TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  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, GREYHAWK, LIVING GREYHAWK, 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. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at POC@yeomanry.net.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO7-02 
   
   
   
   
  Skin Deep 
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.0 
   
  by Kenneth Austin and Rick Middlebrooks 
  Reviewers: Yeomanry Triad 
  Circle Reviewer: Steven Conforti 
   
  Playtesters: Beverley Burns, Henry Burns, Janett Burns, Larry Burns, Megan Burns, Melody Burns, 
  Samantha Burns 
   
  Students from the University at Loftwick are disappearing without a trace. The city watch is mystified. The 
  students are terrified. The president, in desperation, calls on a group of adventurers to get to the bottom 
  of the mystery before another tragedy occurs. An investigative Yeomanry regional adventure for APLs 2-
  6. 
   
  Note: This adventure will be of particular interest to members of the University at Loftwick and military 
  characters. 
   
  Resources: Complete Warrior [Andy Collins, et al], Magic Item Compendium [Andy Collins, et al]. 
  
  YEO7-02 Skin Deep 
   
  Page 1 
   RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA event from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the session Dungeon Master 
  (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You must be at 
  least a HERALD-LEVEL GM to run this adventure. 
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First, it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second, player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  one (1) point. 
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual. 
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Information on 
  nonplayer 
  characters 
  (NPCs) 
  and 
  monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices. 
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK adventure 
  record (AR). You need one copy of this for each 
  participating player. 
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To calculate the Average Party 
  Level (APL), follow the process below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. Each PC 
  may bring one animal, plus any creatures 
  gained from class abilities to help in combat. 
  (PCs can bring more creatures but they 
  cannot help in combat). If you deem that the 
  animal bestows a significant benefit in combat 
  add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals 
  gained from class abilities and one standard 
  horse, warhorse, or riding dog for a PC with 
  Mounted Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  3. If you are running a table of six PCs, add one 
  to that average. 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  
  YEO7-02 Skin Deep 
   
  Page 2 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. A player character more than three 
  levels higher than the APL at which the adventure 
  is played cannot participate. If a player character 
  is more than two levels away from the APL at 
  which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the 
  PC was not challenged as much as normal or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  These APL calculation rules reference version 7.0 
  of the Living Greyhawk Campaign Sourcebook. If 
  you are playing this adventure in 2008, check the 
  current version of the LGCS and follow any 
  updated rules presented within. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, 
  set in the Yeomanry. Characters native to the 
  Yeomanry pay one Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
  PREPARATION FOR PLAY 
  Is This a Military Adventure? 
   
  As Yeoman officials consider the events of this 
  adventure important to the defense of the 
  Yeomanry, members of any branch of the Yeoman 
  military may count the TUs spent on this 
  adventure toward any annual TU commitment 
  required by their enlistment. 
  Is This a Dustdigger Adventure? 
   
  As this adventure does NOT significantly 
  involve archaeological matters, students in the 
  Academy of Lore may NOT count this adventure 
  toward any TUs they must spend per year in 
  study. See individual certificates for more details. 
  Is This a Promotion-worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman 
  military are possible in this adventure, and as 
  such, the possibility for promotion exists. In order 
  for a PC to be considered for promotion at the end 
  of this adventure, the PC must do the following: 
  1. The DM and all Yeomanry military PCs 
  present at the table must unanimously agree 
  that the PC has performed an action and 
  behaved in a manner that would make them a 
  good leader of men in their unit. There must 
  be at least two other military PCs playing the 
  adventure 
  besides 
  the 
  PC 
  up 
  for 
  advancement. Only one PC can be nominated 
  for advancement per adventure. 
  2. The player so nominated must then gather the 
  names and email addresses of all Yeomanry 
  military players and the DM at the table. 
  3. The player must then submit a small summary 
  of what happened in the adventure and why 
  he or she should be considered for promotion. 
  This 
  information 
  should 
  be 
  emailed 
  to 
  poc@yeomanry.net. 
  4. The Triad will then discuss your promotion and 
  determine whether promotion is granted. You 
  will be notified via email, and a promotion 
  certificate will be sent to you via snail mail. 
  
  YEO7-02 Skin Deep 
   
  Page 3 
   
  In order to be considered for promotion, the 
  Yeomanry military character must have spent a 
  minimum of one year of real time at the rank below 
  that being applied for. So in order to be considered 
  for Serjeant, the player must have spent one full 
  year as a Yeoman, and one full year below that as 
  an unranked soldier. 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the 
  Jotens and the Tors in the southwest corner of the 
  Sheldomar Valley. The moderately sized realm is 
  nearly surrounded by the Crystalmists and its 
  spurs, though its eastern border with Keoland is 
  generally regarded as the eastern bank of the 
  Javan across from the county of Cryllor. Its border 
  continues south to where the great river enters the 
  Hool Marshes and the lands of the Sea Princes. 
  The climate is hot nearly year-round in the central 
  valley, though the temperature moderates as one 
  approaches the foothills, particularly in late fall and 
  winter. The Yeomanry is a land populated 
  primarily by freemen farmers, who are mostly a 
  Suel-Flan mix. 
   
  The 
  Yeomanry 
  is 
  one 
  of 
  the 
  few 
  representative democracies in the Flanaess. Any 
  citizen of majority, who has carried the spear for 
  the nation, either now or in the past, is eligible to 
  elect a spokesman on his behalf from his 
  community who serves in the Council of Common 
  Grosspokesmen in Loftwick. 
   
  The people of the Yeomanry are rural, 
  cloistered folk with little exposure to either 
  foreigners or magic. They are religious and 
  superstitious, yet reservedly friendly to travelers. 
  Many Yeomen have served in the Militia and are 
  stout defenders of their homes. 
   
  You can learn more about the Yeomanry at its 
  official website: http://www.yeomanry.net. 
  LOFTWICK 
  The capital of the Yeomanry League, Loftwick 
  stands high above the Yeoman Valley, at the 
  southernmost end of the High Crags, a spur of the 
  Jotens. Surrounded by high walls, and by higher 
  peaks, Loftwick is a commanding presence in the 
  western dales of the Yeoman Valley. Loftwick 
  serves as a trading center for the western League, 
  and extensive dockworks line the edge of the Wick 
  River, some few miles south of Loftwick. Loftwick 
  is 
  divided 
  into 
  numerous 
  wards 
  and 
  neighborhoods, including the Leatherworkers, 
  Goldsmiths, and Masons wards, identified by the 
  major guild in the ward, and other residential 
  neighborhoods including High Cross and Low 
  Cross, Five Points, and Death’s Privy. Among 
  Loftwick’s well-known landmarks are the Gnome 
  Clockworks, Blacksun Tower, the High Church of 
  Heironeous, and the Fellcrack.  
  BACKGROUND 
  Eveena and Margré Martel are two sisters born 
  into a simple family of farmers in the rural village 
  of Lasker. Margré, the elder sister, is beautiful and 
  vivacious; 
  Eveena 
  is 
  plain 
  and 
  somewhat 
  withdrawn. Margré received the lion’s share of 
  attention from her parents and the other villagers; 
  Eveena was frequently overlooked. 
   
  The parents are devout members of the 
  Church of the Seven Faiths, primarily worshipping 
  Fortubo. The two daughters responded very 
  differently to the stern, oppressive parenting style. 
  Margré grew rebellious and belligerent; Eveena 
  became broody and resentful. 
   
  It was almost inevitable that the girls would 
  seek to escape their circumstances. Margré, eager 
  to broaden her horizons and be wooed by wealthy 
  and powerful suitors, left first. She hitched an early 
  morning ride with a passing merchant to parts 
  unknown. 
   
  Several months passed with no news from 
  Margré. Eveena found herself under even stricter 
  scrutiny and more restrictive rules in the absence 
  of her sister. She seethed inside, both hating and 
  admiring her sister for having the courage to 
  leave. 
   
  A confluence of three events drove Eveena to 
  taking action. First, a letter arrived from Margré 
  informing the family that she was in Loftwick and 
  doing well. She sent a small amount of money and 
  promised more to come.  Her father threw the gold 
  pieces into the field behind the house and tore the 
  letter to shreds. Next a kind, if somewhat 
  lecherous, traveling entertainer showed homely 
  Eveena her very first attention from the opposite 
  sex one evening when she delivered eggs to the 
  kitchen of the inn where he was stopping 
  overnight. She was late getting home, resulting in 
  a severe beating and a night of being locked in her 
  room “to pray.” She slipped out her window, spent 
  a furtive half-hour gathering the gold her father 
  had strewn in the pasture, and left in the middle of 
  
  YEO7-02 Skin Deep 
   
  Page 4 
  the night for the big city, intending to take her 
  share of the good life her sister was enjoying. 
   
  Sheltered Eveena was even more infatuated 
  with bustling Loftwick than she had been with the 
  bard. However, the relationship soured rapidly. 
   
  There were no jobs for a homely farm girl with 
  no skills. Despite her best efforts, she couldn’t find 
  her sister. She was frightened, hungry, and 
  desperate. When she stole some sausages from a 
  vendor’s cart, she found herself in a cell beneath 
  the city watch station. 
   
  She shared a cell with two other girls in their 
  early twenties. They told her stories of wealthy, 
  handsome men, and of quick, easy money for girls 
  who weren’t afraid to show them a good time. 
  Three days later, Eveena emerged from the jail 
  bedraggled and lousy, and headed straight for The 
  Loftwick Gentlemen’s Club – the establishment for 
  which her cellmates worked. 
   
  The matron of the fairly upscale establishment 
  took one look at the pitiful Eveena and frowned. 
  This was no place for the likes of her. Eveena, 
  angry tears freely flowing, turned away – thoughts 
  of doing herself harm flashed through her mind. 
   
  Suddenly, a familiar voice called out from the 
  stair. Anger gave way to surprise and awe. 
  Margré, resplendent in lace and colored glass, 
  rushed to embrace her sister. The matron, upon 
  finding out that the new arrival was the younger 
  sister of her star attraction, welcomed Eveena – 
  with a realistically skeptical outlook on her 
  capacity to earn her keep in a high-end brothel. 
   
  Eveena was scrubbed and brushed, tailored 
  and coiffed, tutored and coached. But her debut 
  was a devastating disappointment. She sat alone 
  in the parlor as an almost continuous stream of 
  well-heeled men of all ages, shapes, and 
  backgrounds lavished her sister with attention. At 
  the end of the evening, Margré was exhausted 
  and flush with coin. Eveena was flushed with 
  embarrassment. 
   
  Old resentments resurfaced. Familiar anger 
  boiled to the surface. How unfair, it seemed to 
  Eveena, that even though they had gone from 
  village to city, from dogmatic morality to outright 
  decadence, 
  their 
  roles 
  remained 
  the 
  same…beautiful Margré starring as everyone’s 
  favorite; pathetic Eveena as pariah and laughing-
  stock. After a few painful weeks, the matron 
  moved Eveena from the parlor to the kitchen. Her 
  last shred of self-esteem evaporated. All hope for 
  a “Loftwick miracle” in her life was extinguished. 
   
  Eveena was in a particularly black mood one 
  afternoon while doing the shopping, so when she 
  passed a seedy looking 
  magic shop that 
  advertised “potions and charms for all purposes,” 
  she decided to step inside. 
   
  The proprietor of the shop, Belak Iss, is a 
  silver-tongued psychopath and dabbler in both 
  arcane and divine magics. Although he has no 
  formal ties to the cult, he is a self-styled worshiper 
  of Vecna. Iss fled Farvale a decade earlier when 
  his hobby of strangling young girls and preserving 
  them in barrels was discovered. Since coming to 
  Loftwick, he had kept his homicidal tendencies in 
  check – until now. 
   
  In no time at all, Belak gained Eveena’s 
  confidence and discovered her jealousy of her 
  sister. Eveena stopped by the shop several times 
  a week, and fell deeply under his influence. He 
  taught her a few simple cantrips, and she proved 
  an eager, apt student. He sympathized and 
  commiserated with her over her unpleasant 
  circumstances, and he helped her justify her 
  resentment toward her sister. He became her 
  confidant and lover. 
   
