0% found this document useful (0 votes)
37 views28 pages

EAST1-2 Marauders Spear

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
37 views28 pages

EAST1-2 Marauders Spear

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 28

EAST1-2

Marauder‘s Spear
A Dungeons & Dragons® Living
Forgotten Realms Adventure

By Art Severance and Mike Rizzo


Reviewed by Bill Benham and M. Sean Molley
Playtested by Christofer Arroyo, Joseph Chora, Mitch Clark,
Daniel Cork, Jocelyn Eisenhour, David Gloss, Rafa “Gonzo”
Gonzales, Bruce Higa, Robert Lionheart, Al Paoletti,
Stephen Roe, and Gerry Ruiz
In the pre-dawn gloom, gnolls savage a dusty halfling trading encampment on the edge of the Eastern Shaar. Hapless
hin and hurbryn merchants cry out for protection from these marauding dogs. Why are the gnolls attacking here in
such numbers? Who is the real leader of the pack? A Living Forgotten Realms adventure set in the East Rift for
characters levels 4-7.

Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
designed by Andy Collins, Rob Heinsoo, and James Wyatt.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20.
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of
Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2008
Wizards of the Coast, Inc.
For rules questions specific to this document email rpgasanctioning@wizards.com.
RPGA® Sanctioned Play Manual. Attacks have a letter next to them designating
the type: M for melee, R for ranged, C for close, and A
Most likely you ordered this adventure as part of an for area. A lower-case letter (used only in some melee
RPGA event from the RPGA website, or you received it and ranged attacks) denotes that the attack can be used
from your senior gamemaster. To play this adventure as a basic attack.
and receive rewards from the RPGA REWARDS program,
you must sanction it as part of an RPGA event. This
event could be as elaborate as a big convention, or as
Important DM Information
simple as a group of friends meeting at the DM’s house. As the DM of the session, you have the most important
To sanction an RPGA event, you must be at least a role in facilitating the enjoyment of the game for the
HERALD-LEVEL™ gamemaster. The person who sanctions players. You take the words on these pages and make
the event, called the senior gamemaster, is in charge of them come alive. The outcome of a fun game session
making sure the event is sanctioned before play, runs often creates stories that live well beyond the play at the
smoothly on the date sanctioned, and gets reported back table. Always follow this golden rule when you DM for a
to the RPGA in a timely manner. The person who runs group:
the game is called the table Dungeon Master (or usually
just DM). Sometimes (and almost all the time in the Make decisions and adjudications that enhance the
cases of home events) the senior gamemaster is also the fun of the adventure when possible.
table DM. You don’t have to be a HERALD-LEVEL GM to
run this adventure if you are not the senior GM. To reinforce this golden rule, keep in mind the
By sanctioning and reporting this adventure you following:
accomplish a couple of things. First, it is an official game,
tracked under your play history. Second, players and • You are empowered to make adjustments to
DMs gain rewards for sanctioned RPGA play if they are the adventure and make decisions about how
members of the RPGA REWARDS program. Playing this the group interacts with the world of this
adventure is worth four (4) points. adventure. This is especially important and
This adventure retires from RPGA-sanctioned play applicable outside of combat encounters, but feel
on December 31, 2011. free to use the "scaling the encounter" advice
To learn more about RPGA event sanctioning and (usually for adjusting to different-sized groups) to
RPGA REWARDS, visit the RPGA website at adjust combat encounters for groups that are
www.rpga.com. having too easy or too hard of a time in an
adventure.
Preparing for Play • Don't make the adventure too easy or too
difficult for a group. Never being challenged
In order to play this adventure, you’ll need copies of the makes for a boring game, and being
following D&D 4th Edition rulebooks: Player’s Handbook, overwhelmed makes for a frustrating game.
Dungeon Master’s Guide, and the Monster Manual. Any Gauge the experience of the players (not the
other rules referenced in this adventure will be noted in characters) with the game, try to feel out (or ask)
the New Rules Items section at the end of the what they like in a game, and attempt to give
adventure. each of them the experience they’re after when
Throughout this adventure, text in bold italics they play D&D. Give everyone a “chance to
provides player information for you to paraphrase or shine.”
read aloud when appropriate. Information on nonplayer • Be mindful of pacing, and keep the game
characters (NPCs) and monsters appear in abbreviated session moving along appropriately. Watch for
form in the adventure text. stalling, as play loses momentum when this
Along with this adventure, you’ll find a RPGA happens. At the same time, make sure that the
Session Tracking sheet. If you’re playing this adventure players don’t finish the adventure too early;
as part of an RPGA-sanctioned event, complete and turn provide them with a full play experience. Living
in this sheet to your Senior GM directly after play. Forgotten Realms adventures are designed to be
played within 3.5 – 4 hours; try to be very aware
Reading Monster Stat Blocks of running long or short. Adjust the pacing
accordingly.
Most of the information should be easy to understand, as
• Give the players appropriate hints so they can
it mirrors the information presented in the Monster
make informed choices about how to interact
EAST1-2 Marauder’s Spear Page 2
with their environment. Players should always awarded half experience points (round down) for the
know when enemies are affected by conditions encounter. If they manage to tackle the encounter later
and are bloodied. They should be given clues on and defeat it, award them the other half of the
about how to interact with their surroundings so experience points for the encounter.
they can tackle skill challenges, combats, and
puzzles without getting too frustrated over lack of Character Death
information. This helps to encourage immersion
in the adventure and gives players “little If a PC dies during the course of the adventure, the
victories” for figuring out a good choice from a player of that character and the rest of the group have
clue. two options, provided that they have access to the Raise
Dead ritual (either a PC has it and can use it or the
In short, being the DM for a Living Forgotten Realms characters return back to civilization), they have access
adventure isn’t about following every word on the page; to the body, and it is possible to return the dead PC to
it’s about creating a fun, challenging game environment life.
for the players. A great deal of good information on • Pay the component cost for the ritual. If the
being a DM for a D&D game can be found in Chapters group chooses this option, the cost should be
1-2 of the Dungeon Master's Guide. divided evenly amongst the group (500 gp for
heroic tier, 5,000 gp for paragon tier, and 50,000
gp for epic tier). Using a source outside the group
Appropriate Character Levels to cast the ritual costs 20% more than the
This adventure is designed for player characters (PCs) component cost. Total cost when using an
levels 4 – 7. Characters that fall outside of the level outside source is 600 gp for heroic tier, 6,000 gp
range may not participate in the adventure. Make for paragon tier, and 60,000 gp for epic tier. A PC
certain to check the levels of the PCs before beginning that dies and chooses this method of return gains
play to ensure that they are the proper level. full (or half, if the party was defeated) experience
Each adventure has a low-level version and a high- points from the encounter in which the character
level version. The low level is meant for a group whose died, but no experience points for any encounters
levels, on average, fall in the first two levels of the that were missed while the character was dead. If
adventure’s level spread. The high level is meant for a there’s still more of the adventure remaining, the
group whose levels, on average, fall in the last two levels PC continues to earn experience as normal, and
of the adventure’s level spread. receives a normal cut of the rewards at the end of
A group may decide to play riskier and play the high the adventure.
level when their levels are more suited to the low level if • Invoke the Death Charity clause. If the group
everyone in the group is in agreement to do so; however, cannot afford to pay for the ritual (or doesn’t
some of the rewards may not be available to them. desire to do so), the PC can choose to return back
Conversely, a group may decide to play the low level to life at the end of the adventure. Doing so
when their levels are more suited to the high level if forfeits all rewards (including treasure and story
everyone in the group is in agreement to do so; however, rewards) earned for the adventure except
some of the rewards may be less than what they’d experience points gained prior to the character’s
ideally want from the adventure. death (the character receives the experience
Reading the Numbers: Each encounter will have a point award for the encounter in which they
level and other values (such as XP or sometimes skill died). The PC cannot participate in the same
checks) listed with two numbers divided by a slash. The adventure a second time.
number before the slash is always the value for the low-
level version of the adventure; the number after the Milestones
slash is the value for the high-level version of the No matter if the characters succeed or fail in an
adventure. encounter, they reach a milestone if it is the second
encounter they’ve had since the start of the adventure or
Failing to Defeat an Encounter their last extended rest. Make certain to mention this
If a group fails to defeat an encounter – that is, if they information to the players when applicable, as it gives
have to flee from a combat because it’s too tough or they each PC another action point and affects how some
reach the predetermined number of failures in a skill magic item powers are used.
challenge before reaching success – they are only

