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 the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  SND4-M02 
   
   
   
   
   
   
   
  Needles and Pins 
   
  A One-Round D&D LIVING GREYHAWK®  
  Sunndi Regional Interactive 
  Version 1 
   
  Round 1 
   
  by Pierre van Rooden 
  Triad Reviewer: Pieter Sleijpen 
  Playtesters: None 
   
   
  The Pitchfield Merchant Guild seeks some trustworthy individuals for a simple yet important task. All that 
  is required is knowing how to swing a hammer. And no fear to get some dirt under ones fingernails.  
  A Regional mini scenario for APL 2-10 
   
   
   
   
   
  
  Needles and Pins 
   
  Page 2 
  Introduction 
  This is an RPGA
  ® Network scenario for the 
  Dungeons & Dragons
  ® game. A five-hour time block 
  has been allocated for each round of this scenario. 
  The rest of the time is spent in preparation before 
  game play, and scoring after the game. The 
  following guidelines are here to help you with both 
  the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of 
  playing an RPGA scenario.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Website, and then have any players without 
  a character create on. Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you cannot 
  have more than six players participating in the 
  game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is playing 
  which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and DM score the game. Complete the 
  RPGA scoring grid with names and RPGA numbers 
  only, and the event information at the top. RPGA no 
  longer uses voting for any reported results. Give the 
  Scoring Packet to your event coordinator along with 
  any event tickets.  
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges 
  are 
  proportioned 
  to 
  the 
  average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
   
  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 being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the sidebar 
  chart to determine the number of levels you add 
  
  Needles and Pins 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
   
  to the sum above. 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 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  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 you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is being 
  played at, that character will receive only half of the 
  experience points awarded for the adventure. This 
  simulates the face that either your character was not 
  as challenged as normal, or relied on help by 
  higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Four, or sometimes 
  even five 1
  st-level characters may find difficulty with 
  the challenges in a LIVING GREYHAWK adventure. 
  If your group is APL 1 there are two things that you 
  can do to help even the score. 
   
  1. Attempt to create a table of six 1
  st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a DC 10 
  Handle Animal or Charisma check. Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, 
  set in Sunndi. Characters native to Sunndi pay one 
  Time Unit per round, all others pay two Time Units 
  per round. Adventurer’s Standard Upkeep costs 12 
  gp per Time Unit. Rich Upkeep costs 50 gp per 
  Time Unit. Luxury Upkeep costs 100 gp per Time 
  Unit. 
   
  Adventure Background 
  … 
  add 
  history 
  of 
  trader 
  agreement, 
  royal 
  merchants, etc. 
   
  Adventure Summary  
  Introduction: The PCs have been invited by Ulrond 
  Yaelmishj, gnome architect, to discuss a small job. 
  The job regards a recent project Ulrond undertook, 
  the refurnishing of Speiher House, so it can be used 
  as the Ahlissan embassy and by the Royal Guild of 
  Merchants of Ahlissa as their headquarters in 
  Pitchfield. 
   
  Encounter 1 [Dirt]: The PCs meet master 
  Quendrean, a powerful dwur abjurer, and member 
  of the Olsamman (an organisation of arcane casters 
  in Glorvardum). Ulrond contracted Quendrean to 
  perform a magical enchantment on the mansion, so 
  the walls of the house will be impregnable by 
  magical divination or teleportation. The charm was 
  explicitly requested by the Guild, to protect against 
  spies and thieves. 
  Originally, Ulrond had intended to have the house 
  mostly in order when Quendrean would do his job, 
  but situations worked against him and now the 
  mage has arrived to ply his magic, while the house 
  has not even been touched by Ulrond’s workers. Not 
  a 
  true 
  problem 
  normally, 
  but 
  unfortunately 
  Quendrean has an irrational fear of dirt and does 
  not desire to enter the house and make the 
  necessary preparations himself. Hence, Ulrond 
  needs some people – some that can be trusted and 
  
  Needles and Pins 
   
  Page 4 
  are not to fearful of magic or vermin - to do this for 
  him. 
  The PCs are offered wages and favors if they 
  perform the job. It’s a rather simple one. They get a 
  box full of adamantine nails. Each nail need to be 
  hammered in the wall in Speiher house (with a few 
  nails given a specific purpose), where it works as a 
  focus for the abjuration that Quendrean will provide 
  to Ulrond in a ring of major spellstoring. 
  PCs may also know or learn that the house is 
  haunted, but Ulrond and Quendrean believe this to 
  be a tall tale. 
   
  Encounter 2 [Speiher House]: The PCs arrive at 
  the house to do their work. Unbeknownst to them, 
  the house is used as a base of operations by a small 
  gang of criminals. They use the house’s reputation 
  and their magic to keep unwanted people away.  
   
  There is also a real ghost in the house, but while 
  it may make an appearance it does not fight. 
   
  This encounter exists of a description of the 
  rooms of the house, with a few key locations where 
  traps or creatures can be encountered. 
   
  Encounter 3 [No Welcome]: The criminals initially 
  try to scare of  the PCs, but if this fails,  they 
  confront them. This may lead to a fight, but there 
  are also possibilities to resolve this diplomatically. 
   
  Conclusion: Once the criminals have been dealt 
  with, the PCs may choose to continue the 
  preparations. 
  Once 
  these 
  have 
  been 
  done, 
  Quendrean provides a ring of spellstoring, allowing 
  the PCs to cast the needed spell to ward the house 
  against intrusion. 
   
  Introduction 
  The PCs have been asked to make a visit to Ulrond 
  “Glass Eyes” Yaelmishj, a well known gnome 
  architect 
  and 
  the 
  project 
  leader 
  for 
  the 
  refurbishment of the old Speiher Mansion. They 
  have heard that Ulrond is looking for people for a 
  small job. Nothing quite ‘adventurous’, in fact, the 
  job doesn’t seem to demand any skill at all. It is 
  therefore rather peculiar that the offer ended up at 
  the PCs hands. 
   
  How the PCs were contacted is dependent on 
  their background.  
   
  A member of the Pitchfield Merchant Guild will 
  know Ulrond as one of the more prominent 
  members. He was one of the people who proposed 
  Cessira Folken as the guild president, and is 
  generally well liked. The PC has been directly 
  contacted by Ulrond. Apparently, Ulrond has some 
  problems with getting other workers to participate in 
  his latest project. 
   
  A member of the Royal Merchant Guild of 
  Ahlissa (or anyone with a favor with Lord Hugher or 
  The Benefit) has been asked, quite formerly, by 
  Lord Hugher to arrange a meeting with Ulrond. This 
  PC has learned that Ulrond has taken on the 
  rebuilding of Speiher Mansion so it can be used as 
  the guild’s new headquarters in Pitchfield. 
   
  A member of the Jade Mask has been 
  contacted by the Green Lady, and ordered to aid the 
  gnome, though the exact reasons are left unclear.  
   
  Members of the Queens Halls, the Olsamman - 
  the dwarven arcane caster guild from the Glorioles - 
   or the Samryntar – the clerical organization  from 
  the same area -, know Quendrean as a powerful but 
  eccentric dwur abjurer. They have been told he may 
  need their assistance, though it has not been 
  revealed yet what his connection with Ulrond 
  Yaelmishj is. 
   
  Other PCs have been contacted by Vella 
  Ironbeard, proprietress of the Broken Manacles 
  tavern, who often deals as a intermediate between 
  adventurers and their employers. 
   
  In each case, the exact job description has not 
  been given, though in many cases it is clear it has 
  to do with Ulrond’s recent project. 
   
  Encounter 1: 
  Dirt 
   
  The house of Ulrond “Glass Eyes” Yaelmishj is 
  in the center of town, the hubbub of the 
  merchants and craftsmen of Pitchfield. It is a 
  small house at a square, wedged between a 
  pottery store and a bakery. The windows in front 
  are narrow and high, but it is hard to see 
  through the dirt that cakes them. 
  There is no bell, but the door opens at a push, 
  revealing a small, dusty corridor leading off to a 
  room in the back. The voice of a young man 
  calls out from the room. 
  “Just come in, over here!” 
   
  When the PCs go in: 
   
  Continuing on, you enter a large room, with a 
  open window to the garden outside. A dwarf is 
  milling in the garden, casting glances inside. He 
  seems rather nervous though the reason is not 
  apparent.  
  The room itself is a jumble of tools, papers, and 
  closets. Roughly in the center of the room is a 
  desk, behind which sits a young gnome. He 
  
  Needles and Pins 
   
  Page 5 
  smiles and nods at you as you enter, waving 
  you to some chairs in the room, whose seats are 
  covered with various trinkets and leafs of paper.  
  “Be with you in a minute.” 
  He turns to a man standing next to the desk, 
  who is almost the opposite of him. A tall, old 
  and almost cadaverously thin man, in a black 
  cloak, has just handed him something that looks 
  like keys on a chain. The man frowns as he 
  looks at you. 
  “Your lackeys, Ulrond? They do not look like… 
  craftsmen.” he says, in an icy tone. Ulrond looks 
  at you and nods, though he does not seem to be 
  troubled by the observation at all. “No they 
  don’t, do they not? Excellent, what? Well… 
  thank you for handing over the keys, Grim. A 
  great gift for the good of the city, yes. Very 
  generous.” 
  The old man glares at the gnome, despise 
  dripping from his very pores. 
  ”Do not judge so hasty, Ulrond. I may…need it 
  back.”  
  He casts a last look at you, then grabs his  
  walking stick and swoops out like a bat, leaving 
  you alone with the gnome and the dwarf in the 
  garden. 
   
  The man that just left is Ludger Grim, a local 
  moneylender. PCs that are a member of the 
  Putchfield Merchant Guild know him, and those who 
  have played the regional “United we Stand” likely 
  have met him before.  Otherwise, a DC 15 
  Knowledge[local: The Splintered Suns]  check 
  identifies him. Grim is very rich, and known to be 
  very greedy and heartless (he is not evil, though, in 
  case anyone checks). 
   
  The gnome in the chair is Ulrond. A DC 15 
  Knowledge[local: The Splintered Suns] check 
  identifies him (members of the Pitchfield Merchant 
  Guild recognize him instantly). He is a young fellow, 
  cheerful and a total contrast with Grim. He greets 
  the PCs and beckons them forward, but stays in the 
  chair, as he fell of a ramp a few weeks ago and 
  broke his leg. It is not directly apparent as the 
  plastered leg is resting on a pillow under the desk. 
   
  Grim just handed the keys to Speiher House to 
  Ulrond. Grim offered the mansion to the Ahlissan 
  Guild to use. Given his demeanor, it came as quite 
  a surprise, especially since Grim offered it for free. 
  Some wonder how Cesira Folken managed to coax 
  Grim in giving it up, but many assume Grim had too 
  much costs on the mansions upkeep. The house 
  has been standing empty for years, being rumored 
  to be haunted. Any Pitchfield Merchant will know 
  these rumors on a DC 20 Knowledge[local: The 
  Splintered Suns]  check. Otherwise, if asked about 
  Grim,  Ulrond happily shares these rumors with the 
  party. 
   
  Initially, Ulrond opens with some small talk. 
  After introductions, he moves to business. 
   
  “Right…” The gnome cla ps his hands. “Let’s get 
  to business, shall we? You all know how to hold 
  a hammer, right?” He laughs at the question.  
  “Yes, I thought so… well… this is all about 
  hammers. And nails. See… You may have heard 
  of the new trade agreement with Naery? Well, I 
  have been asked to dress the new Ahlissan 
  embassy and headquarters for the Ahlissan 
  Royal Guild of Merchants, here in Pitchfield. We 
  found a nice spot, but it is rather old and needs 
  some work. Now. Thing is… the Ahlissans want 
  to have some magic wards placed. You know, to 
  keep rogues out and such. Don’t want anyone to 
  sneak in and steal their precious trade secrets 
  eh? Well, thing is, the mage we contracted 
  turned up a bit early.”  
  He points his thumb to the dwarf in the garden, 
  who peers inside, looking a bit nervous.  
  ”That’s him. Nice fella but a bit weird. Well, we 
  have to place those wards now, but he says he 
  needs some preparation. Hmm. Maybe better if 
  he tells himself, but I fear we have to get 
  outside. He doesn’t want to come in. I told you 
  he is weird.“ 
   
   
  Ulrond takes some time to get out of his chair, 
  grab some supports and hobble outside. He 
  meanwhile urges the PCs to go ahead and meet the 
  mage. He answers any questions the PCs have at 
  this point, while moving outside into the small 
  garden.  
   
