Scourge of the Slave Lords
Chapter Four

Following the PCs' departure from Highport and
their travel through the Drachensgrab Hills
toward the Slavers’ Stockade

Product Number: 9167
Year Published:  1986

Converted from 1st Edition to 3rd Edition D&D 
by S.H. Jones <sholdenj@uwo.ca>

14 April, 2001

Summary of Conversion: This adventure has been re-scaled to 3E for four characters who, if they have been through the first three chapters, may now be 9th or even 10th level.  Incidental details or explanations appear throughout; feel free to adjust or dismiss anything that doesn’t work in your campaign.

Chapter 4: Into the Wilderness

Following the Trail
	The information found in the documents in Gruumsh’s temple (Ch.3, Temple level, Room #18) and in Sturm’s lair (Ch.3, Sewer level, Room #21), the map found on Blearic (Ch.3, Sewer level, Room #19.a.), and/or any incidental information found in Highport should set the PCs on the trail to the slavers’ stockade in the Drachensgrab Foothills. The southern trail into the mountains is well known to but generally shunned by all but the progeny of the wild interior. It leads into the Drachensgrab Mountains where the humanoid invaders of the Pomarj originated. Most humans know very little of the interior, and those who do are little better than savages. 
	The merchant Alforas is also well known in Highport, though not necessarily well loved. He is an active slaver and is one of the few humans known to have travelled unharmed into the interior. He recently left the city, after purchasing supplies for a caravan 100-strong, about two weeks ago. Although he did not announce his intention, it is clear to those who know (of) him that he was planning a trip inland. He and his slave caravan were spotted leaving by the southern trail. Note: PCs may gain access to this information, if necessary, using the “Information” system described in Chapter 2 of this conversion series.
	The PCs may track Alforas’s caravan, but this should be very difficult given the time (and perhaps weather) that has passed since his departure. If the PCs should somehow catch up to and/or make contact with Alforas and his caravan, the NPCs’ stats are listed below. 

Alforas’ Slave Caravan (EL 12)
	The caravan consists of 6 horse-drawn supply wagons; a mercenary guard captain with 30 armed guards, all mounted; a number of teamsters; and several dozen slaves. 
	Note that a new player or PC can easily be worked into the campaign in the form of one of the caravan’s slaves (simply place the character among them when the party encounters the caravan). If the party is  trying unsuccessfully to track or find the caravan, the DM might also use an escaped slave to inform them, or else have them find a weak and abandoned or a dead slave to put them on the trail.
Alforas, male human Exp6: CR 5; SZ Medium humanoid; HD 6d6+6; hp 22; Init +0; Spd 30 ft; AC 16 (+4 chain shirt, +2 shield); Atk light mace +4 melee (1d6), or light crossbow +4 ranged (1d8, 80 ft); SV Fort +3, Ref +2, Will +5; AL NE; Str 10, Dex 11, Con 12, Int 12, Wis 10, Cha 10. 
Skills: Appraise +12, Bluff +9, Forgery +6, Gather Information +6, Innuendo +11, Knowledge (slavers) +7, Profession (scribe) +7, Ride +6, Search +7, Spot +7. Feats: Iron Will, Skill Focus (Appraise), Skill Focus (Innuendo). 
Possessions: chain shirt, large steel shield, light mace, light crossbow, 10 bolts, gold ring with amethyst (200 gp), 3 gold rings (50 gp each), gold chain (120 gp), 30 gp, 50 sp, silver strongbox key (20 gp).
Eiella, guard captain, female half-elf Ftr7/Sor1: CR 7; SZ Medium; HD 7d10+7+1d4+1; hp 50; Init +3; Spd 30 ft; AC 20 (+3 Dex, +5 bracers, +1 amulet, +1 buckler); Atk: longsword +10/+5 melee (1d8+3), or composite longbow +12/+7* ranged (1d8+2*, x3 crit, 110 ft); SA spells; SQ summon familiar, low-light vision, half-elf traits; SV Fort +6, Ref +6, Will +5; AL N(E); Str 14, Dex 17, Con 12, Int 10, Wis 13, Cha 12. 
Skills: Handle Animal +4, Listen +4, Ride +9, Search +3, Spellcraft +2, Spot +3, Wilderness Lore +2. Feats: Dodge, Mobility, Mounted Combat, Point Blank Shot*, Shot on the Run, Spring Attack, Weapon Focus (composite longbow). 
Sorcerer spells (5/4) [DC 11 + spell level]: 0  dancing lights, detect magic, mending, read magic; 1st  shield, true strike.
Possessions: +5 bracers of armour, steel buckler, +1 amulet of natural armour, +1 longsword, mw mighty composite longbow +2, +1 arrows (20), potion of cure serious wounds, ruby pendant on silver chain (1000 gp family heirloom), 15 gp.
Guard sergeants, male human War4 (2): CR 3; SZ Medium; HD 4d8+4; hp 23; Init +1; Spd 20 ft in chainmail; AC 18 (+1 Dex, +5 chainmail, +2 shield); Atk: longsword +6 melee (1d8+1), or composite shortbow +6 ranged (1d6, x3 crit, 70 ft); SV Fort +5, Ref +2, Will +1; AL NE; Str 13, Dex 12, Con 12, Int 10, Wis 10, Cha 10. 
Skills: Handle Animal +3, Listen +5, Ride +5, Spot +5, Wilderness Lore +1. Feats: Alertness, Weapon Focus (composite shortbow), Weapon Focus (longsword). 
Possessions: chainmail, large steel shield, longsword, composite shortbow, 20 arrows, 5d6 sp.
Veteran guards, male or female human War2 (8): CR 1; SZ Med; HD 2d8; hp 10; Init +1; Spd 20 ft in chainmail; AC 18 (+1 Dex, +5 chainmail, +2 shield); Atk: longsword +4 melee (1d8+1), or composite shortbow +4 ranged (1d6, x3 crit, 70 ft); SV Fort +3, Ref +1, Will +0; AL NE; Str 13, Dex 12, Con 11, Int 10, Wis 10, Cha 10. 
Skills: Handle Animal +2, Listen +2, Ride +4, Search +1, Spot +2. Feats: Weapon Focus (composite shortbow), Weapon Focus (longsword).  
Possessions: chainmail, large steel shield, longsword, composite shortbow, 12 arrows, 2d6 sp.
Caravan guards, male or female human War1 (20): CR ½; SZ Med; HD 1d8; hp 7; Init +0; Spd 20 ft in chainmail; AC 17 (+5 chainmail, +2 shield); Atk longsword +2 melee (1d8+1), or composite shortbow +2 ranged (1d6, x3 crit, 70 ft); SV Fort +2, Ref +0, Will +0; AL NE; Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha 10. 
Skills: Handle Animal +2, Ride +4, Search +1, Spot +2. Feats: Toughness, Weapon Focus (composite shortbow). 
Possessions: chainmail, large steel shield, longsword, composite shortbow, 12 arrows, 1d8 sp.
Teamsters, male or female human Com1 (12): CR ¼; SZ Medium; HD 1d4; hp 5; Init +0; Spd 30 ft; AC 12 (+2 leather); Atk longspear +0 melee (1d6); SV Fort +0, Ref +0, Will +0; AL NE; Str 11, Dex 10, Con 10, Int 10, Wis 11, Cha 10. 
Skills: Handle Animal +4, Listen +1, Profession (teamster) +3, Spot +2. Feats: Skill Focus (Handle Animal), Toughness. 
Possessions: leather armour, longspear, 1d4 sp.
Slaves, male or female (various races) Com1 (47): CR ¼; SZ Medium; HD 1d4; Init +0; Spd 30 ft; AC 10; Atk none, or unarmed +0 melee (1d3 subdual); SV Fort +0, Ref +0, Will +0; AL varies; Str 10, Dex 10, Con 10, Int 10, Wis 11, Cha 10. 
Skills: (various). Feats: (various). 

Caravan horses:
Eiella’s light warhorse: CR 1; SZ Large animal; HD 3d8+9; hp 27; Init +1; Spd 60 ft; AC 16 (-1 size, +1 Dex, +2 bridle, +4 natural); Atk: 2 hooves +4 (1d4+3), bite –1 melee (1d3+1); Face 5 ft x 10 ft; SQ scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Chr 6.  
Skills: Listen +7, Spot +7.
Possessions:  +2 bridle of armour, horseshoes of a zephyr.
Guards’ light horses (35): CR 1; SZ Large animal; HD 3d8+6; hp 19; Init +1; Spd 50 ft.; AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +2 melee (1d4+1); Face 5 ft x 10 ft; SQ scent; AL N; SV Fort +5, Ref +4, Will +2; Str 13, Dex 13, Con 15, Int 2, Wis 12, Chr 6.  
Skills: Listen +6, Spot +6.
Draft (heavy) horses (12): CR 1; SZ Large animal; HD 3d8+6; hp 19; Init +1; Spd 60 ft.; AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +3 melee (1d6+2); Face 5 ft x 10 ft; Reach 5 ft; SQ scent; AL N; SV Fort +5, Ref +4, Will +2; Str 15, Dex 13, Con 15, Int 2, Wis 12, Chr 6.  
Skills: Listen +6, Spot +6.
Scent (Ex): Detects opponents by scent within 30 feet — 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering).  
Treasure: Most of the value of the caravan is invested in the slaves it transports and the goods and supplies purchased for the journey. However, Alforas’ iron strongbox [Hardness 10, hp 15, Break DC 26; Open Locks DC 30] contains 16 gold trade bars (1600 gp total) and a pouch holding 50 pp.

The Hill Trails
	After some time spent in Highport, the PCs should have found several clues pointing to the destination of many slave caravans leaving the city: south, toward the slavers’ hill-fort/stockade. Before their wilderness journey begins, note what precautions have been taken and preparations made by the PCs, both on the trail and to protect their identities. They can disguise themselves physically or perhaps magically to casual inspection or even to most slaver agents’ observation, but may not take into account the reactions of various humanoid tribes in the hills who operate independently of the slavers and may be quite hostile to intruders. If characters appear hostile or bear arms or crests of enemies of particular humanoids, for example, they will surely attack. 
	A ranger or some other character with the Track feat and decent Wilderness Lore skill is very useful, if not necessary, for this leg of the PCs’ journey. If no such character is present, the PCs can hire a half-orc guide in Highport. This NPC (name determined by DM) is never friendly or sociable, and is not likely very trustworthy. While he does not intend to lead the party astray, he has no qualms about abandoning them if treated harshly or abused  and may do so in very dire circumstances if he feels compelled or tempted to do so. He is not, however, in league with the orcs and other humanoids of the area, as he knows they will treat him no better than a typical human if captured (i.e., to be tortured and, most likely, eaten). In fact, he will fight to the best of his ability against such foes, knowing that his safety may rely at some point on the PCs’ good opinion of him.
Guide, male half-orc Exp6: CR 5; SZ Medium humanoid; HD 6d6+6; hp 29; Init +1; Spd 30 ft; AC 14 (+4 chain shirt); Atk: longsword +7 melee (1d8+2), or light crossbow +4 ranged (1d8, 80 ft); SQ darkvision 60 ft, half-orc traits; SV Fort +3, Ref +2, Will +7; AL N; Str 15, Dex 11, Con 13, Int 10, Wis 14, Cha 7. 
Skills: Climb +5(+6), Hide +9(+10), Intuit Direction +6, Knowledge (region) +6, Listen +10, Move Silently +5(+6), Profession (hunter) +11, Spot +10, Wilderness Lore +11. Feats: Alertness, Martial Weapon (longsword), Track. 
Possessions: masterwork chain shirt, masterwork longsword, light crossbow, 12 bolts, 11 sp.