EAST1-2 Marauder’s Spear Page 3


Adventure Background gossip, and confer. The jamboree draws a significant
number of human, or “hurbryn” merchants as well.
The Eastern Shaar is home to numerous nomadic tribes This year, some industrious halflings have
of humans, halflings, wemics, centaurs, thri-kreen, and commandeered a rough cabin at the edge of the camp
loxo. Recently, several individuals have been working to for use as a taproom. Its human-sized benches and
manipulate the balance of power between these tribes. trestle tables have already proven quite popular with the
These individuals have inflamed ancient rivalries, merchants. In addition, a number of adventurers have
encouraged the formation of alliances, and awakened found their way here.
dormant menaces. The motivation for this activity is still
unclear. This is a great opportunity to encourage the players to
Just over a week ago, one of these individuals, an introduce and describe their characters. It does not
enigmatic duergar known as “the Broker,” arrived at the matter if the PCs have met previously. They have all
site where the halfling nomads of the Eastern Shaar come to this makeshift tavern to get a head start on the
planned to gather for trade and to celebrate the vernal celebration (or for whatever reason each player desires).
equinox. Allow for a few minutes of roleplaying among the PCs
As he is wont to do, the Broker arranged a number before the action begins with Encounter 1.
of transactions between individuals. Among those, he
told Lur Gershon, a human traveling the Eastern Shaar
alone, that a group of mercenaries was available to work DM’s Introduction
as bodyguards, but would need equipment. This adventure takes place on the day before the vernal
Thus, a week ago, Lur Gershon spoke to Wimberly, equinox at a halfling encampment near the Uthangol
a halfling arms merchant associated with the Crafty Mountains.
Kobold Salvage Company, and purchased hide armor Encounter 1 Fire! A horde consisting of gnolls,
and a magic bow for the mercenaries. Lur Gershon and hyenas, and a demon attacks the encampment and sets
his bodyguards headed out with their new gear. it on fire just before dawn. The PCs must fight the
About a day east of the encampment, Lur Gershon marauders and help put out the fire. In the process, they
was set upon by gnolls. Their leader, an acolyte, had may notice that the gnolls are unusually well armed and
learned of the group from the whispers that he recently armored.
began hearing. The voice purports to be that of Encounter 2 Sava: The PCs meet one of two
Yeenoghu, the Demon God of Gnolls. After killing Lur unusual individuals, a duergar merchant known as “the
Gershon, the gnolls returned to their relatively new lair Broker” or the wemic medicine woman Xomoo’e. In a
laden with gear, including the hide armor and magic skill challenge involving the game of sava (similar to
longbow. chess), the PCs learn a bit about the Eastern Shaar. The
Yesterday, the wemic Xomoo’e (pronounced “ZOH- Broker potentially offers the PCs a magic shield in
moo-ay”) another power broker who was traveling with exchange for a future favor. Xomoo’e possibly challenges
a band of halfling nomads, came upon the remains of the PCs to a rematch at a later date.
Lur Gershon’s group and returned them to the The Broker and Xomoo’e also encourage the PCs to
encampment. This was just before the PCs arrived and seek out the gnolls’ lair.
started celebrating the equinox early. Encounter 3 Merchant: If the PCs check on the
At about the same time, Yeenoghu whispered to the gnolls’ equipment, they learn that the Broker was
gnolls that they should attack the halflings to take some somehow involved.
slaves. The adventure commences with the gnolls’ Encounter 4 Maze of Sseth: The PCs travel to the
attack. gnolls’ lair and discover a maze beneath it. They traverse
the maze in the form of a skill challenge. If they succeed,
Player’s Introduction they find a minor shrine and a number of apparently
worthless bead necklaces.
Read or paraphrase the following to the players: Encounter 5 Snakes! Exiting the maze, the PCs
find a shrine to Sseth guarded by thousands of living
Each year, the halflings, or “hin,” of the Eastern Shaar vipers and a zombie yuan-ti abomination that rises again
gather near the foot of the Uthangol Mountains to when struck down.
celebrate the vernal equinox. They set up their Encounter 6 Conclusion: The PCs return to the
sprawling encampment not far from the top of a halfling encampment. Xomoo’e and/or the Broker offer
fantastic, upward-flowing waterfall, where they trade, to buy the necklaces they found in Encounter 4.

EAST1-2 Marauder’s Spear Page 4


Encounter 1: Fire! A DC 17 Nature check reveals that the marauders are
unusually well armored for gnolls, which usually wear
leather armor, rather than hide.
Encounter Level 5 / 7 (1,154 / 1,680
XP) Features of the Area
Illumination: A small fire between the halflings’
Setup tents provides bright light within 10 squares, as does
This encounter includes the following creatures at the one of tents, which is on fire. The gnoll packrunners
low tier: carry torches that also shed bright light within 5
1 gnoll acolyte (Level 4) (A) squares. In addition, any squares that catch fire shed
8 gnoll packrunners (P) bright light within 10 squares. All other areas are in dim
4 hyena whelps (W) light unless a light source is present. Dim light does not
1 crocotta (Level 7) (D) affect characters with low-light vision, but characters
6 halfling campers (H) with normal vision have a hard time seeing – it grants
concealment (-2 to melee and ranged attack rolls).
This encounter includes the following creatures at the Fire and Smoke: Initially, only the tent adjacent to
high tier: the gnolls is on fire. Any creature that enters or starts its
1 gnoll acolyte (Level 7) (A) turn in one of these squares takes 5 fire damage. Each
8 gnoll packrunners (Level 6) (P) square adjacent to a fire square is filled with smoke.
4 hyena whelps (Level 4) (W) Creatures in smoke squares suffer a -5 penalty to
1 crocotta (D) Perception checks to see or spot things. Creatures in
smoke squares have concealment.
6 halfling campers (H)
At the start of each round, each square of fire sets 2
adjacent squares on fire (starting with squares closer to
The PCs are inside a taproom, winding down a long
the streams, as a slight wind is coming from the upper
night of carousing, when they hear the sound of gnolls
right corner of the map). Each of these new fire squares
and hyenas attacking the halfling encampment outside.
spreads on the next turn. It also generates smoke in
adjacent squares. The fire will not jump the stream of its
The first night of wheeling, dealing, and revelry is
own accord.
winding down, and the sun will soon rise. Although
Any square in which a gnoll packrunner drops a
nearly everyone else has already turned in, you and a
torch catches fire at the start of the following round.
few other hardy souls remain in the taproom. As you
Cabin: The log cabin is 10 feet (2 squares) high. A
contemplate heading to bed yourselves, you hear a high-
DC 12 / 13 Athletics check allows a character to climb
pitched, barking sound reminiscent of hideous laughter,
up onto the roof. All doors are initially closed.
then an unmistakable halfling cry: “Fire!”
Fallen Statue: The fallen statute between the cabin
and the tents counts as difficult terrain. It costs 2
When the PCs look outside, they see the gnoll
squares of movement to enter these squares.
packrunners attacking halflings and setting tents on fire.
Stream and Log Bridges: The streams are
Emphasize the brutality and inhumanity of the gnolls
relatively shallow. All stream squares count as difficult
when describing this combat. Read the following text
terrain, costing 2 squares of movement. The log bridge is
out loud:
somewhat unstable, requiring a DC 12 / 13 Acrobatics
check to cross at full speed (a failed check means the
A horde of hyena-like humanoids has descended upon
character falls into the stream). A character balancing
the camp. They are dressed in fine hide armor adorned
on the bridge grants combat advantage to its enemies.
with shrunken humanoid heads and severed body parts.
Tents: The halflings’ tents block line of sight, but do
The curs wield flaming brands and have already
not cost additional movement to pass through and do
ignited one tent. They are attacking the halflings that not provide cover.
are emerging from it, setting them on fire and hurling Trees: Any square that contains mostly foliage in it
their flaming bodies toward the other tents. The wind grants cover. The center square of the big trees (where
fans the flames chaotically, igniting the dry prairie the trunk is located) counts as blocking terrain.
grass.

EAST1-2 Marauder’s Spear Page 5


Wagon: The wagon counts as blocking terrain. A remaining allies flee. If all of an individual gnoll
DC 12 / 13 Athletics check allows a character to climb packrunner’s avenues of retreat are blocked by PCs
or jump on top. and/or fire, the packrunner drops its spear, whimpers in
submission, and surrenders.
Tactics If any gnolls or the crocotta manage to flee, feel free
to insert them into Encounter 4.
The gnoll packrunners and hyena whelps begin combat
The gnolls and their allies will not kill any downed
alert. In the first round, those that have not yet crossed
PCs, as they are intent on taking prisonsers.
the stream do so, either by using the log bridges or by
wading through. They set the second tent on fire and
take opportunity attacks against any halflings that Scaling the Encounter
emerge. They kill the halflings, assuming that others can Make the following adjustments to the combat based on
be taken captive later. All halflings in burning tents the number of PCs present.
emerge on their initiative and flee combat by any route Four PCs: Remove 4 gnoll packrunners.
possible. Six PCs: Add 4 gnoll packrunners.
Once the PCs emerge from the cabin, the gnoll This encounter is supposed to be challenging, but not
packrunners shift their focus from slaughtering halflings impossible. If it is too easy, have 4 additional
and setting the camp on fire to dealing with the PCs, packrunners join the foray. If it is too difficult, have the
whom they perceive to be a real threat. The gnoll cowardly crocotta and/or some of the packrunners flee.
packrunners drop their torches, grab their spears, and
move toward the PCs. The hyena whelps follow the Ending the Encounter
gnoll packrunners’ lead. Have at least one packrunner
Once the gnolls are defeated, the problem of the fire
drop its torch by the gnoll acolyte to start a blaze that the
remains. Ask the players what they intend to do about it.
acolyte can use for protection from melee combat later.
Any reasonable method that they employ to extinguish
The gnoll packrunners stick close to one another to
the flames (such as organizing the camp into a bucket
maximize their pack attack ability, to remain protected
brigade) automatically succeeds. If you are not under
from fire by the gnoll acolyte’s abyssal shield, and to
any time constraints, you may wish to run this as an
enable the acolyte to use its demonlord’s boon ability.
impromptu skill challenge instead.
Whenever practical, the gnoll packrunners and the
If the PCs take any gnoll packrunners or the gnoll
acolyte delay their attacks until the hyena whelps’ harrier
acolyte prisoner and question them, a DC 12 / 13
ability grants combat advantage against a character.
Intimidate check or a DC 17 / 18 Diplomacy check
The gnoll acolyte follows closely behind the gnoll
reveals the following information. Any gnoll
packrunners and hyena whelps to protect them with the
packrunners who were subjected to the acolyte’s
abyssal shield and to be able to use its demonlord’s boon
demonlord’s boon power when they dropped to 0 hp are
ability whenever the minions die. It avoids melee
dead whether the PCs intended to capture them or not,
combat, preferring to use its ranged attack. The acolyte
and therefore cannot be questioned.
waits to use the burst of flame ability of its longbow until
• The gnolls have been living in limestone caves
it can target three or more PCs with it and attempts to
about two hours away. The gnolls can provide
wait until the hyena whelps also grant combat advantage
directions. If the acolyte is questioned, he relays
against one or more of those targets. If engaged in
that Yeenoghu whispered to him that the caves
melee, the acolyte attempts to move into the closest fire
were a place of power.
square for protection.
• The caves lead to two mazes, neither of which
The crocotta remains close to the gnoll acolyte,
the gnolls have been able to traverse.
between the acolyte and the PCs. It uses haunting
• The gnolls got their hide armor and the acolyte’s
laughter to slide characters into fires. The PCs might
magic bow from a group of humans they attacked
recognize the crocotta (which is a type of demon) with a
recently.
successful Arcana check (see the sidebar for details).
• The gnolls worship Yeenoghu, the Demon Prince
So long as the gnoll acolyte is unbloodied, the gnoll
of Gnolls. A DC 15 Religion check recalls some
packrunners, hyena whelps, and crocotta will fight until basic information about Yeenoghu (see sidebar
defeated. If the gnoll acolyte is bloodied, the crocotta for details).
protects it and the gnoll packrunners begin to withdraw • The gnolls attacked because Yeenoghu told the
toward it to secure their retreat through the fire. The gnoll acolyte to do so and to take some captives
hyena whelps follow. If the gnoll acolyte dies, all of its for slaves. If the gnoll acolyte is questioned, he

EAST1-2 Marauder’s Spear Page 6


relays that Yeenoghu whispered to him that the Sidebar: Additional Information
pack should strike at the halflings’ underbelly and
take some slaves. Here is some additional information that the PCs might
know about the crocotta demon and Yeenoghu, the
Once the PCs have extinguished the fire and questioned gnolls’ patron. (For even more details, see the article
any prisoners, proceed to the next encounter. “Demonomicon of Iggwilv: Yeenoghu” in issue #364 of
Dragon Magazine.)
Experience Points
Crocotta: A character knows the following information
The characters receive 231 / 336 experience points
with a successful Arcana check.
each for defeating the gnollish horde.
• DC 15: Crocottas are demons of the Abyss found
throughout Yeenoghu’s Realm. There, they hunt
Treasure
escaped slaves and explorers alike, killing
The gnoll acolyte has a +2 flameburst longbow. None of whatever they encounter.
the other monsters have any treasure. • DC 20: The crocotta is a perverse reflection of
the natural hyena and employs many of the same
tactics. These demons possess a curious bark that
sounds like disturbed laughter. Those who hear it
move against their will. In addition, crocottas can
also twist their features in grotesque forms to
shock and frighten their foes.
• DC 25: Crocottas are natural cowards and flee
any kind of stiff resistance. However, driving off a
pack of crocottas doesn’t mean that they’ve given
up. Their hunger and hatred wins out over their
fear, and they are sure to return until their victim
is dead.