  The dwarf is Quendrean. He is a very reclusive 
  mage, and only members of the Samryntar or the 
  Olsamman will have heard of him. To them, he is 
  known as an eccentric wizard, who keeps a lot to 
  himself. 
   
   
   
  The dwarf nods at you as you enter the 
  garden. He seems polite, but keeps a bit of a 
  distance and does not offer his hand nor take 
  any offered hands. His arm clenches a small 
  wooden box. 
   
  Ulrond adds  “Master Quendrean. High 
  standing member of the Oldsamman. That’s the 
  dwur wizards, yaknow.” 
   
  Quendrean looks you over critically. 
   
  “Trustworthy, are they?”  he asks. 
   
  “Of course,  Of course,” Ulrond says.  
  
  Needles and Pins 
   
  Page 6 
   
  “Right…” the wizard says, as he pulls a 
  hand kerchief from his pockets and wipes his 
  hands with it. He then produces the box, wiped 
  the lid, and opens it.  
   
  Inside is scroll, a hammer with a black head, 
  small bag,  and a collection of nails, also of 
  shining black metal. 
   
  “A delicate job.” The wizard says. “Very 
  delicate. Care must be taken. And precision.” 
   
  “You see, these nails are the focii for a 
  important mantra that will ensure a warding 
  shielding will be formed if they are placed 
  according to specific metric instructions as 
  given on this scroll. The exact mathematics 
  required are contained therein, and  should be 
  followed to the letter. Now, the placement of 
  these focii should be done by, regrettably, 
  forceful application by the supplied tool, and 
  consistently, even spaced,  throughout the 
  object of enchantment. I am clear?” 
   
  If anyone gives indication they do not understand, 
  Ulrond explains: 
   
   
  “What he means,”, the gnome interjects “ is 
  you have to hammer those nails in the walls of 
  the mansion. Using the hammer.” 
   
  Quendream hands the box to one of the PCs (the 
  one that looks the cleanest), then wipes his hands 
  again. 
  The box contains one adamantine hammer,  50 
  adamantine nails (about one inch long), and a scroll 
  containing a maps of Speiher mansion, with 
  indications on where nails have to be placed. The 
  small bag contains five other nails, also black but 
  with a distinct red gleam. 
   
   
  “Not such a bad job, eh?” Ulrond says. “All 
  you have to do is hammer those black nails in 
  the walls of Speiher House, according to the 
  map. This is the key.”  
  He holds up the key that was just handed to 
  him. 
  “There are also five red nails. In the little bag. 
  You put those in a specific room. All this is 
  indicated on the map. Should not be more than 
  a days work. Once you are finished, master 
  Quendrean will cast his spell...” 
   
  “No, no no!” the dwarf interrups. “I do not 
  enter that house! The dust! The filth! The… 
  the… horrible… dirt!” He shakes his head, 
  disgust on his face. “No no. I will provide a 
  means, and then these folks can perform the 
  charm.” 
   
  Ulrond looks blankly at the mage, then 
  shrugs and turns to you. “Fine with me.” He 
  says, mouthing ‘totally bonkers’ to you. “So, 
  good job, eh? Deal?” 
   
  The assignment seems very simple. Too simple, 
  possibly, for the PCs, who might suspect something 
  sinister. In any case, the PCs might have some 
  questions. 
   
  What do we get for this? 
   
  “Ah. Yes. Let’s see…. That would be a day work 
  tops, even counting you’re not pros, and for a 
  average laborer’s wages, special circumstances, 
  yes, but deduct 10% guild tax - you get a health 
  benefit for that – comes to… twelve silver seven 
  copper.  A person, ofcourse. Let’s say thirteen 
  silver, I’m not skimpy.” 
   
  Only thirteen silver? 
   
  “And, of course, my gratitude and that of the 
  Pitchfield Merchant Guild. And you have first 
  pickings on whatever you find in the house. Maybe 
  there is still some nice furniture or some drapes that 
  hasn’t been eaten by moths. It all has to go anyway. 
  New stuff has been ordered already.” 
   
  It’s not enough, we won’t do it! 
   
  “Oh, for Pelors sake. It’s a simple job. Anyone 
  can do it. Really. If I wasn’t pressed for time… 
  Well.<sigh> What would you find appropriate then?” 
   
  Ulrond is not a skinflint, so, though annoyed, he 
  is willing to pay more. However he won’t go higher 
  than 25 gp per PC. 
   
  Why did you ask us? 
   
  “We have a bit of trouble finding laborers who 
  want to do this. See, I hired some Ahlissans for the 
  refurnishing job, thought that would please the 
  Royal Merchants, but now the carpenters are 
  refusing to do the rush job. Easily offended, I’ll 
  make it up to them but for now… and I can’t wait for 
  those Ahlissan laborers to arrive either, the dwur  
  has to leave tomorrow. I’d do it myself but I can’t 
  climb any stairs.” 
   
  How did you break your leg? 
   
  “I fell from a ramp during the last job. Didn’t see 
  the edge. Heh. They say I should get glasses. Heh. 
  Nonsense. My eyes <squints> are perfect!” 
   
  When does it have to be finished? 
   
  “This evening, next morning at the latest. It can 
  be done easily in a few hours.” 
   
  
  Needles and Pins 
   
  Page 7 
  What about the house? 
   
  “The name is Speiher mansion. It is in one of 
  the suburbs At Paradise Lane, south of here, only 
  fifteen minutes walk. It’s an old house, can’t miss it, 
  large messy garden. It’s a bit untidy “ – the dwur 
  shudders - ”I have only been inside for a few 
  moments, but it’s not too bad. Been abandoned for 
  years. They says it’s haunted but I don’t buy that – 
  just fanciful talk.” 
   
  Why did Grim give it up? 
   
  “I guess he couldn’t sell it. It probably cost too 
  much on upkeep so he gave it away. Well, that’s my 
  guess. Grim never gives anything away. Maybe he 
  bought the haunting bit.” 
   
  What about the haunting? 
   
  “They say it is haunted by the ghost of the 
  previous owner, who hung himself after his daughter 
  died. Happened years ago. Don’t remember his 
  name, you should ask Grim that.” 
   
  What are the enchantments? 
   
  “I don’t know myself. The dwur doesn’t want to 
  say. Professional etiquette, I guess.” 
   
  Once the PCs accept the task, Ulrond hands them 
  the keys. He tells them to come back once the job is 
  finished. 
   
  Some PCs may not be enticed by the poor offer 
  of Ulrond. If they press for a better reward, Ulrond 
  ups to a flat reward of 25 gp per PC (as above). If 
  PCs still refuse, the adventure ends, and the PCS 
  are ushered out, after which Ulrond tries to seek out 
  other employees. 
   
  Some PCs may desire to do some investigation of 
  their own. Depending on what they are looking for 
  they can find the following on a Gather Information 
  check (and 1d4 gp on expenses). 
   
  On Ulrond: 
  10 Ulrond is one of better known architects. He is 
  young and ambitious..  
  15 Ulrond upset some of the local craftsmen by 
  hiring Ahlissans for his last project. Apparently 
  he butter up  to please the Royal Merchant guild 
  of Ahlissa, but the locals are less pleased. 
  20 Ulrond is called “glass eyes” because he is 
  shortsighted but refuses to wear glasses. This 
  has caused a number of accidents. The last 
  time he broke a leg. 
   
  On Quendrean: 
  20 Quendrean is a reclusive mage, a dwur wizard 
  and a member of the Olsamman..  
  and a member of the Olsamman..  
  25 He is rather eccentric, and has an irrational fear 
  of dirt. 
   
  On Grim: 
  5 
  Grim is a moneylender. He is greedy and cold 
  hearted, but generally fair and has never been 
  caught in any dishonest business. 
  10 Grim owns most of the houses in the poor 
  district, and several houses near Crowns Road. 
  15 He gained Speiher House from the former 
  owner, who had a huge debt with him. 
  20 Apparently, nobody wants the house, and it 
  costs Grim money on taxes.  
  25 Grim himself never tried to live in it. He lives in 
  his own house, a large stone building on The 
  Crowns Road. 
   
  On Speiher House: 
  10 Speiher House has been empty for over ten 
  years. 
  15 The house is reputedly haunted by the spirit of 
  the former owner, Ruhord Speiher. There are no 
  actual people to be found who saw the ghost, 
  but several people have heard strange noises 
  and lights coming form the house. 
  20 Ruhord Speiher hung himself, several months 
  after the death of his daughter. 
  25 Some say Speiher’s daughter, Gen, also died a 
  violent death. Nobody knows for sure, as 
  nobody saw her body. 
   
  Encounter 2: 
  Speiher House 
   
  A large iron fence surrounds Speiher House and 
  its enormous garden. The walkway up to the 
  house is barred by a gate, closed shut and 
  locked with a large iron chain with a massive 
  lock. Both the fence and gate show signs of 
  rust, but the chain seems more recent. 
   
  The garden surrounding the house is 
  immense and looks like a wilderness – no one 
  has tended this lot for years. 
   
  The house itself is a two story stone 
  building, with a tower in the back. The second 
  floor, which has numerous large windows, 
  several of which have been broken,  overhangs 
  the front of the mansion, supported by large 
  pillars.   
   
  It is a beautiful house, but the dread silence 
  and abandoned state makes it look foreboding. 
  
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  One can easily imagine why people might 
  consider the house haunted. 
   
  The lock on the gate can be opened by the key on 
  the chain. The gate is rusty and moves with 
  difficulty, creeking loudly as it is opened. 
   
  The garden is full of wild plants. It is almost 
  completely surrounded by the iron fence, though at 
  the other side of the house a few bars are missing 
  (hardly noticeable as the entire fence is in a rather 
  bad shape). This is the place through which Salion 
  and his gang (see below) leave and enter the 
  estates. 
   
  As the PCs enter the garden, they are noticed 
  by Golin, who alerts his friends. By the time the PCs 
  reach the house the group is ready to deal with the 
  PCs. 
   
  Someone else also notices the PCs arrival. Pick 
  one PC (the character who enters the estate last), 
  and take the player aside. Read the following: 
   
   
   
  Taking in the house, your eyes fall on a 
  window on the second floor, at the right wing. 
  The windows on that side are still intact. 
  Through one of them, you see the image of a 
  person looking out. It is a small girl. It is hard to 
  see at this distance, but she seems to look 
  straight at you. She presses herself against the 
  glass, and it seems like she screams, though 
  there is no sound. Then, all at once, she is gone. 
  You are not entirely sure of whether you saw 
  correctly… 
  was 
  this 
  a 
  figment 
  of 
  your 
  imagination? 
   
   
  The girl is Gen. Note which PC saw her, as she 
  will try to target him or her later. 
   
  The Job 
  The task set to the POCs is easy enough: place a 
  nail at each location as indicated on the map 
  (Player’s handout #1). The red nails should be 
  placed in the walls and floor of a particular room.  
  Each nail is of adamantite, as is the hammer. The 
  easiest way to place the nails is to hammer them on 
  the walls or floors using this hammer. 
   
  The nails can be driven in with a normal 
  hammer or tool, but that tool gets 1 point of damage 
  (ignoring hardness) for each nail, eventually ruining 
  the tool. 
   
  There are fifty normal nails and five special 
  ones. If the PCs place all the nails according got the 
  map, there will be six left. These nails are meant for 
  the attic, but the PCs do not have a map 
  (Quendrean forgot). If the PCs mention the missing 
  nails, and ask, Quendrean will hast to explain what 
  they are for. Smart PCs may deduce for themselves 
  that the nails belong in the attic. Placing these nails 
  is of import -  If the PCs forget the nails in the attic, 
  the charm created by Quendrean will be flawed. 
   