Drachensgrab Hills Encounters (Check every 2 hours: encounter occurs on 1 in 8)
   d%	   d%
  Day	 Night
   01	 01-02		1d2 basilisks
02-10	     		1d2 brown bears
11-15	     		dire bear
16-20	     		1d3 dire weasels
21-24	    03		1d4+1 doppelgangers
    	 04-06		1d2+1 ettins
25-35	 07-08		1d6+5 giant ants
36-38	     		1d3+1 griffons
   39	 09-20		humanoid patrol*
   40	 21-30		humanoid scout*
41-50	    31		1d6+5 monstrous centipedes
    	 32-35		2d4 ogres
    	 36-45		orc hunting party*
    	 46-55		orc raiding party*
   51	    56		tendriculos
    	 57-60		1d2+1 trolls
52-60	 61-62		viper (snake) 
61-68	     		wildman scout*
    	 63-69		1d6+4 worgs
   69	     		wyvern
70-82	 70-82		heavy rain 
83-87	 83-87		severe winds 
88-92	 88-92		thunderstorm 
93-00	 93-00		special encounter *
* see description below

Basilisk: CR 5; SZ Medium magical beast [reptilian]; HD 6d10+12; hp 45; Init -1; Spd 20 ft.; AC 16 (-1 Dex, +7 natural); Atk: bite +8 melee (1d8+3); SA petrifying gaze; SQ low-light vision, darkvision 60 ft; AL N; SV Fort +9, Ref +4, Will +3; Str 15, Dex 8, Con 15, Int 2, Wis 12, Chr 10. 
Skills: Hide +0*, Listen +7, Spot +7. Feats: Alertness, Great Fortitude. 
Petrifying gaze (Su): Turn to stone permanently, range 30 ft. Fort negates (DC 13). 
Note: Basilisks gain a +4 racial bonus to Hide in natural surroundings. 

Brown bear: CR 4; SZ Large animal; HD 6d8+24; hp 51; Init +1; Spd 40 ft.; AC 15 (-1 size, +1, Dex, +5 natural); Atk: 2 claws +11 (1d8+8), bite +6 melee (2d8+4); Face 5 ft x 10 ft; SA improved grab; SQ low-light vision, scent; AL N; SV Fort +9, Ref +6, Will +3; Str 27, Dex 13, Con 19, Int 2, Wis 12, Chr 6. 
Skills: Listen +4, Spot +7, Swim +14. 
	Improved grab (Ex): If a bear hits an opponent with a claw attack, it deals normal damage and starts a grapple as a free action without provoking an attack of opportunity. Each subsequent round, if its grapple check succeeds, the bear does normal claw damage, and the bear is not itself considered grappled while it holds an opponent.
	Scent (Ex): Detects opponents by scent within 30 feet — 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering).  

Dire bear: CR 7; SZ Large animal; HD 12d8+48; hp 102; Init +1; Spd 40 ft.; AC 17 (-1 size, +1, Dex, +7 natural); Atk: 2 claws +18 (2d4+10), bite +13 melee (2d8+5); Face 10 ft x 20 ft; Reach 10 ft; SA improved grab; SQ low-light vision, scent; AL N; SV Fort +12, Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Chr 10. 
Skills: Listen +7, Spot +7, Swim +13. 
	Improved grab (Ex): If a bear hits an opponent with a claw attack, it deals normal damage and starts a grapple as a free action without provoking an attack of opportunity. Each subsequent round, if its grapple check succeeds, the bear does normal claw damage, and the bear is not itself considered grappled while it holds an opponent.
	Scent (Ex): Detects opponents by scent within 30 feet — 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering).  

Dire weasel: CR 2; SZ Medium animal; HD 3d8; hp 13; Init +4; Spd 40 ft; AC 16 (+4 Dex, +2 natural); Atk bite +6 melee (1d6+3); SA attach, blood drain; SQ low-light vision, scent; AL N; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19, Con 10, Int 2, Wis 12, Chr 11. 
Skills: Hide +9, Move Silently +10, Spot +5. Feats: Weapon Finesse (bite). 
	Attach (Ex): A dire weasel that hits with its bite attack latches onto its opponent with its powerful jaws and begins to drain blood; an attached weasel loses its Dexterity bonus to AC (becoming AC 12). 
	Blood drain (Ex): A dire weasel drains blood for 2d4 points of temp Con damage each round that it is attached.
	Scent (Ex): Sense creatures by smell within 30 feet (60 downwind, 15 upwind; double ranges if strong smell, triple if overpowering). Track by successful Wisdom check (DC 10).

Doppelganger: CR 3; SZ Medium shapechanger; HD 4d8+4; hp 22; Init +1; Spd 30 ft; AC 15 (+1 Dex, +4 natural); Atk: 2 slams +4 melee (1d6+1); SA detect thoughts; SQ alter self, immunities, darkvision 60 ft; AL NE; SV Fort +5; Ref +5; Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Chr 13. 
Skills: Bluff +12*, Disguise +12*, Listen +11, Sense Motive +6, Spot +8. Feats: Alertness, Dodge. 
	Detect thoughts (Su): A doppelganger can continuously detect thoughts as the spell cast by an 18th-level sorcerer (Will DC 13). 
	Alter self (Ex): A doppelganger can assume the shape of any Small or Medium humanoid. This works as the alter self spell cast by an 18th-level sorcerer, but the doppelganger can stay in the chosen form indefinitely. Each alteration is a standard action. 
	Immunities (Ex): Doppelgangers are immune to all sleep and charm effects.
	Skills: A doppelganger receives a +4 racial bonus to Bluff and Disguise checks. *When using alter self, a doppelganger receives an additional +10 circumstance bonus to Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus to Bluff and Disguise checks.

Ettin: CR 5; SZ Large giant; HD 10d8+20; hp 70; Init +3; Spd 40 ft; AC 18 (-1 size, -1 Dex, +7 natural, +3 hide); Atk 2 greatclubs +12/+12/+7/+7 melee (1d10+6), or 2 longspears +5/+5/+0/+0 ranged (1d8+6, 30 ft); SA superior two-weapon fighting; SQ darkvision 90 ft; AL CE; SV Fort +9, Ref +2, Will +3; Str 23, Dex 8, Con 15, Int 6, Wis 10, Chr 11. 
Skills: Listen +10, Spot +10. Feats: Alertness, Improved Initiative, Power Attack.

Giant worker ants: CR 1; SZ Med vermin; HD 2d8; hp 12; Init +0; Spd 50 ft, climb 20 ft; AC 17 (+7 natural); Atk bite +4 melee (1d6); SA improved grab, darkvision 60 ft; AL N; SV Fort +3, Ref +0, Will +0; Str 10, Dex 10, Con 10, Int –, Wis 11, Cha 9. 
Skills: Climb +8, Listen +5, Spot +5.
Improved Grab (Ex): To use this ability, the giant ant must hit with its bite attack.
Vermin: Immune to mind-influencing effects; all vermin have blindsight. 

Griffon: CR 4; SZ Large beast; HD 7d10+21; hp 59; Init +2; Spd 30 ft, fly 80 ft (average); AC 17 (-1 size, +2 Dex, +6 natural); Atk: bite +8 (2d6+4), 2 claws +7 melee (1d4+2); Face 5 ft x 10 ft; SA pounce, rake 1d6+2; SQ scent, low-light vision, darkvision 60 ft; AL N; SV Fort +8, Ref +7, Will +3; Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8. 
Skills: Jump +8, Listen +6, Spot +11*. 
	Pounce (Ex): If a griffon dives or leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
	Rake (Ex): A griffon that pounces on an opponent can make two additional rake attacks (+8 melee) with its hind legs for 1d6+2 points of slashing damage each.
	Scent (Ex): Detects opponents by scent within 30 feet; 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering scents).  May track by scent with a Wilderness Lore check (base DC 10).
	Skills: Griffons receive a +4 racial bonus to Jump checks (included above). *They also receive a +4 racial bonus to Spot checks in daylight (not included above). 

Humanoid patrol: A patrol of humanoids is encountered, their type determined by that of the territory the PCs are in, as marked on “Map 21: Wilderness” (in the Scourge book). If the PCs have paid all requested tolls to the tribe in question and has not showed themselves to be enemies, the patrol leaves them alone (assuming they Spot each other…). The statistics for each patrol type, by race, are described under “The Tribes,” below.

Humanoid scout: The party is spotted by a lone humanoid scout, its race determined by that of the territory the PCs are in, as marked on “Map 21: Wilderness” (in the Scourge book). Observation of the scout, if he is noticed, reveals that he is following them. If the party has been hostile, the scout will attempt to escape to his tribe; if successful, there is thereafter a 40% chance per day that the PCs remain in that tribe’s territory that they will be ambushed by a group equal to a double strength patrol led by a tribal leader (though not likely the chief). If the PCs leave their territory, of course, the ambush will not occur. 

Monstrous centipede: CR ¼; SZ Small vermin; HD ½d8; hp 2; Init +2; Spd 30 ft; AC 14 (+1 size, +2 Dex, +1 natural); Atk bite +3 melee (1d4-3 and poison); SA poison; SQ vermin; AL N; SV Fort +2, Ref +2, Will +0; Str 5, Dex 15, Con 10, Int –, Wis 10, Cha 2. 
Skills: Climb +5, Hide +13, Spot +7. Feats: Weapon Finesse (bite).
Poison (Ex): Fort DC 11; 1d2 Dex / 1d2 Dex.
Vermin: Immune to mind-influencing effects; all vermin have blindsight. 
Skills: Monstrous centipedes receive a +4 racial bonus to Climb, Hide, and Spot checks.

Ogre: CR 3*; Large giant; HD 4d8+8; hp 33, 30 (x2), 27 (x3), 24 (x2), 22; Init -1; Spd 30 ft.; AC 16 (-1 size, -1 Dex, +5 natural, +3 hide); Atk: huge greatclub +8 melee (2d6+7), huge thrown longspear +1 ranged (2d6+5, 40 ft); Face 5 ft x 5 ft; Reach 10 ft; SQ darkvision 60 ft; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. 
Skills: Climb +4, Listen +2, Spot +2. Feats: Weapon Focus (greatclub).
* I have altered the CR for ogres because it seems a little low – a 2nd-level party would use more than one-quarter of their resources to defeat one.