  When he felt the time was right, he made her 
  an offer he knew she’d accept; he could make her 
  pretty. He trained her to use the disguise self spell. 
  She would memorize the spell from his spell book 
  and cast it when she visited. He taught her to 
  make subtle but effective changes in her 
  appearance. They looked in the mirror together, 
  admiring the “new” Eveena for the precious ten-
  minute duration of the spell. Then she would 
  return to normal, more depressed than ever. 
   
  When she sighed one evening, expressing her 
  desire to make the change permanent, he began a 
  masterful deception. He could, he lied, make it last 
  longer – for several weeks, even – but there was a 
  price. She trusted him completely and urged him 
  to tell her more. He told her that his god would, for 
  an appropriate gift, extend the illusion for several 
  weeks. He taught her the homemade prayers and 
  improvised rituals he believed Vecna might enjoy, 
  insisting all manner of bizarre acts were essential. 
  Her hatred for her strict upbringing intensified her 
  interest in his convincing Vecnan charlatanry. 
   
  After one particularly intense faux ceremony, 
  he showed her a “holy relic” of his adopted father 
  – a ribbon Vecna had himself enchanted (actually, 
  a hat of disguise he’d taken from one of his 
  wealthier victims). It could be hers, he purred, if 
  she presented their lord with the blood of a 
  maiden. She balked, but his influence over her 
  
  YEO7-02 Skin Deep 
   
  Page 5 
  was deep. He tied the blood-red ribbon in her hair, 
  showed her the mirror. She looked, and nodded. 
  She would bring a gift for her new master. 
   
  Belak was elated. It had been ten years since 
  he had worked on his ghastly collection, and now 
  he had someone to do the dirty work for him. 
   
  Eveena’s reign of terror nearly ended before it 
  began. Wearing a mask and dark clothing, she hid 
  in an alley near the Dustdigger College and leapt 
  out at a passing female student, hissing, “Blood for 
  my lord, Vecna!” as she struck. The intended 
  victim, 
  an 
  accomplished 
  upperclassman, 
  proceeded to beat Eveena badly and chase her 
  through the streets of Loftwick until she escaped 
  by hiding in an abandoned building. 
   
  Belak 
  was 
  furious, 
  but 
  maintained 
  his 
  composure. He administered a cure light wounds 
  potion to her before she had to return to the club 
  and reassured her. During her afternoon visit the 
  following day, he taught her the daze cantrip, the 
  charm person spell and gave her a tanglefoot bag, 
  hoping they would give her the edge she needed. 
   
  The following evening, after the last customer 
  had left the Loftwick Gentlemen’s Club, Eveena 
  returned to the streets. She was afraid that she 
  would never gain the magical item, but she was 
  even more frightened of losing her lover if she 
  failed again. However, this time she was 
  successful, and dragged her unconscious quarry 
  to a nearby horse and cart her lover had provided. 
   
  The ceremony that followed consisted of every 
  depraved act that Belak’s twisted mind had 
  dreamed about over the last ten years, and was so 
  savage and gory that Eveena very nearly 
  abandoned the entire idea – surely she could start 
  over again in another city, larger this time, and 
  escape this madman and his sick, bloody pageant. 
  But the remembrance of her image in the mirror 
  kept her glued to the spot. 
   
  When it was over, Belak soaked the scarlet 
  ribbon in the victim’s blood and laid it in Eveena’s 
  hand. He’d done some fast thinking, and pressed 
  her hard while she was still cleaning the blood 
  from her hands. She was to quit the club, he said. 
  He would rent her an apartment nearby his shop, 
  and he would pay for her to take classes in magic 
  at the University at Loftwick. Such a talented 
  student, he flattered, needed better instruction 
  than he could provide. However, his underlying 
  purpose was for Eveena to have access to 
  campus day or night without arousing suspicion. 
   
  The new Eveena was an instant hit at the 
  Loftwick 
  Gentlemen’s 
  Club. 
  She 
  deflected 
  questions casually, saying that she’d changed her 
  hair, tried new cosmetics, seen a consultant – all 
  explanations she and Belak had prepared ahead 
  of time. Several customers asked about the 
  beautiful girl who was going back and forth 
  through the parlor, moving her few belongings. 
  Recognizing a good thing, the matron offered to 
  allow Eveena back in the parlor full time. She 
  demurred, saying that her fiancé wouldn’t approve 
  and that it would take time from her impending 
  academic career. 
   
  Margré, jealous and suspicious, saw through 
  the ruse, but said nothing. Her suspicions were 
  considerably heightened when, while helping 
  Eveena pack, she found some blood spatters on 
  Eveena’s clothing. She resolved to find out more 
  about her sister’s mysterious new beau, but kept 
  the matter to herself. 
   
  Meanwhile, members of the City Watch visited 
  campus. A search was conducted, but everyone 
  generally agreed that the young woman who’d 
  vanished, academically weak and struggling, had 
  probably returned home. A letter of inquiry was 
  sent to her hometown, and the matter was put 
  aside for the moment. 
   
  Eveena enrolled in the University at Loftwick 
  and immediately established herself as an eager 
  and apt student. Her sharp intellect and enhanced 
  looks endeared her to everyone, faculty and 
  students alike. She deftly avoided any spell effect 
  that might expose her deception. Since no one 
  had known her previously, no one thought to look 
  past the magical façade. 
   
  Belak’s depraved tastes had been whetted by 
  the abduction, torture, and murder; and he soon 
  found himself wanting to indulge again. The ribbon 
  would lose its power, he told her, if it were not 
  periodically recharged. A sacrifice was required at 
  every full and new moon, representing Vecna’s 
  good and missing eyes. Eveena was intoxicated 
  with the success and attention she’d been 
  receiving at the University, and wasn’t about to let 
  it go. She’d done the deed once; she could do it 
  again. 
   
  At the new moon, again armed with a 
  tanglefoot bag, Eveena crept around campus, 
  hiding in the shadows until another unescorted 
  young lady passed by. But even as her victim fell, 
  a second girl arrived on the scene. They struggled, 
  thrashing about on the ground, until Eveena was 
  able to knock out her attacker. It wasn’t until she 
  
  YEO7-02 Skin Deep 
   
  Page 6 
  had dragged the two bodies to the cart that she 
  noticed the strong resemblance. She’d abducted 
  sisters. 
   
  Belak, euphoric and ecstatic, took his vile 
  fetishes to new levels. Eveena, having had time to 
  reflect on the earlier ceremony, found herself 
  relaxing, almost enjoying it. Her hatred of the 
  enforced piety of her childhood burned inside her, 
  and she felt a perverse joy washing away its taint 
  with the blood of the innocent girls. She found 
  herself joining the horrific chants and prayers that 
  the twisted Belak Iss had composed and 
  improvised with the hope that his adopted liege, 
  the Whispered One, might enjoy them. 
   
  This time, the City Watch descended on 
  campus with purpose. They searched thoroughly, 
  interviewed extensively, but came up with nothing. 
  There were no clues, and only a limited knowledge 
  of the perpetrator’s modus operandi. 
   
  The sheer amount of blood spilled, the pain 
  and torture inflicted on the victims, and Belak’s 
  and Eveena’s increasingly horrific acts earned 
  notice – but not in the way Belak hoped. 
   
  In truth, the Maimed God had taken little 
  interest in the spontaneous worship of Belak Iss 
  up until this point. However, because the 
  carelessness and the sensational nature of 
  Belak’s and Eveena’s crimes will eventually lead 
  to unwanted scrutiny on Vecna’s true followers in 
  Loftwick, cult members have been dispatched to 
  eliminate the two and to conceal all evidence 
  regarding for whom their horrific ceremonies were 
  dedicated. 
   
  The trustees of the University are in a dither. 
  The president is frantic. The students are terrified. 
  A 
  curfew 
  has 
  been 
  established 
  for 
  the 
  neighborhood, and armed members of the watch 
  patrol campus. Perhaps the most agitated of all is 
  Eveena, who believes she must kill again to 
  empower the hat of disguise, but has little hope of 
  carrying out another successful abduction under 
  the heightened security in the city. 
  ADVENTURE SUMMARY 
  Introduction- The adventure begins in Loftwick 
  after the sisters’ disappearance. The PCs arrive at 
  Loftwick and see strange happenings at the gate. 
   
  Encounter 1- The adventurers are asked upon 
  arrival for their assistance in the investigation. 
  Military members are requested to don their red 
  tunics; a strong presence of peacekeepers is 
  needed to set the worried populace at ease. 
   
  Encounter 2- The adventurers report to the 
  University chancellor where they are given a 
  briefing on the recent events. They are given the 
  name of the girl who escaped Eveena’s first, 
  unsuccessful attempt. They are also given the 
  names of the two sisters, and informed of the 
  captain’s suspicion that any pair of sisters might 
  be at risk. The groups of adventurers that reported 
  for duty are each given female students to guard. 
  The PCs are assigned to escort Eveena home. 
   
  Encounter 3- While the PCs are with Eveena, 
  an APL appropriate hit squad chosen by the true 
  Vecna worshipers attempts to assassinate her in 
  her apartment. A cursory investigation reveals that 
  the assassins are Vecnites. In the confusion, or at 
  her first opportunity, Eveena escapes. 
   
  Encounter 4- The PCs investigate Eveena and 
  eventually end up at Belak Iss’ magic shop. Belak, 
  if asked, freely admits to knowing Eveena. Astute 
  PCs will notice that the supplies in his shop seem 
  to be focused on the darker aspects of magic. 
   
  Encounter 5- The Loftwick Gentlemen’s Club 
  also provides information for the PCs. 
   
  Encounter 6- The City Watch also provides 
  information for the PCs. 
   
  Encounter 7- After the PCs visit the club, 
  Eveena goes to Margré and, after Margré voices 
  her suspicions, confesses all. Eveena kills Margré 
  and takes the body back to Iss’ shop. The PCs are 
  alerted to the murder and can track a trail of blood 
  back to Iss’ shop where his crimes are discovered. 
   
   
  Encounter 8- Iss and Eveena attack the PCs 
  in his horrific lair. 
   
  Encounter 9- The PCs suspect that all is over, 
  but the Vecnites have grown impatient. They allow 
  the PCs to do the dirty work, and then come in to 
  “tie up loose ends.” During the ensuing battle, the 
  fingers of Vecna attempt to remove all of the 
  potentially incriminating evidence of Iss’ worship, 
  leaving the PCs only the collection of violated 
  corpses to back up their story. 
  INTRODUCTION 
  The road to Loftwick is a well-traveled road, 
  and today is no exception. The winter sky is a 
  brilliant blue and the sun shines brightly upon 
  the many who are journeying to and from the 
  capitol of the Yeomanry League. Turned up 
  collars, pulled down hats, and tightly wrapped 
  scarves keep out the wind’s bite, and gloves 
  
  YEO7-02 Skin Deep 
   
  Page 7 
  and mittens are the order of the day. The 
  horses’ breath steams as they pass, some 
  pulling carts, some bearing riders. 
   
  As you approach the outskirts of Loftwick, 
  you’re met with an unusual sight. Would-be 
  visitors to the city are lined up for at least a 
  half-mile or so, and you can see in the distance 
  that militiamen in red tabards are busily 
  inspecting 
  carts 
  and 
  interviewing 
  those 
  entering and exiting the city. The line is 
  moving very slowly, and to pass the time you 
  decide to break the stony silence and 
  introduce yourself to those who are waiting 
  with you. 
   
  Encourage player introductions for groups who 
  are adventuring together for the first time. Ask 
  leading questions of those who appear hesitant to 
  role-play or who are unsure of themselves: Why 
  are you traveling to Loftwick? What are you 
  wearing? Is this your first time to Loftwick? Where 
  have you previously adventured? 
  ENCOUNTER 1: KEEPING 
  THE PEACE 
  The trip to Loftwick has not been as exciting 
  as expected. The usually boisterous streets 
  are quiet and sullen, and many of the taverns 
  in town have been closing early due to the 
  voluntary curfew. The only activity at night 
  these days, it seems, is escort duty.  
   
