
APL 10 (EL 10)
Tarn and his men in the valley above. Half-orc Slavelord soldiers (4): Ftr5; hp 39; see
Tarn has dispersed his men in a loose line (15 feet Appendix 1
apart) just inside the tree line of the copse, on guard Halfling Slavelord scout (1): Rog5; hp 37; see
against anyone coming down the valley. They will easily Appendix 1
spot the PCs' approach, unless the PCs are taking Kervel Tarn: Clr5 - Earth Dragon; hp 38; see Appendix
precautions not to be seen, in which case make opposed 1
Spot/Listen checks against the PC's Hide and Move
Silently (use the worst PC's result). APL 12 (EL 12)
Equally the PCs will need to make an opposed Spot Half-orc Slavelord soldiers (4): Ftr7; hp 53; see
check against the Slaver's Hide (apply a +4 circumstance Appendix 1
bonus the Slaver's Hide due to the cover of the trees and Half-orc Slavelord scout (1): Rog7; hp 51; see
scrub). Appendix 1
Once they spot the PCs, Tarn's men will use their Kervel Tarn: Clr7 - Earth Dragon; hp 52; see Appendix
potions of invisibility to remain unseen and then allow 1
the PCs to make their way through the copse and down
onto the switch back path. There the PCs are vulnerable Tactics: If the Slavers strike first, they will try to do as
and will be unable to manoeuvre well. At this point the much damage as possible in the surprise round, targeting
Slavers will attempt to ambush them with their ranged vulnerable looking PCs and spell casters. Tarn will use his
weapons if possible, sounding a horn to warn Markessa of enhancing spells on himself and his men and cast silence
the danger as they do. on a stone to throw into the ranks of the PCs in the
surprise round to disrupt spell casters. He will use his
APL 2 (EL 2) spells (especially soften earth and stone to cause a
Note: at this APL, Tarn is not personally present landslide under the most dangerous looking PC) to try
Half-orc Slavelord soldiers (4): War1; hp 9; see and knock the PCs from the cliff to their deaths on the
Appendix 1 beach below (the falling damage depends on position on
switchback - see Map 2).
APL 4 (EL 4) At APL 12 he will have cast a glyph of warding on
the switchback, about 30 feet from the top of the cliff.
Half-orc Slavelord soldiers (4): Ftr1; hp 11; see The glyph is primed to cast inflict serious wounds (3d8+7
Appendix 1 points of damage) on anyone passing it without speaking
Halfling Slavelord scout (1): Rog1; hp 8; see Appendix the password, known only to Tarn and his men.
1 Meanwhile the rest of his men shower the PCs with
Kervel Tarn: Clr1 - Earth Dragon; hp 10; see Appendix missile fire. The fighters will try to engage any PC
1 rushing back up the path, attempting to keep them from
reaching the top and spreading out. The scout will use his
APL 6 (EL 6) sneak attack to the best of his ability, keeping a readied
Half-orc Slavelord soldiers (4): Ftr2; hp 20; see action to fire on PCs attempting to cast a spell or trying to
Appendix 1 make a run for the beach. The scout has poisoned his first

For Want of a Nail Page 15


two bolts. If the PCs refuse to fight and run for the beach, gp), +1 heavy pick (168 gp), +1 banded mail (104 gp), +1
Tarn and his men will continue to pepper them with bastard sword (4) (170 gp).
missile fire. They will not move down the path to engage APL 10: Loot: 378 gp; Coin: 11 gp; Magic: potion of
the PCs, but rather hold their positions and attack the cure serious wounds (6) (62 gp each), potion of
PCs if they try to climb back up the path. invisibility (6) (25 gp each), potion of cat's grace (25 gp),
If the Slavers are spotted, then they will try to potion of heroism (4) (62 gp each), potion of owl's
withdraw towards the cliff top, using the cover (+4 AC wisdom (25 gp), potion of haste (62 gp), +1 small flaming
bonus, +2 cover Reflex save bonus), their potions of composite shortbow (672 gp), +1 small shadow studded
invisibility and the concealment (20% miss chance) of the leather armour (191 gp), +1 heavy pick (168 gp), +1
trees. Tarn and the scout will try to conceal themselves at banded mail (104 gp), +1 scimitar (4) (167 gp each), +1
a point overlooking the path and will stay out of the fight. chainmail (4) ( 95 gp).
Their hope is that the PCs will assume that they have fled APL 12: Loot: 378 gp; Coin: 11 gp; Magic: potion of
and then make their way down the switchback path. If cure serious wounds (6) (62 gp each), potion of
the PCs do so, the two slavers will ambush them, using invisibility (6) (25 gp each), potion of cat's grace (25 gp),
the tactics above. potion of heroism (4) (62 gp each), potion of owl's
If/when the PCs gain the top of the cliff, read aloud wisdom (25 gp), potion of haste (62 gp), +1 small flaming
or paraphrase the following: composite shortbow (672 gp), +1 small shadow studded
leather armour (191 gp), +1 heavy pick (168 gp), +1
You come to the edge of a cliff over looking a small banded mail (104 gp), +1 keen scimitar (4) (667 gp each);
cove. The stream tumbles over the edge and down on +1 chainmail (4) (95 gp each).
to a shingle beach below, its water tattered and frayed
by the sea winds. As you look downwards, you see a Development: If the PCs manage to either defeat or at
pair of long boats pushing out from the strand. Each least get past Tarn and his men, go to Encounter Six. It is
is packed with people, most of them women and likely that the PCs will try to engage Markessa and her
children. There are about a half dozen armed men men before they have fully dealt with Tarn and his
among them, split between the boats and a woman troops.
with snow-white tresses falling to her shoulders in If Gavran is present - he will attempt to slip away
the lead boat. during the fight, if this is possible, grappling an
Looking out between the cliffs that form the overpowering any PC left to watch over him if needs be
mouth of the cove, you see framed between them, a and then running for his life.
caravel riding at anchor in the open sea beyond, its
yellow sails being unfurled, as if to depart.
As you look on, two armed men are struggling to Encounter 6:
heave a third longboat down the strand to the The Yellow Sails
crashing waves.
Having dealt with Tarn, the PCs now have to recover
Jillana from the clutches of Markessa the White.
Treasure: The following treasure is available dependant
Read aloud or paraphrase the following:
on the APL of the encounter:
APL 2: Loot: 48 gp; Coin: 4 gp; Magic: potion of cure
Reaching the base of the cliff, you see the soldiers
light wounds (4) (4 gp each).
heave the stubborn longboat free of the shingle and
APL 4: Loot: 362 gp; Coin: 11 gp; Magic: potion of
into the sea. They splash into the shallows and then
cure moderate wounds (6) (25 gp each), potion of
leap aboard, reaching for the oars. By now the other
invisibility (6) (25 gp each).
two boats are in the middle of the inlet, making for
APL 6: Loot: 404 gp; Coin: 11 gp; Magic: potion of
the waiting ship beyond the cliffs.
cure serious wounds (6) (62 gp each), potion of
invisibility (6) (6 x 25 gp), potion of cat's grace (25 gp),
Jillana is in the lead boat, along with five other women,
potion of owl's wisdom (25 gp), +1 heavy pick (168 gp), +1
guarded by two soliders and Markessa the White (except
chainmail (96 gp).
at APL 2, in which case, Markessa will fly out to the ship
APL 8: Loot: 94 gp; Coin: 11 gp; Magic: potion of
and leave her minions to deal with the insolent PCs)
cure serious wounds (6) (62 gp each), potion of
invisibility (6) (25 gp each), potion of cat's grace (25 gp),
potion of heroism (4) (62 gp each), potion of owl's
wisdom (25 gp), potion of haste (62 gp), +1 small light
crossbow (170 gp), +1 small studded leather armour (87

For Want of a Nail Page 16


APL 2 (EL 6) applicable, she will use summon monster V to summon a
Note: at this APL, Markessa the White will fly off chaos beast onto the most threatening looking PC within
onto the caravel, leaving her minions to deal with the range. If directly pressed, and in danger of her life, she
PCs. will order one of her men to coup de grace Jillana (or kill
Human Slavelord soldiers (6): Ftr2, hp 19, see Appendix the Wrecker herself by blade or magic, if she has the
1 opportunity). Markessa will then cast water breathing (or
use her potion of water breathing) and jump overboard
into the sea and try to swim underwater for the slaver
APL 4 (EL 8) ship. If she can she will try to kill Jillana from afar,
Markessa the White: Sor8; hp 25; see Appendix 1 knowing that her allies will not be pleased if the Wrecker
Human Slavelord soldiers (6): Ftr1; hp 11; see returns to the Free State. If in dire straits, Markessa will
Appendix 1 teleport out, back to her lair in the port of Blue in the
Pomarj.
APL 6 (EL 10) Movement: The rowboats can move 15 feet per
Markessa the White: Sor10; hp 34; see Appendix 1 round per person rowing. When the PCs arrive at the top
Human Slavelord soldiers (6): Ftr2; hp 18; see of the cliff, Markessa's boat is 250 feet from the shore and
Appendix 1 300 feet from the cliff top in (straight-line distance). The
middle boat is 100 feet from the shore and 1250 feet from
APL 8 (EL 12) the cliff top in (straight-line distance), and the boat on the
beach is on the shore and 50 feet from the cliff top in
Markessa the White: Sor12; hp 43; see Appendix 1 (straight-line distance). The slaver vessel is about 1,000
Human Slavelord soldiers (6): Ftr4; hp 32; see feet from the shore, so if unhindered, Markessa will reach
Appendix 1 the ship in 30 rounds and will be within the firing range
of the ship's crossbows (see below) in 20 rounds.
APL 10 (EL 14) The Slaver Ship: The slaver ship is fully crewed and
Markessa the White: Sor14; hp 49; see Appendix 1 armed with 24 heavy crossbows (12 firing in alternate
Human Slavelord soldiers (6): Ftr6; hp 46; see rounds) and 3 ballistae (one firing every round). Any PCs
Appendix 1 getting within 360 feet of the ship will receive a
broadside of missiles from the crew As long as the PCs
APL 12 (EL 16) stay at least 100 feet from the boat, do not actually roll to
hit. Just describe bolts falling thickly around the PCs. If
Markessa the White: Sor14; hp 49; see Appendix 1
the PCs are foolish enough to approach any closer – begin
Human Slavelord soldiers (6): Ftr8; hp 60; see
rolling attacks for real. The crew will not fire on
Appendix 1
Markessa's boat if the PCs are engaged in melee with her
(though they are not bothered about the soldiers) for fear
Tactics: The slaver soldiers on the beach will try to get
of hitting the olve. None of the crew wants to accept the
their boat out into the water and then fight off any PCs
consequences that would follow from that, if the sorcerer
trying to capture their vessel.
survived to wreak her vengeance.
The soldiers in the middle boat (not the one with
As soon as there is the first sign of trouble, the
Markessa) will fire on the PCs and use the prisoners as
captain will order for her to make ready to set sail, so that
human shields against PC missile fire and spells (soft
as soon as Markessa makes it along side, he will weigh
cover: + 4 AC; attacks that would have hit the soldiers but
anchor, and using a scroll of control winds to propel the
for the soft cover, hit the slaves: AC 10, 2 hp). If the PCs
ship rapidly away from shore.
take control of one longboat, the soldiers in the middle
boat will move to try to intercept it, thus aiding Markessa
Treasure: Dependant on the APL of the event the
to make her escape. The soldiers in Markessa's boat will
following treasure is available:
keep rowing unless engaged in melee.
APL 2: Loot: 36 gp; Coin: 12 gp; Magic: potion of
If present, Markessa will cast her protective spells as
cure light wounds (6) (4 gp each).
soon as she hears Tarn's warning or as she sees evidence
APL 4: Loot: 40 gp; Coin: 10 gp; Magic: potion of
of trouble (smoke from fireballs, anyone other than Tarn
cure moderate wounds (7) (25 gp each), potion of water
moving on the clifftop or switchback path). Markess will
breathing (62 gp), potion of remove blindness/deafness
then try to engage the PCs with spells at long range.
(62 gp).
Flying or water walking/breathing PCs will be subject to
APL 6: Loot: 190 gp; Coin: 10 gp; Magic: potion of
dispel magic (or greater dispelling if applicable). If
cure serious wounds (7) (62 gp each), potion of water

For Want of a Nail Page 17


breathing (62 gp), potion of remove blindness/deafness If Gavran is Present: Read aloud or paraphrase the
(62 gp), +1 bracers of armour (83 gp), potion of protection following:
from energy (fire) (62 gp); cloak of resistance +1 (83 gp),
potion of bull strength (6) (25 gp each). Jillana's eyes fall on Gavran and widen. Suddenly she
APL 8: Loot: 21 gp; Coin: 10 gp; Magic: potion of leaps up and grapping a weapon, lurches towards the
cure serious wounds (7) (62 gp each), potion of water wrecker, her frace contorted with rage, screaming:
breathing (62 gp), potion of remove blindness/deafness "Traitor!"
(62 gp), bracers of armour +2 (333 gp), potion of
protection from energy (fire) (62 gp), cloak of resistance What the PCs do next is up to them - though they may be
+2 (333 gp), +1 scimitar (6) (168 gp each), +1 studded under an oath to protect the Wrecker. Unless he is
leather armour (6) (87 gp), potion of bull strength (6) (25 prevented, she will attack Gavran, who will defend
gp each), potion of heroism (6) (62 gp each). himself, if he has any weapons. Given her weakened state,
APL 10: Loot: 21 gp; Coin: 10 gp; Magic: potion of he is will easily be able to either dodge her blow if
cure serious wounds (7) (62 gp each), potion of water unarmed or seriously wound her, if he is armed and is she
breathing (62 gp), potion of remove blindness/deafness is not restrained by the PCs. He will try to use the
(62 gp), bracers of armour +3 (750 gp), potion of confusion to escape, if this is possible leaping into the
protection from energy (fire) (62 gp), cloak of resistance cover and concealment of the undergrowth and running
+2 (333 gp), scimitar +1 (6) (168 gp each), studded leather for his life. He has already been executed once and does
armour +1 (6) (87 gp each), potion of bull strength (6) (25 not want to find himself at the wrong end of a rope again.
gp), potion of heroism (6) (62 gp each).
APL 12: Loot: 21 gp; Coin: 10 gp; Magic: potion of If Gavran is Not Present: If the PCs gain her trust,
cure serious wounds (7) (62 gp each), potion of water Jillana will reveal, if asked, that she was betrayed by a
breathing (62 gp), potion of remove blindness/deafness renegade Wrecker called Gavran. However, she will not
(62 gp), bracers of armour +3 (750 gp), potion of speak of her ordeal, not will she tell the PCs what
protection from energy (fire) (62 gp), cloak of resistance important tidings she has discovered. She still does not
+2 (333 gp), +1 scimitar (6) (168 gp each), +1 studded trust the PCs fully. Jillana will insist that the PCs take her
leather armour (6) (87 gp each), potion of bull strength (6) to safety immediately, as time is of the essence.
(25 gp each), potion of heroism (6) (62 gp each), ring of If Jillana is killed in the battle, unless the PCs have
force shield (708 gp). the power to raise her from the dead themselves, then
they have failed their mission. Speak with dead will not
Development: If the PCs manage to recover Jillana alive, produce the required results, merely that the Army of
they will find that she is unconcious and must be carried Rebellion is danger. The Scarlet Brotherhood battle plan
to safety. A DC 15 Heal check will revive her sufficiently is too complex to be related by the short cryptic answers
to speak and walk. Otherwise she will have to be carried that the spell elicits. See Conclusion A below
until she wakens herself the following morning. If Markessa the White survives the PCs attack, then
Initially upon waking, Jillana will be disorientated she will report their meddling to her superiors in the
and distrustful of the PCs. It will take a DC 20 Diplomacy Pomarj, earning the PCs the enmity of the Slaverlords.
check to convince her that the PCs are not agents of the
Scarlet Brotherhood and that she is not somehow being Wrath of the Slavelords: For your part in twarting the
duped (allow modifiers for the quality of the PCs' operations of the Slavelords in Onnwal, you have earned
roleplaying). the enmity of the Slaverlords of the Pomarj and in
particular of Markessa the White. This may have far
Jillana Waterfoot, Wrecker Magsman reaching conseqeunces in future modules.
Appearance: Jillana is an attractive woman in her late
twenties or early thirties. She has a freckled complexion,
grey-green eyes and golden-brown hair. She is currently Conclusion
dressed in a filthy blouse and pantaloons. The conclusion of the module depends on whether the
Character: Jillana is one of Rakehell Chert's most PCs recovered Jillana alive or not.
trusted agents. As such she is very shrewd and
resourceful, and does not trust people easily. She has Jillana Killed or Not Recovered
suffered a terrible ordeal and is somewhat withdrawn and Read aloud or paraphrase the following:
paranoid. Only the importance of the information she
carries is keeping her from total emotional collapse.

For Want of a Nail Page 18


You sorrowfully make your way back through the You emerge despondently from the headquarters.
Volanots and across the front line without incident. Serried columns of green cloaked Regulars of the
It is with profound relief that you are challenged by a Golden Heart are marching past, led by proud officers
patrol of Free State Regulars; their green cloaks the astride white horses. Behind the Regulars come
most welcome sight you have seen in days. After squares of Militia - spears and bows shouldered. As
explaining your mission, you are conveyed to the they pass the Militia break into song.
Golden Heart's headquarters at Arbend. "Onward Onnwallon Soliders!" they sing their
The camp is even busier than when you left, with voices swelling with pride as they march out
units forming up and marching out westwards eastwards to meet the Brotherhood before Myrhill,
towards the leaguer lines around Scant. Everywhere marching to their doom.
there is talk of heavy fighting there and an attempt by
the Strawhairs to break though the siege lines. The End
You are ushered into the headquarters and
admitted into the upper room as before. Awaiting you
are Farland Marshevel and the Oeridian man who set Jillana Recovered Alive
you your task. Both look tense as you enter. Read aloud or paraphrase the following:
"What is your report?" Marshevel asks. "Where is
the Magsman?" You make all haste in your journey south, dodging
patrols of orcs and pressing on even through the
Allow the PCs to respond. night at Jillana's instance to reach safety. Jillana,
though clearly teetering on mental and physical
As you relate the grim news, a pall falls across the face collapse never once falters. You come to realise there
of the Oeridian man. Without a word he walks, is a core of steel inside this seemingly frail woman.
stonefaced, from the room, leaving you alone with the It is with profound relief that you are challenged
Braetern. by a patrol of Free State Regulars, their green cloaks
the most welcome sight you have seen in days. After
Marshevel will deal with the matter of the PCs reward, explaining your mission, you are conveyed with all
paying them the amount that the now departed Oeridian speed to the Golden Heart's headquarters at Arbend.
man agreed. The camp is even busier than when you left, with
If the PCs negotiated with the “kesh” in Encounter 1, units forming up and marching out westwards
even if they did not agree to any terms, they have earned towards the leaguer lines around Scant. Everywhere
the Suspicion of the Wreckers. there is talk of heavy fighting there and an attempt by
the Strawhairs to break though the siege lines.
Suspicion of the Wreckers: The PCs have earned Disliked Jillana is ushered into the headquarters, with you
Status with Rakehell Chert and the Wreckers. Wrecker in her wake. An altern makes to prevent you from
PCs will be mistrusted by their peers and barred from carrying on any further, but Jillana overrules him and
promotion within the Wreckers until they clear their you are admitted into the upper room as before.
name. The Wreckers in future modules will mistrust non-
Wreckers. Awaiting you are Farland Marshevel and the
Oeridian man who set you your task. Both look tense
Treasure: Chert will now pay out the agreed sum to the as you enter, but on seeing Jillana, the Oeridan man
PCs as their reward. smiles broadly and gives her a nod. As she crosses the
APL 2: Coin: 50 gp floor, Jillana falters and stumbles.
APL 4: Coin: 75 gp
APL 6: Coin: 100 gp If the PCs don't move to catch her, the Oeridan man
APL 8: Coin: 125 gp (Chert) will, moving with remarkable speed and agility.
APL 10: Coin: 150 gp Allow the PCs to interact with the NPCs in the following
APL 12: Coin: 200 gp scene - but be sure to deliver the information contained
herein.
The PCs' mission has ended in failure, but their failure is
only the herald for a greater disaster for the Free State... A chair is brought for the exhausted Magman, but she
Read aloud or paraphrase the following: refuses it, standing unsteadily to make her report.