  It is also possible for the PCs to hang on to 
  these nails, or the hammer, at the end of the 
  scenario. As long as the charm seems to works, 
  both Ulrond and Quendrean will forget about the 
  ‘components’. Note that technically, for the charm to 
  ‘work’ (that is, not fail in an obvious way), not all 
  nails have to be placed (but a minimum of 35 
  should). 
   
  The hammer and nails can be used as 
  improvised weapons if needed. The hammer (if 
  used in melee) does 1d4 damage, the nails (if 
  hurled) do 1d2-1 points of damage. Being of 
  adamantite, both hammer and nails ignore hardness 
  of objects lower than 20. 
   
  There are four keys on the chain that the PCs 
  received. One is for the lock on the gate, one opens 
  the front door, and one opens the back door (the  
  servants entrance, room 16). The third is a skeleton 
  key for the doors and closets inside. These work on 
  all doors in the house, except for the doors to room 
  38. Keeping or copying these keys is of little use, as 
  Ulrond will add new locks to all doors when the 
  reconstruction begins. 
   
  The Hauntings 
  Speiher House is indeed haunted. Years ago, 
  Ruhord Speiher lived there with his daughter, Gen. 
  Ruhord’s wife, Iowusee, died in childbirth, and he 
  blaimed her death on the child. He was undue harsh 
  for the girl, and Gen’s life slowly became a living 
  hell, as her father punished her for every perceived 
  slight. 
   
  During one particular angry moment, Ruhord hit 
  her so hard that he killed her. Ruhord was shocked 
  by his deed, but more so feared that others would 
  find out. He hid her body, burying it in the garden at 
  night, and later claimed she had died from a wasting 
  illness. Since Ruhord habitually locked his daughter 
  in her room, and few people saw her, moist believed 
  the story. Those few that had doubts were soom 
  occupied with the upheaval caused by the Ahlissan 
  invasion, and nobody seriously looked into the 
  death. 
   
  But Ruhord did not escape justice. One month 
  after her death, Gen’s ghost appeared. She had 
  turned into a vengeful spirit, and she taunted her 
  father, causing her maddening laughter to slowly 
  turn him insane. In the end, not knowing how to turn 
  and unable to commit to his crime, Ruhord hung 
  himself in the Tower, seeking escape in death. It 
  
  Needles and Pins 
   
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  was not to be, for now, he himself haunts the tower 
  room. 
   
  The two ghosts can freely roam most of the 
  mansion, though normally Ruhord is too afraid of 
  Gen to leave his tower, where Gen cannot enter. 
  Gen appears in this scenario, and is encountered in 
  room 38. Ruhord is not encountered, though his 
  presence can be felt in the tower room. 
   
   
  The Criminals 
  The ghosts are not the only – or even the major – 
  reason why people consider the house haunted. For 
  the last few months, a small gang of burgling 
  criminals have made their home in the mansion. 
  Salion Moonsorrow, Golin Eberhart and Thuk The 
  Wilde are a gang of burglars, who have chosen the 
  area around the mansion for their activities. Being 
  non-native to the area, they broke into the house 
  and now use it as their headquarters, hiding in the 
  house’s attic. The group makes use of Salion’s 
  magics and Golin’s pipes to keep curious folk at a 
  distance, using sounds and other figments to 
  pretend the house is haunted. 
   
  The group may also use fear or sleep spells on 
  those who are persistent. Salion prides himself in 
  not ever having killed someone in his criminal 
  career (the same cannot be said of his friends), and 
  he prefers trickery over violent confrontation. 
   
  The group is unaware that the house is really 
  haunted. Thuk - not the smartest of the lot – has 
  seen Gen’s spirit but has not been able to convince 
  his friends. 
   
  When the PCs arrive at the house, they will be 
  spotted by Golin, who keeps watch. The group 
  carefully arranges for some encounters and special 
  effects to chase the PCs off. They have several 
  plans, which they use dependent on the locations 
  throughout the house. Use the room descriptions to 
  decide what happens.  
   
  The group by now knows all the secret doors in 
  the mansion. They have not yet entered the tower 
  room or Gen’s room, the first because the stairs 
  have collapsed, and the latter because the doors 
  are locked and Thuk fears to go in there. Salion let 
  the room be, thinking it not of much interest 
  anyway. 
   
  Thuk stays in the group’s lair, while Salion and 
  Golin try to spring their traps or drive the vermin in 
  the house at the party. You will need to track their 
  progress through the house. Note that they know 
  how to be silent in the house and how to avoid the 
  creaky floorboards and steps. Golin also uses his 
  pipes of sounding to cause strange, haunting 
  sounds (like wind blowing, creaking doors, etc) to 
  come from other rooms to draw away the PCs of 
  they get too close, or to draw them into a trap. Note 
  that the pipes can cause sound to appear form any 
  location within 30 feet (including other floors). 
   
  At higher APLs they use Salion’s magic (such 
  as invisibility) to get past the PCs, or illusions (such 
  as disguise self) to pretend they are themselves 
  ghosts in the occasion that they are seen – using 
  the secret doors, it should be possible for them to 
  get away the first time they are spotted, possibly 
  giving the PCs the impression they saw a haunt. 
   
  If a PC specifically listens for it, he may notice 
  Salion or Golin moving (roll opposite checks to 
  determine if they are silent enough, applying a +2 
  circumstance modifier to the criminals’ rolls). 
   
  Try, however, to keep things as mysterious as 
  possible. The gang knows how to sneak and are 
  pretty clever – they have been doing this for some 
  time now.  
   
  Note that spells such as detect magic or detect 
  thoughts may pick up auras or thoughts within 60 
  feet, but the gang can easily recognize these spells, 
  and will avoid them when they are cast. Also, these 
  spells can’t penetrate the thicker walls nor the 
  ceilings between floors.  
   
  The spell detect undead will yield results 
  throughout the house, but does not give locations 
  until the PCs actually encounter Gen (and only while 
  she is present). 
   
  Finally, note that while casters can deduce that 
  many effects can be conceivably achieved through 
  magic, Spellcraft checks or detect magic will not 
  reveal whether a strange or ghostly sound, the 
  lowering of temperature in a room, or the moving of 
  an object actually is caused by a spell. Keep the 
  PCs guessing as long as possible.  
   
  If the party splits up so they drive the gang in a 
  corner, they try to retreat to their lair (room 43). if 
  that fails, or if the PCs otherwise manages to 
  discover the group (which gets more likely as the 
  APL goes up), they confront the PCs (go to 
  encounter 3). This also counts whenever the PCs 
  enter the attic (room 43). 
   
  See encounter 3 : Out of the Bag if the PCs 
  force an encounter with one or more of the gang. 
   
  The House 
  Below follows a description of the rooms throughout 
  the house. Most rooms are empty except for some 
  left-over furniture, none of which is very valuable 
  (the rest was sold by Grim). The only room still fully 
  furnished is room 38 (which Grim never opened).  
  Let the PCs decide how they navigate the house to 
  apply the nails. 
  
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  Page 10 
   
  Most doors (excluding those mentioned in the 
  text) are open. All doors in the house follow the 
  following statistics: 
   
  Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 
  5; DC 18 Break. 
   
   
  You can hurry through the rooms if you like. The 
  only rooms of true import for this scenario are 20, 
  38, 42, and 43, which deal with the Speiher 
  hauntings, the vermin infestation, and the criminals 
  traps or lair. Note that the attic van be reached 
  through room 28 and 36. Some rooms contain 
  events or opportunities for Salion and his gang to 
  drive out the PCs. You may use your own 
  imagination, or follow the hints marked as ‘Salion’s 
  opportunity’, to make life interesting for the PCs. 
  Note that you can use many of these ideas in other 
  rooms too. I.e. if someone is silly enough to take a 
  bath in the bath room (no, reallly), you could drop 
  the room temperature similar as in room 14. 
   
  First Floor 
   
  1. Entrance 
  One of the keys given to the PCs fits the front door, 
  which is an extra strong double door. It is a bit stuck 
  and if the PCs press it open it makes a loud, 
  screeching noise. 
  This alerts the criminals inside, if they had not 
  already spotted the PCs, and allows them to 
  prepare. 
   
  2. Cloak Room 
  This room is empty except for a pile of old coats, all 
  useless and half-eaten by moths. 
   
  3. Guardroom 
  This room was originally intended as a place for 
  guards to stand watch during big events.  
  There are doors to the cloak room and the left wing. 
  There is also a secret door, which allowed guards 
  immediate access to the hall. It is easy to spot from 
  this room (the outline of the door is in the wall), but 
  from the hall it is nearly invisible. 
  The room is completely bare. 
   
  4. Hall 
  This is a large hall, with great stairs running up to 
  the second floor. Big double doors lead to the dining 
  room, and a large glass chandelier is hanging from 
  the ceiling.  
  The chandelier is old but in good condition. If taken 
  and sold, it fetches a good 300gp for the excellent 
  glasswork (unless it shatters, as outlined below). 
   
  Salion’s opportunity: If the PCs move under the 
  chandelier and dally overly long, Golin targets the 
  chandelier with an open/close spell, causing the 
  construction that holds it to the ceiling to release 
  and the chandelier to plummet down to the PCs. 
   
  The chandelier has a +0 to attack, but it only 
  needs to hit a touch AC, and it is likely PCs are 
  surprised. If a PC is hit, he or she gets 2d6 points of 
  crushing damage from the chandelier. A DC 15 Fort 
  save halves this damage. It then shatters in a 
  thousand pieces, causing 1d6 cutting damage 
  (glass) to everyone in a 5 foot radius (including the 
  PC that was hit). A DC 15 Reflex save halves this 
  damage. 
   
  Note that Golin needs to move into position and 
  therefore only can do this trick if the PCs stay too 
  long in this room. 
   
  Treasure: 
   
  All APLs: Loot (50 gp); 
   
  5. Dining Room 
  There are two hearths with chimneys that lead up to 
  the roof. The left chimney is jammed at the second 
  floor. Lighting that hearth will cause a lot of smoke. 
  This room only has a large wooden table inside it. It 
  is thick with dust, and one of the table legs is 
  chipped. It’s too damaged to be sold.  
   
  Salion’s opportunity: Golin uses his pipes of 
  sounding to cause muffled cries for help to come 
  out of the stuck chimney, to freak them out. Of 
  course, there’s nothing there, but prodding or 
  otherwise examining the inners of the chimney will 
  cause a cloud of soot to come down and fill the 
  room, staining those who are within 10 feet of the 
  chimney. The cries die down after that. 
   
  6. Serving corridor 
  These barrow corridors were used to stall out food 
  and goods to be served in the dining room. They are 
  now empty. 
   
  7. Ladies’ Boudoir 
  This was a sitting room for the women. There are 
  still drapes on the widows here. 
   
  8. Smoke Room 
  This was a sitting room for the men. There is a large 
  carpet that still covers most of the floor, but it is full 
  with burn marks. 
   
  
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  9. Old Nursery 
  This room was the old nursery. While it was only 
  used once, when Gen was born, Ruhord never 
  changed it. The rooms till holds the bed Gen slept in 
  when she was still a baby. 
   
  If the PC that saw Gen enters this room, take the 
  player aside and read the following: 
   
   
  A soft, sobbing sound, emanates from the 
  small bed in the corner. It is the crying of a 
  child. It grows slowly louder, and louder, and 
  louder, until it is a full fletched wail, that is 
  pounding your eardrums. Then, as sudden as it 
  started, it stops. 
   
  Nobody else heard the sound. The bed is, of course, 
  empty. 
   
  10. Servant Quarters 
  This room was once used by the nurse, but after 
  Gen grew older it was left empty. There is nothing 
  here.  
   
  11. Sitting Room 
  This was a common room where the family would 
  sit and have talks. During the last years of Ruhord’s 
  life this room was hardly used. 
  It still contains some furniture: an old chair, a table, 
  and a sofa. None are in good state. 
   
  12. Storage Room 
  This room contains three crates, each containing 
  bottles of wine. The upper two have gone bad and 
  turned sour. The lower crate still contains good 
  bottles of wine. The six bottles bring up 10 gp each. 
   