Yeenoghu: A character knows the following information


with a successful Arcana or Religion check.
• DC 15: Yeenoghu has many names, and each one
reflects another facet of his cruel and savage
nature. Most know him as the Demon Prince of
Gnolls, but among the gnolls, he is called the
Destroyer, and in certain circles and writings, he
has been called the Beast of Butchery and the
Ruler of Ruin. Yeenoghu is the undisputed master
of the gnolls, and through them, he works his evil
in the natural world.
• DC 20: As a demon lord, Yeenoghu is a vehicle of
destruction. As with other demons, Yeenoghu
hungers for carnage, but also craves power over
his rivals and the gods themselves. To this end,
he goads his mortal servants into performing
appalling acts of evil in his name throughout the
lands. He admonishes his servants to show no
mercy in their perpetual war—they must kill all
creatures they encounter and take prisoners
when the beings can serve as useful thralls.

EAST1-2 Marauder’s Spear Page 7


Encounter 1: “Fire!” Statistics (Low Level)
Gnoll Packrunner Level 4 Minion Gnoll Acolyte (Level 4) Level 4 Elite Controller (Leader)
Medium natural humanoid XP 44 Medium natural humanoid XP 350
Initiative +5 Senses Perception +7; low-light vision Initiative +6 Senses Perception +9; low-light vision
HP 1; a missed attack never damages a minion. Abyssal Shield aura 5; allies within the aura gain resist 5 fire.
AC 17; Fortitude 16, Reflex 13, Will 13 HP 108; Bloodied 54
Speed 7 AC 20; Fortitude 17, Reflex 18, Will 15
m Torch (standard; at-will) ✦ Weapon Resist 5 fire
+6 vs. AC; 1 fire damage; see also quick bite and pack attack. Saving Throws +2
m Spear (standard; at-will) ✦ Weapon Speed 7
+8 vs. AC; 4 damage; see also quick bite and pack attack. Action Points 1
M Quick Bite (free, when the gnoll packrunner hits a bloodied m Handaxe (standard; at-will) ✦ Weapon
enemy with a melee attack; at will) +9 vs. AC; 1d6 + 5 damage; see also pack attack.
The gnoll packrunner makes a bite attack against the same target; r Longbow (standard; at-will) ✦ Fire, Weapon
+5 vs. AC; 2 damage. Requires +2 flameburst longbow; Ranged 20/40; +11 vs. AC;
Pack Attack 1d10 + 7 damage; +2d6 fire damage on a critical hit; see also
The gnoll packrunner deals an extra 4 damage on melee attacks pack attack and burst of flame.
against an enemy that has two or more of the packrunner’s allies R Burst of Flame (minor; daily) ✦ Fire
adjacent to it. Requires +2 flameburst longbow; the next ranged basic attack the
Alignment Chaotic evil Languages Abyssal, Common gnoll acolyte makes with its longbow before the end of its turn
Skills Intimidate +8, Stealth +10 becomes a burst 1 centered on the target. Use the listed attack
Str 20 (+7) Dex 14 (+4) Wis 14 (+4) bonus for the longbow, but against Reflex. Instead of normal
Con 14 (+4) Int 9 (+1) Cha 7 (+0) damage, each target hit takes ongoing 5 fire damage (save ends).
Equipment hide armor, light shield, spear, torch C Filthy Curse (standard; encounter) ✦ Psychic, Necrotic
Close blast 5; +8 vs. Will; 1d8 + 4 psychic damage and ongoing 5
Hyena Whelp Level 2 Minion necrotic damage (save ends).
Medium natural beast XP 38 Demonlord’s Boon (immediate reaction, when an ally within 5
Initiative +5 Senses Perception +7; low-light vision squares of the acolyte is reduced to 0 hit points)
HP 1; a missed attack never damages a minion. The gnoll acolyte heals 5 hit points.
AC 16; Fortitude 14, Reflex 13, Will 12 Pack Attack
Speed 8 The gnoll acolyte deals an extra 5 damage on melee and ranged
m Bite (standard; at-will) attacks against an enemy that has two or more of the acolyte’s
+7 vs. AC; 4 damage; see also pack attack. allies adjacent to it.
Pack Attack Alignment Chaotic evil Languages Abyssal, Common
The hyena whelp deals an extra 4 damage on melee attacks Skills Intimidate +7, Stealth +11
against an enemy that has two or more of the whelp’s allies Str 16 (+5) Dex 19 (+6) Wis 14 (+4)
adjacent to it. Con 14 (+4) Int 8 (+1) Cha 7 (+0)
Harrier Equipment hide armor, handaxe, +2 flameburst longbow, quiver of
If a hyena whelp is adjacent to an enemy, all other creatures have 30 arrows
combat advantage against that enemy when making melee attacks.
Alignment Unaligned Languages -
Str 16 (+4) Dex 15 (+3) Wis 12 (+2)
Con 13 (+2) Int 2 (-3) Cha 5 (-2)

EAST1-2 Marauder’s Spear Page 8


Crocotta (Level 7) Level 7 Skirmisher Halfling Camper Level 1 Minion
Medium elemental beast (demon) XP 300 Small natural humanoid XP 0
Initiative +8 Senses Perception +10; darkvision Initiative +3 Senses Perception +5
HP 78; Bloodied 39 HP 1; a missed attack never damages a minion
AC 21; Fortitude 20, Reflex 19, Will 18 AC 15; Fortitude 12, Reflex 14, Will 14; see also nimble reaction
Resist 5 variable (1/encounter; see MM glossary) Speed 6
Speed 8 Nimble Reaction
m Gore (standard; at-will) Halflings gain a +2 racial bonus to AC against opportunity attacks.
+12 vs. AC; 2d6 + 3 damage. Second Chance (immediate interrupt, when hit by an attack;
C Haunting Laughter (standard; encounter) ✦ Fear, Psychic encounter)
Close burst 3; +10 vs. Will; 2d10 + 5 damage, and the target slides The halfling camper forces the attacker to reroll the attack and take
1 square. Miss: The target slides 1 square. the new result.
C Morphic Visage (minor; recharge 4 5 6) ✦ Illusion Alignment Good Languages Common, dwarven
Close blast 3; +10 vs. Will; the crocotta gains combat advantage Skills Acrobatics +9, Thievery +9
against the target until the end of its next turn. Str 11 (+1) Dex 15 (+3) Wis 9 (+0)
Craven (immediate reaction, when targeted by a power Con 10 (+1) Int 10 (+3) Cha 14 (+0)
with the fear keyword; at-will) Equipment none
Whenever a crocotta is the target of an attack with the fear
keyword, it shifts 4 squares away from the source of the attack.
Feint
If a crocotta shifts at least 1 square during its turn, its melee attacks
deal an extra 1d6 damage.
Alignment Chaotic evil Languages -
Skills Stealth +11
Str 19 (+7) Dex 17 (+6) Wis 15 (+5)
Con 14 (+5) Int 5 (+0) Cha 11 (+3)
Description This predator blends the features of a wild boar and a
hyena. Black-spotted brown fur covers its head. Large brown, pitted
tusks emerge from its canine jaw. The rest of its body is hairless and
covered with hideous, crusty sores. It has a long ratlike tail. (Source:
Dragon Magazine, Issue 364)