  The problem started only a week or so 
  ago—girls from the University going missing. 
  But the inability of anyone to find out what’s 
  going on, and the fear that the culprit will 
  strike again have left most of the area around 
  the University morose.  
   
  Those who are interested in participating 
  are directed to speak with Watch Sergeant 
  Scylla Khagga. 
   
  The adventure is over for those who don’t 
  want to speak with the sergeant, and their visit to 
  Loftwick is most likely uneventful and mundane. 
   
  The interested party members are introduced 
  to Sergeant Scylla Khagga, a friendly young man 
  who greets each party member with a smile and a 
  handshake. 
   
  He explains that there has been a series of 
  disappearances of young women in the city, and 
  that every precaution is being taken to try to 
  apprehend the guilty, including interviewing and 
  logging those who are entering and exiting the 
  city. The militia has been activated, and he asks 
  members of the party who are currently in the 
  militia to don their tabards while in town in the 
  hope that the worried populace will find a strong 
  military presence comforting. 
   
  Captain Khagga is reluctant to speak of 
  details, merely repeating that three young women 
  have disappeared and that the city is in a panic. 
  Those interested in assisting in the investigation 
  will get a briefing at the University from the 
  Chancellor of the University at Loftwick and the 
  Captain of the City Watch. 
   
  Allow those who wish to participate in the 
  investigation to proceed to Encounter Two. 
  ENCOUNTER 2: THE 
  CHANCELLOR SPEAKS 
  The walk to the University is an unsettling one. 
  You see almost no young women on the 
  streets, and those you do see are either 
  traveling with a group, or walking beside a 
  militiaman. Even older women look anxiously 
  over their shoulders and stay away from alleys 
  and unpopulated areas. 
   
  Red tabards and watch uniforms swarm 
  the campus of the University at Loftwick. It is 
  clear that the authorities are taking recent 
  events very, very seriously. 
   
  You’re directed to a large lecture hall 
  where several other groups of adventurers 
  have already gathered, some of whom wear the 
  militia uniform. Some militiamen bear the 
  insignia of the recently returned Army of 
  Freedom. Some bear the holy symbol of 
  Phaulkon, designating them as members of 
  Phaulkon’s Reach. A few even bear the badge 
  of the Brotherhood of Duelists. You have time 
  to make new acquaintances and renew old 
  friendships before the meeting starts. 
   
  PCs who have four or more levels of bard, 
  rogue, or scout have amassed sufficient reputation 
  to attract the attention of a bard named Dhavidel 
  Walthers who is a member of the Rascals. 
  Walthers approaches such PCs during the wait to 
  feel 
  out 
  their 
  attitude 
  toward 
  the 
  Scarlet 
  Brotherhood and other areas of interest to the 
  Rascals. Those of a like mind are approached at 
  the end of the adventure to join the organization. 
  
  YEO7-02 Skin Deep 
   
  Page 8 
   
  Samuel Erlebar, the chancellor of the 
  University, arrives and the conversations die 
  down quickly. He takes the dais, looking grim. 
   
  “Unfortunately, 
  the 
  students 
  of 
  the 
  University at Loftwick appear to be victims of 
  malicious intent. We have asked you here to 
  help us solve this problem quickly, before 
  more young women are lost.” 
   
  “Our best and only clues come from the 
  victim of an incident several nights ago. Her 
  name is Anjali Namitala, and she was attacked 
  in the night as she returned home from a late 
  night in the laboratory. Fortunately, Miss 
  Namitala was able to fend off her assailant. I 
  am sure some of you would like to talk with 
  Miss Namitala. I assure you that a thorough 
  questioning was done in a very sympathetic 
  manner by our Dean of Students, Professor-
  Father Ayrnold Winthorpe. He has graciously 
  agreed to take some of your questions at your 
  convenience.” 
   
  “The 
  second 
  incident 
  involves 
  the 
  disappearance of a young lady named Becca 
  Risberdall. Becca vanished from campus 
  without 
  a 
  trace. 
  The 
  last 
  time 
  anyone 
  remembers seeing her was the afternoon after 
  the attack on Miss Namitala. At first, we 
  assumed that Miss Risberdall, a struggling 
  student, had suddenly left the university for 
  home, as sometimes happens with those who 
  find our coursework too difficult. More recent 
  developments cast her disappearance in a 
  much darker tone.” 
   
  “The most recent incident involves the 
  disappearance of two sisters, Reesa and Lisa 
  Malague. The Malagues are excellent students, 
  with a supportive circle of friends. There is no 
  ready explanation for why they would have 
  vanished, 
  and 
  foul 
  play 
  is 
  suspected, 
  especially given the previous events that have 
  transpired. The last time they were seen was 
  two nights ago as they left a late class for their 
  dormitory.” 
   
  “Our request of you is two-fold. First, we 
  ask that you act as escort to our female 
  students as they travel to and from classes in 
  the mornings and evenings.Second, we ask 
  that you assist in the investigation. There is a 
  substantial 
  reward 
  for 
  apprehending 
  the 
  person responsible and returning our students 
  to their families and us.” 
   
  “I’m sure you have some questions for 
  me…” 
  QUESTIONS FOR SAMUEL ERLEBAR 
   
  “Where did the attacks take place?” 
   
  “Miss Namitala was attacked three blocks 
  from campus, near an alleyway. We are less 
  sure of where the other two disappearances 
  took place, though we have searched the route 
  between the last place they were seen and 
  their homes very thoroughly.” 
   
  “Did your investigations reveal any clues?” 
   
  “We found the residue from a tanglefoot 
  bag between the building where the Malague 
  sisters were last seen and their dormitory. 
  There were signs of a struggle, and we are 
  assuming at the moment that these findings 
  are related to the disappearance.” 
   
  “Who do you want us to escort?” 
   
  “They will be assigned to you as needed.” 
  QUESTIONS FOR PROFESSOR-FATHER 
  AYRNOLD WINTHORPE ABOUT ANJALI 
  NAMITALA 
   
  “Who are you, exactly?” 
   
  (Professor-Father Ayrnold Winthorpe is a 
  gnome priest of Delleb who is also a professor at 
  the university. He is a friendly sort who is very 
  popular with the students and thus his position as 
  Dean of Students. He is very grandfatherly, 
  friendly but concerned for his many wards.) 
   
  “I’m the Dean of Students. I take care of 
  their issues, mostly, listen to them and such. 
  Occasionally, I act as an (he pauses a moment) 
  an inquirer? That sounds so much better than 
  interrogator or investigator. I occasionally use 
  my divine magics at the Chancellor’s request. 
  Such as in expulsion hearings and such, 
  Zones of Truth and all, you know. I interviewed 
  Miss Namita and did much of that with her. 
   
  “Did she see her attacker?” 
   
  “Yes. She wore black mask and dark 
  clothing. She was medium build and about five 
  foot four inches.” 
   
  “Was the attacker male or female?” 
   
  “Anjali wasn’t sure if it was a man’s voice 
  or a woman’s. I used a Commune spell and 
  that is one of the answers that Delleb was able 
  to clarify. Her attacker was a woman.” 
   
  “Did he say anything? What did he say?” 
   
  “Blood for my Lord Vecna.” 
  
  YEO7-02 Skin Deep 
   
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  “How did you get away?” 
   
  “She wasn’t a very effective fighter. Anjali 
  used a few of the moves she learned here at 
  school and ended up beating her rather badly. 
  She chased her through half of Loftwick before 
  she lost her.” 
   
  “What else were you able to divine?” 
   
  “Well, there was no trace of where any of 
  the girls have gone. Locate Creature spells 
  come up with nothing. This concerns me 
  deeply, because, along with the answer to my 
  Commune, I asked if the girls were living. The 
  answer was ‘no’. We tried using Locate Object 
  spells to detect either the girls’ bodies or their 
  possessions. Their possessions have turned 
  up in a city dump, complete with any coins or 
  jewelry. One scavenger was found with one 
  locket, but when it was determined he obtained 
  it from the dump and had not seen who had left 
  it there, he was released. From the commune 
  we also learned that this woman who attacked 
  was not alone, she is a follower of Vecna, that 
  she did not know the women she attacked 
  personally, and that she may be a student at 
  the university—the last part was unclear. 
  Either she is masked in some way or under a 
  false name? I am loathe to trouble Delleb twice 
  on the same issue—such divinations have a 
  way of providing even more confusion than 
  clarity.  
   
  After the PCs are through with their questions, 
  they are given a writ allowing them on the streets 
  after curfew. However, the writ does not give them 
  the power to search premises without permission. 
   
  PCs may wish to investigate the crime scenes 
  for themselves. Allow them to do so, but there is 
  nothing left to find. 
  ENCOUNTER 3: THE LONG 
  ARM OF VECNA 
  See: DM Aid, Map #1 – Eveena’s Apartment and 
  Appendices. 
   
  At last, your party is assigned to escort a 
  group of young female students home from 
  class. Some live in the dormitory; some have 
  their own apartments. Your last charge to drop 
  off is Eveena Martel. She is in her first 
  semester of study and is quite attractive. 
  You’re told that she has been an excellent 
  student so far and probably has an excellent 
  career ahead of her. 
   
  Gather Information checks on Eveena Martel 
   
  DC 5: “She recently arrived at the University. 
  Everyone likes her and she’s so pretty.” 
   
  DC 10: “She said she’s from the village of 
  Lasker. She talks very little about her parents.” 
   
  DC 15: “She has a boyfriend or fiancé, I hear. 
  But he’s very mysterious. He pays for her classes, 
  I think.” 
   
  DC 25: “A girl named Eveena used to work at 
  the Loftwick Gentlemen’s Club, but I’m not sure 
  that’s the same girl.” 
   
  DC 30: “I knew a girl named Eveena that did 
  some jail time. She was a homely, sad sight.” 
   
  She arrives at the temporary watch station, 
  pretty as a portrait, and speaks, “I really 
  appreciate your willingness to help, but I really 
  can do this myself. I’m not helpless, you 
  know.” 
   
  Allow the PCs to role-play with Eveena based 
  on what you know from the background (she’s 
  from a rural setting, she recently moved to town, 
  etc.). Any questions about the murders or what is 
  going on will result in her not wanting to speak 
  about it.  
   
  “I don’t want to talk about that. It  just 
  makes so many things in life so much more 
  complicated since no one will just act normally 
  anymore, doesn’t it?” (This is not a lie, so 
  doesn’t require a Bluff roll.) 
   
  If the PCs decide to allow her to go home 
  alone, she is assaulted and killed by the Vecna 
  cultists. The disappearances stop because Iss is 
  too much of a coward to continue by himself, and 
  the murders go unsolved. 
   
  Walking a pretty girl home from school 
  seems the easiest assignment you’ve had as 
  an adventurer. It’s broad daylight, but the town 
  is suffused with a sense of danger in the air. 
  Nevertheless, you arrive at Eveena’s apartment 
  without incident. 
   
  “Thank you for walking me home. I didn’t 
  think it was necessary, but it was very kind of 
  you. I will be fine now.” With that, she opens 
  the door and steps inside her apartment. 
   
  If the PCs insist on going in to check things 
  out, allow them a DC 15 Spot check to act in the 
  surprise round. 
   
  If the PCs leave Eveena at the door, read the 
  following: 
  
  YEO7-02 Skin Deep 
   
  Page 10 
   
  Seconds after the door closes, you hear a 
  terrified scream and the muffled thumps of a 
  scuffle from within the apartment. 
   
  Conditions: Since it is night, the light in the 
  apartment is shadowy from the street illumination. 
  There is a 20% miss chance unless the PCs have 
  an 
  illumination 
  source, 
  low-light 
  vision, 
  or 
  darkvision. 
  APL 2 (EL 4) 
  Assassins (2), Male Humans Rogue2: hp 
  11, 11; see Appendix 1. 
  APL 4 (EL 6) 
  Assassins (2), Male Humans Rogue4: hp 
  22, 22; see Appendix 2. 
  APL 6 (EL 8) 
  Assassins (2), Male Humans Rogue6: hp 
  32, 32; see Appendix 3. 
   
  Tactics: The assassins are fanatical Vecnites 
  and will fight to the death to kill Eveena. Once the 
  party engages them, they will switch their attention 
  to the party. Eveena will make an attempt to get 
  into the back room and close the door. 
   