For Want of a Nail Page 19


"Recall your men, Braetern" she croaks. "Recall Finally, read aloud or paraphrase the following:
them now."
Marshevel frowns. "They are needed to support You emerge from the headquarters into a frenzy of
the altads holding the leaguer line around Myrhill activity. The columns forming up to march west are
and Scant. The Brotherhood have launched a heavy now wheeling about and heading east for
assault against it yestereve and our lines cannot hold Bergardbridge. Dispatch riders are galloping towards
much long -…" the front as though all the devils of the Hells were on
"Pull them ALL back - the leaguer line, the their heels. Around you the camp is being dismantled
reinforcements, everyone," Jillana says. "The attack in before your eyes. Everything is being uprooted and
the west is a feint, a distraction. The real assault on laoded onto wains heading east. The banner of the
the Gildenlea will come from the north." green and gold is lowered from roof of the
headquarters.
If the PCs do not, then Marshevel, will ask the next and The Army of Rebellion is in retreat.
most obvious question:
The End
"How do you know this?" Marshevel asks doubtfully,
glancing at the Oeridian man, who looks on
impassively.
"I was in Jedurek's camp when the order to attack
came from Brother Kerav, the new commander of the
Brotherhood army in Onnwal. His adjutant Jorala
bore the orders to Jedurek personally.
"Kerav plans to draw you into committing your
reserves to bolster the leaguer line. This done,
Jedurek will give Halwyr the slip in the Volanots and,
leaving a masking force to hide his departure, turn his
main column south onto the plains of the Gildenlea,
striking at Bergardbridge and cutting off the 2nd
Braetad and its militias. You'll be crushed between
Jedurek's hammer and Kerav's anvil."
"You're sure of this, Jillana?" the Oeridian man
asks softly.
"More sure than I have been about anything,
Wrecker," she replies grimly.
Marshevel leaps from his desk and rushes from
the room, calling for his officers he goes. Within
seconds, a cacophany of signal horns breaks out in the
camp.

Treasure: Chert will now pay out the agreed sum to the
PCs as their reward.
APL 2: Coin: 50 gp
APL 4: Coin: 75 gp
APL 6: Coin: 100 gp
APL 8: Coin: 125 gp
APL 10: Coin: 150 gp
APL 12: Coin: 200 gp

Favour of the Wreckers: The PC has been granted Well-


Liked status with the Wreckers and 3 RIPs with the
Wreckers and Rakehell Chert. In addition, any PC that
still has the Disfavour of the Wreckers is not no longer
affected by it.

For Want of a Nail Page 20


Experience Point Summary Defeat the DEPLETED orc garrison
APL2: 90 XP
To award experience for this adventure, add up the values APL4: 120 XP
for the objectives accomplished and assign the experience APL6: 150 XP
award accordingly. Then assign the discretionary role- APL8: 180 XP
playing experience award. The role-playing award should APL10: 210 XP
be given for consistent character portrayal and APL12: 240 XP
contribution to the fun of the game. You can award
different role-playing amounts to different characters. Discover Jillana's plight from Gavran:
Award the total value (objectives + roleplaying) to each APL2: 30 XP
character. APL4: 45 XP
APL6: 60 XP
Encounter One: A Test of Loyalty APL8: 75 XP
Pass the loyalty test: APL10: 90XP
APL2: 30 XP APL12: 105 XP
APL4: 45 XP
APL6: 60 XP Encounter Five: Chasing Jillana
APL8: 75 XP Defeat Tarn and the Slavelord soldiers
APL10: 90 XP APL2: 60 XP
APL12: 105 XP APL4: 120 XP
APL6: 180 XP
Encounter Two: Between the Lines APL8: 240 XP
Slay the orc scouts or put them to flight: APL10: 300 XP
APL2: 30 XP APL12: 360 XP
APL4: 60 XP
APL6: 90 XP Encounter Six: The Yellow Sails
APL8: 120 XP Defeat Markessa the White and the Slavelord soldiers:
APL10: 150 XP APL2: 180 XP
APL12: 180 XP APL4: 240 XP
APL6: 300 XP
OR APL8: 360 XP
APL10: 420 XP
Encounter Three: Choices and Chains APL12: 480 XP
Defeat the orc slavers:
APL2: 30 XP Recover Jillana Waterfoot alive:
APL4: 60 XP APL2: 30 XP
APL6: 90 XP APL4: 45 XP
APL8: 120 XP APL6: 60 XP
APL10: 150 XP APL8: 75 XP
APL12: 180 XP APL10: 90 XP
APL12: 105 XP
Encounter Four: A Familiar Face
Defeat the FULL STRENGTH orc garrison Total possible experience
APL2: 120 XP APL2: 450 XP
APL4: 180 XP APL4: 675 XP
APL6: 240 XP APL6: 800 XP
APL8: 300 XP APL8: 1,125 XP
APL10: 360 XP APL10: 1,350 XP
APL12: 420 XP APL12: 1,575 XP

OR

For Want of a Nail Page 21


Treasure Summary Suspicion of the Wreckers: The PCs have earned Disliked
Status with Rakehell Chert and the Wreckers. Wrecker
During an adventure, characters encounter treasure, PCs will be mistrusted by their peers and barred from
usually finding it in the possession of their foes. Every promotion within the Wreckers until they clear their
encounter that features treasure has a “treasure” section name. Non-Wreckers will be mistrusted by the Wreckers
within the encounter description, giving information in future modules.
about the loot, coins and magic items that make up the
encounter’s treasure. Encounter 2: Between the Lines
The loot total is the number of gold pieces each APL 2: Loot: 12 gp;
character gains if the foes are plundered of all their APL 4: Loot: 58 gp; Magic: potion of cure light
earthly possessions. Looting the bodies takes at least 10 wounds (3) (3 x 4 gp).
minutes per every 5 bodies, and if the characters cannot APL 6: Loot: 116 gp; Magic: potion of cure moderate
take the time to loot the bodies, they do not gain this wounds (4) (4 x 25 gp).
gold. If you feel it is reasonable that the characters can go APL 8: Loot: 275 gp; Coin: 1 gp; Magic: potion of
back to loot the bodies, and those bodies are there (that is cure serious wounds (6) (62 gp each), potion of heroism
not carted off by dungeon scavengers, removed from the (5) (62 gp each), potion of owl's wisdom (25 gp).
scene by the local watch, and so on), characters may APL 10: Loot: 189 gp; Coin: 1 gp; Magic: +1 battleaxe
return to retrieve the loot. If characters do not loot the (2) (167 gp each), + 1 light crossbow (2) (169 gp each), +1
body, the gold piece value for the loot is subtracted from shortspear (167 gp), potion of cure serious wounds (6) (62
the encounter totals given below. gp each), potion of heroism (2) (62 gp each), potion of
The coin total is the number of gold pieces each owl's wisdom (25 gp), potion of haste (4) (62 gp each).
character gains if they take the coin available. A normal APL 12: Loot: 189 gp; Coin: 1 gp; Magic: +1 battleaxe
adventuring party can usually gather this wealth in a (2) (167 gp each), + 1 light crossbow (2) (169 gp each), +1
round or so. If for some reason they pass up this treasure, shortspear (167 gp), potion of cure serious wounds (6) (62
the coin total is subtracted from the encounter totals gp each), potion of heroism (2) (62 gp each), potion of
given below. owl's wisdom (25 gp), potion of haste (4) (62 gp each).
Next, the magic items are listed. Magic item treasure
is the hardest to adjudicate, because they are varied and OR
because characters may want to use them during the
adventure. Many times characters must cast identify, Encounter Three: Choices and Chains
analyse dweomer, or similar spell to determine what the
item does and how to activate it. Other times they may APL 2: Loot: 12 gp.
attempt to use the item blindly. If the magic item is APL 4: Loot: 108 gp; Magic: potion of cure light
consumable (a potion, scroll, magic bolts etc) and the wounds (3) (4 gp each).
item is used before the end of the adventure. Its total is APL 6: Loot: 144 gp; Magic: potion of cure moderate
subtracted from the adventure totals below. wounds (4) (25 gp each).
Once you have subtracted the value for unclaimed APL 8: Loot: 362 gp; Coin: 1 gp; Magic: potion of
treasures from each encounter, add it up and that it’s the cure serious wounds (6) (62 gp each), potion of heroism
number of gold pieces a character’s total and coin values (5) (62 gp each), potion of owl's wisdom (25 gp).
increase by at the end of the adventure. Write the total in APL 10: Loot: 162 gp; Magic: +1 battleaxe (5) (167 gp
the GP Gained field of the Adventure Certificate. each), +1 shortspear (167 gp), potion of cure serious
wounds (6) (62 gp each), potion of heroism (5) (62 gp
Total Possible Treasure each), potion of bull's strength (5) (25 gp each, potion of
APL 2: 400 gp owl's wisdom (25 gp), potion of haste (62 gp).
APL 4: 600 gp APL 12: Loot: 162 gp; Magic: +1 battleaxe (5) (167 gp
APL 6: 800 gp each), +1 shortspear (167 gp), potion of cure serious
APL 8: 1,250 gp wounds (6) (62 gp each), potion of heroism (5) (62 gp
APL 10: 2,100 gp each), potion of bull's strength (5) (25 gp each), potion of
APL 12: 3,000 gp owl's wisdom (25 gp), potion of haste (62 gp).

Treasure Key Encounter 4: A Familiar Face


Encounter 1: A Test of Loyalty
All APLs: If the PCs fail the loyalty test: Garrison At Full Strength

For Want of a Nail Page 22


APL 2: Loot: 213 gp; Magic: potion of cure light wounds APL 10: Loot: 103 gp; Coin: gp; Magic: +1 falchion
(6) (6 x 4 gp). (4) (172 gp each), potion of cure serious wounds (6) (62 gp
APL 4: Loot: 298 gp; Magic: potion of cure light each), potion of bull strength (4) (25 gp), potion of
wounds (9) (4 gp each), potion of bull's strength (4) (25 gp heroism (4) (62 gp), potion of owl's wisdom (25 gp),
each), potion of mage armour (4 gp). potion of haste (2) (62 gp), +1 chain shirt (5) (91 gp each);
APL 6: Loot: 298 gp; Magic: potion of cure moderate +1 shortspear (166 gp), potion of invisibility (25 gp),
wounds (9) (25 gp each), potion of bull's strength (7) (25 potion of resistance to fire 20 (58 gp).
gp each), potion of owl's wisdom (25 gp), potion of mage APL 12: Loot: 103 gp; Coin: gp; Magic: +1 falchion
armour (25 gp). (4) (172 gp each), potion of cure serious wounds (6) (62 gp
APL 8: Loot: 295 gp; Magic: potion of cure serious each), potion of bull strength (4) (25 gp each), potion of
wounds (6) (62 gp each), potion of bull strength (4) (25 gp heroism (4) (62 gp each), potion of owl's wisdom (25 gp),
each, potion of heroism (4) (62 gp each,) potion of owl's potion of haste (2) (62 gp each), +1 chain shirt (5) (91 gp
wisdom (25 gp), potion of haste (2) (62 gp each), +1 each), +1 shortspear (166 gp), potion of invisibility (25
shortspear (166 gp), potion of invisibility (25 gp). gp), potion of resistance to fire 20 (58 gp).
APL 10: Loot: 451 gp; Magic: +1 falchion (4) (172 gp
each), potion of cure serious wounds (6) (62 gp each), All APLs: If Gavran Survives:
potion of bull strength (4) (25 gp each), potion of heroism Wrath of Boss Gavran Cert: The bearer has crossed
(4) (62 gp each), potion of owl's wisdom (25 gp), potion of Gavran, a Wrecker Boss. Gavran now considers the bearer
haste (2) (62 gp each), +1 chainmail (91 gp); +1 shortspear a mortal enemy and will work towards their downfall at
(166 gp), potion of invisibility (25 gp), potion of all costs.
resistance to fire 20 (58 gp).
APL 12: Loot: 451 gp; Magic: +1 falchion (4) (172 gp Encounter 5: Chasing Jillana
each), potion of cure serious wounds (6) (62 gp each), APL 2: Loot: 48 gp; Coin: 4 gp; Magic: potion of cure light
potion of bull strength (4) (25 gp each), potion of heroism wounds (4) (4 gp each).
(4) (62 gp each), potion of owl's wisdom (25 gp), potion of APL 4: Loot: 362 gp; Coin: 11 gp; Magic: potion of
haste (2) (62 gp), +1 chainmail (95 gp), +1 shortspear (166 cure moderate wounds (6) (25 gp each), potion of
gp), potion of invisibility (25 gp), potion of resistance to invisibility (6) (25 gp each).
fire 20 (58 gp). APL 6: Loot: 404 gp; Coin: 11 gp; Magic: potion of
cure serious wounds (6) (62 gp each), potion of
All APLs: If Gavran Survives: invisibility (6) (6 x 25 gp), potion of cat's grace (25 gp),
Wrath of Boss Gavran Cert: The bearer has crossed potion of owl's wisdom (25 gp), +1 heavy pick (168 gp), +1
Gavran, a Wrecker Boss. Gavran now considers the bearer chainmail (96 gp).
a mortal enemy and will work towards their downfall at APL 8: Loot: 94 gp; Coin: 11 gp; Magic: potion of
all costs. cure serious wounds (6) (62 gp each), potion of
invisibility (6) (25 gp each), potion of cat's grace (25 gp),
potion of heroism (4) (62 gp each), potion of owl's
OR
wisdom (25 gp), potion of haste (62 gp), +1 small light
crossbow (170 gp), +1 small studded leather armour (87
Garrison Depleted
gp), +1 heavy pick (168 gp), +1 banded mail (104 gp), +1
APL 2: Loot: 131 gp; Magic: potion of cure light wounds
bastard sword (4) (170 gp).
(4) (4 gp each).
APL 10: Loot: 378 gp; Coin: 11 gp; Magic: potion of
APL 4: Loot: 175 gp; Magic: potion of cure light
cure serious wounds (6) (62 gp each), potion of
wounds (6) (4 gp each), potion of bull's strength (4) (25 gp
invisibility (6) (25 gp each), potion of cat's grace (25 gp),
each), potion of mage armour (4 gp).
potion of heroism (4) (62 gp each), potion of owl's
APL 6: Loot: 175 gp; Coin: gp; Magic: potion of cure
wisdom (25 gp), potion of haste (62 gp), +1 small flaming
moderate wounds (6) (25 gp), potion of bull's strength (4)
composite shortbow (672 gp), +1 small shadow studded
(25 gp each), potion of owl's wisdom (25 gp), potion of
leather armour (191 gp), +1 heavy pick (168 gp), +1
mage armour (25 gp),
banded mail (104 gp), +1 scimitar (4) (167 gp each), +1
APL 8: Loot: 177 gp; Magic: potion of cure serious
chainmail (4) ( 95 gp).
wounds (6) (62 gp each), potion of bull strength (4) (25 gp
APL 12: Loot: 378 gp; Coin: 11 gp; Magic: potion of
each), potion of heroism (4) (62 gp each), potion of owl's
cure serious wounds (6) (62 gp each), potion of
wisdom (25 gp); potion of haste (2) (62 gp each), +1
invisibility (6) (25 gp each), potion of cat's grace (25 gp),
shortspear (166 gp), potion of invisibility (25 gp).
potion of heroism (4) (62 gp each), potion of owl's
wisdom (25 gp), potion of haste (62 gp), +1 small flaming

For Want of a Nail Page 23


composite shortbow (672 gp), +1 small shadow studded APL 4: Coin: 75 gp
leather armour (191 gp), +1 heavy pick (168 gp), +1 APL 6: Coin: 100 gp
banded mail (104 gp), +1 keen scimitar (4) (667 gp each); APL 8: Coin: 125 gp
+1 chainmail (4) (95 gp each). APL 10: Coin: 150 gp
APL 12: Coin: 200 gp
Encounter 6: The Yellow Sails
APL 2: Loot: 36 gp; Coin: 12 gp; Magic: potion of cure All APLs: If Jillana Was Not Recovered
light wounds (6) (4 gp each). If the PCs negotiated with the “kesh” in Encounter 1,
APL 4: Loot: 40 gp; Coin: 10 gp; Magic: potion of even if they did not agree to any terms, they have earned
cure moderate wounds (7) (25 gp each), potion of water the Suspicion of the Wreckers.
breathing (62 gp), potion of remove blindness/deafness
(62 gp). Suspicion of the Wreckers: The PCs have earned Disliked
APL 6: Loot: 190 gp; Coin: 10 gp; Magic: potion of Status with Rakehell Chert and the Wreckers. Wrecker
cure serious wounds (7) (62 gp each), potion of water PCs will be mistrusted by their peers and barred from
breathing (62 gp), potion of remove blindness/deafness promotion within the Wreckers until they clear their
(62 gp), +1 bracers of armour (83 gp), potion of protection name. Non-Wreckers will be mistrusted by the Wreckers
from energy (fire) (62 gp); cloak of resistance +1 (83 gp), in future modules.
potion of bull strength (6) (25 gp each).
APL 8: Loot: 21 gp; Coin: 10 gp; Magic: potion of If Jillana was Recovered
cure serious wounds (7) (62 gp each), potion of water Favour of the Wreckers: The PC has been granted Well-
breathing (62 gp), potion of remove blindness/deafness Liked status with the Wreckers and 3 RIPs with the
(62 gp), bracers of armour +2 (333 gp), potion of Wreckers and Rakehell Chert. In addition, any PC that
protection from energy (fire) (62 gp), cloak of resistance still has the Disfavour of the Wreckers is not no longer
+2 (333 gp), +1 scimitar (6) (168 gp each), +1 studded affected by it.
leather armour (6) (87 gp), potion of bull strength (6) (25
gp each), potion of heroism (6) (62 gp each). Items for the Adventure Record
APL 10: Loot: 21 gp; Coin: 10 gp; Magic: potion of Wrath of Boss Gavran Cert: The bearer has crossed
cure serious wounds (7) (62 gp each), potion of water Gavran, a Wrecker Boss. Gavran now considers the bearer
breathing (62 gp), potion of remove blindness/deafness a mortal enemy and will work towards their downfall at
(62 gp), bracers of armour +3 (750 gp), potion of all costs.
protection from energy (fire) (62 gp), cloak of resistance
+2 (333 gp), scimitar +1 (6) (168 gp each), studded leather Wrath of the Slavelords: For your part in thwarting the
armour +1 (6) (87 gp each), potion of bull strength (6) (25 operations of the Slavelords in Onnwal, you have earned
gp), potion of heroism (6) (62 gp each). the enmity of the Slaverlords of the Pomarj and in
APL 12: Loot: 21 gp; Coin: 10 gp; Magic: potion of particular of Markessa the White. This may have far
cure serious wounds (7) (62 gp each), potion of water reaching conseqeunces in future modules.
breathing (62 gp), potion of remove blindness/deafness
(62 gp), bracers of armour +3 (750 gp), potion of Suspicion of the Wreckers: The PCs have earned Disliked
protection from energy (fire) (62 gp), cloak of resistance Status with Rakehell Chert and the Wreckers. Wrecker
+2 (333 gp), +1 scimitar (6) (168 gp each), +1 studded PCs will be mistrusted by their peers and barred from
leather armour (6) (87 gp each), potion of bull strength (6) promotion within the Wreckers until they clear their
(25 gp each), potion of heroism (6) (62 gp each), ring of name. Non-Wreckers will be mistrusted by the Wreckers
force shield (708 gp). in future modules.