Orc hunting party: This relatively small group of 1d6+1 orcs has entered hostile territory on an extended hunting foray for their tribe. If possible, they will avoid large and/or powerful seeming groups, perhaps relaying information of the PCs’ presence to a raiding party if they have the opportunity and one is in the vicinity (i.e., depending on the PCs’ location on the map). These orcs will most likely use poison of some sort on their arrows (choose from among poison types to which they might have access, DMG 80).
Orc: CR ½; SZ Medium humanoid; HD 1d8; hp 4; Init +0; Spd 20 ft in scale mail; AC 14 (+4 scale mail); Atk: shortsword, halfspear, or handaxe +3 melee (1d6+2), or composite shortbow +1 ranged (1d6, 70 ft, x3 crit); SQ darkvision 60 ft, light sensitivity (+1 penalty to attack in bright sunlight or daylight spell); AL CE; SV Fort +2, Ref +0, Will -1; Str 15, Dex 10, Con 11, Int 10, Wis 10, Chr 8. 
Skills: Listen +2, Search +2, Spot +3. Feats: Alertness.

Orc raiding party: A large and powerful orc tribe from the nearby hills is making war on one of the smaller humanoid tribes of this area (or is perhaps en route to another orc tribe’s territory). These 2d10+10 orcs and their leaders are not party to any arrangement between the local tribes and the slavers, and so attack on sight unless they observe very strong resistance. Use this encounter only once: if it recurs, roll again. 
Orc: CR ½; SZ Medium humanoid; HD 1d8; hp 5; Init +0; Spd 20 ft in scale mail; AC 14 (+4 scale mail); Atk: heavy mace, longsword, shortspear, or battleaxe +3 melee (1d8+3), or javelin +1 ranged (1d6+2, 30 ft); SQ darkvision 60 ft, light sensitivity (+1 penalty to attack in bright sunlight or daylight spell); AL CE; SV Fort +2, Ref +0, Will -1; Str 15, Dex 10, Con 11, Int 10, Wis 10, Chr 8. 
Skills: Listen +2, Search +2, Spot +3. Feats: Alertness.
Sergeants, male orc War3 (3): CR 2; SZ Medium humanoid; HD 3d8+6; hp 16; Init +0; Spd 20 ft.; AC 14 (+4 chain shirt); Atk: longsword +7 melee (1d8+3), or javelin +3 ranged (1d6+2, 30 ft); SQ darkvision 60 ft, light sensitivity (+1 penalty to attack in bright sunlight or daylight spell); SV Fort +5, Ref +1, Will +1; AL CE; Str 16, Dex 11, Con 14, Int 9, Wis 10, Cha 8. 
Skills: Climb +8, Hide +4, Listen +3, Profession (hunter) +3, Spot +3, Wilderness Lore +4. Feats: Alertness, Weapon Focus (longsword).
Sub-chief, male orc Bbn5: CR 5; SZ Medium humanoid; HD 5d12+10; hp 42 (52 raging); Init +0; Spd 30 ft in chainmail; AC 18 (+5 chainmail, +3 cloak), AC 16 raging; Atk: greatclub +11 melee (1d10+8), or greatclub +13 while raging (1d10+11); SA rage (2/day); SQ uncanny dodge, darkvision 60 ft, light sensitivity (+1 penalty to attack in bright sunlight or daylight spell); SV Fort +8, Ref +3, Will +3 (+5 raging); AL CE; Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 8. 
Skills: Intimidate +7, Jump +7 (+12), Listen +10, Spot +10. Feats: Alertness, Power Attack. 
Possessions: chainmail, +2 greatclub, +3 cloak of deflection, +2 ring of resistance.

Tendriculos: This enormous monstrosity appears as a small hillock; have the characters make Spot checks (DC 30) or Wilderness Lore (DC 25) to notice it before the lead characters come within range of its attacks. 
Tendriculos: CR 6; SZ Huge plant; HD 9d8+54; hp 94; Init –1; Spd 20 ft.; AC 16 (-2 size, -1 Dex, +9 natural); Atk: bite +13 (2d8+9), 2 tendrils +8 melee (1d6+4); Face 10 ft x 40 ft; Reach 15 ft; SA improved grab, swallow whole, paralysis; SQ low-light vision, plant, regeneration 10; AL N; SV Fort +12, Ref +2, Will +2; Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3. 
	Improved grab (Ex): If the tendriculos hits with its bite attack, it may attempt to grapple as a free action and without suffering attacks of opportunity: if this succeeds, it automatically deals normal damage each round thereafter and can also attempt to swallow the opponent. If it hits with a tendril attack, it may grapple as above: if successful, it transfers the opponent to its mouth and does bite damage thereafter as above.
	Swallow whole / paralysis (Ex): Large or smaller creatures may be swallowed with a successful grapple check. Once inside the plant, a victim must succeed at a Fort save (DC 19) or be paralyzed for 3d6 rounds, suffering 2d6 acid damage per round from digestive juices. A swallowed creature that avoids paralysis may make a successful grapple check to climb back to the tendriculos’ maw, where another check is required to then escape and avoid being swallowed again. A swallowed creature may also cut its way out from inside using claws or Small or Tiny edged weapons to inflict 25 points of damage to the tendriculos. The tendriculos’ interior can hold two Large, 3 Medium, 4 Small, 8 Tiny, 16 Diminutive, or 32 Fine creatures.
	Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits. 
	Regeneration (Ex): Bludgeoning weapons and acid do normal damage to a tendriculos. One that loses part of its body can regrow it in 1d6 minutes, or reattach it by holding it against its body.

Troll: CR 5; SZ Large giant; HD 6d8+36; hp 63; Init +2; Spd 30 ft; AC 18 (-1 size, +2 Dex, +7 natural); Atk: 2 claws +9 (1d6+6), bite +4 melee (1d6+3); Reach 10 ft; SA rend 2d6+9; SQ regeneration 5, scent, darkvision 90 ft; AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Chr 6. 
Skills: Listen +5, Spot +5. Feats: Alertness, Iron Will.
	Rend (Ex): If both claw attacks hit an opponent, the troll latches on and rends the flesh for 2d6+9 additional points of damage. 
	Regeneration (Ex): All damage dealt to trolls, excepting that from fire or acid, is considered subdual damage.  If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes, or can be reattached by being held to the stump.  
	Scent (Ex): Detects opponents by scent within 30 feet; 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering). May track by scent using a Wisdom check with a +4 racial Tracking bonus.

Viper, snake (“Black Bush-viper”): CR 2; SZ Large animal; HD 3d8; hp 13; Init +3; Spd 20 ft, climb 20 ft; AC 15 (-1 size, +3 Dex, +3 natural); Atk: bite +4 melee (1d4 and poison); Face 5 ft x 5 ft (coiled); Reach 10 ft; SA poison; SQ scent, low-light vision; AL N; SV Fort +3, Ref +6, Will +2; Str 10, Dex 17, Con 11, Int 1, Wis 12, Chr 2. 
Skills: Listen +9, Spot +9. Feats: Weapon Finesse (bite).
Poison (Ex): Fort DC 11; 1d6 Con / 1d6 Con.
Scent (Ex): Detects opponents by scent within 30 feet; 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering). May track by scent using a Wisdom check with a +4 racial Tracking bonus.

Wildman scout: If this encounter is rolled when the PCs are not in wildfolk territory (see the Wildmen’s Quandary special encounter, below), treat the encounter as “humanoid scout,” above. Otherwise, the party is spotted by a lone wildfolk scout who is following the PCs. If the PCs notice, he or she attempts to flee immediately. 

Worg: CR 2; SZ Medium magical beast; HD 4d10+8; hp 30; Init +2; Spd 50 ft; AC 14 (+2 Dex, +2 natural); Atk: bite +7 melee (1d6+4); SA trip; SQ low-light vision, darkvision 60 ft, scent; AL NE; SV Fort +6, Ref +6, Will +3; Str 17, Dex 15, Con 15, Int 6, Wis 14, Chr 10. 
Skills: Hide +7, Listen +9, Move Silently +7, Spot +9, Wilderness Lore +2*. Feats: Alertness. 
	Trip (Ex): A worg that hits with its bite attack can attempt to trip its opponent as a free action without provoking an attack of opportunity. If the trip fails, the opponent cannot make a trip attack on the worg in response. 
	Scent (Ex): Sense creatures by smell within 30 feet (60 downwind, 15 upwind; double ranges if strong smell, triple if overpowering). Track by successful Wilderness Lore check.
	Skills: A worg receives a +1 racial bonus to Listen, Move Silently, and Spot checks, and a +2 racial bonus to Hide checks. A worg has a +4 racial bonus to Wilderness Lore checks when attempting to track by scent.

Wyvern: CR 6; Huge dragon; HD 7d12+14; hp 59; Init +1; Spd 20 ft, fly 60 ft (poor); AC 17 (-2 size, +1 Dex, +8 natural); Atk: sting +9 (1d6+4 and poison), bite +4 (2d8+2), 2 wings +4 melee (1d8+2); or 2 claws +9 melee (1d6+4); Face 10 ft x 20 ft; Reach 10 ft; SA poison, improved grab, snatch; SQ darkvision 60 ft, low-light vision, scent; AL N; SV Fort +7, Ref +6, Will +6; Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9. 
Skills: Listen +13, Move Silently +9, Spot +13*. Feats: Alertness, Flyby Attack.
	Poison (Ex): Sting, Fort save (DC 17); 2d6 Con / 2d6 Con.
	Improved grab (Ex): To use this ability, the wyvern must hit with both claw attacks. If it gets a hold, it hangs on and stings.
	Snatch (Ex): If the wyvern gets a hold on a creature of size Small or less, it automatically deals damage with both claw and sting attacks each round that it maintains the hold. A wyvern may drop a creature it holds as a free action or use a standard action to fling it aside. A flung creature flies 30 feet and suffers  3d6 points of damage. If the wyvern is flying, the creature suffers this damage or falling damage, whichever is greater.  
	Skills: *Wyverns receive a +3 racial bonus to Spot checks when flying during daylight hours (not included above).

Heavy rain: This weather lasts for 2d4 hours; see DMG 87 for its effects. In addition to the effects of the storm while it lasts, the PCs’ movement rates will be slowed by one third for a like number of hours after the rain stops due to slick and muddy ground conditions.

Severe winds: The winds last for 1d6 hours; see DMG 87 for the effects.

Thunderstorm: This storm lasts for 2d4 hours; see DMG 87-8 for its effects. In addition to the effects of the storm while it lasts, the PCs’ movement rates will be slowed by one half for a like number of hours after the rain stops due to slick and muddy ground conditions.