  Treasure: 
  APL 2: L: 154 gp, C: 6 gp, M: 2 oils of 
  darkness (25 gp each), 2 oils of magic weapon 
  (4 gp each), 2 potions of cat’s grace (25 gp 
  each), 2 potions of cure light wounds (4 gp 
  each), 2 potions of spider climb (25 gp each), 
  2 skill shards (hide) (4 gp each). 
  APL 4: L: 232 gp, C: 16 gp, M: 2 elixirs of 
  hiding (21 gp each), 2 elixirs of sneaking (21 
  gp each), 2 oils of darkness (25 gp each), 2 
  oils of magic weapon (4 gp each), 4 potions of 
  cure light wounds (4 gp each), 2 potions of 
  cat’s grace (25 gp each), 2 potions of pass 
  without trace (4 gp each), 2 potions of spider 
  climb (25 gp each), 2 skill shards (hide) (4 gp 
  each), 2 tanglepatches (16 gp each). 
  APL 6: L: 203 gp, C: 16 gp, M: 2 studded 
  leather armors +1 (98 gp each), 2 elixirs of 
  hiding (21 gp each), 2 elixirs of sneaking (21 
  gp each), 2 oils of darkness (25 gp each), 2 
  oils of magic weapon (4 gp each), 2 potions of 
  cat’s grace (25 gp each), 4 potions of cure 
  light wounds (4 gp each), 2 potions of 
  invisibility (25 gp each), 2 potions of pass 
  without trace (4 gp each), 2 potions of spider 
  climb (25 gp each), 2 cloaks of resistance +1 
  (83 gp each), 2 skill shards (hide) (4 gp each), 
  2 tanglepatches (16 gp each). 
   
  Developments: If somehow captured, the 
  fanatical assassins refuse to speak and will do 
  anything to kill Eveena. 
   
  When the dust from the fight clears, 
  Eveena is nowhere to be seen. The tracks on 
  the city street are a jumble and hard to 
  decipher. She could have gone anywhere. 
   
  A DC 10 Search check of an assailant’s body 
  reveals a crumpled piece of paper in his pocket, 
  listing Eveena Martel and her address, and Belak 
  Iss and the Sundry Magics shop. A DC 22 Search 
  check reveals a tattoo of a hand and eye on an 
  attacker’s body. A DC 15 Knowledge (religion) 
  check confirms that it’s a symbol of Vecna. 
   
  During the confusion, Eveena ran into the 
  adjoining bedroom, shut the door, and doused 
  herself with a bag of dust of disappearance that 
  Iss had given her. She crawled out the window 
  and ran until the duration ended. She headed for 
  some of the hiding holes she discovered when she 
  was living on the streets, far away from Iss’ shop 
  and the club. 
   
  Allow PCs a DC 30 Track check to determine 
  that Eveena went off alone. Otherwise, the tracks 
  lead away from the Gentlemen’s Club and Belak’s 
  shop and are quickly lost among the tracks of the 
  crowds of frightened people hurrying to finish their 
  errands before dark. 
  ENCOUNTER 4: SUNDRY 
  MAGICS 
  The PCs have no trouble locating the shop named 
  Sundry Magics. 
   
  Gathering Information on the Sundry Magics 
  shop reveals the following: 
   
  DC 15: The shop has been open about ten 
  years. 
   
  DC 
  20: 
  Most 
  reputable 
  mages 
  shop 
  elsewhere. 
   
  DC 
  30: 
  Sundry 
  Magics 
  carries 
  some 
  necromantic spell components that cannot be 
  found anywhere else in Loftwick. 
   
  The Sundry Magics shop is a rundown little 
  affair squeezed between two warehouses in 
  the low rent district of Loftwick. Chipped and 
  faded paint on the window advertises “Potions 
  and Charms for All Purposes.” 
   
  Read the following if the PCs enter the store: 
  
  YEO7-02 Skin Deep 
   
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  Rows and rows of small bottles of elixirs 
  and pills fill the shelves of the tiny shop. Some 
  claim to be love potions; others claim to 
  restore hair. There’s even a potion that 
  guarantees weight loss with no special diet 
  and no exercise. A handsome man with wavy 
  hair stands behind the counter, busy with a 
  customer. 
   
  “Yes, milady. Put a few drops in your 
  neighbor’s dog’s water daily and you will not 
  be troubled by his barking any more.” The 
  woman frowns. “Oh, no, it won’t kill him. It 
  merely quiets him. I think you’ll be satisfied 
  with the results.” The lady exits the store with 
  a self-satisfied smirk on her face. 
   
  DC 15 Knowledge (nature) check: He’s sold 
  her an elixir of some mostly benign herbs that 
  cause swelling of the vocal folds. There is no long-
  term danger to the dog’s overall health. Iss will 
  share this information with the PCs if asked. 
   
  DC 15 Knowledge (arcana) check: You notice 
  that there is an unusually large representation of 
  components for necromantic spells on the shelves. 
   
  “You have the look of adventurers about 
  you. Welcome, friends, to Sundry Magics. 
  Belak Iss, proprietor, at your service.” 
   
  Questions for Belak Iss 
   
  “Why do you sell so many necromantic spell 
  components?” 
   
  “Simply supply and demand, and location 
  as well. The spellcasters of Loftwick don’t 
  want to be seen in the finest neighborhoods 
  purchasing black onyx or black pearls, now do 
  they? I meet their needs discreetly, quietly. 
  Raw meat and bone shards they can get at any 
  abattoir, but I carry the obscure and rare.” 
   
  “Do you know Eveena Martel?” 
   
  “Yes, I do. Eveena is a regular customer. I 
  taught her a few easy cantrips and convinced 
  her to enroll in the University. She seems very 
  talented.” 
   
  “Are you paying her tuition?” 
   
  “Yes. She was in a bad situation…working 
  in a brothel. I felt sorry for her and wanted to 
  get her out of there. I wanted to give her a 
  chance to better herself.” 
   
  “Are you two having a relationship?” 
   
  “That is none of your business. Would you 
  like to make a purchase or not?” 
   
  “Do 
  you 
  know 
  anything 
  about 
  the 
  disappearances of the female students from the 
  University at Loftwick?” 
   
  “Ah yes…the missing girls. The entire town 
  is on edge. The watch and the militia seem to 
  be everywhere.” (DM Note: He didn’t lie. If PCs 
  ask, allow Sense Motive vs. his Bluff to learn he’s 
  holding something back.) 
   
  “Do you know where Eveena is now?” 
   
  “No, I don’t. She has a sister named Margré 
  who works at the Loftwick Gentlemen’s Club. 
  You might ask her. I haven’t seen Eveena since 
  yesterday.” 
   
  “Where did you live before you moved to 
  Loftwick?” 
   
  “I lived in Farvale. I knew a magic shop 
  would make more money in a larger city, so I 
  moved here about ten years ago.” (DM Note: 
  He didn’t lie. If PCs ask, allow Sense Motive vs. 
  his Bluff to learn he’s holding something back.) 
   
  Iss will not allow them to search his upstairs 
  apartments or his storeroom, threatening to get 
  the watch and insisting that the PCs leave 
  immediately. If for some reason the PCs do get 
  the opportunity, there is nothing unusual in his 
  apartment or retail space. However, a DC 28 
  Search check reveals a trap door in the floor of the 
  storeroom beneath a carpet and some crates 
  leading to Iss’ chamber of horrors. 
   
  Gather Information checks on Belak Iss: 
   
  DC 10: Establishes that Iss has always been a 
  loner. 
   
  DC 15: Reveals that he came to town about 
  ten years ago. 
   
  DC 20: Uncovers that an attractive girl has 
  recently begun spending a lot of time there. 
   
  DC 27: Reveals that he moved to Loftwick 
  from Farvale. 
   
  If the party discovers the bit about Farvale, a 
  DC 20 Bardic Knowledge check recalls that there 
  was a rash of unexplained disappearances in 
  Farvale about ten years ago. 
  ENCOUNTER 5: LOFTWICK 
  GENTLEMEN’S CLUB 
  There 
  is 
  no 
  sign 
  outside 
  the 
  Loftwick 
  Gentlemen’s Club, although the locals had no 
  difficulty pointing it out to you. As you 
  
  YEO7-02 Skin Deep 
   
  Page 12 
  approach, you observe several men entering 
  and exiting, hunched furtively as though the 
  act would render them invisible to the 
  passersby. 
   
  Gather Information checks on the Loftwick 
  Gentlemen’s Club: 
   
  DC 5: The club is an upscale brothel. 
   
  DC 10: More than one well-known local has 
  suffered through scandal for frequenting here. 
   
  DC 15: There are stories about a beautiful 
  young woman who works in the club named 
  Margré Martel who charms and delights everyone 
  she meets. 
   
  DC 25: Rumors are that the only reason the 
  club stays open is that certain political figures 
  frequent the club themselves. 
   
  The interior of the club is well and 
  conservatively appointed. Dark hardwoods and 
  expensive looking furnishings are tastefully 
  arranged atop rugs in the style of those found 
  in the Hold of the Sea Princes. Ornate stained 
  glass globes like those found in Greyhawk rest 
  atop the room’s oil lamps, glistening like 
  jewels. 
   
  “Greetings, friends.” An older Rhennee 
  woman, 
  gracefully 
  aged, 
  with 
  beautifully 
  silvered hair pulled into a tight bun enters the 
  room. Her light wrinkles and faint age spots 
  don’t detract at all from the matronly, elegant 
  air she suffuses. 
   
  “I don’t get the idea you’re here as 
  customers,” she observes. “How is it that 
  Madame Wilda can help you?” 
   
  Questions for Madame Wilda 
   
  “Do you know Eveena Martel?” 
   
  “Of course I know Eveena. She worked for 
  us for a while, but not as you might think. She 
  cleaned, cooked, ran errands for us. She was 
  not one of the professional staff. When she 
  arrived here, she was a starved, filthy mess. 
  Just out of jail even, crawling with lice. I was 
  about to throw her out on the street when one 
  of our hostesses, Margré, noticed that Eveena 
  was her sister. She had followed Margré to 
  Loftwick, hoping to make her fortune in the big 
  city. We cleaned her up, dressed her up, fixed 
  her hair and makeup, but she wasn’t much to 
  look at. Her sister Margré clearly got the good 
  looks in the family. Margré has been one of our 
  most popular hostesses. Eveena never caught 
  anyone’s interest, just too homely and plain. 
  She quit a few nights ago. I hear she has a 
  boyfriend or fiancé or something. Good for 
  her.” 
   
  “But Eveena is pretty now… “ 
   
  “I keep hearing that. The girls said she was 
  here the other night and turned every head in 
  the room. I didn’t see her, but the girls said she 
  claimed she had something called a makeover. 
  Someone worked with her on her makeup and 
  hair. But if you ask me, there wasn’t much to 
  work with there in the first place. I have done 
  some pretty impressive things with lace and 
  makeup in my time, and I couldn’t do anything 
  for Eveena.” 
   
  “Where did (Eveena/Margré) live before she 
  came to Loftwick?” 
   
  “The village of Lasker - a rural little dump. 
  Who could blame them for wanting to leave? 
  Apparently they had very strict, very religious 
  parents and ended up running away, Margré 
  first, and then Eveena. They’re not the first 
  runaways that ended up here at the club, and 
  they won’t be the last.” 
   
  “Can we speak to Margré?” 
   
  “Sure; I don’t see why not. She’s not busy 
  at the moment.” 
   
  PCs who go upstairs to Margré’s room find it 
  well appointed and luxurious. Margré is a beautiful 
  lady, dressed in a low cut dress, and wears a 
  great deal of colorful and gaudy glass jewelry. 
   
  Questions for Margré Martel 
   
  “Have you seen your sister?” 
   
  “No, not in the last day or two. I think she 
  has some boyfriend. She even said something 
  about getting married, but I doubt it.” 
   
  “What’s going on with your sister? Why did 
  she leave the club?” 
   