All APLs: If Markessa the White survives: Favour of the Wreckers: The PC has been granted Well-
Liked status with the Wreckers and 3 RIPs with the
Wrath of the Slavelords: For your part in twarting the Wreckers and Rakehell Chert. In addition, any PC that
operations of the Slavelords in Onnwal, you have earned still has the Disfavour of the Wreckers is not no longer
the enmity of the Slaverlords of the Pomarj and in affected by it.
particular of Markessa the White. This may have far
reaching conseqeunces in future modules.

Conclusion
APL 2: Coin: 50 gp

For Want of a Nail Page 24


Item Access
Note: PCs only get access to items they encounter. As
this module involves random encounters, the PCs will
not encounter all of the items listed below for each APL.
APL 6: bracers of armour +1, cloak of resistance +1.
APL 8: bracers of armour +2, cloak of resistance +2.
APL 10: +1 small flaming composite shortbow, +1
small shadow studded leather armour, bracers of armour
+3, cloak of resistance +2.
APL 12: +1 small flaming composite shortbow, +1
small shadow studded leather armour, +1 keen scimitar,
bracers of armour +3; cloak of resistance +2, ring of force
shield.

For Want of a Nail Page 25


Appendix I:
NPC Statistics
APL 2
Encounter Two: Between the Lines shortspear); Space/Reach 5 ft./ 5 ft.; SA Sneak attack +
Orc scouts: hp 5 see Monster Manual, p146 1d6; AL N; SV Fort +0; Ref +4; Will +0; Str 12, Dex 15,
Con 11, Int 14, Wis 10, Cha 8.
Skills and Feats: Hide +6, Move Silently +6, Tumble
Encounter Three: Choices and Chains +6, Open Locks +6, Search +6, Appraise +6, Disable
Orc scouts: hp 5 see Monster Manual, p146 Device +6, Listen +4, Spot +4, Use Magic Device +3;
Alertness, Improved Initiative.
Encounter Four: A Familiar Face
Orc Berserker, orc Bbn1: CR 1; Medium-sized Encounter Five: Chasing Jillana
humanoid; HD 1d12+2; hp 14; Init +3; Spd 40 ft.; AC 17, Half-orc Slavelord soldiers, War1: CR 1/2; Medium-
flat-footed 14, touch 13; Base Atk +1; Grp +5; Atk +6 sized humanoid; HD 1d8+1; hp 9; Init +7; Spd 30 ft.; AC
melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3, 17 touch 13, flatfooted 14; Base Atk +1; Grp +4; Atk +4
hand axe) or +5 ranged (1d6+4, throwing axe); Full Atk 6 melee (1d6+3/18-20, scimitar) or +4 ranged (1d8/, light
melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3, crossbow); Full Atk +4 melee (1d6+3/18-20, scimitar) or
hand axe) or +5 ranged (1d6+4, throwing axe,); +4 ranged (1d8/, light crossbow); Space/Reach 5 ft./ 5 ft.;
Space/Reach 5 ft./5ft.; SQ Light sensitivity, darkvision, SQ Darkvision; AL LE; SV Fort +3, Ref +3, Will +1; Str 16,
rage 1/day, fast movement; AL CE; SV Fort +4, Ref +3, Dex 16, Con 12, Int 10, Wis 12, Cha 6.
Will +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6. Skills and Feats: Climb +4, Jump +5, Hide +3;
Skills and Feats: Climb +8, Hide +5, Jump +8; Improved Initiative.
Weapon Focus (falchion). Possessions: Scimitar, light crossbow, crossbow bolts
Light Sensitivity (Ex): Orcs are dazzled in bright (20), chain shirt, potion of cure light wounds, 6 gp.
sunlight or within the radius of a daylight spell.
Possessions: Falchion, hand axe, throwing axe, chain Encounter Six: The Yellow Sails
shirt, potion of cure light wounds. Human Slavelord soldiers, Ftr2: CR 2; Medium-sized
humanoid; HD 2d10+4; hp 19; Init +7; Spd 30 ft.; AC 16,
Orc Shaman, Clr1 - Gruumsh: CR 1; Medium-sized touch 13, flat-footed 13; Base Atk +2; Grp +4; Atk +4
humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 15, melee (1d6+2/18-20, scimitar) or +6 ranged (1d8, light
touch 11, flat-footed 14; Base Atk +0; Grp +2; Atk +2 crossbow) or +4 melee (1d4+2/19-20, dagger); Full Atk +4
melee (1d8+1, shortspear); Full Atk +2 melee (1d8+1, melee (1d6+2/18-20, scimitar) or +6 ranged (1d8, light
shortspear); Space/Reach 5 ft./5 ft.; SQ Light sensitivity, crossbow) or +4 melee (1d4+2/19-20, dagger);
darkvision; AL CE; SV Fort +3, Ref +1, Will +5; Str 12, Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref +3, Will
Dex 12, Con 12, Int 10, Wis 16, Cha 6. +1; Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8.
Skills and Feats: Concentration +5, Spellcraft +4; Skills and Feats: Balance +3, Jump +6, Spot +2, Swim
Combat Casting, Weapon Focus (shortspear). +7; Diehard, Endurance, Improved Initiative, Weapon
Light Sensitivity (Ex): Orcs are dazzled in bright Focus (light crossbow).
sunlight or within the radius of a daylight spell. Possessions: Scimitar, dagger, light crossbow,
Spells Prepared (3/2; base DC = 13 + spell level): 0 - crossbow bolts (20), studded leather, potion of cure light
guidance, resistance, virtue; 1 - cause fear, enthropic wounds, 12 gp.
shield, magic weapon *
* Domain Spell. Domains: War: free Weapon Focus; Jillana: Human Rog8; CR 8; Medium humanoid; HD
Strength: +1 enhancement bonus to Strength as a free 8d6; hp 34; Init +6; Spd 30 ft.; AC 13, flat-footed 10; touch
action, for 1 round, 1/day. 13; Base Atk +7; Grp +7; Space/Reach 5 ft./ 5 ft.; SA Sneak
Possessions: Shortspear, chain shirt, potion of cure attack +4d6; SQ Evasion, uncanny dodge, improved
light wounds. uncanny dodge; AL CG; SV Fort +3; Ref +10; Will +3; Str
10, Dex 17, Con 10, Int 14, Wis 10, Cha 16.
Gavran, male human Rog1: CR 1; Medium-sized Skills and Feats: Bluff +17, Disguise +18, Forgery +15,
humanoid; HD 1d6; hp 6; Init +6; Spd 30 ft.; AC 12 flat- Hide +14, Intimidate +5, Move Silently +14, Tumble +14,
footed 10; touch 12; Base Atk +0; Grp +1; Atk +1 melee
(1d6+1, shortspear); Full Atk Atk +1 melee (1d6+1,

For Want of a Nail Page 26


Search +13, Listen +13, Sense Motive +13, Spot +13;
Alertness, Deceitful, Improved Initiative, Persuasive.
Evasion (Ex): At 2nd level and higher, a rogue can
avoid even magical and unusual attacks with great agility.
If she makes a successful Reflex saving throw against an
attack that normally deals half damage on a successful
save, she instead takes no damage. Evasion can be used
only if the rogue is wearing light armor or no armor. A
helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): A rogue gains an intuitive sense
that alerts her to danger from traps, giving her a +2 bonus
on Reflex saves made to avoid traps and a +2 dodge bonus
to AC against attacks made by traps.
Uncanny Dodge (Ex): Starting at 4th level, a rogue
can react to danger before her senses would normally
allow her to do so. She retains her Dexterity bonus to AC
(if any) even if she is caught flat-footed or struck by an
invisible attacker. However, she still loses her Dexterity
bonus to AC if immobilized.
Improved Uncanny Dodge (Ex): A rogue of 8th
level or higher can no longer be flanked. This defense
denies another rogue the ability to sneak attack the
character by flanking her, unless the attacker has at least
four more rogue levels than the target does.

For Want of a Nail Page 27


APL 4
Encounter Two: Between the Lines Encounter Four: A Familiar Face
Orc Axeman, Ftr1: CR 1; Medium-sized humanoid; Orc Berserker, orc Bbn1: CR 1; Medium-sized
HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 16, touch 12, humanoid; HD 1d12+2; hp 14; Init +3; Spd 40 ft.; AC 17,
flat-footed 14; Base Atk +1; Grp +5; Atk +6 melee flat-footed 14, touch 13; Base Atk +1; Grp +5; Atk +6
(1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3,
+3 ranged (1d6+4, throwing axe); Full Atk +6 melee hand axe) or +5 ranged (1d6+4, throwing axe); Full Atk 6
(1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3,
+3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; hand axe) or +5 ranged (1d6+4, throwing axe,);
SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref Space/Reach 5 ft./5ft.; SQ Light sensitivity, darkvision,
+2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6. rage 1/day, fast movement; AL CE; SV Fort +4, Ref +3,
Skills and Feats: Hide +2, Spot +3; Improved Will +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6.
Initiative, Weapon Focus (battleaxe). Skills and Feats: Climb +8, Hide +5, Jump +8;
Light Sensitivity (Ex): Orcs are dazzled in bright Weapon Focus (falchion).
sunlight or within the radius of a daylight spell. Light Sensitivity (Ex): Orcs are dazzled in bright
Possessions: Battleaxe, throwing axe, handaxe, chain sunlight or within the radius of a daylight spell.
shirt, potion of cure light wounds, 1 gp. Possessions: Falchion, hand axe, throwing axe, chain
shirt, potion of cure light wounds.
Orc Crossbowman, Ftr1: CR 1; Medium-sized
humanoid; HD 1d10+2; hp 12; Init +7 (+3 Dex; +4 Imp. Orc Shaman, Clr1 - Gruumsh: CR 1; Medium-sized
Init.); Spd 30 ft.; AC 17 (touch 13, flat-footed 14); Base Atk humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 15,
+1; Grp +4; Atk +5 ranged (1d8/19-20, light crossbow) or touch 11, flat-footed 14; Base Atk +0; Grp +2; Atk +2
+4 melee (1d6+3/x3, handaxe); Full Atk +5 ranged melee (1d8+1, shortspear); Full Atk +2 melee (1d8+1,
(1d8/19-20, light crossbow) or +4 melee (1d6+3/x3, shortspear); Space/Reach 5 ft./5 ft.; SQ Light sensitivity,
handaxe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +3, Ref +1, Will +5; Str 12,
darkvision; AL CE; SV Fort +4, Ref +3, Will +0; Str 16, Dex 12, Con 12, Int 10, Wis 16, Cha 6.
Dex 16, Con 14, Int 10, Wis 10, Cha 6. Skills and Feats: Concentration +5, Spellcraft +4;
Skills and Feats: Hide +3, Spot +2; Improved Combat Casting, Weapon Focus (shortspear).
Initiative, Weapon Focus (light crossbow). 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. Spells Prepared (3/2; base DC = 13 + spell level): 0 -
Possessions: Light crossbow, crossbow bolts (20), guidance, resistance, virtue; 1 - cause fear, enthropic
handaxe, chain shirt, potion of cure light wounds, 1 gp. shield, magic weapon *
* Domain Spell. Domains: War: free Weapon Focus;
Strength: +1 enhancement bonus to Strength as a free
Encounter Three: Choices and Chains action, for 1 round, 1/day.
Orc Axeman, Ftr1: CR 1; Medium-sized humanoid;
Possessions: Shortspear, chain shirt, potion of cure
HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 16, touch 12,
light wounds.
flat-footed 14; Base Atk +1; Grp +5; Atk +6 melee
(1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or
Half-Orc Sorcerer, Sor1: CR 1; Medium-sized
+3 ranged (1d6+4, throwing axe); Full Atk +6 melee
humanoid; HD 1d4+1; hp 5; Init +2; Spd 30 ft.; AC 12,
(1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or
touch 12, flatfooted 10; Base Atk +0; Grp +0; Atk +0 melee
+3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.;
(1d8, shortspear) or +2 ranged (1d8, light crossbow); Full
SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref
Atk +0 melee (1d8, shortspear) or +2 ranged (1d8, light
+2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6.
crossbow); SQ Darkvision; AL CE; SV Fort +1, Ref +2,
Skills and Feats: Hide +2, Spot +3; Improved Will +3; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 14.
Initiative, Weapon Focus (battleaxe).
Skills and Feats: Concentration +5, Spellcraft +4;
Light Sensitivity (Ex): Orcs are dazzled in bright
Combat Casting.
sunlight or within the radius of a daylight spell.
Light Sensitivity (Ex): Orcs are dazzled in bright
Possessions: Battleaxe, throwing axe, handaxe, chain sunlight or within the radius of a daylight spell.
shirt, potion of cure light wounds, 1 gp.
Spells: (known 4/2; per day 5/4; base DC = 12 + spell
level): 0 – acid splash, flare, ghost sound, touch of fatigue;
1st – magic missile, shield.

For Want of a Nail Page 28


Possessions: Shortspear, dagger, light crossbow plus melee (1d6+1/x4, heavy pick) or +1 ranged (1d8, light
crossbow bolts (20), potion of cure light wounds, potion crossbow,); Full Atk 1 melee (1d6+1/x4, heavy pick) or +1
of mage armour. ranged (1d8, light crossbow,); Space/Reach 5 ft./ 5 ft.; AL
LE; SV Fort +4, Ref +1, Will +5; Str 12, Dex 12, Con 14, Int
Gavran, male human Rog2: CR 2; Medium-sized 10, Wis 16, Cha 10.
humanoid; HD 2d6+2; hp 11; Init +6; Spd 30 ft.; AC 12, Skills and Feats: Concentration +6, Heal +7, Hide -2;
flat-footed 10; touch 12; Base Atk +1; Grp +2; Atks +2 Combat Casting, Martial Weapon Proficiency (heavy
melee (1d6+1, shortspear); Full Atk +2 melee (1d6+1, pick).
shortspear); Space/Reach 5 ft./ 5 ft.; SA Sneak attack + Spells Prepared (3/2+1; Base DC = 13 + spell level): 0
1d6; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; Str – detect magic, guidance, resistance; 1st – cause fear,
12, Dex 15, Con 13, Int 14, Wis 10, Cha 16. protection from good*, shield of faith.
Skills and Feats: Hide +7, Move Silently +7, Tumble + * Domain Spell.Domains: Earth: turn or destroy air
7, Open Locks + 9, Search +7, Appraise +7, Disable Device creatures. Rebuke, command, or bolster earth creatures,
+9, Listen +7, Spot +7, Use Magic Device +4; Alertness, 3/day. Evil: cast evil spells at +1 caster level;
Improved Initiative. Possessions: heavy pick, light crossbow, crossbow
bolts (20), light steel shield, chainmail, potion of cure
Encounter Five: Chasing Jillana moderate wounds, potion of invisibility.
Half-orc Slavelord soldiers, Ftr1: CR 1; Medium-
sized humanoid; HD 1d10+1; hp 11; Init +6; Spd 30 ft.; AC Encounter Six: The Yellow Sails
16, touch 12, flat-footed 14; Base Atk +1; Grp +5; Atk +5 Markessa the White: Sor8, CR 8; Medium-sized
melee (1d6+4/19-20, scimitar) or +4 ranged (1d8+4/x3, humanoid; HD 8d4; hp 25; Init +1; Spd 30 ft.; AC 11,
mighty composite longbow +4); Full Atk +5 melee touch 11, flatfooted 10; Base Atk +4; Grp +4; Atk +5
(1d6+4/19-20, scimitar) or +4 ranged (1d8+4/x3, mighty ranged (1d8, light crossbow,) or +4 melee (1d4, dagger);
composite longbow +4); Space/Reach 5 ft./ 5 ft.; SQ Full Atk +5 ranged (1d8, light crossbow,) or +4 melee
Darkvision; AL CE; SV Fort +3, Ref +2, Will +1; (1d4, dagger); Space/Reach 5 ft./ 5 ft.; SQ Elven traits,
Str 18, Dex 14, Con 12, Int 10, Wis 12, Cha 6. sleep immunity, low-light vision; AL LE; SV Fort +2, Ref
Skills and Feats: Hide +2, Spot +3; Improved +3, Will +6; Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 19.
Initiative, Weapon Focus (composite longbow). Skills and Feats: Concentration +11, Listen +2,
Possessions: Scimitar, mighty composite longbow +4, Search +2, Spot +2; Combat Casting, Silent Spell, Spell
arrows (20), chain shirt, potion of cure moderate wounds, Focus (Evocation).
potion of invisibility. Spells (known: 8/5/3/2/1; per day: 6/7/7/6/4; Base
DC = 14 + spell level; Evocation = 15 + spell level): 0 –
Halfling Slavelord scout, Rog1: Small humanoid; HD acid splash, daze, detect magic, flare, ghost sound, ray of
1d6+2; hp 8; Init +8; Spd 20 ft.; AC 18, touch 14, flatfooted frost, resistance, touch of fatigue; 1st – mage armour,
14; Base Atk +1; Grp +2; Atk +3 melee (1d4+1/19-20, short magic missile, protection from good, ray of enfeeblement,
sword) or +6 ranged (1d4, composite shortbow); Full Atk shield; 2nd – bear’s endurance, eagle’s spendour, scorching
+3 melee (1d4+1/19-20, short sword) or +6 ranged (1d4, ray; 3rd – haste, fireball; 4th - silent dispell magic
composite shortbow); Space/Reach 5 ft./ 5 ft.; SA Sneak Possessions: Dagger, light crossbow, crossbow bolts
attack +1d6; SQ Halfling traits, evasion, trapfinding; AL (20), potion of cure moderate wounds, potion of water
NE; SV Fort +4, Ref +8, Will +3; Str 12, Dex 18, Con 14, breathing, potion of remove blindness/deafness.
Int 10, Wis 12, Cha 8.
Skills and Feats: Balance +7, Climb +6, Escape Artist Human Slavelord soldiers, Ftr1: CR 1; Medium-sized
+7, Hide +11, Jump +2, Listen +7, Move Silently +9, Spot humanoid; HD 1d10+1; hp 11; Init +7; Spd 30 ft.; AC 16,
+5, Tumble +7; Improved Initiative. touch 13, flat-footed 13; Base Atk +1; Grp +4; Atk +4
Possessions: Studded leather armour, small short melee (1d6+3/18-20, scimitar) or +4 melee (1d4+3/19-20,
sword, small composite shortbow + 20 arrows, potion of dagger) or +5 ranged (1d8, light crossbow); Full Atk +4
cure moderate wounds, potion of invisibility, 2 vials of melee (1d6+3/18-20, scimitar) or +4 melee (1d4+3/19-20,
large spider venom (Injury; DC 18; Initial and secondary dagger) or +5 ranged (1d8, light crossbow); Space/Reach
damage 1d6 Str), 10 gp. 5 ft./ 5 ft.; AL LE; SV Fort +3, Ref +3, Will +0; Str 16, Dex
16, Con 12, Int 10, Wis 10, Cha 8.
Kervel Tarn, Clr1 - Earth Dragon: CR 1; Medium- Skills and Feats: Climb +6, Jump +6, Swim +7;
sized Humanoid; HD 1d8+2; hp 10; Init +1; Spd 20 ft.; AC Endurance, Improved Initiative, Weapon Focus: (light
17, touch 11, flatfooted 16; Base Atk +0; Grp +1; Atk +1 crossbow).

