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 
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  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 
  furypoc@wmis.net; for LIVING GREYHAWK campaign questions email rpgahq@wizards.com.  
   
  FUR5-01 
   
   
   
   
   
   
   
  Ties of Loyalty 
   
  A Two-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1.0 
   
  Rounds 1 and 2 
   
  by Michelle and Lee Sharp 
  with thanks to Michael Webster, author of the original FUR1-11 Inheritance 
   
   
   
  Some serve Furyondy for personal glory.  Some serve Furyondy for gold or wealth.  Some serve Furyondy because by so 
  serving, they serve the greater good.  Some have been here before but may not recognize the location now.  The Gaelpyn 
  family again calls for help, not solely for their sake but for that of others as well. Some will hear the call, and answer.  
  Will you be one of them?  This regional adventure is fifth in the Running Blood series and is designed for PCs level 3 to 
  13 (APL 4 to 12).       
   
   
   
   
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even 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 table DM (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 don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  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, 2006.  
   
  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. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  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).  
   
  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 determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  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 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. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for 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. 
  Ties of Loyalty 
   
  Page 2 
  
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-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. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard two-round regional adventure, set in 
  Furyondy.  Characters native to Furyondy pay one Time 
  Unit per round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp 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 scenario. 
   
  A character that 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. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  Adventure Background 
  In FUR1-11 Inheritance, PCs assisted the Gaelpyn 
  family, in the barony of Willip, to regain their ancestral 
  family home.  The home was abandoned during the war 
  with Iuz and subsequently taken over by several 
  squatters.  Lews Gaelpyn, the founder of the home, is a 
  ghost but conceals his nature from the PCs.  After the 
  home is cleared of the squatters and his descendents 
  return, he is able to return to his rest.  When the PCs 
  depart, the home is in the possession of Tyl Gaelpyn, his 
  wife and son.   
   
  Tyl’s son, also named Lews, is now five years of age 
  and is currently a captive in his own home. Some months 
  ago, the family home was invaded by followers of the 
  Black Knight, who felt its slightly isolated location made 
  it an ideal place to utilize for storing supplies for the 
  upcoming claim on the throne of Furyondy.  Tyl and his 
  wife were slain and have been turned into vampires, yet 
  maintain protective toward their son, home and land.  
  They have not yet been completely turned to evil and in 
  many ways hate what they have become.  They remain in 
  the area and search for those who could save their son 
  and right the wrong that has been done.  The activity of 
  the Black Knight’s minions has also awakened Lews from 
  his less than restful slumber and he is seeking out those 
  who assisted him before.  Enter the PCs… 
   
  Adventure Summary  
  This module is a mid to high level adventure set in the 
  Barony of Willip.  The PCs introduction to this adventure 
  depends upon whether or not any PC at the table played 
  FUR1-11 Inheritance so this should be determined 
  before beginning play.  If any of the PCs played 
  Inheritance, then PCs are in the area after hearing of 
  rumors of a haunting at a nearby village, Mudpaw. They 
  are approached by the ghost of Lews and asked to assist 
  his descendants. If no PCs have played FUR1-11 
  Inheritance, then instead they begin the adventure by 
  encountering Tyl and his wife.      
   
  PCs meet up with Lews Gaelpyn, a ghost, or the 
  vampires Tyl and Arya Gaelpyn.  In either case, the PCs 
  have an opportunity to learn about what has happened to 
  Gaelpyn Manor.  PCs travel towards Gaelpyn Manor and 
  are attacked by cavalry loyal to the Black Knight. 
   
  PCs reach the home and may set off a trap upon 
  entry.  Should they do so, this alerts the inhabitants of 
  the home, one of whom approaches to attack. 
   
  Upon exploring and moving about the home, PCs 
  may discover various clues about its current purpose.  At 
  some point, they encounter Sargoram, a vampire 
  lieutenant of Nodel, the leader of the home.  The PCs 
  may encounter a half-orc prisoner, currently caring for 
  the child Lews, although they may not realize this at first.  
   
  The PCs reach the entrance to the vault, which is 
  trapped. Once they have passed the trap, they encounter 
  the leader’s “watchdog.” 
   
  Prior to gaining entrance to Nodel’s suite, there is 
  another trap. The PCs encounter and may defeat Nodel.   
   
  Preparation for Play 
  Prior to beginning play, it is recommended that the judge 
  verify which PCs have played the following adventures: 
  FUR1-04 Not All Its Crocked Up to Be; FUR1-11 
  Ties of Loyalty 
   
  Page 3 
  
  Inheritance, FUR4-06 Shadow of the Sun and FUR4-09 
  Errant Son.  It would also be helpful to verify whether 
  any PCs are members of the FAST-C meta-organization, 
  particularly followers of Kord.  
   
  Introduction A 
  This introduction should be used only if one of the PCs 
  played the adventure FUR1-11 Inheritance.  If none of 
  the PCs played that module, please use Introduction B.   
   
  The PCs have come to the village of Mudpaw in 
  response to rumors heard three days prior in the town of 
  Joesthall, which spoke of a haunting in the area.  The 
  village of Mudpaw is located about a days walk from 
  Joesthall, a coastal town between Willip and Herechel.  
  The village is roughly shaped as a cat’s paw, with the 
  borders outlined by small creeks leading into the 
  NyrDyv.   
   
  Three days ago, you each learned rumors of a new 
  haunting in Mudpaw and, individually, made your 
  way here from Joesthall.  Over the past couple of days, 
  you’ve been gathering information and learned the 
  ghost was terrorizing visitors at local inns.   
   
  You and your stalwart companions have figured 
  out a pattern to the ghost’s appearances and obtained 
  a description of the ghost i self.  Each of you
  t
  i
  i
   
  [indicating PCs who played FUR1-11 Inheritance] 
  recognize the description of Lews Gaelpyn, the 
  ancestor and founder of the Gaelpyn Manor you 
  cleared of vermin and other squatters some years ago. 
   
  Allow PCs to determine how they wish to proceed.  If 
  they wish to contact the ghost, all they need to do is wait 
  in one of the two inns he’s been seen in, both of which 
  are typically used by adventurers, and which happen to 
  be the only two inns in the small village.   The two inns 
  are the Dirty Pool and the Bull’s Eye. If the PCs go to the 
  Dirty Pool, begin with Encounter 1A.  If the PCs go to 
  the Bull’s Eye, proceed to Encounter 1B.  If for some 
  reason the PCs decide to simply head for the manor or 
  leave town, then go to Encounter 1C, but adjust as 
  needed since the PCs are not actually tracking the orcs.  
   
  Introduction B 
  This introduction should be used only if none of the PCs 
  played the adventure FUR1-11 Inheritance.  If one of the 
  PCs played that adventure, please use Introduction A.   
   
  The PCs are in the Barony of Willip after tracking 
  remnants of a group of Iuzian forces who had fled the 
  area around Molag.  The PCs have been traveling 
  together some time, so allow introductions at this point.  
  As the module begins, the PCs have defeated the bulk of 
  that force and are following up on stragglers. 
   
  As military work goes, this hasn’t been too bad.  
  You’ve been tasked with flushing out some of the 
  fractured defenders of Molag, preventing them from 
  regrouping for another attack on Furyondy.  Hav ng 
  been briefly led by a Green Jerkin ranger, you were 
  recently left to your own devices after his departure 
  to report your contact with an enemy squad.  The 
  combat was largely successful, although not all the 
  h dden orcs were initially found.  After the combat, 
  Frehiet, the green jerkin scout, found the track of 
  several more orcs leading south, deeper into 
  Furyondy.   
   
  Once the PCs have made any spell adjustments based on 
  the above information, proceed to Encounter One C.  
   
  Encounter One A 
  Tables and chairs line the edges of the common room of 
  the Dirty Pool Inn. In the center of the room is a pit in 
  the shape of an octagon.  The pit has a dirt floor and is 
  lined with stout oak beams.  The pit (or “dirty pool”) is 
  used to host various combat-oriented entertainments 
  such as bear-baiting, dog fights, wrestling, cockfights, 
  etc., upon which the patrons may chose to place bets.  
  Near the end of the evening, the trampled morass of the 
  pit is a dirty pool indeed.  The inn is typically rather quiet 
  during the day but until recently extremely busy in the 
  evening.  There has been a slight decline in business 
  since the appearance of the ghost. 
   
  On the evening of the PC’s arrival at the inn, the 
  Dirty Pool is hosting a wrestling match followed by a 
  cockfight.  Feel free to allow PCs to role-play and even 
  gamble upon this, winning an amount up to (but not 
  exceeding) a high lifestyle for this adventure.  No 
  information about the ghost is available from the other 
  patrons, however, as no one present that night has seen 
  the ghost.   
   
  Creatures: The inn’s proprietor, Jock Twotoppless (male 
  human War3), is a refugee from the Shield Lands.  He 
  served in the Great Northern Crusade and sustained a 
  severe injury to his head, resulting in physical deformity. 
    Jock has no lower lip, merely a scar running below his 
  nose and above his mouth.  This makes his speech 
  difficult to understand (Listen DC 5 to understand him, 
  but adjust if needed based on background noise.  PCs 
  may not “take 20” on this check.)  Jock survived this 
  severe injury solely because he was immediately healed 
  by a cleric of Kord.  Members of the FAST-C meta-
  organization with Kord as the chosen deity are allowed to 
  Ties of Loyalty 
   
  Page 4 
  
  stay for free at his inn (free standard lifestyle for this 
  event).  If the PCs attempt to Gather Information from 
  Jock at the bar, he responds with:  
   
   
  “Yep, that varmit’s bin in here.   He’s spooked 
  some’a the silly folks but he ain’t hurt no one.  I’m 
  more worried about them nightmares I been havin.  
  Kord awakens me ever night n’ tells me to get up n’ 
  sharpen sticks.  I’m a loyal servant ta Kord so I do it. 
  Here.  Here’s yers.  Kord wants his warriors 
  prepared.”  [He then hands each PC present at the time a 
  sharpened wooden stake and a mallet.] 
   
   
  i
   
   
   
  f
  l
  i
   
  The ghost of Lews Gaelpyn arrives around ten bells in 
  the evening, just as folks are departing following the 
  cockfight. The common room is essentially empty of all 
  but the PCs at this point.  Jock appears unconcerned by 
  his appearance. PCs notice him with a successful Spot 
  check (DC 10).  PCs that played FUR1-11 Inheritance 
  recognize him immediately.  PCs who succeeded at their 
  Spot check also note that he looks about the room before 
  approaching them in a non-aggressive manner.  Allow a 
  reaction from PCs who made their Spot check (e.g. 
  “surprise round.”)  Note that PCs who wish to interrupt 
  the statement below may do so, but likely miss out on 
  important information.  If he is attacked, Lews stops 
  talking and simply attempts to flee on his next action.  In 
  that case, he does not return to the inn or even the 
  village.   
   
  “Where have you been?  I’ve been looking for you for 
  over a week!”  You look up to see the ghost of Lews 
  Gaelpyn gliding up to your table.  “I’ve been seeking 
  help and cannot find the others who helped me 
  before.  You [indicating PCs who played Inheritance] 
  are the only ones I could find.  My family is in 
  trouble and I need your help.  Most people run away 
  without l stening to what I have to say.  I hope you 
  will listen.  There’s a greater evil on my estate than 
  there was when you helped me previously, and I am 
  in danger of losing my entire family line.  My 
  grandson and his wife have been attacked.  They are 
  trying to resist but I fear it is too late to salvage them. 
  My great-grandson, though, my namesake, is trapped 
  in the darkness with a servant of light.” 
   
  “Before you enter the manor, speak the words ‘I 
  exist to serve the Bloodlord.’  I cannot offer you coin
  for your assistance…but know this: By doing this task 
  you greatly aid the forces o  good.  I will follow your 
  deeds and if ever you truly need to strike one in my 
  realm, I will lend you my aid.”  Sudden y, you hear a 
  stern voice “Be gone foul creature!”  Lews lets out a 
  cry as he fades nto nothingness.  Turning you see a 
  cleric of Pelor nod to you before moving over to the 
  bar. 
   
  All APLs (EL 4) 
  � Lews Gaelpyn: hp 26; see Appendix 1. 
  � Gissippe: Male human Clr 6. 
   
  Development: Gissippe, the cleric of Pelor, believes 
  himself to have provided a service to the innkeeper in 
  eliminating the undead that has been plaguing him.  He 
  bears no malicious intent.  Lews Gaelpyn, at this point, 
  cannot be further contacted by the PCs regardless of the 
  amount of time they spend in this endeavor.  Once the 
  PCs decide to head towards the manor, proceed to 
  Encounter 2. 
   
  Encounter One B 
  The Bull’s Eye is a local farmer’s tavern.  The sign outside 
  portrays a bull in profile.  Oddly the eye socket looking 
  over the street contains a wooden paddlewheel with 
  several different gaudily painted eyes of various colors.  
  Farmers use this wheel for fortune telling.  As the PCs 
  approach, an angry red eye seems to track one of the PCs 
  (chosen at random).  This “fortune” (of bad luck and 
  danger) can be confirmed inside.  Of course, really this is 
  just to make the PCs paranoid.     
   
  Creatures: The half dozen farmers inside when the PCs 
  enter look up briefly before going back to their drinks.  
  The farmers know little about the ghost.  However, they 
  note that the wolves have gotten very brazen lately – 
  even walking into town. 
   
  One of the farmers, Morris Firg (male human), 
  smiles upon seeing the PCs, then stands up and 
  approaches them.  He offers to sell them some “genuine 
  assassin vine seeds just in from Ket…guaranteed to 
  protect your daughters and keep them safe in their 
  beds.”   PCs who look at the seeds and succeed at a 
  Knowledge – Nature check (DC 18) recognize the seeds 
  as a noxious vine common in Ket.  Morris, however, 
  honestly believes these to be what he presents (assassin 
  vine seeds).  He is charging 50 gp each for the “rare seeds” 
  and does not believe PCs who try and convince him that 
  is not what he has.     
   
  The proprietor of the inn is Judas Kreighton, a Flan 
  man who is a pretty typical innkeeper and a “good old 
  boy.”  He knows little gossip and little of interest to the 
  PCs. He attempts to minimize the ghost’s appearance 
  since he doesn’t want to scare off his customers.  There 
  are no rooms available here. The innkeeper does not 
  encourage adventurers to stay since they tend to “break 
  up” the inn but he accepts their coin readily enough.  
  Ties of Loyalty 
   
  Page 5 
  
   
  The ghost of Lews Gaelpyn arrives around ten bells 
  in the evening, just as most of the farmers are heading 
  home.  Those still present become panicked and rapidly 
  depart. PCs notice him with a successful Spot check (DC 
  10).  PCs that played FUR1-11 Inheritance recognize him 
  immediately.  PCs who succeeded at their Spot check also 
  note that he looks about the room before approaching 
  them in a non-aggressive manner.  Allow a reaction from 
  PCs who made their Spot check (e.g. “surprise round.”)  
  Note that PCs who wish to interrupt the statement below 
  may do so, but miss out on important information.  If he 
  is attacked, Lews stops talking and simply attempts to flee 
  on his next action.  In that case, he does not return to the 
  inn or even the village.   
   
  “Where have you been?  I’ve been looking for you for 
  over a week!”  You look up to see the ghost of Lews 
  Gaelpyn gliding up to your table.  “I’ve been seeking 
  help and cannot find the others who helped me 
  before.  You [indicating PCs who played Inheritance] 
  are the only ones I could find.  My family is in 
  trouble and I need your help.  Most people run away 
  without l stening to what I have to say.  I hope you 
  will listen.  There’s a greater evil on my estate than 
  there was when you helped me previously, and I am 
  in danger of losing my entire family line.  My 
  grandson and his wife have been attacked.  They are 
  trying to resist but I fear it is too late to salvage them. 
  My great-grandson, though, my namesake, is trapped 
  in the darkness with a servant of light.” 
   
  i
   
   
   
  f
  l
  i
   
  “Before you enter the manor, speak the words ‘I 
  exist to serve the Bloodlord.’  I cannot offer you coin
  for your assistance…but know this: By doing this task 
  you greatly aid the forces o  good.  I will follow your 
  deeds and if ever you truly need to strike one in my 
  realm, I will lend you my aid.”  Sudden y, you hear a 
  stern voice “Be gone foul creature!”  Lews lets out a 
  cry as he fades nto nothingness.  Turning you see a 
  cleric of St. Cuthbert nod to you before swaggering 
  over to the bar. 
   
  All APLs (EL 4) 
  � Lews Gaelpyn: hp 26; see Appendix 1. 
  � Calrissido: Male human Clr 6. 
   
  Development: the cleric of St. Cuthbert is a frequent 
  customer and the innkeeper is grateful to him for 
  eliminating the undead that has been plaguing him.  
  Neither will be happy to hear any sort of reprimand from 
  the PCs.  Lews Gaelpyn, at this point, cannot be further 
  contacted by the PCs regardless of the amount of time 
  they spend in this endeavor.  Once the PCs decide to 
  head toward the manor, proceed to Encounter 2. 
   
  Encounter One C 
  The track at this point, as indicated by Freheit before his 
  departure, is quite easy to follow (Survival DC 10), since 
  the orcs are moving fast and making no effort to hide 
  their trail.  Allow PCs a Spot check (DC 15) to notice a 
  couple of orc bodies near a large plant.  Further 
  investigation (Knowledge – Nature or Survival DC 20) 
  identifies this as an assassin vine, now dead.  The plant is 
  hacked up and riddled with broken arrows and crossbow 
  bolts.  A successful Heal check (DC 10) indicates that the 
  orc bodies were strangled, likely killed by the vine.  The 
  orcs were left as they fell, as though those accompanying 
  them were in considerable haste.  Studying the tracks as 
  the PCs continue (Survival DC 20) indicates there are a 
  half dozen orcs left and they are moving quickly.  
   
  Shortly thereafter, the PCs come upon a clearing 
  containing most of the orc remains.  PCs who make a 
  successful Listen check (DC 20) hear the sounds of 
  combat and cries of distress in Orcish. Once the PCs 
  decide to move on, continue below. 
   
  Cries of pain in Orcish from ahead confuse you for a 
  moment, since you have not struck a single blow.  It’s 
  a little premature to hear cries for mama, although 
  that is likely what you hear.  Moving carefully, as the 
  forest canopy darkens the area, even into the clearing, 
  you see a single orc standing, focused on a human 
  man and woman in noble finery.  As you watch, the 
  man holds down the orc while the woman bites it n 
  the throat.  Bodies of three other orcs lay scattered 
  about the clearing.  
   
   i
   
  PCs who succeed at a Listen check (DC 15) hear the man 
  say to the woman, “That’s four less of the enemy.”   
   
   
  Creatures:  Tyl and his wife Arya Gaelpyn were slain 
  and have been turned into vampires, yet maintain 
  protective toward their son, home and land.  They have 
  not yet been completely turned to evil and in many ways 
  hate what they have become. (Remember, however, that 
  as undead they detect as faint evil). They remain in the 
  area and search for those who could save their son and 
  right the wrong that has been done.   
   
  Should the PCs engage them in conversation, they 
  are eager to obtain assistance in liberating their home and 
  son.  Since both of the vampires are not willing servants 
  of evil, their knowledge of the plans and plots of those on 
  the estate is limited.  They are trying to free their son 
  before they fall prey to their current condition.  They are 
  doing what they can to aid the kingdom, even in their 
  current state.  They can provide PCs the following 
  information: 
  Ties of Loyalty 
   
  Page 6 
  
  � They returned with their son, Lews, to the estate 
  about four years ago.  Some adventurers had 
  assisted in clearing out the manor for their use. 
  � Their son is being held captive and their estate 
  is in enemy hands, as it has been for a couple of 
  months.   
  � The current occupants have placed new traps.  
  � The current occupants swear allegiance to a 
  dark knight.   
  � They can give PCs information on the basic 
  layout of the manor, but do not know WHERE 
  current occupants are staying and know 
  nothing of the new construction.  
   
  All APLs (EL 8) 
  � Tyl Gaelpyn: hp 40; see Appendix 1. 
  � Arya Gaelpyn: hp 40; see Appendix 1. 
   
  Tactics:  If the PCs wish to attack, the nobles spend a 
  round attempting to diffuse the situation diplomatically. 
  However, if either takes half damage, they both flee 
  towards the manor house.  Once they realize they are 
  unable to parlay, they seek to lead the PCs there.   
   
  Treasure: If slain before this can occur, PCs who 
  search their bodies find a deed to the estate on the man’s 
  remains.   
   
  Development: The remaining two orcs may also be 
  tracked toward the estate (proceed to Encounter 2).   
   
  Encounter Two 
  The PCs have traveled toward the manor from their 
  starting location, wherever it may be.  In some cases, they 
  may be tracking the orcs while in others they may be 
  heading directly for the manor.  When the PCs are a half-
  day travel from the manor, they meet with a troop 
  patrolling the area…as well as the remainder of the orcs.  
   
   
  The keen hearing of your scout(s) reveals the hasty 
  approach of some mounted riders.  
   
  Allow the PCs to declare their actions.  The landscape in 
  the area, should they ask, is rolling hills with plenty of 
  brush.  There is adequate cover for hiding, should the 
  PCs desire to do so.  The PCs have two rounds to prepare 
  before the group comes into sight.  PCs see two orcs 
  being chased by a group on horseback (five horsemen at 
  APL 4, seven at all other APLs).   
   
  Should the PCs decide to simply observe, the group 
  engages and slaughters the two orcs.  In the process, two 
  of the horsemen are slain as well.  Therefore, if the PCs 
  decide to join in the fight, note that there are two more 
  horsemen than noted in each APL, a lancer and an archer. 
    
   
     
  Creatures:  
  The two orcs are the last remnants of some deserters from 
  Iuz’s army to the north.  They are just interested in 
  getting as far away from the combat as possible.   
   
  All APLs (EL 9) 
  � Orc Deserters (2): hp 53 ea; see Appendix 1.  
   
  There are three (two at APL 4) riders with lances and 
  flails and three (two at APL 4) riders bearing composite 
  short bows riding in the second rank.  Riding in the lead 
  is a human bearing a flail and short sword.  All wear 
  livery of red trimmed in black, with a small crest in the 
  corner (not visible at a distance). Those with Knowledge 
  – Nobility and Royalty may (DC 18) recognize this as 
  similar to the personal coat of arms for the royal family of 
  Furyondy (King Belvor). If PCs are especially familiar 
  with heraldry (Knowledge – Nobility and Royalty, DC 
  25), they may realize this is slightly different as the 
  background is red rather than blue.  PC who played 
  FUR4-06 Shadow of the Sun or FUR4-09 Errant Son have 
  encountered this already and may make an Intelligence 
  check (DC 15) to recognize it or may instead make the 
  above Knowledge checks (assuming they possess the 
  skill) with a +4 circumstance bonus.   
   
  If the PCs join the fight against the orcs, note that 
  the orcs are focused on escape and only attack those who 
  interfere with their ability to do so.  The horsemen focus 
  on the orcs, unless attacked by the PCs.  Once the orcs 
  are defeated, the PCs may attempt to parlay.  Following 
  the combat, the archer(s) dismount and cut off the orc’s 
  heads, placing them on pikes fashioned from nearby 
  sticks.  They immediately drop this to assist in combat if 
  their group is attacked.   
   
  Henlane, the leader, speaks for the patrol. He begins 
  with questioning the PCs of their business in the area.  
  Should they ask, he assures them that all is fine at the 
  manor.  He questions their source if they suggest 
  problems in that area, implying its evil nature (a ghost or 
  vampires) and expressing hope the PCs slew them.  
   
  Henlane informs the PCs if they wish to continue, 
  they must pay a “road tax” to his liege, the rightful heir of 
  the kingdom (Thrommel).  If the PCs ask for proof of this 
  authority, he does have a writ from his liege. The writ 
  looks official and is sealed with Thrommel’s coat of arms, 
  as well as his name. The road tax may be paid in coin, 
  equipment or magic item (use value).  The cost of the tax 
  is 50 gold per PC if the PCs assisted in the fight against 
  the orcs or 100 gold if they did not. Should the PCs refuse 
  Ties of Loyalty 
   
  Page 7 
  
  or take any hostile action, including casting preparatory 
  spells of any kind, combat ensues.   
   
  None of the cavalry members provide any additional 
  information to the PCs, even if captured and threatened 
  in some way.  All know that their fate with the PCs is 
  better than if they betray their master.  
   
  APL 4 (EL 6) 
  � Henlane: hp 33; see Appendix 2. 
  � Archer: hp 14; see Appendix 2. 
  � Lancer: hp 18; see Appendix 2. 
   
  APL 6 (EL 8) 
  � Henlane: hp 49; see Appendix 3. 
  � Archer (2): hp 14; see Appendix 3. 
  � Lancer (2): hp 18; see Appendix 3. 
   
  APL 8 (EL 10) 
  � Henlane: hp 65; see Appendix 4. 
  � Archer (2): hp 25; see Appendix 4. 
  � Lancer (2): hp 33; see Appendix 4. 
   
  APL 10 (EL 12) 
  � Henlane: hp 81; see Appendix 5. 
  � Archer (2): hp 37; see Appendix 5. 
  � Lancer (2): hp 49; see Appendix 5. 
   
  APL 12 (EL 14) 
  � Henlane: hp 97; see Appendix 6. 
  � Archer (2): hp 49; see Appendix 6. 
  � Lancer (2): hp 65; see Appendix 6. 
   
  Tactics: The cavalry focus first on any PCs wearing a 
  visible symbol of Heironeous.  Next, they focus on 
  known or suspected spellcasters.  When injured to half 
  his hit points, Henlane uses his helm of glorious recovery 
  to heal himself.    
   
  Treasure: PCs who search the bodies find a writ on 
  Henlane authorizing him to collect road tax in 
  Thrommel’s name, sealed with wax replica of his coat of 
  arms. 
   
  APL 4– L (82 gp), helm of glorious recovery - (467 
  gp). 
   
  APL 6– L: (154 gp), helm of glorious recovery - (467 
  gp). 
   
  APL 8–L: (154 gp), helm of glorious recovery - (467 
  gp). 
   
  APL 10–L: (154 gp), helm of glorious recovery - (467 
  gp). 
   
  APL 12– L (154 gp), helm of glorious recovery - (467 
  gp), flail +1 bane [elf] (692 gp). 
   
   
   
  Encounter Three 
  The PCs arrive at the Gaelpyn Manor.  It has seen 
  considerable improvement in the past few years.  The 
  previously crumbling wall has been repaired and the 
  house itself has been painted relatively recently.  From 
  the outside, there is nothing to distinguish this home 
  from that of any other country manor.  The front door is 
  somewhat sheltered from the weather with a narrow 
  overhang.  
   
  Trap: PCs who spoke with the ghost of Lews 
  Gaelpyn may recall his words about entering the home 
  (“Before you enter the manor, speak the words ‘I exist to 
  serve the Bloodlord.’”)  PCs who recall there was a 
  statement for admission (as referenced by Lews) but 
  cannot recall the exact words, can make an Intelligence 
  check (DC 15) for each PC in order to recall that wording. 
  These words deactivate the trap upon the door for a 
  period of two minutes.  Exact wording must be used in 
  order to deactivate the trap.  PCs who do not have or 
  remember that information may, of course, still locate the 
  trap in the normal manner.  The door is also locked 
  (Open Locks DC 20). In addition to harming 
  unauthorized visitors, the sonic nature of the trap also 
  alerts the inhabitants of the home that there are strangers 
  about. If the trap is set off, read the following: 
   
  As [insert name of PC who set off trap] reaches for the 
  door, a prev ously unseen glyph flares as a 
  thunderclap rings out and lightning courses through 
  you. 
  i
   
  APL 4 (EL 4) 
  � Lightning Bolt Trap: CR 4; magic device, proximity 
  trigger (alarm); automatic reset; spell effect (lightning 
  bolt, 5
  th level wizard, 5d6 electric, DC 14 Reflex save half 
  damage); Search (DC 28); Disable Device (DC 28). 
   
  APL 6 (EL 6) 
  � Lightning Bolt Trap: CR 6; magic device, proximity 
  trigger (alarm); automatic reset; spell effect (lightning 
  bolt, 10
  th level wizard, 10d6 electric, DC 16 Reflex save 
  half damage); Search (DC 28); Disable Device (DC 28). 
   