  “She claimed she got some big makeover 
  or beauty consultation, paid for by this guy 
  friend of hers. Everybody got all excited about 
  her, but she looked the same to me. The only 
  difference I noticed was a gaudy ribbon in her 
  hair.” (DM Note: Margré disbelieved the illusion 
  successfully. A DC 20 Knowledge (arcana) check 
  reminds the character that a hat of disguise in 
  ribbon form could be responsible for the change in 
  Eveena’s appearance.) 
   
  “Did you know she’s in school now?” 
  
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  “Yes, she told me. That guy is paying for 
  the school, too. I hear she’s doing well. That 
  must be some sweet deal. She’s really got 
  them fooled.” 
   
  “Why do you say that?” 
   
  “Well, first of all, Eveena has never been a 
  very good looking girl. I was surprised they let 
  her work here at all. She’s smart enough, that’s 
  for sure, but she’s sneaky. She was always 
  sneaky 
  growing 
  up. 
  There’s 
  something 
  suspicious about this, I’m telling you.” 
   
  “What was it like growing up with Eveena in 
  Lasker?” 
   
  “Lasker was a dump of a little village. To 
  make things worse, our parents were very 
  strict – it’s no wonder we both ran away. I had 
  things a little easier because of my good looks, 
  I suppose. Eveena had things harder.” 
   
  “You ran away?” 
   
  “Yes, I ran away first. Madame Wilda found 
  me working in a seamstress shop – I could 
  sew a little – and hired me to work here. I sent 
  some money back to my parents once I 
  became successful here at the club, but I never 
  heard back from them. Then, a few weeks later, 
  Eveena shows up. She spent a little time in jail. 
  She stole some food she said. She had a hard 
  time finding a job. She can’t really do much. 
  She’s smart, but not many skills. I suppose 
  school will be good for her. She was too plain 
  to work here, but everyone seems to think 
  she’s a real looker now. She still looks like 
  Eveena to me.” 
   
  When the PCs are ready to leave, read the 
  following: 
   
  Madame Wilda and Margré accompany you 
  to the door. “Please find my sister,” Margré 
  urges. “Don’t let anything happen to her.” 
  ENCOUNTER 6: LOFTWICK 
  CITY WATCH 
  PCs who visit the jail can get a confirmation that 
  Eveena Martel did spend three nights in the jail a 
  few weeks ago. The city watch members recall her 
  as homely and plain, and that she stayed in a cell 
  with several girls who used to work at the Loftwick 
  Gentlemen’s Club. 
   
  There are also loose rumors about cultists of 
  Vecna operating within the city, but then there 
  have always been rumors about that. 
  ENCOUNTER 7: FOUL 
  DEEDS AT THE LOFTWICK 
  GENTLEMENS’ CLUB 
  Evening falls in Loftwick, and you’re no closer 
  to finding Eveena. The streets empty quickly 
  due to the curfew. The only people on the 
  streets are you, the City Watch, and the other 
  groups of adventurers who have agreed to 
  help in the investigation. 
   
  Whether or not the PCs visit the club, Eveena 
  shows up in the middle of the night to talk to her 
  sister. She confesses everything that she has 
  done, including the most lurid details, to her sister 
  who is shocked and appalled. Margré threatens to 
  tell the City Watch, and Eveena stabs and kills her 
  after a brief scuffle. She sneaks the body out the 
  back door, but is not very careful about it. She 
  leaves clues for the adventurers to find later. 
   
  Suddenly, a breathless runner turns the 
  corner 
  and 
  heads 
  toward 
  you. 
  “Thank 
  goodness,” he pants. “I thought I would never 
  find you. You’re the group looking for that 
  missing girl, Eveena, right? It’s Eveena’s 
  sister, Margré. Something’s happened to her 
  and you’re wanted at the Loftwick Gentlemen’s 
  Club immediately.” 
   
  Pause for the players to indicate where they 
  wish to go. Some may try to second-guess the 
  author and head for Iss’ shop. If they go to the 
  club, read the following: 
   
  A trembling Madame Wilda meets you at 
  the door and rushes you down the hallway to 
  Margré’s room. There are clear signs of a 
  scuffle, the window is open, the bed sheets 
  have been pulled off the bed, and there is a 
  great deal of blood on the mattress. 
   
  “Please, please do something. My Margré! 
  Oh, my beautiful Margré! Please do not let her 
  be dead. Hurry; hurry! You must find her!” 
   
  A DC 5 Search check reveals a trail of blood 
  leading to the open window. A DC 10 Track check 
  reveals a trail of blood that leads back to Belak Iss’ 
  shop. If the party can’t find the trail, the watch 
  messenger points it out and leads them down the 
  darkened streets to Iss’ shop. 
  
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  ENCOUNTER 8: DEPRAVITY 
  INCARNATE 
  See: DM Aid, Map #2 – Chamber of Horrors and 
  Appendices. 
   
  The trail of blood leads directly to Sundry 
  Magics, the shop of Belak Iss. The door is ajar, 
  and the spattered droplets continue back into 
  the storeroom where a trapdoor in the floor 
  has been left open. Shouting can be heard 
  coming from below the store. You recognize 
  not only Belak Iss’ voice, but also Eveena – the 
  charge you were to protect. Perhaps she is in 
  danger as well. 
   
  Allow the players to formulate a plan and pre-
  cast any spells they wish. As the PCs descend the 
  stairs, read the following. 
   
  You hear Iss hiss at Eveena, “You idiot girl! 
  Careless fool! Do you not understand that you 
  have led them directly to us? We must flee 
  now, before the authorities arrive. Gather the 
  tools!” 
   
  Eveena’s panicked voice replies, “But we 
  must recharge the ribbon. You said we must 
  recharge the ribbon with blood. I want to stay 
  beautiful. You said I could stay beautiful if I 
  brought you blood!” 
   
  As you descend the stairs, the room you 
  see before you is a dimly torch-lit nightmare 
  incarnate. Margré’s intact body lies on a blood 
  stained altar. Hanging from hooks in the wall 
  are the mutilated bodies of the missing girls, 
  posed luridly. The walls have been painted a 
  gory blood red, and on the wall above the altar 
  is painted an eye and hand. 
   
  Allow a DC 10 Knowledge (religion) check to 
  notice that something isn’t quite right about the 
  Vecna symbol. First, the wrong hand is depicted, 
  and second, the eye is facing in the wrong 
  direction. A DC 15 Knowledge (religion) check 
  reveals that this sort of mutilation and violation of 
  corpses is not typical of Vecnan worship. A DC 20 
  Knowledge (religion) check confirms that these 
  two are not authentic Vecna worshippers. 
   
  Give stealthy PCs a move silently check if they 
  wish to go down the steps without detection, 
  possibly allowing them a surprise round partial 
  action. Belak and Eveena are distracted by their 
  arguing so the PCs will get a +5 to their check.  
  Belak or Eveena will initiate combat as soon as 
  either of them is aware of any of the party 
  members. 
  APL 2 (EL 3) 
  Belak Iss, Male Human Wizard2: hp 8; see 
  Appendix 1. 
  Eveena Martel, Female Human Wizard1: hp 
  4; see Appendix 4. 
  APL 4 (EL 5) 
  Belak Iss, Male Human Wizard4: hp 15; see 
  Appendix 2. 
  Eveena Martel, Female Human Wizard1: hp 
  4; see Appendix 4. 
  APL 6 (EL 7) 
  Belak Iss, Male Human Wizard7: hp 26; see 
  Appendix 3. 
  Eveena Martel, Female Human Wizard1: hp 
  4; see Appendix 4. 
   
  Tactics: Belak and Eveena, realizing the jig is 
  up, will fight to the death to escape since they 
  know they have no hope for mercy after the crimes 
  they have committed. Belak, with time and money 
  and the type of business he runs, has had time to 
  line the walls, floor, and ceiling of ths basement 
  room with a thin sheet of lead, which he has 
  mortared over. This protection from divination is 
  one of the things he learned from his mistakes 
  years ago in Farvale. 
   
  Treasure: 
  APL 2: L: 29 gp, C: 5 gp, M: 2 scrolls of 
  undetectable alignment (4 gp each), wand of 
  color spray (63 gp), wand of magic missile  (63 
  gp). 
  APL 4: L: 29 gp, C: 5 gp, M: bracers of armor 
  +1 (83 gp), elixir of love (13 gp), scroll of 
  glitterdust (13 gp), 2 scrolls of undetectable 
  alignment (4 gp each), wand of color spray (63 
  gp), wand of magic missile (63 gp). 
  APL 6: L: 29 gp, C: 5 gp, M: bracers of armor 
  +1 (83 gp), elixir of love (13 gp), potion of cure 
  moderate wounds (25 gp), scroll of glitterdust 
  (13 gp), 2 scrolls of undetectable alignment (4 
  gp each), wand of color spray (63 gp), wand of 
  magic missile (63 gp), ring of protection +1 
  (167 gp), beetle elixir (113 gp). 
   
  Developments: Examination quickly reveals 
  that Margré is already dead. During the last round 
  of combat, another Vecna hit squad arrives and 
  hears the combat. Allow them to prepare for the 
  
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  PCs (cast spells, take positions on the map, etc.) 
  until the PCs come back up the stairs. 
  ENCOUNTER 9: ARRIVAL OF 
  THE AUTHENTIC 
  See: DM Aid, Map #3 – Sundry Magics Shop and 
  Appendices. 
   
  As you return up the cellar steps from your 
  battle with the two depraved murderers, you 
  find yourself face to face with several cloaked 
  figures. 
   
  A female voice speaks with an amused 
  tone. “Ah, well, you have done our work for us. 
  For that, you have our appreciation.” The 
  figures take a step toward you. The first drops 
  her cloak, revealing a silver holy symbol of an 
  eye and hand that appears much more 
  authentic than Belak’s scribbling on the wall. 
   
  “You see, Belak and Eveena fancied 
  themselves worshippers of the Maimed One, 
  but they were nothing more than charlatans, 
  pretenders. Belak improvised and used his 
  black imagination to invent the sort of ritual he 
  thought my liege might enjoy.” 
   
  “He coerced Eveena into assisting in his 
  depravities by giving her a hat of disguise and 
  lying to her that it needed fresh blood to keep 
  it charged and active. She believed him. She 
  hunted for him; obeyed his every whim. He 
  enrolled her in the University so that she 
  would be closer to the type of victim he 
  preferred. I believe you saw his collection 
  hanging from the wall downstairs.”  
   
  “Sick and stupid Iss. But our fear was that 
  he would bring unwanted attention on the real 
  practitioners of 
  our faith 
  once he was 
  discovered. So we came to…clean up a bit. But 
  you’ve already done part of the job for us. Now 
  we just need to…tie up a few loose ends.” 
  APL 2 (EL 5) 
  Vecna Cleric, Female Human Cleric1: hp 7; 
  see Appendix 1. 
  Vecna Assassins (3), Male Human Rogue2: 
  hp 11, 11, 11; see Appendix 1. 
  APL 4 (EL 7) 
  Vecna Cleric, Female Human Cleric5: hp 34; 
  see Appendix 2. 
  Vecna Assassins (3), Male Human Rogue2: 
  hp 11, 11, 11; see Appendix 2. 
  APL 6 (EL 9) 
  Vecna Cleric, Female Human Cleric8: hp 54; 
  see Appendix 3. 
  Vecna Assassins (3), Male Human Rogue2: 
  hp 11, 11, 11; see Appendix 3. 
   
  Tactics: These fanatics must silence the party 
  and their captives (if any) at all costs. They will 
  fight to the death. The cleric will attack with magic 
  first, then melee weapons. 
   
  Treasure: 
   
  APL 2: L: 278 gp, C: 12 gp, M: elixir of 
  sneaking (21 gp), 3 oils of darkness (25 gp 
  each), 3 oils of magic weapon (4 gp each), 3 
  potions of cat’s grace (25 gp each), 3 potions 
  of cure light wounds (4 gp each), potion of 
  shield of faith +2 (4 gp), 3 potions of spider 
  climb (25 gp each). 
   