For Want of a Nail Page 29


Possessions: Scimitar, dagger, light crossbow,
crossbow bolts, studded leather, potion of cure moderate
wounds.

Jillana: Human Rog8; CR 8; Medium humanoid; HD


8d6; hp 34; Init +6; Spd 30 ft.; AC 13, flat-footed 10; touch
13; Base Atk +7; Grp +7; Space/Reach 5 ft./ 5 ft.; SA Sneak
attack +4d6; SQ Evasion, uncanny dodge, improved
uncanny dodge; AL CG; SV Fort +3; Ref +10; Will +3; Str
10, Dex 17, Con 10, Int 14, Wis 10, Cha 16.
Skills and Feats: Bluff +17, Disguise +18, Forgery +15,
Hide +14, Intimidate +5, Move Silently +14, Tumble +14,
Search +13, Listen +13, Sense Motive +13, Spot +13;
Alertness, Deceitful, Improved Initiative, Persuasive.
Evasion (Ex): At 2nd level and higher, a rogue can
avoid even magical and unusual attacks with great agility.
If she makes a successful Reflex saving throw against an
attack that normally deals half damage on a successful
save, she instead takes no damage. Evasion can be used
only if the rogue is wearing light armor or no armor. A
helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): A rogue gains an intuitive sense
that alerts her to danger from traps, giving her a +2 bonus
on Reflex saves made to avoid traps and a +2 dodge bonus
to AC against attacks made by traps.
Uncanny Dodge (Ex): Starting at 4th level, a rogue
can react to danger before her senses would normally
allow her to do so. She retains her Dexterity bonus to AC
(if any) even if she is caught flat-footed or struck by an
invisible attacker. However, she still loses her Dexterity
bonus to AC if immobilized.
Improved Uncanny Dodge (Ex): A rogue of 8th
level or higher can no longer be flanked. This defense
denies another rogue the ability to sneak attack the
character by flanking her, unless the attacker has at least
four more rogue levels than the target does.

For Want of a Nail Page 30


APL 6
Encounter Two Garrison at Full Strength:
Orc Axeman, Ftr1: CR 1; Medium-sized humanoid; Orc Berserker, Bbn2: CR 2; Medium-sized humanoid;
HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 16, touch 12, HD 2d12+4; hp 23; Init +3; Spd 40 ft.; AC 17, flat-footed
flat-footed 14; Base Atk +1; Grp +5; Atk +6 melee 14, touch 13; Base Atk +2; Grp +6; Atk +7 melee
(1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or (2d4+6/18-20, falchion) or +6 melee (1d6+4/x3, hand axe)
+3 ranged (1d6+4, throwing axe); Full Atk +6 melee or +6 ranged (1d6+4, throwing axe); Full Atk +7 melee
(1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or (2d4+6/18-20, falchion) or +6 melee (1d6+4/x3, hand axe)
+3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; or +6 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5
SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref ft.; SQ Light sensitivity, darkvision, rage 1/day, fast
+2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6. movement, uncanny dodge; AL CE; SV Fort +5, Ref +3,
Skills and Feats: Hide +2, Spot +3; Improved Will +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6.
Initiative, Weapon Focus (battleaxe). Skills and Feats: Climb +7, Hide +3, Jump +7, Swim
Light Sensitivity (Ex): Orcs are dazzled in bright +5; Weapon Focus (falchion).
sunlight or within the radius of a daylight spell. Light Sensitivity (Ex): Orcs are dazzled in bright
Possessions: Battleaxe, throwing axe, handaxe, chain sunlight or within the radius of a daylight spell.
shirt, potion of cure moderate wounds, 1 gp. Possessions: Falchion, hand axe, throwing axe, chain
shirt, potion of cure moderate wounds, potion of bull's
Orc Crossbowman, Ftr1: CR 1; Medium-sized strength.
humanoid; HD 1d10+2; hp 12; Init +7 (+3 Dex; +4 Imp.
Init.); Spd 30 ft.; AC 17 (touch 13, flat-footed 14); Base Atk Orc Shaman, Clr2 - Gruumsh: CR 2; Medium-sized
+1; Grp +4; Atk +5 ranged (1d8/19-20, light crossbow) or humanoid; HD 2d8+2; hp 15; Init +1; Spd 30 ft.; AC 15,
+4 melee (1d6+3/x3, handaxe); Full Atk +5 ranged touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk +3
(1d8/19-20, light crossbow) or +4 melee (1d6+3/x3, melee (1d8+1, shortspear); Full Atk +3 melee (1d8+1,
handaxe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, shortspear); Space/Reach 5 ft./ 5 ft.; SQ: Light sensitivity,
darkvision; AL CE; SV Fort +4, Ref +3, Will +0; Str 16, darkvision; AL CE; SV Fort +4, Ref +1, Will +6; Str 12,
Dex 16, Con 14, Int 10, Wis 10, Cha 6. Dex 12, Con 12, Int 10, Wis 16, Cha 6.
Skills and Feats: Hide +3, Spot +2; Improved Skills and Feats: Concentration +6, Spellcraft +5;
Initiative, Weapon Focus (light crossbow). Combat Casting, Martial Weapon Proficiency
Light Sensitivity (Ex): Orcs are dazzled in bright (longspear), Weapon Focus (shortspear).
sunlight or within the radius of a daylight spell. Light Sensitivity (Ex): Orcs are dazzled in bright
Possessions: Light crossbow, crossbow bolts (20), sunlight or within the radius of a daylight spell.
handaxe, chain shirt, potion of cure moderate wounds, 1 Spells Prepared (4/3); base DC = 13 + spell level): 0 –
gp. detect magic, guidance, resistance, virtue; 1st - bless,
enthropic shield, protection from good, magic weapon *
Encounter Three * Domain Spell.Domains: War – free Weapon Focus;
Orc Axeman, Ftr1: CR 1; Medium-sized humanoid; Strength: +2 enhancement bonus to Strength as a free
HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 16, touch 12, action, for 1 round, 1/day.
flat-footed 14; Base Atk +1; Grp +5; Atk +6 melee Possessions: Shortspear, chain shirt, potion of cure
(1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or moderate wounds, potion of owl's wisdom.
+3 ranged (1d6+4, throwing axe); Full Atk +6 melee
(1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or Half-orc Sorcerer, Sor2: CR 2; Medium-sized
+3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; Humanoid; HD 2d4+2; hp 9; Init +2; Spd 30 ft.; AC 12,
SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref touch 12, flatfooted 10; Base Atk +1; Grp +1; Atk +1 melee
+2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6. (1d8, shortspear) or +3 ranged (1d8, light crossbow); Full
Skills and Feats: Hide +2, Spot +3; Improved Atk +1 melee (1d8, shortspear) or +3 ranged (1d8, light
Initiative, Weapon Focus (battleaxe). crossbow); Space/Reach 5 ft./ 5 ft.; SQ Darkvision; AL
Light Sensitivity (Ex): Orcs are dazzled in bright CE; SV Fort +1, Ref +2, Will +4; Str 10, Dex 14, Con 12,
sunlight or within the radius of a daylight spell. Int 10, Wis 12, Cha 14.
Possessions: Battleaxe, throwing axe, handaxe, chain Skills and Feats: Concentration +6, Spellcraft +5;
shirt, potion of cure moderate wounds, 1 gp. Combat Casting.

Encounter Four

For Want of a Nail Page 31


Spells (known 5/2; per day 6/5; Base DC = 12 + spell Light Sensitivity (Ex): Orcs are dazzled in bright
level): 0 – acid splash, flare, daze, ghost sound, touch of sunlight or within the radius of a daylight spell.
fatigue; 1st – magic missile, shield. Spells: (known 4/2; per day 5/4; base DC = 12 + spell
Possessions: Shortspear, dagger, light crossbow, level): 0 – acid splash, flare, ghost sound, touch of fatigue;
potion of cure moderate wounds, potion of mage armour. 1st – magic missile, shield.
Possessions: Shortspear, dagger, light crossbow plus
Garrison depleted: crossbow bolts (20), potion of cure moderate wounds,
Orc Berserker, orc Bbn1: CR 1; Medium-sized potion of mage armour.
humanoid; HD 1d12+2; hp 14; Init +3; Spd 40 ft.; AC 17,
flat-footed 14, touch 13; Base Atk +1; Grp +5; Atk +6 Gavran, Human Rog3: CR 3; Medium-sized
melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3, humanoid; HD 3d6+3; hp 17; Init +6; Spd 30 ft.; AC 12,
hand axe) or +5 ranged (1d6+4, throwing axe); Full Atk 6 flat-footed 10; touch 12; Base Atk +3; Grp +4; Atks +4
melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3, melee (1d6+1, shortspear); Full Atk +4 melee (1d6+1,
hand axe) or +5 ranged (1d6+4, throwing axe,); shortspear); Space/Reach 5 ft./ 5 ft.; SA Sneak attack +
Space/Reach 5 ft./5ft.; SQ Light sensitivity, darkvision, 2d6; SQ Evasion; uncanny dodge; AL LE; SV Fort +2; Ref
rage 1/day, fast movement; AL CE; SV Fort +4, Ref +3, +5; Will +1; Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 16.
Will +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6. Skills and Feats: Hide +8, Move Silently +8, Tumble
Skills and Feats: Climb +8, Hide +5, Jump +8; +8, Open Locks +10, Search +8, Appraise +8, Disable
Weapon Focus (falchion). Device +10, Listen +8, Spot +8, Use Magic Device +5;
Light Sensitivity (Ex): Orcs are dazzled in bright Improved Initiative; Alertness; Shield Proficiency
sunlight or within the radius of a daylight spell.
Possessions: Falchion, hand axe, throwing axe, chain Encounter Five
shirt, potion of cure moderate wounds, potion of bull's Half-Euroz Slavelord soldiers, Ftr2: CR 2; Medium-
strength. sized humanoid; HD 2d10+4; hp 20; Init +5; Spd 30 ft.; AC
16, flat-footed 15, touch 11; Base Atk +2; Grp +5; Atks +7
Orc Shaman, Clr1 - Gruumsh: CR 1; Medium-sized melee (1d10+3/19-20, masterwork bastard sword) or +3
humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 15, ranged (1d8/x3, composite longbow); Full Atk +7 melee
touch 11, flat-footed 14; Base Atk +0; Grp +2; Atk +2 (1d10+3/19-20, masterwork bastard sword) or +3 ranged
melee (1d8+1, shortspear); Full Atk +2 melee (1d8+1, (1d8/x3, composite longbow); Space/Reach 5 ft./ 5 ft.; AL
shortspear); Space/Reach 5 ft./5 ft.; SQ Light sensitivity, CN; SV Fort +5; Ref +1; Will +3; Str 17, Dex 13, Con 14,
darkvision; AL CE; SV Fort +3, Ref +1, Will +5; Int 8, Wis 12, Cha 6.
Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. Skills and Feats: Listen +3, Spot +3; Exotic Weapon
Skills and Feats: Concentration +5, Spellcraft +4; Proficiency (bastard sword); Improved Initiative; Point
Combat Casting, Weapon Focus (shortspear). Blank Shot, Weapon Focus (bastard sword).
Light Sensitivity (Ex): Orcs are dazzled in bright Possessions: Chain mail, masterwork bastard sword,
sunlight or within the radius of a daylight spell. mighty [Str14] composite longbow + 20 arrows, potion of
Spells Prepared (3/2; base DC = 13 + spell level): 0 - cure serious wounds, potion of invisibility, 10 gp.
guidance, resistance, virtue; 1 - cause fear, enthropic
shield, magic weapon * Halfling Slavelord Scout, Rog2; CR 2; Small
* Domain Spell. Domains: War: free Weapon Focus; humanoid; HD 2d6+1; hp 12; Init +7; Spd 20 ft.; AC 17,
Strength: +1 enhancement bonus to Strength as a free flat-footed 14, touch 14; Base Atk +2; Grp +2; Atks +3
action, for 1 round, 1/day. melee (1d4+1/19-20, short sword) or +5 ranged (1d6/19-
Possessions: Shortspear, chain shirt, potion of cure 20, light crossbow); Full Atk +3 melee (1d4+1/19-20, short
moderate wounds, potion of owl's wisdom. sword) or +5 ranged (1d6/19-20, light crossbow);
Space/Reach 5 ft./ 5 ft.; SA Sneak attack +1d6; SQ
Half-Orc Sorcerer, Sor1: CR 1; Medium-sized Evasion, uncanny dodge, trapfinding; AL N; SV Fort +2;
humanoid; HD 1d4+1; hp 5; Init +2; Spd 30 ft.; AC 12, Ref +6; Will +1; Str 12, Dex 16, Con 13, Int 14, Wis 10,
touch 12, flatfooted 10; Base Atk +0; Grp +0; Atk +0 melee Cha 8.
(1d8, shortspear) or +2 ranged (1d8, light crossbow); Full Skills and feats: Appraise +8, Climb +2, Disable
Atk +0 melee (1d8, shortspear) or +2 ranged (1d8, light Device +10, Hide +12, Jump +2; Listen +8, Move Silently
crossbow); SQ Darkvision; AL CE; SV Fort +1, Ref +2, +8, Open Locks +5, Search +4, Spot +4, Tumble +4;
Will +3; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 14. Improved Initiative.
Skills and Feats: Concentration +5, Spellcraft +4;
Combat Casting.

For Want of a Nail Page 32


Possessions: Studded leather armour, small short protection from energy (fire), bracers of armour +1, cloak
sword, small light crossbow + 20 arrows, potion of cure of resistance +1.
serious wounds, potion of invisibility, potion of cat's
grace, 2 vials of large spider venom (Injury; DC 18; Initial Human Slavelord soldiers, Ftr2: CR 2; Medium-sized
and secondary damage 1d6 Str), 10 gp. humanoid; HD 2d10+4; hp 19; Init +7; Spd 30 ft.; AC 16,
touch 13, flat-footed 13; Base Atk +2; Grp +4; Atk +5
Kervel Tarn, Clr2 - Earth Dragon: CR 2; Medium- melee (1d6+2/18-20, masterwork scimitar) or +6 ranged
sized humanoid; HD 2d8+4; hp 17; Init +1; Spd 20 ft.; AC (1d8, light crossbow) or +4 melee (1d4+2/19-20, dagger);
18, touch 11, flat-footed 17; Base Atk +1; Grp +2; Atk +3 Full Atk +5 melee (1d6+2/18-20, masterwork scimitar) or
melee (1d6+2/x4, +1 heavy pick,) or +2 ranged (1d8, light +6 ranged (1d8, light crossbow) or +4 melee (1d4+2/19-20,
crossbow); Full Atk +3 melee (1d6+2/x4, +1 heavy pick) dagger); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref
or +2 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 +3, Will +1; Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8.
ft.; AL LE; SV Fort +5, Ref +1, Will +6; Str 12, Dex 12, Con Skills and Feats: Balance +3, Jump +6, Spot +2, Swim
14, Int 10, Wis 16, Cha 10. +7; Diehard, Endurance, Improved Initiative, Weapon
Skills and Feats: Concentration +7, Heal +7, Hide -1; Focus (light crossbow).
Combat Casting, Martial Weapon Proficiency (heavy Possessions: Masterwork scimitar, dagger, light
pick). crossbow, crossbow bolts (20), studded leather, potion of
Spells Prepared (4/3+1; Base DC = 13 + spell level): 0 cure serious wounds, potion of bull's strength, 12 gp.
– detect magic, guidance, resistance virtue; 1st – bless,
cause fear, protection from good*, shield of faith. Jillana: Human Rog8; CR 8; Medium humanoid; HD
* Domain Spell.Domains: Earth: turn or destroy air 8d6; hp 34; Init +6; Spd 30 ft.; AC 13, flat-footed 10; touch
creatures. Rebuke, command, or bolster earth creatures, 13; Base Atk +7; Grp +7; Space/Reach 5 ft./ 5 ft.; SA Sneak
3/day. Evil: cast evil spells at +1 caster level; attack +4d6; SQ Evasion, uncanny dodge, improved
Possessions: +1 heavy pick, light crossbow, crossbow uncanny dodge; AL CG; SV Fort +3; Ref +10; Will +3; Str
bolts (20), light steel shield, +1 chainmail, potion of cure 10, Dex 17, Con 10, Int 14, Wis 10, Cha 16.
serious wounds, potion of invisibility, potion of owl's Skills and Feats: Bluff +17, Disguise +18, Forgery +15,
wisdom. Hide +14, Intimidate +5, Move Silently +14, Tumble +14,
Search +13, Listen +13, Sense Motive +13, Spot +13;
Encounter Six Alertness, Deceitful, Improved Initiative, Persuasive.
Markessa the White, Sor10: CR 10; Medium-sized Evasion (Ex): At 2nd level and higher, a rogue can
humanoid; HD 10d4; hp 31; Init +5; Spd 30 ft.; AC 12, avoid even magical and unusual attacks with great agility.
touch 11, flatfooted 11; Base Atk +5; Grp +5; Atk +6 If she makes a successful Reflex saving throw against an
ranged (1d8, light crossbow) or +5 melee (1d4, dagger); attack that normally deals half damage on a successful
Full Atk +6 ranged (1d8, light crossbow) or +5 melee (1d4, save, she instead takes no damage. Evasion can be used
dagger); Space/Reach 5 ft./ 5 ft.; SQ Elven traits, sleep only if the rogue is wearing light armor or no armor. A
immunity, low-light vision; AL LE; SV Fort +4, Ref +5, helpless rogue does not gain the benefit of evasion.
Will +8; Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 20. Trap Sense (Ex): A rogue gains an intuitive sense
Skills and Feats: Concentration +13, Listen +2, that alerts her to danger from traps, giving her a +2 bonus
Search +2, Spot +2; Combat Casting, Improved Initiative, on Reflex saves made to avoid traps and a +2 dodge bonus
Silent Spell, Spell Focus (Evocation). to AC against attacks made by traps.
Spells (known: 9/5/4/3/2/1; per day: 6/8/7/7/6/4; Uncanny Dodge (Ex): Starting at 4th level, a rogue
base DC = 15 + spell level; Evocation = 16 + spell level): 0 can react to danger before her senses would normally
– acid splash, daze, detect magic, flare, ghost sound, light, allow her to do so. She retains her Dexterity bonus to AC
ray of frost, resistance, touch of fatigue; 1st – mage (if any) even if she is caught flat-footed or struck by an
armour, magic missile, protection from good, ray of invisible attacker. However, she still loses her Dexterity
enfeeblement, shield; 2nd – bear’s endurance, eagle’s bonus to AC if immobilized.
spendour, protection from arrows, scorching ray; 3rd – Improved Uncanny Dodge (Ex): A rogue of 8th
haste, lightning bolt, fireball; 4th - silent dispel magic, level or higher can no longer be flanked. This defense
lesser globe of invulnerability; 5th - cloudkill denies another rogue the ability to sneak attack the
Possessions: Dagger, light crossbow, crossbow bolts, character by flanking her, unless the attacker has at least
(20), potion of water breathing, potion of cure serious four more rogue levels than the target does.
wounds, potion of remove blindness/deafness, potion of