  APL 8 (EL 8) 
  � Chain Lightning Trap: CR 8; magic device, proximity 
  trigger (alarm); automatic reset; spell effect (chain 
  lightning, 13
  th level wizard, 13d6 electric to target nearest 
  center of trigger area plus 6d6 electric to each of up to 
  eleven secondary targets, DC 19 Reflex save half damage); 
  Search (DC 31); Disable Device (DC 31). 
   
  Ties of Loyalty 
   
  Page 8 
  
  APL 10 (EL 10) 
  � Wai  of the Banshee Trap: CR 10; magic device, 
  proximity trigger (alarm); automatic reset; spell effect 
  (wail of the banshee, 17
  l
  th level wizard, DC 23 Fortitude 
  save negates); multiple targets (up to 17 creatures); Search 
  (DC 34); Disable Device (DC 34). 
   
  APL 12 (EL 12) 
  � Wai  of the Banshee Trap: CR 10; magic device, 
  proximity trigger (alarm); automatic reset; spell effect 
  (wail of the banshee, 17
  l
  th level wizard, DC 23 Fortitude 
  save negates); multiple targets (up to 17 creatures); Search 
  (DC 34); Disable Device (DC 34). 
  � Weird Trap: CR 10; magic device, proximity trigger 
  (alarm); automatic reset; spell effect (weird, 17
  th level 
  wizard, DC 23 Fortitude save); multiple targets (all 
  creatures within 30 feet of the centered spot, ten feet 
  directly in front of the door); Search (DC 34); Disable 
  Device (DC 34). 
   
  Development: Note that if the PCs set off the trap, the 
  inhabitants inside know of their presence.  Sargoram 
  immediately begins moving from his room (3B) toward 
  the door and arrives two rounds later.  Proceed to 
  Encounter Four.   
   
  Encounter Four 
  The PCs enter the home, which opens into Room 2A.  
  Refer to the DM Aid for a map of the home.  Relevant 
  descriptions follow for the main floor and second story.  
  For the basement and vault, see Encounter Five. 
   
  2A: The Foyer 
  The door opens into a large foyer flanked by two 
  staircases that lead to a long, railed balcony.  Finely 
  carved wood handrails and a chandelier portray 
  elegance.  
   
  If the PCs have set off the alarm (e.g. failed to disarm the 
  trap on the front door), then Sargoram arrives in the 
  Foyer two rounds after the trap is activated.  See the 
  Appendix for his statistics and Room 3B for general 
  tactics. 
   
  2B: Sitting Room 
  This room has been restored to its orig nal function 
  of sitting room.  A comfortable couch and two chairs 
  face each other around a finely made Kettite rug.  
  i
   
  This room is unoccupied.  
   
  2C: Dining Room 
  A large dining hal  runs almost the ength of the 
  manor.  Four long tables surrounded by ten chairs 
  each take up most of the room.  Two tables appear of 
  fine workmanship, as do the chairs around them.  The 
  other two sets of tables and chairs are rougher but 
  sturdily made of stout wood.  The area is clean and 
  wel  kept.  New draperies hang by the window.  
  l
  l
  l
   
  This room is also unoccupied.  
   
  2D: Kitchen 
  The scent of fresh baked bread wafts to your nose. A 
  mixture of fresh and journey bread sits cooling on the 
  table and counter n the kitchen.  A pot simmers on 
  the stove. As you open the door, an older woman 
  jumps, startled, and drops the spoon onto the floor.  
  Her eyes widen in surprise as she looks at you 
  uncertainly.    
   
  i
   
  The pot on the stove contains stew for the evening’s 
  dinner.  All meals for the manor are prepared here.   
   
  Creatures: Mara (female human Com1) was a 
  servant of the Gaelpyn family. When the manor was 
  taken over, she was too old to run.  She is not happy with 
  her new masters but has been told Lews will be injured if 
  she does not continue her duties.  She is rail-thin from 
  hard work and limited nourishment and looks as though 
  her clothes are two sizes too large.  Mara is responsible 
  for the cooking and cleaning within the home.  She 
  refuses to leave until she knows Lews is safe. If 
  threatened or attacked, she cowers (assuming she has 
  survived the attack).  She is excitable and easily 
  frightened but if PCs manage to calm and question her, 
  provides some information.  She knows the basic layout 
  of the home (except the new construction) and has had 
  contact with the lieutenant as well as the cavalry the PCs 
  have already encountered.  In addition, she believes that 
  there is someone staying with and caring for Lews, but 
  knows no more about him or her.   
   
  2E: Servants Quarters 
  This smal  room looks as though it served as a pantry 
  at one time.  Now it contains a straw mat with a 
  couple old, tattered blankets and an old sack.      
  l
   
  This is where Mara sleeps.  The sack contains her 
  clothing – all as common and worn as what she is 
  currently wearing.  The room is neat and clean.  
   
  2F: Pantry 
  Boxes and barrels, neatly stacked, line this room.  A 
  breeze wafts through the room from the slightly open 
  window to your right.  Looking closer, you see a black 
   
  Ties of Loyalty 
   
  Page 9 
  
  hand-l ke paw attempting to push the window further 
  open.  
  i
   
  At one time, Mara and another servant stayed in this 
  room.  When the manor came under the control of the 
  Black Knight’s minions, the other servant was slain and 
  Mara was moved to her current room.  This larger room 
  was then commandeered for storage of supplies for the 
  troops, primarily foodstuffs.   
   
  The room is well organized.  Close to the door are 
  the supplies Mara uses for cooking – flour, oil, oats, etc.  
  Further in are prepared foods for journeys (or troops!) – 
  journey bread (currently low), jerky, dried fruit, etc.  
  There are also several casks of ale and beer, of passable 
  quality.   
   
  The black paw belongs to a female raccoon, who 
  smelled the food through the unsealed window and 
  decided to try and snag a bite to eat.  If the PCs approach 
  the window, she is startled and hisses warningly, 
  attempting to protect her young.  PCs who are able to see 
  past her out the window (Spot DC 18) notice a couple of 
  young raccoons waiting for their dinner below.  If 
  attacked (and they survive) they flee.   
   
  2G: Library 
  A solid oak desk with a cushioned chair sits near the 
  center of this room.  Bookshelves line most of the 
  walls.  Large gaps in many areas of the shelves suggest 
  some of the books have been removed.     
   
  The books left are primarily related to the Gaelpyn 
  family.  The books of value have been removed and sold, 
  while those useful to the Black Knight are in his 
  possession.  Mara knows some of the books has been 
  removed (if asked) but does not know what happened to 
  them.   
   
  3A: Master Bedroom 
  Thrommel stays here while visiting, but this is not his 
  primary coffin.  The door to this room is kept locked 
  (Open Lock, DC 20). 
   
  � Wooden Door: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18. 
   
  This is obviously the master bedroom, but the bed has 
  been replaced with a coffin, positioned below the 
  arched ceiling.  Elegant and expensive furnish ngs 
  adorn the room.  In one corner is a marked up 
  tapestry depicting Trithereon.  In the opposite corner 
  is a small shrine to Hextor.     
  i
   
  3B: Guest Bedroom 
  This is where Sargoram, the lieutenant, stays.  The door 
  to this room is usually kept locked (Open Lock, DC 20), 
  but if the PCs set off the trap on the front door, he left in 
  haste and it is unlocked.  If the PCs have been very quiet 
  to this point, he did not leave to investigate and is still in 
  this room, studying some papers.  Otherwise, the papers 
  are on his desk.  They outline the report of Henlane and 
  his troop of activity in the area.  The primary item of note 
  to the PCs is the militaristic nature of these reports. 
   
  This was obviously the bedroom for an important 
  individual at one time, but now the bed has been 
  replaced with a coffin.  Elegant and expensive 
  furnishings adorn the room.      
   
  Creatures: Sargoram was once a half-orc, but now serves 
  his lord in undeath.  He also reveres Hextor. Sargoram is 
  generally responsible for overseeing the daily business of 
  the manor.  
   
  APL 4 (EL 6) 
  � Sargoram: hp 33; see Appendix 2. 
   
  APL 6 (EL 8) 
  � Sargoram: hp 53; see Appendix 3. 
   
  APL 8 (EL 10) 
  � Sargoram: hp 69; see Appendix 4. 
   
  APL 10 (EL 12) 
  � Sargoram: hp 85; see Appendix 5. 
   
  APL 12 (EL 14) 
  � Sargoram: hp 101; see Appendix 6. 
   
  Tactics: Sargoram begins by attempting to sunder the 
  bow of the most threatening appearing archer.  If no PC 
  fits this category, he instead strikes to sunder the weapon 
  of the warrior who appears most threatening. He then 
  focuses on the weakest appearing PCs, in order, in an 
  attempt to decrease the number of opponents.  At APL 4, 
  he uses his flail the first couple of rounds before 
  switching to slam attacks.  At APLs 6 and above, he 
  immediately switches to slam attacks after attempting to 
  sunder.  He uses Power Attack on opponents who appear 
  easy to hit (lightly armored).   
   
   
  Treasure:  
   
  APL 4 – L: (19 gp), C: (0 gp), cloak of resistance +1 - 
  (83 gp). 
   
  APL 6 – L: (19 gp), C: (0 gp), M: cloak of resistance +1 
  - (83 gp). 
  Ties of Loyalty 
   
  Page 10 
  
   
  APL 8 – L: (19 gp), C: (0 gp), cloak of resistance +1 - 
  (83 gp). 
   
  APL 10 – L: (19 gp), C: (0 gp), M: cloak of resistance 
  +1 - (83 gp). 
   
  APL 12 – L: (19 gp), C: (0 gp), M: cloak of resistance 
  +1 (83 gp) 
   
  3C, 3D, 3E, 3F, 3I: Bedrooms 
  All these rooms currently are used to house troops 
  traveling through the area.  Occupancy, therefore, varies. 
   Most of them are unoccupied at present.  The larger 
  rooms (3C and 3F) are set up to house twelve in a 
  barracks style.  The smaller rooms house eight.  Each 
  bunk has a small chest below it.  The furnishings are 
  obviously new and sturdy but are built to be functional 
  rather than lovely to look upon.  All the rooms contain a 
  weapons rack next to the door.     
   
  3G: Bathroom 
  This is the bathing room.  There are stacks of towels and 
  several bars of soap in a cabinet.  In one corner is a basket 
  with a couple of used towels.  Six buckets are stacked 
  nearby.  Two tubs are in the room.  The area smells of 
  soap.  
   
  3H: Attic 
  There is a trapdoor in the ceiling here which leads to the 
  attic.  Currently, the attic contains a flock of bats.  The 
  bats have no one to control them at present so they are 
  not hostile to the PCs.  However, they may be called by 
  one of the vampires.  This area is dirty and covered with 
  dust and guano.     
   
  Encounter Five 
  Relevant descriptions follow for the basement and vault.  
  For the main floor and second story, see Encounter Four. 
   Note that PCs enter the lower level of the manor into a 
  good size foyer.  Several doors open off the foyer but it is 
  otherwise unremarkable, being simply constructed of 
  plain stone. 
   
  Rooms 4A and 4B: 
  These rooms are currently in use as storage for the troops. 
   While the foodstuffs are stored upstairs near the kitchen, 
  this area is reserved for items needed less frequently.  
  Typically, these items are accessed only when new 
  recruits join the cause or when other equipment is 
  broken, lost or stolen. The items are well organized and 
  labeled. Room 4A contains various pieces of armor and 
  weapons, both melee and bows. There is a large stock of 
  arrows and crossbow bolts as well as more permanent 
  items.  Room 4B contains other items of use to an army, 
  such as blankets, tents, lanterns, barrels of oil. PCs would 
  have considerable difficulty hauling out all these items 
  and, at any rate, more than likely at least part of the coin 
  raised in that manner will be needed for repairs on the 
  manor and hiring servants, etc as the lord’s cashbox is 
  nowhere to be found.    
   
  Room 4C: 
  This room contains two rows of coffins, one on either 
  side of the door.  There are, in total, a dozen coffins in the 
  room.  All of them are empty.  
   
  A macabre sight greets your eyes as you open the door 
  to this room.  Flanking the door along the walls are 
  rows of coffins, six to a side.  The room is otherwise 
  neat and clean.  
   
  Room 4D: 
  The previous purpose of this room is unclear, as it has 
  been completely converted into a shrine honoring 
  Hextor and denigrating Heironeous.  There is seating for 
  about twenty people, a fine altar and various wall 
  hangings attesting to Hextor’s triumph over his brother.  
  The altar is made of some fine black stone with etched 
  holy symbols of Hextor on the center of the altar as well 
  as the legs on either side.  A small fountain with unholy 
  water sits on one side of the altar while a small statue of 
  the deity can be found on the other.  The room is 
  unoccupied.   
   
  Room 4E: 
  This room is currently used to house prisoners.  See 
  Encounter Six.   
   
  Room 4F: 
  This room is a fine bathing chamber with expensive 
  ceramic tiles, painted with murals of drow and the 
  Underdark.  The chamber is clean and well cared for.  
  Finely made towels are stacked on a rack across from the 
  door.   
   
  Stairwell to Vault: 
  One of the doors off the lower level foyer leads to a 
  stairwell down to the basement vault.  The first twenty-
  five feet after the door is a hallway, leading to the actual 
  stairs.     
   
  The door swings open easily to reveal a ten foot wide 
  carpeted hallway lined with torch brackets, currently 
  unlit.  By the l ght coming from the room behind 
  you, however, you can see the hall seems to extend 
  some twenty to twenty five feet before dropping into 
  a stairway. 
  i
   
  Ties of Loyalty 
   
  Page 11 
  
  Trap: About five feet past the door, the PCs encounter a 
  trip wire trap, which has been in place for some time.  
  This trip wire is set up at the very top of the stairs and 
  may initially erroneously appear to PCs to be an attempt 
  to cause people to fall down the stairs.  Note that due to 
  the low Search check required, PCs do not need a rogue 
  to find this trap.   
   
  � Poisoned Dart Trap: CR 1; mechanical; location 
  trigger; manual reset; +8 ranged (1d4) plus bloodroot 
  poison (0/1d4 Con plus 1d3 Wis); Fort save resists (DC 
  12); Search (DC 19); Disable Device (DC 18). 
   
  Beyond the trip wire, the actual trap starts. See DM Aid 1 
  for a rough sketch of the trap itself.  The trap in this area 
  is newly constructed and is considered a stonework trap. 
  The mechanics of the trap are a pivot, located in the 
  twenty-foot rotating section.  When the weight on the 
  front half of the section exceeds that on the back (and 
  exceeds 125 pounds), the mechanism pivots ninety 
  degrees, in theory dumping everyone standing on that 
  section of hall into a pit below.   
   
  The pit extends the length of that section of hallway 
  (twenty feet). It is divided into two ten-foot wide 
  sections, each of which extends five feet wider than the 
  hall.  Roll randomly to see which side the PC(s) fall into, 
  with at least one PC per segment if two or more are 
  affected.  The noted Reflex save allows the PC to grab a 
  hold of something and remain on the hall section as it 
  pivots.  After the dump occurs, the floor of the hallway 
  rotates back into position and the second part of the trap 
  activates as soon as it clicks shut.  The summoning 
  portion of the trap is proximity triggered at the bottom of 
  the stairwell.  However, since PCs in the trap are in that 
  proximity, they trigger that portion of the trap as well.   
   
  The pits likely separate the PCs when the second 
  trap goes off.  In that case, any PCs outside the trap can 
  move the hall to open an area allowing access to those 
  within, if they make a successful Reflex save, as outlined 
  in the trap.  However, they receive a +2 circumstance 
  bonus since they have seen how the trap operates.  At 
  APLs 10 and 12, access is limited from above due to the 
  forcecage, which does not allow PCs in or out. The 
  summoning portion of the spell automatically resets one 
  minute after the duration of the spell ends.   
   
  APL 4 (EL 4) 
  � Pit Trap: CR 1; mechanical; location trigger; manual 
  reset; hidden switch bypass (Search DC 25); DC 15 Reflex 
  save avoids, 20 ft. deep (2d6 fall); multiple targets (all 
  individuals in hallway); Search (DC 20); Disable Device 
  (DC 23). 
  � Summon Monster II Trap: CR 3; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (summon monster II, lemure, 6
  th level wizard); Search 
  (DC 27); Disable Device (DC 27). 
   
  APL 6 (EL 6) 
  � Spiked Pit Trap: CR 3; mechanical; location trigger; 
  manual reset; DC 20 Reflex save avoids, 20 ft. deep (2d6 
  fall); multiple targets (all individuals in hallway); pit 
  spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 
  each; Search (DC 21); Disable Device (DC 21). 
  � Summon Monster IV Trap: CR 5; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (summon monster IV, howler, 8
  th level wizard); Search 
  (DC 29); Disable Device (DC 29). 
   
  APL 8 (EL 8) 
  � Spiked Pit Trap: CR 5; mechanical; location trigger; 
  manual reset; DC 22 Reflex save avoids, 20 ft. deep (2d6 
  fall); multiple targets (all individuals in hallway); pit 
  spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 
  each; Search (DC 29); Disable Device (DC 29). 
  � Summon Monster VI Trap: CR 7; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (summon monster VI, chain devil, 11
  th level wizard); 
  Search (DC 31); Disable Device (DC 31). 
   
  APL 10 (EL 10) 
  � Spiked Pit with Forcecage Trap: CR 8; mechanical; 
  location trigger; manual reset; DC 24 Reflex save avoids, 
  20 ft. deep (2d6 fall); multiple targets (all individuals in 
  hallway); pit spikes (Atk +10 melee, 1d4 spikes per target 
  for 1d4+2 each; Search (DC 29); Disable Device (DC 29). 
  � Summon Monster VII Trap: CR 8; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (summon monster VII, bone devil, 13
  th level wizard); 
  Search (DC 32); Disable Device (DC 32). 
   
  APL 12 (EL 12) 
  � Spiked Pit with Forcecage Trap: CR 10; mechanical; 
  location trigger; manual reset; DC 24 Reflex save avoids, 
  20 ft. deep (2d6 fall); multiple targets (all individuals in 
  hallway); poisoned pit spikes (Atk +10 melee, 1d4 spikes 
  per target for 1d4+2 each + giant wasp poison (1d6 
  Dex/1d6 Dex); Fort save resists (DC 18); Search (DC 29); 
  Disable Device (DC 24). 
  � Summon Monster IX Trap: CR 10; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (summon monster IX, barbed devil, 17
  th level wizard); 
  Search (DC 34); Disable Device (DC 34). 
   
  Ties of Loyalty 
   
  Page 12 
  
  Development: Assuming that both traps go off, at APL10 
  and APL12, once the stairway moves back into place, the 
  forcecage comes into effect, effectively isolating the pit. 
  At all APLs, if both traps go off, the summoned creature 
  appears in the pit (randomly determine which side).  If 
  the pit is disabled, the summon monster trap triggers 
  when the PCs are all at the bottom of the stairs and the 
  creature appears near the intruders (PCs), outside the pit. 
    Once the PCs reach the bottom of the stairs and the trap 
  has 
  resolved, 
  continue 
  with 
  Encounter 
  Seven.  
  Remember they see Grainnen as they reach the corner, 
  before entering either of the remaining two rooms (see 
  Encounter 7).  
   
  Room 5A: 
  This is where Grainnen, the “watchdog,” stays.  The door 
  to this room is always kept locked (Open Lock, DC 20).  
  The trunk contains two changes of clothes for a dwarf 
  commoner.   
   
  This s obv ously a bedroom, with a simple but 
  comfortable looking bed.  It is furnished with a small
  bedside table and two overstuffed chairs sitting next 
  to a worn rag rug.  At the foot of the bed is a trunk.    
  i
  i
   
   
  Treasure:  There is a light wooden shield propped next to 
  the door and a single rack holding a battleaxe above it. 
  Beneath the bedside table is a hidden/secret door to a 
  small compartment (Search DC 35).  Inside the 
  compartment are two potions of cure light wounds. 
   
  ALL APLs– L: (1 gp), potions of cure light wounds - 
  (8 gp). 
     
  Room 5B: 
  This room contains Nodel.  To reach this room, PCs must 
  somehow deal with the magical darkness and enervation 
  on the hallway approaching it (Encounter 8).  Once they 
  reach the room, proceed with Encounter 9.   
   
   
  Encounter Six (Room 4E) 
  The PCs encounter the current heir and his servant and 
  have an opportunity to interact with them.  The door to 
  this room is locked (Open Locks DC 20).  
   
  Opening the door to this room, you behold a simple 
  barracks style room with two beds, each with a trunk 
  at the foot.  To the left is a brazier vented through the 
  ceiling.  In the middle o  the room sits a small table 
  with four chairs.  Two places are set at the table.  
  Seated at the table, in profile to you, is a young boy 
  with dark hair and classic Oeridian features, who 
  appears to be about five years of age.  Behind the boy 
  stands a half-orc male with a knife in his hand, 
  leaning over the boy.  Both are dressed in ragged 
  clothing.  
   
  Give the PCs a Spot (DC 10) check to notice that the half-
  orc is holding a fork in his other hand.  Currently, it is 
  blocked from the PC’s view by both his body and that of 
  the boy.  Neither the boy nor the half-orc appears 
  distressed, although they are likely startled when the PCs 
  open the door. 
    
   
  Creatures: Wyde: male half-orc Ftr6.  Any PC who 
  played FUR1-04 Not All Its Crocked Up to Be may 
  recognize this individual from that adventure.  Allow an 
  Intelligence check (DC 12) for those PCs to remember 
  him – it’s been four years.  (Wyde was geased at that time 
  to protect the magical cursed scimitar that hung over the 
  fireplace in the Crockpot Inn).  
   
  Wyde has been here since the manor was taken.  He 
  was placed in charge of the boy, Lews, but is himself a 
  prisoner.  He was dominated in the past to “willingly” 
  serve Thrommel.  Although the domination has since 
  worn off, he has been unable to plan an escape, since he is 
  not the sharpest knife in the drawer.  He does know the 
  futility – or danger – of provoking an attack from the 
  other residents of the home.   
  Lews Gaelpyn the Younger:  male human Ari1.  The boy 
  is actually the current count of the home following the 
  death – and undeath – of his parents.  At present, he is 
  quite traumatized so his actions and behaviors are muted 
  and mechanical much of the time.  If reunited with Mara, 
  he shows relief, as she is a familiar face.  He considers 
  Wyde his servant and is upset at any attack upon him. 
   
  ALL APLs (EL 6) 
  � Wyde: hp 58; see Appendix 1. 
  � Lews Gaelpyn the Younger: hp 9; see Appendix 1.  
   
   
  Tactics: The muscular half-orc, Wyde, moves at the 
  first opportunity to stand between the table and the door 
  as it is opened.  Although some may misinterpret his 
  actions, Wyde is protecting and caring for Lews.  If 
  attacked, he defends himself and Lews to the best of his 
  ability.  Although he initially responds readily to 
  attempts to parlay, once attacked he assumes the PCs will 
  offer no quarter so is suspicious should they later attempt 
  to parlay. If questioned diplomatically, Wyde readily 
  reveals what he knows of the manor. He can tell the PCs 
  that there are more traps on the way below as well as 
  someone called “the watchdog.”   
  f
   
  In case of combat, Lews moves to defend Wyde’s 
  back with a fork and mug, calling any attacking PCs 
  “filthy vampires” and ordering them to “leave my 
  servant alone.”  This may give PCs pause. (Lews and 
  Ties of Loyalty 
   
  Page 13 
  
  Wyde have reached an agreement that once the current 
  occupants are removed, Wyde will stay on in Lews 
  service as his master at arms).   
   
   
  Development: As prisoners, neither Lews nor Wyde 
  are allowed to leave the room.  Sargoram has visited a 
  couple times in the past in attempts to convert Lews to 
  the cause (hence Lews comment about “filthy vampires.”) 
    
   
  Encounter Seven 
  As PCs reach the bottom of the stairway and round the 
  corner, they observe Grainnen in wolf form down the 
  hall, guarding the corridor just in front of the area of 
  magical darkness (Encounter 8).     
   
  If the PCs set off the alarm on the front door or 
  otherwise made an excessive racket in setting off the 
  stairway trap, the manor’s inhabitants are aware of their 
  presence and a minor image spell has been cast to make it 
  appear that Grainnen is chained to one side of the hall.  
  The caster hopes the intruders will overlook the illusion 
  and try to slide past the “dog” in the area to spare.  
  Grainnen plans to then lunge at them as they are almost 
  by and not expecting it.  In this case, read the following 
  box text: 
   
  Rounding a corner of the passage you see a shaggy 
  gray dog – or wolf? – seated some fifteen feet ahead, 
  just before an area of unnatural darkness.  Eyeing you 
  warily, h s lip curls up in a snarl as he shakes his 
  head, rattling the silvered chain and tag – or amulet? 
  – hanging down from his col ar. 
  i
  l
   
   
  i
   
  If the PCs bypassed the traps and the inhabitants are 
  largely unaware of their presence, then Grainnen is 
  patrolling the halls freely (no illusion cast); use the box 
  text below.  
   
  Rounding a corner of the passage you see a shaggy 
  gray dog – or wolf? – lift its head and slowly stand. 
  Shaking itself, it lets out a low growl as its lip curls in
  a snarl.  About its neck is a golden chain with a 
  rattl ng tag – or amulet? – hanging from it.  Beyond 
  the dog, the passage lies shrouded in an unnatural 
  darkness.  
   
  Creatures: Grainnen typically remains in wolf form so 
  others are more likely to misjudge and underestimate 
  him. The other inhabitants of the manor play into this, 
  typically referring to him as “the watchdog.” Grainnen 
  was almost slain in his village due to his lycanthopic 
  nature (and not so incidentally the multiple murders he 
  performed in that shape) but was freed with the 
  assistance of Nodel, who saw in him a strong right arm.  
  Consequently, he is very loyal to Nodel and does not 
  willingly betray his master (another reason for his 
  nickname).   
   
  APL 4 (EL 4) 
  � Grainnen the watchdog: hp 46; see Appendix 2. 
   
  APL 6 (EL 7) 
  � Grainnen the watchdog: hp 67; see Appendix 3. 
   
  APL 8 (EL 9) 
  � Grainnen the watchdog: hp 115; see Appendix 4. 
   
  APL 10 (EL 11) 
  � Grainnen the watchdog: hp 141; see Appendix 5. 
   
  APL 12 (EL 13) 
  � Grainnen the watchdog: hp 167; see Appendix 6. 
   
  Tactics: Grainnen, of course, appears hostile but is a 
  canny opponent.  If any PC attempts to use wild empathy 
  or other methods to befriend him, he pretends to be 
  affected, slowly wagging his tail. He then waits until 
  most of the PCs have passed through the darkness (see 
  Encounter 8) before attacking.  His preference is to wait 
  to attack until the PCs are mostly through the trap before 
  initiating combat.  Should the PCs initiate combat, he 
  focuses on one opponent at a time to eliminate the 
  amount of attacks upon him.  He uses the trap to his 
  advantage, fighting adjacent to that or the wall to guard 
  his back, if possible.  In addition, where possible he 
  attempts to Bull Rush opponents into the trap and then 
  trip them. In case of severe injury, or if he is close to 
  death, he is not averse to playing dead. 
   
  Treasure: At APL6 and above, Grainnen is wearing 
  an amulet of mighty fists +1.    
   
  APL 6–amulet of mighty fists +1- (500 gp). 
   
  APL 8– amulet of mighty fists +1- (500 gp), eyes of 
  the eagle (208 gp). 
   
  APL 10– amulet of mighty fists +1- (500 gp), eyes of 
  the eagle (208 gp).  
   
  APL 12– amulet of mighty fists +1- (500 gp), eyes of 
  the eagle (208 gp). 
   
  Development: If Grainnen is only “playing dead” 
  and the PCs slay Nodel, he comes after them even after 
  they exit the manor.  More than likely, however, PCs 
  notice him on the way out (realizing the body is missing). 
   Once the PCs leave, if he is still alive and just shamming, 
  he goes to his room (Room 5A) to rest and attempts to 
  recover.  He has two potions of cure light wounds there 
  that he immediately drinks.  Grainnen does, of course, 
  revert to his dwarven form when slain.  At APL 12, this is 
  Ties of Loyalty 
   
  Page 14 
  
  the point at which his eyes of the eagle (currently 
  absorbed into his form) become visible to the PCs. 
   