Special Encounters (choose one from below, do not roll)

1.	Wildmen’s Quandary (see Scourge adventure book, pp.48-50, for other details): 
* I have raised the levels of the wildmen (I have changed this to “wildfolk”) to account for the fact that they are able to survive in such a hostile and dangerous environment, despite being hunted constantly by surrounding humanoid tribes. I also feel that the two-weapon fighting ability of rangers is inappropriate, and have given the ranger-class wildfolk “Endurance” and “Run” virtual feats instead (while wearing light or no armour). 
	Few changes to this encounter are necessary. Choose a nearby humanoid tribe (based on the map in the adventure book): this is the tribe that has captured the wildfolk villagers. 
	If the wildfolk try to capture the PCs, they will send a nimble young ranger, Corbi, a girl 12 years of age or so, to sneak into the party’s midst. After Kotto casts invisibility and cat’s grace upon her (these spells’ effects have not been factored into her stats below), she will attempt to pour Kotto’s sleeping draught into the PCs’ stew pot (or what passes for one among them), requiring each PC to make a save (Fort DC 17; initial 1d4 Dex and 1d3 Wis / secondary sleep). The draught can be noticed by a PC who makes a Spot check (DC 25) before eating anything; the DM should roll this check secretly for each character. 
Koraba (Wildfolk hamlet): Conventional; AL CG; 20-gp limit; Assets 94 gp; Population normally 164* (currently 37); Isolated (human only).
Authority Figures: Morag, male human Rgr6/Bbn1 (chieftain); Kotto, male human Adp10 (witch-doctor).  
Important Characters: Buka, female human Exp4 (elderly “wise-woman”); Untamla, male human Bbn5/Rgr2 (tribal champion).
Others: Rgr4 (x2); Rgr3 (x3); Rgr2 (x4); Rgr1 (x6); War5 (x1); War4 (x1); War3 (x3); War2 (x6); War1 (x7).
Notes: Only the above hunter/warriors remain: all of the villagers have been captured by a nearby humanoid tribe. Most of the rangers above first level have one or more levels of barbarian; the listed level is the total character level. 

Corbi, female human ranger 1: CR 1; SZ Medium humanoid (5’); HD 1d10; hp 5; Init +4; Spd 30 ft; AC 15 (+4 Dex, +1 padded); Atk halfspear +1 melee (1d6, x3 crit), or shortbow +5* ranged (1d6*, 60 ft, x3 crit); SA favoured enemy; SQ endurance, run; SV Fort +2, Ref +4, Will +1; AL CG; Str 11, Dex 18, Con 11, Int 10, Wis 13, Cha 10. 
Skills: Climb +2, Hide +8, Knowledge (nature) +2, Move Silently +10, Profession (hunter) +3, Spot +3, Wilderness Lore +5. Feats: Point Blank Shot*, Skill Focus (Move Silently), Track. 
Favoured enemy (Ex): Corbi’s favoured enemy (+1) is whatever humanoid race has captured the wildfolk villagers. 
Possessions: padded armour, halfspear, shortbow, 12 arrows, potion of cure light wounds.
Chieftain Morag, male human ranger 6 / barbarian 1: CR 7; SZ Medium humanoid (5’9”); HD 6d10+6+1d12+1; hp 48; Init +2; Spd 40 ft; AC 15 (+2 Dex, +3 padded); Atk shortspear +11/+6 melee (1d8+5, x3 crit), or shortbow +10/+5* ranged (1d6*, 60 ft, x3 crit); SA favoured enemies, rage, spells; SQ endurance, run; SV Fort +8, Ref +4, Will +4; AL CG; Str 14, Dex 15, Con 13, Int 13, Wis 14, Cha 11. 
Skills: Animal Empathy +5, Climb +8, Craft (weaponsmith) +4, Hide +12, Jump +5, Knowledge (nature) +4, Listen +11, Move Silently +6, Profession (bowyer) +3, Profession (hunter) +6, Spot +10, Wilderness Lore +12. Feats: Alertness, Expertise, Point Blank Shot*, Track, Weapon Focus (shortbow). 
Favoured enemies (Ex): Morag’s primary favoured enemy (+2) is whatever humanoid race has captured the wildmen’s people; his secondary favoured enemy (+1) is orc. 
Ranger spells (2) [DC 12 + spell level]: 1st  detect snares and pits, pass without trace.
Possessions: +2 padded armour, +2 shortspear, shortbow, 12 arrows, potion of bull’s strength, potion of cat’s grace.
Kyuo, Morag’s eagle (animal friend): CR ½; SZ Small animal; HD 1d8+1; hp 5; Init +2; Spd 10 ft, fly 80 ft (average); AC 14 (+1 size, +2 Dex, +1 natural); Atk 2 claws +3 (1d3), bite –2 melee (1d4); SQ low-light vision; AL N; SV Fort +3, Ref +4, Will +2; Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6. 
Skills: Listen +6, Spot +6*. Feats: Weapon Finesse (claw, bite).
Skills: Eagles receive a +8 racial bonus to Spot checks in daylight (not included above). 

Kotto, Witchdoctor, male human adept 10: CR 9; SZ Medium humanoid; HD 10d6; hp 24; Init +2; Spd 30 ft; AC 12 (+2 Dex); Atk shortspear +7 melee (1d8+2, x3 crit); SA spells; SQ low-light vision (within 1 mi. of familiar); SV Fort +3, Ref +5, Will +11; AL NG; Str 10, Dex 15, Con 10, Int 13, Wis 18, Cha 15.
Skills: Concentration +8, Craft (weaponsmith) +5, Heal +12, Knowledge (arcana) +5, Knowledge (nature) +6, Listen +6 (+8 within 5 ft of familiar), Move Silently +2 (+4 within 1 mi. of familiar), Profession (herbalist) +8, Spellcraft +6, Spot +6 (+8 within 5 ft of familiar), Wilderness Lore +8. Feats: Brew Potion, Endurance, Heighten Spell, Run, Track.
Adept Spells (3/4/3/2) [DC 14 + spell level]: 0 – cure minor wounds, guidance, purify food & drink; 1st – bless, cure light wounds, detect evil, sleep; 2nd – animal trance, cat’s grace, invisibility; 3rd  cure serious wounds, daylight. 
Possessions: +2 shortspear, holy symbol (“spirit pouch”), potion of cat’s grace, potion of cure moderate wounds (x3), potion of tongues, potion of neutralize poison.
Taba, Kotto’s owl familiar: CR 4; SZ Tiny magical beast; HD 10*; hp 12; Init +3; Spd 10 ft, fly 40 ft (average); AC 22 (+2 size, +3 Dex, +7 natural); Atk claws +8 melee (1d2-2); Face 2½ ft x 2½ ft; Reach 0 ft; SA touch; SQ low-light vision, alertness, improved evasion, share spells, empathic link, speak with master, speak with birds; AL N; SV Fort +3, Ref +5, Will +11; Str 6, Dex 17, Con 10, Int 10, Wis 14, Cha 4. 
Skills: Listen +14, Move Silently +20, Spot +6*. Feats: Weapon Finesse (claws). 
Skills: Owls receive a +8 racial bonus to Listen checks and a +4 racial bonus to Move Silently checks. *They also receive a +8 racial bonus to Spot checks in dusk or darkness (not included above). 

2.	The Quality of Mercy
Again, this encounter requires little alteration aside from the stats of the werebear, “Growl.”
Growl, male werebear (former human Rgr4): CR 5; SZ Large shapechanger; HD 6d8+24; hp 51; Init +1; Spd 40 ft; AC 17 (-1 size, +1, Dex, +7 natural); Atk 2 claws +13 melee (1d8+10), bite +8 melee (2d8+5); Face 5 ft x 10 ft; SA improved grab, curse of lycanthropy; SQ darkvision 60 ft, low-light vision, bear empathy, scent, alternate form, damage reduction 15/silver; AL NG; SV Fort +11, Ref +6, Will +4; Str 31, Dex 13, Con 19, Int 4(11), Wis 14, Chr 10. 
Skills: Listen +16, Search +10, Spot +18, Swim +14, Wilderness Lore +10. Feats: Alertness, Improved Control Shape, Power Attack, Track. 
	Improved grab (Ex): If Growl hits an opponent with a claw attack, he deals normal claw damage and starts a grapple as a free action without provoking an attack of opportunity. Each subsequent round, if his grapple check succeeds, he does normal bite damage, and is not himself considered grappled while he holds an opponent.
	Scent (Ex): Growl can detect opponents by scent within 30 feet, or 60 feet if the opponent is upwind and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering). Growl gains a +2 racial bonus to Wilderness Lore when tracking. 

3.	A Thundering Herd
This encounter requires almost no changes at all, except as follows:
Stampeding hill antelope herd: CR 3; 3d6; Reflex save (DC 15) for half damage. Note: A successful Listen check (DC 15) allows a character to hear the stampede 1d3 rounds before it reaches him or her (and thus possibly avoid it altogether by climbing or levitating, for example). 