For Want of a Nail Page 33


APL 8
Encounter Two Spells Prepared (3/2; base DC = 13 + spell level): 0 -
Orc Axeman, Ftr1: CR 1; Medium-sized humanoid; guidance, resistance, virtue; 1 - cause fear, enthropic
HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12, shield, magic weapon *
flat-footed 15; Base Atk +1; Grp +5; Atk +7 melee * Domain Spell. Domains: War: free Weapon Focus;
(1d8+6/x3, masterwork battleaxe) or +5 melee Strength: +1 enhancement bonus to Strength as a free
(1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing action, for 1 round, 1/day.
axe); Full Atk +7 melee (1d8+6/x3, masterwork Possessions: Shortspear, chain shirt, potion of cure
battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 serious wounds, potion of owl's wisdom.
ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.;
SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Encounter Three
Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Orc Axeman, Ftr1: CR 1; Medium-sized humanoid;
Cha 6. HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12,
Skills and Feats: Hide +2, Spot +3; Improved flat-footed 15; Base Atk +1; Grp +5; Atk +7 melee
Initiative, Weapon Focus (battleaxe). (1d8+6/x3, masterwork battleaxe) or +5 melee
Light Sensitivity (Ex): Orcs are dazzled in bright (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing
sunlight or within the radius of a daylight spell. axe); Full Atk +7 melee (1d8+6/x3, masterwork
Possessions: Masterwork battleaxe, throwing axe, battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3
handaxe, chain shirt, potion of cure serious wounds, ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.;
potion of heroism, 1 gp. SQ Light sensitivity, darkvision; AL CE; SV Fort +4,
Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12,
Orc Crossbowman, Ftr1: CR 1; Medium-sized Cha 6.
humanoid; HD 1d10+2; hp 12; Init +7 (+3 Dex; +4 Imp. Skills and Feats: Hide +2, Spot +3; Improved
Init.); Spd 30 ft.; AC 17 (touch 13, flat-footed 14); Base Initiative, Weapon Focus (battleaxe).
Atk +1; Grp +4; Atk +6 ranged (1d8/19-20, masterwork Light Sensitivity (Ex): Orcs are dazzled in bright
light crossbow) or +4 melee (1d6+3/x3, handaxe); Full sunlight or within the radius of a daylight spell.
Atk +6 ranged (1d8/19-20, masterwork light crossbow) Possessions: Masterwork battleaxe, throwing axe,
or +4 melee (1d6+3/x3, handaxe); Space/Reach 5 ft./ 5 handaxe, chain shirt, potion of cure serious wounds,
ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +4, potion of heroism, 1 gp.
Ref +3, Will +0; Str 16, Dex 16, Con 14, Int 10, Wis 10,
Cha 6. Orc Shaman, Clr1 - Gruumsh: CR 1; Medium-sized
Skills and Feats: Hide +3, Spot +2; Improved humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 16,
Initiative, Weapon Focus (light crossbow). touch 11, flat-footed 15; Base Atk +0; Grp +2; Atk +3
Light Sensitivity (Ex): Orcs are dazzled in bright melee (1d8+1, masterwork shortspear); Full Atk +3
sunlight or within the radius of a daylight spell. melee (1d8+1, masterwork shortspear); Space/Reach 5
Possessions: Light crossbow, crossbow bolts (20), ft./5 ft.; SQ Light sensitivity, darkvision; AL CE; SV
handaxe, chain shirt, potion of cure moderate wounds, Fort +3, Ref +1, Will +5; Str 12, Dex 12, Con 12, Int 10,
1 gp. Wis 16, Cha 6.
Skills and Feats: Concentration +5, Spellcraft +4;
Orc Shaman, Clr1 - Gruumsh: CR 1; Medium-sized Combat Casting, Weapon Focus (shortspear).
humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 16, Light Sensitivity (Ex): Orcs are dazzled in bright
touch 11, flat-footed 15; Base Atk +0; Grp +2; Atk +3 sunlight or within the radius of a daylight spell.
melee (1d8+1, masterwork shortspear); Full Atk +3 Spells Prepared (3/2; base DC = 13 + spell level): 0 -
melee (1d8+1, masterwork shortspear); Space/Reach 5 guidance, resistance, virtue; 1 - cause fear, enthropic
ft./5 ft.; SQ Light sensitivity, darkvision; AL CE; SV shield, magic weapon *
Fort +3, Ref +1, Will +5; Str 12, Dex 12, Con 12, Int 10, * Domain Spell. Domains: War: free Weapon
Wis 16, Cha 6. Focus; Strength: +1 enhancement bonus to Strength as
Skills and Feats: Concentration +5, Spellcraft +4; a free action, for 1 round, 1/day.
Combat Casting, Weapon Focus (shortspear). Possessions: Shortspear, chain shirt, potion of cure
Light Sensitivity (Ex): Orcs are dazzled in bright serious wounds, potion of owl's wisdom.
sunlight or within the radius of a daylight spell.
Encounter Four
Garrison at Full Strength

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Orc berserker, Bbn5: CR 5; Medium Humanoid; Skills and Feats: Concentration +9, Spellcraft +8;
HD 5d12+10; hp 50; Init +6; Spd 40 ft.; AC 16, touch 12, Combat Casting, Improved Familiar.
flatfooted 14; Base Atk +5; Grp +10; Atk +12 melee Spells (known: 6/4/2 per day: 6/7/5; Base DC = 12
(2d4+7/18-20, masterwork falchion) or +7 ranged + spell level): 0 – acid splash, daze, flare, ghost sound,
(1d8+4/x3, mighty composite longbow +4); Full Atk resisitance, touch of fatigue; 1st – magic missile, mage
Atk +12 melee (2d4+7/18-20, masterwork falchion) or armour, ray of enfeeblement, shield; 2nd – eagle’s
+7 ranged (1d8+4/x3, mighty composite longbow +4); splendor, scorching ray.
Space/Reach 5 ft./ 5 ft.; SQ rage 2/day, fast movement, Possessions: Shortspear, dagger, light crossbow,
improved uncanny dodge, trap sense +1, light potion of cure serious wounds, potion of invisibility,
sensitivity, darkvision; AL CE; SV Fort +6, Ref +3, Will potion of haste.
+2; Str 21, Dex 14, Con 14, Int 6, Wis 12, Cha 6.
Skills and Feats: Listen +9, Spot +5; Improved Stirge; CR 1/2; Tiny magical beast; HD 1d10; hp 5;
Initiative, Weapon Focus (falchion) Init +4; Spd 10 ft., fly, average 40 ft.; AC 19, touch 16,
Light Sensitivity (Ex): Orcs are dazzled in bright flatfooted 15; Base Atk +3; Grp -1; Atk, +7 melee (1d3-4,
sunlight or within the radius of a daylight spell. touch); Full Atk +7 melee (1d3-4, touch); Space/Reach
Possessions: Masterwork falchion, mighty 5 ft./ 5 ft.; SA Attach, blood drain; SQ Darkvision 60 ft.,
composite longbow +4, chain shirt, potion of bull's low-light vision, share spells, empathy, deliver touch
strength, potion of cure serious wounds, potion of spells, speak with master; AL N; SV Fort +2, Ref +6,
heroism. Will +1; Str 3, Dex 19, Con 10, Int 8, Wis 12, Cha 6.
Skills and Feats: Hide +14, Listen +4, Spot +4;
Orc Shaman, Clr4/Bbn1: CR 5; Medium-sized Alertness, Improved Evasion Weapon Finesse (bite).
humanoid; HD 4d8+4 plus 1d12+1; hp 37; Init +5; Spd Attach (Ex): If a stirge hits with a touch attack, it
40 ft.; AC 16, touch 11, flat-footed 15; Base Atk +4; Grp uses its eight pincers to latch onto the opponent’s
+5; Atk +7 melee (1d8+2, +1 shortspear); Full Atk +7 body. An attached stirge is effectively grappling its
melee (1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; prey. The stirge loses its Dexterity bonus to AC and has
SQ: Light sensitivity, darkvision, rage 1/day, fast an AC of 12, but holds on with great tenacity. Stirges
movement; AL CE; SV Fort +7, Ref +2, Will +7; have a +12 racial bonus on grapple checks.
Str 12, Dex 12, Con 12, Int 10, Wis 17, Cha 6. An attached stirge can be struck with a weapon or
Skills and Feats: Concentration +9, Spellcraft +6; grappled itself. To remove an attached stirge through
Combat Casting, Improved Initiative, Weapon Focus grappling, the opponent must achieve a pin against the
(shortspear). stirge.
Light Sensitivity (Ex): Orcs are dazzled in bright Blood Drain (Ex): A stirge drains blood, dealing
sunlight or within the radius of a daylight spell. 1d4 points of Constitution damage in any round when
Spells Prepared (5/4/3; Base DC = 13 + spell it begins its turn attached to a victim. Once it has dealt
level): 0 - detect magic, guidance x 2, resistance, virtue; 4 points of Constitution damage, it detaches and flies
1st - bless, entropic shield magic weapon*, protection off to digest the meal. If its victim dies before the
from good; 2nd - bear's endurance, bull's strength, stirge’s appetite has been sated, the stirge detaches and
silence, spiritual weapon* seeks a new target.
* Domain Spell.Domains: War – free Weapon
Focus; Strength: +4 enhancement bonus to Strength as Garrison Depleted:
a free action, for 1 round, 1/day. Orc Berserker, Bbn2: CR 2; Medium-sized
Possessions: +1 shortspear, chain mail, potion of humanoid; HD 2d12+4; hp 23; Init +3; Spd 40 ft.; AC
cure serious wounds, potion of owl's wisdom, potion of 18, flat-footed 15, touch 13; Base Atk +2; Grp +6; Atk +8
haste. melee (2d4+6/18-20, masterwork falchion) or +6 melee
(1d6+4/x3, hand axe) or +6 ranged (1d6+4, throwing
Half-Orc Sorceror, Sor5: Medium-sized humanoid; axe); Full Atk +8 melee (2d4+6/18-20, masterwork
HD 5d4+5; hp 21; Init +2; Spd 30 ft.; AC 12, touch 12, falchion) or +6 melee (1d6+4/x3, hand axe) or +6
flat-footed 10; Base Atk +2; Grp +2; Atk +2 melee (1d8, ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.;
shortspear) or +4 ranged (1d8, light crossbow); Full Atk SQ Light sensitivity, darkvision, rage 1/day, fast
+2 melee (1d8, shortspear) or +4 ranged (1d8, light movement, uncanny dodge; AL CE; SV Fort +5, Ref +3,
crossbow); Space/Reach 5 ft./ 5 ft.; SQ Darkvision 60 Will +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6.
ft.; AL CE; SV Fort +2, Ref +3, Will +5; Str 10, Dex 14, Skills and Feats: Climb +7, Hide +3, Jump +7,
Con 12, Int 10, Wis 12, Cha 15. Swim +5; Weapon Focus (falchion).

For Want of a Nail Page 35


Light Sensitivity (Ex): Orcs are dazzled in bright Skill and Feats: Hide +10, Move Silently +10,
sunlight or within the radius of a daylight spell. Tumble +10, Open Locks +12, Search +9, Appraise +9,
Possessions: Masterwork falchion, hand axe, Disable Device +11, Listen +7, Spot +7, Use Magic
throwing axe, chain shirt +1, potion of cure serious Device +6; Improved Initiative; Alertness; Shield
wounds, potion of bull's strength, potion of heroism. Proficiency.

Orc Shaman, Clr2 - Gruumsh: CR 2; Medium-sized Encounter Five


humanoid; HD 2d8+2; hp 15; Init +1; Spd 30 ft.; AC 16, Half-Euroz Slavelord Soldiers, Ftr3: CR 3;
touch 11, flat-footed 15; Base Atk +1; Grp +2; Atk +4 Medium-sized humanoid; HD 3d10+6; hp 28, Init +5;
melee (1d8+2, +1 shortspear); Full Atk +4 melee Spd 30 ft.; AC 18, touch 11, flat-footed 17; Base Atk +3;
(1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ: Grp +6; Atks +9 melee (1d10+4/19-20, +1 bastard
Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +1, sword) or +4 ranged (1d10/x3, heavy crossbow); Full
Will +6; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. Atk +9 melee (1d10+4/19-20, +1 bastard sword) or +4
Skills and Feats: Concentration +6, Spellcraft +5; ranged (1d10/x3, heavy crossbow); Space/Reach 5 ft./ 5
Combat Casting, Martial Weapon Proficiency ft.; AL CN; SV Fort +5, Ref +2, Will +2;Str 17, Dex 13,
(longspear), Weapon Focus (shortspear). Con 14, Int 8, Wis 12, Cha 6.
Light Sensitivity (Ex): Orcs are dazzled in bright Skills and Feats: Jump -4; Listen +2; Spot +2; Exotic
sunlight or within the radius of a daylight spell. Weapon Proficiency (bastard sword), Improved
Spells Prepared (4/3); base DC = 13 + spell level): 0 Initiative, Power Attack, Weapon Focus (bastard
– detect magic, guidance, resistance, virtue; 1st - bless, sword).
enthropic shield, protection from good, magic weapon Possessions: Splint mail, heavy steel shield, bastard
* sword +1, heavy crossbow, 20 bolts, potion of cure
* Domain Spell.Domains: War – free Weapon serious wounds, potion of heroism, potion of
Focus; Strength: +2 enhancement bonus to Strength as invisibility, 5 gp each.
a free action, for 1 round, 1/day.
Possessions: +1 shortspear, chainmail, potion of Halfling Slavelord Scout, Rog3: CR 3; Medium-
cure serious wounds, potion of owl's wisdom, potion of sized humanoid; HD 3d6+3; hp 17; Init +7; Spd 20 ft.;
haste. AC 18, flat-footed 15; touch 14; Base Atk +2; Grp +2;
Atks +3 melee (1d4+1/19-20, small short sword) or +8
Half-orc Sorcerer, Sor2: CR 2; Medium-sized ranged (1d6+1/19-20, +1 small light crossbow); Full
Humanoid; HD 2d4+2; hp 9; Init +2; Spd 30 ft.; AC 12, Atk +3 melee (1d4+1/19-20, small short sword) or +7
touch 12, flatfooted 10; Base Atk +1; Grp +1; Atk +1 ranged (1d6/19-20, small light crossbow); Space/Reach
melee (1d8, shortspear) or +3 ranged (1d8, light 5 ft./ 5 ft.; SA Sneak attack +2d6; SQ Evasion, uncanny
crossbow); Full Atk +1 melee (1d8, shortspear) or +3 dodge, trap sense +1; AL LE; SV Fort +3; Ref +6; Will
ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; +2; Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 8.
SQ Darkvision; AL CE; SV Fort +1, Ref +2, Will +4; Str Skill and Feats: Appraise +8, Climb +2, Disable
10, Dex 14, Con 12, Int 10, Wis 12, Cha 14. Device +10, Hide +12, Jump +2, Listen +8, Move
Skills and Feats: Concentration +6, Spellcraft +5; Silently +10, Open Locks +7, Search +4, Spot +4,
Combat Casting. Tumble +3; Improved Initiative, Weapon Focus (light
Spells (known 5/2; per day 6/5; Base DC = 12 + crossbow).
spell level): 0 – acid splash, flare, daze, ghost sound, Possessions: +1 studded leather armour, small
touch of fatigue; 1st – magic missile, shield. short sword, small light crossbow, 20 bolts; potion of
Possessions: Shortspear, dagger, light crossbow, cure serious wounds, potion of cat's grace, potion of
potion of cure serious wounds, potion of mage armour, haste, potion of invisibility, 2 vials of wyvern poison
potion of invisibility, potion of haste. (Injury; DC 17; Initial and secondary damage 2d6 Con),
10 gp.
Gavran, Human Rog4: CR 4; Medium-sized
humanoid; HD 4d6+3; hp 20; Init +6; Spd 30 ft.; AC 12, Kervel Tarn, Clr3 - Earth Dragon: CR 3; Medium-
flat-footed 10, touch 12; Base Atk +3; Grp +4; Atks +4 sized humanoid; HD 3d8+6; hp 24; Init +5; Spd 20 ft.;
melee (1d6+1, short spear); Full Atk+4 melee (1d6+1, AC 18, touch 11, flatfooted 17; Base Atk +2; Grp +3; Atk
short spear); Space/Reach 5 ft./ 5 ft.; SA Sneak attack + +3 melee (1d6+1/x4, heavy pick) or +3 ranged (1d8,
2d6; SQ Evasion, uncanny dodge; AL LE; SV Fort +3; light crossbow,); Full Atk +4 melee (1d6+2/x4, +1
Ref +8; Will +2; Str 12, Dex 15, Con 13, Int 14, Wis 10, heavy pick) or +3 ranged (1d8, light crossbow,);
Cha 8.

For Want of a Nail Page 36


Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref +2, Will crossbow); Full Atk +8 melee (1d6+4/18-20, +1
+6; Str 12, Dex 12, Con 14, Int 10, Wis 16, Cha 10. scimitar); or +7 melee (1d4+3/19-20, dagger) or +8
Skills and Feats: Concentration +8, Heal +7, Hide ranged (1d8+2, light crossbow); Space/Reach 5 ft./ 5 ft.;
+0; Combat Casting, Improved Initiative, Martial AL LE; SV Fort +5, Ref +4, Will +1; Str 17, Dex 16, Con
Weapon Proficiency (heavy pick). 12, Int 10, Wis 10, Cha 8.
Spells Prepared (Clr 4/3+1/2+1; Base DC = 13 + Skills and Feats: Climb +9, Jump +9, Swim +10;
spell level): 0 – detect magic, guidance, resistance, Endurance, Improved Initiative, Point Blank Shot,
virtue; 1st – bless, cause fear, protection from good*, Rapid Shot, Weapon Focus (light crossbow), Weapon
shield of faith; 2nd – bull’s strength, silence, soften earth specialization (light crossbow).
and stone*. Possessions: +1 scimitar, dagger, light crossbow,
* Domain Spell. Domains: Earth: turn or destroy air crossbow bolts, +1 studded leather, potion of cure
creatures. Rebuke, command, or bolster earth serious wounds, potion of bull's strength, potion of
creatures, 3/day. Evil: cast evil spells at +1 caster level; heroism.
Possessions: +1 heavy pick, light crossbow,
crossbow bolts (20), +1 banded mail, potion of cure Jillana: Human Rog8; CR 8; Medium humanoid;
serious wounds, potion of invisibility, potion of owl's HD 8d6; hp 34; Init +6; Spd 30 ft.; AC 13, flat-footed 10;
wisdom. touch 13; Base Atk +7; Grp +7; Space/Reach 5 ft./ 5 ft.;
SA Sneak attack +4d6; SQ Evasion, uncanny dodge,
Encounter Six improved uncanny dodge; AL CG; SV Fort +3; Ref +10;
Markessa the White: Sor12, CR 12; Medium-sized Will +3; Str 10, Dex 17, Con 10, Int 14, Wis 10, Cha 16.
humanoid; HD 12d4; hp 40; Init +5; Spd 30 ft.; AC 13 Skills and Feats: Bluff +17, Disguise +18, Forgery
(touch 11, flatfooted 12); Base Atk +6; Grp +6; Atk +6 +15, Hide +14, Intimidate +5, Move Silently +14,
melee (1d4/19-20, dagger) or +7 ranged (1d8, light Tumble +14, Search +13, Listen +13, Sense Motive +13,
crossbow); Full Atk +6/+1 melee (1d4/19-20, dagger) or Spot +13; Alertness, Deceitful, Improved Initiative,
+7/+2 ranged (1d8, light crossbow); Space/Reach 5 ft./ Persuasive.
5 ft.; SQ Elven traits, sleep immunity, low-light vision; Evasion (Ex): At 2nd level and higher, a rogue can
AL LE; SV Fort +6, Ref +7, Will +10; Str 10, Dex 12, avoid even magical and unusual attacks with great
Con 10, Int 10, Wis 10, Cha 21. agility. If she makes a successful Reflex saving throw
Skills and Feats: Concentration +15, Listen +2, against an attack that normally deals half damage on a
Search +2, Spot +2; Combat Casting, Improved successful save, she instead takes no damage. Evasion
Initiative, Silent Spell, Spell Focus (Evocation), can be used only if the rogue is wearing light armor or
Toughness. no armor. A helpless rogue does not gain the benefit of
Spells (known: 9/5/5/4/3/2/1; per day: evasion.
6/8/7/7/7/6/3; Base DC = 15 + spell level; Evocation = Trap Sense (Ex): A rogue gains an intuitive sense
16 + spell level): 0 – acid splash, daze, detect magic, that alerts her to danger from traps, giving her a +2
flare, ghost sound, light, ray of frost, resistance, touch bonus on Reflex saves made to avoid traps and a +2
of fatigue; 1st – mage armour, magic missile, protection dodge bonus to AC against attacks made by traps.
from good, ray of enfeeblement, shield; 2nd – bear’s Uncanny Dodge (Ex): Starting at 4th level, a
endurance, eagle’s splendour, mirror image, protection rogue can react to danger before her senses would
from arrows, scorching ray; 3rd – fly, haste, fireball; normally allow her to do so. She retains her Dexterity
lightning bolt; 4th - silent dispel magic, lesser globe of bonus to AC (if any) even if she is caught flat-footed or
invulnerability, stone skin; 5th – cloudkill, teleport; 6th – struck by an invisible attacker. However, she still loses
chain lightning her Dexterity bonus to AC if immobilized.
Possessions: Dagger, light crossbow, crossbow Improved Uncanny Dodge (Ex): A rogue of 8th
bolts, (20), potion of cure serious wounds, potion of level or higher can no longer be flanked. This defense
water breathing, potion of remove blindness/deafness, denies another rogue the ability to sneak attack the
bracers of armour +2, cloak of resistance +2 character by flanking her, unless the attacker has at
least four more rogue levels than the target does.
Human Slavelord soldiers, Ftr4: CR 4; Medium-
sized humanoid; HD 4d10+4; hp 32; Init +7; Spd 30 ft.;
AC 17, touch 13, flat-footed 14; Base Atk +4; Grp +7;
Atk +8 melee (1d6+4/18-20, +1 scimitar); or +7 melee
(1d4+3/19-20, dagger) or +8 ranged (1d8+2, light