  Encounter Eight 
  Just past the section of hall guarded by the watchdog, the 
  hallway is shrouded in magical darkness.  This darkness 
  serves as a reminder to the manor inhabitants not to 
  trespass further unless they wish to suffer the 
  consequences.  The renegade drow Nodel, whose room is 
  beyond the area, is able to bypass this easily by 
  channeling negative energy in a rebuke undead attempt.  
  (Note that other methods of producing negative energy 
  also negate the spell effects in this area, with the 
  exception of the darkness, for a period of four rounds).  
  Refer to the map for an outline of the corridor.  
   
  Trap: The darkness is a result of a darkness spell at 
  APLs 4 and 6, and deeper darkness at APL 8 and above, 
  which has been made permanent. Within the darkened 
  area, an enervation ray activates each round.  Randomly 
  determine which PC it strikes from those within the area, 
  giving first preference to any PCs who have been tripped. 
  At higher APLs, there are wire traps interspersed down 
  the hallway, the intent being to trip intruders so they 
  must remain in the area longer.  Note that PCs who are 
  warned by their comrades of the presence of the trip-
  wires receive a +2 circumstance bonus to their saving 
  throw to avoid tripping on the wires.  Unless the PCs are 
  somehow able to dispel the magical darkness, they 
  receive a penalty of –4 to Search checks to locate the 
  traps since they cannot see in the darkness.   At higher 
  APLs (as noted below), the final trip wire triggers another 
  spell trap, the location of which is noted on the map. 
   
  APL 4 (EL 5) 
  � Enervation Trap: CR 5; magic device; location trigger; 
  automatic reset; spell effect (enervation, 10
  th level wizard, 
  +8 ranged touch, 1d4 negative levels, no save); Search 
  (DC 22); Disable Device (DC 24). 
   
  APL 6 (EL 6) 
  � Enervation Trap: CR 5; magic device; location trigger; 
  automatic reset; spell effect (enervation, 10
  th level wizard, 
  +8 ranged touch, 1d4 negative levels, no save); Search 
  (DC 23); Disable Device (DC 24). 
  � Razor/Trip Wire across hallway (2): CR 1 ea; 
  mechanical; location trigger; manual reset; +10 melee 
  (1d6 plus trip); Reflex save to avoid trip (DC 20); Search 
  (DC 21); Disable Device (DC 20). 
   
  APL 8 (EL 8) 
  � Enervation Trap: CR 5; magic device; location trigger; 
  automatic reset; spell effect (enervation, 12
  th level wizard, 
  +10 ranged touch, 1d4 negative levels, no save); Search 
  (DC 24); Disable Device (DC 24). 
  � Razor/Trip Wire across hallway (3): CR 1 ea; 
  mechanical; location trigger; manual reset; +13 melee 
  (2d6 plus trip); Reflex save to avoid trip (DC 20); Search 
  (DC 24); Disable Device (DC 24). 
   
  At the final trip wire:  
  � Inflict Light Wounds, Mass Trap: CR 6; magic 
  device; location trigger; automatic reset; spell effect 
  (inflict light wounds, mass, 9
  th level cleric, 1d8+9); Search 
  (DC 30); Disable Device (DC 30). 
   
  APL 10 (EL 10) 
  � Enervation Trap: CR 5; magic device; location trigger; 
  automatic reset; spell effect (enervation, 12
  th level wizard, 
  +10 ranged touch, 1d4 negative levels, no save); Search 
  (DC 24); Disable Device (DC 24). 
  � Razor/Trip Wires across hallway (3): CR 1 ea; 
  mechanical; location trigger; manual reset; +13 melee 
  (2d6 plus trip); Reflex save to avoid trip (DC 20); Search 
  (DC 24); Disable Device (DC 24). 
   
  At the final trip wire:  
  � Inflict Serious Wounds, Mass Trap: CR 9; magic 
  device; location trigger; automatic reset; spell effect 
  (inflict serious wounds, mass, 13
  th level cleric, 3d8+13); 
  Search (DC 24); Disable Device (DC 35). 
   
  APL 12 (EL 12) 
  � Enervation Trap: CR 7; magic device; location trigger; 
  automatic reset; spell effect (enervation, 12
  th level wizard, 
  +10 ranged touch, 1d4 negative levels, no save); Search 
  (DC 35); Disable Device (DC 35). 
  � Razor/Trip Wires across hallway (4): CR 1 ea; 
  mechanical; location trigger; manual reset; +13 melee 
  (2d6 plus trip); Reflex save to avoid trip (DC 20); Search 
  (DC 24); Disable Device (DC 24). 
   
  At the final trip wire:  
  � Inflict Critical Wounds, Mass Trap: CR 11; magic 
  device; location trigger; automatic reset; spell effect 
  (inflict critical wounds, mass, 18
  th level cleric, 4d8+18); 
  Search (DC 24); Disable Device (DC 35). 
   
  Development: Just past the area of darkness is the door 
  to Nodel’s chamber.  Give him a Listen check if PCs are 
  attempting stealth and are somewhat successful.  Note 
  that if the PCs previously set off the alarm on the front 
  door, he is aware of them regardless.   
   
  Ties of Loyalty 
   
  Page 15 
  
  Encounter Nine 
  The PCs have reached Nodel’s chamber.  The wooden 
  door is locked and barred from the inside with an iron 
  bar (Strength check DC 30). This is to clue Nodel in 
  when folks are coming so he can cast his preparatory 
  spells.   
   
  Assuming the PCs have access to light, they see the 
  following when they look at the door: 
   
  This strong wooden door s bound in iron.  Painted 
  upon the door is a mural depicting a handsome black 
  skinned elf eviscerating a female dark-skinned elf 
  with a finely made dagger.  The female wears a holy 
  symbol of Lloth.  
  i
   
  f
   
  Looking closely at the picture (Search DC 10), PCs note 
  the female’s eyes are rolled to the back of her head, as 
  though she fainted or was rendered unconscious.  PCs 
  may also notice a keyhole (Open Locks DC 25).  If Nodel 
  knows the PCs are coming, he unlocks the door once he 
  is ready for them. 
   
  � Strong Wooden Doors: 2 in. thick; hardness 5; hp 20; 
  AC 5; Break DC 23. 
   
  The box text below assumes that PCs have either 
  darkvision or some source of light.  If they have no 
  means of seeing in the dark, they are unable to discern 
  any details about the room; please adjust the boxtext 
  accordingly.  
   
  You open the door to shadowed darkness.  This room, 
  carved from the depths of the estate, is finely 
  appointed with tasteful wall hangings depicting 
  arcane and divine spell casters exercising dominion 
  over impoverished humanoids and beasts.  The 
  furniture is well maintained and would befit one of 
  noble station.  In the far corner of the room is a small 
  patch o  colorful mushrooms and herbs thriving in 
  the darkness. Glancing towards a rustle of movement 
  to the side, you see a dark skinned elf, who smiles at 
  you.   Suddenly, the room goes dark.  
   
  Creatures: Nodel learned of the manor from an 
  acquaintance who lived here about five years ago but was 
  chased off by some adventurers just prior to the true 
  owner’s return (FUR1-11 Inheritance).  He told 
  Thrommel of the manor and assisted with the 
  arrangements allowing Thrommel’s minions to take 
  control of the estate.  Thrommel was interested in the 
  estate due to its isolation but close proximity to vital areas 
  of the country.  As a reward, Nodel was placed in charge 
  of this supply station and manor.   
   
  Nodel is a renegade drow who was forced to leave 
  the drow community after slaying an important priestess. 
   Instead of hiding this, he chooses to display it with pride 
  as this resulted in his obtaining power he could not have 
  attained in drow society.  Upon leaving the drow, he 
  searched for a source of power and eventually met up 
  with Thrommel who was gathering such individuals into 
  a cohort.  He likes the living arrangements provided to 
  him, as he is able to perform his duties with only rare 
  appearances or trips to the surface.   
   
  APL 4 (EL 7) 
  � Nodel: hp 29; see Appendix 2. 
   
  APL 6 (EL 9) 
  � Nodel: hp 39; see Appendix 3. 
   
  APL 8 (EL 11) 
  � Nodel: hp 47; see Appendix 4. 
   
  APL 10 (EL 13) 
  � Nodel: hp 54; see Appendix 5. 
   
  APL 12 (EL 15) 
  � Nodel: hp 62; see Appendix 6. 
   
  Tactics: If Nodel has had a minute to prepare, use the 
  “powered up” version of his description as he has had 
  time to prepare for the PCs. This version shows only the 
  spells he has left to cast, and all modifications for his 
  spells have been made to his statistics. Otherwise, use the 
  first version of his statistics. Nodel always keeps a mage 
  armor spell on himself, so there is one less spell listed at 
  first level.   
   
  Once the PCs enter, Nodel’s final action (noted in 
  box text) is to use his spell like ability to create darkness.  
  If he has not fully powered up, he casts a couple more 
  defensive spells then readies his most deadly offensive 
  spell for when he can see the PCs.  He strikes first at any 
  PC who appears particularly injured.  If none do, he 
  begins with the weakest appearing PC in an attempt to 
  minimize the number of opponents.   
   
  If PCs decide to rest after entering the house before 
  confronting Nodel, he uses his scroll of teleport that 
  night to leave the area and report the assault to 
  Thrommel.  Note that at some APLs, this requires a caster 
  level check.  If he fails, he uses his potion of invisibility 
  and potion of gaseous form to get past the PCs, noting 
  their descriptions as he does so, then proceeds to report 
  to Thrommel.  In this case, of course, he has taken the 
  time to take his possessions with him. 
   
  Ties of Loyalty 
   
  Page 16 
  
   
  Treasure: In addition to the equipment Nodel is 
  wearing, PCs may also locate a false book with a lock on it 
  (Open Locks DC 25).  Inside is a ledger outlining 
  shipments of support materials for a large force, both 
  received and sent from this outpost. Several parties are 
  identified as trafficking material primarily to Chendl and 
  the Gold County. A note at the beginning of the ledger 
  references services provided for “our future king.” A 
  sleeping spike is also stored there at APLs 8 and above. 
   
  APL 4– L: (6 gp), amulet of natural armor +2- (666 
  gp), scroll of teleport (94 gp), potion of invisibility (25 
  gp), potion of gaseous form (25 gp). 
   
  APL 6– L: (6 gp), amulet of natural armor +2- (666 
  gp), scroll of teleport (94 gp), potion of invisibility (25 
  gp), potion of gaseous form (25 gp). 
   
  APL 8– L: (6 gp), amulet of natural armor +2- (666 
  gp), sleeping spike (270 gp), wand of minor image [35 
  charges] (262 gp), scroll of teleport (94 gp), potion of 
  invisibility (25 gp), potion of gaseous form (25 gp). 
   
  APL 10– L: (6 gp), amulet of natural armor +2- (666 
  gp), sleeping spike (270 gp), staff of healing (2312 gp), 
  wand of minor image [5 charges] (37 gp), scroll of 
  teleport (94 gp), potion of invisibility (25 gp), potion of 
  gaseous form (25 gp). 
   
  APL 12– L: (6 gp), amulet of natural armor +2- (666 
  gp), sleeping spike (270 gp), staff of healing (2312 gp), 
  metamagic rod of substitution – electric (875 gp), wand of 
  minor image (375 gp), scroll of teleport (94 gp), potion of 
  invisibility (25 gp), potion of gaseous form (25 gp). 
   
  Development: PCs who discover and open the false 
  book have some information that the authorities in 
  Chendl would be interested in. If players do not think of 
  this on their own, a reminder may be given if they 
  succeed on a Knowledge – Local [Iuz Border States] 
  check (DC 10).  Note that it is necessary to determine 
  what, if anything, the PCs are doing with this 
  information before proceeding to the conclusion. 
   
  Conclusion 
  Once you have completed the conclusion, if this is the 
  premiere, then please complete the Critical Event 
  Summary at the end of the event and return it to the 
  Furyondy Plots coordinator, Michelle Sharp, or RPGA 
  HQ. While you do not need to advise the players of the 
  questions (and it is preferable you do not), please make 
  them aware you ARE completing this bit of paperwork 
  and that their actions do make a difference.  Any PC 
  actions that are not adequately covered by the questions 
  but may become relevant in future modules or for the 
  region in general should be explained on the backside of 
  the paper.    
   
  Conclusion A: The PCs free Lews, clear 
  the manor of opponents and notify the 
  authorities in Chendl of the note found in 
  Encounter 9 
   
  l
  i
  You feel you have accomplished much in the past 
  week.  After clearing the manor of the servants of 
  Hextor, you have been able to assist the child Lews in 
  restoring his parents to life.  While he remains the 
  heir of the estate since his parents can no onger 
  exercise authority following their untimely demise, 
  Lews s no longer denied the benefit of their love, 
  care, knowledge and experience.  The authorities in 
  Chendl were quite interested in the word you sent of 
  Thrommel’s activity in the area. Both the Gaelpyn 
  family and the authorities have expressed their 
  gratitude. 
   
  For saving his grandson and clearing the manor, PCs 
  receive the Favor of Lews Gaelpyn.  For notifying the 
  authorities of important intelligence, they receive the 
  Favor of the Crown. 
   
  Conclusion B: The PCs free Lews, clear 
  the manor of opponents but do not 
  notify the authorities in Chendl of the 
  note found in Encounter 9 
  You feel you have accomplished much in the past 
  week.  After clearing the manor of the servants of 
  Hextor, you have been able to assist the child Lews in 
  restoring his parents to life.  While he remains the 
  heir of the estate since his parents can no onger 
  exercise authority following their untimely demise, 
  Lews s no longer denied the benefit of their love, 
  care, knowledge and experience.  Both the child and 
  his parents have expressed their gratitude. 
  l
  i
   
  For saving his grandson and clearing the manor, PCs 
  receive the Favor of Lews Gaelpyn.  PCs do not receive 
  the Gratitude of the Crown. 
   
  Conclusion C: The PCs free Lews but do 
  not clear the manor of opponents or 
  notify the authorities in Chendl of the 
  note found in Encounter 9 
  The child Lews is grateful to you for freeing him from 
  the clutches of the vampire brood.  He recognizes he 
  is no longer safe on his family estate and has asked for 
  references of adventurers who may be able to 
  completely clear his residence.  
  Ties of Loyalty 
   
  Page 17 
  
   
  For saving his grandson, the PCs receive the Favor of 
  Lews Gaelpyn. PCs do not receive the Gratitude of the 
  Crown. 
   
  Conclusion D: The PCs clear the manor of 
  opponents and authorities are notified of 
  the note found, but Lews is slain 
  You are gathered at the Pike’s Prize Inn in Chendl, 
  enjoying a brew and toasting a successful adventure. 
  The authorities were appreciative o  the intelligence 
  you were able to provide o  Thrommel’s activity in 
  the area of the Gaelpyn estate.  In the midst of your 
  good cheer, cries begin erupting from behind you.  As 
  you turn, you are dismayed to gaze upon the v sage of 
  the ghost of Lews Gaelpyn, who cries out in anguish, 
  “What have you done? You’ve brought ruin to my 
  family.  I came to you for help and instead my last 
  heir has been slain.  For the harm you have done to 
  my line, be assured you shall suffer my wrath.”  The 
  ghost lets out a cry and fades to nothingness.  
   
  f
  f
  i
   
    
  For notifying the authorities in Chendl, PCs receive the 
  Gratitude of the Crown.  However, due to the death of his 
  final heir, they also receive the Wrath of Lews Gaelpyn.   
   
  Conclusion E: The PCs clear the manor of 
  opponents but authorities are not 
  notified of the note found and Lews is 
  slain 
  You are gathered at the Dirty Pool Inn in Mudpaw, 
  enjoying a brew and toasting a successful adventure. 
  In the midst of your good cheer, cries begin erupting 
  from behind you.  As you turn, you are dismayed to 
  gaze upon the v sage of the ghost of Lews Gaelpyn, 
  who cries out in anguish, “What have you done? 
  You’ve brought ruin to my family.  I came to you for 
  help and instead my last heir has been slain.  For the 
  harm you have done to my line, be assured you shall 
  suffer my wrath.”  The ghost lets out a cry and fades to 
  nothingness.   
   
  i
   
  PCs do not receive the Gratitude of the Crown.  In 
  addition, due to the death of his final heir, they receive 
  the Wrath of Lews Gaelpyn.   
   
  The End 
   
  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 One/Story Award 
  Gathered information from Lews or Tyl and Arya 
   
  APL4 70 xp; APL6 100 xp; APL8 100 xp;  
  APL10 140 xp; APL12 170 xp. 
   
  Encounter Two 
  Defeat the Black Knights minions 
   
  APL4 180 xp; APL6 240 xp; APL8 300 xp;  
  APL10 360 xp; APL12 420 xp. 
   
  Encounter Three 
  Defeat or disable trap 
   
  APL4 120 xp; APL6 180 xp; APL8 240 xp;  
  APL10 300 xp; APL12 360 xp. 
   
  Encounter Four 
  Defeat Sargoram, the vampire lieutenant  
   
  APL4 180 xp; APL6 240 xp; APL8 300 xp;  
  APL10 360 xp; APL12 420 xp. 
   
  Encounter Five/Story Award 
  Free both prisoners 
   
  APL4 100 xp; APL6 130 xp; APL8 175 xp;  
  APL10 200 xp; APL12 230 xp. 
   
  Encounter Five 
  Defeat or disable trap on stairs 
   
  APL4 120 xp; APL6 180 xp; APL8 240 xp;  
  APL10 300 xp; APL12 360 xp. 
   
  Encounter Seven 
  Defeat Grainnen the “watchdog” 
   
  APL4 120 xp; APL6 210 xp; APL8 270 xp;  
  APL10 330 xp; APL12 390 xp. 
   
  Encounter Eight 
  Defeat or disable trap on hall (darkness) 
   
  APL4 150 xp; APL6 180 xp; APL8 240 xp;  
  APL10 300 xp; APL12 360 xp. 
   
  Encounter Nine 
  Defeat Nodel, the drow renegade 
   
  APL4 210 xp; APL6 270 xp; APL8 330 xp;  
  APL10 390 xp; APL12 450 xp. 
   
  Ties of Loyalty 
   
  Page 18 
  
  Story Award 
  Uncovering the current use of the house as a supply base 
  and notifying the authorities in Chendl. 
  APL4 100 xp; APL6 130 xp; APL8 175 xp;  
  APL10 200 xp; APL12 230 xp. 
   
  Total possible experience:  
   
  APL4 1350 xp; APL6 1800 xp; APL8 2250 xp; 
  APL10 2700 xp; APL12 3150 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 scenario, 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 Two 
   
  APL 4: L: 82 gp; C: 0 gp; M: 467 gp 
   
  APL 6: L: 154 gp; C: 0 gp; M: 467 gp 
   
  APL 8: L: 154 gp; C: 0 gp; M: 467 gp 
   
  APL 10: L: 154 gp; C: 0 gp; M: 467 gp 
   
  APL 12: L: 154 gp; C: 0 gp; M: 1159 gp 
   
  Encounter Four  
   
  APL 4: L: 19 gp; C: 0 gp; M: 83 gp 
   
  APLs 6: L: 19 gp; C: 0 gp; M: 83 gp 
   
  APL 8: L: 19 gp; C: 0 gp; M: 83 gp 
   
  APL 10: L: 19 gp; C: 0 gp; M: 83 gp 
   
  APL 12: L: 19 gp; C: 0 gp; M: 83 gp 
   
  Encounter Five: Room 5A 
   
  ALL APLs: L: 1 gp; C: 0 gp; M: 8 gp 
   
  Encounter Seven 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 500 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 708 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 708 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: 708 gp 
   
  Encounter Nine  
   
  APL 4: L: 6 gp; C: 0 gp; M: 810 gp 
   
  APL 6: L: 6 gp; C: 0 gp; M: 810 gp 
   
  APL 8: L: 6 gp; C: 0 gp; M: 1343 gp 
   
  APL 10: L: 6 gp; C: 0 gp; M: 3429 gp 
   
  APL 12: L: 6 gp; C: 0 gp; M: 4642 gp 
   
  Total Possible Treasure 
   
  APL 4: L: 108 gp; C: 0 gp; M: 1368 gp; Total: 1476 
  (maximum = 1300) 
   
  APL 6: L: 180 gp; C: 0 gp; M: 1868 gp; Total: 2048 
  (maximum = 1800) 
   
  APL 8: L: 180 gp; C: 0 gp; M: 2609 gp; Total: 2789 
  (maximum = 2600) 
   
  APL 10: L: 180 gp; C: 0 gp; M: 4687 gp; Total: 4867 
  (maximum = 4600) 
   
  APL 12: L: 180 gp; C: 0 gp; M: 6600 gp; Total: 6780 
  (maximum = 6600) 
   
  Special 
  If the PCs rescue Lews the Younger, they earn the Favor 
  of Lews; cross off the Wrath of Lews.  If Lews the 
  younger is slain during the adventure, the PCs earn the 
  Wrath of Lews, cross of the Favor of Lews.  
  Ties of Loyalty 
   
  Page 19 
  
    
  Favor of Lews Gaelpyn:  For assistance given to his 
  family, the spirit of Lews Gaelpyn will follow this PC and 
  respond to their next request for aid.  This call for aid is a 
  standard action that does not provoke an attack of 
  opportunity.  After their call for aid, Lews helps the PC’s 
  weapon strike incorporeal or evil creatures.  For the 
  duration of that combat, the PCs weapon functions as a 
  magic weapon with ghost touch and holy enhancements 
  placed upon it.  This favor may be used only once; the 
  DM should cross this favor off once used. 
   
  Wrath of Lews Gaelpyn:  For failing to save his heir, the 
  spirit of Lews Gaelpyn has placed a curse upon the PC, 
  and interferes with their ability to strike incorporeal 
  creatures.  The next four times the PC makes a successful 
  hit on an incorporeal creature – including succeeding on 
  their miss chance – they must immediately roll another 
  miss chance and only succeed in hitting if the second 
  miss chance succeeds as well.  The DM should record the 
  AR and their initials each time this occurs.  Once all such 
  attempts are used, Lews wrath is sated and he ceases to 
  plague the PC. 
  AR: ____ GM _____   AR ____  GM _____  
  AR: ____ GM _____   AR ____  GM _____  
   
  Favor of the Crown:  The PC has provided important 
  information to the crown and in gratitude, the crown has 
  used its influence with various organizations to allow this 
  PC to learn ONE of the following feats from the 
  Miniatures Handbook (MH): Battlefield Inspiration, 
  Danger Sense, Shieldmate, Mounted Casting, Powerful 
  Charge or Pushback. The PC must meet all requirements 
  for the feat, and must spend a normal feat slot to obtain 
  the feat as well as 2TUs with the organization learning 
  the feat, at the time the feat is taken (e.g. when the level 
  is attained).  The GM at that time should indicate the feat 
  selected and the AR where the TUs are paid.  The player 
  must bring a copy of the MH to the table for the GM 
  review upon request in order to gain any benefit from the 
  feat. 
  Feat: __________________ 
  AR: _______ 
  GM: ________________________________ 
   
  False Book, Locked. This large, well-made tome has a 
  hollowed-out middle section.  It comes with a clasp and 
  an average lock (Open Locks DC 25).  The false book 
  forms a very tight seal when closed, making the interior 
  space waterproof and allowing it to float. Price: 65 gp, AE 
  (modified) p. 21. 
   
  Items for the Adventure 
  Record 
   
  Item Access 
  APL 4: 
  False book, locked (see above, adventure, A&EG) 
  Helm of glorious recovery (Adventure, MH) 
  Amulet of natural armor +2 (Adventure, DMG) 
  Scroll of teleport (Adventure, DMG) 
   
  APL 6: (All of APL 4 plus the following) 
  Amulet of mighty fists +1 (Adventure, DMG) 
   
  APL 8: (All of APLs 4-6 plus the following) 
  Eyes of the eagle (Adventure, DMG) 
  Sleeping spike (Adventure, MH) 
  Wand of minor image (Adventure, 3
  rd, DMG) 
   
  APL 10: (All of APLs 4-8 plus the following) 
  Staff of healing (Adventure, DMG) 
   
  APL 12: (All of APLs 4-10 plus the following) 
  Metamagic rod of electricity substitution (Adventure, 
  17th, CA) 
  +1 elf bane flail (Adventure, DMG) 
  Ties of Loyalty 
   
  Page 20 
  
  Appendix 1: Untiered NPC Statistics  
   
  Encounter 1: 
  Lews Gaelpyn: Male ghost Ari2/Sor1; CR 4; Medium 
  undead (augmented human); HD 3d12; hp 26; Init +1, 
  Spd 30 ft, fly 30 ft. (perfect); AC 16 (touch 16, flat-
  footed 15) [+1 Dex, +5 deflection]; BA/G +1/+2; Atk +2 
  melee touch (1d6, corrupting touch); Full Att +2 melee 
  (1d6, corrupting touch); SA Spells, Manifestation, 
  Corrupting Gaze, Corrupting Touch, Frightful Moan; 
  SQ Rejuvenation, Turn Resistance; AL NG; SV Fort +0, 
  Ref +1, Will +7; Str 12, Dex 12, Con -, Int 10, Wis 14, 
  Cha 20. 
   
  Skills and Feats: Concentration +3, Diplomacy 
  +13, Hide +9, Knowledge – History +1, Knowledge – 
  Nobility and Royalty +2, Listen +10, Ride +6, Search +8, 
  Sense Motive +10, Spot +15; Dodge, Improved 
  Unarmed Strike, Negotiator. 
   
  Manifestation (Su): Every ghost has this ability. A 
  ghost dwells on the Ethereal Plane and, as an ethereal 
  creature, it cannot affect or be affected by anything in 
  the material world. When a ghost manifests, it partly 
  enters the Material Plane and becomes visible but 
  incorporeal on the Material Plane. A manifested ghost 
  can be harmed only by other incorporeal creatures, 
  magic weapons, or spells, with a 50% chance to ignore 
  any damage from a corporeal source. A manifested 
  ghost can pass through solid objects at will, and its own 
  attacks pass through armor. A manifested ghost always 
  moves silently and can strike with its touch attack. A 
  manifested ghost remains partially on the Ethereal 
  Plane, where is it not incorporeal. Opponents on either 
  the Material Plane or the Ethereal Plane can attack a 
  manifested ghost. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not from 
  foes on the Ethereal Plane.  A ghost has two home 
  planes, the Material Plane and the Ethereal Plane. It is 
  not considered extraplanar when on either of these 
  planes. 
   
  Corrupting Gaze (Su): The ghost can blast living 
  beings with a glance, at a range of up to 30 feet.  
  Creatures that meet the ghost’s gaze must succeed at a 
  Fortitude save (DC 17) or suffer 2d10 points of damage 
  and 1d4 points of permanent Charisma drain. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 
  points of damage.  Against ethereal opponents, it adds 
  its Strength modifier to attack and damage rolls.  
  Against non-ethereal opponents it adds its Dexterity 
  modifier to attack rolls only 
   
  Frightful Moan (Su): The ghost can emit a 
  frightful moan as a standard action.  All living creatures 
  within a 30-foot spread must succeed on a Will save 
  (DC 17) or become panicked for 2d4 rounds.  This is a 
  sonic, necromantic mind-affecting fear effect.  A 
  creature that successfully saves against the moan 
  cannot be affected by the same ghost’s moan for 24 
  hours. 
   
  Undead traits: See Monster Manual for more 
  information 
   
  Incorporeal subtype: See Monster Manual for 
  more information. 
   
  Turn Resistance (Ex): A ghost has a +4 turn 
  resistance (see MM). 
   
   
  Possessions: Nobles outfit, dagger.  
   
  Spells Known (5/5; base DC = 15 + spell level): 0—
  [acid splash, detect magic, light, mending]; 1st—
  [expeditious retreat, shocking grasp]. 
   
  Tyl Gaelpyn: Male vampire Ari3/Ftr2; CR 6; Medium 
  undead (augmented human); HD 5d12; hp 40; Init +8, 
  Spd 30 ft; AC 24 (touch 14, flat-footed 20) [+4 Dex, +4 
  armor, +6 natural]; BA/G +4/+9; Atk +9 melee (1d6+5 
  shortspear) or +9 (1d6+5+energy drain slam); Full Att 
  +9 melee (1d6+5 shortspear) or +9 (1d6+5+energy drain 
  slam); SA blood drain, children of the night, create 
  spawn, energy drain, dominate; SQ alternate form, DR 
  10/silver and magic, darkvision 60ft, fast healing 5, 
  gaseous form, cold resistance 10, electricity resistance 
  10, spider climb, undead traits, vampire weaknesses, 
  turn resistance; AL LN; SV Fort +8, Ref +7, Will +6; Str 
  20, Dex 18, Con 14, Int 12, Wis 12, Cha 17. 
   