4.	The Dogs (EL 10)
I have altered the numbers of monsters and converted the stats of the canines in this encounter (see their descriptions in Appendix 3: New Monsters) from FF and MM2. 
	Rover, the moon dog, is injured; he has suffered four energy drains (he is at –4 to all rolls), and has a virulent poison coursing through him (he has suffered 11 points of temporary Con damage as a result). If these penalties are removed, he will regain all of his special abilities in 6 rounds. 
Rover, moon dog: CR 7; SZ Medium-size outsider; HD 8d8-24; hp 11 (20 max at present, normally 68); Init +4; Spd 50 ft, 20 ft on two legs; AC 18 (+4 Dex, +4 natural), 20, or 22 (see below); Atk: bite +10/+5 melee (2d4+3); SA holy baying, holy howl; SQ uncanny dodge, SR 14, damage reduction 10/+2, cold, electricity, and fire resistance 20, moon dog traits; AL NG; SV Fort +3(9), Ref +10, Will +8; Str 15, Dex 18, Con 5(16), Int 15, Wis 15, Chr 16. 
Skills: Animal Empathy +11*, Heal +10, Hide +15*, Jump +11, Listen +16, Move Silently +12, Sense Motive +14, Spot +16, Use Magic Device +11. Feats: Alertness, Endurance. 
	Holy baying (Su): Due to Rover’s current condition, his baying is considerably weakened; it covers only an 80-foot spread, and evil creatures in that area must make a Will save (DC 13) or become frightened (rather than panicked). This is a sonic, mind-affecting fear effect, and is a full round action. 
	Holy howl (Su): Rover’s considerably weakened howl causes all evil opponents in a 60-foot spread to make a Fort save (DC 13) or suffer 1d4 points of damage. This is a sonic attack, and is a full round action. 
	Uncanny dodge (Ex): Rover has the uncanny dodge ability of an 11th-level rogue.
Moon dog traits (Ex): Rover currently benefits from only the following racial traits:
•	a +4 racial bonus to Listen, Sense Motive, and Spot checks.
•	natural coloration gives a +4 racial bonus to Hide in semi-darkness (twilight or flitting shadows), and this increases to +8 in darkness or deep shadows. 
•	a +4 racial bonus to Animal Empathy checks when dealing with canine or lupine creatures.
•	a +2 competence bonus to AC in semi-darkness, and this bonus increases to +4 in darkness.
•	A moon dog’s sense are so acute that it can always detect evil and detect snares and pits as a free action; it can discern illusions as well as detect invisibility and detect magic as a standard action. 
•	Darkvision up to 120 feet.
Death dogs (13): CR 1; SZ Medium beast; HD 2d10+4; hp 15; Init +1; Spd 50 ft; AC 13 (+1 Dex, +2 natural); Atk 2 bites +4 melee (1d6+4 and disease); SA trip, inflict disease; SQ low-light vision, darkvision 60 ft, scent; AL NE; SV Fort +5, Ref +4, Will +1; Str 16, Dex 13, Con 15, Int 3, Wis 13, Chr 8. 
Skills: Hide +5, Listen +6, Spot +6, Wilderness Lore +2*. Feats: Alertness. 
	Trip (Ex): A death dog that hits with a bite attack can attempt to trip its opponent as a free action without provoking an attack of opportunity. If the trip fails, the opponent cannot make a trip attack on the death dog in response. 
	Inflict disease (Su): A creature who takes damage from a death dog’s infectious bite must make a successful Fort save (DC 14) or contract “Devil Chills” (see DMG 74-5).
	Scent (Ex): Sense creatures by smell within 30 feet (60 downwind, 15 upwind; double ranges if strong smell, triple if overpowering). Track by successful Wilderness Lore check.
	Skills: A death dog receives a +2 racial bonus to Hide, Listen, and Spot checks. *A death dog has a +4 racial bonus to Wilderness Lore checks when attempting to track by scent.
Devil dogs (4): CR 4; SZ Medium magical beast; HD 6d10+12; hp 45; Init +2; Spd 50 ft; AC 14 (+2 Dex, +2 natural); Atk bite +10 melee (1d6+6); SA improved trip, bay, rending leap 2d6+6; SQ low-light vision, darkvision 60 ft, scent; AL CE; SV Fort +7, Ref +7, Will +3; Str 18, Dex 14, Con 15, Int 9, Wis 13, Chr 10. 
Skills: Hide +9*, Listen +7, Move Silently +9, Spot +7, Wilderness Lore +7*. Feats: Alertness, Run. 
	Improved trip (Ex): A devil dog that hits with its bite attack can attempt to trip its opponent as a free action without provoking an attack of opportunity. If the trip fails, the opponent cannot make a trip attack on the devil dog in response. 
	Rending leap (Ex): If a devil dog successfully bites a prone opponent, it bites the throat (or some other vulnerable area) and rends for 2d6+8 points of damage. In addition, the victim must make a Fort save (DC 15) or be stunned for one round by the attack.
	Bay (Su): When attacking or giving chase, a devil dog may bay, causing all creatures of 3 HD or less within a 300-foot spread to make a Will save (DC 13) or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. If the save is successful, the creature is immune to that devil dog’s baying for one day. 
	Scent (Ex): A devil dog may sense creatures by smell within 30 feet (60 if the devil dog is downwind, 15 upwind; double ranges if strong smell, triple if overpowering).
	Skills: A devil dog receives a +1 racial bonus to Hide, Listen, Move Silently, and Spot checks. *Their natural coloration gives devil dogs a +8 racial bonus to Hide in areas of snow and ice (i.e., total bonus +16). A devil dog has a +4 racial bonus to Wilderness Lore checks when attempting to track by scent.

5.	Wings!
Again, aside from the stats, there is little change here. I have made the pterosaur a very large old specimen to increase the challenge of the encounter. 
Giant pterosaur: CR 5; Huge beast; HD 10d10+30; hp 81; Init +2; Spd 20 ft, fly 60 ft (poor); AC 15 (-2 size, +2 Dex, +5 natural); Atk bite +11 melee (2d6+6); Face 10 ft x 20 ft; Reach 10 ft; SA improved grab, diving grab; SQ darkvision 60 ft, low-light vision; AL N; SV Fort +10, Ref +9, Will +4; Str 19, Dex 14, Con 16, Int 2, Wis 12, Cha 7. 
Skills: Move Silently +4*, Spot +10*. 
	Improved grab (Ex): To use this ability, the giant pterosaur must hit a creature of Medium size or smaller with its bite attack. If it gets a hold, it inflicts bite damage each subsequent round, and may choose to fly off with its victim. Although a giant pterosaur weighs only about 150 to 200 pounds, it may carry opponents of up to twice that weight in flight. 
	Diving grab (Ex): If the pterosaur catches an opponent flat-footed when attacking from the air, it has swooped down at double speed as a charge attack and does double damage if it hits. 
	Skills: Pterosaurs receive a +3 racial bonus to Spot checks. *This bonus increases to +6 when flying during daylight hours; pterosaurs have a +8 racial bonus to Move Silently when in flight.
	Note: PCs should gain 1.7x XP for this encounter due to the increase in the pterosaur’s HD.

6.	That Old Orcish Hustle (EL 11)
Aside from the stats of the orcs and new ones for verbeeg (see Appendix 3), the numbers of orcs, etc., encountered needed changing to accommodate the PCs’ survival...
Pluug, male orc War5: CR 4; SZ Medium humanoid; HD 5d8+5; hp 36; Init +0; Spd 20 ft in chainmail; AC 18 (+5 chainmail, +3 shield); Atk longsword +9 melee (1d8+3); SQ darkvision 60 ft, light sensitivity (+1 penalty to attack in bright sunlight or daylight spell); SV Fort +6, Ref +1, Will +1; AL LE; Str 16, Dex 11, Con 13, Int 11, Wis 10, Cha 8. 
Skills: Jump +6 (+11), Listen +2, Search +2, Spot +4. Feats: Alertness, Weapon Focus (longsword). 
Possessions: chainmail, +1 large steel shield, longsword, 15 sp. 
Pluug’s bodyguards, male orc War3 (6): CR 2; SZ Medium humanoid; HD 3d8; hp 13; Init +0; Spd 20 ft in chainmail; AC 17 (+5 chainmail, +2 shield); Atk: longsword +5 melee (1d8+2), or shortbow +3 ranged (1d6, 60 ft); SQ darkvision 60 ft, light sensitivity (+1 penalty to attack in bright sunlight or daylight spell); SV Fort +3, Ref +1, Will +0; AL CE; Str 15, Dex 11, Con 11, Int 9, Wis 8, Cha 8. 
Skills: Listen +2, Search +2, Spot +2. Feats: Alertness, Power Attack.
Elite orcs (10): CR ½; SZ Medium humanoid; HD 1d8; hp 7; Init +0; Spd 20 ft in scale mail; AC 14 (+4 scale mail); Atk halberd +3 melee (2d6+3); SQ darkvision 60 ft, light sensitivity (+1 penalty to attack in bright sunlight or daylight spell); AL CE; SV Fort +2, Ref +0, Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Chr 8. 
Feats: Toughness.
Orc archers (6): CR ½; SZ Medium humanoid; HD 1d8; hp 4; Init +0; Spd 20 ft in scale mail; AC 14 (+4 scale mail); Atk dagger +3 melee (1d4+2), or shortbow +1* ranged (1d6*, 60 ft); SQ darkvision 60 ft, light sensitivity (+1 penalty to attack in bright sunlight or daylight spell); AL CE; SV Fort +2, Ref +0, Will -1; Str 15, Dex 11, Con 10, Int 9, Wis 8, Chr 8. 
Skills: Listen +2, Spot +2. Feats: Point Blank Shot*.
Verbeeg (4): CR 4; SZ Large giant; HD 5d8+15; hp 38; Init +1; Spd 40 ft; AC 16 (-1 size, +1 Dex, +3 natural, +3 studded leather); Atk huge greatclub +6 melee (2d6+6), or huge longspear +3 ranged (2d6+4); Reach 10 ft; SQ darkvision 60 ft; SV Fort +7, Ref +2, Will +2; AL NE; Str 19, Dex 13, Con 16, Int 12, Wis 12, Chr 13. 
Skills: Craft (any one) +5, Hide +5, Intimidate +5, Listen +4, Search +5, Spot +4. Feats: Far Shot, Point Blank Shot.

The Tribes

The Hill Beater Goblins (EL 10)
	The Hill Beater goblins are a rather backwards tribe, using relatively inferior armour and weapons and having little animal husbandry (the few wolves in their pens have become quite fond of goblin flesh, in fact…). They are fierce only in defense of their village, and have little in the way of treasure. 
	Note that, as mentioned in the adventure book, there are about 60 goblins in the area who do not live with the tribe  several of these are political enemies of the chief (one is actually the old, displaced chieftain), and so might provide interesting role-playing opportunities if the PCs were to interact with them. However, as they do not necessarily play a role in this adventure, I have not given their stats here.
	A standard Hill Beater patrol consists of 2d4+6 hunter/warriors accompanied by 1 to 3 elite warriors. In addition, there is a 20% chance that one of Nose-Bender’s bodyguards will be in command; if so, there is a further 20% chance that the Champion, Ear-poker, will be with the patrol as well, in which case he will preside. 	
	*Note: To represent the weakness of this tribe as it is portrayed in the Scourge book, I have lowered some of the leaders’ levels accordingly. 
Chief Nose-Bender, male goblin rogue 5: CR 5; SZ Small humanoid; HD 5d6; hp 18; Init +2; Spd 30 ft; AC 16 (+1 size, +2 Dex, +3 studded leather); Atk shortsword +4 melee (1d6), or dart +6 ranged (1d4, 20 ft); SA sneak attack +3d6; SQ evasion, uncanny dodge, darkvision 60 ft; AL NE; SV Fort +1, Ref +6, Will +1; Str 10, Dex 15, Con 11, Int 11, Wis 11, Chr 13. 
Skills: Handle Animal +3, Hide +14, Listen +7, Move Silently +14, Search +8, Spot +7. Feats: Alertness, Run.
Sub-chief Ear-poker, Tribal Champion, male goblin fighter 4: CR 4; SZ Small humanoid; HD 4d10+4; hp 25; Init +2; Spd 30 ft.; AC 17 (+1 size, +2 Dex, +4 chain shirt); Atk heavy pick +8 melee (1d6+5, x4 crit); SQ darkvision 60 ft; AL NE; SV Fort +5, Ref +3, Will +0; Str 15, Dex 14, Con 12, Int 10, Wis 8, Chr 8. 
Skills: Hide +6, Listen +3, Move Silently +4, Spot +3. Feats: Alertness, Power Attack, Sunder, Weapon Focus (heavy pick), Weapon Specialization (heavy pick).
Nose-Bender’s bodyguards, male goblin War3 (5): CR 2; SZ Small humanoid; HD 3d8; hp 15; Init +2; Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 studded leather); Atk shortsword +4 melee (1d6), or javelin +6 ranged (1d6, 30 ft); SQ darkvision 60 ft; AL NE; SV Fort +3, Ref +3, Will +1; Str 10, Dex 14, Con 11, Int 10, Wis 11, Chr 8. 
Skills: Hide +7, Listen +4, Move Silently +6, Spot +4. Feats: Alertness, Toughness.
Elite warriors, male goblin War2 (9): CR 1; SZ Small humanoid; HD 2d8; hp 9; Init +1; Spd 30 ft.; AC 14 (+1 size, +1 Dex, +2 leather); Atk shortsword +2 melee (1d6-1), or javelin +4 ranged (1d6-1, 30 ft); SQ darkvision 60 ft; AL NE; SV Fort +3, Ref +1, Will +0; Str 9, Dex 13, Con 11, Int 10, Wis 11, Chr 8. 
Skills: Hide +7, Listen +4, Move Silently +6, Spot +4. Feats: Alertness.
Hunter/warriors, male goblin War1 (130): CR ¼; SZ Small humanoid; HD 1d8; hp 4; Init +1; Spd 30 ft.; AC 14 (+1 size, +1 Dex, +2 leather); Atk club or halfspear +1 melee (1d6-1), or dart +3 ranged (1d4-1, 20 ft); SQ darkvision 60 ft; AL NE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Chr 8. 
Skills: Hide +7, Listen +3, Move Silently +5, Spot +3. Feats: Alertness.
Villagers, mostly female goblin Com1 (160): CR 1/6; SZ Small humanoid; HD 1d4; hp 2; Init +0; Spd 30 ft.; AC 12 (+1 size, +1 Dex); Atk dagger -2 melee (1d4-1) or sling +2 ranged (1d4, 50 ft); SQ darkvision 60 ft; AL NE; SV Fort +0, Ref +1, Will +0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Chr 8. 
Skills: Craft (any appropriate) +4, Hide +5, Move Silently +5. Feats: Skill Focus (Craft).
Aged or young goblins (60): CR 1/8; SZ Small humanoid; HD 1d4; hp 1; Init +1; Spd 20 ft.; AC 12 (+1 size, +1 Dex); Atk none; SQ darkvision 60 ft; AL NE; SV Fort +0, Ref +1, Will +0; Str 7, Dex 12, Con 10, Int 10, Wis 11, Chr 8. 
Skills: Hide +5, Move Silently +5. 
Wolves (8): CR 1; SZ Medium animal; HD 2d8+4; hp 13; Init +2; Spd 50 ft; AC 14 (+2 Dex, +2 natural); Atk bite +3 melee (1d6+1); SA trip, low-light vision; SQ scent; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4.
Trip (Ex): A wolf that hits with its bite can attempt to trip as a free action (PH 139) without making a touch attack or provoking an attack of opportunity.  If the attempt fails, the wolf is not subject to a trip attack in return.  
Scent (Ex): Detects opponents by scent within 30 feet; 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering scents).  May track by scent by making a Wisdom check with a +4 racial Tracking bonus (DC varies).