  Treasure: 
   
  All APLs: Loot (10 gp); 
   
  13. Pantry 
  This room is empty 
   
  14. Storage Room 
  This room is filled with shelves, filled with pots and 
  jars. Most contain food, spoiled despite pickling. 
  One jar contains salt, still useable.  
   
  Salion’s opportunity: A small hole in the ceiling 
  allows Salion to cast spells. He uses prestidigitation 
  to lower the temperature in the room. While this is 
  not cold enough to harm, it may well freak out the 
  PCs. Golin adds to it by using his pipes to add the 
  sound of breathing, or the clattering of teeth. 
   
  15. Larder 
  This room contains several crates and bags. The 
  crates contain spoiled vegetables, and the bags 
  moldy flour. A putrid stench fills the room when one 
  of them is opened. 
   
  16. Kitchen 
  This kitchen holds a heavy iron stove, a few old 
  chairs and a table, and several closets that were 
  build into the walls, and which Grim couldn’t break 
  out to sell. 
  All cooking gear is gone, but the table holds a knife. 
  Thuk forgot the knife after he had dinner at the 
  table. 
  The Kitchen has a door that opens into the garden. 
  One of the keys the PCs got fits on this door. The 
  door is unlocked. 
   
  Salion’s opportunity: Salion, invisible, tries to get 
  close enough to cast a silent mage hand to levitate 
  the knife in the air whenever someone notices it.  
   
  The knife jumps up from the table and darts at 
  one of them. The knife hits on a 20 attack role, 
  causing 1d2-1 points of damage. Otherwise it buries 
  itself in the wood of one of the closets. 
   
  Salion then withdraws. 
   
  17. Servants Hall 
  This hall is where the servants used to have their 
  own meals. The room and side rooms are now all 
  empty. 
  The stairs go up to the second floor, to room 36. 
   
  18. Servants Quarters 
  Scuff marks indicate that this room once held a bed. 
  It is otherwise empty. 
   
   
  Second Floor 
  The gang has drilled several small holes in the floor 
  of the attic, so they can peer down in most rooms 
  below. Only room 21, 29, 30 and 38 are clear. 
  The holes are very small and due to the bad state of 
  the building go practically unnoticed. Only on an 
  active search of the ceiling can one locate these 
  holes on a DC 20 Search check. 
   
  19. Hall and Stairs 
  These stairs look out over the Hall below. The 
  double doors to the ballroom are open, those to the 
  trophy room are closed. 
   
  Salion’s opportunity: Golin uses his pipes of 
  sounding to cause footsteps from the Trophy room, 
  
  Needles and Pins 
   
  Page 12 
  hoping the PCs will enter that room and encounter 
  the vermin. 
   
  20. Ballroom 
  This room has large open windows, and takes full 
  use of the space given. It was once a dancing hall, 
  but the wooden floor planks are splintered and 
  broken, and full of spider webs.  
   
  In the corner of the room is a secret door to the 
  Music room. It is easy to notice (+5 on Search 
  checks). The door was used to instruct musicians 
  that would play in the room next door. A DC 20 Spot 
  or Search check reveals small holes in the wall, 
  next to the door, used to allow the music to be 
  heard in this room. 
   
  The floor is very unstable – years of neglect and rot 
  have made the floor porous. When two or more 
  people enter the room, the area nearest to the door 
  collapses. Anyone on the two squares behind the 
  door risks falling through the woodwork to the hall 
  (room 4) below.  
   
  Pit Trap: CR 1; mechanical; location trigger; no 
  reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, 
  fall); Search (DC 21); Disable Device (DC 20). 
   
  Note: a Knowledge(Architecture and Engineering) 
  check can be used instead of a Search check to 
  notice this trap. 
   
  Once sprung, a 10 by 5 feet hole marks the bad 
  spot in the floor. The rest of the ballroom floor will 
  hold, so there is no further danger of collapse. 
   
  21. Music Room 
  This room is empty. It was sued by a small 
  orchestra to play music, so it could be heard in the 
  ballroom. Small holes in the wall allow for the sound 
  to pass to the ballroom (room 20). 
  The ‘hidden’ door to that room is clearly visible from 
  this side. 
   
  22. Master Bedroom 
  This was Ruhord’s room. It still contains a large bed, 
  which is too heavy to drag out (in fact, it can’t be 
  taken out without breaking it up). The mattress and 
  bedding on the bed are gone. 
   
  23. Balcony room 
  This room was once used to place chairs so people 
  could enjoy the sun and enter the balcony. 
   
  24. Balcony 
  This balcony looks out over part of the garden.  
  It is not well build, and a PC may easily step 
  through a  rotting plank, but it otherwise holds.  
   
  25. Guest Bedroom 
  This room is empty. 
   
  26. Storage Room 
  This storage room contains mops, cloth, and other 
  utensils which you normally use for cleaning. In the 
  corner are four flagpoles, and on a shelf three flags 
  depicting the old kingdom’s crown. The flags are 
  mouldy, and fall apart if they are unfolded. 
  The flagpoles were used to decorate the sides of the 
  house. They can be placed under each of the three 
  balconies, and above the house’s main entrance. 
   
  27. Bath Room 
  There is still a wooden tub in this room. It is half 
  filled with dirty water, which still feels warm. 
   
  28. Towel Room 
  This room holds a large closet, that was too heavy 
  to move for Grim, who decided to let it stand. The 
  closet is empty. 
  In the ceiling of this floor is a hatch. Opening the 
  hatch causes a ladder to tumble down which allows 
  you to climb up. A PC that is not prepared for the 
  ladder may be hit by the ladder as it comes down 
  (Attack +0, 1d4 non-lethal damage).  
   
  29. Trophy Room 
  The Trophy room originally held displays of stuffed 
  animals, arms, and armors. A roaring bear, a 
  mongoose head, and several stuffed birds were 
  once proudly displayed here.  
   
  The arms and armors are gone (sold by Grim). 
  The animal carcasses are still here, but hey have 
  been mostly eaten but the vermin that has infested 
  this room.  
   
  Creatures: The vermin is hidden among the 
  debris of the room, the walls, and in the remainders 
  of the animal’s carcasses. 
  Once the PCs enter this room, they attack. 
    
  APL 2 (EL 1) 
  Spider Swarm: hp 9; see Monster Manual page 
  239 and Appendix 1. 
   
  APL 4 (EL 2) 
  Spider Swarm (2): hp 9; see Monster Manual page 
  239 and Appendix 2. 
   
  
  Needles and Pins 
   
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  APL 6 (EL 4) 
  Centipede Swarm: hp 31; see Monster Manual 
  page 238 and Appendix 3. 
   
  APL 8 (EL 6) 
  Centipede Swarm (2): hp 31; see Monster Manual 
  page 238 and Appendix 4. 
   
  APL 10 (EL 8) 
  Centipede Swarm (4): hp 31; see Monster Manual 
  page 238 and Appendix 5. 
   
  30. Stair house 
  This corridor contains a collapsed stair, which 
  normally would led up into the tower. It does not 
  support anyone any more, but it does support hand 
  and foot holds if someone would try to climb up. If 
  anyone uses the stair in this way, a DC 15 Climb 
  check brings one up into the tower (room 42). 
  Without the stair the DC is 25. 
   
  31. Study 
  This used to be a comfortable study, but it is now 
  empty except for the fireplaces. 
  Note: the special nails need to be used for this 
  room. 
   
  32. Library 
  This room still contains all the shelves of a normal 
  library. Grim sold all the books, but there are still a 
  few scrolls around. None of these have any financial 
  value. The contain accounts of the house’s finances 
  in earlier days, a few poems, and a short, unfinished 
  ballad about the joy of motherhood. The poems and 
  ballad are signed by Iowusee. 
   
  33. Balcony 
  This balcony looks out over part of the garden. It is 
  quite sturdy and safe to walk.  
  From this vantage point one can see the back of the 
  house, which once used to have a fancy hedge 
  maze, remnants of which can still be seen. 
   
  34. Servants Quarters 
  A bedroom intended for one of the servants. Only 
  the skeleton of a wooden bed frame remains. 
   
  35. Servants Quarters 
  Another bedroom intended for one of the servants. 
  This one is empty. 
   
  36. Stair House 
  In the ceiling of this floor is a hatch. Opening the 
  hatch causes a ladder to tumble down which allows 
  you to climb up. A PC that is not prepared for the 
  ladder may be hit by the ladder as it comes down 
  (Attack +0, 1d4 non-lethal damage). 
  The door to room 38 is locked. The lock is simple 
  (DC 20 to open). The key to this lock is in the tower 
  room. 
   
  37. Balcony 
  This balcony looks out over part of the garden. It is 
  quite sturdy and safe to walk.  
  The door to room 38 is locked, and all windows to 
  that room have bars on them. The lock is average 
  (DC 25 to open). The key to this lock is in the tower 
  room. 
   
  38. Children’s Bedroom 
  All doors into this room are locked, and all windows 
  barred. The key to the doors is on the floor in the 
  tower room. 
  If people enter, describe the room as follows: 
   
  This room is, surprisingly, still fully furnished. 
  The windows have drapes, the floor is covered 
  by carpet – though one of a rather drab yellow 
  color - and the room holds a small, made up 
  bed, two small chairs (fit for children), and a 
  small table. A wicker case stands in the corner. 
  It is stands open and holds a number of wooden 
  toys. 
   
  Then you hear the unmistakable tip tap of 
  little feet. Stepping around the corner at the end 
  of the room is a small girl. She is petite, with 
  golden locks, and a pretty dress. However, her 
  lip is split, and her face is marred by blue spots, 
  as if she had been beaten.  
   
  This is Gen, or rather, her ghost that haunts this 
  place. She is, at this point, corporal and appears as 
  a normal girl. She can even be touched, though she 
  feels quite cold. 
   
  If the player who saw her earlier is also in the 
  room, Gen targets him or her in the next section. 
  Otherwise, determine her target randomly. 
   
   
  She looks at you with large questioning 
  eyes. She looks a bit frightened. “Are you… bad 
  people? Where is my daddy?”, a tiny voice asks. 
   
   
  Gen is both frightened and angry for her father. 
  She hates him, and if she gets the idea that the PCs 
  are friends of her father, she instantly dislikes them 
  (becomes unfriendly). 
   
  She is indifferent to PCs who show ignorance. If 
  a PC takes a stand against her father (i.e. if they 
  deduce her father beat her and act out their horror 
  
  Needles and Pins 
   
  Page 14 
  or anger), she takes a liking to that person if that PC 
  makes a DC 15 Diplomacy check. The DC raises to 
  25 if the PCs earlier gave Gen the impression that 
  they were her father’s friends.  
   
  If more PCs speak out, determine her attitude 
  for each PC. Note that befriending Gen is not a 
  mere skill roll – do NOT just ask a Diplomacy check. 
  Gen is a ghost: fickle, confused, and obsessive. She 
  will only turn friendly if the PC explicitly turns 
  against her father. Diplomacy cannot change Gen’s 
  attitude to helpful at this point, no matter how high 
  the check is. 
   
  The PCs will likely wonder what she is doing 
  here. Gen, however, does not provide much info. 
  She claims her name is Gen Speiher, she lives 
  here, and that her daddy has gone out. She can 
  give the name of her father (Ruhord) and her 
  mother (Iuwosee). 
   
  If asked if her father beat her, she goes silent, 
  and steps back. She does not answer other 
  questions.. 
   
  Whenever one of the PCs approaches within 
  five feet, unless that PC is someone she likes, or if 
  the PCs somehow insult her mother, she starts 
  screaming: 
   
  The girl steps back, emitting a loud and piercing 
  shriek. The sound is deafening, and as she 
  screams, the girl’s face transforms into a 
  snarling, almost demonic visage. Even as the 
  scream reaches a pitch where your eardrums 
  start hurting, she fades away, turning into a 
  strange mist. As the scream dies down, only a 
  vapor remains where the girl once stood. 
   
   
  If she likes the PC that approaches her, she 
  allows him or her to come close, and even touch her 
  or examine her wounds. 
   
  The girl whimpers as you touch her, and she 
  feels incredibly cold. “You… won’t let him hurt 
  me anymore?” She looks scared. 
   
   
  If the PC assures her that he won’t, she smiles 
  bravely. 
   