  Skills and Feats: Appraise +5, Bluff +11, Diplomacy 
  +12, Handle Animal +7, Hide +9, Knowledge – Local 
  [Iuz Border States] +3, Knowledge – Local [Velverdyva 
  Trade Route] +3, Listen +13, Move Silently +9, Ride 
  +10, Search +9, Sense Motive +12, Speak Language 
  [Ancient Flan], Speak Language [Old Oeridian], Spot 
  +15, Swim +11; Alertness, Combat Reflexes, Deflect 
  Arrows, Dodge, Great Fortitude, Improved Initiative, 
  Improved Unarmed Strike, Iron Will, Lightning 
  Reflexes, Negotiator, Power Attack. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. (If the base 
  creature is not terrestrial, this power might summon 
  other creatures of similar power.) These creatures 
  Ties of Loyalty 
   
  Page 21 
  
  arrive in 2d6 rounds and serve the vampire for up to 
  one hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must use a standard action, and those merely looking at 
  it are not affected. Anyone the vampire targets must 
  succeed on a Will save (DC 14) or fall instantly under 
  the vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a range 
  of 30 feet. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial.  If the vampire 
  instead drains the victim’s Constitution to 0 or lower, 
  the victim returns as a spawn if it had 4 or less HD and 
  as a vampire if it had 5 or more HD. In either case, the 
  new vampire or spawn is under the command of the 
  vampire that created it and remains enslaved until its 
  master’s destruction. At any given time a vampire may 
  have enslaved spawn totaling no more than twice its 
  own Hit Dice; any spawn it creates that would exceed 
  this limit are created as free-willed vampires or 
  vampire spawn. A vampire that is enslaved may create 
  and enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. A 
  vampire may voluntarily free an enslaved spawn in 
  order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points. A vampire can use its energy 
  drain ability once per round. 
   
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12th-level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here. While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic. A vampire’s natural 
  weapons are treated as magic weapons for the purpose 
  of overcoming damage reduction. 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. Any additional damage dealt to a vampire 
  forced into gaseous form has no effect. Once at rest in 
  its coffin, a vampire is helpless. It regains 1 hit point 
  after 1 hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Arya Gaelpyn: Female vampire Ari5; CR 6; Medium 
  undead (augmented human); HD 5d12; hp 40; Init +8, 
  Spd 30 ft; AC 19 (touch 13, flat-footed 16) [+3 Dex, +6 
  natural]; BA/G +3/+5; Atk +5 melee (1d6+2+energy 
  drain, slam); Full Att +5 melee (1d6+2+energy drain, 
  slam); SA blood drain, children of the night, create 
  spawn, energy drain, dominate; SQ alternate form, DR 
  10/silver and magic, darkvision 60ft, fast healing 5, 
  gaseous form, cold resistance 10, electricity resistance 
  10, spider climb, undead traits, vampire weaknesses, 
  turn resistance; AL LN; SV Fort +4, Ref +6, Will +5; Str 
  14, Dex 16, Con 12, Int 16, Wis 13, Cha 20. 
   
  Skills and Feats: Bluff +13, Diplomacy +13, 
  Forgery +5, Handle Animal +7, Hide +11, Knowledge – 
  History +9, Knowledge – Local [Iuz Border States] +7, 
  Knowledge – Nobility and Royalty +11, Knowledge – 
  Religion +9, Listen +15, Move Silently +9, Perform +13, 
  Search +11, Sense Motive +17, Spot +15; Alertness, 
  Combat Expertise, Combat Reflexes, Diehard, Dodge, 
  Endurance, Improved Initiative, Improved Trip, 
  Lightning Reflexes. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. (If the base 
  creature is not terrestrial, this power might summon 
  other creatures of similar power.) These creatures 
  arrive in 2d6 rounds and serve the vampire for up to 
  one hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must use a standard action, and those merely looking at 
  Ties of Loyalty 
   
  Page 22 
  
  it are not affected. Anyone the vampire targets must 
  succeed on a Will save (DC 16) or fall instantly under 
  the vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a range 
  of 30 feet. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial.  If the vampire 
  instead drains the victim’s Constitution to 0 or lower, 
  the victim returns as a spawn if it had 4 or less HD and 
  as a vampire if it had 5 or more HD. In either case, the 
  new vampire or spawn is under the command of the 
  vampire that created it and remains enslaved until its 
  master’s destruction. At any given time a vampire may 
  have enslaved spawn totaling no more than twice its 
  own Hit Dice; any spawn it creates that would exceed 
  this limit are created as free-willed vampires or 
  vampire spawn. A vampire that is enslaved may create 
  and enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. A 
  vampire may voluntarily free an enslaved spawn in 
  order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points. A vampire can use its energy 
  drain ability once per round. 
   
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12th-level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here. While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic. A vampire’s natural 
  weapons are treated as magic weapons for the purpose 
  of overcoming damage reduction. 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. Any additional damage dealt to a vampire 
  forced into gaseous form has no effect. Once at rest in 
  its coffin, a vampire is helpless. It regains 1 hit point 
  after 1 hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Encounter 2: 
  Orc Deserters (2): Male orcs Ftr1/Rgr6; CR 7 ea; 
  Medium humanoid (orc); HD 6d8+1d10+14; hp 53; Init 
  +1; Spd 30 ft; AC 15 (touch 11, flat-footed 14) [+4 
  armor, +1 Dex]; BA/G +7/+10; Atk +10 melee 
  (1d6+4/18-20 scimitar); Full Att +10/+5 melee 
  (1d6+4/18-20 scimitar) or +8/+3 melee (1d6+4/18-20 
  scimitar) and +8/+3 (1d6+3/X3 handaxe); SA Favored 
  enemy (elf +4, human +2), improved combat style 
  (melee), animal companion; SQ Darkvision 60 ft., light 
  sensitivity, wild empathy; AL CE; SV Fort +7, Ref +6, 
  Will +2; Str 17, Dex 12, Con 14, Int 8, Wis 11, Cha 6. 
   
  Skills and Feats: Handle Animal -1, Hide +8, 
  Knowledge – Geography +4, Knowledge – Nature +4, 
  Listen +7, Move Silently +8, Spot +7, Survival +9; 
  Diehard, Endurance, Improved Bull Rush, Improved 
  Two Weapon Fighting, Power Attack, Track, Two 
  Weapon Fighting.  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: 
  scimitar, chain shirt, handaxe.  
  Ties of Loyalty 
   
  Page 23 
  
  Encounter 6: 
  Wyde: Male half-orc Ftr6; CR 6; Medium humanoid 
  (half orc); HD 6d10+18; hp 58; Init +2; Spd 30 ft; AC 12 
  (touch 12, flat-footed 10) [+2 Dex]; BA/G +6/+10; Atk 
  +10 melee (1d6+4 unarmed); Full Att +10/+5 melee 
  (1d6+4 unarmed) or +10/+5 melee (1d4+4 dagger); SQ 
  Darkvision 60 ft.; AL CN; SV Fort +8, Ref +4, Will +2; 
  Str 18, Dex 14, Con 16, Int 8, Wis 11, Cha 16. 
   
  Skills and Feats: Climb +7, Jump +7, Swim +7; 
  Blind Fight, Endurance, Diehard, Improved Bull Rush, 
  Improved Grapple, Improved Unarmed Strike, Power 
  Attack.  
   
  Possessions: None.   
   
  Lews Gaelpyn the Younger: Male human Ari1, CR 
  1/2; Medium humanoid (human); HD 1d8+1; hp 9; Init 
  +1; Spd 30 ft; AC 11 (touch 11, flat-footed 10) [+1 Dex]; 
  BA/G +0/-1; Atk -1 melee (1d3-1 unarmed); Full Att -1 
  melee (1d3-1 unarmed); AL LG; SV Fort +1, Ref +1, 
  Will +3; Str 8, Dex 12, Con 12, Int 14, Wis 8, Cha 12. 
   
  Skills and Feats: Bluff +5, Diplomacy +7, 
  Knowledge – Local [Iuz Border States] +4, Knowledge 
  – religion +4, Knowledge – Nobility and Royalty +4, 
  Listen +1, Ride +3, Sense Motive +7, Speak Language 
  (elf), Speak Language (orc); Iron Will, Negotiator.  
   
  Possessions: None.   
   
   
   
   
   
   
  Ties of Loyalty 
   
  Page 24 
  
   
  Appendix 2: APL 4 Monster Statistics 
    
  Encounter 2: 
  Henlane: Male human Rgr2/Ftr2; CR 4; Medium 
  humanoid; HD 2d8+2d10+8; hp 33; Init +0; Spd 30 ft.; 
  AC 16 (touch 12, flat-footed 16)[+4 armor, +2 
  deflection]; BA/G +4/+5; Atk +5 melee (1d8+1, flail); 
  Full Att +5 melee (1d8+1, flail) or +3 (1d8+1, flail) and 
  +3 (1d6+1/19-20 short sword); SQ: combat style 
  (melee), wild empathy, favored enemy (elf); AL LE; SV 
  Fort +8, Ref +3, Will +3; Str 13, Dex 10, Con 14, Int 10, 
  Wis 16, Cha 14. 
   
  Skills and Feats:  Hide +5, Intimidate +4, 
  Knowledge – geography +2, Knowledge – local [Iuz 
  border states] +2, Knowledge – nobility and royalty +2, 
  Knowledge – religion +2, Move Silently +2, Ride +4, 
  Spot +6, Survival +8, Use Rope +4; Cleave, Improved 
  Sunder, Mounted Combat, Power Attack, Ride By 
  Attack, Track, Two Weapon Fighting.  
   
  Possessions: Chain shirt, flail, short sword, shield 
  of faith +2 potion (drank), helm of glorious recovery.  
   
  Archer: Male human Rgr1/Ftr1; CR 2; Medium 
  humanoid; HD 1d8+1d10; hp 14, Init +2; Spd 30 ft.; AC 
  16 (touch 12, flat-footed 14)[+2 Dex, +4 armor]; BA/G 
  +2/+4; Atk +4 melee (1d8+3, flail) or +4 ranged 
  (1d6+2/X3 composite [Str +2] shortbow); Full Att +4 
  melee (1d8+3, flail) or +4 ranged (1d6+2/X3 composite 
  [Str +2] shortbow); SQ wild empathy, favored enemy 
  (elf); AL LE; SV Fort +4, Ref +4, Will +2; Str 14, Dex 15, 
  Con 10, Int 8, Wis 14, Cha 14.  
   
  Skills and Feats: Hide +7, Knowledge – religion 
  +1, Listen +4, Move Silently +4, Ride +4, Sleight of 
  Hand +4, Speak orc, Speak Old Oeridian, Spot +4, 
  Survival +6; Precise Shot, Point Blank Shot, Power 
  Attack, Track. 
   
  Possessions: Chain shirt, flail, Composite short 
  bow [Str +2], 40 arrows.  
   
  Lancer: Male human Rgr1/Ftr1; CR 2; Medium 
  humanoid; HD 1d8+1d10+4; hp 18, Init +0; Spd 30 ft.; 
  AC 17 (touch 11, flat-footed 16)[+6 armor, +1 shield]; 
  BA/G +2/+4; Atk +4 melee (1d8+3, flail) or +5 melee 
  (1d8+3/X3 lance); Full Att +4 melee (1d8+3, flail) or +5 
  melee (1d8+3/X3 lance); SQ wild empathy, favored 
  enemy (elf); AL LE; SV Fort +6, Ref +2, Will +2; Str 15, 
  Dex 10, Con 14, Int 8, Wis 14, Cha 14.  
   
  Skills and Feats: Handle Animal +4, Hide +5, 
  Knowledge – religion +1, Listen +4, Move Silently +2, 
  Ride +4, Speak Ancient Suel, Speak undercommon, 
  Spot +4, Survival +6; Cleave, Mounted Combat, Power 
  Attack, Track. 
   
  Possessions: splint mail, flail, light steel shield, 
  masterwork lance.  
   
  Encounter 4 (Room 3B): 
  Sargoram: Male vampire Clr1/Ftr3; CR 6; Medium 
  undead (augmented humanoid [halforc]); HD 4d12; hp 
  33; Init +7; Spd 20 ft.; AC 26 (touch 13, flat-footed 
  21)[+5 armor, +3 Dex, +2 shield, +6 natural]; BA/G 
  +3/+10; Atk +11 melee (1d8+7, flail); Full Att +11 melee 
  (1d8+7, flail) or +10 (1d6+7+energy drain, slam); SA 
  Blood Drain, Children of the Night, Dominate, Create 
  Spawn, Energy Drain, SQ combat style (melee), wild 
  empathy, favored enemy (elf); undead traits, Alternate 
  form, Fast Healing, Gaseous Form, Spider Climb, Turn 
  Resistance, Cold Resistance 10, Electricity Resistance 
  10, DR 10/silver and magic; AL LE; SV Fort +8, Ref +6, 
  Will +6; Str 25, Dex 16, Con -, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats:  Bluff +10, Concentration +4, 
  Hide +11, Intimidate +6, Knowledge – religion +4, 
  Listen +13, Move Silently +11, Ride +5, Search +8, 
  Sense Motive +11, Spot +13; Alertness, Combat 
  Reflexes, Dodge, Great Fortitude, Improved Initiative, 
  Improved Sunder, Lightning Reflexes, Power Attack, 
  True Believer (Hextor), Weapon Focus (flail).  
   
  Possessions: breastplate, flail, heavy steel shield, 
  wood holy symbol – Hextor, cloak of resistance +1.  
   
  Spells Prepared (3/2+1; base DC = 13 + spell level): 
  0 – cure minor wounds, detect magic, mending; 1st—
  magic weapon, bane, command. 
   
  *Domain spell. Domains: [Law (you cast Law spells 
  at +1 caster level); War (free Martial Weapon 
  Proficiency with deity’s favored weapon and Weapon 
  Focus with the diety’s favored weapon)]. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. (If the base 
  creature is not terrestrial, this power might summon 
  other creatures of similar power.) These creatures 
  arrive in 2d6 rounds and serve the vampire for up to 
  one hour. 
  Ties of Loyalty 
   
  Page 25 
   
  
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must use a standard action, and those merely looking at 
  it are not affected. Anyone the vampire targets must 
  succeed on a Will save (DC 14) or fall instantly under 
  the vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a range 
  of 30 feet. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial.  If the vampire 
  instead drains the victim’s Constitution to 0 or lower, 
  the victim returns as a spawn if it had 4 or less HD and 
  as a vampire if it had 5 or more HD. In either case, the 
  new vampire or spawn is under the command of the 
  vampire that created it and remains enslaved until its 
  master’s destruction. At any given time a vampire may 
  have enslaved spawn totaling no more than twice its 
  own Hit Dice; any spawn it creates that would exceed 
  this limit are created as free-willed vampires or 
  vampire spawn. A vampire that is enslaved may create 
  and enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. A 
  vampire may voluntarily free an enslaved spawn in 
  order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points. A vampire can use its energy 
  drain ability once per round. 
   
   
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12th-level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here. While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic. A vampire’s natural 
  weapons are treated as magic weapons for the purpose 
  of overcoming damage reduction. 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. Any additional damage dealt to a vampire 
  forced into gaseous form has no effect. Once at rest in 
  its coffin, a vampire is helpless. It regains 1 hit point 
  after 1 hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Encounter 7: 
  Grainnen: Male werewolf, wolf form Ftr2; CR 4; 
  Medium humanoid (dwarf, shapechanger); HD 
  2d10+2d8+20; hp 46; Init +4; Spd 50 ft.; AC 18 (touch 
  14, flat-footed 14)[+4 Dex, +4 natural]; BA/G +3/+6; Atk 
  +7 melee (1d6+3, bite); Full Att +7 melee (1d6+3, bite); 
  SA curse of lycanthropy, trip; SQ darkvision 60’, 
  stonecunning, 
  stability, 
  dwarven 
  saving 
  throw 
  bonuses, alternate form, wolf empathy, low-light 
  vision, scent, DR 10/silver; AL CE; SV Fort +11, Ref +7, 
  Will +5; Str 16, Dex 18, Con 20, Int 12, Wis 16, Cha 6. 
  Skills and Feats: Bluff +0, Jump +8, Listen +5, Spot 
  +5, Survival +3 (+7 if tracking by scent), Tumble +9; 
  Combat Reflexes, Improved Bull Rush, Iron Will, 
  Power Attack, Track, Weapon Focus (bite).  
   
  Stonecunning (Ex): A dwarf receives a +2 racial 
  bonus on Search checks to notice unusual stonework, 
  such 
  as 
  sliding 
  walls, 
  stonework 
  traps, 
  new 
  construction, unsafe stone surfaces, shaky stone 
  ceilings and the like.  Something that isn’t stone but is 
  disguised as stone also counts as unusual stonework.  A 
  dwarf who merely comes within ten feet of unusual 
  stonework can make a Search check as if he were 
  actively Searching and can use the Search skill to find 
  stonework traps as a rogue can.  A dwarf can also intuit 
  depth, sensing his approximate depth underground as 
  naturally as a human can sense which way is up.   
   
  Dwarven saving throw bonuses (Ex): Dwarves 
  receive a +2 bonus on saving throws versus poison, 
  spells, and spell-like effects. 
   
  Stability (Ex): Dwarves are exceptionally stable 
  on their feet.  A dwarf gains +4 bonus on ability checks 
  to resist being bull rushed or tripped when standing on 
  the ground (but not when climbing, flying or 
  otherwise not standing firmly on the ground). 
   
  Wolf empathy (Ex): In any form, lycanthropes 
  can communicate and empathize with normal or dire 
  animals of their animal form.  This gives them a +4 
  racial bonus on checks when influencing the animal’s 
  attitude and allows the communication of simple 
  Ties of Loyalty 
   
  Page 26 
   
  
  concepts and (if the animal is friendly) commands such 
  as “friend”, “foe”, “flee”, and “attack.”  
   
  Trip (Ex): A werewolf in its animal form that hits 
  with a bite attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. If 
  the attempt fails, the opponent cannot react to attempt 
  to trip the werewolf.  
   
  Alternate Form (Su): A lycanthrope can shift into 
  animal form as though using the polymorph spell on 
  itself, though its gear is not affected, it does not regain 
  hit points for changing form and only the specific 
  animal form indicated for the lycanthrope can be 
  assumed.  It does not assume the ability scores of the 
  animal, but instead adds the animal’s physical ability 
  score modifiers to its own ability scores.  A lycanthrope 
  can also assume bipedal hybrid form with prehensile 
  hands and animalistic features.  Changing to or from 
  animal or hybrid form is a standard action.  A slain 
  lycanthrope reverts to its humanoid form, although it 
  remains dead.  Separated body parts retain their animal 
  form, however.   
   
  Curse of Lycanthropy (Sp): Any humanoid or 
  giant hit by a werewolf’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy.   
   
  Grainnen: Male werewolf, dwarf form Ftr2; CR 4; 
  Medium humanoid (dwarf, shapechanger); HD 
  2d10+2d8+16; hp 42; Init +2; Spd 20 ft.; AC 15 (touch 
  12, flat-footed 12)[+2 Dex, +2 natural, +1 shield]; BA/G 
  +3/+5; Atk +5 melee (1d8+2/X3, battleaxe); Full Att +5 
  melee (1d8+2/X3, battleaxe); SQ darkvision 60’, 
  stonecunning, 
  stability, 
  dwarven 
  saving 
  throw 
  bonuses, alternate form, wolf empathy, low-light 
  vision, scent; AL CE; SV Fort +9, Ref +5, Will +5; Str 14, 
  Dex 14, Con 16, Int 12, Wis 16, Cha 6. 
   
   
   
   
  Skills and Feats: Bluff +0, Jump +7, Listen +5, Spot 
  +5, Survival +3 (+7 if tracking by scent), Tumble +7; 
  Combat Reflexes, Improved Bull Rush, Iron Will, 
  Power Attack, Track, Weapon Focus (bite).  
   
  Possessions: battleaxe, light wooden shield.  
   
  Stonecunning (Ex): A dwarf receives a +2 racial 
  bonus on Search checks to notice unusual stonework, 
  such 
  as 
  sliding 
  walls, 
  stonework 
  traps, 
  new 
  construction, unsafe stone surfaces, shaky stone 
  ceilings and the like.  Something that isn’t stone but is 
  disguised as stone also counts as unusual stonework.  A 
  dwarf who merely comes within ten feet of unusual 
  stonework can make a Search check as if he were 
  actively Searching and can use the Search skill to find 
  stonework traps as a rogue can.  A dwarf can also intuit 
  depth, sensing his approximate depth underground as 
  naturally as a human can sense which way is up.   
   
  Dwarven saving throw bonuses (Ex): Dwarves 
  receive a +2 bonus on saving throws versus poison, 
  spells, and spell-like effects. 
   
  Stability (Ex): Dwarves are exceptionally stable 
  on their feet.  A dwarf gains +4 bonus on ability checks 
  to resist being bull rushed or tripped when standing on 
  the ground (but not when climbing, flying or 
  otherwise not standing firmly on the ground). 
   
  Wolf empathy (Ex): In any form, lycanthropes 
  can communicate and empathize with normal or dire 
  animals of their animal form.  This gives them a +4 
  racial bonus on checks when influencing the animal’s 
  attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands such 
  as “friend”, “foe”, “flee”, and “attack.”  
   
  Alternate Form (Sp): A lycanthrope can shift into 
  animal form as though using the polymorph spell on 
  itself, though its gear is not affected, it does not regain 
  hit points for changing form and only the specific 
  animal form indicated for the lycanthrope can be 
  assumed.  It does not assume the ability scores of the 
  animal, but instead adds the animal’s physical ability 
  score modifiers to its own ability scores.  A lycanthrope 
  can also assume bipedal hybrid form with prehensile 
  hands and animalistic features.  Changing to or from 
  animal or hybrid form is a standard action.  A slain 
  lycanthrope reverts to its humanoid form, although it 
  remains dead.  Separated body parts retain their animal 
  form, however.   
   
   
  Encounter 8 (Room 5B): 
  Nodel: Male drow Clr2/Sor4 [Hextor]; CR 7; Medium 
  humanoid (elf); HD 2d8+4d4+6; hp 29; Init -1; Spd 30 
  ft.; AC 15 (touch 9, flat-footed 15)[-1 Dex, +4 armor, +2 
  natural]; BA/G +3/+2; Atk +2 melee (1d8-1, flail); Full 
  Att +2 melee (1d8-1, flail); SA Spells, spell-like abilities, 
  SQ Drow Traits, darkvision 120’, light blindness; SR 17; 
  AL NE; SV Fort +5, Ref +0, Will +12; Str 8, Dex 8, Con 
  12, Int 12, Wis 16, Cha 19. 
  Skills and Feats: Concentration +11, Knowledge – 
  arcana +7, Knowledge – local [Iuz Border States] +2, 
  Knowledge – religion +7, Listen +5, Search +3, 
  Spellcraft +7, Spot +5; Speak Language (draconic), 
  Speak language (orc); Combat Casting, Eschew 
  Materials, Silent Spell.  
   
  Possessions: flail, wood holy symbol – Hextor, 
  amulet of natural armor +2.  
  Cleric Spells Prepared (4/3+1; base DC = 13 + spell 
  level): 0 – cure minor wounds, detect magic, guidance, 
  resistance; 1st—inflict light wounds*, cause fear, 
  protection from good, shield of faith. 
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  Ties of Loyalty 
   
  Page 27 
   
  
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your cleric level {if 
  you hit}. You must declare the smite before making the 
  attack.  This ability is usable once per day.); Evil (you 
  cast Evil spells at +1 caster level)]. 
   
  Sorcerer Spells Known (6/7,6/4; base DC = 14 + 
  spell level): 0 – acid splash, daze, detect magic, ghost 
  sound, mage hand, read magic; 1st—mage armor, 
  magic missile, color spray; 2nd – scorching ray. 
   
  Drow Traits (Ex): A drow has immunity to sleep 
  spells and effects, +2 saves versus Enchantment spells 
  or effects.  Drow also have proficiency in the following 
  weapons: rapier, shortsword, hand crossbow.   Drow 
  speak the following languages: common, elven, 
  undercommon. 
   
  Spell-Like Abilities (Sp): A drow may use the 
  following spell-like abilities once per day: dancing 
  lights, darkness, faerie fire.  Caster Level equals the 
  drow class levels. 
   
  Light Blindness (Ex): Abrupt exposure to a bright 
  light such as sunlight or daylight spell blinds drow for 
  one round. On subsequent rounds, they are dazzled as 
  long as they remain in the affected area. 
   
  POWERED UP VERSION: (Changes in bold or 
  brackets) 
  Nodel: Male drow Clr2/Sor4 [Hextor]; CR 7; Medium 
  humanoid (elf); HD 2d8+4d4+6; hp 29; Init -1; Spd 30 
  ft.; AC 15 [17] (touch 9 [11], flat-footed 15 [17])[-1 Dex, 
  +4 armor, +2 natural, +2 deflection]; BA/G +3/+2; Atk 
  +2 melee (1d8-1, flail); Full Att +2 melee (1d8-1, flail); 
  SA Spells, spell-like abilities, SQ Drow Traits, 
  darkvision 120’, light blindness; SR 17; AL NE; SV Fort 
  +5, Ref +0, Will +12; Str 8, Dex 8, Con 12, Int 12, Wis 
  16, Cha 19. 
   
   
  Skills and Feats: Concentration +11, Knowledge – 
  arcana +7, Knowledge – local [Iuz Border States] +2, 
  Knowledge – religion +7, Listen +5, Search +3, 
  Spellcraft +7, Spot +5; Speak Language (draconic), 
  Speak language (orc); Combat Casting, Eschew 
  Materials, Silent Spell.  
   
  Possessions: flail, wood holy symbol – Hextor, 
  amulet of natural armor +2.  
  Cleric Spells Prepared (4/3+1; base DC = 13 + spell 
  level): 0 – cure minor wounds, detect magic, guidance, 
  resistance; 1st—inflict light wounds*, cause fear, 
  protection from good, shield of faith. 
   
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your cleric level {if 
  you hit}. You must declare the smite before making the 
  attack.  This ability is usable once per day.); Evil (you 
  cast Evil spells at +1 caster level)]. 
   
  Sorcerer Spells Known (6/7,6/4; base DC = 14 + 
  spell level): 0 – acid splash, daze, detect magic, ghost 
  sound, mage hand, read magic; 1st—mage armor, 
  magic missile, color spray; 2nd – scorching ray. 
   
  Drow Traits (Ex): A drow has immunity to sleep 
  spells and effects, +2 saves versus Enchantment spells 
  or effects.  Drow also have proficiency in the following 
  weapons: rapier, shortsword, hand crossbow.   Drow 
  speak the following languages: common, elven, 
  undercommon. 
   
  Spell-Like Abilities (Sp): A drow may use the 
  following spell-like abilities once per day: dancing 
  lights, darkness, faerie fire.  Caster Level equals the 
  drow class levels. 
   
  Light Blindness (Ex): Abrupt exposure to a bright 
  light such as sunlight or daylight spell blinds drow for 
  one round. On subsequent rounds, they are dazzled as 
  long as they remain in the affected area. 
  Ties of Loyalty 
   
  Page 28 
   
  
  Appendix 3: APL 6 Monster Statistics 
   
  Encounter 2: 
  Henlane: Male human Rgr2/Ftr4; CR 6; Medium 
  humanoid; HD 2d8+4d10+12; hp 49; Init +0; Spd 30 ft.; 
  AC 17 (touch 13, flat-footed 17)[+4 armor, +3 
  deflection]; BA/G +6/+7; Atk +7 melee (1d8+1, flail); 
  Full Att +7/+2 melee (1d8+1, flail) or +5/+0 (1d8+1, 
  flail) and +5 (1d6+1/19-20 short sword); SQ: combat 
  style (melee), wild empathy, favored enemy (elf); AL 
  LE; SV Fort +9, Ref +4, Will +4; Str 13, Dex 10, Con 14, 
  Int 10, Wis 16, Cha 14. 
   