EAST1-2 Marauder’s Spear Page 9


Encounter 1: “Fire!” Statistics (High Level)
Gnoll Packrunner (Level 6) Level 6 Minion Gnoll Acolyte (Level 7) Level 7 Elite Controller (Leader)
Medium natural humanoid XP 63 Medium natural humanoid XP 600
Initiative +6 Senses Perception +8; low-light vision Initiative +7 Senses Perception +10; low-light vision
HP 1; a missed attack never damages a minion. Abyssal Shield aura 5; allies within the aura gain resist 5 fire.
AC 19; Fortitude 18, Reflex 15, Will 15 HP 156; Bloodied 78
Speed 7 AC 23; Fortitude 20, Reflex 21, Will 18
m Torch (standard; at-will) ✦ Weapon Resist 5 fire
+6 vs. AC; 1 fire damage; see also quick bite and pack attack. Saving Throws +2
m Spear (standard; at-will) ✦ Weapon Speed 7
+10 vs. AC; 5 damage; see also quick bite and pack attack. Action Points 1
M Quick Bite (free, when the gnoll packrunner hits a bloodied m Handaxe (standard; at-will) ✦ Weapon
enemy with a melee attack; at will) +12 vs. AC; 1d6 + 6 damage; see also pack attack.
The gnoll packrunner makes a bite attack against the same target; r Longbow (standard; at-will) ✦ Fire, Weapon
+7 vs. AC; 3 damage. Requires +2 flameburst longbow; Ranged 20/40; +14 vs. AC;
Pack Attack 1d10 + 8 damage; +2d6 fire damage on a critical hit; see also
The gnoll packrunner deals an extra 5 damage on melee attacks pack attack and burst of flame.
against an enemy that has two or more of the packrunner’s allies R Burst of Flame (minor; daily) ✦ Fire
adjacent to it. Requires +2 flameburst longbow; the next ranged basic attack the
Alignment Chaotic evil Languages Abyssal, Common gnoll acolyte makes with its longbow before the end of its turn
Skills Intimidate +9, Stealth +11 becomes a burst 1 centered on the target. Use the listed attack
Str 20 (+8) Dex 14 (+5) Wis 14 (+5) bonus for the longbow, but against Reflex. Instead of normal
Con 14 (+5) Int 9 (+2) Cha 7 (+1) damage, each target hit takes ongoing 5 fire damage (save ends).
Equipment hide armor, light shield, spear, torch C Filthy Curse (standard; encounter) ✦ Psychic, Necrotic
Close blast 5; +11 vs. Will; 1d8 + 5 psychic damage and ongoing 5
Hyena Whelp (Level 4) Level 4 Minion necrotic damage (save ends).
Medium natural beast XP 44 Demonlord’s Boon (immediate reaction, when an ally within 5
Initiative +6 Senses Perception +8; low-light vision squares of the acolyte is reduced to 0 hit points)
HP 1; a minion never takes damage on a miss The gnoll acolyte heals 5 hit points.
AC 18; Fortitude 16, Reflex 15, Will 13 Pack Attack
Speed 8 The gnoll acolyte deals an extra 5 damage on melee and ranged
m Bite (standard; at-will) attacks against an enemy that has two or more of the acolyte’s
+9 vs. AC; 5 damage; see also pack attack. allies adjacent to it.
Pack Attack Alignment Chaotic evil Languages Abyssal, Common
The hyena whelp deals an extra 5 damage on melee attacks Skills Intimidate +8, Stealth +12
against an enemy that has two or more of the whelp’s allies Str 16 (+6) Dex 19 (+7) Wis 14 (+5)
adjacent to it. Con 14 (+5) Int 8 (+2) Cha 7 (+1)
Harrier Equipment hide armor, handaxe, +2 flameburst longbow, quiver of
If a hyena whelp is adjacent to an enemy, all other creatures have 30 arrows
combat advantage against that enemy when making melee attacks.
Alignment Unaligned Languages -
Str 16 (+5) Dex 15 (+4) Wis 12 (+3)
Con 13 (+3) Int 2 (-2) Cha 5 (-1)

EAST1-2 Marauder’s Spear Page 10


Crocotta Level 9 Skirmisher Halfling Camper Level 1 Minion
Medium elemental beast (demon) XP 400 Small natural humanoid XP 0
Initiative +9 Senses Perception +11; darkvision Initiative +3 Senses Perception +5
HP 94; Bloodied 47 HP 1; a missed attack never damages a minion
AC 23; Fortitude 22, Reflex 21, Will 20 AC 15; Fortitude 12, Reflex 14, Will 14; see also nimble reaction
Resist 5 variable (1/encounter; see MM glossary) Speed 6
Speed 8 Nimble Reaction
m Gore (standard; at-will) Halflings gain a +2 racial bonus to AC against opportunity attacks.
+14 vs. AC; 2d6 + 4 damage. Second Chance (immediate interrupt, when hit by an attack;
C Haunting Laughter (standard; encounter) ✦ Fear, Psychic encounter)
Close burst 3; +12 vs. Will; 2d10 + 6 damage, and the target slides The halfling camper forces the attacker to reroll the attack and take
1 square. Miss: The target slides 1 square. the new result.
C Morphic Visage (minor; recharge 4 5 6) ✦ Illusion Alignment Good Languages Common, Dwarven
Skills Acrobatics +9, Thievery +9
Close blast 3; +12 vs. Will; the crocotta gains combat advantage
against the target until the end of its next turn. Str 11 (+1) Dex 15 (+3) Wis 9 (+0)
Craven (immediate reaction, when targeted by a power with the Con 10 (+1) Int 10 (+3) Cha 14 (+0)
fear keyword; at-will) Equipment none
Whenever a crocotta is the target of an attack with the fear
keyword, it shifts 4 squares away from the source of the attack.
Feint
If a crocotta shifts at least 1 square during its turn, its melee
attacks deal an extra 1d6 damage.
Alignment Chaotic evil Languages -
Skills Stealth +12
Str 19 (+8) Dex 17 (+7) Wis 15 (+6)
Con 14 (+6) Int 5 (+1) Cha 11 (+4)
Description This predator blends the features of a wild boar and a
hyena. Black-spotted brown fur covers its head. Large brown, pitted
tusks emerge from its canine jaw. The rest of its body is hairless and
covered with hideous, crusty sores. It has a long ratlike tail. (Source:
Dragon Magazine, Issue 364)

EAST1-2 Marauder’s Spear Page 11


Encounter 1: “Fire!” Map
Ruins of the Wild
Stream / Crevasse 8x2 x2
Camp / Field 8x8 x1
Cabin / Field w/Trees 8x8 x1
Stream / Road 8x2 x2
Field / Skeleton 4x8 x2
Graves / Briar 4x2 x1
Mound / Hobbit Hole 4x4 x1
Hill / Stairs Down 4x4 x1
Ruined Wagon / Briar 4x2 x1
Fallen Statue / Mud Puddle 2x1 x1
Log Bridge / Treasure Chest 1x2 x2
Stream Bend / Horse 2x2 x1
Stream Bend / Road Bend 2x2 x1
Covered Wagon / Field w/Log 4x2 x1
Field / Rock Outcropping 4x2 x1
Field / Road 8x2 x2

P = Gnoll Packrunners, W = Hyena Whelps, D = Crocotta Demon, A = Gnoll Acolyte of Yeenoghu


H = Halfling Campers; 1-6 = PCs

EAST1-2 Marauder’s Spear Page 12


Encounter 2: Sava evil and reclusive, some duergar venture to, and even
live on, the surface. There are even duergar allied to the
gold dwarves of the Rift.
Skill Challenge Level 1 / 4, The Broker: The duergar tells the PCs that the
Complexity 3 (300 / 525 XP) locals refer to him as “the Broker” and that they may
also do so. (If any PC mentions the Crafty Kobold
Salvage Company, from EAST1-1 These Hallowed Halls,
Setup the Broker will nod and say that he has worked with
The Broker: male duergar information broker them in the past.)
Xomoo’e: female wemic medicine woman The Broker addresses the PCs by name whether he
is introduced to them or not. He is smooth-spoken to the
Number of Successes: 8 point of oiliness and peppers his conversation with
Number of Failures: 3 flattering and self-deprecatory remarks (e.g., “nicely
Primary Skills: Bluff, Diplomacy, Insight, Intimidate, played” or “oh, I should have seen that one coming”).
Perception, Thievery In the course of the game, the PCs can learn the
Other Ability: Intelligence (required) following information from their opponent:
• He deals in the exchange of information and
Following the attack on the encampment, the PCs are favors.
approached by one of two unusual individuals, • He has come to the encampment because at
depending on what actions the PCs take. Ask the PCs such gatherings large amounts of interesting
whether they retire to their bedrolls or return to the information exchange hands.
taproom. If you are under no time constraints, consider • He arrived approximately a week ago and
allowing the PCs to separate and meet both NPCs. humbly admits that he has helped a number of
Otherwise, use your best judgment as to which option people with various problems. He declines to
the majority of PCs would seem to favor. comment on any specific transaction, preferring
In each scene below, the PCs engage in a game of his dealings to remain confidential.
sava, a Faerunian game which is a combination of go and • He knows the PCs’ names because he picks
chess, in an attempt to win a wager. The pieces (and things up here and there and occasionally
their real-world counterparts) are pawns, rooks (castles), overhears conversations.
knights-errant (knights), priests (bishops), kings, and The Board: The Broker’s sava board and pieces are
queens. Although only one PC can actually play sava made of hand-carved wood, dyed red and gold. The
against the opponent in each scene, all of the PCs may pieces are simple and depict halflings (pawns), human
attempt to assist in a variety of ways. (rooks), centaurs (knights-errant), wemics (priests), a
In addition, the PCs may engage their opponents in thri-kreen (queen), and a loxo (king). A DC 15 Nature
conversation and learn something about the Shaar and check identifies the individual pieces. Wemics are a
their opponents’ reasons for being there. centaur-like race combining the characteristics of
Continue with Scene 1 for PCs who return to the humans and lions. Thri-kreen are mantis-like beings.
taproom. Continue with Scene 2 for PCs who try to go Loxo are a large humanoid race with elephantine
get some sleep. No single PC can participate in both features. A DC 15 History check indicates that the
scenes as they occur simultaneously. pieces represent the various nomadic peoples of the
Eastern Shaar.
Scene 1: The Broker The Wager: The Broker offers to bet on the sava
Having decided to enjoy breakfast before attempting to match. He will bet as much as 10 gp per PC that he will
get some sleep, you return to the taproom. Its only win. He pays winners with coins minted in the
occupant, other than the bleary-eyed halfling who Underdark. Any PC who wagers with the Broker
served you earlier, is a stout dwarf with a bald pate. His receives a +1 bonus to all Bluff, Diplomacy, and
dark skin is quite unusual for a dwarf. Intimidate checks against the Broker in this encounter.
As you enter, he looks up from the game board he
has been contemplating. A wide grin splits his roan
Scene 2: The Wemic
beard. “Friends, won’t you join me for a game of sava?” It has been a long night, and you have chosen to get
some rest before the celebration starts in earnest.
A DC 15 Nature check reveals that this is a duergar, a However, as you approach your tents you pass an
race of dwarves from the Underdark. While generally unusual being. She appears to be part lion and part