   
  “You are nice. I like you. Better than the 
  other people.” She hugs you, a freezing, ice 
  cold hug. As you try to put your arms around 
  her, they go through her – the girl fades, 
  becomes a cold mist, and then disappears, 
  leaving only the trace of a vapor. 
   
   
  Note the PC(s) that befriended Gen. These get 
  the “Friend of Gen” condition on the cert. This 
  includes all PCs that she liked – not just the PC that 
  holded her. 
   
  If the PCs like, they can take the stuff from this 
  room (the toys, the furniture, etc), and sell it, though 
  it is rather old and not of high quality.  
   
  Treasure: 
   
  All APLs: Loot (35 gp); 
   
   
  39. Nurse’s bedroom 
  This room was used by Gen’s nurse – at least until 
  Ruhord fired her. 
  The door to room 38 is locked. The lock is simple 
  (DC 20 to open). The key to this lock is in the tower 
  room. 
   
  40. Mistress Bedroom 
  This was the room of Gen’s mother, Iowusee. The 
  only thing remaining is a painting in the corner, 
  covered by a cloth. The painting depicts a young, 
  beautiful woman, with long, golden hair, obviously 
  of Suel descent. 
   
  41. Bedroom 
  This used to be a guest bedroom. It still has a bed 
  with a mattress, though the sheets and blankets are 
  gone. 
   
  Third Floor 
   
  42. Tower 
  Ruhord hung himself on this room, and the cut rope 
  that he hung himself on still hangs from the rafters. 
  There is a very moody and depressive atmosphere 
  in the room, and it is devoid of the birds that would 
  normally roost here. Ruhord ghost haunts here, but 
  he will not let himself show. 
   
  A DC 10 Search check finds a key lying in the 
  dust of the floor. Ruhord carried it with him when he 
  hung himself, but it fell out of his pockets and was 
  forgotten when the servant that found him cut him 
  down. The key fits the locks to Gen’s room (room 
  38). 
   
  43. Attic 
  The party does not have a map of the attic – 
  Quendrean forgot about it. Its is actually important – 
  the remaining six nails are to be placed in the walls 
  of this room. Without these nails, the charm which 
  the mage will place will be imperfect. 
   
  Salion has used the attic as his hideout. In one 
  corner, near the windows facing the house’s back,  
  between two chimneys, are a few bedrolls, and 
  some survival gear.   
  
  Needles and Pins 
   
  Page 15 
   
  Under one of the floorboards is a small chest 
  with some jewelry. It is well hidden and can only be 
  found on a DC 35 Search check. The jewelry is from 
  a burglary several nights ago. The jewelry is 
  recognizable as the property of the Kavesh family, 
  and almost impossible to sell in these parts. 
  However, returning the jewelry grants a reward of 25 
  gp x APL. 
   
  Once the party enter the attic, Salion and Golin 
  give up on trying to scare the party away, and they 
  confront them (see encounter 3). 
   
  Treasure: 
   
  APL 2: Loot (50 gp); 
   
  APL 4: Loot (100 gp); 
   
  APL 6: Loot (150 gp); 
   
  APL 8: Loot (200 gp); 
   
  APL 10: Loot (250 gp); 
   
  Encounter 3: 
  Out of the Bag 
   
  At some point, the PCs will have to face the gang – 
  either because their investigations leads to their 
  discovery, or because the group tires of the PCs 
  and confront them. 
   
  Unless the PCs attack on sight, Golin will first 
  attempt to see if he can reason with the party – 
  bribe them, for instance. Killing the PCs might draw 
  curious guards, depriving the group of their hide-
  out. Unless the PCs have already figured out that 
  they are dealing with living beings, Golin may use 
  his spells to ‘appear’ as a ghost or undead. 
   
  Since there is no certain way how this encounter 
  will start, no boxed text is provided. The gang uses 
  the following strategies: 
   
  First, Golin (or Salion himself if the PCS already 
  dealt with Golin) appears to the PCs, preferably at 
  some distance. Using prestidigiation, dancing lights, 
  or disguise self, he may attempt to look as unreal 
  and ‘ghostly’ as possible. 
   
  He attempts to reason with the PCs. Golin 
  makes up a story that there is a curse on the house 
  and that the PCS should leave, or be ‘eaten by the 
  house, just like him’. It’s a fabrication, of course, but 
  Golin can be very convincing.  
   
  If asked who he is, Golin claims to be the 
  former owner, how ‘trapped’ in the house. If the PCs 
  caught any of his minions he says they are likewise 
  cursed too. 
   
  Golin attempts to convince the PCs to leave. If 
  they don’t leave, he dramatically shouts they are 
  calling the wrath of the house on themselves. At 
  that point, the gang attacks, hoping to gain surprise. 
   
  If the party give indications that they don’t 
  believe Golin’s story, he takes another approach. 
  He admits that he is not a ghost, and that he and his 
  friends have been using the house as a place to 
  sleep (he does not tell them they are burglars that 
  operate from here). The group has decided they 
  have to deal with the party and will be making 
  themselves up for attack, unless the PCs are open 
  for negotiation. 
   
  The PCs can grab the chance here to explain 
  why they are there. If they do, Salion and Golin 
  realize that they will have to give up the hide out, 
  and they decide that they either need to negotiate or 
  to take out the party so they can have a safe 
  window to get out. 
   
  The party has a small window of opportunity to 
  avoid conflict, if they indicate that they are willing to 
  allow the thugs to escape.  – a DC 15 Diplomacy 
  check may hold off hostilities. If they promise not to 
  tell of the gang’s presence, Salion and his friends 
  are willing to vacate the building. A PC that has 
  figured out that the gang are criminals can attempt 
  to haggle for a part of the loot (An opposed 
  Diplomacy check with Salion or Golin). In that case, 
  Salion offers them the contents of the small chest in 
  Room 43 to keep – treasure he can’t sell himself. 
   
  Salion does not intend to kill the party – he is 
  content if he can disable them so he and his gang 
  can get away. He prefers spells that incapacitate 
  rather than damage – but that does not mean he 
  holds back – he will cast magic missiles and other 
  damaging spells to bring the party low. Some code 
  of honor does mean he will attempt to not kill 
  anyone. His fellows are less bothered with this and 
  they attack without reservation. 
   
  Note that both Salion and Golin are well versed 
  in negotiation. Diplomacy cannot be used to affect 
  PCs. Instead, describe the NPCs’ as trustworthy and 
  likeable to stretch this point.  
   
  APL 2 (EL 4) 
  Salion: male human Sor3; hp 13; see Appendix 1 
  Golin: male half-elf Brd1; hp 6; see Appendix 1 
  Thuk: male half-orc Rog1; hp 8; see Appendix 1 
   
  APL 4 (EL 6) 
  Salion: male human Sor5; hp 21; see Appendix 2 
  Golin: male half-elf Brd2; hp 10; see Appendix 2 
  Thuk: male half-orc Rog2; hp 14; see Appendix 2 
   
  APL 6 (EL 8) 
  Salion: male human Sor7; hp 29; see Appendix 3 
  Golin: male half-elf Brd4; hp 18; see Appendix 3 
  Thuk: male half-orc Rog4; hp 26; see Appendix 3 
   
  
  Needles and Pins 
   
  Page 16 
  APL 8 (EL 10) 
  Salion: male human Sor9; hp 37; see Appendix 4 
  Golin: male half-elf Brd6; hp 26; see Appendix 4 
  Thuk: male half-orc Rog5/Brb1; hp 38; see 
  Appendix 4 
   
  APL 10 (EL 12) 
  Salion: male human Sor11; hp 42; see Appendix 5 
  Golin: male half-elf Brd8; hp 34; see Appendix 5 
  Thuk: male half-orc Rog5/Brb3; hp 59; see 
  Appendix 5 
   
  Treasure: 
   
  If the PCs defeat Solian, they will find that most 
  of the loot is stolen. Fencing the stuff is difficult, but 
  returning it to the authorities yields a monetary 
  reward (mentioned as ‘loot’, below). This is in 
  addition (but to the max of the gold cap) as the coin 
  gained from returning the Kavesh jewels (but 
  obviously cannot rise above the gold cap for this 
  scenario). 
   
  APL 2: L (50 gp); C (10 gp); M pipes of 
  sounding (0 gp); 
   
  APL 4: L (100 gp); C (20 gp); M pipes of 
  sounding (0 gp), ring of protection +1 (0 gp); 
   
  APL 6: L (150 gp); C (30 gp); M pipes of 
  sounding (0 gp), ring of protection +1 (0 gp); 
   
  APL 8: L (250 gp); C (40 gp); M pipes of 
  sounding (0 gp), ring of protection +1 (0 gp); 
   
  APL 10: L (400 gp); C (50 gp); M pipes of 
  sounding (0 gp), ring of protection +1 (0 gp);  
   
  Conclusion 
  Once the party ahs dealt with Salion’s gang, they 
  can continue to place the nails throughout the house 
  (which proves easy unless they have not yet fought 
  the vermin or encountered the trap in room 20). 
   
  Once all nails are placed, the party can inform 
  Ulrond and Quendrean. Quendrean then asks one 
  of the PCs to enter the house, and cast a spell from 
  a magic ring he supplies (he needs the ring back, 
  and the PCs do not gain access to it – it only works 
  once, anyway). 
   
  Once this is done, Ulrond will gladly pay them 
  the agreed price (up to 25 gp, if the PCs haggled for 
  it). It is possible, at this point, for the PCs to keep 
  the hammer, or even some nails if they didn’t use 
  all of them. As long as the spell works (at least 35 
  nails were used), Neither Ulrond or Quendrean will 
  bother with the loss. PCs who do this gain access to 
  these items. 
   
  Treasure: 
   
  All APLs: Loot (250 gp); Coin (25 gp); Magic ; 
   
  Campaign  
  Consequences 
  This module has "Campaign Consequences"; that is 
  the outcome of this module will directly affect future 
  events in the course of the campaign. The answers 
  to some of the questions below may seem trivial or 
  pointless, but because of the complex nature of the 
  back-story and campaign all information requested 
  is vital. 
  Please send your answers to the Triad at 
  madfox@planet.nl as soon as possible. General 
  comments about the module are also welcomed at 
  this address. 
   
  1. Did the spell succeed? 
  2. Did the PCs place the special nails? 
  3. Did the PCs place nails in the attic? 
  4. Did the PCs kill or capture Salion and his gang? 
  5. Did the PCs befriend Gen? 
   
  The End 
   
  
  Needles and Pins 
   
  Page 17 
  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 2: Speiher House 
  Fighting and defeating the vermin swarms: 
  APL2  
  30 XP  
  APL4  
  60 XP  
  APL6  
  120 XP  
  APL8  
  180 XP 
  APL10  
  210 XP 
   
  Dealing with the pit trap: 
  APL 2-6 
  30 XP  
   
  Encounter 3: Out of the Bag 
  Defeating Salion and his gang: 
  APL2  
  120 XP  
  APL4  
  180 XP  
  APL6  
  240 XP  
  APL8  
  300 XP 
  APL10  
  360 XP 
   
  Story Award 
  If the PCs use all the nails (including those for the 
  attic) 
  All APLs  
  30 XP  
   
  Discretionary Role-playing Award 
  APL2  
  30 XP  
  APL4  
  45 XP  
  APL6  
  60 XP  
  APL8  
  75 XP 
  APL10  
  90 XP 
   
  Total Possible Experience:  
   
  APL2  
  225 XP  
  APL4  
  337 XP  
  APL6  
  450 XP  
  APL8  
  562 XP 
  APL10  
  675 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. 
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items. 
   