  Skills and Feats:  Hide +5, Intimidate +5, 
  Knowledge – geography +2, Knowledge – local [Iuz 
  border states] +2, Knowledge – nobility and royalty +2, 
  Knowledge – religion +2, Move Silently +2, Ride +8, 
  Spot +6, Survival +8, Use Rope +4; Cleave, Improved 
  Sunder, Mounted Combat, Power Attack, Ride By 
  Attack, Spirited Charge, Track, Trample, Two Weapon 
  Fighting.  
   
  Possessions: Chain shirt, flail, short sword, shield 
  of faith +3 potion (drank), helm of glorious recovery.  
   
  Archers (2): Male human Rgr1/Ftr1; CR 2; Medium 
  humanoid; HD 1d8+1d10; hp 14, Init +2; Spd 30 ft.; AC 
  16 (touch 12, flat-footed 14)[+2 Dex, +4 armor]; BA/G 
  +2/+4; Atk +4 melee (1d8+3, flail) or +4 ranged 
  (1d6+2/X3 composite [Str +2] shortbow); Full Att +4 
  melee (1d8+3, flail) or +4 ranged (1d6+2/X3 composite 
  [Str +2] shortbow); SQ wild empathy, favored enemy 
  (elf); AL LE; SV Fort +4, Ref +4, Will +2; Str 14, Dex 15, 
  Con 10, Int 8, Wis 14, Cha 14.  
   
  Skills and Feats: Hide +7, Knowledge – religion 
  +1, Listen +4, Move Silently +4, Ride +4, Sleight of 
  Hand +4, Speak orc, Speak Old Oeridian, Spot +4, 
  Survival +6; Precise Shot, Point Blank Shot, Power 
  Attack, Track. 
   
  Possessions: Chain shirt, flail, composite short 
  bow [Str +2], 40 arrows.  
   
  Lancers (2): Male human Rgr1/Ftr1; CR 2; Medium 
  humanoid; HD 1d8+1d10+4; hp 18, Init +0; Spd 30 ft.; 
  AC 17 (touch 11, flat-footed 16)[+6 armor, +1 shield]; 
  BA/G +2/+4; Atk +4 melee (1d8+3, flail) or +5 melee 
  (1d8+3/X3 lance); Full Att +4 melee (1d8+3, flail) or +5 
  melee (1d8+3/X3 lance); SQ wild empathy, favored 
  enemy (elf); AL LE; SV Fort +6, Ref +2, Will +2; Str 15, 
  Dex 10, Con 14, Int 8, Wis 14, Cha 14.  
   
  Skills and Feats: Handle Animal +4, Hide +5, 
  Knowledge – religion +1, Listen +4, Move Silently +2, 
  Ride +4, Speak Ancient Suel, Speak undercommon, 
  Spot +4, Survival +6; Cleave, Mounted Combat, Power 
  Attack, Track. 
   
  Possessions: splint mail, flail, light steel shield, 
  masterwork lance.  
   
  Encounter 4 (Room 3B): 
  Sargoram: Male vampire Clr1/Ftr5; CR 8; Medium 
  undead (augmented humanoid [halforc]); HD 6d12+6; 
  hp 53; Init +7; Spd 20 ft.; AC 26 (touch 13, flat-footed 
  21)[+5 armor, +3 Dex, +2 shield, +6 natural]; BA/G 
  +5/+12; Atk +13 melee (1d8+7, flail); Full Att +13 melee 
  (1d8+7, flail) or +12 (1d6+7+energy drain, slam); SA 
  Blood Drain, Children of the Night, Dominate, Create 
  Spawn, Energy Drain, SQ combat style (melee), wild 
  empathy, favored enemy (elf); undead traits, Alternate 
  form, Fast Healing, Gaseous Form, Spider Climb, Turn 
  Resistance, Cold Resistance 10, Electricity Resistance 
  10, DR 10/silver and magic; AL LE; SV Fort +9, Ref +6, 
  Will +8; Str 25, Dex 16, Con -, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats:  Bluff +10, Concentration +4, 
  Hide +11, Intimidate +7, Knowledge – religion +4, 
  Listen +13, Move Silently +11, Ride +8, Search +8, 
  Sense Motive +11, Spot +13; Alertness, Combat 
  Reflexes, Dodge, Great Fortitude, Improved Initiative, 
  Improved Sunder, Improved Toughness, Iron Will, 
  Lightning Reflexes, Power Attack, True Believer 
  (Hextor), Weapon Focus (flail).  
   
  Possessions: breastplate, flail, heavy steel shield, 
  wood holy symbol - Hextor., cloak of resistance +1.  
   
  Spells Prepared (3/2+1; base DC = 13 + spell level): 
  0 – cure minor wounds, detect magic, mending; 1st—
  magic weapon, bane, command. 
   
  *Domain spell. Domains: [Law (you cast Law spells 
  at +1 caster level); War (free Martial Weapon 
  Proficiency with deity’s favored weapon and Weapon 
  Focus with the diety’s favored weapon)]. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. (If the base 
  creature is not terrestrial, this power might summon 
  other creatures of similar power.) These creatures 
  arrive in 2d6 rounds and serve the vampire for up to 
  one hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
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  must use a standard action, and those merely looking at 
  it are not affected. Anyone the vampire targets must 
  succeed on a Will save (DC 14) or fall instantly under 
  the vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a range 
  of 30 feet. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial.  If the vampire 
  instead drains the victim’s Constitution to 0 or lower, 
  the victim returns as a spawn if it had 4 or less HD and 
  as a vampire if it had 5 or more HD. In either case, the 
  new vampire or spawn is under the command of the 
  vampire that created it and remains enslaved until its 
  master’s destruction. At any given time a vampire may 
  have enslaved spawn totaling no more than twice its 
  own Hit Dice; any spawn it creates that would exceed 
  this limit are created as free-willed vampires or 
  vampire spawn. A vampire that is enslaved may create 
  and enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. A 
  vampire may voluntarily free an enslaved spawn in 
  order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points. A vampire can use its energy 
  drain ability once per round. 
   
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12th-level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here. While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic. A vampire’s natural 
  weapons are treated as magic weapons for the purpose 
  of overcoming damage reduction. 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. Any additional damage dealt to a vampire 
  forced into gaseous form has no effect. Once at rest in 
  its coffin, a vampire is helpless. It regains 1 hit point 
  after 1 hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Encounter 7: 
  Grainnen: 
  Male 
  werewolf, 
  wolf 
  form 
  Ftr3/Warshaper1; CR 7; Medium humanoid (dwarf, 
  shapechanger); HD 3d10+2d8+1d8+30; hp 67; Init +4; 
  Spd 50 ft.; AC 18 (touch 14, flat-footed 14)[+4 Dex, +4 
  natural]; BA/G +4/+7; Atk +9 melee (1d6+4, bite) or +9 
  melee (1d8+4 morphed bite); Full Att +9 melee (1d6+4, 
  bite) or +9 melee (1d8+4 morphed bite); SA curse of 
  lycanthropy, trip, morphic weapons; SQ darkvision 60’, 
  stonecunning, 
  stability, 
  dwarven 
  saving 
  throw 
  bonuses, alternate form, wolf empathy, low-light 
  vision, scent, DR 10/silver, morphic immunities; AL 
  CE; SV Fort +13, Ref +8, Will +6; Str 17, Dex 18, Con 
  20, Int 12, Wis 16, Cha 6. 
   
  Skills and Feats: Bluff +1, Disguise +0, Jump +10, 
  Listen +5, Spot +5, Survival +3 (+7 if tracking by scent), 
  Tumble +10; Blind Fight, Combat Reflexes, Improved 
  Bull Rush, Iron Will, Power Attack, Track, Weapon 
  Focus (bite).  
   
  Possessions: Amulet of mighty fists +1.  
   
  Stonecunning (Ex): A dwarf receives a +2 racial 
  bonus on Search checks to notice unusual stonework, 
  such 
  as 
  sliding 
  walls, 
  stonework 
  traps, 
  new 
  construction, unsafe stone surfaces, shaky stone 
  ceilings and the like.  Something that isn’t stone but is 
  disguised as stone also counts as unusual stonework.  A 
  dwarf who merely comes within ten feet of unusual 
  stonework can make a Search check as if he were 
  actively Searching and can use the Search skill to find 
  stonework traps as a rogue can.  A dwarf can also intuit 
  depth, sensing his approximate depth underground as 
  naturally as a human can sense which way is up.   
   
  Dwarven saving throw bonuses (Ex): Dwarves 
  receive a +2 bonus on saving throws versus poison, 
  spells, and spell-like effects. 
   
  Stability (Ex): Dwarves are exceptionally stable 
  on their feet.  A dwarf gains +4 bonus on ability checks 
  to resist being bull rushed or tripped when standing on 
  the ground (but not when climbing, flying or 
  otherwise not standing firmly on the ground). 
   
  Wolf empathy (Ex): In any form, lycanthropes 
  can communicate and empathize with normal or dire 
  animals of their animal form.  This gives them a +4 
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  racial bonus on checks when influencing the animal’s 
  attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands such 
  as “friend”, “foe”, “flee”, and “attack.”  
   
  Trip (Ex): A werewolf in its animal form that hits 
  with a bite attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. If 
  the attempt fails, the opponent cannot react to attempt 
  to trip the werewolf.  
   
  Alternate Form (Su): A lycanthrope can shift into 
  animal form as though using the polymorph spell on 
  itself, though its gear is not affected, it does not regain 
  hit points for changing form and only the specific 
  animal form indicated for the lycanthrope can be 
  assumed.  It does not assume the ability scores of the 
  animal, but instead adds the animal’s physical ability 
  score modifiers to its own ability scores.  A lycanthrope 
  can also assume bipedal hybrid form with prehensile 
  hands and animalistic features.  Changing to or from 
  animal or hybrid form is a standard action.  A slain 
  lycanthrope reverts to its humanoid form, although it 
  remains dead.  Separated body parts retain their animal 
  form, however.   
   
  Curse of Lycanthropy (Sp): Any humanoid or 
  giant hit by a werewolf’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy.   
   
  Morphic Immunities (Ex): A warshaper is adept 
  at distributing her form’s vital organs around her body 
  to keep them safe from harm.  Warshapers are immune 
  to stunning and critical hits. 
   
  Morphic Weapons (Su): As a move action, a 
  warshaper can grow natural weapons such as claws or 
  fangs, allowing a natural attack that deals the 
  appropriate amount of damage according to the size of 
  the new form (see table 5-1 on page 296 of the Monster 
  Manual). These morphic weapons need not be natural 
  weapons that the creature already possesses. For 
  example, a warshaper polymorphed into an ettin (Large 
  giant) could grow a claw that deals 1d6 points of 
  damage, or horns for a gore attack that deals 1d8 points 
  of damage. 
   
  If the warshaper’s form already has natural 
  weapons of that type, the weapon deals damage as if it 
  were one category larger. For example, a warshaper 
  who used wild shape to become a dire wolf (Large 
  animal) could grow its jaw and snout, enabling a bite 
  attack that deals 2d6 points of damage (as for a huge 
  animal), not the normal 1d8. 
   
  A warshaper can change morphic weapons as 
  often as it likes, even if it is using a shapechanging 
  technique such as the polymorph spell of the wild 
  shape class feature that doesn’t allow subsequent 
  changes after the initial transformation. 
   
  Grainnen: 
  Male 
  werewolf, 
  dwarf 
  form 
  Ftr3/Warshaper1; CR 4; Medium humanoid (dwarf, 
  shapechanger); HD 3d10+2d8+1d8+22; hp 59; Init +2; 
  Spd 20 ft.; AC 15 (touch 12, flat-footed 12)[+2 Dex, +2 
  natural, +1 shield]; BA/G +3/+5; Atk +5 melee 
  (1d8+2/X3, battleaxe); Full Att +5 melee (1d8+2/X3, 
  battleaxe); SQ darkvision 60’, stonecunning, stability, 
  dwarven saving throw bonuses, alternate form, wolf 
  empathy, low-light vision, scent; AL CE; SV Fort +11, 
  Ref +6, Will +6; Str 15, Dex 14, Con 16, Int 12, Wis 16, 
  Cha 6. 
   
  Skills and Feats: Bluff +1, Disguise +0, Jump +9, 
  Listen +5, Spot +5, Survival +3 (+7 if tracking by scent), 
  Tumble +8; Blind Fight, Combat Reflexes, Improved 
  Bull Rush, Iron Will, Power Attack, Track, Weapon 
  Focus (bite).  
   
  Possessions: battleaxe, light wooden shield.  
   
  Stonecunning (Ex): A dwarf receives a +2 racial 
  bonus on Search checks to notice unusual stonework, 
  such 
  as 
  sliding 
  walls, 
  stonework 
  traps, 
  new 
  construction, unsafe stone surfaces, shaky stone 
  ceilings and the like.  Something that isn’t stone but is 
  disguised as stone also counts as unusual stonework.  A 
  dwarf who merely comes within ten feet of unusual 
  stonework can make a Search check as if he were 
  actively Searching and can use the Search skill to find 
  stonework traps as a rogue can.  A dwarf can also intuit 
  depth, sensing his approximate depth underground as 
  naturally as a human can sense which way is up.   
   
  Dwarven saving throw bonuses (Ex): Dwarves 
  receive a +2 bonus on saving throws versus poison, 
  spells, and spell-like effects. 
   
  Stability (Ex): Dwarves are exceptionally stable 
  on their feet.  A dwarf gains +4 bonus on ability checks 
  to resist being bull rushed or tripped when standing on 
  the ground (but not when climbing, flying or 
  otherwise not standing firmly on the ground). 
   
  Wolf empathy (Ex): In any form, lycanthropes 
  can communicate and empathize with normal or dire 
  animals of their animal form.  This gives them a +4 
  racial bonus on checks when influencing the animal’s 
  attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands such 
  as “friend”, “foe”, “flee”, and “attack.”  
   
  Alternate Form (Sp): A lycanthrope can shift into 
  animal form as though using the polymorph spell on 
  itself, though its gear is not affected, it does not regain 
  hit points for changing form and only the specific 
  animal form indicated for the lycanthrope can be 
  assumed.  It does not assume the ability scores of the 
  animal, but instead adds the animal’s physical ability 
  Ties of Loyalty 
   
  Page 31 
   
  
  score modifiers to its own ability scores.  A lycanthrope 
  can also assume bipedal hybrid form with prehensile 
  hands and animalistic features.  Changing to or from 
  animal or hybrid form is a standard action.  A slain 
  lycanthrope reverts to its humanoid form, although it 
  remains dead.  Separated body parts retain their animal 
  form, however.   
   
  Encounter 8 (Room 5B): 
  Nodel: Male drow Clr3/Sor4/Mystic Theurge 1 
  [Hextor]; CR 9; Medium humanoid (elf); HD 
  3d8+5d4+8; hp 39; Init -1; Spd 30 ft.; AC 15 (touch 9, 
  flat-footed 15)[-1 Dex, +4 armor, +2 natural]; BA/G 
  +4/+3; Atk +3 melee (1d8-1, flail); Full Att +3 melee 
  (1d8-1, flail); SA Spells, spell-like abilities, SQ Drow 
  Traits, darkvision 120’, light blindness; SR 19; AL NE; 
  SV Fort +5, Ref +1, Will +14; Str 8, Dex 8, Con 12, Int 
  12, Wis 16, Cha 20. 
   
   
   
  Skills and Feats: Concentration +13, Knowledge – 
  arcana +9, Knowledge – local [Iuz Border States] +2, 
  Knowledge – religion +7, Listen +5, Search +3, 
  Spellcraft +9, Spot +5; Speak Language (draconic), 
  Speak language (orc); Combat Casting, Eschew 
  Materials, Silent Spell.  
   
  Possessions: flail, wood holy symbol – Hextor, 
  amulet of natural armor +2.  
  Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + 
  spell level): 0 – create water, cure minor wounds, 
  detect magic, guidance, resistance; 1st—inflict light 
  wounds*, cause fear, doom, protection from good, 
  shield of faith; 2nd – shatter*, bear’s endurance, death 
  knell, hold person. 
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your cleric level {if 
  you hit}. You must declare the smite before making the 
  attack.  This ability is usable once per day.); Evil (you 
  cast Evil spells at +1 caster level)]. 
   
  Sorcerer Spells Known (6/8,7/5; base DC = 15 + 
  spell level): 0 – acid splash, daze, detect magic, ghost 
  sound, mage hand, read magic; 1st—mage armor, 
  magic missile, color spray, ray of enfeeblement; 2nd – 
  scorching ray, web. 
   
  Drow Traits (Ex): A drow has immunity to sleep 
  spells and effects, +2 saves versus Enchantment spells 
  or effects.  Drow also have proficiency in the following 
  weapons: rapier, shortsword, hand crossbow.   Drow 
  speak the following languages: common, elven, 
  undercommon. 
   
  Spell-Like Abilities (Sp): A drow may use the 
  following spell-like abilities once per day: dancing 
  lights, darkness, faerie fire.  Caster Level equals the 
  drow class levels. 
   
  Light Blindness (Ex): Abrupt exposure to a bright 
  light such as sunlight or daylight spell blinds drow for 
  one round. On subsequent rounds, they are dazzled as 
  long as they remain in the affected area. 
   
  POWERED UP VERSION: (Changes in bold or 
  brackets) 
  Nodel: Male drow Clr3/Sor4/Mystic Theurge 1 
  [Hextor]; CR 9; Medium humanoid (elf); HD 
  3d8+5d4+8+16; hp 39 [55]; Init -1; Spd 30 ft.; AC 15 
  [17] (touch 9 [11], flat-footed 15[17])[-1 Dex, +4 armor, 
  +2 natural, +2 deflection]; BA/G +4/+3; Atk +3 melee 
  (1d8-1, flail); Full Att +3 melee (1d8-1, flail); SA Spells, 
  spell-like abilities, SQ Drow Traits, darkvision 120’, 
  light blindness; SR 19; AL NE; SV Fort +5[+7], Ref +1, 
  Will +14; Str 8, Dex 8, Con 12 [16], Int 12, Wis 16, Cha 
  20. 
   
   
  Skills and Feats: Concentration +13, Knowledge – 
  arcana +9, Knowledge – local [Iuz Border States] +2, 
  Knowledge – religion +7, Listen +5, Search +3, 
  Spellcraft +9, Spot +5; Speak Language (draconic), 
  Speak language (orc); Combat Casting, Eschew 
  Materials, Silent Spell.  
   
  Possessions: flail, wood holy symbol – Hextor, 
  amulet of natural armor +2.  
  Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + 
  spell level): 0 – create water, cure minor wounds, 
  detect magic, guidance, resistance; 1st—inflict light 
  wounds*, cause fear, doom, protection from good, 
  shield of faith; 2nd – shatter*, bear’s endurance, 
   
  death knell, hold person. 
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your cleric level {if 
  you hit}. You must declare the smite before making the 
  attack.  This ability is usable once per day.); Evil (you 
  cast Evil spells at +1 caster level)]. 
   
  Sorcerer Spells Known (6/7[6]/5; base DC = 15 + 
  spell level): 0 – acid splash, daze, detect magic, ghost 
  sound, mage hand, read magic; 1st—mage armor, 
  magic missile, color spray, ray of enfeeblement; 2nd – 
  scorching ray, web. 
   
  Drow Traits (Ex): A drow has immunity to sleep 
  spells and effects, +2 saves versus Enchantment spells 
  or effects.  Drow also have proficiency in the following 
  weapons: rapier, shortsword, hand crossbow.   Drow 
  speak the following languages: common, elven, 
  undercommon. 
   
  Spell-Like Abilities (Sp): A drow may use the 
  following spell-like abilities once per day: dancing 
  Ties of Loyalty 
   
  Page 32 
   
  
  lights, darkness, faerie fire.  Caster Level equals the 
  drow class levels. 
   
  Light Blindness (Ex): Abrupt exposure to a bright 
  light such as sunlight or daylight spell blinds drow for 
  one round. On subsequent rounds, they are dazzled as 
  long as they remain in the affected area. 
   
   
  Ties of Loyalty 
   
  Page 33 
   
  
  Appendix 4: APL 8 Monster Statistics 
    
  Encounter 2: 
  Henlane: Male human Rgr2/Ftr4/Blackguard2; CR 6; 
  Medium humanoid; HD 2d8+4d10+2d10+16; hp 65; 
  Init +0; Spd 30 ft.; AC 17 (touch 13, flat-footed 17)[+4 
  armor, +3 deflection]; BA/G +8/+10; Atk +10 melee 
  (1d8+3, flail); Full Att +10/+5 melee (1d8+1, flail) or 
  +8/+3 (1d8+1, flail) and +8 (1d6+1/19-20 short sword); 
  SQ: combat style (melee), wild empathy, favored 
  enemy (elf), aura of evil, detect good, poison use, dark 
  blessing, smite good 1/day; AL LE; SV Fort +14, Ref +6, 
  Will +6; Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats:  Diplomacy +4, Handle Animal 
  +6, Hide +5, Intimidate +5, Knowledge – geography +2, 
  Knowledge – local [Iuz border states] +2, Knowledge – 
  nobility and royalty +2, Knowledge – religion +2, Move 
  Silently +2, Ride +8, Spot +6, Survival +8, Use Rope +4; 
  Cleave, Improved Sunder, Mounted Combat, Power 
  Attack, Ride By Attack, Spirited Charge, Track, 
  Trample, Two Weapon Fighting.  
   
  Possessions: Chain shirt, flail, short sword, shield 
  of faith +3 potion (drank), helm of glorious recovery.  
   
  Spells Prepared (2; base DC = 12 + spell level): 
  1st—cause fear, corrupt weapon. 
   
  Archers (2): Male human Rgr2/Ftr2; CR 4; Medium 
  humanoid; HD 2d8+2d10; hp 25, Init +3; Spd 30 ft.; AC 
  17 (touch 13, flat-footed 14)[+3 Dex, +4 armor]; BA/G 
  +4/+6; Atk +6 melee (1d8+3, flail) or +7 ranged 
  (1d6+2/X3 composite [Str +2] shortbow); Full Att +6 
  melee (1d8+3, flail) or +5/+5 ranged (1d6+2/X3 
  composite [Str +2] shortbow); SQ wild empathy, 
  favored enemy (elf), combat style (archery); AL LE; SV 
  Fort +6, Ref +5, Will +2; Str 14, Dex 16, Con 10, Int 8, 
  Wis 14, Cha 14.  
   
  Skills and Feats: Hide +8, Knowledge – religion 
  +1, Listen +6, Move Silently +5, Ride +7, Sleight of 
  Hand +5, Speak orc, Speak Old Oeridian, Spot +6, 
  Survival +8; Cleave, Improved Sunder, Precise Shot, 
  Point Blank Shot, Power Attack, Rapid Shot, Track.  
   
  Possessions: Chain shirt, flail, Composite short 
  bow [Str +2], 40 arrows.  
   
  Lancers (2): Male human Rgr2/Ftr2; CR 4; Medium 
  humanoid; HD 2d8+2d10+8; hp 33, Init +0; Spd 30 ft.; 
  AC 17 (touch 11, flat-footed 16)[+6 armor, +1 shield]; 
  BA/G +4/+7; Atk +7 melee (1d8+4, flail) or +8 melee 
  (1d8+4/X3 lance); Full Att +7 melee (1d8+4, flail) or +8 
  melee (1d8+4/X3 lance); SQ wild empathy, favored 
  enemy (elf), combat style (melee); AL LE; SV Fort +8, 
  Ref +3, Will +2; Str 16, Dex 10, Con 14, Int 8, Wis 14, 
  Cha 14.  
   
  Skills and Feats: Handle Animal +4, Hide +5, 
  Knowledge – religion +1, Listen +6, Move Silently +2, 
  Ride +6, Speak Ancient Suel, Speak undercommon, 
  Spot +6, Survival +8; Cleave, Improved Sunder, 
  Mounted Combat, Power Attack, Ride By Attack, 
  Track, Two Weapon Fighting. 
   
  Possessions: splint mail, flail, light steel shield, 
  masterwork lance.  
   
  Encounter 4 (Room 3B): 
  Sargoram: Male vampire Clr1/Ftr5/Pious Templar2; 
  CR 10; Medium undead (augmented humanoid 
  [halforc]); HD 8d12+8; hp 69; Init +7; Spd 20 ft.; AC 26 
  (touch 13, flat-footed 21)[+5 armor, +3 Dex, +2 shield, 
  +6 natural]; BA/G +7/+15; Atk +16 melee (1d8+8, flail); 
  Full Att +16/+11 melee (1d8+8, flail) or +14/+9 
  (1d6+8+energy drain, slam); SA Blood Drain, Children 
  of the Night, Dominate, Create Spawn, Energy Drain, 
  SQ combat style (melee), wild empathy, favored enemy 
  (elf); undead traits, Alternate form, Fast Healing, 
  Gaseous Form, Spider Climb, Turn Resistance, Cold 
  Resistance 10, Electricity Resistance 10, DR 10/silver 
  and magic, mettle, smite 1/day; AL LE; SV Fort +12, 
  Ref +6, Will +11; Str 26, Dex 16, Con -, Int 10, Wis 16, 
  Cha 14. 
   
  Skills and Feats:  Bluff +10, Concentration +8, 
  Hide +11, Intimidate +7, Knowledge – religion +4, 
  Listen +13, Move Silently +11, Ride +8, Search +8, 
  Sense Motive +11, Spot +13; Alertness, Combat 
  Reflexes, Dodge, Great Fortitude, Improved Initiative, 
  Improved Sunder, Improved Toughness, Iron Will, 
  Lightning Reflexes, Power Attack, True Believer 
  (Hextor), Weapon Focus (flail).  
   
  Possessions: breastplate, flail, heavy steel shield, 
  wood holy symbol – Hextor, cloak of resistance +1.  
   
  Pious Templar Spells Prepared (2; base DC = 13 + 
  spell level): 1st – cause fear, corrupt weapon.  
   
   
  Cleric Spells Prepared (3/2+1; base DC = 13 + spell 
  level): 0 – cure minor wounds, detect magic, mending; 
  1st—magic weapon, bane, command. 
  *Domain spell. Domains: [Law (you cast Law spells 
  at +1 caster level); War (free Martial Weapon 
  Proficiency with deity’s favored weapon and Weapon 
  Focus with the diety’s favored weapon)]. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  Ties of Loyalty 
   
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  maintained. On each such successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. (If the base 
  creature is not terrestrial, this power might summon 
  other creatures of similar power.) These creatures 
  arrive in 2d6 rounds and serve the vampire for up to 
  one hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must use a standard action, and those merely looking at 
  it are not affected. Anyone the vampire targets must 
  succeed on a Will save (DC 14) or fall instantly under 
  the vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a range 
  of 30 feet. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial.  If the vampire 
  instead drains the victim’s Constitution to 0 or lower, 
  the victim returns as a spawn if it had 4 or less HD and 
  as a vampire if it had 5 or more HD. In either case, the 
  new vampire or spawn is under the command of the 
  vampire that created it and remains enslaved until its 
  master’s destruction. At any given time a vampire may 
  have enslaved spawn totaling no more than twice its 
  own Hit Dice; any spawn it creates that would exceed 
  this limit are created as free-willed vampires or 
  vampire spawn. A vampire that is enslaved may create 
  and enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. A 
  vampire may voluntarily free an enslaved spawn in 
  order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points. A vampire can use its energy 
  drain ability once per round. 
   
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12th-level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here. While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic. A vampire’s natural 
  weapons are treated as magic weapons for the purpose 
  of overcoming damage reduction. 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. Any additional damage dealt to a vampire 
  forced into gaseous form has no effect. Once at rest in 
  its coffin, a vampire is helpless. It regains 1 hit point 
  after 1 hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Mettle (Su): A pious templar’s special blessing 
  allows her to shrug off magical effects that would 
  otherwise harm her.  If a pious templar makes a 
  successful Will or Fortitude saving throw that would 
  normally reduce the spell’s effect, she suffers no effect 
  from the spell at all.  Only those spells with a saving 
  throw entry of “Will partial,” “Fortitude half” or similar 
  entries can be negated through this ability.   
   