EAST1-2 Marauder’s Spear Page 13


humanoid, similar to a centaur. Her entire body is The Board: Xomoo’e’s sava board and pieces are
covered in tawny fur, except for her four paws, which made of hand-carved wood dyed blue and green. The
are rust-colored. pieces are simple and depict gnolls (pawns), ankhegs
As you pass by, she looks up from a game board she (rooks), manticores (knights-errant), perytons (priests), a
has set up on a large rock near her campfire. She rises wyvern (queen), and a dragon (king). A DC 15 Nature
partway and stretches. “I am still too wound-up from check identifies the individual pieces. A peryton
the gnoll attack. Do any of you play sava? It would resembles a giant eagle with the head of a demonic stag.
really help me relax.” A DC 15 Nature check indicates that these are all types
of monsters commonly encountered in the Eastern
A DC 15 Nature check reveals that the creature is a Shaar.
wemic, a race of nomads from the Eastern Shaar. No Bets: Xomoo’e does not approve of gambling,
Wemics are aggressive and generally uneducated, but preferring sure things to risky bets. She will not wager
are seldom evil. They occasionally interact with the on the game.
other nomadic peoples of the area.
Xomoo’e: The wemic introduces herself as Skill Challenge
Xomoo’e (pronounced “ZOH-moo-ay”) of the Ma’heeta The skill challenge is identical regardless of which
(pronounced “MAH-he-ta”), or “Red-Sleeve” pride. Her opponent is faced. Each round, the single PC that
name translates into Common as “Spear Woman.” She actually plays sava makes a mandatory Intelligence
is friendly and talkative throughout the game, though check against the opponent (each check is made against
her speech is occasionally punctuated with great lioness DC 12 / 13). This represents how well the PC is playing.
yawns and cat-like stretches. She is inquisitive and asks The other PCs may suggest moves, aiding the player on
the PCs about their adventures. his or her Intelligence check (DC 10 to grant a +2
In the course of the game, the PCs can learn the bonus) or they may attempt to use other skills to
following information from Xomoo’e: influence the outcome of the game.
• She is a medicine woman among her pride. The Intelligence checks are mandatory; each
• She has come to the encampment to trade success or failure counts towards the overall success or
medicines and learn other races’ healing
failure of the challenge. In addition, the PCs may use
techniques, as well as to gather news of the
other skills to earn successes or failures as part of the
wider world. She also wanted to see the famous
skill challenge, as detailed below. The game continues
upward-running waterfall.
until the PCs accrue 8 victories and win, or suffer 3
• She arrived at the encampment just yesterday,
failures and lose.
traveling with a group of halfling nomads that she
Allow PCs to be creative and use skills not detailed
encountered on the way.
below. Assign hard DCs (17 / 18) to actions that are
• On the road, she and the halflings discovered a
unlikely to help and/or difficult to execute. Assign
group of humans that had been attacked by
moderate DCs (12 / 13) to plans that are nearly certain
gnolls, probably the same ones that attacked
of success and/or are simple to execute. In addition,
here. She was told the humans were Lur Gershon
reward plans that are exceptionally clever or well role-
and his bodyguards.
played with automatic success.
• She is an accomplished healer who venerates the
Cheating: If the PCs lose the skill challenge
nature goddess Chauntea Diamondeyes.
because of failed skill checks having to do with cheating,
• She knows the ritual raise dead and can cast it if
their opponent breaks off the game, returning any wager
the PCs can pay for it. However, she lacks the
resources to cast it on the halflings who died in and accusing them of cheating or not playing seriously.
the gnoll attack. Moreover, she doubts they In either event, the opponent will not offer the PCs the
would come back, as they died as part of the reward detailed below.
natural cycle of life in the Eastern Shaar. Conversation: During the game, the PCs’ opponent
• She has numerous potions of healing for sale for makes conversation. The most important topic to
50 gp each. include is a discussion of the gnoll attack earlier in the
• She notes that the gnolls were exceptionally well evening. The NPC describes a possible location of the
armed, as they generally do not wear hide armor gnolls’ lair, a set of limestone caves in the foothills of the
or have access to magic weapons. If the PCs nearby Uthangol Mountains. This information makes
indicate they intend to investigate, she suggests the lair easier to find in Encounter 4. If the PCs are
they talk to the arms merchant Wimberly.

EAST1-2 Marauder’s Spear Page 14


caught cheating, or if they are rude or disrespectful, the Thievery (DC 22 / 23): A character can attempt to
opponent does not mention this information. cheat by removing pieces from the board or
Bluff (DC 17 / 18): A character attempts to distract repositioning pieces. Other characters may aid such an
the opponent with conversation or diversions. attempt not only with the Thievery skill, but also with
Alternately, a character can use this skill to aid another the Bluff skill, as explained above regarding that skill.
PC in the use of another skill. For example, a character The DC for each subsequent Thievery attempt increases
could distract the opponent with a Bluff check while by +2, as the opponent more carefully watches the
another character used Thievery to switch the pieces on board to ensure that no one is cheating.
the board. Such a use of the Bluff skill only requires a
DC 10 Bluff check and provides a +2 bonus to the other Ending the Encounter
character’s check. Failure not only fails to aid in the
Completing the skill challenge takes the PCs about an
other character’s check, it also increases the DC of that
hour.
check by +2, as the opponent realizes that something is
Success: If the PCs succeed at the skill challenge
going on.
against the Broker, he offers them a shield of defiance
In addition, a character could use Bluff to suggest an
(heroic tier) in exchange for a promise to do him an
illegal move, passing it off as a variant on the game or a
unnamed favor at some point in the future. He explains
perfectly legal move.
that even though the PCs may not need or want the
Diplomacy (DC 17 / 18): A character attempts to
shield, they will enjoy the “time value of treasure” by
talk the opponent into spotting the PCs’ side a piece,
having the money it represents months before they earn
going easy on them, or teaching them how to play as the
it. He declines to accept any conditions on the favor.
game proceeds. Once one character has successfully
Award each PC that agreed to owe the Broker a favor
used Diplomacy to influence the opponent to make the
the story object EAST03 A Favor Owed.
game easier, further checks aimed at obtaining the same
If the PCs succeed at the skill challenge against
result increase in difficulty by +2 each time.
Xomoo’e, she compliments them on their skill and
Insight (DC 17 / 18): A character attempts to read
invites them to a rematch at the summer solstice. Award
the opponent’s telltale gestures and facial expressions in
each PC that participated in the encounter the story
an attempt to figure out whether the playing character’s
object EAST04 An Invitation.
moves are good (e.g., when the character actually
Note: No PC can earn both story objects or play
playing lifts a piece, another PC watches the opponent
against both opponents. However, it is perfectly fine for
for signs of whether the move is good and relays the
some of the PCs to earn EAST03 while other PCs earn
information to the player).
EAST04.
Efforts to covertly relay information garnered
Failure: If the PCs fail the skill challenge, the
through use of the Insight skill may also require a PC to
opponent decides the PCs are not fated to be significant
make a secondary DC 12 / 13 Bluff check (for example,
players in the future events of the Eastern Shaar.
coughing at the right moment without alerting the
Therefore, the Broker does not offer the shield of defiance
opponent). Failure of this secondary check does not
(heroic tier) and the PCs do not incur the debt. Similarly,
result in a failure. Instead, it increases the DC of
Xomoo’e decides not to invite them to the Council Hills
subsequent Insight checks by 5 (to DC 22 / 23) as the
for the tribal gathering at the summer solstice.
opponent tries to hide his or her expressions.
Intimidate (DC 22 / 23 vs. the Broker, DC 12 /
In either event, the Broker and Xomoo’e suggest that the
13 vs. Xomoo’e): A character can attempt to throw the
PCs may wish to track the gnolls back to their lair to
opponent off of his or her game by making an Intimidate
determine whether there are any more gnolls and to
check.
secure any loot that may have been left behind.
This check is hard against the Broker, as he
If the players appear to be considering taking an
commonly employs such tactics himself. If a PC
extended rest, discourage them. For example, tell them
succeeds in intimidating the Broker, then it counts as
that they have observed other adventurers attempting to
two successes.
pull together groups to explore and loot the gnolls’ lair.
This check is easy against Xomoo’e, who considers
The adventure does not necessarily have to come to a
the game merely a friendly diversion, but carries the risk
screeching halt if the players insist on taking an
of causing her to quit. If a PC attempts to intimidate
extended rest, however.
Xomoo’e and fails, it counts as two failures; if this ends
the challenge, she breaks off the game, refusing to play
with such bullies.

EAST1-2 Marauder’s Spear Page 15


Experience Points • If shown the hide armor the gnolls were wearing
The characters receive 60 / 105 experience points each or the +2 flameburst longbow they were carrying,
for beating either the Broker or Xomoo’e at sava. They Wimberly recognizes the items as ones he sold to
receive half XP if they lose the game. (If different a human, Lur Gershon, for his bodyguards. That
characters play against both NPCs, the party as a whole transaction took place nearly a week ago. When
gets full XP as long as they win at least one of the two he learns that arms and armor he himself sold
games. They do not earn twice the XP for winning both were used in the attack, Wimberly becomes even
games.) more insistent that the PCs attack the gnolls’ lair.
• Lur Gershon and his bodyguards were found
Treasure dead on a track headed east, deeper into the
Eastern Shaar, shortly thereafter. A group of
The Broker offers the PCs a shield of defiance (heroic tier) if
halflings and a wemic traveling toward the
they win the sava match and at least one PC agrees to encampment from the east came across the
owe him a favor. The PCs can also win up to a maximum remains and brought them back just yesterday.
of 10 gp per PC by wagering with the Broker and • Wimberly recalls that when Lur Gershon bought
winning. the armor, he mentioned he was outfitting the
bodyguards, whom he hired on a
Encounter 3: Merchant recommendation from the Broker.

Wimberly has a wide assortment of arms, armor, and


Setup equipment for sale. He can sell the PCs any items from
Wimberly (Insight +6) the Player’s Handbook at standard prices. (Remember
that characters in Living Forgotten Realms may not buy
If the PCs choose to follow up on the unusual armor and magic items of a level higher than their character level,
weapons the gnolls are carrying, they eventually however.)
encounter Wimberly. If Xomoo’e does not direct them If the PCs confront the Broker with the information
to Wimberly, a DC 15 Streetwise check indicates that that he told Lur Gershon to hire the bodyguards, the
Wimberly is the most knowledgeable and well- Broker freely admits this fact. He points out that Lur
respected merchant dealing in arms and armor in the Gershon’s death is proof of the fact that he needed the
encampment and therefore the most likely to know bodyguards. If the PCs try to blame the Broker for
more about the gnolls’ unusual armaments. arranging for the gnolls to get the dangerous magic
weapon and the improved armor, he dismisses such
You come upon the arms merchant’s tent as a halfling accusations as preposterous and excuses himself. If the
woman sprints out of it and past you. She careens off a PCs choose to pursue the Broker, feel free to improvise.
signpost that reads “Wimberly’s Weapons” and “Crafty He would seek to escape without bloodshed.
Kobold Salvage Company” before scurrying away.
As you enter the tent, you hear the halfling Ending the Encounter
merchant inside mutter to himself, “Filthy demons.
Once the PCs decide to check out the gnoll lair, proceed
First, they gut my customers, then they pillage our
to Encounter 4.
camp.” Looking up, he practically snarls at you. “What
do you want?”
Experience Points
Wimberly is angry and vengeful, having learned that the The PCs do not earn XP for this encounter, and it does
gnolls who attacked the camp were the same ones that not count toward a milestone.
slaughtered his customer, Lur Gershon. If the PCs
mention they drove the gnolls off, his attitude toward Treasure
the PCs improves dramatically. He offers the PCs a set Wimberly gives the PCs a suit of fireburst armor +2 if
of fireburst armor +2 if they will agree to hunt down any they agree to hunt down and deal with the gnolls.
gnolls that got away and to make sure there are no more
lying in wait.
As Wimberly speaks, he curses the gnolls with every
breath. He has the following information to impart:

EAST1-2 Marauder’s Spear Page 16


Encounter 4: Maze of Sseth chose to enter the maze to the right, proceed to Scene 2.
Discourage the party from splitting up with dire
warnings of the dangers such a maze can present. If the
Skill Challenge Level 4 / 6, PCs nonetheless split up, increase the DC of all checks
Complexity 4 (700 / 1,000 XP) by 2 until the PCs join back up, either by retreating, or
by making it to Scene 3.