For Want of a Nail Page 37


APL 10
Encounter 2 * Domain Spell.Domains: War – free Weapon Focus;
Orc Axeman: Ftr1; CR 1; Medium humanoid; HD Strength: +1 enhancement bonus to Strength as a free
1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12, flat- action, for 1 round, 1/day.
footed 16; Base Atk +1; Grp +5; Atk +7 melee Possessions: +1 shortspear, masterwork chain
(1d8+7/x3, +1 battleaxe) or +5 melee (1d6+4/x3, shirt, potion of cure serious wounds, potion of owl’s
handaxe) or +3 ranged (1d6+4, throwing axe); Full Atk wisdom, potion of haste.
+7 melee (1d8+7/x3, +1 battleaxe) or +5 melee
(1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing Encounter 3
axe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, Orc Axeman: Ftr1; CR 1; Medium humanoid; HD
darkvision; AL CE; SV Fort +4, Ref +2, Will +1; Str 18, 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12, flat-
Dex 14, Con 14, Int 10, Wis 12, Cha 6. footed 16; Base Atk +1; Grp +5; Atk +7 melee
Skills and Feats: Hide +2, Spot +3; Improved (1d8+7/x3, +1 battleaxe) or +5 melee (1d6+4/x3,
Initiative, Weapon Focus (battleaxe). handaxe) or +3 ranged (1d6+4, throwing axe); Full Atk
Light Sensitivity (Ex): Orcs are dazzled in bright +7 melee (1d8+7/x3, +1 battleaxe) or +5 melee
sunlight or within the radius of a daylight spell. (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing
Possessions: +1 battleaxe, throwing axe, handaxe, axe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity,
masterwork chainmail, potion of cure serious wounds, darkvision; AL CE; SV Fort +4, Ref +2, Will +1; Str 18,
potion of heroism, potion of bull’s strength, 1 gp. Dex 14, Con 14, Int 10, Wis 12, Cha 6.
Skills and Feats: Hide +2, Spot +3; Improved
Orc Crossbowman: Ftr1; CR 1; Medium humanoid; Initiative, Weapon Focus (battleaxe).
HD 1d10+2; hp 12; Init +7; Spd 30 ft.; AC 18, touch 13, Light Sensitivity (Ex): Orcs are dazzled in bright
flat-footed 15; Base Atk +1; Grp +4; Atk; +6 ranged sunlight or within the radius of a daylight spell.
(1d8+1/19-20, +1 light crossbow) or +4 melee Possessions: +1 battleaxe, throwing axe, handaxe,
(1d6+3/x3, handaxe); Full Atk +6 ranged (1d8+1/19-20, masterwork chainmail, potion of cure serious wounds,
+1 light crossbow) or +4 melee (1d6+3/x3, handaxe); potion of heroism, potion of bull’s strength, 1 gp.
Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity,
darkvision; AL CE; SV Fort +4, Ref +3, Will +0; Str 16, Orc Shaman: Clr1 - Gruumsh; CR 1; Medium
Dex 16, Con 14, Int 10, Wis 10, Cha 6. humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 17,
Skills and Feats: Hide +3, Spot +2; Improved touch 11, flat-footed 16; Base Atk +0; Grp +1; Atk +3
Initiative, Weapon Focus (light crossbow) melee (1d8+2, +1 shortspear); Full Atk +3 melee
Light Sensitivity (Ex): Orcs are dazzled in bright (1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ
sunlight or within the radius of a daylight spell. Light sensitivity, darkvision; AL CE; SV Fort +3, Ref +1,
Possessions: +1 light crossbow, crossbow bolts Will +5; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6.
(20), handaxe, masterwork chain shirt, potion of cure Skills and Feats: Concentration +5, Spellcraft +4;
serious wounds, potion of haste, 1 gp. Combat Casting, Weapon Focus (shortspear).
Light Sensitivity (Ex): Orcs are dazzled in bright
Orc Shaman: Clr1 - Gruumsh; CR 1; Medium sunlight or within the radius of a daylight spell.
humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 17, Cleric Spells Prepared (Clr 3/2; Save DC13 + spell
touch 11, flat-footed 16; Base Atk +0; Grp +1; Atk +3 level): 0 - guidance, resistance, virtue; 1st - bless,
melee (1d8+2, +1 shortspear); Full Atk +3 melee enthropic shield, enlarge person *
(1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ * Domain Spell.Domains: War – free Weapon Focus;
Light sensitivity, darkvision; AL CE; SV Fort +3, Ref +1, Strength: +1 enhancement bonus to Strength as a free
Will +5; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. action, for 1 round, 1/day.
Skills and Feats: Concentration +5, Spellcraft +4; Possessions: +1 shortspear, masterwork chain
Combat Casting, Weapon Focus (shortspear). shirt, potion of cure serious wounds, potion of owl’s
Light Sensitivity (Ex): Orcs are dazzled in bright wisdom, potion of haste.
sunlight or within the radius of a daylight spell.
Cleric Spells Prepared (Clr 3/2; Save DC13 + spell Encounter 4
level): 0 - guidance, resistance, virtue; 1st - bless, Garrison at Full Strength
enthropic shield, enlarge person * Orc berserkers: Bbn7; CR 7; Medium Humanoid;
HD 7d12+14; hp 68; Init +6; Spd 40 ft.; AC 17, touch 12,
flatfooted 15; Base Atk +7; Grp +11; Atk +14 (2d4+8/18-

For Want of a Nail Page 38


20, +1 falchion) or +9 ranged (1d8+4/x3, mighty II; 3rd - bestow curse, dispel magic, glyph or warding,
composite longbow +4); Full Atk 14/+9 (2d4+8/18-20, magic vestment*.
+1 falchion) or +9/+4 ranged (1d8+4/x3, mighty * Domain Spell.Domains: War – free Weapon Focus;
composite longbow +4); Space/Reach 5 ft./ 5 ft.; SQ: Strength: +6 enhancement bonus to Strength as a free
Rage 2/day, damage reduction 1/-; improved uncanny action, for 1 round, 1/day.
dodge, trapsense +2, fast movement, light sensitivity, Possessions: +1 shortspear, +1 chain shirt, potion
darkvision; AL CE; SV Fort +7, Ref +4, Will +3; Str 21, of bull’s strength, potion of cure serious wounds,
Dex 14, Con 14, Int 6, Wis 12, Cha 6. potion of owl’s wisdom, potion of haste.
Skills and Feats: Listen +11, Spot +6; Improved
Initiative, Power Attack, Weapon Focus (falchion). Half-Orc sorcerer: Sor7; CR 7; Medium humanoid;
Light Sensitivity (Ex): Orcs are dazzled in bright HD 7d4+7; hp 31; Init +6; Spd 30 ft.; AC 12, touch 12,
sunlight or within the radius of a daylight spell. flat-footed 10; Base Atk + 3; Grp +3; Atk +3 melee (1d8,
Uncanny Dodge (Ex): At 2nd level, a barbarian shortspear) or +5 ranged (1d8, light crossbow); Full Atk
retains his Dexterity bonus to AC (if any) even if he is +3 melee (1d8, shortspear) or +5 ranged (1d8, light
caught flat-footed or struck by an invisible attacker. crossbow); Space/Reach 5 ft./ 5 ft.; SQ Darkvision,
However, he still loses his Dexterity bonus to AC if alertness, improved evasion, share spells, empathic
immobilized. link, deliver touch spells, speak with master; AL CE;
Trap Sense (Ex): A barbarian gains a +2 bonus on SV Fort +3, Ref +4, Will +6; Str 10, Dex 14, Con 12, Int
Reflex saves made to avoid traps and a +1 dodge bonus 10, Wis 12, Cha 14.
to AC against attacks made by traps. Skills and Feats: Concentration +11, Spellcraft +10;
Improved Uncanny Dodge (Ex): At 5th level and Combat Casting, Improved Familiar, Improved
higher, a barbarian can no longer be flanked. This Initiative.
defense denies a rogue the ability to sneak attack the Alertness (Ex): While a familiar is within arm’s
barbarian by flanking him, unless the attacker has at reach, the master gains the Alertness feat.
least four more rogue levels than the target has Improved Evasion (Ex): When subjected to an
barbarian levels. attack that normally allows a Reflex saving throw for
Damage Reduction (Ex): At 7th level, a barbarian half damage, a familiar takes no damage if it makes a
gains Damage Reduction. Subtract 1 from the damage successful saving throw and half damage even if the
the barbarian takes each time he is dealt damage from a saving throw fails.
weapon or a natural attack. Share Spells: At the master’s option, he may have
Possessions: +1 falchion, mighty composite any spell (but not any spell-like ability) he casts on
longbow +4; masterwork chain shirt, potion of cure himself also affect his familiar. The familiar must be
serious wounds, potion of bull’s strength, potion of within 5 feet at the time of casting to receive the
heroism. benefit.
If the spell or effect has a duration other than
Orc Shaman: Clr6/Bbn1 - Gruumsh; CR 7' Medium instantaneous, it stops affecting the familiar if it moves
humanoid; HD 6d8+6 plus 1d12+1; hp 49; Init +5; Spd farther than 5 feet away and will not affect the familiar
40 ft.; AC 17, touch 11, flat-footed 16; Base Atk +5; Grp again even if it returns to the master before the
+6; Atk +8 melee (1d8+2, +1 shortspear); Full Atk +8 duration expires. Additionally, the master may cast a
melee (1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; spell with a target of “You” on his familiar (as a touch
SQ: Light sensitivity, darkvision, rage 1/day, fast range spell) instead of on himself.
movement; AL CE; SV Fort +8, Ref +3, Will +8; Str 12, A master and his familiar can share spells even if
Dex 12, Con 12, Int 10, Wis 17, Cha 6. the spells normally do not affect creatures of the
Skills and Feats: Concentration +11, Spellcraft +8. familiar’s type (magical beast).
Combat Casting, Improved Initiative, Weapon Focus: Empathic Link (Su): The master has an empathic
(shortspear). link with his familiar out to a distance of up to 1 mile.
Light Sensitivity (Ex): Orcs are dazzled in bright The master cannot see through the familiar’s eyes, but
sunlight or within the radius of a daylight spell. they can communicate empathically. Because of the
Cleric Spells Prepared (Clr 5/4/4/3; Save DC13 + limited nature of the link, only general emotional
spell level): 0 - detect magic, guidance x2, resistance x2, content can be communicated.
virtue; 1st - bless, enthropic shield, magic weapon*, Because of this empathic link, the master has the
protection from good; 2nd - bull's strength, owl's same connection to an item or place that his familiar
wisdom, silence, spiritual weapon*, summon monster does.

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Deliver Touch Spells (Su): If the master is 3rd Possessions: Shortspear, dagger, light crossbow,
level or higher, a familiar can deliver touch spells for potion of cure serious wounds, potion of invisibility,
him. If the master and the familiar are in contact at the potion of haste, potion of resist fire 20.
time the master casts a touch spell, he can designate his
familiar as the “toucher.” The familiar can then deliver Garrison Depleted:
the touch spell just as the master could. As usual, if the Orc Berserker, Bbn2: CR 2; Medium humanoid;
master casts another spell before the touch is delivered, HD 2d12+4; hp 23; Init +3; Spd 40 ft.; AC 18, flat-footed
the touch spell dissipates. 15, touch 13; Base Atk +2; Grp +6; Atk +8 melee
Speak with Master (Ex): If the master is 5th level (2d4+7/18-20, +1 falchion) or +6 melee (1d6+4/x3,
or higher, a familiar and the master can communicate hand axe) or +6 ranged (1d6+4, throwing axe); Full Atk
verbally as if they were using a common language. +8 melee (2d4+7/18-20, +1 falchion) or +6 melee
Other creatures do not understand the communication (1d6+4/x3, hand axe) or +6 ranged (1d6+4, throwing
without magical help. axe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity,
Quasit: CR 2 Tiny outsider (chaotic, evil); HD 3d8; hp darkvision, rage 1/day, fast movement, uncanny dodge;
13; Init +7; Spd 20 ft., fly 50 ft. (perfect); AC 22, touch AL CE; SV Fort +5, Ref +3, Will +0; Str 18, Dex 16, Con
13, flat-footed 18; Base Atk +8; Grp +8; Atk +8 melee 14, Int 8, Wis 10, Cha 6.
(1d3-1 plus poison, 2 claws) or +3 melee (1d4-1, bite); Skills and Feats: Climb +7, Hide +3, Jump +7,
Full Atk +8 melee (1d3-1 plus poison, 2 claws) or +3 Swim +5; Weapon Focus (falchion).
melee (1d4-1, bite); Space/Reach 5 ft./ 5 ft.; SA Poison, Light Sensitivity (Ex): Orcs are dazzled in bright
spell-like abilities; SQ Alternate form, damage sunlight or within the radius of a daylight spell.
reduction 5/cold iron or good, darkvision 60 ft., fast Uncanny Dodge (Ex): At 2nd level, a barbarian
healing 2, immunity to poison, resistance to fire 10, retains his Dexterity bonus to AC (if any) even if he is
alertness, improved evasion, share spells, empathic caught flat-footed or struck by an invisible attacker.
link, deliver touch spells, speak with master; AL CE; However, he still loses his Dexterity bonus to AC if
SV Fort +3, Ref +6, Will +4; Str 8, Dex 17, Con 10, Int immobilized.
10, Wis 12, Cha 10. Possessions: +1 falchion, hand axe, throwing axe,
Skills and Feats: Bluff +6, Diplomacy +2, Disguise chain shirt +1, potion of cure serious wounds, potion of
+0 (+2 acting), Hide +17, Intimidate +2, Knowledge bull's strength, potion of heroism.
(The Planes) +6, Listen +7, Move Silently +9, Search +6,
Spellcraft +6, Spot +6 Improved Initiative, Weapon Orc Shaman, Clr2 - Gruumsh: CR 2; Medium
Finesse (bite). humanoid; HD 2d8+2; hp 15; Init +1; Spd 30 ft.; AC 17,
Poison (Ex): Injury, Fortitude DC 13, initial touch 11, flat-footed 16; Base Atk +1; Grp +2; Atk +4
damage 1d4 Dex, secondary damage 2d4 Dex. melee (1d8+2, +1 shortspear); Full Atk +4 melee
Spell-Like Abilities: At will—detect good, detect (1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ:
magic, and invisibility (self only); 1/day—cause fear (as Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +1,
the spell, except that its area is a 30-foot radius from the Will +6; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6.
quasit, save DC 11). Caster level 6th. Once per week a Skills and Feats: Concentration +6, Spellcraft +5;
quasit can use commune to ask six questions. The Combat Casting, Martial Weapon Proficiency
ability otherwise works as the spell (caster level 12th). (longspear), Weapon Focus (shortspear).
Alternate Form (Su): A quasit can assume other Light Sensitivity (Ex): Orcs are dazzled in bright
forms at will as a standard action. This ability functions sunlight or within the radius of a daylight spell.
as a polymorph spell cast on itself (caster level 12th), Cleric Spells Prepared (4/3); save DC 13 + spell
except that a quasit does not regain hit points for level): 0 – detect magic, guidance, resistance, virtue; 1st
changing form, and any individual quasit can assume - bless, enthropic shield, protection from good, magic
only one or two forms no larger than Medium. weapon *
Common forms include bat, monstrous centipede, * Domain Spell.Domains: War – free Weapon Focus;
toad, and wolf. A quasit in alternate form loses its Strength: +2 enhancement bonus to Strength as a free
poison attack. action, for 1 round, 1/day.
Sorceror Spells Known: (7/5/3/2; save DC 12 + Possessions: +1 shortspear, +1 chainmail, potion of
spell level): 0 – acid splash, daze, flare, ghost sound, ray cure serious wounds, potion of owl's wisdom, potion of
of frost, resistance, touch of fatigue; 1st – magic missile, haste.
mage armour, ray of enfeeblement, shield, true strike;
2nd – blur, eagle’s splendour, scorching ray; 3rd – dispel Half-orc Sorcerer, Sor2: CR 2; Medium Humanoid;
magic, lightning bolt. HD 2d4+2; hp 9; Init +2; Spd 30 ft.; AC 12, touch 12,