  Smite (Su): Once per day, a pious templar of 2
  nd 
  level or higher may make a single melee attack with a 
  +4 attack bonus and a damage bonus equal to her pious 
  templar level (if she hits).  The pious templar must 
  declare this smite before making the attack.  Starting at 
  6
  th level, a pious templar can smite twice per day.  If a 
  pious templar has a smite evil or smite ability (for 
  being a paladin or a cleric with the Destruction 
  domain) already, she can use the ability one extra time 
  per day (two extra times at 6
  th level).  The attack bonus 
  does not increase but the bonus is based on the 
  characters combined level (pious templar level plus 
  cleric or paladin level).  
   
  Encounter 7: 
  Grainnen: 
  Male 
  werewolf, 
  wolf 
  form 
  Ftr3/Warshaper4; CR 9; Medium humanoid (dwarf, 
  shapechanger); HD 3d10+2d8+4d8+63; hp 115; Init +4; 
  Spd 50 ft.; AC 18 (touch 14, flat-footed 14)[+4 Dex, +4 
  natural]; BA/G +7/+12; Atk +14 melee (1d6+6, bite) or 
  +14 melee (1d8+6 morphed bite); Full Att +14/+9 
  melee (1d6+6, bite) or +14/+9 melee (1d8+6 morphed 
  Ties of Loyalty 
   
  Page 35 
   
  
  bite); Face/Reach 5 ft./10 ft.; SA curse of lycanthropy, 
  trip, 
  morphic 
  weapons; 
  SQ 
  darkvision 
  60’, 
  stonecunning, 
  stability, 
  dwarven 
  saving 
  throw 
  bonuses, alternate form, wolf empathy, low-light 
  vision, scent, DR 10/silver, morphic immunities, 
  morphic body, morphic reach, morphic healing; AL 
  CE; SV Fort +17, Ref +9, Will +7; Str 21, Dex 18, Con 
  24, Int 12, Wis 16, Cha 6. 
   
  Skills and Feats: Bluff +3, Disguise +4, Jump +12, 
  Listen +5, Spot +10, Survival +3 (+7 if tracking by 
  scent), Tumble +12; Blind Fight, Combat Reflexes, 
  Hold the Line, Improved Bull Rush, Iron Will, Power 
  Attack, Track, Weapon Focus (bite).  
   
  Possessions: Amulet of mighty fists +1, eyes of the 
  eagle.  
   
  Stonecunning (Ex): A dwarf receives a +2 racial 
  bonus on Search checks to notice unusual stonework, 
  such 
  as 
  sliding 
  walls, 
  stonework 
  traps, 
  new 
  construction, unsafe stone surfaces, shaky stone 
  ceilings and the like.  Something that isn’t stone but is 
  disguised as stone also counts as unusual stonework.  A 
  dwarf who merely comes within ten feet of unusual 
  stonework can make a Search check as if he were 
  actively Searching and can use the Search skill to find 
  stonework traps as a rogue can.  A dwarf can also intuit 
  depth, sensing his approximate depth underground as 
  naturally as a human can sense which way is up.   
   
  Dwarven saving throw bonuses (Ex): Dwarves 
  receive a +2 bonus on saving throws versus poison, 
  spells, and spell-like effects. 
   
  Stability (Ex): Dwarves are exceptionally stable 
  on their feet.  A dwarf gains +4 bonus on ability checks 
  to resist being bull rushed or tripped when standing on 
  the ground (but not when climbing, flying or 
  otherwise not standing firmly on the ground). 
   
  Wolf empathy (Ex): In any form, lycanthropes 
  can communicate and empathize with normal or dire 
  animals of their animal form.  This gives them a +4 
  racial bonus on checks when influencing the animal’s 
  attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands such 
  as “friend”, “foe”, “flee”, and “attack.”  
   
  Trip (Ex): A werewolf in its animal form that hits 
  with a bite attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. If 
  the attempt fails, the opponent cannot react to attempt 
  to trip the werewolf.  
   
  Alternate Form (Su): A lycanthrope can shift into 
  animal form as though using the polymorph spell on 
  itself, though its gear is not affected, it does not regain 
  hit points for changing form and only the specific 
  animal form indicated for the lycanthrope can be 
  assumed.  It does not assume the ability scores of the 
  animal, but instead adds the animal’s physical ability 
  score modifiers to its own ability scores.  A lycanthrope 
  can also assume bipedal hybrid form with prehensile 
  hands and animalistic features.  Changing to or from 
  animal or hybrid form is a standard action.  A slain 
  lycanthrope reverts to its humanoid form, although it 
  remains dead.  Separated body parts retain their animal 
  form, however.   
   
  Curse of Lycanthropy (Sp): Any humanoid or 
  giant hit by a werewolf’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy.   
   
  Morphic Immunities (Ex): A warshaper is adept 
  at distributing her form’s vital organs around her body 
  to keep them safe from harm.  Warshapers are immune 
  to stunning and critical hits. 
   
  Morphic Weapons (Su): As a move action, a 
  warshaper can grow natural weapons such as claws or 
  fangs, allowing a natural attack that deals the 
  appropriate amount of damage according to the size of 
  the new form (see table 5-1 on page 296 of the Monster 
  Manual). These morphic weapons need not be natural 
  weapons that the creature already possesses. For 
  example, a warshaper polymorphed into an ettin (Large 
  giant) could grow a claw that deals 1d6 points of 
  damage, or horns for a gore attack that deals 1d8 points 
  of damage. 
   
  If the warshaper’s form already has natural 
  weapons of that type, the weapon deals damage as if it 
  were one category larger. For example, a warshaper 
  who used wild shape to become a dire wolf (Large 
  animal) could grow its jaw and snout, enabling a bite 
  attack that deals 2d6 points of damage (as for a huge 
  animal), not the normal 1d8. 
   
  A warshaper can change morphic weapons as 
  often as it likes, even if it is using a shapechanging 
  technique such as the polymorph spell of the wild 
  shape class feature that doesn’t allow subsequent 
  changes after the initial transformation. 
   
  Morphic Body (Su): At 2
  nd level and higher, a 
  warshaper can use its precise control over its form to 
  make itself stronger and heartier. It gains +4 to 
  Strength and +4 to Constitution. 
   
  Morphic Reach (Su): A warshaper of 3
  rd level or 
  higher can suddenly stretch its limbs, neck or other 
  appendage outward, giving it 5 more feet of reach than 
  the creature it is emulating. Unlike most creatures, 
  warshapers don’t appear to have a longer reach until 
  they actually use it. 
   
  Morphic Healing (Su): At 4
  th level, a warshaper 
  becomes able to change its form where wounds appear, 
  creating smooth skin where once were wounds. The 
  warshaper gains fast healing 2, and if it spends a full-
  round action and succeeds on a Concentration check 
  Ties of Loyalty 
   
  Page 36 
   
  
  (DC equal to the total damage it has sustained), it heals 
  10 points of damage. 
   
  Grainnen: 
  Male 
  werewolf, 
  dwarf 
  form 
  Ftr3/Warshaper4; CR 9; Medium humanoid (dwarf, 
  shapechanger); HD 3d10+2d8+4d8+31; hp 83; Init +2; 
  Spd 20 ft.; AC 15 (touch 12, flat-footed 12)[+2 Dex, +2 
  natural, +1 shield]; BA/G +6/+8; Atk +8 melee 
  (1d8+2/X3, battleaxe); Full Att +8 melee (1d8+2/X3, 
  battleaxe); SQ darkvision 60’, stonecunning, stability, 
  dwarven saving throw bonuses, alternate form, wolf 
  empathy, low-light vision, scent; AL CE; SV Fort +13, 
  Ref +7, Will +7; Str 15, Dex 14, Con 16, Int 12, Wis 16, 
  Cha 6. 
   
  Skills and Feats: Bluff +3, Disguise +4, Jump +9, 
  Listen +5, Spot +10, Survival +3 (+7 if tracking by 
  scent), Tumble +10; Blind Fight, Combat Reflexes, 
  Hold the Line, Improved Bull Rush, Iron Will, Power 
  Attack, Track, Weapon Focus (bite).  
   
  Possessions: battleaxe, light wooden shield, eyes of 
  the eagle.  
   
  Stonecunning (Ex): A dwarf receives a +2 racial 
  bonus on Search checks to notice unusual stonework, 
  such 
  as 
  sliding 
  walls, 
  stonework 
  traps, 
  new 
  construction, unsafe stone surfaces, shaky stone 
  ceilings and the like.  Something that isn’t stone but is 
  disguised as stone also counts as unusual stonework.  A 
  dwarf who merely comes within ten feet of unusual 
  stonework can make a Search check as if he were 
  actively Searching and can use the Search skill to find 
  stonework traps as a rogue can.  A dwarf can also intuit 
  depth, sensing his approximate depth underground as 
  naturally as a human can sense which way is up.   
   
  Dwarven saving throw bonuses (Ex): Dwarves 
  receive a +2 bonus on saving throws versus poison, 
  spells, and spell-like effects. 
   
  Stability (Ex): Dwarves are exceptionally stable 
  on their feet.  A dwarf gains +4 bonus on ability checks 
  to resist being bull rushed or tripped when standing on 
  the ground (but not when climbing, flying or 
  otherwise not standing firmly on the ground). 
   
  Wolf empathy (Ex): In any form, lycanthropes 
  can communicate and empathize with normal or dire 
  animals of their animal form.  This gives them a +4 
  racial bonus on checks when influencing the animal’s 
  attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands such 
  as “friend”, “foe”, “flee”, and “attack.”  
   
  Alternate Form (Sp): A lycanthrope can shift into 
  animal form as though using the polymorph spell on 
  itself, though its gear is not affected, it does not regain 
  hit points for changing form and only the specific 
  animal form indicated for the lycanthrope can be 
  assumed.  It does not assume the ability scores of the 
  animal, but instead adds the animal’s physical ability 
  score modifiers to its own ability scores.  A lycanthrope 
  can also assume bipedal hybrid form with prehensile 
  hands and animalistic features.  Changing to or from 
  animal or hybrid form is a standard action.  A slain 
  lycanthrope reverts to its humanoid form, although it 
  remains dead.  Separated body parts retain their animal 
  form, however.   
   
  Encounter 8 (Room 5B): 
  Nodel: 
  Male drow Clr3/Sor4/Mystic Theurge3 
  [Hextor]; CR 11; Medium humanoid (elf); HD 
  3d8+7d4+10; hp 47; Init -1; Spd 30 ft.; AC 15 (touch 9, 
  flat-footed 15)[-1 Dex, +4 armor, +2 natural]; BA/G 
  +5/+4; Atk +4 melee (1d8-1, flail); Full Att +4 melee 
  (1d8-1, flail); SA Spells, spell-like abilities, SQ Drow 
  Traits, darkvision 120’, light blindness; SR 21; AL NE; 
  SV Fort +6, Ref +2, Will +15; Str 8, Dex 8, Con 12, Int 
  12, Wis 16, Cha 20. 
   
   
  Skills and Feats: Concentration +13, Knowledge – 
  arcana +9,  Knowledge – local [Iuz Border States] +2, 
  Knowledge – religion +7, Listen +5, Search +3, Sense 
  Motive +9, Spellcraft +9, Spot +5; Speak Language 
  (draconic), Speak language (orc); Combat Casting, 
  Energy Substitution (electric), Eschew Materials, 
  Silent Spell.  
   
  Possessions: flail, wood holy symbol – Hextor, 
  amulet of natural armor +2, wand of minor image [35 
  charges].  
   
  Cleric Spells Prepared (5/4+1/4+1/3+1; base DC = 
  13 + spell level): 0 – cure minor wounds (2), detect 
  magic, guidance, resistance; 1st—inflict light wounds*, 
  cause fear, doom, protection from good, shield of faith; 
  2nd – shatter*, bear’s endurance, death knell, hold 
  person, sound burst; 3rd – magic circle against good*, 
  blindness/deafness, invisibility purge, protection from 
  energy.  
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your cleric level {if 
  you hit}. You must declare the smite before making the 
  attack.  This ability is usable once per day.); Evil (you 
  cast Evil spells at +1 caster level)]. 
   
  Sorcerer Spells Known (6/8/7/5; base DC = 15 + 
  spell level): 0 – acid splash, daze, detect magic, ghost 
  sound, mage hand, ray of frost, read magic; 1st—
  burning hands, mage armor, magic missile, color spray, 
  ray of enfeeblement; 2nd – scorching ray, touch of 
  idiocy, web; 3rd – displacement, fireball. 
   
  Drow Traits (Ex): A drow has immunity to sleep 
  spells and effects, +2 saves versus Enchantment spells 
  or effects.  Drow also have proficiency in the following 
  Ties of Loyalty 
   
  Page 37 
   
  
  weapons: rapier, shortsword, hand crossbow.   Drow 
  speak the following languages: common, elven, 
  undercommon. 
   
  Spell-Like Abilities (Sp): A drow may use the 
  following spell-like abilities once per day: dancing 
  lights, darkness, faerie fire.  Caster Level equals the 
  drow class levels. 
   
  Light Blindness (Ex): Abrupt exposure to a bright 
  light such as sunlight or daylight spell blinds drow for 
  one round. On subsequent rounds, they are dazzled as 
  long as they remain in the affected area. 
   
  POWERED UP VERSION: (Changes in bold or 
  brackets) 
  Nodel: 
  Male drow Clr3/Sor4/Mystic Theurge3 
  [Hextor]; CR 11; Medium humanoid (elf); HD 
  3d8+7d4+10+20; hp 47[67]; Init -1; Spd 30 ft.; AC 15 
  [18] (touch 9 [12], flat-footed 15 [18])[-1 Dex, +4 armor, 
  +2 natural, +3 deflection]; BA/G +5/+4; Atk +4 melee 
  (1d8-1, flail); Full Att +4 melee (1d8-1, flail); SA Spells, 
  spell-like abilities, SQ Drow Traits, darkvision 120’, 
  light blindness, precast spells; SR 21; AL NE; SV Fort 
  +6[+8], Ref +2, Will +15; Str 8, Dex 8, Con 12 [16], Int 
  12, Wis 16, Cha 20. 
   
  Skills and Feats: Concentration +13, Knowledge – 
  arcana +9, Knowledge – local [Iuz Border States] +2, 
  Knowledge – religion +7, Listen +5, Search +3, Sense 
  Motive +9, Spellcraft +9, Spot +5; Speak Language 
  (draconic), Speak language (orc); Combat Casting, 
  Energy Substitution (electric), Eschew Materials, 
  Silent Spell.  
   
  Possessions: flail, wood holy symbol – Hextor, 
  amulet of natural armor +2, wand of minor image [35 
  charges].  
   
  Cleric Spells Prepared (5/4+1/4+1/3+1; base DC = 
  13 + spell level): 0 – cure minor wounds (2), detect 
  magic, guidance, resistance; 1st—inflict light wounds*, 
  cause fear, doom, protection from good, shield of 
  faith; 2nd – shatter*, bear’s endurance, death knell, 
  hold person, sound burst; 3rd – magic circle against 
  good*, 
  blindness/deafness, 
  invisibility 
  purge, 
  protection from energy.  
   
   
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your cleric level {if 
  you hit}. You must declare the smite before making the 
  attack.  This ability is usable once per day.); Evil (you 
  cast Evil spells at +1 caster level)]. 
  Sorcerer Spells Known (6/8[7]/7/5; base DC = 15 + 
  spell level): 0 – acid splash, daze, detect magic, ghost 
  sound, mage hand, ray of frost, read magic; 1st—
  burning hands, mage armor, magic missile, color 
  spray, ray of enfeeblement; 2nd – scorching ray, touch 
  of idiocy, web; 3rd – displacement, fireball. 
   
  Drow Traits (Ex): A drow has immunity to sleep 
  spells and effects, +2 saves versus Enchantment spells 
  or effects.  Drow also have proficiency in the following 
  weapons: rapier, shortsword, hand crossbow.   Drow 
  speak the following languages: common, elven, 
  undercommon. 
   
  Spell-Like Abilities (Sp): A drow may use the 
  following spell-like abilities once per day: dancing 
  lights, darkness, faerie fire.  Caster Level equals the 
  drow class levels. 
   
  Light Blindness (Ex): Abrupt exposure to a bright 
  light such as sunlight or daylight spell blinds drow for 
  one round. On subsequent rounds, they are dazzled as 
  long as they remain in the affected area. 
   
  Precast Spells: Nodel has precast the following 
  spells: mage armor, shield of faith, and bear’s 
  endurance, with adjustments as noted above.  In 
  addition, the following spells are in effect: magic circle 
  versus good [+2 on saving throws for spells cast by 
  good PCs], invisibility purge, protection from energy 
  [FIRE].  He will cast displacement the first round of 
  combat. 
   
  Ties of Loyalty 
   
  Page 38 
   
  
  Appendix 5: APL 10 Monster Statistics
   
  Encounter 2: 
  Henlane: Male human Rgr2/Ftr4/Blackguard4; CR 8; 
  Medium humanoid; HD 2d8+4d10+4d10+20; hp 81; 
  Init +0; Spd 30 ft.; AC 17 (touch 13, flat-footed 17)[+4 
  armor, +3 deflection]; BA/G +10/+12; Atk +12 melee 
  (1d8+3/19-20, flail); Full Att +12/+7 melee (1d8+1, flail) 
  or +10/+5 (1d8+1/19-20, flail) and +10 (1d6+1/19-20 
  short sword); SQ: combat style (melee), wild empathy, 
  favored enemy (elf), aura of evil, detect good, poison 
  use, dark blessing, smite good 1/day, aura of despair, 
  command undead, sneak attack +1d6; AL LE; SV Fort 
  +15, Ref +7, Will +7; Str 14, Dex 10, Con 14, Int 10, Wis 
  16, Cha 14. 
   
  Skills and Feats:  Diplomacy +8, Concentration +4, 
  Handle Animal +6, Hide +5, Intimidate +5, Knowledge 
  – geography +2, Knowledge – local [Iuz border states] 
  +2, Knowledge – nobility and royalty +2, Knowledge – 
  religion +2, Move Silently +2, Ride +8, Spot +6, 
  Survival +8, Use Rope +4; Cleave, Improved Critical 
  (flail), Improved Sunder, Mounted Combat, Power 
  Attack, Ride By Attack, Spirited Charge, Track, 
  Trample, Two Weapon Fighting.  
   
  Possessions: Chain shirt, flail, short sword, shield 
  of faith +3 potion (drank), helm of glorious recovery.  
   
  Spells Prepared (2/2; base DC = 12 + spell level): 
  1st—cause fear, corrupt weapon., 2nd–-death knell, 
  shatter. 
   
  Archers (2): Male human Rgr2/Ftr4; CR 6; Medium 
  humanoid; HD 2d8+4d10; hp 37, Init +3; Spd 30 ft.; AC 
  17 (touch 13, flat-footed 14)[+3 Dex, +4 armor]; BA/G 
  +6/+8; Atk +8 melee (1d8+3, flail) or +9 ranged 
  (1d6+2/X3 composite [Str +2] shortbow); Full Att 
  +8/+3 melee (1d8+3, flail) or +7/+7/+2 ranged 
  (1d6+2/X3 composite [Str +2] shortbow); SQ wild 
  empathy, favored enemy (elf), combat style (archery); 
  AL LE; SV Fort +7, Ref +6, Will +3; Str 14, Dex 16, Con 
  10, Int 8, Wis 14, Cha 14.  
   
  Skills and Feats: Hide +8, Knowledge – religion 
  +1, Listen +6, Move Silently +5, Ride +11, Sleight of 
  Hand +5, Speak orc, Speak Old Oeridian, Spot +6, 
  Survival +8; Cleave, Improved Sunder, Mounted 
  Archery, Mounted Combat, Precise Shot, Point Blank 
  Shot, Power Attack, Rapid Shot, Track. 
   
  Possessions: Chain shirt, flail, Composite short 
  bow [Str +2], 40 arrows.  
   
  Lancers (2): Male human Rgr2/Ftr4; CR 6; Medium 
  humanoid; HD 2d8+4d10+12; hp 49, Init +0; Spd 30 ft.; 
  AC 17 (touch 11, flat-footed 16)[+6 armor, +1 shield]; 
  BA/G +6/+9; Atk +9 melee (1d8+4, flail) or +10 melee 
  (1d8+4/X3 lance); Full Att +9/+4 melee (1d8+4, flail) or 
  +10/+5 melee (1d8+4/X3 lance); SQ wild empathy, 
  favored enemy (elf), combat style (melee); AL LE; SV 
  Fort +9, Ref +4, Will +3; Str 16, Dex 10, Con 14, Int 8, 
  Wis 14, Cha 14.  
   
  Skills and Feats: Handle Animal +4, Hide +5, 
  Knowledge – religion +1, Listen +6, Move Silently +2, 
  Ride +10, Speak Ancient Suel, Speak undercommon, 
  Spot +6, Survival +8; Cleave, Improved Sunder, 
  Mounted Combat, Power Attack, Ride By Attack, 
  Spirited Charge, Track, Trample, Two Weapon 
  Fighting. 
   
  Possessions: splint mail, flail, light steel shield, 
  masterwork lance.  
   
  Encounter 4 (Room 3B): 
  Sargoram: Male vampire Clr1/Ftr5/Pious Templar4; 
  CR 12; Medium undead (augmented humanoid 
  [halforc]); HD 10d12+10; hp 85; Init +7; Spd 20 ft.; AC 
  26 (touch 13, flat-footed 21)[+5 armor, +3 Dex, +2 
  shield, +6 natural]; BA/G +9/+17; Atk +18 melee 
  (1d8+10, flail); Full Att +18/+13 melee (1d8+10, flail) or 
  +16/+11 (1d6+8+energy drain, slam); SA Blood Drain, 
  Children of the Night, Dominate, Create Spawn, 
  Energy Drain, SQ combat style (melee), wild empathy, 
  favored enemy (elf); undead traits, Alternate form, Fast 
  Healing, 
  Gaseous 
  Form, 
  Spider 
  Climb, 
  Turn 
  Resistance, Cold Resistance 10, Electricity Resistance 
  10, DR 10/silver and magic, mettle, smite 1/day, 
  damage reduction 1/-; AL LE; SV Fort +13, Ref +8, Will 
  +12; Str 26, Dex 16, Con -, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats:  Bluff +10, Concentration +10, 
  Heal +5, Hide +11, Intimidate +7, Knowledge – 
  religion +4, Listen +13, Move Silently +11, Ride +8, 
  Search +8, Sense Motive +11, Spot +13; Alertness, Blind 
  Fight, Combat Reflexes, Dodge, Great Fortitude, 
  Improved Initiative, Improved Smiting, Improved 
  Sunder, Improved Toughness, Iron Will, Lightning 
  Reflexes, Power Attack, True Believer (Hextor), 
  Weapon Focus (flail), Weapon Specialization (flail).  
   
  Possessions: breastplate, flail, heavy steel shield, 
  wood holy symbol – Hextor, cloak of resistance +1.  
  Ties of Loyalty 
   
  Page 39 
   
  
   
  Pious Templar Spells Prepared (2/2; base DC = 13 
  + spell level): 1st – cause fear, corrupt weapon; 2nd –
  bull strength, shatter.  
   
   
   
  Cleric Spells Prepared (3/2+1; base DC = 13 + spell 
  level): 0 – cure minor wounds, detect magic, mending; 
  1st—magic weapon, bane, command. 
  *Domain spell. Domains: [Law (you cast Law spells 
  at +1 caster level); War (free Martial Weapon 
  Proficiency with deity’s favored weapon and Weapon 
  Focus with the diety’s favored weapon)]. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. (If the base 
  creature is not terrestrial, this power might summon 
  other creatures of similar power.) These creatures 
  arrive in 2d6 rounds and serve the vampire for up to 
  one hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must use a standard action, and those merely looking at 
  it are not affected. Anyone the vampire targets must 
  succeed on a Will save (DC 14) or fall instantly under 
  the vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a range 
  of 30 feet. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial.  If the vampire 
  instead drains the victim’s Constitution to 0 or lower, 
  the victim returns as a spawn if it had 4 or less HD and 
  as a vampire if it had 5 or more HD. In either case, the 
  new vampire or spawn is under the command of the 
  vampire that created it and remains enslaved until its 
  master’s destruction. At any given time a vampire may 
  have enslaved spawn totaling no more than twice its 
  own Hit Dice; any spawn it creates that would exceed 
  this limit are created as free-willed vampires or 
  vampire spawn. A vampire that is enslaved may create 
  and enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. A 
  vampire may voluntarily free an enslaved spawn in 
  order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points. A vampire can use its energy 
  drain ability once per round. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12th-level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here. While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic. A vampire’s natural 
  weapons are treated as magic weapons for the purpose 
  of overcoming damage reduction. 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. Any additional damage dealt to a vampire 
  forced into gaseous form has no effect. Once at rest in 
  its coffin, a vampire is helpless. It regains 1 hit point 
  after 1 hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Mettle (Su): A pious templar’s special blessing 
  allows her to shrug off magical effects that would 
  otherwise harm her.  If a pious templar makes a 
  successful Will or Fortitude saving throw that would 
  normally reduce the spell’s effect, she suffers no effect 
  from the spell at all.  Only those spells with a saving 
  throw entry of “Will partial,” “Fortitude half” or similar 
  entries can be negated through this ability.   
   
  Smite (Su): Once per day, a pious templar of 2
  nd 
  level or higher may make a single melee attack with a 
  +4 attack bonus and a damage bonus equal to her pious 
  templar level (if she hits).  The pious templar must 
  declare this smite before making the attack.  Starting at 
  6
  th level, a pious templar can smite twice per day.  If a 
  pious templar has a smite evil or smite ability (for 
  being a paladin or a cleric with the Destruction 
  domain) already, she can use the ability one extra time 
  per day (two extra times at 6
  th level).  The attack bonus 
  Ties of Loyalty 
   
  Page 40 
   
  
  does not increase but the bonus is based on the 
  characters combined level (pious templar level plus 
  cleric or paladin level).  
   
  Encounter 7: 
  Grainnen: 
  Male 
  werewolf, 
  wolf 
  form 
  Ftr5/Warshaper4; CR 11; Medium humanoid (dwarf, 
  shapechanger); HD 5d10+2d8+4d8+77; hp 141; Init +4; 
  Spd 50 ft.; AC 18 (touch 14, flat-footed 14)[+4 Dex, +4 
  natural]; BA/G +9/+15; Atk +17 melee (1d6+8, bite) or 
  +17 melee (1d8+8 morphed bite); Full Att +17/+12 
  melee (1d6+8, bite) or +17/+12 melee (1d8+8 morphed 
  bite); Face/Reach 5 ft./10 ft.; SA curse of lycanthropy, 
  trip, 
  morphic 
  weapons; 
  SQ 
  darkvision 
  60’, 
  stonecunning, 
  stability, 
  dwarven 
  saving 
  throw 
  bonuses, alternate form, wolf empathy, low-light 
  vision, scent, DR 10/silver, morphic immunities, 
  morphic body, morphic reach, morphic healing; AL 
  CE; SV Fort +18, Ref +11, Will +7; Str 22, Dex 18, Con 
  24, Int 12, Wis 16, Cha 6. 
   
  Skills and Feats: Bluff +5, Disguise +4, Jump +12, 
  Listen +5, Spot +10, Survival +3 (+7 if tracking by 
  scent), Tumble +13; Blind Fight, Combat Reflexes, 
  Hold the Line, Improved Bull Rush, Iron Will, 
  Lightning Reflexes, Power Attack, Track, Weapon 
  Focus (bite), Weapon Specialization (bite).  
   
  Possessions: Amulet of mighty fists +1, eyes of the 
  eagle.  
   
  Stonecunning (Ex): A dwarf receives a +2 racial 
  bonus on Search checks to notice unusual stonework, 
  such 
  as 
  sliding 
  walls, 
  stonework 
  traps, 
  new 
  construction, unsafe stone surfaces, shaky stone 
  ceilings and the like.  Something that isn’t stone but is 
  disguised as stone also counts as unusual stonework.  A 
  dwarf who merely comes within ten feet of unusual 
  stonework can make a Search check as if he were 
  actively Searching and can use the Search skill to find 
  stonework traps as a rogue can.  A dwarf can also intuit 
  depth, sensing his approximate depth underground as 
  naturally as a human can sense which way is up.   
   
  Dwarven saving throw bonuses (Ex): Dwarves 
  receive a +2 bonus on saving throws versus poison, 
  spells, and spell-like effects. 
   
  Stability (Ex): Dwarves are exceptionally stable 
  on their feet.  A dwarf gains +4 bonus on ability checks 
  to resist being bull rushed or tripped when standing on 
  the ground (but not when climbing, flying or 
  otherwise not standing firmly on the ground). 
   