  Encounter 2: Speiher House 
   
  APL 2: Loot: 95 gp; Coin: 50 gp;  
   
  APL 4: Loot: 95 gp; Coin: 100 gp; 
   
  APL 6: Loot: 95 gp; Coin: 150 gp; 
   
  APL 8: Loot: 95 gp; Coin: 200 gp; 
   
  APL 10: Loot: 95 gp; Coin: 250 gp; 
   
  Encounter 3: Out of the Bag 
   
  APL 2: Loot: 50 gp; Coin: 10 gp; Magic: 0 gp 
   
  APL 4: Loot: 100 gp; Coin: 20 gp; Magic: 0 gp 
   
  APL 6: Loot: 150 gp; Coin: 30 gp; Magic: 0 gp 
   
  APL 8: Loot: 250 gp; Coin: 40 gp; Magic: 0 gp 
   
  APL 10: Loot: 500 gp; Coin: 155 gp; Magic: 0 gp 
   
  
  Needles and Pins 
   
  Page 18 
  Conclusion: 
   
  All APLs: Loot: 125 gp; Coin: 25 gp; 
   
  Total Possible Treasure 
   
  APL 2: Loot: 270 gp; Coin: 85 gp; Magic: 0 gp - 
  Total: 225 gp (max) 
   
  APL 4: Loot: 320 gp; Coin: 145 gp; Magic: 0 gp 
  - Total: 325 gp (max) 
   
  APL 6: Loot: 370 gp; Coin: 205 gp; Magic: 0 gp 
  - Total: 450 gp (max) 
   
  APL 8: Loot: 470 gp; Coin: 265 gp; Magic: 0 gp 
  - Total: 650 gp (max) 
   
  APL 10: Loot: 720 gp; Coin: 430 gp; Magic: 0 gp 
  - Total: 1150 gp (max) 
   
  Items for the Adventure 
  Record 
   
  Adamantite hammer 
   
  This hammer is of adamantite. It is a normal 
  tool, useful for carpentry, not  a weapon.  
   
  Used as an improvised weapon (with the 
  associated penalties), the hammer does 1d4 points 
  of damage. The hammer ignores hardness of 
  objects lower than 20. 
   
  Value: 1500gp 
   
  Adamantite nails ( ___ left) 
   
  These are normal nails, but of adamatite and 
  therefore very string. The nails can be driven in any 
  surface (including adamantite) with any hammer or 
  tool, but unless that tool is itself of adamantite, it 
  gets 1 point of damage (ignoring hardness) for each 
  nail, eventually ruining the tool. 
   
  The nails can be thrown as improvised 
  weapons. They do 1d2-1 points of damage.The 
  nails ignore hardness of objects lower than 20. 
   
  Value: 30gp 
   
  Favor of Ulrond 
  This favor acts as a influence points with the 
  Pitchfield Merchant Guild 
   
  Friend of Gen 
  The PC has befriended Gen, ghost of Speiher 
  House. This friendship may be useful in the future. 
   
  Item Access 
  APL 2 
  Pipes of Sounding (Adventure, See DMG) 
   
   
  
  Needles and Pins 
   
  Page 19 
  Appendix 1: 
  APL 2 
  Encounter 2 (EL 1) 
   
  Spider Swarm: CR 1; Diminitutive Vermin 
  (Swarm); HD 2d8; hp 9; Init +3; Spd 20 ft., 
  Climb 20 ft.; AC 17 (touch 17, flat-footed 14); 
  Base Atk +1; Grp -; Atk Swarm (1d6 + poison); 
  Full Atk Swarm (1d6+poison); Space/Reach 10 
  ft./0 ft.; SA Distraction, poison; SQ Darkvision 
  60ft., swarm traits, tremorsense 30 ft., vermin 
  traits; AL N; SV Fort +3, Ref +3, Will +0; Str 1, 
  Dex 17, Con 10, Int -, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +11, Listen +4, Spot 
  +4. 
   
  Distraction (Ex): Any living  creature that 
  begins it’s turn with a  spider swarm in its space 
  must  succeed on a DC 11 Fortitude save or be 
  nauseated for 1 round. The save DC is 
  Constitution based. 
   
  Poison (Ex): Injury, Fortitude DC 11, initial 
  and secondary damage 1d3 Str. The save DC is 
  Constitution based. 
   
  Skills: A spider swarm has a +4 racial 
  bonus on Hide and Spot checks and a +8 racial 
  bonus on Climb checks. It uses its Dexterity 
  modifier rather than its Strength modifier for 
  Climb checks. It can always choose to take 10 
  on Climb checks, even if rushed or threatened. 
   
  Encounter 3 (EL 4) 
    
  Salion: Male human (mixed) Sor3; CR 3; 
  Medium-sized humanoid(human); HD 3d4+3; hp 
  13; Init +4; Spd 30 ft.; AC 14 (touch 10, flat-
  footed 14); Base Atk +1; Grp +0; Atk +0 melee 
  (1d6-1, quarterstaff) or +1 ranged (1d8/19-20, 
  light crossbow); Full Atk +0 melee (1d6-1, 
  quarterstaff); AL N; SV Fort +2, Ref +1, Will +5; 
  Str 8, Dex 10, Con 12, Int 12, Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +7, Concentration +5, 
  Diplomacy +5, Hide +3, Knowledge(Arcana) +4, 
  Listen +4, Move Silently +6, Spellcraft +6, Spot 
  +4; 
  Alertness, 
  Speak 
  Languages 
  (fruz),  
  Improved Initiative, Silent Spell, Stealthy 
   
  Possessions: 
  spell 
  component 
  pouch, 
  tanglefoot bag 
   
  Spells Known (6/5; base DC = 13 + spell 
  level): 0— detect magic, mage hand, message, 
  open/close, prestidigitation; 1st— color spray, 
  mage armor, magic missile. 
   
  Note: Salion will have Mage Armor up 
  (calculated in the stats). Unless he is surprised, 
  he will also cast shield (raising his AC to 18, and 
  that of Syfer to 24) 
   
  Syfer (familiar): Cat; CR 0; Tiny animal; HD  
  3d8; hp 6; Init +2; Spd 30 ft.; AC 20 (touch 14, 
  flat-footed 18); Base Atk +1; Grp -11; Atk +5 
  melee (1d2-4, claw); Full Atk +5 melee (1d2-4, 
  claw); SQ improved evasion, share spells, 
  empathic link, deliver touch spells; AL N; SV 
  Fort +2, Ref +4, Will +4; Str 3, Dex 15, Con 10, 
  Int 7, Wis 12, Cha 7. 
   
  Skills and Feats: As Master, plus: Balance 
  +10, Climb +6, Hide +14, Jump +10, Listen +3, 
  Move Silently +9, Spot +3; Weapon Finesse. 
   
  Golin: Male half-elf Brd1; CR 1; Medium-sized 
  humanoid (human); HD 1d6; hp 6; Init +2; Spd 
  30 ft.; AC 16 (touch 12, flat-footed 14); Base Atk 
  +0; Grp +1; Atk +1 melee (1d8+1/19-20, 
  longsword) or +2 ranged (1d6, short bow); Full 
  Atk +1 melee (1d8+1/19-20, longsword); SQ 
  countersong, fascinate, inspire courage +1; AL 
  N; SV Fort +0, Ref +4, Will +2; Str 13, Dex 14, 
  Con 10, Int 12, Wis 11, Cha 15. 
   
  Skills and Feats: Diplomacy +8, Gather 
  Information +4, Hide +6, Knowledge (history) 
  +5,  Listen +3, Move Silently +6, Perform (wind 
  instruments) +6, Speak Languages (elf, fruz), 
  Spot +3, Tumble +6; Dodge 
   
  Possessions: 
  buckler, 
  studded 
  leather 
  armor, 
  longsword, 
  thunderstone, 
  pipes 
  of 
  sounding 
   
  Spells Known (2; base DC = 12 + spell 
  level): 0—ghost sound, lullaby, open/close, 
  prestidigitation; 
   
  Thuk: Male half-orc Rog1; CR 1; Medium-sized 
  humanoid (half-orc); HD 1d6+2; hp 8; Init +3; 
  Spd 30 ft; AC 17 (touch 13, flat-footed 14); Base 
  Atk +0; Grp +3; Atk +3 melee (1d6+3/18-20, 
  rapier) 
  or 
  +3 
  ranged 
  (1d6/19-20, 
  hand 
  crossbow); Full Atk+3 melee (1d6+3/18-20, 
  rapier); AL CN; SV Fort +2, Ref +5, Will +0; Str 
  16, Dex 16, Con 14, Int 9, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +4, Hide +5, Listen 
  +4, Move Silently +5, Speak Languages (orc, 
  fruz), Spot +4, Tumble +5; Combat Reflexes 
   
  Possessions: chain shirt, rapier 
   
  
  Needles and Pins 
   
  Page 20 
  Appendix 2: 
  APL 4 
  Encounter 2 (EL 2) 
   
  Spider Swarm: CR 1; Diminitutive Vermin 
  (Swarm); HD 2d8; hp 9; Init +3; Spd 20 ft., 
  Climb 20 ft.; AC 17 (touch 17, flat-footed 14); 
  Base Atk +1; Grp -; Atk Swarm (1d6 + poison); 
  Full Atk Swarm (1d6+poison); Space/Reach 10 
  ft./0 ft.; SA Distraction, poison; SQ Darkvision 
  60ft., swarm traits, tremorsense 30 ft., vermin 
  traits; AL N; SV Fort +3, Ref +3, Will +0; Str 1, 
  Dex 17, Con 10, Int -, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +11, Listen +4, Spot 
  +4. 
   
  Distraction (Ex): Any living  creature that 
  begins it’s turn with a  spider swarm in its space 
  must  succeed on a DC 11 Fortitude save or be 
  nauseated for 1 round. The save DC is 
  Constitution based. 
   
  Poison (Ex): Injury, Fortitude DC 11, initial 
  and secondary damage 1d3 Str. The save DC is 
  Constitution based. 
   
  Skills: A spider swarm has a +4 racial 
  bonus on Hide and Spot checks and a +8 racial 
  bonus on Climb checks. It uses its Dexterity 
  modifier rather than its Strength modifier for 
  Climb checks. It can always choose to take 10 
  on Climb checks, even if rushed or threatened. 
   
  Encounter 3 (EL 6) 
    
  Salion: Male human (mixed) Sor5; CR 5; 
  Medium-sized humanoid(human); HD 5d4+5; hp 
  21; Init +4; Spd 30 ft.; AC 15 (touch 11, flat-
  footed 15); Base Atk +2; Grp +1; Atk +1 melee 
  (1d6-1, quarterstaff) or +2 ranged (1d8/19-20, 
  light crossbow); Full Atk +1 melee (1d6-1, 
  quarterstaff); AL N; SV Fort +2, Ref +1, Will +6; 
  Str 8, Dex 10, Con 12, Int 12, Wis 14, Cha 17. 
   
  Skills and Feats: Bluff +7, Concentration +7, 
  Diplomacy 
  +5, 
  Hide 
  +3, 
  Intimidate 
  +5, 
  Knowledge(Arcana) +6, Listen +4, Move Silently 
  +7, Spellcraft +8, Spot +4; Alertness, Speak 
  Languages (fruz),  Improved Initiative, Silent 
  Spell, Stealthy 
   
  Possessions: 
  spell 
  component 
  pouch, 
  tanglefoot bag, ring of protection +1, potion of 
  cure light wounds 
   
  Spells Known (6/6/5; base DC = 13 + spell 
  level): 0— detect magic, mage hand, message, 
  open/close, prestidigitation, read magic; 1
  st— 
  color spray, mage armor, magic missile, shield, 
  2
  nd — glitterdust, invisibility; 
  Note: Salion will have Mage Armor up 
  (calculated in the stats). Unless he is surprised, 
  he will also cast shield (raising his AC to 19, and 
  that of Syfer to 25) 
   
  Syfer (familiar): Cat; CR 0; Tiny animal; HD  
  5d8; hp 10; Init +2; Spd 30 ft.; AC 21 (touch 14, 
  flat-footed 19); Base Atk +2; Grp -10; Atk +6 
  melee (1d2-4, claw); Full Atk +6 melee (1d2-4, 
  claw); SQ improved evasion, share spells, 
  empathic link, deliver touch spells, speak with 
  master; AL N; SV Fort +2, Ref +4, Will +5; Str 
  3, Dex 15, Con 10, Int 8, Wis 12, Cha 7. 
   
  Skills and Feats: Balance +10, Climb +6, 
  Hide +14, Jump +10, Listen +3, Move Silently 
  +10, Spot +3; Weapon Finesse. 
   