For Want of a Nail Page 40


flatfooted 10; Base Atk +1; Grp +1; Atk +1 melee (1d8, Encounter 5
shortspear) or +3 ranged (1d8, light crossbow); Full Atk Half-orc Slavelord soldiers: Ftr5; CR 5; Medium
+1 melee (1d8, shortspear) or +3 ranged (1d8, light humanoid; HD 5d10+5; hp 39; Init +6; Spd 30 ft.; AC
crossbow); Space/Reach 5 ft./ 5 ft.; SQ Darkvision; AL 18, touch 12, flatfooted 16; Base Atk +5; Grp +9; Atk +11
CE; SV Fort +1, Ref +2, Will +4; Str 10, Dex 14, Con 12, melee (1d6+7/18-20, +1 scimitar) or +8 ranged
Int 10, Wis 12, Cha 14. (1d8+6/x3, Mighty composite longbow +4); Full Atk
Skills and Feats: Concentration +6, Spellcraft +5; +11 melee (1d6+7/18-20, +1 scimitar) or +8 ranged
Combat Casting. (1d8+6/x3, Mighty composite longbow +4);
Sorceror Spells Known: (5/2; save DC 12 + spell Space/Reach 5 ft./ 5 ft.; SQ Darkvision; AL CE; SV Fort
level): 0 – acid splash, flare, daze, ghost sound, touch of +5, Ref +3, Will +2; Str 19, Dex 14, Con 12, Int 10, Wis
fatigue; 1st – magic missile, shield. 12, Cha 6.
Possessions: Shortspear, dagger, light crossbow, Skills and Feats: Hide +4, Spot +5; Improved
potion of cure serious wounds, potion of mage armour, Initiative, Weapon Focus (composite longbow),
potion of invisibility, potion of haste, potion of resist Weapon Focus (scimitar), Weapon Specialization
fire 20. (composite longbow), Weapon Specialization
(scimitar).
Gavran: Human Rog8; CR 8; Medium humanoid; Possessions: +1 scimitar, mighty composite
HD 8d6+3; hp 42; Init +6; Spd 30 ft.; AC 13, flat-footed longbow +4, arrows (20), +1 chainmail, potion of
10; touch 13; Base Atk +7; Grp +8; Atks +8 melee invisibility, potion of cure serious wounds, potion of
(1d6+1, shortspear); Full Atk +8/+3 melee (1d6+1, bull’s strength, potion of heroism, 12 gp
shortspear); Space/Reach 5 ft./ 5 ft.; SA Sneak attack
+4d6; SQ Evasion, uncanny dodge, improved uncanny Halfling Slavelord scout: Rog5; CR 5; Small
dodge; AL LE; SV Fort +4; Ref +10; Will +3; Str 12, Dex humanoid; HD 5d6+10; hp 37; Init +8; Spd 20 ft.; AC
17, Con 13, Int 14, Wis 10, Cha 8. 18, touch 14, flat footed 14; Base Atk +5; Grp +6; Atk +6
Skills and Feats: Hide +14, Move Silently +14, melee (1d4+1, short sword) or +11 ranged (1d4+1, +1
Tumble +14, Open Locks +16, Search +13, Appraise composite shortbow); Full Atk +6 melee (1d4+1, short
+13, Disable Device +15, Listen +13, Spot +13, Use sword) or +11 ranged (1d4+1, +1 composite shortbow);
Magic Device +10; Improved Initiative; Alertness; Space/Reach 5 ft./ 5 ft.; SA Sneak attack +3d6; SQ
Shield Proficiency, Combat Reflexes. Halfling traits, evasion, trapfinding, uncanny dodge,
Evasion (Ex): At 2nd level and higher, a rogue can trap sense +1; AL N; SV Fort +5, Ref +10, Will +4; Str
avoid even magical and unusual attacks with great 12, Dex 19, Con 14, Int 10, Wis 12, Cha 8.
agility. If she makes a successful Reflex saving throw Skills and Feats: Balance +11, Climb +10, Escape
against an attack that normally deals half damage on a Artist +11, Hide +20, Jump +2, Listen +11, Move
successful save, she instead takes no damage. Evasion Silently +13, Spot +9, Tumble +11; Improved Initiative,
can be used only if the rogue is wearing light armor or Weapon Focus (composite shortbow).
no armor. A helpless rogue does not gain the benefit of Evasion (Ex): At 2nd level and higher, a rogue can
evasion. avoid even magical and unusual attacks with great
Trap Sense (Ex): A rogue gains an intuitive sense agility. If she makes a successful Reflex saving throw
that alerts her to danger from traps, giving her a +2 against an attack that normally deals half damage on a
bonus on Reflex saves made to avoid traps and a +2 successful save, she instead takes no damage. Evasion
dodge bonus to AC against attacks made by traps. can be used only if the rogue is wearing light armor or
Uncanny Dodge (Ex): Starting at 4th level, a no armor. A helpless rogue does not gain the benefit of
rogue can react to danger before her senses would evasion.
normally allow her to do so. She retains her Dexterity Trap Sense (Ex): At 3rd level, a rogue gains an
bonus to AC (if any) even if she is caught flat-footed or intuitive sense that alerts her to danger from traps,
struck by an invisible attacker. However, she still loses giving her a +1 bonus on Reflex saves made to avoid
her Dexterity bonus to AC if immobilized. traps and a +1 dodge bonus to AC against attacks made
Improved Uncanny Dodge (Ex): A rogue of 8th by traps.
level or higher can no longer be flanked. This defense Uncanny Dodge (Ex): Starting at 4th level, a
denies another rogue the ability to sneak attack the rogue can react to danger before her senses would
character by flanking her, unless the attacker has at normally allow her to do so. She retains her Dexterity
least four more rogue levels than the target does. bonus to AC (if any) even if she is caught flat-footed or

For Want of a Nail Page 41


struck by an invisible attacker. However, she still loses armour, magic missile, protection from good, ray of
her Dexterity bonus to AC if immobilized. enfeeblement, shield; 2nd – bear’s endurance, eagle’s
Possessions: shadow +1 studded leather armour, spendour, mirror image, protection from arrows,
small short sword, +1 flaming small composite scorching ray; 3rd – fly, haste, fireball; lightning bolt;
shortbow, 20 bolts; potion of cure serious wounds, 4th - ice storm, lesser globe of invulnerability, silent
potion of invisibility, potion of cat’s grace, potion of dispel magic, stone skin; 5th – cloudkill, cone of cold,
haste, 2 vials of wyvern poison (Injury; DC 17; Initial teleport; 6th – chain lightning, disintegrate; 7th – spell
and secondary damage 2d6 Con), 10 gp. turning
Possessions: Dagger, light crossbow, crossbow
Kervel Tarn: Clr5 - Earth Dragon; CR 5; Medium bolts, (20) potion of cure serious wounds, potion of
humanoid; HD 5d8+10; hp 38; Init +5; Spd 20 ft.; AC water breathing, potion of remove blindness/deafness,
18, touch 11, flatfooted 17; Base Atk +3; Grp +4; Atk +5 bracers of armour +3, cloak of resistance +2
melee (1d6+2/x4, +1 heavy pick) or +4 ranged (1d8,
light crossbow); Full Atk +5 melee (1d6+2/x4, +1 heavy Human Slavelord soldiers: Ftr6; CR 6; Medium
pick) or +4 ranged (1d8, light crossbow); Space/Reach humanoid; HD 6d10+6; hp 46; Init +7; Spd 30 ft.; AC
5 ft./ 5 ft.; AL LE; SV Fort +6, Ref +2, Will +7; Str 12, 17, touch 13, flat-footed 14; Base Atk +6; Grp +9; Atk
Dex 12, Con 14, Int 10, Wis 17, Cha 10. +10 melee (1d6+4/18-20, scimitar) or +9 melee
Skills and Feats: Concentration +10, Heal +9, Hide (1d4+3/19-20, dagger) or +10 ranged (1d8+2, light
+1; Combat Casting, Improved Initiative, Martial crossbow); Full Atk +10/+5 melee (1d6+4/18-20,
Weapon Proficiency (heavy pick). scimitar) or +9/+4 melee (1d4+3/19-20, dagger) or
Cleric Spells Prepared (Clr 5/4+1/3+1/2+1; Save +10/+5 ranged (1d8+2, light crossbow); Space/Reach 5
DC13 + spell level): 0 – detect magic, guidance x 2, ft./ 5 ft.; AL LE; SV Fort +6, Ref +5, Will +2; Str 17, Dex
resistance, virtue; 1st – bless, divine favour, magic 16, Con 12, Int 10, Wis 10, Cha 8.
weapon, protection from good*, shield of faith; 2nd – Skills and Feats: Climb +11, Jump +11, Swim +12;
bull’s strength, silence, soften earth and stone*, Diehard, Endurance, Far Shot, Improved Initiative,
spiritual weapon; 3rd – dispel magic, glyph of warding, Point Blank Shot, Rapid Shot, Weapon Focus (light
stone shape*. crossbow), Weapon Specialisation (light crossbow).
* Domain Spell.Domains: Earth: turn or destroy air Possessions: +1 scimitar, dagger, light crossbow,
creatures. Rebuke, command, or bolster earth crossbow bolts, +1 studded leather, potion of cure
creatures, 3/day. Evil: cast evil spells at +1 caster level; serious wounds, potion of bull's strength, potion of
Possessions: +1 heavy pick, light crossbow, heroism.
crossbow bolts (20), +1 banded mail, potion of cure
serious wounds, potion of invisibility, potion of owl’s Jillana: Human Rog8; CR 8; Medium humanoid;
wisdom. HD 8d6; hp 34; Init +6; Spd 30 ft.; AC 13, flat-footed 10;
touch 13; Base Atk +7; Grp +7; Space/Reach 5 ft./ 5 ft.;
Encounter 6 SA Sneak attack +4d6; SQ Evasion, uncanny dodge,
Markessa the White: Sor14; CR 14; Medium improved uncanny dodge; AL CG; SV Fort +3; Ref +10;
Humanoid; HD 14d4; hp 46; Init +5; Spd 30 ft.; AC 14, Will +3; Str 10, Dex 17, Con 10, Int 14, Wis 10, Cha 16.
touch 11, flatfooted 13; Base Atk +7; Grp +7; Atk +7 Skills and Feats: Bluff +17, Disguise +18, Forgery
melee (1d4/19-20, dagger) or +8 ranged (1d8, light +15, Hide +14, Intimidate +5, Move Silently +14,
crossbow); Full Atk +7/+2 melee (1d4/19-20, dagger) or Tumble +14, Search +13, Listen +13, Sense Motive +13,
+8/+3 ranged (1d8, light crossbow); Space/Reach 5 ft./ Spot +13; Alertness, Deceitful, Improved Initiative,
5 ft.; SQ Elven traits, sleep immunity, low-light vision; Persuasive.
AL LE; SV Fort +6, Ref +7, Will +11; Str 10, Dex 12, Evasion (Ex): At 2nd level and higher, a rogue can
Con 10, Int 10, Wis 10, Cha 21. avoid even magical and unusual attacks with great
Skills and Feats: Concentration +17, Listen +2, agility. If she makes a successful Reflex saving throw
Search +2, Spot +2; Combat Casting, Improved against an attack that normally deals half damage on a
Initiative, Silent Spell, Spell Focus (Evocation) successful save, she instead takes no damage. Evasion
Toughness. can be used only if the rogue is wearing light armor or
Sorcerer Spells Known: (9/5/5/4/4/3/2/1; save no armor. A helpless rogue does not gain the benefit of
DC 15 + spell level; Evocation save DC 16 + spell level): evasion.
0 – acid splash, daze, detect magic, flare, ghost sound, Trap Sense (Ex): A rogue gains an intuitive sense
light, ray of frost, resistance, touch of fatigue; 1st – mage that alerts her to danger from traps, giving her a +2

For Want of a Nail Page 42


bonus on Reflex saves made to avoid traps and a +2
dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex): Starting at 4th level, a
rogue can react to danger before her senses would
normally allow her to do so. She retains her Dexterity
bonus to AC (if any) even if she is caught flat-footed or
struck by an invisible attacker. However, she still loses
her Dexterity bonus to AC if immobilized.
Improved Uncanny Dodge (Ex): A rogue of 8th
level or higher can no longer be flanked. This defense
denies another rogue the ability to sneak attack the
character by flanking her, unless the attacker has at
least four more rogue levels than the target does.

For Want of a Nail Page 43


APL 12
Encounter 2 Possessions: +1 shortspear, masterwork chain shirt,
Orc Axeman: Ftr1; CR 1; Medium humanoid; HD potion of cure serious wounds, potion of owl’s wisdom,
1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12, flat- potion of haste.
footed 16; Base Atk +1; Grp +5; Atk +7 melee (1d8+7/x3,
+1 battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 Encounter 3
ranged (1d6+4, throwing axe); Full Atk +7 melee Orc Axeman: Ftr1; CR 1; Medium humanoid; HD
(1d8+7/x3, +1 battleaxe) or +5 melee (1d6+4/x3, handaxe) 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12, flat-
or +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 footed 16; Base Atk +1; Grp +5; Atk +7 melee (1d8+7/x3,
ft.; SQ: Light sensitivity, darkvision; AL CE; SV Fort +4, +1 battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3
Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, ranged (1d6+4, throwing axe); Full Atk +7 melee
Cha 6. (1d8+7/x3, +1 battleaxe) or +5 melee (1d6+4/x3, handaxe)
Skills and Feats: Hide +2, Spot +3; Improved or +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5
Initiative, Weapon Focus (battleaxe). ft.; SQ: Light sensitivity, darkvision; AL CE; SV Fort +4,
Light Sensitivity (Ex): Orcs are dazzled in bright Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12,
sunlight or within the radius of a daylight spell. Cha 6.
Possessions: +1 battleaxe, throwing axe, handaxe, Skills and Feats: Hide +2, Spot +3; Improved
masterwork chainmail, potion of cure serious wounds, Initiative, Weapon Focus (battleaxe).
potion of heroism, potion of bull’s strength, 1 gp. Light Sensitivity (Ex): Orcs are dazzled in bright
sunlight or within the radius of a daylight spell.
Orc Crossbowman: Ftr1; CR 1; Medium humanoid; HD Possessions: +1 battleaxe, throwing axe, handaxe,
1d10+2; hp 12; Init +7; Spd 30 ft.; AC 18, touch 13, flat- masterwork chainmail, potion of cure serious wounds,
footed 15; Base Atk +1; Grp +4; Atk; +6 ranged (1d8+1/19- potion of heroism, potion of bull’s strength, 1 gp.
20, +1 light crossbow) or +4 melee (1d6+3/x3, handaxe);
Full Atk +6 ranged (1d8+1/19-20, +1 light crossbow) or +4 Orc Shaman: Clr1 - Gruumsh; CR 1; Medium
melee (1d6+3/x3, handaxe); Space/Reach 5 ft./ 5 ft.; SQ: humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 17,
Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +3, touch 11, flat-footed 16; Base Atk +0; Grp +1; Atk +3
Will +0; Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 6. melee (1d8+2, +1 shortspear); Full Atk +3 melee (1d8+2,
Skills and Feats: Hide +3, Spot +2; Improved +1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ: Light
Initiative, Weapon Focus (light crossbow) sensitivity, darkvision; AL CE; SV Fort +3, Ref +1, Will +5;
Light Sensitivity (Ex): Orcs are dazzled in bright Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6.
sunlight or within the radius of a daylight spell. Skills and Feats: Concentration +5, Spellcraft +4;
Possessions: +1 light crossbow, crossbow bolts (20), Combat Casting, Weapon Focus (shortspear).
handaxe, masterwork chain shirt, potion of cure serious Light Sensitivity (Ex): Orcs are dazzled in bright
wounds, potion of haste, 1 gp. sunlight or within the radius of a daylight spell.
Cleric Spells Prepared (3/2; save DC 13 + spell level):
Orc Shaman: Clr1 - Gruumsh; CR 1; Medium 0 - guidance, resistance, virtue; 1st - bless, enthropic
humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 17, shield, enlarge person *
touch 11, flat-footed 16; Base Atk +0; Grp +1; Atk +3 * Domain Spell.Domains: War – free Weapon Focus;
melee (1d8+2, +1 shortspear); Full Atk +3 melee (1d8+2, Strength: +1 enhancement bonus to Strength as a free
+1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ: Light action, for 1 round, 1/day.
sensitivity, darkvision; AL CE; SV Fort +3, Ref +1, Will +5; Possessions: +1 shortspear, masterwork chain shirt,
Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. potion of cure serious wounds, potion of owl’s wisdom,
Skills and Feats: Concentration +5, Spellcraft +4; potion of haste.
Combat Casting, Weapon Focus (shortspear).
Light Sensitivity (Ex): Orcs are dazzled in bright Encounter 4
sunlight or within the radius of a daylight spell. Garrison at Full Strength
Cleric Spells Prepared (3/2; save DC 13 + spell level): Orc berserkers: Bbn9; CR 9; Medium humanoid; HD
0 - guidance, resistance, virtue; 1st - bless, enthropic 9d12+18; hp 86; Init +6; Spd 40 ft.; AC 16, touch 12,
shield, enlarge person * flatfooted 14; Base Atk +9; Grp +15; Atk +17 (2d4+10/15-
* Domain Spell.Domains: War – free Weapon Focus; 20, +1 falchion) or +11 (1d8+4/x3, mighty composite
Strength: +1 enhancement bonus to Strength as a free longbow +4); Full Atk +17/+12 (2d4+10/15-20, +1
action, for 1 round, 1/day. falchion) or +11/+6 (1d8+4/x3, mighty composite

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longbow +4); Space/Reach 5 ft./ 5 ft.; SQ Rage 3/day, fast movement, greater magic weapon, poison; 5th – flame
movement, improved uncanny dodge, trap sense +3, strike*; righteous might.
damage reduction 1/-, light sensitivity, darkvision; AL * Domain Spell.Domains: War – free Weapon Focus;
CE; SV Fort +8, Ref +5, Will +4; tr 22, Dex 14, Con 14, Int Strength: +9 enhancement bonus to Strength as a free
6, Wis 12, Cha 6. action, for 1 round, 1/day.
Skills and Feats: Listen +13, Spot +7; Improved Possessions: +1 shortspear, +1 chainmail, potion of
Critical (falchion), Improved Initiative, Power Attack, bull’s strength, potion of cure serious wounds, potion of
Weapon Focus (falchion). owl’s wisdom, potion of haste.
Uncanny Dodge (Ex): At 2nd level, a barbarian
retains his Dexterity bonus to AC (if any) even if he is Half-orc Sorcerer: Sor9; CR 9; Medium humanoid;
caught flat-footed or struck by an invisible attacker. HD 9d4+9; hp 37; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
However, he still loses his Dexterity bonus to AC if footed 10; Base Atk +4; Grp +4; Atk +4 melee (1d8,
immobilized. shortspear) or +6 ranged (1d8, light crossbow); Full Atk
Trap Sense (Ex): A barbarian gains a +3 bonus on +4 melee (1d8, shortspear) or +6 ranged (1d8, light
Reflex saves made to avoid traps and a +3 dodge bonus to crossbow); Space/Reach 5 ft./ 5 ft.; SQ: Darkvision,
AC against attacks made by traps. alertness, improved evasion, share spells, empathic link,
Improved Uncanny Dodge (Ex): At 5th level and deliver touch spells, speak with master; AL CE; SV Fort
higher, a barbarian can no longer be flanked. This defense +4, Ref +5, Will +7; Str 10, Dex 14, Con 12, Int 10, Wis 12,
denies a rogue the ability to sneak attack the barbarian by Cha 16.
flanking him, unless the attacker has at least four more Skills and Feats: Concentration +13, Spellcraft +12;
rogue levels than the target has barbarian levels. Combat Casting, Improved Familiar, Improved Initiative,
Damage Reduction (Ex): At 7th level, a barbarian Spell Focus (evocation).
gains Damage Reduction. Subtract 1 from the damage the Alertness (Ex): While a familiar is within arm’s reach,
barbarian takes each time he is dealt damage from a the master gains the Alertness feat.
weapon or a natural attack. Light Sensitivity (Ex): Orcs Improved Evasion (Ex): When subjected to an attack
are dazzled in bright sunlight or within the radius of a that normally allows a Reflex saving throw for half
daylight spell. damage, a familiar takes no damage if it makes a
Possessions: +1 falchion, mighty composite longbow successful saving throw and half damage even if the
+4; master work chain shirt, potion of cure serious saving throw fails.
wounds, potion of bull’s strength, potion of heroism. Share Spells: At the master’s option, he may have any
spell (but not any spell-like ability) he casts on himself
Orc shaman: Clr9-Gruumsh; CR 9; Medium also affect his familiar. The familiar must be within 5 feet
humanoid; HD 9d8+9; hp 51; Init +5; Spd 30 ft.; AC 17, at the time of casting to receive the benefit.
touch 11, flatfooted 16; Base Atk +6; Grp +8; Atk +10 If the spell or effect has a duration other than
melee (1d8+4, +1 shortspear) or +7 ranged (1d8, light instantaneous, it stops affecting the familiar if it moves
crossbow); Full Atk +10/+5 melee (1d8+4, +1 shortspear) farther than 5 feet away and will not affect the familiar
or +7/+2 ranged (1d8, light crossbow); Space/Reach 5 ft./ again even if it returns to the master before the duration
5 ft.; SQ: Light sensitivity, darkvision; AL CE; SV Fort +7, expires. Additionally, the master may cast a spell with a
Ref +4, Will +10; Str 14, Dex 12, Con 12, Int 8, Wis 18, target of “You” on his familiar (as a touch range spell)
Cha 6. instead of on himself. A master and his familiar can share
Skills and Feats: Concentration +13; Combat Casting, spells even if the spells normally do not affect creatures of
Combat Reflexes, Improved Initiative, Weapon Focus the familiar’s type (magical beast).
(Shortspear). Empathic Link (Su): The master has an empathic
Light Sensitivity (Ex): Orcs are dazzled in bright link with his familiar out to a distance of up to 1 mile. The
sunlight or within the radius of a daylight spell. master cannot see through the familiar’s eyes, but they
Cleric Spells Prepared: (6/5+1/5+1/4+1/3+1 /1+1; can communicate empathically. Because of the limited
save DC 14 + spell level): 0 - detect magic, guidance x2, nature of the link, only general emotional content can be
resistance x2, virtue; 1st - bless, enlarge person, enthropic communicated.
shield, magic weapon*, obscuring mist, protection from Because of this empathic link, the master has the
good; 2nd - bull's strength, hold person, owl's wisdom, same connection to an item or place that his familiar
silence, spiritual weapon*, summon monster II; 3rd - does.
bestow curse, blindness, dispel magic, glyph of warding, Deliver Touch Spells (Su): If the master is 3rd level
magic vestment*; 4th – divine power*, freedom of or higher, a familiar can deliver touch spells for him. If
the master and the familiar are in contact at the time the