  Wolf empathy (Ex): In any form, lycanthropes 
  can communicate and empathize with normal or dire 
  animals of their animal form.  This gives them a +4 
  racial bonus on checks when influencing the animal’s 
  attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands such 
  as “friend”, “foe”, “flee”, and “attack.”  
   
  Trip (Ex): A werewolf in its animal form that hits 
  with a bite attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. If 
  the attempt fails, the opponent cannot react to attempt 
  to trip the werewolf.  
   
  Alternate Form (Su): A lycanthrope can shift into 
  animal form as though using the polymorph spell on 
  itself, though its gear is not affected, it does not regain 
  hit points for changing form and only the specific 
  animal form indicated for the lycanthrope can be 
  assumed.  It does not assume the ability scores of the 
  animal, but instead adds the animal’s physical ability 
  score modifiers to its own ability scores.  A lycanthrope 
  can also assume bipedal hybrid form with prehensile 
  hands and animalistic features.  Changing to or from 
  animal or hybrid form is a standard action.  A slain 
  lycanthrope reverts to its humanoid form, although it 
  remains dead.  Separated body parts retain their animal 
  form, however.   
   
  Curse of Lycanthropy (Sp): Any humanoid or 
  giant hit by a werewolf’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy.   
   
  Morphic Immunities (Ex): A warshaper is adept 
  at distributing her form’s vital organs around her body 
  to keep them safe from harm.  Warshapers are immune 
  to stunning and critical hits. 
   
  Morphic Weapons (Su): As a move action, a 
  warshaper can grow natural weapons such as claws or 
  fangs, allowing a natural attack that deals the 
  appropriate amount of damage according to the size of 
  the new form (see table 5-1 on page 296 of the Monster 
  Manual). These morphic weapons need not be natural 
  weapons that the creature already possesses. For 
  example, a warshaper polymorphed into an ettin (Large 
  giant) could grow a claw that deals 1d6 points of 
  damage, or horns for a gore attack that deals 1d8 points 
  of damage. 
   
  If the warshaper’s form already has natural 
  weapons of that type, the weapon deals damage as if it 
  were one category larger. For example, a warshaper 
  who used wild shape to become a dire wolf (Large 
  animal) could grow its jaw and snout, enabling a bite 
  attack that deals 2d6 points of damage (as for a huge 
  animal), not the normal 1d8. 
   
  A warshaper can change morphic weapons as 
  often as it likes, even if it is using a shapechanging 
  technique such as the polymorph spell of the wild 
  shape class feature that doesn’t allow subsequent 
  changes after the initial transformation. 
  Ties of Loyalty 
   
  Page 41 
   
  
   
  Morphic Body (Su): At 2
  nd level and higher, a 
  warshaper can use its precise control over its form to 
  make itself stronger and heartier. It gains +4 to 
  Strength and +4 to Constitution. 
   
  Morphic Reach (Su): A warshaper of 3
  rd level or 
  higher can suddenly stretch its limbs, neck or other 
  appendage outward, giving it 5 more feet of reach than 
  the creature it is emulating. Unlike most creatures, 
  warshapers don’t appear to have a longer reach until 
  they actually use it. 
   
  Morphic Healing (Su): At 4
  th level, a warshaper 
  becomes able to change its form where wounds appear, 
  creating smooth skin where once were wounds. The 
  warshaper gains fast healing 2, and if it spends a full-
  round action and succeeds on a Concentration check 
  (DC equal to the total damage it has sustained), it heals 
  10 points of damage. 
   
  Grainnen: 
  Male 
  werewolf, 
  dwarf 
  form 
  Ftr5/Warshaper4; CR 11; Medium humanoid (dwarf, 
  shapechanger); HD 5d10+2d8+4d8+37; hp 101; Init +2; 
  Spd 20 ft.; AC 15 (touch 12, flat-footed 12)[+2 Dex, +2 
  natural, +1 shield]; BA/G +9/+12; Atk +12 melee 
  (1d8+3/X3, 
  battleaxe); 
  Full 
  Att 
  +12/+7 
  melee 
  (1d8+3/X3, 
  battleaxe); 
  SQ 
  darkvision 
  60’, 
  stonecunning, 
  stability, 
  dwarven 
  saving 
  throw 
  bonuses, alternate form, wolf empathy, low-light 
  vision, scent; AL CE; SV Fort +14, Ref +9, Will +7; Str 
  16, Dex 14, Con 16, Int 12, Wis 16, Cha 6. 
   
  Skills and Feats: Bluff +5, Disguise +4, Jump +10, 
  Listen +5, Spot +10, Survival +3 (+7 if tracking by 
  scent), Tumble +11; Blind Fight, Combat Reflexes, 
  Hold the Line, Improved Bull Rush, Iron Will, 
  Lightning Reflexes, Power Attack, Track, Weapon 
  Focus (bite), Weapon Specialization (bite).  
   
  Possessions: battleaxe, light wooden shield, eyes of 
  the eagle.  
   
  Stonecunning (Ex): A dwarf receives a +2 racial 
  bonus on Search checks to notice unusual stonework, 
  such 
  as 
  sliding 
  walls, 
  stonework 
  traps, 
  new 
  construction, unsafe stone surfaces, shaky stone 
  ceilings and the like.  Something that isn’t stone but is 
  disguised as stone also counts as unusual stonework.  A 
  dwarf who merely comes within ten feet of unusual 
  stonework can make a Search check as if he were 
  actively Searching and can use the Search skill to find 
  stonework traps as a rogue can.  A dwarf can also intuit 
  depth, sensing his approximate depth underground as 
  naturally as a human can sense which way is up.   
   
  Dwarven saving throw bonuses (Ex): Dwarves 
  receive a +2 bonus on saving throws versus poison, 
  spells, and spell-like effects. 
   
  Stability (Ex): Dwarves are exceptionally stable 
  on their feet.  A dwarf gains +4 bonus on ability checks 
  to resist being bull rushed or tripped when standing on 
  the ground (but not when climbing, flying or 
  otherwise not standing firmly on the ground). 
   
  Wolf empathy (Ex): In any form, lycanthropes 
  can communicate and empathize with normal or dire 
  animals of their animal form.  This gives them a +4 
  racial bonus on checks when influencing the animal’s 
  attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands such 
  as “friend”, “foe”, “flee”, and “attack.”  
   
  Alternate Form (Sp): A lycanthrope can shift into 
  animal form as though using the polymorph spell on 
  itself, though its gear is not affected, it does not regain 
  hit points for changing form and only the specific 
  animal form indicated for the lycanthrope can be 
  assumed.  It does not assume the ability scores of the 
  animal, but instead adds the animal’s physical ability 
  score modifiers to its own ability scores.  A lycanthrope 
  can also assume bipedal hybrid form with prehensile 
  hands and animalistic features.  Changing to or from 
  animal or hybrid form is a standard action.  A slain 
  lycanthrope reverts to its humanoid form, although it 
  remains dead.  Separated body parts retain their animal 
  form, however.   
   
  Encounter 8 (Room 5B): 
  Nodel: 
  Male drow Clr3/Sor4/Mystic Theurge5 
  [Hextor]; CR 13; Medium humanoid (elf); HD 
  3d8+9d4+12; hp 54; Init -1; Spd 30 ft.; AC 15 (touch 9, 
  flat-footed 15)[-1 Dex, +4 armor, +2 natural]; BA/G 
  +6/+5; Atk +5 melee (1d8-1, flail); Full Att +5 melee 
  (1d8-1, flail); SA Spells, spell-like abilities, SQ Drow 
  Traits, darkvision 120’, light blindness; SR 23; AL NE; 
  SV Fort +6, Ref +2, Will +16; Str 8, Dex 8, Con 12, Int 
  12, Wis 17, Cha 20. 
   
  Skills and Feats: Concentration +17, Knowledge – 
  arcana +9, Knowledge – local [Iuz Border States] +2, 
  Knowledge – religion +7, Listen +5, Search +3, Sense 
  Motive +9, Spellcraft +11, Spot +5; Speak Language 
  (draconic), Speak language (orc); Combat Casting, 
  Divine Metamagic (silent spell), Energy Substitution 
  (electric), Eschew Materials, Silent Spell.  
   
  Possessions: flail, wood holy symbol – Hextor, 
  amulet of natural armor +2, staff of healing, wand of 
  minor image [5 charges].  
   
  Cleric Spells Prepared (6/5+1/4+1/4+1/2+1; base 
  DC = 13 + spell level): 0 – create water, cure minor 
  wounds (2), detect magic, guidance, resistance; 1st—
  inflict light wounds*, cause fear, doom, entropic shield, 
  protection from good, shield of faith; 2nd – shatter*, 
  bear’s endurance, death knell, hold person, sound 
  burst; 3rd – magic circle against good*, cure serious 
  wounds, 
  blindness/deafness, 
  invisibility 
  purge, 
  Ties of Loyalty 
   
  Page 42 
   
  
  protection from energy; 4th – unholy blight*, spell 
  immunity, summon monster IV.  
   
   
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your cleric level {if 
  you hit}. You must declare the smite before making the 
  attack.  This ability is usable once per day.); Evil (you 
  cast Evil spells at +1 caster level)]. 
  Sorcerer Spells Known (6/8,7/7/7/5; base DC = 15 
  + spell level): 0 – acid splash, daze, detect magic, ghost 
  sound, mage hand, prestidigitation, ray of frost, read 
  magic; 1st—burning hands, mage armor, magic 
  missile, color spray, ray of enfeeblement; 2nd –
  protection from arrows, scorching ray, touch of idiocy, 
  web; 3rd – displacement, fireball, slow; 4th – ice storm, 
  stoneskin. 
   
   
  Drow Traits (Ex): A drow has immunity to sleep 
  spells and effects, +2 saves versus Enchantment spells 
  or effects.  Drow also have proficiency in the following 
  weapons: rapier, shortsword, hand crossbow.   Drow 
  speak the following languages: common, elven, 
  undercommon. 
   
  Spell-Like Abilities (Sp): A drow may use the 
  following spell-like abilities once per day: dancing 
  lights, darkness, faerie fire.  Caster Level equals the 
  drow class levels. 
   
  Light Blindness (Ex): Abrupt exposure to a bright 
  light such as sunlight or daylight spell blinds drow for 
  one round. On subsequent rounds, they are dazzled as 
  long as they remain in the affected area. 
   
  POWERED UP VERSION: (Changes in bold or 
  brackets) 
  Nodel: 
  Male drow Clr3/Sor4/Mystic Theurge5 
  [Hextor]; CR 13; Medium humanoid (elf); HD 
  3d8+9d4+12+24; hp 54[78]; Init -1; Spd 30 ft.; AC 15 
  [18] (touch 9[11], flat-footed 15[18])[-1 Dex, +4 armor, 
  +2 natural, +3 deflection]; BA/G +6/+5; Atk +5 melee 
  (1d8-1, flail); Full Att +5 melee (1d8-1, flail); SA Spells, 
  spell-like abilities, SQ Drow Traits, darkvision 120’, 
  light blindness; SR 23; AL NE; SV Fort +6 [+8], Ref +2, 
  Will +16; Str 8, Dex 8, Con 12 [16], Int 12, Wis 17, Cha 
  20. 
   
  f
  Skills and Feats: Concentration +17, Knowledge – 
  arcana +9, Knowledge – local [Iuz Border States] +2, 
  Knowledge – religion +7, Listen +5, Search +3, Sense 
  Motive +9, Spellcraft +11, Spot +5; Speak Language 
  (draconic), Speak language (orc); Combat Casting, 
  Divine Metamagic (silent spell), Energy Substitution 
  (electric), Eschew Materials, Silent Spell.  
   
  Possessions: flail, wood holy symbol – Hextor, 
  amulet of natural armor +2, staff of healing, wand of 
  minor image [5 charges].  
   
  Cleric Spells Prepared (6/5+1/4+1/4+1/2+1; base 
  DC = 13 + spell level): 0 – create water, cure minor 
  wounds (2), detect magic, guidance, resistance; 1st—
  inflict light wounds*, cause fear, doom, entropic shield, 
  protection from good, shield o  faith; 2nd – shatter*, 
  bear’s endurance, death knell, hold person, sound 
  burst; 3rd – magic circle against good*, cure serious 
  wounds, 
  blindness/deafness, 
  invisibility 
  purge, 
  protection from energy; 4th – unholy blight*, spell 
  immunity, summon monster IV.  
   
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your cleric level {if 
  you hit}. You must declare the smite before making the 
  attack.  This ability is usable once per day.); Evil (you 
  cast Evil spells at +1 caster level)]. 
   
  Sorcerer Spells Known (6/8[7]/7[6]/7/5[4]; base 
  DC = 15 + spell level): 0 – acid splash, daze, detect 
  magic, ghost sound, mage hand, prestidigitation, ray of 
  frost, read magic; 1st—burning hands, mage armor, 
  magic missile, color spray, ray of enfeeblement; 2nd – 
  protection from arrows, scorching ray, touch of 
  idiocy, web; 3rd – displacement, fireball, slow; 4th – ice 
  storm, stoneskin. 
   
  Drow Traits (Ex): A drow has immunity to sleep 
  spells and effects, +2 saves versus Enchantment spells 
  or effects.  Drow also have proficiency in the following 
  weapons: rapier, shortsword, hand crossbow.   Drow 
  speak the following languages: common, elven, 
  undercommon. 
   
  Spell-Like Abilities (Sp): A drow may use the 
  following spell-like abilities once per day: dancing 
  lights, darkness, faerie fire.  Caster Level equals the 
  drow class levels. 
   
  Light Blindness (Ex): Abrupt exposure to a bright 
  light such as sunlight or daylight spell blinds drow for 
  one round. On subsequent rounds, they are dazzled as 
  long as they remain in the affected area. 
   
  Precast Spells: Nodel has precast the following 
  spells: mage armor, shield of faith, and bear’s 
  endurance, with adjustments as noted above.  In 
  addition, the following spells are in effect: magic circle 
  versus good [+2 on saving throws for spells cast by 
  good PCs], invisibility purge, protection from arrows, 
  protection from energy [FIRE], stoneskin [90 hp 
  damage prevented], spell immunity [magic missile, ice 
  storm, shout].  He will cast displacement the first 
  round of combat. 
  Ties of Loyalty 
   
  Page 43 
   
  
  Appendix 6: APL 12 Monster Statistics
   
  Encounter 2: 
  Henlane: Male human Rgr2/Ftr4/Blackguard6; CR 10; 
  Medium humanoid; HD 2d8+4d10+6d10+24; hp 97; 
  Init +0; Spd 30 ft.; AC 17 (touch 13, flat-footed 17)[+4 
  armor, +3 deflection]; BA/G +12/+14; Atk +15 melee 
  (1d8+4/19-20, flail); Full Att +15/+10/+5 melee 
  (1d8+4/19-20, flail) or +13/+8/+3 (1d8+4/19-20, flail) 
  and +12 (1d6+1/19-20 short sword); SQ: combat style 
  (melee), wild empathy, favored enemy (elf), aura of 
  evil, detect good, poison use, dark blessing, smite good 
  2/day, aura of despair, command undead, sneak attack 
  +1d6, fiendish servant; AL LE; SV Fort +16, Ref +8, Will 
  +8; Str 14, Dex 10, Con 14, Int 10, Wis 17, Cha 14. 
   
  Skills and Feats:  Diplomacy +8, Concentration +6, 
  Handle Animal +6, Hide +5, Intimidate +7, Knowledge 
  – geography +2, Knowledge – local [Iuz border states] 
  +2, Knowledge – nobility and royalty +2, Knowledge – 
  religion +2, Move Silently +2, Ride +10, Spot +6, 
  Survival +8, Use Rope +4; Blind Fight, Cleave, 
  Improved Critical (flail), Improved Sunder, Mounted 
  Combat, Power Attack, Ride By Attack, Spirited 
  Charge, Track, Trample, Two Weapon Fighting.  
   
  Possessions: Chain shirt, flail +1 – bane (elf), short 
  sword, shield of faith +3 potion (drank), helm of 
  glorious recovery.  
   
  Spells Prepared (2/2/2; base DC = 13 + spell level): 
  1st—cause fear, corrupt weapon, 2nd–-death knell, 
  shatter, 3rd—cure serious wounds, protection from 
  elements. 
   
  Archers (2): Male human Rgr2/Ftr4/Blackguard2; CR 
  8; Medium humanoid; HD 2d8+6d10; hp 49, Init +3; 
  Spd 30 ft.; AC 17 (touch 13, flat-footed 14)[+3 Dex, +4 
  armor]; BA/G +8/+10; Atk +10 melee (1d8+3, flail) or 
  +11 ranged (1d6+2/X3 composite [Str +2] shortbow); 
  Full Att +10/+5 melee (1d8+3, flail) or +9/+9/+4 ranged 
  (1d6+2/X3 composite [Str +2] shortbow); SQ wild 
  empathy, favored enemy (elf), combat style (archery), 
  aura of evil, detect good, poison use, dark blessing, 
  smite good 1/day; AL LE; SV Fort +12, Ref +8, Will +5; 
  Str 14, Dex 16, Con 10, Int 8, Wis 15, Cha 14.  
   
  Skills and Feats: Concentration +2, Hide +8, 
  Knowledge – religion +1, Listen +6, Move Silently +5, 
  Ride +13, Sleight of Hand +5, Speak orc, Speak Old 
  Oeridian, Spot +6, Survival +8; Cleave, Improved 
  Sunder, Mounted Archery, Mounted Combat, Precise 
  Shot, Point Blank Shot, Power Attack, Rapid Shot, 
  Track. 
   
  Possessions: Chain shirt, flail, Composite short 
  bow [Str +2], 40 arrows.  
   
  Spells Prepared (2; base DC = 12 + spell level): 
  1st—corrupt weapon, inflict light wounds. 
   
  Lancers (2): Male human Rgr2/Ftr4/Blackguard2; CR 
  8; Medium humanoid; HD 2d8+6d10+16; hp 65, Init 
  +0; Spd 30 ft.; AC 17 (touch 11, flat-footed 16)[+6 
  armor, +1 shield]; BA/G +8/+11; Atk +11 melee (1d8+4, 
  flail) or +12 melee (1d8+4/X3 lance); Full Att +11/+6 
  melee (1d8+4, flail) or +12/+7 melee (1d8+4/X3 lance); 
  SQ wild empathy, favored enemy (elf), combat style 
  (melee), aura of evil, detect good, poison use, dark 
  blessing, smite good 1/day; AL LE; SV Fort +14, Ref +6, 
  Will +5; Str 16, Dex 10, Con 14, Int 8, Wis 15, Cha 14.  
   
  Skills and Feats: Handle Animal +4, Hide +5, 
  Knowledge – religion +1, Listen +6, Move Silently +2, 
  Ride +10, Speak Ancient Suel, Speak undercommon, 
  Spot +6, Survival +8; Cleave, Improved Sunder, 
  Mounted Combat, Power Attack, Ride By Attack, 
  Spirited Charge, Track, Trample, Two Weapon 
  Fighting. 
   
  Possessions: splint mail, flail, light steel shield, 
  masterwork lance.  
   
  Spells Prepared (2; base DC = 12 + spell level): 
  1st—corrupt weapon, inflict light wounds. 
   
  Encounter 4 (Room 3B): 
  Sargoram: Male vampire Clr1/Ftr5/Pious Templar6; 
  CR 14; Medium undead (augmented humanoid 
  [halforc]); HD 12d12+12; hp 101; Init +7; Spd 20 ft.; AC 
  26 (touch 13, flat-footed 21)[+5 armor, +3 Dex, +2 
  shield, +6 natural]; BA/G +11/+19; Atk +20 melee 
  (1d8+10/19-20, flail); Full Att +20/+15/+10 melee 
  (1d8+10/19-20, flail) or +18/+13/+8 (1d6+8+energy 
  drain, slam); SA Blood Drain, Children of the Night, 
  Dominate, Create Spawn, Energy Drain, SQ combat 
  style (melee), wild empathy, favored enemy (elf); 
  undead traits, Alternate form, Fast Healing, Gaseous 
  Form, Spider Climb, Turn Resistance, Cold Resistance 
  10, Electricity Resistance 10, DR 10/silver and magic, 
  mettle, smite 2/day, damage reduction 1/-; AL LE; SV 
  Fort +14, Ref +8, Will +13; Str 27, Dex 16, Con -, Int 10, 
  Wis 16, Cha 14. 
   
  Skills and Feats:  Bluff +10, Concentration +12, 
  Heal +5, Hide +11, Intimidate +7, Knowledge – 
  religion +6, Listen +13, Move Silently +11, Ride +8, 
  Search +8, Sense Motive +11, Spot +13; Alertness, Blind 
  Ties of Loyalty 
   
  Page 44 
   
  
  Fight, Combat Reflexes, Dodge, Great Fortitude, 
  Improved 
  Critical 
  (flail), 
  Improved 
  Initiative, 
  Improved Smiting, Improved Sunder, Improved 
  Toughness, Iron Will, Lightning Reflexes, Power 
  Attack, True Believer (Hextor), Weapon Focus (flail), 
  Weapon Specialization (flail).  
   
  Possessions: breastplate, flail, heavy steel shield, 
  wood holy symbol – Hextor, cloak of resistance +1.  
   
  Pious Templar Spells Prepared (2/2/2; base DC = 
  13 + spell level): 1st – cause fear, corrupt weapon; 2nd –
  bull strength, shatter; 3rd –inflict serious wounds, 
  protection from elements.  
   
   
   
  Cleric Spells Prepared (3/2+1; base DC = 13 + spell 
  level): 0 – cure minor wounds, detect magic, mending; 
  1st—magic weapon, bane, command. 
  *Domain spell. Domains: [Law (you cast Law spells 
  at +1 caster level); War (free Martial Weapon 
  Proficiency with deity’s favored weapon and Weapon 
  Focus with the diety’s favored weapon)]. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. (If the base 
  creature is not terrestrial, this power might summon 
  other creatures of similar power.) These creatures 
  arrive in 2d6 rounds and serve the vampire for up to 
  one hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must use a standard action, and those merely looking at 
  it are not affected. Anyone the vampire targets must 
  succeed on a Will save (DC 14) or fall instantly under 
  the vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a range 
  of 30 feet. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial.  If the vampire 
  instead drains the victim’s Constitution to 0 or lower, 
  the victim returns as a spawn if it had 4 or less HD and 
  as a vampire if it had 5 or more HD. In either case, the 
  new vampire or spawn is under the command of the 
  vampire that created it and remains enslaved until its 
  master’s destruction. At any given time a vampire may 
  have enslaved spawn totaling no more than twice its 
  own Hit Dice; any spawn it creates that would exceed 
  this limit are created as free-willed vampires or 
  vampire spawn. A vampire that is enslaved may create 
  and enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. A 
  vampire may voluntarily free an enslaved spawn in 
  order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points. A vampire can use its energy 
  drain ability once per round. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12th-level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here. While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic. A vampire’s natural 
  weapons are treated as magic weapons for the purpose 
  of overcoming damage reduction. 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. Any additional damage dealt to a vampire 
  forced into gaseous form has no effect. Once at rest in 
  its coffin, a vampire is helpless. It regains 1 hit point 
  after 1 hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Mettle (Su): A pious templar’s special blessing 
  allows her to shrug off magical effects that would 
  otherwise harm her.  If a pious templar makes a 
  successful Will or Fortitude saving throw that would 
  normally reduce the spell’s effect, she suffers no effect 
  from the spell at all.  Only those spells with a saving 
  throw entry of “Will partial,” “Fortitude half” or similar 
  entries can be negated through this ability.   
  Ties of Loyalty 
   
  Page 45 
   
  
   
  Smite (Su): Once per day, a pious templar of 2
  nd 
  level or higher may make a single melee attack with a 
  +4 attack bonus and a damage bonus equal to her pious 
  templar level (if she hits).  The pious templar must 
  declare this smite before making the attack.  Starting at 
  6
  th level, a pious templar can smite twice per day.  If a 
  pious templar has a smite evil or smite ability (for 
  being a paladin or a cleric with the Destruction 
  domain) already, she can use the ability one extra time 
  per day (two extra times at 6
  th level).  The attack bonus 
  does not increase but the bonus is based on the 
  characters combined level (pious templar level plus 
  cleric or paladin level).  
   
  Encounter 7: 
  Grainnen: 
  Male 
  werewolf, 
  wolf 
  form 
  Ftr7/Warshaper4; CR 13; Medium humanoid (dwarf, 
  shapechanger); HD 7d10+2d8+4d8+91; hp 167; Init +4; 
  Spd 50 ft.; AC 18 (touch 14, flat-footed 14)[+4 Dex, +4 
  natural]; BA/G +11/+17; Atk +19 melee (1d6+8/19-20, 
  bite) or +19 melee (1d8+8/19-20 morphed bite); Full 
  Att 
  +19/+14/+9 
  melee 
  (1d6+8/19-20, 
  bite) 
  or 
  +19/+14/+9 melee (1d8+8/19-20 morphed bite); 
  Face/Reach 5 ft./10 ft.; SA curse of lycanthropy, trip, 
  morphic weapons; SQ darkvision 60’, stonecunning, 
  stability, dwarven saving throw bonuses, alternate 
  form, wolf empathy, low-light vision, scent, DR 
  10/silver, 
  morphic 
  immunities, 
  morphic 
  body, 
  morphic reach, morphic healing; AL CE; SV Fort +19, 
  Ref +12, Will +8; Str 22, Dex 18, Con 24, Int 12, Wis 16, 
  Cha 6. 
   
  Skills and Feats: Bluff +5, Disguise +4, Jump +12, 
  Listen +6, Spot +11, Survival +3 (+7 if tracking by 
  scent), Tumble +14; Blind Fight, Combat Reflexes, 
  Hold the Line, Improved Bull Rush, Improved Critical 
  (bite), Iron Will, Lightning Reflexes, Power Attack, 
  Track, Weapon Focus (bite), Weapon Specialization 
  (bite).  
   
  Possessions: Amulet of mighty fists +1, eyes of the 
  eagle.  
   
  Stonecunning (Ex): A dwarf receives a +2 racial 
  bonus on Search checks to notice unusual stonework, 
  such 
  as 
  sliding 
  walls, 
  stonework 
  traps, 
  new 
  construction, unsafe stone surfaces, shaky stone 
  ceilings and the like.  Something that isn’t stone but is 
  disguised as stone also counts as unusual stonework.  A 
  dwarf who merely comes within ten feet of unusual 
  stonework can make a Search check as if he were 
  actively Searching and can use the Search skill to find 
  stonework traps as a rogue can.  A dwarf can also intuit 
  depth, sensing his approximate depth underground as 
  naturally as a human can sense which way is up.   
   
  Dwarven saving throw bonuses (Ex): Dwarves 
  receive a +2 bonus on saving throws versus poison, 
  spells, and spell-like effects. 
   
  Stability (Ex): Dwarves are exceptionally stable 
  on their feet.  A dwarf gains +4 bonus on ability checks 
  to resist being bull rushed or tripped when standing on 
  the ground (but not when climbing, flying or 
  otherwise not standing firmly on the ground). 
   
  Wolf empathy (Ex): In any form, lycanthropes 
  can communicate and empathize with normal or dire 
  animals of their animal form.  This gives them a +4 
  racial bonus on checks when influencing the animal’s 
  attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands such 
  as “friend”, “foe”, “flee”, and “attack.”  
   
  Trip (Ex): A werewolf in its animal form that hits 
  with a bite attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. If 
  the attempt fails, the opponent cannot react to attempt 
  to trip the werewolf.  
   
  Alternate Form (Su): A lycanthrope can shift into 
  animal form as though using the polymorph spell on 
  itself, though its gear is not affected, it does not regain 
  hit points for changing form and only the specific 
  animal form indicated for the lycanthrope can be 
  assumed.  It does not assume the ability scores of the 
  animal, but instead adds the animal’s physical ability 
  score modifiers to its own ability scores.  A lycanthrope 
  can also assume bipedal hybrid form with prehensile 
  hands and animalistic features.  Changing to or from 
  animal or hybrid form is a standard action.  A slain 
  lycanthrope reverts to its humanoid form, although it 
  remains dead.  Separated body parts retain their animal 
  form, however.   
   
  Curse of Lycanthropy (Sp): Any humanoid or 
  giant hit by a werewolf’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy.   
   