  Golin: Male half-elf Brd2; CR 2; Medium-sized 
  humanoid (human); HD 2d6; hp 10; Init +2; Spd 
  30 ft.; AC 17 (touch 12, flat-footed 15); Base Atk 
  +1; Grp +2; Atk +2 melee (1d8+1/19-20, 
  longsword) or +3 ranged (1d6, short bow); Full 
  Atk +2 melee (1d8+1/19-20, longsword); SQ 
  countersong, fascinate, inspire courage +1; AL 
  N; SV Fort +0, Ref +5, Will +3; Str 13, Dex 14, 
  Con 10, Int 12, Wis 11, Cha 15. 
   
  Skills and Feats: Diplomacy +8, Gather 
  Information +4, Hide +6, Knowledge (history) 
  +5,  Listen +3, Move Silently +6, Perform (wind 
  instruments) +6, Speak Languages (elf, fruz), 
  Spot +3, Tumble +6; Dodge 
   
  Possessions: 
  buckler, 
  thunderstone, 
  longsword, pipes of sounding, studded leather 
  armor +1, potion of cure light wounds 
   
  Spells Known (3/1; base DC = 12 + spell 
  level): 0—dancing lights, ghost sound, lullaby, 
  open/close, prestidigitation, 1
  st—cause fear, 
  Tasha’s hideous laughter 
   
  Thuk: Male half-orc Rog2; CR 2; Medium-sized 
  humanoid (half-orc); HD 2d6+4; hp 14; Init +3; 
  Spd 30 ft; AC 18 (touch 13, flat-footed 15); Base 
  Atk +1; Grp +4; Atk +5 melee (1d6+4/18-20, 
  rapier) 
  or 
  +4 
  ranged 
  (1d6/19-20, 
  hand 
  crossbow); Full Atk+5 melee (1d6+4/18-20, 
  rapier); AL CN; SV Fort +2, Ref +5, Will +0; Str 
  16, Dex 16, Con 14, Int 9, Wis 10, Cha 6. 
   
  Skills and Feats: Balance +4, Climb +5, 
  Hide +6, Listen +5, Move Silently +6, Speak 
  
  Needles and Pins 
   
  Page 21 
  Languages (orc, fruz), Spot +5, Tumble +6; 
  Combat Reflexes 
   
  Possessions: masterwork buckler, chain 
  shirt, alchemy fire (2x), rapier +1, potion of 
  shield of faith +2 
  
  Needles and Pins 
   
  Page 22 
  Appendix 3: 
  APL 6 
  Encounter 2 (EL 4) 
   
  Centipede Swarm: CR 4; Diminitutive Vermin 
  (Swarm); HD 9d8-9; hp 31; Init +4; Spd 20 ft., 
  Climb 20 ft.; AC 18 (touch 18, flat-footed 14); 
  Base Atk +6; Grp -; Atk Swarm (2d6 + poison); 
  Full Atk Swarm (2d6+poison); Space/Reach 10 
  ft./0 ft.; SA Distraction, poison; SQ Darkvision 
  60ft., immune to weapon damage, swarm traits, 
  tremorsense 30 ft., vermin traits; AL N; SV Fort 
  +5, Ref +7, Will +3; Str 1, Dex 19, Con 8, Int -, 
  Wis 10, Cha 2. 
   
  Skills and Feats: Climb +12, Spot +4; 
  Weapon Finesse
  B 
   
  Distraction (Ex): Any living  creature that 
  begins it’s turn with a  centipede swarm in its 
  space must  succeed on a DC 13 Fortitude save 
  or be nauseated for 1 round. The save DC is 
  Constitution based. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  and secondary damage 1d4 Dex. The save DC 
  is Constitution based. 
   
  Skills: A centipede swarm has a +4 racial 
  bonus on Spot checks and a +8 racial bonus on 
  Climb checks. It uses its Dexterity modifier 
  rather than its Strength modifier for Climb 
  checks. It can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  Encounter 3 (EL 8) 
    
  Salion: Male human (mixed) Sor7; CR 7; 
  Medium-sized humanoid(human); HD 7d4+7; hp 
  30; Init +4; Spd 30 ft.; AC 16 (touch 11, flat-
  footed 16); Base Atk +3; Grp +2; Atk +2 melee 
  (1d6-1, quarterstaff) or +3 ranged (1d8/19-20, 
  light crossbow); Full Atk +2 melee (1d6-1, 
  quarterstaff); AL N; SV Fort +4, Ref +3, Will +8; 
  Str 8, Dex 10, Con 12, Int 12, Wis 14, Cha 17. 
   
  Skills and Feats: Bluff +7, Concentration +9, 
  Diplomacy 
  +5, 
  Hide 
  +4, 
  Intimidate 
  +5, 
  Knowledge(Arcana) +8, Listen +4, Move Silently 
  +8, Speak Languages (fruz), Spellcraft +8, Spot 
  +4; Alertness, Improved Initiative, Point Blank 
  (ray), Silent Spell, Stealthy; 
   
  Possessions: 
  spell 
  component 
  pouch, 
  tanglefoot bag, amulet of natural armor +1, ring 
  of protection +1, cloak of resistance +1, potion 
  of cure moderate wounds 
   
  Spells Known (6/6/7/5; base DC = 13 + spell 
  level, 15 + spell level when enchantment): 0— 
  daze, detect magic, mage hand, message, 
  open/close, prestidigitation, read magic; 1
  st— 
  color spray, mage armor, magic missile, silent 
  image, shield, 2
  nd — glitterdust, invisibility, 
  scorching ray, 3
  rd — blink, ray of exhaustion; 
  Note: Salion will have Mage Armor up 
  (calculated in the stats). Unless he is surprised, 
  he will also cast shield (raising his AC to 20, and 
  that of Syfer to 26) 
   
  Syfer (familiar): Cat; CR 0; Tiny animal; HD  
  7d8; hp 15; Init +2; Spd 30 ft.; AC 22 (touch 14, 
  flat-footed 20); Base Atk +3; Grp -9; Atk +7 
  melee (1d2-4, claw); Full Atk +7 melee (1d2-4, 
  claw); SQ improved evasion, share spells, 
  empathic link, deliver touch spells, speak with 
  master, speak with animals of its kind; AL N; SV 
  Fort +2, Ref +4, Will +6; Str 3, Dex 15, Con 10, 
  Int 9, Wis 12, Cha 7. 
   
  Skills and Feats: Balance +10, Climb +6, 
  Hide +15, Jump +10, Listen +3, Move Silently 
  +11, Spot +3; Weapon Finesse. 
   
  Golin: Male half-elf Brd4; CR 4; Medium-sized 
  humanoid (human); HD 4d6; hp 18; Init +2; Spd 
  30 ft.; AC 18 (touch 12, flat-footed 16); Base Atk 
  +3; Grp +4; Atk +5 melee (1d8+2/19-20, 
  longsword +1) or +5 ranged (1d6, short bow); 
  Full Atk +5 melee (1d8+2/19-20, longsword +1); 
  SQ countersong, fascinate, inspire courage +1, 
  inspire competence; AL N; SV Fort +1, Ref +6, 
  Will +4; Str 13, Dex 14, Con 10, Int 12, Wis 11, 
  Cha 16. 
   
  Skills and Feats: Diplomacy +8, Gather 
  Information +6, Hide +7, Knowledge (history) 
  +5,  Listen +6, Move Silently +7, Perform (wind 
  instruments) +10, Speak Languages (elf, fruz), 
  Spot +4, Tumble +7; Dodge, Mobility. 
   
  Possessions: buckler, thunderstone, pipes 
  of sounding, longsword +1, buckler +1,  studded 
  leather armor +1, potion of cure moderate 
  wounds 
   
  Spells Known (3/3/1; base DC = 13 + spell 
  level): 0—dancing lights, ghost sound, lullaby, 
  open/close, prestidigitation, resistance, 1
  st— 
  cure light wounds, grease, Tasha’s hideous 
  laughter, 2
  nd—calm emotions, silence 
   
  Thuk: Male half-orc Rog4; CR 4; Medium-sized 
  humanoid (half-orc); HD 4d6+8; hp 26; Init +3; 
  Spd 30 ft; AC 19 (touch 13, flat-footed 16); Base 
  Atk +3; Grp +7; Atk +6 melee (1d6+4/18-20, 
  rapier) 
  or 
  +5 
  ranged 
  (1d6/19-20, 
  hand 
  
  Needles and Pins 
   
  Page 23 
  crossbow); Full Atk+6 melee (1d6+4/18-20, 
  rapier); AL CN; SV Fort +3, Ref +6, Will +1; Str 
  17, Dex 16, Con 14, Int 9, Wis 10, Cha 6. 
   
  Skills and Feats: Balance +6, Climb +7, 
  Hide +9, Listen +7, Move Silently +9, Sleight of 
  Hand +4, Speak Languages (orc, fruz), Spot +7, 
  Tumble +9; Combat Reflexes, Dodge 
   
  Possessions: alchemy fire (2x), masterwork 
  buckler, chain shirt +1, rapier +1, potion of 
  shield of faith +2, potion of cure light wounds 
  
  Needles and Pins 
   
  Page 24 
  Appendix 4: 
  APL 8 
  Encounter 2 (EL 4) 
   
  Centipede Swarm: CR 4; Diminitutive Vermin 
  (Swarm); HD 9d8-9; hp 31; Init +4; Spd 20 ft., 
  Climb 20 ft.; AC 18 (touch 18, flat-footed 14); 
  Base Atk +6; Grp -; Atk Swarm (2d6 + poison); 
  Full Atk Swarm (2d6+poison); Space/Reach 10 
  ft./0 ft.; SA Distraction, poison; SQ Darkvision 
  60ft., immune to weapon damage, swarm traits, 
  tremorsense 30 ft., vermin traits; AL N; SV Fort 
  +5, Ref +7, Will +3; Str 1, Dex 19, Con 8, Int -, 
  Wis 10, Cha 2. 
   
  Skills and Feats: Climb +12, Spot +4; 
  Weapon Finesse
  B 
   
  Distraction (Ex): Any living  creature that 
  begins it’s turn with a  centipede swarm in its 
  space must  succeed on a DC 13 Fortitude save 
  or be nauseated for 1 round. The save DC is 
  Constitution based. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  and secondary damage 1d4 Dex. The save DC 
  is Constitution based. 
   
  Skills: A centipede swarm has a +4 racial 
  bonus on Spot checks and a +8 racial bonus on 
  Climb checks. It uses its Dexterity modifier 
  rather than its Strength modifier for Climb 
  checks. It can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  Encounter 3 (EL 10) 
    
  Salion: Male human (mixed) Sor9; CR 9; 
  Medium-sized humanoid(human); HD 9d4+9; hp 
  38; Init +4; Spd 30 ft.; AC 16 (touch 11, flat-
  footed 16); Base Atk +4; Grp +3; Atk +3 melee 
  (1d6-1, quarterstaff) or +4 ranged (1d8/19-20, 
  light crossbow); Full Atk +3 melee (1d6-1, 
  quarterstaff); AL N; SV Fort +5, Ref +4, Will +9; 
  Str 8, Dex 10, Con 12, Int 12, Wis 14, Cha 18. 
   