  APL 4: L: 261 gp, C: 16 gp, M: 3 oils of 
  darkness (25 gp each), 3 oils of magic weapon 
  (4 gp each), 3 potions of cat’s grace (25 gp 
  each), 3 potions of cure light wounds (4 gp 
  each), potion of sanctuary (4 gp), potion of 
  shield of faith +2 (4 gp), 3 potions of spider 
  climb (25 gp each), incense of concentration 
  (21 gp), elemental gem (earth) (188 gp). 
   
  APL 6: L: 261 gp, C: 12 gp, M: 3 oils of 
  darkness (25 gp each), 3 oils of magic weapon 
  (4 gp each), 3 potions of cat’s grace (25 gp), 3 
  potions of cure light wounds (4 gp), potion of 
  sanctuary (4 gp), potion of shield of faith +2 (4 
  gp), 3 potions of spider climb (25 gp each), 
  elemental gem (earth) (188 gp), incense of 
  concentration (21 gp), rod of viscid globs (167 
  gp). 
   
  Developments: If somehow captured, none of 
  these fanatics will talk. 
  CONCLUSION 
  The gruesome job of the cleanup falls to the 
  City Watch. Stories and rumors spread across 
  the city like wildfire – some true, some not. The 
  administration of the University at Loftwick is 
  very pleased with you. Young ladies may walk 
  in peace along the city streets again. The 
  entire city of Loftwick is grateful to you for 
  returning them to a sense of normalcy. 
  The End 
  
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  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives 
  plus roleplaying) 
  to each 
  character. 
  Encounter 3 
  Defeat the Vecna hit squad. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
  Encounter 8 
  Defeat Belak Iss. 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
  Encounter 9 
  Defeat the elite Vecna hit squad. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
  Story Award 
  Solve the disappearances and report back to the 
  City Watch. 
   
  APL 2: 60 xp. 
   
  APL 4: 105 xp. 
   
  APL 6: 150 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 30 xp. 
   
  APL 4: 30 xp. 
   
  APL 6: 30 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes. Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold. If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin available. 
  A normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure. Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it. Other times they may attempt to use the 
  item blindly. If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a Regional 
  adventure, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 3: 
   
  APL 2: L: 154 gp, C: 6 gp, M: 2 oils of 
  darkness (25 gp each), 2 oils of magic weapon (4 
  gp each), 2 potions of cat’s grace (25 gp each), 2 
  potions of cure light wounds (4 gp each), 2 potions 
  
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  of spider climb (25 gp each), 2 skill shards (hide) 
  (4 gp each). 
   
  APL 4: L: 232 gp, C: 16 gp, M: 2 elixirs of 
  hiding (21 gp each), 2 elixirs of sneaking (21 gp 
  each), 2 oils of darkness (25 gp each), 2 oils of 
  magic weapon (4 gp each), 4 potions of cure light 
  wounds (4 gp each), 2 potions of cat’s grace (25 
  gp each), 2 potions of pass without trace (4 gp 
  each), 2 potions of spider climb (25 gp each), 2 
  skill shards (hide) (4 gp each), 2 tanglepatches (16 
  gp each). 
   
  APL 6: L: 203 gp, C: 16 gp, M: 2 studded 
  leather armors +1 (98 gp each), 2 elixirs of hiding 
  (21 gp each), 2 elixirs of sneaking (21 gp each), 2 
  oils of darkness (25 gp each), 2 oils of magic 
  weapon (4 gp each), 2 potions of cat’s grace (25 
  gp each), 4 potions of cure light wounds (4 gp 
  each), 2 potions of invisibility (25 gp each), 2 
  potions of pass without trace (4 gp each), 2 
  potions of spider climb (25 gp each), 2 cloaks of 
  resistance +1 (83 gp each), 2 skill shards (hide) (4 
  gp each), 2 tanglepatches (16 gp each). 
  Encounter 8: 
   
  APL 2: L: 29 gp, C: 5 gp, M: 2 scrolls of 
  undetectable alignment (4 gp each), wand of color 
  spray (63 gp), wand of magic missile  (63 gp). 
   
  APL 4: L: 29 gp, C: 5 gp, M: bracers of armor 
  +1 (83 gp), elixir of love (13 gp), scroll of glitterdust 
  (13 gp), 2 scrolls of undetectable alignment (4 gp 
  each), wand of color spray (63 gp), wand of magic 
  missile (63 gp). 
   
  APL 6: L: 29 gp, C: 5 gp, M: bracers of armor 
  +1 (83 gp), elixir of love (13 gp), potion of cure 
  moderate wounds (25 gp), scroll of glitterdust (13 
  gp), 2 scrolls of undetectable alignment (4 gp 
  each), wand of color spray (63 gp), wand of magic 
  missile (63 gp), ring of protection +1 (167 gp), 
  beetle elixir (113 gp). 
  Encounter 9: 
   
  APL 2: L: 278 gp, C: 12 gp, M: elixir of 
  sneaking (21 gp), 3 oils of darkness (25 gp each), 
  3 oils of magic weapon (4 gp each), 3 potions of 
  cat’s grace (25 gp each), 3 potions of cure light 
  wounds (4 gp each), potion of shield of faith +2 (4 
  gp), 3 potions of spider climb (25 gp each). 
   
  APL 4: L: 261 gp, C: 16 gp, M: 3 oils of 
  darkness (25 gp each), 3 oils of magic weapon (4 
  gp each), 3 potions of cat’s grace (25 gp each), 3 
  potions of cure light wounds (4 gp each), potion of 
  sanctuary (4 gp), potion of shield of faith +2 (4 gp), 
  3 potions of spider climb (25 gp each), incense of 
  concentration (21 gp), elemental gem (earth) (188 
  gp). 
   
  APL 6: L: 261 gp, C: 12 gp, M: 3 oils of 
  darkness (25 gp each), 3 oils of magic weapon (4 
  gp each), 3 potions of cat’s grace (25 gp), 3 
  potions of cure light wounds (4 gp), potion of 
  sanctuary (4 gp), potion of shield of faith +2 (4 gp), 
  3 potions of spider climb (25 gp each), elemental 
  gem (earth) (188 gp), incense of concentration (21 
  gp), rod of viscid globs (167 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 461 gp, C: 23 gp, M: 582 gp – Total: 
  1,066 gp (450 gp). 
  APL 4: L: 522 gp, C: 37 gp, M: 1,016 gp – 
  Total: 1,575 gp (650 gp). 
  APL 6: L: 493 gp, C: 33 gp, M: 1,901 gp – 
  Total: 2,427 gp (900 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Reward of the University at Loftwick: For 
  solving the crime involving the missing women 
  amongst their student body, the University deans 
  have granted the character one of the following 
  boons, to be determined at the time of reward 
  (circle the one chosen and cross out the other 
  two): 
  1. Access (Frequency: Regional) to one of 
  the 
  following 
  weapon 
  special 
  ability 
  upgrades 
  (circle 
  the 
  one 
  selected): 
  flaming, frost, bane (giant). 
  2. A 10% discount on the next purchase of 
  an upgrade to a bracers of armor, amulet 
  of natural armor, ring of protection, vest of 
  resistance (MIC). Mark this favor as USED 
  when spent. 
  3. Access to one of the following spells from 
  Spell 
  Compendium 
  (circle 
  the 
  one 
  selected): benign transposition, wall of 
  smoke, dark way, balor nimbus, chain 
  missile, wall of light, greater disrupt 
  undead, know vulnerabilities.  
  Item Access 
  APL 2: 
  • 
  Elixir of Sneaking (Adventure; DMG) 
  
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  • 
  Skill Shard, Lesser, Hide (Adventure; MIC; 
  Limit 5) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Elemental Gem, Earth (Adventure; DMG; Limit 
  1) 
  • 
  Elixir of Hiding (Adventure; DMG) 
  • 
  Elixir of Love (Adventure; DMG) 
  • 
  Incense of Concentration (Adventure; MIC; 
  Limit 1) 
  • 
  Tanglepatch (Adventure; MIC; Limit 2) 
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Beetle Elixir (Adventure: MIC; Limit 1) 
  • 
  Rod of Viscid Globs (Adventure; MIC; Limit 1) 
   
   
   
  
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  APPENDIX 1 – APL 2 
   
  ENCOUNTER 3 
   
   
   
   
  V E C N A A S S A S SI N 
  CR 2 
  Male human rogue 2 
  LE Medium humanoid (human) 
  Init +6; Senses Listen +5, Spot +5 
  Languages Common, Infernal  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 11 (2 HD)  
  Fort +1, Ref +5, Will +0 
  Speed 30 ft. in masterwork studded leather (6 squares), 
  base movement 30 ft. 
  Melee masterwork short sword +4 (1d6+2/19-20) or 
  dagger +3 (1d4+2/19-20) 
  Ranged masterwork light crossbow +4 (1d8) or dagger 
  +3 (1d4+2)  
  Base Atk +1; Grp +3 
  Atk Options Sneak Attack (+1d6) 
  Combat Gear oil of darkness, oil of magic weapon, 
  potion of cat’s grace, potion of cure light wounds, 
  potion of spider climb 
  Abilities Str 14, Dex 15, Con 13, Int 12, Wis 10, Cha 8  
  SQ Trapfinding, Evasion  
  Feats Dodge, Improved Initiative  
  Skills Balance +7, Bluff +4, Disguise +6, Escape Artist 
  +7, Hide +7, Listen +5, Move Silently +7, Open Lock 
  +6, Sleight of Hand +7, Spot +5, Tumble +7, 
  Possessions combat gear plus dagger, masterwork 
  light crossbow with 10 bolts, masterwork short sword, 
  masterwork studded leather, masterwork thieves’ 
  tools, 
  backpack, 
  belt 
  pouch, 
  flint 
  and 
  steel, 
  whetstone, five pieces of chalk, lesser skill shard 
  (hide), 3 gp 
  ENCOUNTER 8 
   
   
   
   
  B E L AK  I S S 
  CR 2 
  Male human wizard 2 
  CE Medium humanoid (human) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Draconic, Infernal  
  AC 12, touch 12, flat-footed 10 
   (+2 Dex) 
  hp 8 (2 HD)  
  Fort +1, Ref +2, Will +3 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee dagger +2 (1d4+1/19-20) or quarterstaff +2 
  (1d6+1) 
  Ranged masterwork light crossbow +4 (1d8) or dagger 
  +3 (1d4+1/19-20)  
  Base Atk +1; Grp +2 
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions spells 
  Combat Gear wand of color spray, wand of magic 
  missile 
  Wizard Spells Prepared (CL 2nd): 
   1st—burning hands (DC 13), ray of enfeeblement, 
  sleep (DC 13) 
   0—acid splash, daze (DC 12), detect magic, 
  prestidigitation 
  �Already cast 
  Abilities Str 12, Dex 14, Con 13, Int 15, Wis 10, Cha 8  
  SQ Summon Familiar 
  Feats Point Bank Shot, Precise Shot, Scribe Scroll 
  Skills Concentration +6, Decipher Script +7, Disguise 
  +1, Knowledge (arcana) +7, Spellcraft +9 
  Possessions combat gear plus dagger, masterwork 
  light crossbow with 10 bolts, quarterstaff, belt pouch, 
  flint and steel, spell component pouch, whetstone, a 
  piece of chalk, two scrolls of undetectable alignment, 
  5 gp 
  Spellbook spells prepared plus 0—disrupt undead, 
  mage hand, mending, message, open/close, read 
  magic, touch of fatigue 1st—cause fear, chill touch, 
  color spray, disguise self, expeditious retreat, magic 
  missile 
  ENCOUNTER 9 
   
   
   