  Morphic Immunities (Ex): A warshaper is adept 
  at distributing her form’s vital organs around her body 
  to keep them safe from harm.  Warshapers are immune 
  to stunning and critical hits. 
   
  Morphic Weapons (Su): As a move action, a 
  warshaper can grow natural weapons such as claws or 
  fangs, allowing a natural attack that deals the 
  appropriate amount of damage according to the size of 
  the new form (see table 5-1 on page 296 of the Monster 
  Manual). These morphic weapons need not be natural 
  weapons that the creature already possesses. For 
  example, a warshaper polymorphed into an ettin (Large 
  giant) could grow a claw that deals 1d6 points of 
  damage, or horns for a gore attack that deals 1d8 points 
  of damage. 
  Ties of Loyalty 
   
  Page 46 
   
  
   
  If the warshaper’s form already has natural 
  weapons of that type, the weapon deals damage as if it 
  were one category larger. For example, a warshaper 
  who used wild shape to become a dire wolf (Large 
  animal) could grow its jaw and snout, enabling a bite 
  attack that deals 2d6 points of damage (as for a huge 
  animal), not the normal 1d8. 
   
  A warshaper can change morphic weapons as 
  often as it likes, even if it is using a shapechanging 
  technique such as the polymorph spell of the wild 
  shape class feature that doesn’t allow subsequent 
  changes after the initial transformation. 
   
  Morphic Body (Su): At 2
  nd level and higher, a 
  warshaper can use its precise control over its form to 
  make itself stronger and heartier. It gains +4 to 
  Strength and +4 to Constitution. 
   
  Morphic Reach (Su): A warshaper of 3
  rd level or 
  higher can suddenly stretch its limbs, neck or other 
  appendage outward, giving it 5 more feet of reach than 
  the creature it is emulating. Unlike most creatures, 
  warshapers don’t appear to have a longer reach until 
  they actually use it. 
   
  Morphic Healing (Su): At 4
  th level, a warshaper 
  becomes able to change its form where wounds appear, 
  creating smooth skin where once were wounds. The 
  warshaper gains fast healing 2, and if it spends a full-
  round action and succeeds on a Concentration check 
  (DC equal to the total damage it has sustained), it heals 
  10 points of damage. 
   
  Grainnen: 
  Male 
  werewolf, 
  dwarf 
  form 
  Ftr7/Warshaper4; CR 13; Medium humanoid (dwarf, 
  shapechanger); HD 7d10+2d8+4d8+43; hp 119; Init +2; 
  Spd 20 ft.; AC 15 (touch 12, flat-footed 12)[+2 Dex, +2 
  natural, +1 shield]; BA/G +11/+14; Atk +14 melee 
  (1d8+3/X3, battleaxe); Full Att +14/+9/+4 melee 
  (1d8+3/X3, 
  battleaxe); 
  SQ 
  darkvision 
  60’, 
  stonecunning, 
  stability, 
  dwarven 
  saving 
  throw 
  bonuses, alternate form, wolf empathy, low-light 
  vision, scent; AL CE; SV Fort +14, Ref +9, Will +7; Str 
  16, Dex 14, Con 16, Int 12, Wis 16, Cha 6. 
   
  Skills and Feats: Bluff +5, Disguise +4, Jump +10, 
  Listen +6, Spot +11, Survival +3 (+7 if tracking by 
  scent), Tumble +12; Blind Fight, Combat Reflexes, 
  Hold the Line, Improved Bull Rush, Improved Critical 
  (bite), Iron Will, Lightning Reflexes, Power Attack, 
  Track, Weapon Focus (bite), Weapon Specialization 
  (bite).  
   
  Possessions: battleaxe, light wooden shield, eyes of 
  the eagle.  
   
  Stonecunning (Ex): A dwarf receives a +2 racial 
  bonus on Search checks to notice unusual stonework, 
  such 
  as 
  sliding 
  walls, 
  stonework 
  traps, 
  new 
  construction, unsafe stone surfaces, shaky stone 
  ceilings and the like.  Something that isn’t stone but is 
  disguised as stone also counts as unusual stonework.  A 
  dwarf who merely comes within ten feet of unusual 
  stonework can make a Search check as if he were 
  actively Searching and can use the Search skill to find 
  stonework traps as a rogue can.  A dwarf can also intuit 
  depth, sensing his approximate depth underground as 
  naturally as a human can sense which way is up.   
   
  Dwarven saving throw bonuses (Ex): Dwarves 
  receive a +2 bonus on saving throws versus poison, 
  spells, and spell-like effects. 
   
  Stability (Ex): Dwarves are exceptionally stable 
  on their feet.  A dwarf gains +4 bonus on ability checks 
  to resist being bull rushed or tripped when standing on 
  the ground (but not when climbing, flying or 
  otherwise not standing firmly on the ground). 
   
  Wolf empathy (Ex): In any form, lycanthropes 
  can communicate and empathize with normal or dire 
  animals of their animal form.  This gives them a +4 
  racial bonus on checks when influencing the animal’s 
  attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands such 
  as “friend”, “foe”, “flee”, and “attack.”  
   
  Alternate Form (Sp): A lycanthrope can shift into 
  animal form as though using the polymorph spell on 
  itself, though its gear is not affected, it does not regain 
  hit points for changing form and only the specific 
  animal form indicated for the lycanthrope can be 
  assumed.  It does not assume the ability scores of the 
  animal, but instead adds the animal’s physical ability 
  score modifiers to its own ability scores.  A lycanthrope 
  can also assume bipedal hybrid form with prehensile 
  hands and animalistic features.  Changing to or from 
  animal or hybrid form is a standard action.  A slain 
  lycanthrope reverts to its humanoid form, although it 
  remains dead.  Separated body parts retain their animal 
  form, however.   
   
  Encounter 8 (Room 5B): 
  Nodel: 
  Male drow Clr3/Sor4/Mystic Theurge7 
  [Hextor]; CR 15; Medium humanoid (elf); HD 
  3d8+11d4+14; hp 62; Init -1; Spd 30 ft.; AC 15 (touch 9, 
  flat-footed 15)[-1 Dex, +4 armor, +2 natural]; BA/G 
  +7/+6; Atk +6 melee (1d8-1, flail); Full Att +6/+1 melee 
  (1d8-1, flail); SA Spells, spell-like abilities, SQ Drow 
  Traits, darkvision 120’, light blindness; SR 25; AL NE; 
  SV Fort +7, Ref +3, Will +17; Str 8, Dex 8, Con 12, Int 
  12, Wis 17, Cha 20. 
   
  Skills and Feats: Concentration +19, Knowledge – 
  arcana +11, Knowledge – local [Iuz Border States] +2, 
  Knowledge – religion +9, Listen +5, Search +3, Sense 
  Motive +9, Spellcraft +11, Spot +5; Speak Language 
  (draconic), Speak language (orc); Combat Casting, 
  Ties of Loyalty 
   
  Page 47 
   
  
  Divine Metamagic (silent spell), Energy Substitution 
  (electric), Eschew Materials, Quicken Spell, Silent 
  Spell.  
   
  Possessions: flail, wood holy symbol – Hextor, 
  amulet of natural armor +2, staff of healing, wand of 
  minor image.  
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/ 3+1/2+1; 
  base DC = 13 + spell level): 0 – create water, cure minor 
  wounds (2), detect magic, guidance, resistance; 1st—
  inflict light wounds*, cause fear, doom, entropic shield, 
  protection from good, shield of faith; 2nd – shatter*, 
  bear’s endurance, align weapon, death knell, hold 
  person, sound burst; 3rd – magic circle against good*, 
  cure serious wounds, blindness/deafness, invisibility 
  purge, protection from energy; 4th – unholy blight*, 
  freedom of movement, spell immunity, summon 
  monster IV; 5th – inflict light wounds (mass)*, flame 
  strike, cure light wounds (quickened).  
   
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your cleric level {if 
  you hit}. You must declare the smite before making the 
  attack.  This ability is usable once per day.); Evil (you 
  cast Evil spells at +1 caster level)]. 
   
  Sorcerer Spells Known (6/8,7/7/7/6/5; base DC = 
  15 + spell level): 0 – acid splash, daze, detect magic, 
  ghost sound, mage hand, mending, prestidigitation, ray 
  of frost, read magic; 1st—burning hands, mage armor, 
  magic missile, color spray, ray of enfeeblement, Tasha’s 
  hideous laughter; 2nd – protection from arrows, 
  scorching 
  ray, 
  touch 
  of idiocy, web; 3rd –
  displacement, fireball, fly, slow; 4th – Evard’s black 
  tentacles, ice storm, stoneskin; 5th – spiritwall, vitriolic 
  sphere. 
   
   
  Drow Traits (Ex): A drow has immunity to sleep 
  spells and effects, +2 saves versus Enchantment spells 
  or effects.  Drow also have proficiency in the following 
  weapons: rapier, shortsword, hand crossbow.   Drow 
  speak the following languages: common, elven, 
  undercommon. 
   
  Spell-Like Abilities (Sp): A drow may use the 
  following spell-like abilities once per day: dancing 
  lights, darkness, faerie fire.  Caster Level equals the 
  drow class levels. 
   
  Light Blindness (Ex): Abrupt exposure to a bright 
  light such as sunlight or daylight spell blinds drow for 
  one round. On subsequent rounds, they are dazzled as 
  long as they remain in the affected area. 
   
  POWERED UP VERSION: (Changes in bold or 
  brackets) 
  Nodel: 
  Male drow Clr3/Sor4/Mystic Theurge7 
  [Hextor]; CR 15; Medium humanoid (elf); HD 
  3d8+11d4+14+28; hp 62 [90]; Init -1; Spd 30 ft.; AC 15 
  [18] (touch 9[11], flat-footed 15[18])[-1 Dex, +4 armor, 
  +2 natural, +3 deflection]; BA/G +7/+6; Atk +6 melee 
  (1d8-1, flail); Full Att +6/+1 melee (1d8-1, flail); SA 
  Spells, spell-like abilities, SQ Drow Traits, darkvision 
  120’, light blindness; SR 25; AL NE; SV Fort +7 [+9], 
  Ref +3, Will +17; Str 8, Dex 8, Con 12 [16], Int 12, Wis 
  17, Cha 20. 
   
  f
  Skills and Feats: Concentration +19, Knowledge – 
  arcana +11, Knowledge – local [Iuz Border States] +2, 
  Knowledge – religion +9, Listen +5, Search +3, Sense 
  Motive +9, Spellcraft +11, Spot +5; Speak Language 
  (draconic), Speak language (orc); Combat Casting, 
  Divine Metamagic (silent spell), Energy Substitution 
  (electric), Eschew Materials, Quicken Spell, Silent 
  Spell.  
   
  Possessions: flail, wood holy symbol – Hextor, 
  amulet of natural armor +2, staff of healing, wand of 
  minor image.  
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/ 3+1/2+1; 
  base DC = 13 + spell level): 0 – create water, cure minor 
  wounds (2), detect magic, guidance, resistance; 1st—
  inflict light wounds*, cause fear, doom, entropic shield, 
  protection from good, shield o  faith; 2nd – shatter*, 
  bear’s endurance, align weapon, death knell, hold 
  person, sound burst; 3rd – magic circle against good*, 
  cure serious wounds, blindness/deafness, invisibility 
  purge, protection from energy; 4th – unholy blight*, 
  freedom of movement, spell immunity, summon 
  monster IV; 5th – inflict light wounds (mass)*, flame 
  strike, cure light wounds (quickened).  
   
   
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your cleric level {if 
  you hit}. You must declare the smite before making the 
  attack.  This ability is usable once per day.); Evil (you 
  cast Evil spells at +1 caster level)]. 
  Sorcerer Spells Known (6/8[7]/7[6]/7/6[5]/5; base 
  DC = 15 + spell level): 0 – acid splash, daze, detect 
  magic, 
  ghost 
  sound, 
  mage 
  hand, 
  mending, 
  prestidigitation, ray of frost, read magic; 1st—burning 
  hands, mage armor, magic missile, color spray, ray of 
  enfeeblement, Tasha’s hideous laughter; 2nd – 
  protection from arrows, scorching ray, touch of 
  idiocy, web; 3rd – displacement, fireball, fly, slow; 4th 
  – Evard’s black tentacles, ice storm, 
   
  stoneskin; 5th – 
  spiritwall, vitriolic sphere. 
   
  Drow Traits (Ex): A drow has immunity to sleep 
  spells and effects, +2 saves versus Enchantment spells 
  or effects.  Drow also have proficiency in the following 
  weapons: rapier, shortsword, hand crossbow.   Drow 
  speak the following languages: common, elven, 
  undercommon. 
  Ties of Loyalty 
   
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  Spell-Like Abilities (Sp): A drow may use the 
  following spell-like abilities once per day: dancing 
  lights, darkness, faerie fire.  Caster Level equals the 
  drow class levels. 
   
  Light Blindness (Ex): Abrupt exposure to a bright 
  light such as sunlight or daylight spell blinds drow for 
  one round. On subsequent rounds, they are dazzled as 
  long as they remain in the affected area. 
   
  Precast Spells: Nodel has precast the following 
  spells: mage armor, shield of faith, and bear’s 
  endurance, with adjustments as noted above.  In 
  addition, the following spells are in effect: magic circle 
  versus good [+2 on saving throws for spells cast by 
  good PCs], invisibility purge, protection from arrows, 
  protection from energy [FIRE], stoneskin [90 hp 
  damage prevented], spell immunity [magic missile, ice 
  storm, shout], freedom of movement.  He will cast 
  displacement the first round of combat. 
   
   
   
   
   
   
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  Appendix 7: New Rule Items 
   
  Items:  
  Sleeping Spike. This twisted ashen spike displays no 
  magical properties until activated.  The spike does 
  nothing until it is planted firmly in the ground (a 
  standard action).  One round later, the spike becomes 
  invisible.  Any creature that thereafter comes within 10 
  feet of the spike causes it to emit a sleep effect (Will 
  DC 17 negates) in a 20ft radius burst, affecting all 
  creatures with 10 HD or fewer.  This effect destroys the 
  spike. Price: 3250 gp, MH p. 44. 
   
  Helm of Glorious Recovery. Once per day, the wearer 
  of this helm can activate it by uttering the command 
  word.  The helm instantaneously cures the wearer of 
  4d8+7 points of damage.  The helm can only be 
  activated after being worn continuously for 24 hours.  
  If it is taken off, it becomes inactive until it is again 
  donned and worn for a full 24 hours.  Price: 5600 gp, 
  MH p. 43. 
   
  Metamagic Rod of Substitution – Electric. The 
  wielder of this rod can cast up to three spells (sixth 
  level or lower) per day as though using the appropriate 
  Energy Substitution feat.  Price: 10500 gp, CA p. 146. 
   
   
  Feats: 
  Divine Metamagic [Divine] 
  You can channel energy into some of your divine spells 
  to make them more powerful. 
  Prerequisites:  Ability to turn or rebuke undead. 
  Benefit:  When you take this feat, choose a metamagic 
  feat.  This feat only applies to that metamagic feat.  As a 
  free action, you can take the energy from turning or 
  rebuking undead and use it to apply a metamagic feat 
  to spells that you know.  You must spend one turn or 
  rebuke attempt, plus an additional attempt for each 
  level increase in the metamagic feat you’re using.  
  Because you’re using positive or negative to augment 
  your spells, the spell slot for the spell doesn’t change. 
   
  Reference: Complete Divine, page 80.  
   
  Energy Substitution [Metamagic] 
  You can modify an energy-based spell to use another 
  type of energy instead.  
   
  Prerequisites: Knowledge – arcana 5 ranks; any 
  metamagic feat.  
  Benefit: Chose one type of energy (acid, cold, 
  electricity or fire).  You can then modify any spell with 
  an energy descriptor to use the chosen type of energy 
  instead.  An energy substituted spell uses a spell slot of 
  the spell’s normal level.  The spell’s descriptor changes 
  to the new energy type – for example, a fireball 
  composed of cold energy is an evocation [cold] spell.   
  Special: You can gain this feat multiple times, 
  choosing a new type of energy each time.  
   
  Reference: Complete Arcane, page 79.  
   
  Hold the Line [General] 
  You are trained in defensive techniques against 
  charging opponents.    
   
  Prerequisites: Combat Reflexes, BAB +2.  
  Benefit: You may make an attack of opportunity 
  against a charging opponent who enters an area you 
  threaten.  Your attack of opportunity happens 
  immediately before the charge attack is resolved.   
  Normal: You get an attack of opportunity against a 
  character that exits a square you threaten.      
   
  Reference: Complete Warrior, page 100.  
   
  Improved Toughness [General] 
  You are significantly tougher than normal.  
   
  Prerequisites: Base Fort save bonus +2.  
  Benefit: You gain a number of hit points equal to 
  your current hit dice.  Each time you gain a HD (such 
  as by gaining a level), you gain one additional hit point. 
   If you lose a HD (such as by losing a level), you lose 
  one hit point permanently.   
   
  Reference: Complete Warrior, page 101.  
   
  Improved Smiting [General] 
  Your smite attacks deal more damage to specific foes, 
  and can damage creatures with alignment based 
  damage reduction.  
   
  Prerequisites: Cha 13, smite ability.  
  Benefit: Whenever you make a smite attack, your 
  attack overcomes damage reduction as if it had an 
  alignment and you deal an extra +1d6 points of damage 
  to targets with a specific alignment.  If the smite attack 
  has an alignment associated with it, it deals its extra 
  damage to foes of that alignment and it is treated as 
  having the opposite alignment for overcoming damage 
  reduction.  For example, a paladin’s smite evil attacks 
  are treated as having the good alignment and deal +1d6 
  damage to evil targets while a blackguards smite good 
  attacks are treated as having the evil alignment and 
  Ties of Loyalty 
   
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  deal +1d6 damage to good targets.  If the smite attack 
  has no alignment associated with it, you must chose an 
  alignment (chaotic, evil, good, lawful) when you select 
  the feat.  Your smite attacks overcome damage 
  reduction as if they had that alignment and deal +1d6 
  points of damage to foes of the opposite alignment.  
  You can’t chose an alignment component that is not 
  part of your alignment and once this choice is made it 
  can never be changed.  If you later change alignment 
  so that the chosen alignment is no longer part of your 
  alignment, you lose the benefits of this feat. 
  Special: If you have the smite ability from more 
  than one class, the effect of the feat applies to all your 
  smite abilities and it is possible to select different 
  alignments for each (as long as the alignments are legal 
  selections).  
   
  Reference: Complete Divine, page 82.  
   
  True Believer [General] 
  Your deity rewards your unquestioning faith and 
  dedication.  
   
  Prerequisites: Must choose a single deity to 
  worship.  Must be within one step of that deity’s 
  alignment.  
  Benefit: Once per day when you are about to 
  make a saving throw, you may declare that you are 
  using this feat to gain a +2 insight bonus on that saving 
  throw.  This feat also allows you to use a relic of the 
  deity you worship.   
   
  Reference: Complete Divine, page 86.  
   
  Spells 
   
  Spirit Wall 
  (See Complete Arcane, p. 124) 
  Necromancy [fear, mind affecting] 
  Level:  
   
   
  Sorcerer/Wizard 5 
  Components: 
   
  V, S, M 
  Casting Time: 
  1 standard action 
   
   
  Effect: 
   
   
  Swirling wall whose area is up to one 10ft square/level or a spehere or  
   
   
   
   
  hemisphere with a radius of up to 1 ft./level  
  Duration: 
   
  1 minute/level (D) 
  Saving Throw: 
  None 
  Spell Resistance: None 
   
   
  This spell creates an immobile, swirling, mass of greenish white forms resembling tortured spirits.  One side of the 
  wall, selected by you, emits a low groaning that causes creatures within 60 ft. of that side to make a Will save or flee in 
  panic for 1d4 rounds.  Any living creature that merely touches the wall takes 1d10 points of damage as its life force is 
  disrupted.  A living creature passing through the wall takes 1d10 points of damage as above and must make a successful 
  Fortitude save or gain one negative level.   
   
  The barrier is semi-material and opaque, providing cover and total concealment against physical attacks, and it 
  blocks magical effects (including spells, spell-like abilities, and supernatural abilities).  
   
  Material component: a clear cut gemstone. 
   
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  Vitriolic Sphere  
  (See Complete Arcane, p. 128) 
  Conjuration (creation [acid]) 
  Level:  
   
   
  Sorcerer/Wizard 5, WuJen 5 
  Components: 
   
  V, S, M 
  Casting Time: 
  1 standard action 
   
   
   
   
   
  Range:  
   
  Long (400 ft. + 40 ft/level) 
  Area:  
  10 ft. radius burst 
  Duration: 
   
  Instantaneous (see text) 
  Saving Throw: 
  Reflex negates, Reflex half (see text) 
  Spell Resistance: No 
   
   
  You conjure a sizzling, emerald sphere that drenches all within the area with a potent acid.  Affected creatures take 
  1d4 points of acid damage/caster level (maximum 15d4) and must succeed on a Reflex save or risk taking damage in the 
  following two rounds (6d4 points of damage in the second round and 3d4 points of damage in the third round).  Both 
  rounds of continuing damage are subject to Reflex saves for half damage; if an affected creature succeeds on its second 
  Reflex save it takes no acid damage in the third round.   
   
  Material component: a tiny glass vial filled with aqua regia. 
   
   
   
    
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  Warshaper Prestige Class 
  Source: Complete Warrior, p. 89-90. 
   
  Most martial characters rely on manufactured gear such as a sword and a shield or natural endowments such as teeth 
  and claws to survive on the battlefield.  The warshaper finds those options sadly limiting, instead growing and evolving 
  her own weapons and armor to suit the threat at hand.  Blessed with the ability to change form at a moment’s notice, 
  Warshapers delight in surprising their foes by growing massive claws, armored skin, or other unpleasant surprises.  
   
  Warshapers must have some ability to change their form, and many are shapechangers such as doppelgangers and 
  lycanthropes.  Wizards and sorcerers who know the polymorph spell can take levels in the prestige class as can druids 
  who have mastered the wild shape class feature.  Most warshapers can change their outward appearance in the blink of 
  an eye, so they don’t stand out among the ranks of their allies.  It’s not until the soldier you are fighting grows a tentacle 
  and fangs that you know you have met a warshaper.  
  HD: d8.  
  Requirements: To qualify to become a warshaper a character must fulfill all the following criteria: 
  Race: any, (but see below). 
  Base Attack Bonus: +4 
  Special: Must be able to change shape in one of the following five ways: 
  • 
  Change shape supernatural ability (aranea, hound archon, barghest, doppelganger, rakshasa, slaad). 
  • 
  Shapechanger subtype (lycanthrope, phasm). 
  • 
  Polymorph as a spell-like ability (astral deva, planetar, solar, couatl, merelith, bronze dragon, gold dragon, 
  silver dragon, efreeti, lional guardinal, night hag, ogre magi, pixie). 
  • 
  Able to cast the polymorph spell. 
  • 
  Wildshape or similar class feature (bear warrior, druid).  
  The alternate form ability (possessed by quasits, vampires, and others) is insufficient to become a warshaper.  
   
  Class Skills: The warshaper class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration 
  (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Jump (Str) and Swim (Str).  Skill points at each level: 2 + Int 
  modifier.  
   
  Class Level
  BAB
  Fort
  Ref
  Will
  Class Abilities
  1
  st
  +0 
  +2 
  +0 
  +0 
  Morphic Immunities, Morphic Weapons 
  2
  nd
  +1 
  +3 
  +1 
  +1 
  Morphic Body 
  3
  rd
  +2 
  +3 
  +1 
  +1 
  Morphic Reach 
  4
  th
  +3 
  +4 
  +1 
  +1 
  Morphic Healing 
  5
  th
  +3 
  +4 
  +1 
  +1 
  Flashmorph/Multimorph 
   
  Class Features: 
  All of the following are class features of the warshaper prestige class. These class features function only when the 
  warshaper is in a form other than her own (which for doppelganger and phasm warshapers is most of the time.) 
   
  Weapon and Armor Proficiency: Warshapers gain no proficiency with any weapon or any armor. 
   
  Morphic Immunities (Ex): A warshaper is adept at distributing her form’s vital organs around her body to keep 
  them safe from harm.  Warshapers are immune to stunning and critical hits. 
   
  Morphic Weapons (Su): As a move action, a warshaper can grow natural weapons such as claws or fangs, allowing 
  a natural attack that deals the appropriate amount of damage according to the size of the new form (see table 5-1 on page 
  296 of the Monster Manual). These morphic weapons need not be natural weapons that the creature already possesses. 
  For example, a warshaper polymorphed into an ettin (Large giant) could grow a claw that deals 1d6 points of damage, or 
  horns for a gore attack that deals 1d8 points of damage. 
     
  If the warshaper’s form already has natural weapons of that type, the weapon deals damage as if it were one category 
  larger. For example, a warshaper who used wild shape to become a dire wolf (Large animal) could grow its jaw and 
  snout, enabling a bite attack that deals 2d6 points of damage (as for a huge animal), not the normal 1d8. 
  Ties of Loyalty 
   
  Page 53 
   
  
   
  A warshaper can change morphic weapons as often as it likes, even if it is using a shapechanging technique such as 
  the polymorph spell of the wild shape class feature that doesn’t allow subsequent changes after the initial 
  transformation. 
   
  Morphic Body (Su): At 2
  nd level and higher, a warshaper can use its precise control over its form to make itself 
  stronger and heartier. It gains +4 to Strength and +4 to Constitution. 
   
  Morphic Reach (Su): A warshaper of 3
  rd level or higher can suddenly stretch its limbs, neck or other appendage 
  outward, giving it 5 more feet of reach than the creature it is emulating. Unlike most creatures, warshapers don’t appear 
  to have a longer reach until they actually use it. 
   
  Morphic Healing (Su): At 4
  th level, a warshaper becomes able to change its form where wounds appear, creating 
  smooth skin where once were wounds. The warshaper gains fast healing 2, and if it spends a full-round action and 
  succeeds on a Concentration check (DC equal to the total damage it has sustained), it heals 10 points of damage. 
   
  Flashmorph/Multimorph (Su): A 5
  th-level warshaper gains one of two class features. If the warshaper has the 
  ability to change form at will, such as from the change shape ability, the shapechanger subtype, or a polymorph spell-
  like ability, it gains the flashmorph class feature, allowing it to change form as a move action. If it casts the polymorph 
  spell, has polymorph as a spell-like ability usable less often than at will, or has the wild shape class feature, it instead 
  gains the multimorph class feature. Multimorph allows a warshaper to change forms multiple times during the duration 
  of the spell, spell-like ability, or class feature that enables her to change form. For example, a wizard/warshaper could 
  polymorph into a troll for two minutes, then change into a red dragon for 4 minutes, and then spend the rest of the 
  spell’s duration in the form of a hill giant. Each change requires a standard action, and only the first transformation 
  heals the warshaper. If the warshaper changes into its natural form, the spell, spell-like ability, or use of wild shape ends. 
   
   
   
  Ties of Loyalty 
   
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  Appendix 4: Maps 
   
   
   
   
   
  Ties of Loyalty 
   
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  Ties of Loyalty 
   
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  DM Aid 1: Sketch of Trap 
   
   
   
  Ties of Loyalty 
   
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  Critical Event Summary 
  LG FUR5−01 – Ties of Loyalty 
  (Return to HQ or to Michelle Sharp) 
  Please be sure to answer all questions.  Thanks. 
   
  1. 
  Is Thrommel’s involvement reported to the authorities? 
  YES 
   
   
  NO 
   
  2. 
  What is Sargoram’s final status? 
   
   
   
  Alive  
   
   
  Dead  
   
   
   
  3. 
  What is Wyde’s final status? 
   
   
   
  Alive  
   
   
  Dead 
   
   
   
    
  4. 
  What is Lews the Younger’s final status? 
   
   
  Alive  
   
   
  Dead 
   
   
     
  5. 
  Are Lew’s parents brought back? 
   
   
   
  Yes 
   
   
  No 
   
  6. 
  Who is in possession of the manor?  
   
   
  Thrommel’s minions  
  Gaelpyn Family  
   
   
   
   
   
   
   
  7. 
  Comments (Optional).  Please explain any unusual circumstances 
   
   
   
   
   
  Ties of Loyalty 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Furyondy/FUR5-01 - Ties of Loyalty.pdf