  Skills and Feats: Bluff +8, Concentration 
  +11, Diplomacy +6, Hide +5, Intimidate +6, 
  Knowledge(Arcana) +8, Listen +4, Move Silently 
  +9, Speak Languages (fruz), Spellcraft +10, 
  Spot +4; Alertness, Improved Initiative, Point 
  Blank (ray), Silent Spell, Stealthy, Empower 
  Spell; 
   
  Possessions: 
  spell 
  component 
  pouch, 
  tanglefoot bag, amulet of natural armor +1, ring 
  of protection +1, cloak of resistance +1, potion 
  of cure moderate wounds (2x), potion of 
  protection from arrows 10/magic, potion of blur 
   
  Spells Known (6/6/7/7/5; base DC = 14 + 
  spell level, 15 + spell level when enchantment): 
  0— daze, detect magic, mage hand, message, 
  open/close, prestidigitation, ray of frost, read 
  magic; 1
  st— color spray, mage armor, magic 
  missile, silent image, shield, 2
  nd — detect 
  thoughts, glitterdust, invisibility, scorching ray, 
  3
  rd — blink, haste, ray of exhaustion, 4
  th — 
  evard’’s 
  black 
  tentacles, 
  otiluke’s 
  resilient 
  sphere; 
  Note: Salion will have Mage Armor up 
  (calculated in the stats). Unless he is surprised, 
  he will also cast shield (raising his AC to 20, and 
  that of Syfer to 27) 
   
  Syfer (familiar): Cat; CR 0; Tiny animal; HD  
  9d8; hp 19; Init +2; Spd 30 ft.; AC 23 (touch 14, 
  flat-footed 21); Base Atk +4; Grp -8; Atk +8 
  melee (1d2-4, claw); Full Atk +8 melee (1d2-4, 
  claw); SQ improved evasion, share spells, 
  empathic link, deliver touch spells, speak with 
  master, speak with animals of its kind; AL N; SV 
  Fort +3, Ref +5, Will +7; Str 3, Dex 15, Con 10, 
  Int 9, Wis 12, Cha 7. 
   
  Skills and Feats: Balance +10, Climb +6, 
  Hide +16, Jump +10, Listen +3, Move Silently 
  +12, Spot +3; Weapon Finesse. 
   
  Golin: Male half-elf Brd6; CR 6; Medium-sized 
  humanoid (human); HD 6d6; hp 26; Init +2; Spd 
  30 ft.; AC 19 (touch 12, flat-footed 17); Base Atk 
  +4; Grp +5; Atk +6 melee (1d8+2/19-20, 
  longsword +1) or +6 ranged (1d6, short bow); 
  Full Atk +6 melee (1d8+2/19-20, longsword +1); 
  SQ countersong, fascinate, inspire courage +1, 
  inspire competence, suggestion; AL N; SV Fort 
  +2, Ref +7, Will +5; Str 13, Dex 14, Con 10, Int 
  12, Wis 11, Cha 16. 
   
  Skills and Feats: Diplomacy +10, Gather 
  Information +6, Hide +11, Knowledge (history) 
  +5,  Listen +8, Move Silently +11, Perform (wind 
  instruments) +15, Speak Languages (elf, fruz), 
  Spot +5, Tumble +11; Dodge, Mobility, Skill 
  Focus (perform). 
   
  Possessions: thunderstone, longsword +1, 
  pipes of sounding, buckler +1, studded leather 
  armor +1, buckler +1, potion of cure moderate 
  wounds, potion of cat’s grace, potion of 
  invisibility 
   
  Spells Known (3/4/3; base DC = 13 + spell 
  level): 0—dancing lights, ghost sound, lullaby, 
  open/close, prestidigitation, resistance, 1
  st— 
  
  Needles and Pins 
   
  Page 25 
  charm person, cure light wounds, grease, 
  Tasha’s hideous laughter, 2
  nd—calm emotions, 
  mirror image, silence 
   
  Thuk: Male half-orc Rog5/Brb1; CR 6; Medium-
  sized humanoid (half-orc); HD 5d6+1d12+12; hp 
  41; Init +3; Spd 40 ft; AC 20 (touch 13, flat-
  footed 17); Base Atk +4; Grp +8; Atk +8 melee 
  (1d6+5/18-20, rapier) or +6 ranged (1d6/19-20, 
  hand crossbow); Full Atk+8 melee (1d6+5/18-
  20, rapier); SA sneak attack +3d6; SQ Rage 
  1/day, evasion, uncanny dodge, trap sense +1; 
  AL CN; SV Fort +5, Ref +6, Will +1; Str 19, Dex 
  16, Con 14, Int 9, Wis 10, Cha 6. 
   
  Skills and Feats: Balance +6, Climb +8, 
  Hide +10, Listen +7, Move Silently +11, Sleight 
  of Hand +5, Speak Languages (orc, fruz), Spot 
  +7, Tumble +13; Combat Reflexes, Dodge, 
  Mobility 
   
  Possessions: alchemy fire (2x), rapier +1, 
  buckler +1, chain shirt +1, potion of shield of 
  faith +3, potion of cure moderate wounds, 
  gauntlets of ogre strength +2 
   
  
  Needles and Pins 
   
  Page 26 
  Appendix 5: 
  APL 10 
  Encounter 2 (EL 4) 
   
  Centipede Swarm: CR 4; Diminitutive Vermin 
  (Swarm); HD 9d8-9; hp 31; Init +4; Spd 20 ft., 
  Climb 20 ft.; AC 18 (touch 18, flat-footed 14); 
  Base Atk +6; Grp -; Atk Swarm (2d6 + poison); 
  Full Atk Swarm (2d6+poison); Space/Reach 10 
  ft./0 ft.; SA Distraction, poison; SQ Darkvision 
  60ft., immune to weapon damage, swarm traits, 
  tremorsense 30 ft., vermin traits; AL N; SV Fort 
  +5, Ref +7, Will +3; Str 1, Dex 19, Con 8, Int -, 
  Wis 10, Cha 2. 
   
  Skills and Feats: Climb +12, Spot +4; 
  Weapon Finesse
  B 
   
  Distraction (Ex): Any living  creature that 
  begins it’s turn with a  centipede swarm in its 
  space must  succeed on a DC 13 Fortitude save 
  or be nauseated for 1 round. The save DC is 
  Constitution based. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  and secondary damage 1d4 Dex. The save DC 
  is Constitution based. 
   
  Skills: A centipede swarm has a +4 racial 
  bonus on Spot checks and a +8 racial bonus on 
  Climb checks. It uses its Dexterity modifier 
  rather than its Strength modifier for Climb 
  checks. It can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  Encounter 3 (EL 10) 
    
  Salion: Male human (mixed) Sor11; CR 11; 
  Medium-sized humanoid(human); HD 11d4+11; 
  hp 42; Init +4; Spd 30 ft.; AC 17 (touch 12, flat-
  footed 16); Base Atk +5; Grp +4; Atk +4 melee 
  (1d6-1, quarterstaff) or +6 ranged (1d8/19-20, 
  light crossbow); Full Atk +4 melee (1d6-1, 
  quarterstaff); AL N; SV Fort +5, Ref +5, Will 
  +10; Str 8, Dex 12, Con 12, Int 12, Wis 14, Cha 
  18. 
   
  Skills and Feats: Bluff +8, Concentration 
  +13, Diplomacy +7, Hide +7, Intimidate +6, 
  Knowledge(Arcana) +10, Listen +4, Move 
  Silently +11, Speak Languages (fruz), Spellcraft 
  +12, Spot +4; Alertness, Improved Initiative, 
  Point 
  Blank (ray), Silent Spell, Stealthy, 
  Empower Spell; 
   
  Possessions: 
  spell 
  component 
  pouch, 
  tanglefoot bag, amulet of natural armor +1, ring 
  of protection +1, cloak of resistance +1, potion 
  of cure moderate wounds (2x), potion of 
  protection from arrows 10/magic, potion of blur, 
  scroll of lightning bolt, scroll of fly, gloves of 
  dexterity +2 
   
  Spells Known (6/6/7/7/7/4; base DC = 14 + 
  spell level, 15 + spell level when enchantment): 
  0— daze, detect magic, flare, mage hand, 
  message, open/close, prestidigitation, ray of 
  frost, read magic; 1
  st— color spray, mage armor, 
  magic missile, silent image, shield, 2
  nd — detect 
  thoughts, glitterdust, mirror image, invisibility, 
  scorching ray, 3
  rd — blink, haste, dispel magic, 
  ray of exhaustion, 4
  th — evard’’s black tentacles, 
  dimension door, otiluke’s resilient sphere, 5
  th — 
  feeblemind, baleful polymorph; 
  Note: Salion will have Mage Armor up 
  (calculated in the stats). Unless he is surprised, 
  he will also cast shield (raising his AC to 21, and 
  that of Syfer to 27) 
   
  Syfer (familiar): Cat; CR 0; Tiny animal; HD  
  11d8; hp 21; Init +2; Spd 30 ft.; AC 24 (touch 
  14, flat-footed 22); Base Atk +5; Grp -7; Atk +9 
  melee (1d2-4, claw); Full Atk +9 melee (1d2-4, 
  claw); SQ improved evasion, share spells, 
  empathic link, deliver touch spells, speak with 
  master, speak with animals of its kind; AL N; SV 
  Fort +3, Ref +5, Will +8; Str 3, Dex 15, Con 10, 
  Int 9, Wis 12, Cha 7. 
   
  Skills and Feats: Balance +11, Climb +6, 
  Hide +17, Jump +10, Listen +3, Move Silently 
  +13, Spot +3; Weapon Finesse. 
   
  Golin: Male half-elf Brd8; CR 8; Medium-sized 
  humanoid (human); HD 8d6; hp 34; Init +2; Spd 
  30 ft.; AC 20 (touch 12, flat-footed 18); Base Atk 
  +6/+1; Grp +6; Atk +8 melee (1d8+2/19-20, 
  longsword +1) or +9 ranged (1d6, short bow); 
  Full Atk +8/+3 melee (1d8+2/19-20, longsword 
  +1); SQ countersong, fascinate, inspire courage 
  +2, inspire competence, suggestion; AL N; SV 
  Fort +2, Ref +8, Will +7; Str 13, Dex 14, Con 
  10, Int 12, Wis 12, Cha 16. 
   
  Skills and Feats: Diplomacy +12, Gather 
  Information +7, Hide +13, Knowledge (history) 
  +5,  Listen +10, Move Silently +13, Perform 
  (wind instruments) +17, Speak Languages (elf, 
  fruz, orc), Spot +5, Tumble +13; Dodge, 
  Mobility, Skill Focus (perform). 
   
  Possessions: thunderstone, longsword +1, 
  pipes of sounding, buckler +1, ring of protection 
  +1, studded leather armor +1, buckler +1, potion 
  of cure moderate wounds, potion of cat’s grace, 
  potion of invisibility, scroll of dispel magic 
  
  Needles and Pins 
   
  Page 27 
   
  Spells Known (3/4/4/2; base DC = 13 + spell 
  level): 0—dancing lights, ghost sound, lullaby, 
  open/close, prestidigitation, resistance, 1
  st— 
  charm person, cure light wounds, grease, 
  Tasha’s hideous laughter, 2
  nd—calm emotions, 
  cure moderate wounds, mirror image, silence, 
  3
  rd—fear,  see invisibility,  
   
  Thuk: Male half-orc Rog5/Brb3; CR 6; Medium-
  sized humanoid (half-orc); HD 5d6+3d12+16; hp 
  59; Init +3; Spd 40 ft; AC 22 (touch 13, flat-
  footed 19); Base Atk +6; Grp +11; Atk +11 
  melee (1d6+6/18-20, rapier) or +8 ranged 
  (1d6/19-20, hand crossbow); Full Atk+11/+6 
  melee (1d6+6/18-20, rapier); SA sneak attack 
  +3d6; SQ Rage 1/day, evasion, improved 
  uncanny dodge, trap sense +2; AL CN; SV Fort 
  +7, Ref +8, Will +3; Str 20, Dex 16, Con 14, Int 
  9, Wis 10, Cha 6. 
   
  Skills and Feats: Balance +6, Climb +8, 
  Hide +10, Listen +7, Move Silently +13, Sleight 
  of Hand +5, Speak Languages (orc, fruz), Spot 
  +7, Tumble +14; Combat Reflexes, Dodge, 
  Mobility 
   
  Possessions: alchemy fire (2x), cloak of 
  resistance +1, rapier +1, buckler +1, chain shirt 
  +1, potion of shield of faith +3, amulet of natural 
  armor +1, bracers of armor +1, potion of cure 
  moderate wounds (x2), gauntlets of ogre 
  strength +2 
   
   
   
  
  Needles and Pins 
   
  Page 28 
  Speiher House DM Map 
   
   
  
  Needles and Pins 
   
  Page 29 
   
   
  
  Needles and Pins 
   
  Page 30 
  Map of Speiher House
   
   
   
   
  The arrows indicate the locations where the nails need be placed. 
  The arrows marked ‘S’ indicate the special nails. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/SND (Sunndi)/SND4-M02 Needles and Pins (3E).pdf