The Kerrla Gnolls (EL 12)
	Aside from the fact that the Kerrla (Gn. “vile epithet”) gnolls have settled from their nomadic existence into a semi-permanent village, they are a fairly atypical gnoll tribe, though they rely perhaps a little too heavily on the good will of the Veela flinds. 
	A standard Kerrla patrol consists of 2d4+4 hunter/warriors led by one of Clay Mane’s bodyguards. There is a 33% chance that they will be accompanied by 1 to 2 elite hunters. 
*Again, I feel that the two-weapon fighting ability of rangers is inappropriate here, and have given the ranger-class gnolls “Alertness” and “Endurance” virtual feats instead (while wearing light or no armour). Instead of having one 3rd-level gnoll for each 20 adult gnolls, as per the MM, I have made just a few 3rd-level warriors as the chief’s bodyguards and included a number of elite 1st-level gnoll rangers to reflect the “best hunters” with longbows mentioned in the Scourge book.
Chief Clay Mane, male gnoll Rgr3 / Rog3: CR 8; SZ Med; HD 2d8+2+3d10+3+3d6+3; hp 37; Init +1; Spd 30 ft; AC 16 (+1 Dex, +1 natural, +4 chain shirt); Atk greatsword +10/+5 melee (2d6+4, 19-20/x2), or longbow +7/+2 ranged (1d8, x3 crit, 100 ft); SA sneak attack +2d6, favoured enemy +1 (goblinoids); SQ alertness, endurance, evasion, uncanny dodge, darkvision 60 ft; AL CE; SV Fort +8, Ref +5, Will +2; Str 15, Dex 13, Con 13, Int 10, Wis 11, Chr 10. 
Skills: Animal Empathy +3, Hide +7, Listen +6, Move Silently +10, Profession (hunter) +5, Search +4, Spot +6, Wilderness Lore +6. Feats: Cleave, Power Attack, Track, Weapon Focus (greatsword).
Possessions: chain shirt, +1 greatsword, longbow, 15 arrows, 13 sp.
Ghurrlr, Veela flinds’ emissary, male flind fighter 4: CR 6; SZ Medium humanoid; HD 2d8+4+4d10+8; hp 45; Init +1; Spd 30 ft.; AC 15 (+1 natural, +4 chain shirt); Atk flindbar +9 melee (1d6+6), or composite longbow +5 ranged (1d8, x3 crit, 110 ft); SQ darkvision 60 ft; AL CE; SV Fort +9, Ref +2, Will +2; Str 16, Dex 13, Con 15, Int 12, Wis 12, Chr 12. 
Skills: Hide +4 (+5), Listen +6, Move Silently +6 (+7), Spot +6, Widerness Lore +6. Feats: Exotic Weapon (flindbar), Improved Disarm, Power Attack, Weapon Focus (flindbar), Weapon Specialization (flindbar).
Clay Mane’s bodyguards, male or female gnoll War3 (4): CR 4; SZ Medium humanoid; HD 5d8+5; hp 27; Init +0; Spd 20 ft. in scale mail; AC 17 (+1 natural, +4 scale, +2 shield); Atk battleaxe +6 melee (1d8+2, x3 crit); SQ darkvision 60 ft; AL CE; SV Fort +7, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11, Chr 8. 
Skills: Listen +4, Spot +4. Feats: Cleave, Power Attack.
Elite hunters, male or female gnoll Rgr1 (16): CR 3; SZ Med; HD 2d8+2+1d10+1; hp 15; Init +0; Spd 30 ft.; AC 16 (+1 natural, +3 studded leather, +2 shield); Atk battleaxe +4 melee (1d8+2, x3 crit), longbow +2* ranged (1d8*, x3 crit, 100 ft); SA favoured enemy +1 (goblin); SQ alertness, endurance, darkvision 60 ft; AL CE; SV Fort +6, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11, Chr 8. 
Skills: Listen +4, Move Silently +4, Profession (hunter) +4, Spot +4, Wilderness Lore +4. Feats: Point Blank Shot*, Power Attack, Track.
Hunter/warriors, male or female gnolls (90): CR 1; SZ Medium humanoid; HD 2d8+2; hp 11; Init +0; Spd 20 ft. in scale mail; AC 15 (+1 natural, +4 scale); Atk bastard sword or glaive +3 melee (1d10+3), or javelin +1 ranged (1d6+2, 30 ft); SQ darkvision 60 ft; AL CE; SV Fort +4, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11, Chr 8. 
Skills: Listen +3, Spot +3. Feats: Power Attack.
Villagers, male or female gnolls (100): CR ½; SZ Medium humanoid; HD 2d8; hp 8; Init +0; Spd 30 ft.; AC 11 (+1 natural); Atk bite +2 melee (1d4+1); SQ darkvision 60 ft; AL CE; SV Fort +3, Ref +0, Will +0; Str 13, Dex 10, Con 11, Int 8, Wis 11, Chr 8. 
Skills: Craft (any appropriate) +2, Listen +3, Spot +3. Feats: Alertness.
Young gnolls (70): CR ¼; SZ Medium humanoid; HD 1d8; hp 4; Init +0; Spd 30 ft.; AC 11 (+1 natural); Atk bite +1 melee (1d3); SQ darkvision 60 ft; AL CE; SV Fort +2, Ref +0, Will +0; Str 11, Dex 10, Con 10, Int 7, Wis 11, Chr 8. 