Setup
Skill Challenge
Number of Successes: 10
Number of Failures: 3 The adventurers’ progress through the maze is
Primary Skills: Acrobatics, Athletics, Dungeoneering, abstracted into a skill challenge with three scenes. The
Endurance, History, Insight, Perception, Religion, PCs begin in either Scene 1 or Scene 2 as explained
Thievery above. Once they attain 5 victories, they proceed to
Secondary Skill: Heal Scene 3. (If you are not limited by time, or if you want to
add some variety, you can blend elements of both Scene
The PCs must travel through the wilderness for several 1 and Scene 2 to make the maze a more complicated
hours before finding the gnolls’ lair. The gnolls did not environment.)
make much of an effort to conceal their own tracks, but Allow PCs to be creative and use skills not detailed
the area to be searched is still fairly parge. A DC 17 / 18 below. Assign hard DCs (17 / 18) to actions that are
Nature check (DC 12 / 13 if the PCs received directions unlikely to help and/or difficult to execute. Assign
from the Broker, Xomoo’e, or the captured gnolls) is moderate DCs (12 / 13) to plans that are more certain of
required to find the lair. If time permits and any gnolls success and/or are simpler to execute. In addition,
or the crocotta fled Encounter 1, feel free to stage a short reward plans that are exceptionally clever or well role-
fight in the gnoll lair with the survivors before revealing played with an automatic success.
the stairs. A PC may volunteer to attempt a truly hard DC (22
Once the PCs succeed at the Nature check, they / 23) if he or she is supremely confident of success. If a
arrive at the lair. Read the following: PC succeeds at a check with such a high DC, that PC
discovers a shortcut through the maze. This counts as
The gnolls’ lair turns out to be a deep cave low in the two successes instead of one. A failure still only counts
Uthangol Mountains. A thorough search has turned up as one failure. Each PC should only be able to do this
one time during the overall challenge.
little more than a few bones and some trash. It does not
appear as if the gnolls were here for very long at all.
Scene 1: The Left Hand
Just as you are about to give up and return to the
jamboree to report that the threat is apparently over, The left-hand doors lead to an enormous labyrinth. As
you chance to discover a well-hidden set of stairs carved you walk between its narrow walls, you can hear your
into the rock, leading deeper into the mountainside. footsteps echo in the dark vault above.
Far below, the stairs end in two closed stone doors.
From here, you can just make out a line of Iokharic This section of the maze is a traditional labyrinth (i.e.,
script above them. corridors without a roof) that weaves through a set of
underground vaults in a seemingly endless series of
The script above the doors states, in Draconic: intersections, 90-degree turns, and dead ends.
To traverse this part of the maze and reach Scene 3,
the PCs must achieve 5 victories. In addition, the PCs
“Two Paths to Glory: Willing Sacrifice and
must make three mandatory group Thievery and/or
Domination.”
Perception checks (DC 17 / 18), as the corridors are
beset with hidden pits. Failure indicates that some of the
A DC 20 Religion check recognizes this bit of Ssethssar
PCs have tumbled into a pit. All PCs expend a healing
dogma: the two most honored achievements for a priest
surge for each failure to represent the damage from
of Sseth, also known as a Mazewalker, are to willingly
falling and the exertion of helping their comrades
sacrifice him or herself to Sseth and to rise to
escape the pits. PCs who are not injured in falls of 20’
dominance over others.
(e.g., through operation of a safewing amulet) do not
The doors are the two entrances to a maze
expend healing surges in this manner.
dedicated to Sseth. If the characters choose to enter the
maze to the left, proceed to Scene 1. If they instead

EAST1-2 Marauder’s Spear Page 17


PCs who devise a way to mark their way through checks in this scene, including mandatory skill checks,
this section of the maze gain a +2 bonus to all skill as they reduce the amount of searching and
checks in this scene, including mandatory skill checks, backtracking they must do.
as they eliminate most backtracking and thus avoid
falling into the same pits twice. Athletics (DC 17 / 18): A character can use the
Athletics skill to scout ahead of the party, free-climbing
Acrobatics (DC 12 / 13): A character that chimneys and lowering a rope and jumping short drops.
succeeds on an Athletics check, as described below, may Dungeoneering (DC 17 / 18): A character can use
subsequently attempt an Acrobatics check to remain this skill to gauge the grade of passages, estimate where
atop the walls of the labyrinth and direct the party’s one tunnel leads in relation to another, notice subtle
progress. Failure indicates the character has fallen and inaccuracies in the obscuring illusions, and find changes
costs a healing surge, just as the falls from the in stonework denoting possible secret doors.
mandatory Thievery checks do.
Athletics (DC 12 / 13): A character can climb the Once the PCs have accumulated 5 victories, allow them
rough walls of the labyrinth and scout the surrounding a short rest and proceed to Scene 3.
area, provided he or she has darkvision or a light source.
A failed Athletics check results in a fall, which costs the Scene 3: The Sunken Maze
character a healing surge, just as the falls from the The maze has been taking you progressively deeper into
mandatory Thievery checks do. the earth. It has also grown progressively more cold and
History or Religion (DC 21 / 23): The walls of the damp. As you turn the next corner, you spy open water.
labyrinth are laid out in religiously significant patterns. The passage ahead, which you have determined to be
There are also many examples in history of similar types the proper route, is partially submerged.
of mazes. A successful check identifies a pattern at its
outset and either eliminates it as a potential route or The final section of the maze is flooded. Its snaking
identifies it as a likely exit. tunnels are all partially, and occasionally fully,
underwater. For PCs to successfully navigate this section
Once the PCs have accumulated 5 victories, allow them of the maze, they must each make two individual
a short rest and proceed to Scene 3. mandatory Endurance checks due to temperature (DC
17 / 18) and two individual mandatory Athletics checks
Scene 2: The Right Hand for swimming (DC 12 / 13). Call for one set of checks at
The right-hand doors lead to a series of snaking caverns. the beginning of the scene and one set just before the
As you crawl through this portion of the maze, you must PCs reach the end of the maze.
frequently stop to search for secret doors. In addition, a Each time a character fails one of these checks, that
number of passages have been obscured by clever character (and only that character) loses one healing
illusions. surge. This represents the toll that the cold water and
the effort of swimming through the narrow tunnels and
This section of the maze consists of deceptively twisting sharp rocks takes on the characters. Failing these
tunnels, drops, and chimneys. To traverse it and reach individual checks does not constitute a failure for
Scene 3, the PCs must achieve 5 victories. In addition, overcoming the skill challenge. PCs who have a swim
they must make a total of three mandatory group Insight speed do not have to attempt the Athletics checks. PCs
and/or Perception checks (DC 17 / 18) to discover the who have cold resistance (either innate or magical) or
secret doors and illusions that hide the correct route who can breathe water do not have to attempt the
through this area. Every time they fail a group check, Endurance checks.
they go down a false trail or stumble into some sort of PCs who devise a way to mark their way through
trap or hazard, which costs each PC one healing surge to this section of the maze gain a +2 bonus to all skill
represent the damage taken and the exertion of checks in this scene, including mandatory skill checks,
recovering from the hazards they encounter. as they reduce the amount of time they are in the water
PCs can employ the ritual Detect Secret Doors (or and avoid taking the same route multiple times.
similar divination rituals, such as Hand of Fate, as you
see fit) to automatically succeed at some or all of the Athletics (DC 12 / 13): In addition to the
mandatory Perception and Insight checks. mandatory checks above, PCs may use this skill to swim
PCs who devise a way to mark their way through ahead and scout out parts of the maze, or to aid weaker
this section of the maze gain a +2 bonus to all skill swimmers.

EAST1-2 Marauder’s Spear Page 18


Dungeoneering (DC 12 / 13): PCs may use their religious or historical significance, although exactly what
knowledge of caves and subterranean waters to aid that significance might be is unclear. An Arcana check
them in selecting likely passages and ruling out dead does not reveal any presence of a magical aura. The
ends. Failure at a Dungeoneering check means the PCs necklaces appear to be cheaply made and do not seem
remain exposed to the cold and water for longer, to have any obvious monetary value.
requiring an additional, immediate, round of mandatory The PCs may choose to take the necklaces or may
Athletics and Endurance checks from all PCs. choose to leave them alone. Either way, proceed to
Heal (DC Varies): When any character fails one of Encounter 5.
the mandatory skill checks, a different character may
attempt a Heal check against the same DC to prevent Experience Points
the first character from losing a healing surge. This The characters receive 140 / 200 experience points
represents the timely application of first aid. If the Heal each for successfully navigating the maze.
check fails, it does not count as a failure against the
overall challenge. A character may not benefit more Treasure
than once from this effect during the skill challenge. If the characters succeed at the skill challenge, they find
Perception (DC 17 / 18): PCs may observe a number of simple necklaces (one per PC) made of clay
currents or ancient signs of passage to select likely beads strung on decaying leather.
passages and rule out dead ends. Failure at a Perception Pay close attention to where the characters place
check means the PCs remain exposed to the cold and the necklaces, without asking them where they put them
water for longer, requiring an additional, immediate, (which might tip them off). This becomes important in
round of mandatory Athletics and Endurance checks. Encounter 6.
Once the PCs accumulate 10 victories or 5 failures,
proceed to the section on ending the encounter.