   
  V E C N A CL E R IC 
  CR 1 
  Female human cleric 1 
  LE Medium humanoid (human) 
  Init +0; Senses Listen +2, Spot +2 
  Aura Faint evil 
  Languages Common, Infernal 
  AC 17, touch 10, flat-footed 17 
   (+5 armor, +2 shield) 
  hp 7 (1 HD) 
  Fort +3, Ref +0, Will +4 
  Speed 20 ft. in breastplate (4 squares), base movement 
  30 ft. 
  Melee masterwork heavy mace +2 (1d8 + 1) or sickle +1 
  (1d6 + 1) 
  Ranged sling +0 (1d4+1) 
  Base Atk +0; Grp +1 
  Special Actions spells 
  Combat Gear elixir of sneaking, potion of shield of faith 
  +2 
  Cleric Spells Prepared (CL 1st): 
   1st—bane (DC 13), cause fear (DC 13), protection 
  from good D 
   0—inflict minor wounds (DC 12) x3 
  D: 
  Domain 
  spell. 
  Deity: 
  Vecna. 
  Domains: 
  Evil, 
  Knowledge  
  �Already cast 
  Abilities Str 13, Dex 10, Con 12, Int 8, Wis 15, Cha 14 
  SQ Rebuke Undead, Domains 
  Feats Combat Casting, Improved Turning  
  Skills Concentration +5, Knowledge (religion) +5, 
  Knowledge (the planes) +5, Spellcraft +5, 
  Possessions combat gear plus masterwork heavy 
  mace, sickle, sling with 10 bullets, breastplate, heavy 
  
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  wooden shield, silver holy symbol, belt pouch, flint 
  and steel, spell component pouch, whetstone, 3 gp 
   
  V E C N A A S S A S SI N 
  CR 2 
  Male human rogue 2 
  LE Medium humanoid (human) 
  Init +6; Senses Listen +5, Spot +5 
  Languages Common, Infernal  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 11 (2 HD)  
  Fort +1, Ref +5, Will +0 
  Speed 30 ft. in masterwork studded leather (6 squares), 
  base movement 30 ft. 
  Melee masterwork short sword +4 (1d6+2/19-20) or 
  dagger +3 (1d4+2/19-20) 
  Ranged masterwork light crossbow +4 (1d8) or dagger 
  +3 (1d4+2)  
  Base Atk +1; Grp +3 
  Atk Options Sneak Attack (+1d6) 
  Combat Gear oil of darkness, oil of magic weapon, 
  potion of cat’s grace, potion of cure light wounds, 
  potion of spider climb 
  Abilities Str 14, Dex 15, Con 13, Int 12, Wis 10, Cha 8  
  SQ Trapfinding, Evasion  
  Feats Dodge, Improved Initiative  
  Skills Balance +7, Bluff +4, Disguise +4, Escape Artist 
  +7, Hide +7, Listen +5, Move Silently +7, Open Lock 
  +6, Sleight of Hand +7, Spot +5, Tumble +7, 
  Possessions combat gear plus dagger, masterwork 
  light crossbow with 10 bolts, masterwork short sword, 
  masterwork studded leather, masterwork thieves’ 
  tools, 
  backpack, 
  belt 
  pouch, 
  flint 
  and 
  steel, 
  whetstone, five pieces of chalk, lesser skill shard 
  (hide), 3 gp 
   
  
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  APPENDIX 2 – APL 4 
   
  ENCOUNTER 3 
   
   
   
   
  V E C N A A S S A S SI N 
  CR 4 
  Male human rogue 4 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +7, Spot +7 
  Languages Common, Infernal  
  AC 17, touch 13, flat-footed 13 
   (+3 Dex, +3 armor) 
  hp 22 (4 HD)  
  Fort +2, Ref +7, Will +1 
  Speed 30 ft. in masterwork studded leather (6 squares), 
  base movement 30 ft. 
  Melee 
  masterwork 
  dagger 
  +6 
  (1d4+2/19-20) 
  or 
  masterwork short sword +6 (1d6+2/19-20) 
  Ranged masterwork dagger +7 (1d4+2/19-20) or 
  masterwork light crossbow +6 (1d8) 
  Base Atk +3; Grp +5 
  Atk Options Sneak Attack (+2d6) 
  Combat Gear elixir of hiding, elixir of sneaking, oil of 
  darkness, potion of cat’s grace, potion of cure light 
  wounds, potion of spider climb 
  Abilities Str 14, Dex 16, Con 13, Int 12, Wis 10, Cha 8  
  SQ Trapfinding, Evasion, Trap Sense +1, Uncanny 
  Dodge  
  Feats Dodge, Improved Initiative, Mobility 
  Skills Balance +12, Bluff +6, Disguise +8, Escape Artist 
  +10, Hide +10, Listen +7, Move Silently +10, Open 
  Lock +9, Sleight of Hand +8, Spot +7, Tumble +10, 
  Possessions masterwork dagger, masterwork light 
  crossbow with 10 bolts, masterwork short sword, 
  masterwork studded leather, masterwork buckler, 
  masterwork thieves’ tools, backpack, belt pouch, flint 
  and steel, whetstone, five pieces of chalk, elixir of 
  hiding, elixir of sneaking, oil of darkness, oil of magic 
  weapon, potion of cat’s grace, potion of cure light 
  wounds x2, potion of pass without trace, potion of 
  spider climb, lesser skill shard (hide), tanglepatch, 8 
  gp 
  ENCOUNTER 8 
   
   
   
   
  B E L AK  I S S 
  CR 4 
  Male human wizard 4 
  CE Medium humanoid (human) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Draconic, Infernal  
  AC 13, touch 12, flat-footed 11 
   (+2 Dex, +1 armor) 
  hp 15 (4 HD)  
  Fort +2, Ref +3, Will +4 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee dagger +3 (1d4+1/19-20) or quarterstaff +3 
  (1d6+1) 
  Ranged dagger +4 (1d4+1/19-20) or masterwork light 
  crossbow +5 (1d8/19-20) 
  Base Atk +2; Grp +3 
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions spells 
  Combat Gear wand of color spray, wand of magic 
  missile, scroll of glitterdust 
  Wizard Spells Prepared (CL 4th): 
   2nd—alter self, detect thoughts (DC 15), hypnotic 
  pattern (DC 15) 
   1st—burning hands (DC 14), charm person (DC 14), 
  magic missile, ray of enfeeblement 
   0—acid splash, daze (DC 13), detect magic, 
  prestidigitation 
  �Already cast 
  Abilities Str 12, Dex 14, Con 13, Int 16, Wis 10, Cha 8  
  SQ Summon Familiar 
  Feats Combat Casting, Point Bank Shot, Precise Shot, 
  Scribe Scroll 
  Skills Concentration +8, Craft (alchemy) +8, Decipher 
  Script +9, Disguise +2, Knowledge (arcana) +9, 
  Spellcraft +11 
  Possessions combat gear plus dagger, masterwork 
  light crossbow with 10 bolts, quarterstaff, belt pouch, 
  flint and steel, spell component pouch, whetstone, a 
  piece of chalk, bracers of armor +1, elixir of love, 
  scroll of undetectable alignment x2, 5 gp 
  Spellbook spells prepared plus 0—disrupt undead, 
  mage hand, mending, message, open/close, ray of 
  frost, read magic, resistance, touch of fatigue 1st—
  cause fear, chill touch, color spray, disguise self, 
  expeditious retreat, grease, sleep 2nd—false life 
  ENCOUNTER 9 
   
   
   
   
  V E C N A CL E R IC 
  CR 5 
  Female human cleric 5 
  LE Medium humanoid (human) 
  Init +0; Senses Listen +3, Spot +3 
  Aura Faint evil 
  Languages Common, Infernal 
  AC 20, touch 10, flat-footed 20 
   (+8 armor, +2 shield) 
  hp 34 (5 HD) 
  Fort +5, Ref +1, Will +7 
  Speed 20 ft. in full plate (4 squares), base movement 30 
  ft. 
  Melee masterwork heavy mace +5 (1d8 + 1) or sickle +4 
  (1d6 + 1) 
  Ranged sling +3 (1d4 + 1) 
  Base Atk +3; Grp +4 
  Special Actions spells 
  Combat Gear elemental gem (earth), potion of 
  sanctuary, potion of shield of faith +2 
  Cleric Spells Prepared (CL 5th): 
   3rd—deeper darkness, inflict serious wounds (DC 
  16), magic circle against good D 
   2nd—bull’s strength, detect thoughts D, hold person 
  (DC 15), inflict moderate wounds (DC 15) 
  
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   1st—bane (DC 14), cause fear (DC 14), doom (DC 
  14), inflict light wounds (DC 14), protection from 
  good D 
   0—inflict minor wounds (DC 13) x5 
  D: 
  Domain 
  spell. 
  Deity: 
  Vecna. 
  Domains: 
  Evil, 
  Knowledge  
  �Already cast 
  Abilities Str 13, Dex 10, Con 12, Int 8, Wis 16, Cha 14 
  SQ Rebuke Undead, Domains, Spontaneous Casting 
  Feats Blind-Fight, Combat Casting, Improved Turning  
  Skills Concentration +9, Knowledge (religion) +9, 
  Knowledge (the planes) +9, Spellcraft +9, 
  Possessions combat gear plus masterwork heavy 
  mace, sickle, sling with 10 bullets, full plate, heavy 
  steel shield, silver holy symbol, belt pouch, flint and 
  steel, spell component pouch, whetstone, elemental 
  gem (earth), incense of concentration, 7 gp 
   
  V E C N A A S S A S SI N 
  CR 2 
  Male human rogue 2 
  LE Medium humanoid (human) 
  Init +6; Senses Listen +5, Spot +5 
  Languages Common, Infernal  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 11 (2 HD)  
  Fort +1, Ref +5, Will +0 
  Speed 30 ft. in masterwork studded leather (6 squares), 
  base movement 30 ft. 
  Melee masterwork short sword +4 (1d6+2/19-20) or 
  dagger +3 (1d4+2/19-20) 
  Ranged masterwork light crossbow +4 (1d8) or dagger 
  +3 (1d4+2)  
  Base Atk +1; Grp +3 
  Atk Options Sneak Attack (+1d6) 
  Combat Gear oil of darkness, oil of magic weapon, 
  potion of cat’s grace, potion of cure light wounds, 
  potion of spider climb 
  Abilities Str 14, Dex 15, Con 13, Int 12, Wis 10, Cha 8  
  SQ Trapfinding, Evasion  
  Feats Dodge, Improved Initiative  
  Skills Balance +7, Bluff +4, Disguise +4, Escape Artist 
  +7, Hide +7, Listen +5, Move Silently +7, Open Lock 
  +6, Sleight of Hand +7, Spot +5, Tumble +7, 
  Possessions combat gear plus dagger, masterwork 
  light crossbow with 10 bolts, masterwork short sword, 
  masterwork studded leather, masterwork thieves’ 
  tools, 
  backpack, 
  belt 
  pouch, 
  flint 
  and 
  steel, 
  whetstone, five pieces of chalk, lesser skill shard 
  (hide), 3 gp 
   
  
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  APPENDIX 3 – APL 6 
   
  ENCOUNTER 3 
   
   
   
   
  V E C N A A S S A S SI N 
  CR 6 
  Male human rogue 6 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +9, Spot +9 
  Languages Common, Infernal  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor) 
  hp 32 (6 HD)  
  Fort +4, Ref +9, Will +3 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft. 
  Melee mwk short sword +7 (1d6+2/19-20) or mwk 
  dagger +7 (1d4+2/19-20) 
  Ranged dagger +8 (1d4+2/19-20) or mwk light 
  crossbow +8 (1d8) 
  Base Atk +4; Grp +6 
  Atk Options Sneak Attack (+3d6) 
  Combat Gear oil of darkness, oil of magic weapon, 
  potion of cat’s grace, potion of cure light wounds x2, 
  potion of invisibility 
  Abilities Str 14, Dex 16, Con 13, Int 12, Wis 10, Cha 8  
  SQ Trapfinding, Evasion, Trap Sense +2, Uncanny 
  Dodge  
  Feats Dodge, Improved Initiative, Mobility, Spring Attack 
  Skills Balance +14, Bluff +8, Disguise +9, Escape Artist 
  +12, Hide +12, Listen +9, Move Silently +12, Open 
  Lock +12, Sleight of Hand +8, Spot +9, Tumble +12, 
  Possessions combat gear plus masterwork dagger, 
  masterwork light crossbow with 10 bolts, masterwork 
  short 
  sword, 
  masterwork 
  buckler, 
  masterwork 
  thieves’ tools, backpack, belt pouch, flint and steel, 
  whetstone, five pieces of chalk, studded leather +1, 
  elixir of hiding, elixir of sneaking, potion of pass 
  without trace, potion of spider climb, cloak of 
  resistance +1, lesser skill shard (hide), tanglepatch, 8 
  gp 
  ENCOUNTER 8 
   