The Veela Flinds (EL 13)
	The Veela flinds (Gn. “the victorious”) are the sole weapon producers among the non-orc humanoids of the area, often trading with the nearby Kerrla gnolls and Hill Beater goblins. Chief Blackfur has plans to unite these three tribes in the near future in order to make war on some of the constantly raiding orcs in surrounding areas. 
	Veela animal husbandry is relatively advanced (they have a number of “tamed” wolves and even a mated pair of dire wolves that they have captured in past years), and they have even begun some small-scale farming efforts in the past few years. Unlike most flinds, none of the Veela flinds use the flindbar, a weapon reserved for their leader and those of his bloodline only (his and Shhahhrr’s children are too young to bear arms yet).
	A standard Veela patrol consists of 2d4+2 hunter/warriors and 1 to 3 elite warriors. 
* Instead of having one 3rd-level flind for each 20 adults, as per the monster description (see Appendix 3), I have made a larger number of 1st-level warriors to reflect the 40 pure warriors mentioned in the Scourge book.
Chief Blackfur, male flind monk 6: CR 8; SZ Medium humanoid; HD 8d8+16; hp 54; Init +7; Spd 50 ft; AC 16 (+3 Dex, +1 Wis, +1 natural, +1 monk); Atk flindbar +11/+8 (1d6+6) or claw strike +7/+4 melee (1d8+4), or composite longbow +7 ranged (1d8+3, x3 crit, 110 ft); SA flurry of blows, stunning attack (Fort DC 14); SQ evasion, still mind, slow fall 30 ft, purity of body, darkvision 60 ft; AL LE; SV Fort +11, Ref +7, Will +6; Str 16, Dex 16, Con 14, Int 12, Wis 13, Chr 15. 
Skills: Climb +5, Hide +8, Jump +10, Listen +13, Move Silently +10, Search +4, Spot +13, Tumble +11. Feats: Deflect Arrows, Improved Disarm, Improved Initiative, Improved Trip, Improved Unarmed Strike, Weapon Focus (flindbar).
Possessions: +3 flindbar (+8 to disarm), mighty composite longbow +3, 12 arrows, 10 gp.
Shhahhrr, Blackfur’s bodyguard and mate, female flind fighter 4: CR 6; SZ Medium humanoid; HD 2d8+4+4d10+8; hp 43; Init +2; Spd 30 ft.; AC 17 (+2 Dex, +1 natural, +4 chain shirt); Atk glaive +10 (1d10+6, x3 crit) or greatsword +8 melee (2d6+4, 19-20/x2), or composite longbow +7 ranged (1d8+3, x3 crit, 110 ft); SQ darkvision 60 ft; AL LE; SV Fort +9, Ref +3, Will +2; Str 16, Dex 14, Con 14, Int 15, Wis 12, Chr 16. 
Skills: Climb +5(+7), Jump +8(+10), Listen +5, Search +6, Spot +6, Swim +0(+7). Feats: Cleave, Great Cleave, Power Attack, Weapon Focus (glaive), Weapon Specialization (glaive).
Possessions: masterwork glaive, greatsword, mighty composite longbow +3, 12 arrows, 10 gp.
Elite shock troops, male or female flind War1 (15): CR 2; SZ Medium; HD 3d8+6; hp 19; Init +1; Spd 20 ft. in chainmail; AC 17 (+1 Dex, +1 natural, +5 chain shirt); Atk greatsword +5 melee (2d6+4, 19-20/x2), or javelin +4 ranged (1d6+3, 30 ft); SQ darkvision 60 ft; AL LE; SV Fort +7, Ref +1, Will +1; Str 16, Dex 13, Con 15, Int 10, Wis 12, Chr 12. 
Skills: Listen +5, Search +3, Spot +5. Feats: Power Attack.
Elite infantry, male or female flind War1 (25): CR 2; SZ Medium; HD 3d8+6; hp 19; Init +1; Spd 20 ft. in chainmail; AC 17 (+1 Dex, +1 natural, +5 chain shirt); Atk glaive +5 melee (1d10+4, 19-20/x2), or javelin +4 ranged (1d6+3, 30 ft); SQ darkvision 60 ft; AL LE; SV Fort +7, Ref +1, Will +1; Str 16, Dex 13, Con 15, Int 10, Wis 12, Chr 12. 
Skills: Listen +5, Search +3, Spot +5. Feats: Power Attack.
Standard hunter/warriors, male or female flinds (70): CR 1; SZ Medium humanoid; HD 2d8+4; hp 13; Init +1; Spd 30 ft.; AC 18 (+1 Dex, +1 natural, +4 chain shirt, +2 shield); Atk battleaxe or +4 melee (1d8+3), or longbow +3 ranged (1d8, x3, 100 ft); SQ darkvision 60 ft; AL LE; SV Fort +5, Ref +1, Will +1; Str 16, Dex 13, Con 15, Int 10, Wis 12, Chr 12. 
Skills: Listen +4, Search +3, Spot +4. Feats: Power Attack.
Villagers, male or female flinds (100): CR ½; SZ Medium humanoid; HD 2d8+2; hp 10; Init +0; Spd 30 ft.; AC 11 (+1 natural); Atk shortspear +3 melee (1d8+3); SQ darkvision 60 ft; AL LE; SV Fort +4, Ref +0, Will +0; Str 14, Dex 11, Con 13, Int 10, Wis 11, Chr 11. 
Skills: Craft (any appropriate) +5, Listen +3, Spot +3. Feats: Skill Focus (Craft).
Young flinds (50): CR ¼; SZ Medium humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft.; AC 11 (+1 natural); Atk bite +1 melee (1d3); SQ darkvision 60 ft; AL CE; SV Fort +3, Ref +0, Will +0; Str 11, Dex 10, Con 12, Int 9, Wis 11, Chr 10. 
Wolves (6): CR 1; SZ Medium animal; HD 2d8+4; hp 13; Init +2; Spd 50 ft; AC 14 (+2 Dex, +2 natural); Atk bite +3 melee (1d6+1); SA trip; SQ scent, low-light vision; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4.
Trip (Ex): A wolf that hits with its bite can attempt to trip as a free action (PH 139) without making a touch attack or provoking an attack of opportunity.  If the attempt fails, the wolf is not subject to a trip attack in return.  
Scent (Ex): Detects opponents by scent within 30 feet; 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering scents).  May track by scent by making a Wisdom check with a +4 racial Tracking bonus (DC varies).
Dire wolves (2): CR 3; SZ Large animal; HD 6d8+18; hp 45; Init +2; Spd 50 ft; AC 14 (-1 size, +2 Dex, +3 natural); Atk bite +10 melee (1d8+10); Face 5 ft x 10 ft; SA trip; SQ scent, low-light vision; AL N; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10. 
Skills: Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1*.
Trip (Ex): A wolf that hits with its bite can attempt to trip as a free action (PH 139) without making a touch attack or provoking an attack of opportunity.  If the attempt fails, the wolf is not subject to a trip attack in return.  
Scent (Ex): Detects opponents by scent within 30 feet; 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering scents). *May track by scent by making a Wilderness Lore check with a +4 racial bonus.

The Runaway Slave
	This encounter requires little or no alteration; I would suggest, however, that the runaway NPC be one with a few levels rather than a 0-level character, as in the module. Perhaps one of the special guests from Dame Gold’s manor (see Chapter One) would be appropriate  but should not stay with the party if used! For that matter, this works as a perfect opportunity for a new player (or PC, if one has died) to be worked into the game, with little or no trouble on the part of the DM.

Appendix 3: New Monsters

DEATH DOG
Medium-Size Beast 
Hit Dice: 2d10+4 (15 hp)
Initiative: +1 (Dex)
Speed: 50 ft.
AC: 13 (+1 Dex, +2 natural)
Attacks: 2 bites +4 melee
Damage: Bite 1d6+4
Face/Reach: 5 ft by 5 ft / 5 ft.
Special Attacks: Trip, inflict disease
Special Qualities: Scent
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 15, Int 3, Wis 13, Chr 8
Skills: Hide +5*, Listen +6, Spot +6, Wilderness Lore +2*
Feats: Alertness
Climate/Terrain: Any temperate or warm land and underground
Organization: Solitary, pair, pack (3-8), or swarm (5-50)
CR: 1
Treasure: None
Alignment: Always neutral evil
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)
Death dogs are large black hounds with two heads, both of which can attack independently. They are vicious, usually attacking humanoids on sight, and are said to be descendants of Cerberus: their loud, penetrating bark tends to lend support to this theory.
COMBAT
Trip (Ex): A death dog that hits with a bite attack can attempt to trip its opponent as a free action without provoking an attack of opportunity. If the trip fails, the opponent cannot make a trip attack on the death dog in response. 
	Inflict disease (Su): A creature who takes damage from a death dog’s infectious bite must make a successful Fort save (DC 14) or contract “Devil Chills” (see DMG 74-5).
	Scent (Ex): Sense creatures by smell within 30 feet (60 downwind, 15 upwind; double ranges if strong smell, triple if overpowering). Track by successful Wilderness Lore check.
	Skills: A death dog receives a +2 racial bonus to Hide checks and, due to its two heads, a +4 racial bonus to Listen, and Spot checks. *A death dog has a +4 racial bonus to Wilderness Lore checks when attempting to track by scent; also, due to its coloration, a death dog has a +4 racial bonus to Hide in dark conditions.

DEVIL DOG
Medium-Size Magical Beast
Hit Dice: 6d10+12 (45 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: AC 14 (+2 Dex, +2 natural)
Attacks: Bite +10 melee
Damage: Bite 1d6+6
Face/Reach: 5 ft by 5 ft / 5 ft.
Special Attacks: Improved trip, rending leap 2d6+6, bay
Special Qualities: Scent
Saves: Fort +7, Ref +7, Will +3
Abilities: Str 18, Dex 14, Con 15, Int 9, Wis 13, Chr 10
Skills: Hide +9*, Listen +7, Move Silently +9, Spot +7, Wilderness Lore +7*
Feats: Alertness, Run
Climate/Terrain: Any cold or temperate land and underground
Organization: Solitary, pair, or pack (4-16)
CR: 4
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always chaotic evil
Advancement: 7-8 HD (Medium-size); 9-15 HD (Large)
Stark white hounds with blue eyes, devil dogs tend to live in cold regions, though they will travel into temperate regions in the cold season. They are thought by many to be an offshoot of the winter wolves, perhaps cross-bred with wild dogs. Whatever their lineage, devil dogs roam in an endless search for food and will always attack humanoid parties, being more than intelligent enough to use their coloration to best advantage, and thus often attacking from surprise as they often cannot be seen from distances beyond 20 or 30 feet. 
COMBAT
Trip (Ex): A devil dog that hits with its bite attack can attempt to trip its opponent as a free action without provoking an attack of opportunity. If the trip fails, the opponent cannot make a trip attack on the devil dog in response. 
	Rending leap (Ex): If a devil dog successfully bites a prone opponent, it bites the throat (or some other vulnerable area) and rends for 2d6+8 points of damage. In addition, the victim must make a Fort save (DC 15) or be stunned for one round by the attack.
	Bay (Su): When attacking or giving chase, a devil dog may bay, causing all creatures of 3 HD or less within a 300-foot spread to make a Will save (DC 13) or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. If the save is successful, the creature is immune to that devil dog’s baying for one day. 
	Scent (Ex): A devil dog may sense creatures by smell within 30 feet (60 if the devil dog is downwind, 15 upwind; double ranges if strong smell, triple if overpowering).
	Skills: A devil dog receives a +1 racial bonus to Hide, Listen, Move Silently, and Spot checks. *Their natural coloration gives devil dogs a +8 racial bonus to Hide in areas of snow and ice (i.e., total bonus +16). A devil dog has a +4 racial bonus to Wilderness Lore checks when attempting to track by scent.

DINOSAUR  GIANT PTEROSAUR
Huge Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +2 (Dex)
Speed: 20 ft, fly 60 ft (poor)
AC: 15 (-2 size, +2 Dex, +5 natural)
Attacks: Bite +6 melee
Damage: Bite 2d6+6
Face/Reach: 10 ft x 20 ft / 15 ft.
Special Attacks: Improved grab, diving grab
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 19, Dex 14, Con 16, Int 2, Wis 12, Cha 7
Skills: Move Silently +0*, Spot +8*
Climate/Terrain: Any warm land 
Organization: Solitary or pair
CR: 4
Treasure: None
Alignment: Always neutral 
Advancement: 7-12 HD (Huge); 13-18 HD (Gargantuan)
This ghastly looking creature, with its 10-foot long snake-like neck and long, toothy jaws, is a nightmare to behold. Its body is generally only about 10 to 15 feet long, but its wingspan in flight is nearly 50 feet. 
COMBAT
Improved grab (Ex): To use this ability, the giant pterosaur must hit a creature of Medium size or smaller with its bite attack. If it gets a hold, it inflicts bite damage each subsequent round, and may choose to fly off with its victim. Although a giant pterosaur weighs only about 150 to 200 pounds, it may carry opponents of up to twice that weight in flight. 
Diving grab (Ex): If the pterosaur catches an opponent flat-footed when attacking from the air, it has swooped down at double speed as a charge attack and does double damage if it hits. 
Skills: Pterosaurs receive a +3 racial bonus to Spot checks. *This bonus increases to +6 when flying during daylight hours; pterosaurs have a +8 racial bonus to Move Silently when in flight.