Ending the Encounter


Completing this skill challenge takes the PCs about 3
hours of game time.
Victory: If the PCs accumulate 10 successes before
3 failures, they discover a minor shrine to Sseth before
exiting the maze.
Defeat: If, instead, the PCs accumulate 3 failures
before 10 successes, they still exit the maze. However,
they dismiss the route to the minor shrine as a dead end
and bypass it. Skip the following section and proceed to
the next encounter.
If the PCs successfully navigate the maze, they find
a minor shrine tucked into what otherwise appears to be
a dead end. Read the following text:

Deep in the heart of the maze, when checking a


submerged side tunnel, you round a corner and spy a
niche set into the tunnel wall. The carvings here depict
the maw of an enormous stone snake. A pedestal in the
form of a forked stone tongue stands in the niche. Upon
it you find several delicate necklaces of clay beads,
which seem quite out of place.

A DC 15 Religion check indicates that this shrine is


dedicated to Sseth, the evil god of serpents and mazes.
The pedestal holds a small number of necklaces
made of clay beads (one per PC). A DC 15 History or
Religion check indicates that perhaps they have some

EAST1-2 Marauder’s Spear Page 19


Encounter 5: Snakes! A large book and a shining headband rest atop the
altar.

Encounter Level 5 / 7 (1,000 / 1,500 If you are running the high-level version, read the
XP) following instead:

Setup A large book and an unlit candle rest atop the altar.

This encounter includes the following creatures and A DC 15 Religion check indicates that this shrine is
hazards at the low tier: dedicated to Sseth, the evil god of serpents and mazes. A
1 Zombie Abomination (ZA) DC 15 Nature check determines that the being depicted
1 Serpent Circle on the altar is a yuan-ti malison.

This encounter includes the following creatures and


hazards at the high tier:
Features of the Area
1 Zombie Abomination (Level 6) (ZA) Illumination: Everburning flames in sconces shed
1 Elite Serpent Circle bright light throughout the area.
Serpent Circle: Until disabled, the serpent circle
A set of stairs leads up out of the water-logged tunnels. writhes with living snakes. All serpent circle squares
As you climb them, you notice a faint glow. At the top, count as difficult terrain, costing 2 squares of
you see that the stairs end in a brightly lit chamber. At movement. See the trap’s stat block for more details.
least one gnoll made it this far through the maze, as its Shattered Jars: In a recent battle with the gnolls,
corpse lies sprawled before you, a few feet away from a the zombie aberration shattered two canopic jars,
pair of closed stone doors. spilling viscera across the floor. Squares with the
remains of the jars and their contents are slippery
A DC 15 Heal check reveals that the gnoll was crushed (hindering terrain). Creatures entering these squares at
to death by a large creature within the last 24 hours. A greater than half speed must make a DC 12 / 13
DC 20 Perception check indicates that a large snake or Acrobatics check or fall prone.
other scaled creature came through the area during the
same time period. On a separate DC 15 Perception Tactics
check, the PCs hear something large dragging across the The zombie abomination is surprised unless the PCs
floor beyond the doors. The doors open easily, as they make a great deal of noise before opening the doors.
were recently unjammed by the gnolls. In the first round of combat, the zombie
Once the characters decide to open the doors, read abomination slithers forward to engage the closest PC in
the following: melee (if necessary). It attacks with its bastard sword,
and then attempts to use its grasping coils ability on the
A large snake with humanoid arms lurks in the same target. Thereafter, it employs its move action (if
chamber beyond the doors. The monstrosity’s rotted remaining) and an action point to repeatedly employ its
scales and lifeless gaze indicate that although it is grasping coils and crush abilities against the target.
moving, it is no longer living. The zombie abomination saves its second action
In contrast, the floor beneath it teems with life. point for use after it employs its rise again ability. Once it
Constrained within a magic circle hewn directly into the rises, it either moves forward and employs its grasping
stone floor, thousands of vipers slither and writhe. coils ability, or attacks with its bastard sword and then its
The shards of two broken jars and their glistening grasping coils ability. If the grasping coils attack succeeds,
contents litter the floor between you and the serpents. the abomination spends its remaining action point to
To the side of the chamber stands an altar. Its face use its crush ability. If the grasping coils attack fails, the
depicts a snake-headed being biting the hand off of a abomination instead uses the action point to make a
hooded supplicant’s arm. second attempt.
The zombie abomination prefers to fight from the
If you are running the low-level version of this rear of the chamber, forcing characters that engage it in
adventure, continue by reading the following: melee to circumvent the shattered jars and to suffer
attacks from the serpent circle.

EAST1-2 Marauder’s Spear Page 20


Once the zombie abomination successfully grabs a
character with its grasping coils ability, it maintains the
grab from round to round as a minor action to enable
the abomination to use its crush ability against the
character twice. Whenever the abomination is even
partly within the serpent circle, any character the
abomination has grabbed is also subject to the effects of
the serpent circle. If the abomination grabs a character
when the abomination is not in the serpent circle, it
attempts to use a standard action to make a Strength vs.
Fortitude attack to move half speed, dragging the
character into the serpent circle. (See page 290 in the
Player’s Handbook for the rules on forcibly moving a
grabbed creature.)
The zombie abomination fights to the death.

Scaling the Encounter


Make the following adjustments to the combat based on
the number of PCs present.
Four PCs: The zombie abomination has 186 hp, is
bloodied at 93 hp, and rises with 93 hp at low level; it
has 237 hp, is bloodied at 118 hp, and rises with 118 hp
at high level.
Six PCs: The zombie abomination has 278 hp, is
bloodied at 139 hp, and rises with 139 hp at low level; it
has 355 hp, is bloodied at 177 hp, and rises with 177 hp
at high level.

Ending the Encounter


Once the PCs defeat the zombie abomination, they have
finished their exploration of the gnolls’ lair and the
unexpected discovery of the maze of Sseth. They should
return to the encampment. Proceed to Encounter 6.

Experience Points
The characters receive 200 / 300 experience points
each for defeating the zombie abomination.

Treasure
At low level, the book on the altar contains the ritual
Hand of Fate and the headband is a circlet of authority.
At high level, the book contains Discern Lies and
the candle is a ritual candle.

EAST1-2 Marauder’s Spear Page 21


Encounter 5: “Snakes!” Statistics (Low Level)
Serpent Circle Level 2 Warder Zombie Abomination Level 4 Solo Brute
Hazard XP 125 Large natural animate (undead) XP 875
Hazard: The divine circle in the center of the room writhes with Initiative +4 Senses Perception +4
thousands of venomous snakes. HP 232; Bloodied 116; see also rise again
Perception AC 18; Fortitude 22, Reflex 18, Will 20
Characters automatically see the serpent circle. Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Trigger Saving Throws +5
A creature who enters or starts its turn in the area circumscribed Speed 7, climb 7
by the circle is attacked by the snakes within. Action Points 2
Attack m Bastard Sword (standard; at-will) ✦ Weapon
Immediate Reaction Melee Reach 2; +7 vs. AC; 1d12 + 5 damage and the target is marked
Target: Creature within the circle until the end of the abomination’s next turn.
Attack: +5 vs. Reflex M Double Attack (standard; at-will) ✦ Weapon
Hit: 1d6+3 poison damage and ongoing 5 poison damage (save
The zombie abomination makes two bastard sword attacks.
ends).
M Grasping Coils (minor; at-will)
Countermeasures
+5 vs. Reflex; the target is pulled 1 square and grabbed (until
✦ A character adjacent to the circle can disable it with a DC 20 escape). The abomination can grab only one creature at time.
Thievery check. If successful, the snakes contained within are released Checks made to escape the abomination’s grab take a -5 penalty.
and disperse harmlessly. M Crush (minor; at-will)
✦ A character can attack the serpent circle with a blast or burst Grabbed target only; +5 vs. Fortitude; 2d8+4 damage.
attack (AC 10, all other defenses 12; hp 30; resist 5 all). Rise Again (the first time the abomination drops to 0 hit points)
✦ A character in a square not completely encompassed by the circle Make a new initiative check for the abomination. On its next turn,
can avoid entering it by squeezing (half speed, -5 penalty to attack the abomination rises (as a move action) with 116 hit points.
rolls, grant combat advantage). Alignment Unaligned Languages -
✦ A character in a square not completely encompassed by the circle Str 18 (+6) Dex 6 (+0) Wis 10 (+2)
can avoid entering it by making a DC 15 Acrobatics check. Con 18 (+6) Int 3 (---2) Cha 3 (---2)
Equipment bastard sword

EAST1-2 Marauder’s Spear Page 22


Encounter 5: “Snakes!” Statistics (High Level)
Elite Serpent Circle Level 2 Elite Warder Zombie Abomination (Level 6) Level 6 Solo Brute
Hazard XP 250 Large natural animate (undead) XP 1,250
Hazard: The divine circle in the center of the room writhes with Initiative +5 Senses Perception +5
thousands of venomous snakes. HP 296; Bloodied 148; see also rise again
Perception AC 20; Fortitude 24, Reflex 20, Will 22
Characters automatically see the serpent circle. Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Trigger Saving Throws +5
A creature who enters or starts its turn in the area circumscribed Speed 7, climb 7
by the circle is attacked by the snakes within. Action Points 2
Attack m Bastard Sword (standard; at-will) ✦ Weapon
Immediate Reaction Melee Reach 2; +10 vs. AC; 1d12 + 6 damage and the target is marked
Target: Creature within the circle until the end of the abomination’s next turn.
Attack: +7 vs. Reflex M Double Attack (standard; at-will) ✦ Weapon
Hit: 3d6+3 poison damage and ongoing 5 poison damage (save
The zombie abomination makes two bastard sword attacks.
ends).
M Grasping Coils (minor; at-will)
Countermeasures
+8 vs. Reflex; the target is pulled 1 square and grabbed (until
✦ A character adjacent to the circle can disable it with a DC 22
escape). The abomination can grab only one creature at time.
Thievery check. If successful, the snakes contained within are released Checks made to escape the abomination’s grab take a -5 penalty.
and disperse harmlessly. M Crush (minor; at-will)
✦ A character can attack the serpent circle with a blast or burst Grabbed target only; +8 vs. Fortitude; 2d8 + 5 damage.
attack (AC 14, all other defenses 16; hp 70; resist 5 all). Rise Again (the first time the abomination drops to 0 hit points)
✦ A character in a square not completely encompassed by the circle Make a new initiative check for the abomination. On its next turn,
can avoid entering it by squeezing (half speed, -5 penalty to attack the abomination rises (as a move action) with 148 hit points.
rolls, grant combat advantage). Alignment Unaligned Languages -
✦ A character in a square not completely encompassed by the circle Str 18 (+7) Dex 6 (+1) Wis 10 (+3)
can avoid entering it by making a DC 17 Acrobatics check. Con 18 (+7) Int 3 (---1) Cha 3 (---1)
Equipment bastard sword

EAST1-2 Marauder’s Spear Page 23


Encounter 5: “Snakes!” Map
Dire Tombs
Altar / Portcullis 2x1 x1
Stone Doors / Broken Urn 2x1 x1
Broken Tablet / Broken Vase 2x1 x2
Skeleton on Floor / Floor 2x2 x1
Stairs / Hall 4x2 x1
Snake Sigil / Intersection 4x4 x1

ZA = Zombie Abomination; 1-6 = PCs


The Serpent Circle is the 2x2 area indicated in the top center of the map

EAST1-2 Marauder’s Spear Page 24


Encounter 6: Conclusion steadfastly refuse to tell the PCs who that person would
be.