   
   
   
  B E L AK  I S S 
  CR 7 
  Male human wizard 7 
  CE Medium humanoid (human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common, Draconic, Infernal  
  AC 14, touch 13, flat-footed 12 
   (+2 Dex, +1 armor, +1 deflection) 
  hp 26 (7 HD)  
  Fort +3, Ref +4, Will +5 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee dagger +4 (1d4+1/19-20) or quarterstaff +4 
  (1d6+1) 
  Ranged dagger +5 (1d4+1/19-20) or masterwork light 
  crossbow +6 (1d8/19-20) 
  Base Atk +3; Grp +4 
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions spells 
  Combat Gear wand of color spray, wand of magic 
  missile 1st, scroll of Glitterdust, potions of cure 
  moderate wounds 
  Wizard Spells Prepared (CL 7th): 
  4th—confusion (DC 17) 
  3rd—deep slumber (DC 16), hold person (DC 16), 
  suggestion (DC 16) 
   2nd—alter self, detect thoughts (DC 15), glitterdust 
  (DC 15), hypnotic pattern (DC 15) 
   1st—burning hands (DC 14), charm person (DC 14), 
  color spray (DC 14), magic missile, sleep (DC 14) 
   0—acid splash, daze (DC 13), detect magic, 
  prestidigitation 
  �Already cast 
  Abilities Str 12, Dex 14, Con 13, Int 16, Wis 10, Cha 8  
  SQ Summon Familiar 
  Feats Combat Casting, Craft Wondrous Item, Improved 
  Initiative, Point Blank Shot, Precise Shot, Scribe 
  Scroll 
  Skills 
  Concentration 
  +11, 
  Craft 
  (alchemy) 
  +11, 
  Decipher Script +12, Disguise +4, Knowledge 
  (arcana) +12, Spellcraft +14 
  Possessions combat gear plus dagger, masterwork 
  light crossbow with 10 bolts, quarterstaff, belt pouch, 
  flint and steel, spell component pouch, whetstone, a 
  piece of chalk, bracers of armor +1, elixir of love, 
  scroll of undetectable alignment x2, ring of protection 
  +1, beetle elixir, 5 gp 
  Spellbook spells prepared plus 0—arcane mark, 
  dancing lights, detect poison, disrupt undead, flare, 
  ghost sound, light, mage hand, mending, message, 
  open/close, ray of frost, read magic, resistance, touch 
  of fatigue 1st—cause fear, chill touch, disguise self, 
  expeditious retreat, grease, hypnotism, identify, ray of 
  enfeeblement, sleep 2nd—blindness/deafness, false 
  life, flaming sphere, invisibility, spectral hand 3rd—fly, 
  ray of exhaustion, 4th—unluck 
  ENCOUNTER 9 
   
   
   
   
  V E C N A CL E R IC 
  CR 8 
  Female human cleric 8 
  LE Medium humanoid (human) 
  Init +0; Senses Listen +3, Spot +3 
  Aura Faint evil 
  Languages Common, Infernal 
  AC 20, touch 10, flat-footed 20 
   (+8 armor, +2 shield) 
  hp 54 (8 HD) 
  Fort +7, Ref +2, Will +9 
  Speed 5 ft. in full plate (4 squares), base movement 30 
  ft. 
  Melee masterwork heavy mace +9/+3 (1d8 + 2) or sickle 
  +8 (1d6 + 2) 
  Ranged sling +6/+1 (1d4 + 2) 
  Base Atk +6/+1; Grp +8 
  
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  Special Actions spells 
  Combat Gear elemental gem (earth), potion of 
  sanctuary, potion of shield of faith +2, rod of viscid 
  globs 
  Cleric Spells Prepared (CL 8th): 
  4th—divine power, inflict critical wounds (DC 17), 
  Unholy Blight D 
  3rd—deeper darkness, dispel magic, inflict serious 
  wounds (DC 16), invisibility purge, magic circle 
  against good D 
   2nd—bull’s strength, detect thoughts D, hold person 
  (DC 15), inflict moderate wounds (DC 15), silence 
   1st—bane (DC 14), cause fear (DC 14), doom (DC 
  14), inflict light wounds (DC 14), protection from 
  good D, shield of faith 
   0—inflict minor wounds (DC 13) x6 
  D: 
  Domain 
  spell. 
  Deity: 
  Vecna. 
  Domains: 
  Evil, 
  Knowledge  
  �Already cast 
  Abilities Str 14, Dex 10, Con 12, Int 8, Wis 16, Cha 14 
  SQ Rebuke Undead, Domains, Spontaneous Casting 
  Feats Blind-Fight, Combat Casting, Divine Shield, 
  Improved Turning  
  Skills Concentration +12, Knowledge (religion) +12, 
  Knowledge (the planes) +12, Spellcraft +12, 
  Possessions combat gear plus masterwork heavy 
  mace, sickle, sling with 10 bullets, full plate, heavy 
  steel shield, silver holy symbol, belt pouch, flint and 
  steel, spell component pouch, whetstone, elemental 
  gem (earth), incense of concentration, 3 gp 
   
  V E C N A A S S A S SI N 
  CR 2 
  Male human rogue 2 
  LE Medium humanoid (human) 
  Init +6; Senses Listen +5, Spot +5 
  Languages Common, Infernal  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 11 (2 HD)  
  Fort +1, Ref +5, Will +0 
  Speed 30 ft. in masterwork studded leather (6 squares), 
  base movement 30 ft. 
  Melee masterwork short sword +4 (1d6+2/19-20) or 
  dagger +3 (1d4+2/19-20) 
  Ranged masterwork light crossbow +4 (1d8) or dagger 
  +3 (1d4+2)  
  Base Atk +1; Grp +3 
  Atk Options Sneak Attack (+1d6) 
  Combat Gear oil of darkness, oil of magic weapon, 
  potion of cat’s grace, potion of cure light wounds, 
  potion of spider climb 
  Abilities Str 14, Dex 15, Con 13, Int 12, Wis 10, Cha 8  
  SQ Trapfinding, Evasion  
  Feats Dodge, Improved Initiative  
  Skills Balance +7, Bluff +4, Disguise +4, Escape Artist 
  +7, Hide +7, Listen +5, Move Silently +7, Open Lock 
  +6, Sleight of Hand +7, Spot +5, Tumble +7, 
  Possessions combat gear plus dagger, masterwork 
  light crossbow with 10 bolts, masterwork short sword, 
  masterwork studded leather, masterwork thieves’ 
  tools, 
  backpack, 
  belt 
  pouch, 
  flint 
  and 
  steel, 
  whetstone, five pieces of chalk, lesser skill shard 
  (hide), 3 gp 
   
  
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  APPENDIX 4 – ALL APLS 
   
  ENCOUNTER 8 
   
   
   
   
  E V E E N A  MA RT E L 
  CR 1 
  Female human wizard 1 
  CE Medium humanoid (human) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 12, touch 12, flat-footed 10 
   (+2 Dex) 
  hp 4 (1 HD)  
  Fort +1, Ref +2, Will +2 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee dagger +2 (1d4+1/19-20) 
  Ranged dagger +3 (1d4+1/19-20) 
  Base Atk +0; Grp +1 
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions spells 
  Combat Gear tanglefoot bag 
  Wizard Spells Prepared (CL 1st): 
   1st—charm person (DC 13), disguise self 
   0—daze (DC 12) x2, prestidigitation 
  �Already cast 
  Abilities Str 12, Dex 14, Con 13, Int 15, Wis 10, Cha 8 
  SQ Summon Familiar 
  Feats Scribe Scroll, Point Blank Shot, Precise Shot  
  Skills Concentration +5, Decipher Script +6, Disguise 
  +3, Knowledge (arcana)+6, Spellcraft +6 
  Possessions masterwork dagger, belt pouch, disguise 
  kit, flint and steel, spell component pouch, tanglefoot 
  bag, 
  whetstone, 
  a 
  piece 
  of 
  chalk, 
  dust 
  of 
  disappearance (used in Encounter 3), 11 gp 
  Spellbook spells prepared plus 0—detect magic, mage 
  hand, mending, message, open/close, read magic. 
   
  
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  DM AID: MAP #1 – EVEENA’S APARTMENT 
   
  1 square = 5 feet 
   
  
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  DM AID: MAP #2 – CHAMBER OF HORRORS 
   
  1 square = 5 feet 
   
  
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  DM AID: MAP #3 – SUNDRY MAGICS SHOP 
   
  1 square = 5 feet 
                   
   
   
  
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  DM AID: NEW RULES 
  NEW FEATS 
  Divine Shield (Complete Warrior) 
   
  Prerequisite: Turn or rebuke undead ability, proficiency with a shield. 
   
  Benefit: As a standard action, spend one of your turn/rebuke undead attempts to channel energy into 
  your shield, granting it a bonus equal to your Charisma modifier.  This bonus applies to the shield’s bonus 
  to Armor Class and lasts for a number of rounds equal to half your character level. 
  NEW ITEMS 
  Beetle Elixir (Magic Item Compendium) 
   
  The viscous liquid in this vial has an oily brown color and smells a little like wet leaves. 
  Drinking beetle elixir causes your skin to harden, darken, and gloss over, and short antennae to sprout 
  from your forehead.  You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing 
  natural armor.  (A creature without natural armor has an effective natural armor bonus of +0.)  These 
  effects last for 12 hours. 
   
  Moderate transmutation; CL 6th; Craft Wondrous Item, alter self, darkvision, Craft (alchemy) 5 ranks; 
  Price 1350 gp; Weight 0 lb. 
  Incense of Concentration (Magic Item Compendium) 
   
  This golden yellow block of incense is imprinted with a rune representing memory. 
  If burned while you prepare spells, this incense allows you to prepare one extra 1st-level spell for the day. 
   You can benefit from only one exposure to incense of concentration in a 24-hour period. 
   
  Moderate transmutation; CL 7th; Craft Wondrous Item, Rary’s mnemonic enhancer; Price 250 gp; 
  Weight 0 lb. 
  Rod of Viscid Globs (Magic Item Compendium) 
   
  An ooze of amber fluid leaks from this strangely sappy mahogany rod.  The rod's surface is 
  carved with tumorous bumps and weeping cysts. 
  A rod of viscid globs fires a sphere of sticky material that acts like a tanglefoot bag.  The rod can fire a 
  glob up to 100 feet, and a glob acts as a splash weapon.  A rod of viscid globs can be used three times 
  per day. 
   
  Moderate transmutation; CL 9th; Craft Rod, entangle; Price 2000 gp; Weight 2 lb. 
  Skill Shard, Lesser (Hide) (Magic Item Compendium) 
   
  This tiny fragment of cast-off crystal glows with a minuscule bit of power. 
  When held, a skill shard telepathically whispers its command word into your mind.  When you activate it, 
  you gain a competence bonus on your next check with a specific skill, chosen during the item's creation.  
  The check must begin before the end of your turn and must be completed within 10 minutes.  A skill shard 
  disintegrates when used. 
  Normal: +2 competence bonus 
  Greater: +5 competence bonus. 
   
  Moderate transmutation; CL 7th; Craft Wondrous Item, specified skill 2 ranks (lesser) or 5 ranks 
  (greater); Price 50 gp; Weight 0 lb. 
  Tanglepatch (Magic Item Compendium) 
   
  Vines, creeping ivy, and gnarled roots knot together to form this dense tangle of vegetation. 
  To use a tanglepatch, you must throw it (it can be thrown up to 50 feet).  When it lands, it creates an 
  entangle effect (as the spell) centered on the point of impact with a duration of 5 rounds.  Once activated, 
  a tanglepatch is expended and cannot be used again. 
   
  Faint transmutation; CL 3rd; Craft Wondrous Item, entangle; Price 200 gp; Weight 1 lb. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/597/Normal Scenarios/YEO7-02 - Skin Deep (APL 2-6)/YEO7-02 - Skin Deep v1.0.pdf