Flind
Medium-Size Humanoid (Gnoll)
Hit Dice: 2d8+4 (13 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 18 (+1 Dex, +1 natural, +4 chain shirt, +2 large shield)
Attacks: Light mace +4 melee; Flindbar +4 melee; or Composite longbow +3 ranged
Damage: Light mace 1d6+3; Flindbar 1d6+3; or Composite longbow 1d8
Face/Reach: 5 ft by 5 ft. / 5 ft.
Special Qualities: Darkvision 60 ft.
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 16, Dex 13, Con 15, Int 10, Wis 12, Chr 12
Skills: Listen +4, Search +3, Spot +4
Feats: Power Attack (75%) or Exotic Weapon (flindbar) (25%)
Climate/Terrain: Temperate or warm land and underground
Organization: Solitary, pair, gang (2-5), band (10-100 plus 50% non-combatants plus 1 3rd-level sergeant per 20 adults and one leader of 4th6th level), or tribe (20-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, and one leader of 4th6th level, and 6-10 dire lions, dire wolves, or worgs; underground lairs also may have 2-5 ogres)
CR: 1
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
	Relatives of the gnolls, flinds are slightly shorter (averaging 6½ feet tall) and more muscular than their chaotic cousins. They appear much like gnolls, aside from the difference in height and the fact that flinds tend to have slightly darker fur, mostly steel-grey in colour. 
COMBAT
Flind behaviour in combat is often similar to that of gnolls, though flinds tend to be more respectful of their leaders and much more disciplined in general. Flind leaders and typically about 25% of flind warriors encountered will use “flindbars” as their favoured weapon. Flindbars are Medium-sized exotic weapons much like heavy steel nunchaku; due to their size and weight, flindbars can only be used by characters with Strength 13+. In the hands of a proficient wielder, i.e., a monk or one with the Exotic Weapon (flindbar) feat, the flindbar grants a +4 bonus to disarm. Further, in the hands of a flind monk, the flindbar can be used, like nunchaku, at the monk’s higher open hand iterative attack bonus.
FLIND SOCIETY
Flind society is generally much more ordered than that of their gnoll cousins. Leadership among them is hereditary, though still open to challenge from time to time, and leaders are usually respected more than feared. 
	A band or tribe of flinds includes as many noncombatant young as there are adults. Gnoll lairs are generally much more effectively defended than gnoll lairs, often utilizing siege weapons and heavy fortifications as well as superior battle tactics. Flinds, like gnolls, take slaves, and any lair will have about 1 humanoid slave for every 10 adult flinds, or perhaps slightly less. As with gnolls, their slaves tend to be eaten quite regularly, and thus suffer from high attrition.
	Flinds speak the same tongues as gnolls, and are generally on friendly terms with orcs, hobgoblins, bugbears, and ogres. They dislike trolls and will not cooperate with them. 
	Flinds do not worship Yeenoghu or Erythnul, preferring to worship either Hextor or Dispater, an Arch-devil. 
FLIND CHARACTERS
	A flind’s favoured class is monk; gnoll leaders are often monks, though fighters are not uncommon among them. Note that the flindbar is a starting monk weapon, replacing siangham, for flind monks. Gnoll clerics usually worship Hextor. 

Giant  verbeeg
Large Giant
Hit Dice: 5d8+15 (38 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 16 (-1 size, +1 Dex, +3 natural, +3 studded leather)
Attacks: Huge greatclub +6 melee; Huge longspear +3 ranged
Damage: Huge greatclub 2d6+6; Huge longspear 2d6+4
Face/Reach: 5 ft by 5 ft. / 10 ft.
Special Qualities: Darkvision 60 ft.
Saves: Fort +7, Ref +2, Will +2
Abilities: Str 19, Dex 13, Con 16, Int 12, Wis 12, Chr 13
Skills: Craft (any one) +5, Hide +5, Intimidate +5, Listen +4, Search +5, Spot +4
Feats: Far Shot, Point Blank Shot
Climate/Terrain: Any hills, mountains, and underground
Organization: Solitary, gang (2-5), band (5-9 plus 40% non-combatants plus one leader of 2nd or 3rd level), hunting party (6-9 plus 1-4 wolves, or 1-2 dire wolves or worgs), or tribe (11-30, plus 40% non-combatants, plus 1 adept, cleric, or sorcerer of 4th7th level and one leader of 4th7th level, and 2-8 wolves or 1-4 dire wolves or worgs; in arctic climes they may have 1-3 winter wolves or 1-2 polar bears)
CR: 4
Treasure: Standard
Alignment: Usually neutral or neutral evil
Advancement: By character class
	Verbeeg, or human behemoths, are a race of human-like giants inhabiting the same areas as hill giants. Verbeeg are often unusually thin for their great height (standing between 8½ and 10 feet tall). Some have minor deformities which only serve to add to their rather fearsome aspect. They otherwise appear human. 
COMBAT
As mentioned above, verbeeg often associate with hill giants and ogres; they will prefer to send their allies into battle, remaining behind (far behind, if possible) to command and support with ranged attacks. This is not to suggest that verbeeg are necessarily cowardly; they are simply intelligent opponents, and prefer not to meet their enemies face to face if they can avoid it. 
	If they have them, verbeeg will wear armour and use shields in combat, and while a typical verbeeg uses a greatclub or spear, they will use superior weaponry whenever possible. Verbeeg throwing spears (equal to huge longspears) have a range increment of 45 feet (30-foot range for size and Strength, plus Far Shot). Each verbeeg will usually have three or four spears.
VERBEEG SOCIETY
As mentioned above, an encounter with verbeeg is likely to be in conjunction with hill giants and/or ogres. Because verbeeg are much more intelligent, they will typically command any hill giants or ogres with whom they dwell or associate, though this is not always the case. 
	Generally verbeeg leaders will have two or more mates, while lesser warriors will have a single mate. Young verbeeg make up about 50% or more of the noncombatant population of a tribe. Being intelligent, verbeeg are unlikely to have magical treasure that they cannot use, trading useless items as quickly as possible. Female verbeeg are equal to males in their society, and female warriors are the equals of males as well. 
VERBEEG CHARACTERS
	A verbeeg’s favoured class is rogue; leaders are often rogues, though spellcasters are common among them. Verbeeg clerics usually have access to any two of the following domains: Evil, Healing, Magic, Strength, Trickery. 

MOON DOG
Medium-Size Outsider
Hit Dice: 8d8+24 (60 hp)
Initiative: +4 (Dex)
Speed: 50 ft., 20 ft on two legs
AC: 18 (+4 Dex, +4 natural), 20 in semi-darkness, 22 in darkness
Attacks: Bite +10/+5 melee
Damage: Bite 2d4+3
Face/Reach: 5 ft by 5 ft / 5 ft.
Special Attacks: Spell-like abilities, holy baying, holy howl, holy bark, moon shadows
Special Qualities: Uncanny dodge, SR 14, damage reduction 10/+2, cold, electricity, and fire resistance 20, moon dog traits
Saves: Fort +9, Ref +10, Will +8
Abilities: Str 15, Dex 18, Con 16, Int 15, Wis 15, Chr 16
Skills: Animal Empathy +11*, Heal +10, Hide +15*, Jump +11, Listen +16, Move Silently +12, Sense Motive +14, Spot +16, Use Magic Device +11.
Feats: Alertness, Endurance
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or pack (3-8) 
CR: 7
Treasure: 1/10 coins; otherwise, standard
Alignment: Always neutral good
Advancement: 9-15 HD (Medium-size); 16-21 HD (Large)
The moon dog, also known as the black hound or night prowler, is often mistaken for a baneful monster because it is often seen only when evil is afoot. However, the moon dog is in fact a stalwart protector of good, seeking out evil predators to slay in the night. 
	The moon dog is largely canine, resembling a great black or mottled grey wolfhound. Its head, however, is vaguely human-looking, and its forepaws are prehensile with partially apposable digits. Eye colour is typically amber. Moon dogs are capable of bipedal locomotion at a reduced speed, and often use this method of movement when approaching humanoids with friendly intent. 
COMBAT
The moon dog may attack with its powerful bite, but has numerous magical and vocal abilities that it can use to great effect, particularly against evil foes. Due to its great intelligence and prehensile forepaws, a moon dog may use Small or Tiny objects in its hands, and thus, given its Use Magic Device skill, will sometimes use magic items such as wands in combat. 
	Spell-like abilities (Sp): at will, 1/round  change self, dancing lights, darkness, improved invisibility, light, mirror image, non-detection, obscuring mist; 1/day  shades. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level). 
	Holy baying (Su): A moon dog’s baying causes all evil opponents in a 240-foot spread to make a Will save (DC 17) or become panicked. This is a sonic, mind-affecting fear effect, and is a full round action. For every moon dog baying beyond the first, the Will DC for this attack increases by one. 
	Holy howl (Su): A moon dog’s howl causes all evil opponents in a 180-foot spread to make a Fort save (DC 17) or suffer 1d4+4 points of damage. This is a sonic attack, and is a full round action. For every moon dog howling beyond the first, the Will DC for this attack increases by one. 
	Holy bark (Su): A moon dog’s bark acts exactly like a dismissal spell cast by a cleric of the same level. This is a sonic attack, and is a full round action.
	Moon shadows (Su): In shadowy or darker conditions, a moon dog can move in such a way as to effectively create a hypnotic pattern spell that affects only evil creatures; further, all good creatures in the area of effect gain the benefit of a magic circle against evil and a remove fear effect. Treat the area of effect as a 15-foot spread centred on the moon dog. This is a full round action and lasts as long as the moon dog maintains its movement, plus two rounds. 
	Uncanny dodge (Ex): A moon dog has the uncanny dodge ability of an 11th-level rogue.
Moon dog traits (Ex): Moon dogs benefit from a number of racial traits:
•	A moon dog receives a +4 racial bonus to Listen, Sense Motive, and Spot checks.
•	A moon dog’s natural coloration gives it a +4 racial bonus to Hide in semi-darkness (twilight or flitting shadows), and this increases to +8 in darkness or deep shadows. 
•	A moon dog has a +4 racial bonus to Animal Empathy checks when dealing with canine or lupine creatures.
•	Due to its coloration and ability to blend into shadows, a moon dog gains a +2 competence bonus to AC in semi-darkness, and this bonus increases to +4 in darkness.
•	A moon dog’s sense are so acute that it can always detect evil and detect snares and pits as a free action; it can discern illusions as well as detect invisibility and detect magic as a standard action. 
•	Magical whine (Su): A moon dog’s whine can function as a dispel magic that targets a single illusion spell. This ability is a full round action, and functions as the spell of the same name cast by a 12th-level sorcerer.
•	Healing lick (Su): A moon dog may lick itself or another creature as a standard action. This functions as either cure light wounds, cure disease, or slow poison spell cast by an 8th-level cleric, as the moon dog desires. Each function can affect a given creature only once per day. 
•	Darkvision up to 120 feet.
•	Astral Projection and Etherealness (Su): These function just like the spells of the same names as cast by a 12th-level sorcerer. 
•	Association with a moon dog for one hour or more serves to dispel charm or remove curse as the spells of the same names cast by an 8th-level cleric.
•	A moon dog can effectively dispel magic by concentrating, but to do so it is forced to return to its own plane immediately afterwards. This ability is a full round action, and functions as the spell of the same name cast by an 8th-level sorcerer.

MOON DOG SOCIETY
Encounters with moon dogs never occur in heavily populated areas. Normally only one moon dog will be encountered, but in certain areas of greatly concentrated evil, from 2-8 may be encountered. They serve only good deities or their most powerful celestial servants.
	Moon dogs speak Celestial and also have their own language, which allows them to converse with all intelligent canine or lupine creatures. Additionally, they can speak Common and can communicate by a limited form of telepathy (basic concepts only). While they will thus communicate with all good-aligned humanoids and aid such beings (or seek aid from them) in need, they will not associate with them for extended periods.