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master casts a touch spell, he can designate his familiar as Garrison Depleted
the “toucher.” The familiar can then deliver the touch Orc berserkers: Bbn3; CR 3; Medium Humanoid; HD
spell just as the master could. As usual, if the master casts 3d12+6; hp 32; Init +6; Spd 40 ft.; AC 17, touch 12,
another spell before the touch is delivered, the touch flatfooted 15; Base Atk +3; Grp +8; Atk +10 melee
spell dissipates. (2d4+8/18-20, +1 falchion) or +5 ranged (1d8+4/x3,
Speak with Master (Ex): If the master is 5th level or mighty composite longbow +4); Full Atk +10 melee
higher, a familiar and the master can communicate (2d4+8/18-20, +1 falchion) or +5 ranged (1d8+4/x3,
verbally as if they were using a common language. Other mighty composite longbow +4); Space/Reach 5 ft./ 5 ft.;
creatures do not understand the communication without SA: rage 1/day; SQ Light sensitivity; fast movement,
magical help. illiteracy; uncanny doge trap sense; darkvision; AL CE;
Quasit; CR 2 Tiny outsider (chaotic, evil); HD 3d8; SV Fort +5, Ref +3, Will +2; Str 20, Dex 14, Con 14, Int 6,
hp 13; Init +7 (+3 Dex, +4 Imp. Init.); Spd 20 ft., fly 50 ft. Wis 12, Cha 6.
(perfect); AC 23 (touch 13, flat-footed 19); Base Atk + ; Skills and Feats: Listen +7, Spot +4; Improved
Grp + ; Atk +8 melee (1d3-1 plus poison, 2 claws); +3 Initiative, Weapon Focus (falchion).
melee (1d4-1, bite); Space/Reach 5 ft./ 5 ft.; SA Poison, Light Sensitivity (Ex): Orcs are dazzled in bright
spell-like abilities; SQ Alternate form, damage reduction sunlight or within the radius of a daylight spell.
5/cold iron or good, darkvision 60 ft., fast healing 2, Uncanny Dodge (Ex): At 2nd level, a barbarian
immunity to poison, resistance to fire 10, alertness, retains his Dexterity bonus to AC (if any) even if he is
improved evasion, share spells, empathic link, deliver caught flat-footed or struck by an invisible attacker.
touch spells, speak with master; AL CE; SV Fort +3, Ref However, he still loses his Dexterity bonus to AC if
+6, Will +4; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10. immobilized.
Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 Trap Sense (Ex): Starting at 3rd level, a barbarian
(+2 acting), Hide +17, Intimidate +2, Knowledge (The gains a +1 bonus on Reflex saves made to avoid traps and a
Planes) +6, Listen +7, Move Silently +9, Search +6, +1 dodge bonus to AC against attacks made by traps.
Spellcraft +6, Spot +6 Improved Initiative, Weapon Possessions: +1 falchion, hand axe, throwing axe,
Finesse (bite). chain shirt +1, potion of cure serious wounds, potion of
Poison (Ex): Injury, Fortitude DC 13, initial damage bull's strength, potion of heroism.
1d4 Dex, secondary damage 2d4 Dex.
Spell-Like Abilities: At will—detect good, detect Orc shaman: Clr3 - Gruumsh; CR 3; Medium
magic, and invisibility (self only); 1/day—cause fear (as humanoid; HD 3d8+3; hp 21; Init +5; Spd 30 ft.; AC 17,
the spell, except that its area is a 30-foot radius from the touch 11, flatfooted 16; Base Atk +2; Grp +4; Atk +6 melee
quasit, save DC 11). Caster level 6th. Once per week a (1d8+3, +1 shortspear) or +3 ranged (1d8, light crossbow);
quasit can use commune to ask six questions. The ability Full Atk +6 melee (1d8+3, +1 shortspear) or +3 ranged
otherwise works as the spell (caster level 12th). (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Light
Alternate Form (Su): A quasit can assume other sensitivity, darkvision; AL CE; SV Fort +4, Ref +2, Will +6;
forms at will as a standard action. This ability functions as Str 14, Dex 12, Con 12, Int 8, Wis 16, Cha 6.
a polymorph spell cast on itself (caster level 12th), except Skills and Feats: Concentration +7; Combat Casting,
that a quasit does not regain hit points for changing form, Improved Initiative, Weapon Focus (Shortspear).
and any individual quasit can assume only one or two Light Sensitivity (Ex): Orcs are dazzled in bright
forms no larger than Medium. Common forms include sunlight or within the radius of a daylight spell.
bat, monstrous centipede, toad, and wolf. A quasit in Cleric Spells Prepared (4/3+1/2+1; save DC 13 + spell
alternate form loses its poison attack. level): 0 – detect magic, guidance, resistance, virtue; 1st -
Sorceror Spells Known: (8/5/4/3/2; save DC 13 + bless, divine favour, enthropic shield, enlarge person*; 2nd
spell level; evocation save DC 15 + spell level): 0 – acid - bull’s strength*, silence; spiritual weapon;
splash, daze, flare, ghost sound, light, ray of frost, * Domain Spell.Domains: War – free Weapon Focus;
resisitance, touch of fatigue; 1st – magic missile, mage Strength: +3 enhancement bonus to Strength as a free
armour, ray of enfeeblement, shield, true strike; 2nd – blur, action, for 1 round, 1/day
eagle’s splendor, scorching ray, touch of idiocy; 3rd – Possessions: +1 shortspear, +1 chainmail, potion of
dispel magic, haste, lightning bolt; 4th – lesser globe of cure serious wounds, potion of owl's wisdom, potion of
invulnerability, ice storm. haste.
Possessions: Shortspear, dagger, light crossbow,
potion of cure serious wounds, potion of invisibility, Half-orc sorceror: Sor3; CR 3; Medium humanoid;
potion of haste, potion of resist fire 20. HD 3d4+3; hp 13; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
footed 10; Base Atk +1; Grp +1; Atk +1 melee (1d8,

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shortspear) or +3 ranged (1d8, light crossbow); Full Atk 1 Half-orc Slavelord soldiers: Ftr7; CR 7; Medium
melee (1d8, shortspear) or +3 ranged (1d8, light humanoid; HD 7d10+7; hp 53; Init +6; Spd 30 ft.; AC 18,
crossbow); Space/Reach 5 ft./ 5 ft.; SQ: Darkvision (Ex); touch 12, flatfooted 16; Base Atk +7; Grp +11; Atk +13
Space/Reach 5 ft./ 5 ft.; AL CE; SV Fort +2, Ref +3, Will (1d6+7/18-20, +1 scimitar) or +10 melee (1d8+6, mighty
+4; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 14. composite longbow +4); Full Atk +13/+8 (1d6+&/18-20,
Skills and Feats: Concentration +7, Spellcraft +6; +1 scimitar) or +10/+5 melee (1d8+6, mighty composite
Combat Casting, Improved Initiative. longbow +4); Space/Reach 5 ft./ 5 ft.; SQ Darkvision; AL
Sorceror Spells Known: (5/3; save DC 12 + spell CE; SV Fort +6, Ref +4, Will +3; Str 19, Dex 14, Con 12,
level): 0 – acid splash, flare, daze, ghost sound, touch of Int 10, Wis 12, Cha 6.
fatigue; 1st – magic missile, ray of enfeeblement, shield. Skills and Feats: Hide +5, Spot +6; Improved
Possessions: Shortspear, dagger, light crossbow, Initiative, Point Blank Shot, Rapid Shot, Weapon Focus
potion of cure serious wounds, potion of mage armour, (composite longbow), Weapon Focus: (scimitar), Weapon
potion of invisibility, potion of haste, potion of resist fire Specialization (composite longbow), Weapon
20. Specialization (scimitar).
Possessions: +1 scimitar, mighty composite longbow
Gavran: Human Rog8; CR 8; Medium humanoid; HD +4, arrows (20), +1 chainmail, potion of invisibility,
8d6+3; hp 42; Init +6; Spd 30 ft.; AC 13, flat-footed 10; potion of cure serious wounds, potion of bull’s strength,
touch 13; Base Atk +7; Grp +8; Atks +8 melee (1d6+1, potion of heroism, 12 gp
shortspear); Full Atk +8/+3 melee (1d6+1, shortspear);
Space/Reach 5 ft./ 5 ft.; SA Sneak attack +4d6; SQ Halfling Slavelord scout: Rog7; CR 7; Small
Evasion, uncanny dodge, improved uncanny dodge; AL humanoid; HD 7d6+14; hp 51; Init +8; Spd 20 ft.; AC 19,
LE; SV Fort +4; Ref +10; Will +3; Str 12, Dex 17, Con 13, touch 14, flatfooted 15; Base Atk +6; Grp +7; Atk +7 melee
Int 14, Wis 10, Cha 8. (1d4+1, small short sword) or +12 ranged (1d4+1, small +1
Skills and Feats: Hide +14, Move Silently +14, flaming composite shortbow); Full Atk +7 melee (1d4+1,
Tumble +14, Open Locks +16, Search +13, Appraise +13, small short sword) or +12 ranged (1d4+1, small +1
Disable Device +15, Listen +13, Spot +13, Use Magic flaming composite shortbow); Space/Reach 5 ft./5 ft.; SA
Device +10; Improved Initiative; Alertness; Shield Sneak attack +4d6; SQ Halfling traits, evasion,
Proficiency, Combat Reflexes. trapfinding, uncanny dodge, trap sense +2; AL N; SV Fort
Evasion (Ex): At 2nd level and higher, a rogue can +5, Ref +10, Will +4; Str 12, Dex 19, Con 14, Int 10, Wis
avoid even magical and unusual attacks with great agility. 12, Cha 8.
If she makes a successful Reflex saving throw against an Skills and Feats: Balance +13, Climb +12, Escape
attack that normally deals half damage on a successful Artist +13, Hide +22, Jump +2, Listen +13, Move Silently
save, she instead takes no damage. Evasion can be used +15, Spot +11, Tumble +13; Improved Initiative, Point
only if the rogue is wearing light armor or no armor. A Blank Shot, Weapon Focus (composite shortbow).
helpless rogue does not gain the benefit of evasion. Evasion (Ex): At 2nd level and higher, a rogue can
Trap Sense (Ex): A rogue gains an intuitive sense avoid even magical and unusual attacks with great agility.
that alerts her to danger from traps, giving her a +2 bonus If she makes a successful Reflex saving throw against an
on Reflex saves made to avoid traps and a +2 dodge bonus attack that normally deals half damage on a successful
to AC against attacks made by traps. save, she instead takes no damage. Evasion can be used
Uncanny Dodge (Ex): Starting at 4th level, a rogue only if the rogue is wearing light armor or no armor. A
can react to danger before her senses would normally helpless rogue does not gain the benefit of evasion.
allow her to do so. She retains her Dexterity bonus to AC Trap Sense (Ex): A rogue gains an intuitive sense
(if any) even if she is caught flat-footed or struck by an that alerts her to danger from traps, giving her a +2 bonus
invisible attacker. However, she still loses her Dexterity on Reflex saves made to avoid traps and a +2 dodge bonus
bonus to AC if immobilized. to AC against attacks made by traps.
Improved Uncanny Dodge (Ex): A rogue of 8th Uncanny Dodge (Ex): Starting at 4th level, a rogue
level or higher can no longer be flanked. This defense can react to danger before her senses would normally
denies another rogue the ability to sneak attack the allow her to do so. She retains her Dexterity bonus to AC
character by flanking her, unless the attacker has at least (if any) even if she is caught flat-footed or struck by an
four more rogue levels than the target does. invisible attacker. However, she still loses her Dexterity
bonus to AC if immobilized.
Encounter 5 Possessions: shadow +1 studded leather armour,
small short sword, +1 flaming small composite shortbow,
20 bolts; potion of cure serious wounds, potion of

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invisibility, potion of cat’s grace, potion of haste, 2 vials of magic, stone skin; 5th – cloudkill, cone of cold, teleport; 6th
wyvern poison (Injury; DC 17; Initial and secondary – chain lightning, disintegrate; 7th – spell turning
damage 2d6 Con), 10 gp. Possessions: Dagger, light crossbow, crossbow bolts,
(20) potion of cure serious wounds, potion of water
Kervel Tarn: Clr7 - Earth Dragon; CR 7; Medium breathing, potion of remove blindness/deafness, bracers
humanoid; HD 7d8+14; hp 52; Init +5.; Spd 20 ft.; AC 18, of armour +3, cloak of resistance +2, ring of force shield.
touch 11, flatfooted 17; Base Atk +5; Grp +7; Atk +8 melee Human Slavelord soldiers: Ftr8; CR 8; Medium
(1d6+2/x4, +1 heavy pick) or +6 ranged (1d8, light humanoid; HD 8d10+8; hp 51; Init +7; Spd 30 ft.; AC 17,
crossbow); Full Atk +8 melee (1d6+2/x4, +1 heavy pick) touch 13, flat-footed 14; Base Atk +8; Grp +12; Atk +13
or +6 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 (1d6+5/15-20, +1 scimitar) or +12 melee (1d4+4/19-20,
ft.; AL LE; SV Fort +7, Ref +3, Will +8; Str 12, Dex 12, Con dagger) or +12/+7 ranged (1d8+2, light crossbow); Full
14, Int 10, Wis 17, Cha 10. Atk +13/+8 (1d6+5/15-20, +1 scimitar) or +12/+7 melee
Skills and Feats: Concentration +12, Heal +11, Hide (1d4+4/19-20, dagger) or +12/+7 ranged (1d8+2, light
+2; Combat Casting, Improved Initiative, Martial crossbow); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +7, Ref
Weapon Proficiency (heavy pick), Weapon Focus (heavy +5, Will +2; Str 18, Dex 16, Con 12, Int 10, Wis 10, Cha 8.
pick). Skills and Feats: Climb +14, Jump +14, Swim +15;
Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; save DC 13 + Diehard, Endurance, Far Shot, Improved Critical
spell level): 0 – detect magic, guidance x 2, resistance, (scimitar), Improved Initiative, Point Blank Shot, Rapid
virtue x 2; 1st – bane, bless, divine favour, magic weapon, Shot, Weapon Focus (light crossbow), Wepaon
protection from good*, shield of faith; 2nd – bull’s Specialisation (light crossbow).
strength, owl’s wisdom, silence, soften earth and stone*, Possessions: +1 scimitar, dagger, light crossbow,
spiritual weapon; 3rd – dispel magic, glyph of warding, crossbow bolts, +1 studded leather, potion of cure serious
stone shape*, windwall; 4th – poison, unholy blight. wounds, potion of bull's strength, potion of heroism.
* Domain Spell.Domains: Earth: turn or destroy air
creatures. Rebuke, command, or bolster earth creatures, Jillana: Human Rog8; CR 8; Medium humanoid; HD
3/day. Evil: cast evil spells at +1 caster level; 8d6; hp 34; Init +6; Spd 30 ft.; AC 13, flat-footed 10; touch
Possessions: +1 heavy pick, light crossbow, crossbow 13; Base Atk +7; Grp +7; Space/Reach 5 ft./ 5 ft.; SA Sneak
bolts (20), +1 banded mail, potion of cure serious wounds, attack +4d6; SQ Evasion, uncanny dodge, improved
potion of invisibility, potion of owl’s wisdom. uncanny dodge; AL CG; SV Fort +3; Ref +10; Will +3; Str
10, Dex 17, Con 10, Int 14, Wis 10, Cha 16.
Encounter 6 Skills and Feats: Bluff +17, Disguise +18, Forgery +15,
Markessa the White: Sor14; CR 14; Medium Hide +14, Intimidate +5, Move Silently +14, Tumble +14,
Humanoid; HD 14d4; hp 46; Init +5; Spd 30 ft.; AC 14, Search +13, Listen +13, Sense Motive +13, Spot +13;
touch 11, flatfooted 13; Base Atk +7; Grp +7; Atk +7 melee Alertness, Deceitful, Improved Initiative, Persuasive.
(1d4/19-20, dagger) or +8 ranged (1d8, light crossbow); Evasion (Ex): At 2nd level and higher, a rogue can
Full Atk +7/+2 melee (1d4/19-20, dagger) or +8/+3 ranged avoid even magical and unusual attacks with great agility.
(1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Elven If she makes a successful Reflex saving throw against an
traits, sleep immunity, low-light vision; AL LE; SV Fort attack that normally deals half damage on a successful
+6, Ref +7, Will +11; Str 10, Dex 12, Con 10, Int 10, Wis save, she instead takes no damage. Evasion can be used
10, Cha 21. only if the rogue is wearing light armor or no armor. A
Skills and Feats: Concentration +17, Listen +2, helpless rogue does not gain the benefit of evasion.
Search +2, Spot +2; Combat Casting, Improved Initiative, Trap Sense (Ex): A rogue gains an intuitive sense
Silent Spell, Spell Focus (Evocation) Toughness. that alerts her to danger from traps, giving her a +2 bonus
Sorceror Spells Known: (9/5/5/4/4/3/2/1; save DC on Reflex saves made to avoid traps and a +2 dodge bonus
15 + spell level; Evocation save DC 16 + spell level): 0 – to AC against attacks made by traps.
acid splash, daze, detect magic, flare, ghost sound, light, Uncanny Dodge (Ex): Starting at 4th level, a rogue
ray of frost, resistance, touch of fatigue; 1st – mage can react to danger before her senses would normally
armour, magic missile, protection from good, ray of allow her to do so. She retains her Dexterity bonus to AC
enfeeblement, shield; 2nd – bear’s endurance, eagle’s (if any) even if she is caught flat-footed or struck by an
spendour, mirror image, protection from arrows, invisible attacker. However, she still loses her Dexterity
scorching ray; 3rd – fly, haste, fireball; lightning bolt; 4th - bonus to AC if immobilized.
ice storm, lesser globe of invulnerability, silent dispel Improved Uncanny Dodge (Ex): A rogue of 8th
level or higher can no longer be flanked. This defense
denies another rogue the ability to sneak attack the

For Want of a Nail Page 48


character by flanking her, unless the attacker has at least
four more rogue levels than the target does.

For Want of a Nail Page 49


Appendix II – Maps

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