Setup Treasure
The Broker (Bluff +9; Passive Perception 19) Xomoo’e gives the PCs a bronzewood weapon +2 if they
Xomoo’e (Bluff +4; Passive Perception 24) give or sell her at least one necklace.
Any PC that sells a necklace to the Broker or
When the PCs return to the halfling encampment, they Xomoo’e gets 100 / 150 gp (less any money wagered to
are met by the Broker, Xomoo’e, or both, depending on the Broker).
whom they met earlier. If the PCs only played sava
against the Broker, he is here alone. If they only played Conclusion
against Xomoo’e, she is here alone. If they separated and Once the PCs have dealt with the Broker and/or
played against both opponents, then both the Broker Xomoo’e, read the following:
and Xomoo’e approach the PCs at the same time.
What started out as a long night of revelry has become
As you cross the stream to reenter the encampment, you an extremely long day of adventuring. With the gnoll
are greeted by a familiar face. threat neutralized, you see hin nomads and hurbryn
merchants cleaning up from this morning’s attack.
The Broker and/or Xomoo’e greet the PCs and ask them Despite its violent start, the celebration of the vernal
what they found in the gnolls’ lair. If the PCs found but equinox is a great success. For your role in averting
do not mention the necklaces, consult the NPCs’ passive disaster, you find that halflings continuously buy you
Perception checks. They automatically notice the drinks and bring you food. The story of your exploits in
necklaces if the PCs failed to state they put them in a the limestone caves soon spreads, and you enjoy a
backpack or hid them. If the PCs try to hide the degree of fame for the rest of the festival.
necklaces in the NPCs’ presence, have them make
Thievery checks. If the NPCs’ passive Perception checks If time permits, consider running an impromptu skill
exceed the PCs’ Thievery checks, the NPCs notice and challenge in which the PCs aid in rebuilding the
ask about the necklaces. encampment, burying the dead, treating the wounded,
The Broker and Xomoo’e attempt to hide their gathering firewood for a bonfire, and preparing a feast of
interest in the necklaces. Roll Bluff checks for them, celebration. Regardless, the PCs get a Minor Quest
opposed by the PCs’ passive Insight checks. If the PCs award of 9 / 19 XP each for uncovering some of the
beat the NPCs, tell the PCs that the NPCs are secrets of the Shaar, although in some ways, they have
attempting to restrain their interest in the items. discovered at least as many questions as they have
The Broker offers to buy the necklaces from the PCs answered.
for 100 / 150 gp each, less any gold he lost in wagers in
Encounter 2 (up to 10 gp per PC). If any PC took his
debt in Encounter 2 and refuses to deal, he calls in the
debt to secure that PC’s necklace. Do not award such a
PC the story object EAST03 A Favor Owed, as his or her
debt is paid.
Xomoo’e also offers to buy the necklaces from the
PCs for 100 / 150 gp each. If they refuse, she sweetens
the offer by also offering a bronzewood weapon +2. If the
PCs accept her offer of gold or simply give her the
necklaces, she gives them the bronzewood weapon +2 as a
token of esteem.
Any PC who keeps his or her necklace receives the
story object EAST05 A Mysterious Trinket.
If the PCs inquire, the Broker and Xomoo’e reveal
that they are willing to purchase the apparently
worthless jewelry because know someone who would
pay well for objects found in a Ssethssar shrine. They

EAST1-2 Marauder’s Spear Page 25


Rewards Summary online. PCs receive 20% of a magic item's purchase price
for any item they sell.
At the conclusion of the adventure, the PCs earn If a player selects a magic weapon or suit of armor
experience points, treasure, and possibly story awards. for their PC that is not specific on the type of item listed,
All totals listed here are per PC. A number before the they must select the exact item at the time they choose
slash is the low-level value; after the slash is the high- that bundle. For example, if a duelist’s weapon +1 is listed
level value. as a choice in a bundle, a player selects the form of the
weapon amongst the choices possible for that magic
Important DM Information item (light blades). If the player selects the item as a +1
duelist’s dagger, the player writes that information down
It is critical that you enter the PC rewards accurately on
on the PC’s adventure log and the item is forever after
the tracking form, and ensure that the information is
that specific weapon.
reported and entered online in a timely manner. While
An asterisk next to a magic item means that it is an
players will be able to track their character's
item that appears in the New Rules section.
information on paper, the online information serves as
an important backup and verification of play.
Gold per PC
100 / 150 gp
Experience Points (Encounter 2: 10 / 10 gp; Encounter 5: 100 / 150 gp,
Give PCs a full award for each encounter they less any gold gained in Encounter 2)
successfully completed, and a half award if they were
unsuccessful. Give no award if the characters did not Each PC Selects One of the Following
play the encounter at all. Bundle A: +2 flameburst longbow (PH, 8th level)
Found in Encounter 1
Encounter 1: Fire!
231 / 336 XP Bundle B: shield of defiance (heroic tier) (PH, 8th level)
Encounter 2: The Broker Found in Encounter 2 if PCs beat the Broker at sava
60 / 105 XP
Encounter 4: Maze of Sseth Bundle C: fireburst armor +2 (PH, 8th level)
140 / 200 XP Found in Encounter 3
Encounter 5: Snakes!
200 / 300 XP Bundle D: circlet of authority (low-level version only)
Minor Quest: Secrets of the Shaar (PH, 7th level)
9 / 19 XP Found in Encounter 5

Total Possible Experience Bundle E: ritual candle (high-level version only) (PH,
640 / 960 XP 11th level)
Found in Encounter 5
Treasure
Each PC receives treasure in the form of gold pieces as Bundle F: bronzewood weapon +2* (AV, 8th level)
well as one share from a treasure bundle. The treasure Found in Encounter 6 if PCs meet Xomoo’e
bundle may give the PC more gold, a magic item, or
some other item of value. Each player makes one Bundle G: hand of fate (ritual book) (low-level version
selection for their character; players may choose the only)
same treasure bundle. Found in Encounter 5
If characters buy or sell magic items or other gear
during the adventure (or pay for services) add or Bundle H: discern lies (ritual book) (high-level version
subtract that amount from the total gold the PC receives only)
at the end of the adventure. If a player selects an option Found in Encounter 5
that gives their character more gold, add that to the gold
all characters receive, and ensure you enter the total Potion plus Gold: If a player doesn’t want to select one
amount of gold gained (minus any expenditures) online. of the bundles listed above for their character, they can
You can have a negative number and enter that negative choose to add a potion of healing plus 75 / 200 gp to their

EAST1-2 Marauder’s Spear Page 26


total gold. The player should write the potion gained on a. A bit. The characters defeated the gnolls and/or
their adventure log. put out any fires before there was much damage.
b. A significant amount. The gnolls managed to burn
More Gold: If a player doesn't want to select one of the down the tents, but the characters got the fire under
bundles listed above for their character, they can choose control before it spread to the taproom.
to add 125 / 250 gp to their total gold. c. Everything. The gnolls burned the encampment
to the ground.
Story Awards
2. Did any of the characters agree to owe the
Award these if the PC completes the condition for the
Broker a favor?
award in the adventure. Pass out certificates to the
a. Yes. They took the proffered payment and agreed
players for their story awards. A single PC may not earn
to owe the Broker an unconditional favor later.
both EAST03 and EAST04. However, all PCs can earn
b. No. The characters decided to forgo the shield
EAST05 in addition to one of the other two awards.
and thus did not incur the debt.
c. Not applicable. All of the characters met with
EAST03 A Favor Owed
Xomoo’e instead.
You promised the enigmatic duergar called “The
Broker” that you would do him a favor at some point in
3. Did the characters discover how the gnolls got
the future, with no questions asked.
their hide armor and the +2 flameburst longbow?
a. The characters did not notice anything was amiss
EAST04 An Invitation
or did not choose to investigate it.
Xomoo’e, a medicine woman from the Ma’heeta, or
b. The characters spoke to Wimberly, who
“Red-sleeve,” pride of wemics has offered you a rematch
indirectly linked the items to the Broker. However, the
at the game of sava if you choose to attend the gathering
PCs kept this information to themselves.
of tribes that will take place near the Council Hills in the
c. The characters connected the goods to the Broker
Eastern Shaar at the summer solstice.
through Wimberly and mentioned that connection to
Xomoo’e or someone else.
EAST05 A Mysterious Trinket
e. The characters made the connection and
Maybe you just wanted a souvenir, you liked how it
confronted the Broker about it.
looked, or you thought you could get more for it later.
Whatever the reason, you decided to keep one of the
4. Did the characters give or sell the necklaces to
odd clay bead necklaces that you found in the Sseth
the Broker or Xomoo’e?
shrine, rather than sell it.
a. Yes. They sold or gave them all to the Broker.
b. Yes. They sold or gave them all to Xomoo’e.
Adventure Questions c. Yes. They sold or gave some to the Broker and
Mark the answers to the following adventure questions some to Xomoo’e.
on the tracking form. d. Yes. They sold or gave some to the Broker and/or
some to Xomoo’e. However, they kept some, too.
1. How much of the halfling encampment burned? e. No. They kept them all or they did not find them.

EAST1-2 Marauder’s Spear Page 27


New Rules
Bronzewood Weapon +2 Level 8
Creatures of the Shadowfell react poorly to this hard, red-brown wood.
Lvl 8 +2 3,400 gp
Weapon: Any melee
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus, or +1d10 damage per plus
against shadow creatures.
Power (Daily): Free Action. Use this power when you hit with
the weapon. The target is outlined by a golden nimbus and does
not gain the benefit of concealment or cover (save ends). The
target benefits from total concealment or superior cover as
normal. If the target is a creature that has the shadow origin,
then it also takes a ---2 penalty to attack rolls (ends on same save
as above).
Source: Adventurer’s Vault, page 65.

EAST1-2 Marauder’s Spear Page 28

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy