TEXT: NYR6−06 
   
   
   
  The Uninvited Guests 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™ Regional Adventure set in the Kingdom of 
  Nyrond 
  Version 0.3 
   
  by Jason Clark and George Rowland IV 
  Circle Reviewer: John Jenks 
  Triad Reviewers: Tom Kee 
  Playtesters: Tiffany Glenn-Hall, Bruce Higa, David Monson, Art Severance 
   
  The city of Midmeadow has existed in relative obscurity since the disastrous events of three years past, but recent 
  rumors hint that it is slowly becoming a notable trading hub, luring merchants and travelers from far and wide, and 
  suggesting that the city has the potential to recover from its turbulent history. There are those, however, who view 
  stability and the presence of outsiders as a hindrance to progress and evolution, and who further believe that to nurture 
  true growth one must be willing to accept a certain degree of volatility and sacrifice. This one-round Nyrond regional 
  scenario is part one of the Transformations series and is recommended for prudent PCs of levels 1-15 (APL 2-16) who 
  know when to speak and when to forever hold their peace. 
   
  Resources for this adventure include NMR3-03 Blind Faith, Muted Voices [Nicholas K. Tulach], NMR5-08 Fighting the 
  Headwind [Rene Ayala], WGR4 The Marklands [Carl Sargent], and the Nyrond web site Gazetteer (nyrond.org) [various]. 
   
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, DUNGEON 
  MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARD ARDS OF THE COAST, INC, IN THE US AND OTHER 
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  REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS PROHIBITED WITHOUT 
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  SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY COINCIDENTAL. © 2005 WIZARD ARDS OF 
  THE COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM. 
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rulebooks: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # 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 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round normally to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
  NYR6-06 The Uninvited Guests 
   
  Page 2 
  
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Kingdom of Nyrond. Characters from the Kingdom 
  of Nyrond pay one (1) Time Unit per round, while all 
  other characters pay two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Following the bizarre and destructive events in 
  Midmeadow during early CY 593, the arguably sluggish 
  response of King Lynwerd in addressing the crisis 
  allowed Midmeadow to deteriorate into a self-contained 
  wasteland with no central governing body, either 
  religious or otherwise. Various eyewitnesses placed the 
  Valorous League's Zylinchin and his followers in and 
  around the city during the latter months of CY 593, but 
  by the time Lynwerd was prepared to address the 
  situation, Prince Sewarndt’s Imperium had taken over. 
  Midmeadow has lay neglected since then, waiting for 
  someone to nurture its withered roots. 
   
  Throughout these last few years, the clergy of 
  Pholtus has maintained a presence in the city, 
  ministering from their gleaming temple to those who 
  would listen. Though it was ideally suited to cater to the 
  thousands of Tenha refugees displaced from their 
  homeland by Iuz and the Ether invasion of CY 592, the 
  temple now sees few devout worshippers, as most of the 
  Tenha returned to their former Duchy after the Duke’s 
  return and the “liberation” by Palish forces in CY 594. 
  This fact, coupled with the rigid nature of the Pholtan 
  religion itself and the infamy surrounding more 
  extremist Pholtan adherents such as the Valorous League 
  of Blindness, has made the Pholtan presence in 
  Midmeadow an awkward one at best. By keeping its 
  conversion attempts to a minimum and reluctantly 
  resisting the temptation to meddle in the fractured lives 
  of the populace, Midmeadow’s residents did not seem to 
  mind the Pholtan presence, but then no one had the 
  temerity to ask them to leave, either. 
   
  This delicate coexistence persisted through the brief 
  reign of the Nyrond Imperium in CY 595. Once 
  Sewarndt was decisively overthrown, many in the 
  revitalized Kingdom rejoiced, but there were also those 
  for whom civil war was not only profitable but preferable. 
  One such war-monger was a certain human mage, whose 
  private lair lay deep within the vast Gamboge Forest. 
  Having long ago mastered the arcane arts, the mage was 
  easily bored and derived pleasure and satisfaction only in 
  the suffering and manipulation of others. Brooding for 
  months in misanthropic rage upon Sewarndt’s defeat and 
  the intolerable peace that followed, the mage ultimately 
  gave up on the world of men. A select number of minions 
  were sent out across the Flanaess to retrieve specific 
  items necessary for a special project. These minions soon 
  returned successfully from their errands, with one agent 
  from Nyrond informing the mage that an adept and item 
  broker in the city of Midmeadow would be able to 
  produce the final necessary item within two weeks. This 
  agent—a highly capable spy—was advised to remain in 
  Midmeadow until then, gathering what information he 
  could on the current state of the Kingdom. 
   
  Once a hub in years past for itinerant traders en 
  route to Nyrond’s larger cities and the County of Urnst, 
  Midmeadow during the two years preceding the 
  Imperium saw very little trade, as the legend of that 
  disastrous eve in CY 593 grew to fantastic proportions. 
  When Lynwerd reclaimed the throne, word again spread 
  across the land and Midmeadow gradually evolved into 
  an important stopover for merchants and their caravans; 
  while this led to more business being conducted outside 
  the city walls than within, as the “town” of carts, wagons, 
  horses and mules replaced the “tent town” of the now-
  departed Tenha refugees, eventually a dedicated handful 
  of professionals, sages and historians settled within the 
  city, drawn by the absence of an oppressive church 
  presence or any Royal bureaucracy, Imperial or 
  otherwise. 
  NYR6-06 The Uninvited Guests 
   
  Page 3 
  
   
   One of these professionals was a female human 
  adept named Rowena Livingston who specialized in the 
  crafting and brokering of magic items; though past the 
  prime of her youth, she became involved in a 
  tempestuous affair with an acolyte from the Pholtan 
  Church of the Bright Path ten years her junior named 
  Penrys Bonchal. Despite already being in a relationship 
  with her, Penrys’s wandering eye was soon caught by a 
  lovely young elf from the Gamboge named Faith, who 
  had rebelled against her racist tribe and fled to 
  Midmeadow to live among humans and other 
  demihumans in the city’s new relaxed, communal 
  environment. Overwhelmed with ungoverned emotion 
  for this idealistic girl, Penrys could think of nothing to 
  do but abruptly terminate the affair with Rowena in favor 
  of his (relatively, in elf years) younger lover. It was a 
  tactless and insensitive maneuver, but since his 
  relationship with Rowena had been kept secret from the 
  public (and especially from his Church superiors), she 
  was the only one hurt by the news. Penrys then publicly 
  announced his engagement to Faith, sending the city 
  into a joyous uproar, as this sort of formal celebration was 
  just the thing needed to bolster morale, establish a 
  stronger sense of community, and fill the awkward void 
  left by the abrupt withdrawal of General Zylinchin. The 
  date was set, invitations sent, and Rowena closed her 
  shop and left town to nurse her emotional wounds. 
   
  While away in Rel Mord deep in sorrowful 
  contemplation, she cursed the capriciousness of her 
  former lover, lamenting among other things her 
  advancing age and the fact that she had yet borne no 
  children. One evening, slightly inebriated and muttering 
  aloud in her reminiscence, Rowena was overheard by a 
  sympathetic female bard named Sastrine. Gaining 
  Rowena’s 
  confidence, 
  Sastrine 
  hinted 
  at 
  certain 
  underworld contacts of hers that could perform 
  particular favors if the price was right. In her jealousy, 
  Rowena hatched upon a crude plan to teach Penrys a 
  lesson in loyalty and commitment; she conspired with 
  Sastrine to discredit him on his wedding day. 
   
  Utilizing her powers of suggestion, Sastrine would 
  attend the wedding, subtly manipulate Penrys's mind, 
  and get him to abandon his young elven bride on the 
  altar (via her suggestion ability); outside the city gates, 
  Sastrine’s contacts would ambush Penrys and load his 
  unconscious body onto a caravan bound for the most 
  distant destination available. There, brooded Rowena, he 
  could ponder how he had truly strayed from the path. 
  The social stigma for this seemingly callous behavior 
  would forever stain his reputation, or so she hoped, so 
  that no woman would ever be able to trust him. Though 
  Rowena bore no malice toward young Faith, her 
  wounded pride convinced her that if she herself could 
  not have Penrys, then no woman would. The plan was 
  rather foolish and not a little illegal, but in itself innately 
  harmless, a ruse born of simple jealousy. Both women 
  underestimated the racism of Faith’s former tribe. 
   
  Zealously desiring to return Faith to her tribe, even 
  against her will if necessary, her immediate family 
  members pleaded with their tribal elder, a powerful wild 
  elf druid whose fearsome abilities had secured the tribe’s 
  existence for generations. This druid, a vehement racist, 
  agreed that no child of his tribe would ever live among 
  humans, especially those in the accursed city of 
  Midmeadow, where they had rightly presumed the girl 
  had fled. A spy was soon sent to the city to confirm 
  Faith’s presence there before sending a group of elves to 
  “persuade” her to return; this wild elf spy began asking 
  pointed questions around town about Faith and was 
  observed by several residents before learning that she was 
  not only living contentedly in Midmeadow but planning 
  to marry a Pholtan priest as well. The spy sent a message 
  back to the forest detailing the date of the ceremony and 
  its accompanying rehearsal dinner. The druid-elder was 
  enraged; Pholtans had years before ventured into the 
  forest and successfully converted some irresolute 
  members of his tribe to their despicable faith. 
   
  The druid was convinced that the priest (Penrys) had 
  somehow manipulated Faith’s mind and convinced her to 
  remain in Midmeadow for his own ends; the druid 
  ordered his tribe to remain in their camp and decided to 
  address the matter personally. Threatening a particularly 
  vicious group of forestkith goblins to create a small 
  diversion at the rehearsal dinner, the druid smuggled 
  them into the city three nights before the wedding and 
  allowed them to arrange themselves in their tree shape 
  form around the intended dining area. He then cast a 
  greater scrying spell on one of them, assumed the form of a 
  large owl, and waited in the nearby trees. 
   
  Walking the streets of Midmeadow in the days 
  before the ceremony, Sastrine happened upon a dashing 
  young man who instantly charmed her with his worldly 
  ways and knowing smile; in a spate of pride she carelessly 
  boasted of the plan to discredit the Pholtan priest 
  without specifically mentioning Rowena. The young 
  man, Narinn Kirr, who was actually the mage’s agent in 
  town to secure the final item from Rowena and to gather 
  information on Midmeadow’s happenings, initially found 
  the plan simply amusing and failed to make a connection. 
  However, when he visited the adept later that day, she 
  offered profuse apologies: she had suffered a personal 
  crisis and left town to address it, with her workload 
  subsequently suffering as a result. If he could stay in 
  town until after the wedding she would have the item for 
  him. Upon hearing this, and keenly observing her 
  agitated emotional state, he realized with dread that 
  Rowena was indeed the jilted lover; though she had not 
  been informed as to the purpose of the item she was 
  procuring, the mage had made it quite clear to his agents 
  that secrecy was of the utmost importance. Narinn 
  concluded that if Rowena was emotionally unbalanced 
  and focused on her petty plan of revenge instead of on 
  her work, then she might conceivably mention the 
  project to someone else, perhaps Sastrine. Thus, Rowena 
  was a risk, and Narinn began to watch her movements 
  and associations very closely. 
   
  As previously noted, while the majority of 
  Midmeadow’s residents were tolerant of the Pholtans’ 
  presence, no one had asked them to leave. Events in Tenh 
  and in the Headwinds series (NMR5-03, 5-05 and 5-08) 
  NYR6-06 The Uninvited Guests 
   
  Page 4 
  
  changed that, drawing Lynwerd’s gaze north to the Pale 
  border and Midmeadow. The city’s temple of Pholtus was 
  originally erected by the Valorous League; when those 
  fanatics were forced out of in late CY 595, both the 
  Church of the Blinding Light (Nyrond’s version of the 
  Pale’s Church of the One True Path) and the Church of 
  the Bright Path (the less rigid Almorian Pholtan church, 
  essentially a splinter sect considered pagans and heretics 
  by other Pholtans) moved to fill the vacuum, as neither 
  had ever secured a foothold in Midmeadow. Thus, 
  Midmeadow was blessed with not one but two distinct 
  churches of Pholtus, both of whom were antagonistic 
  toward one another. Their joint occupation of 
  Midmeadow has lasted for just over a year, but after 
  Headwinds, Lynwerd had had enough and ordered both 
  Churches to withdraw. In addition, he demanded that 
  the New Dawn Camp outside the city be demolished, 
  instructing both Churches to cooperate in the task, as its 
  presence was an unpleasant reminder of times—and 
  attitudes—past. 
   
  While many might think a schism would result from 
  such a mandate, especially given that the Church of the 
  Blinding Light is the more intolerant of the two sects and 
  that the clergy of Pholtus have rarely relinquished their 
  foothold on anything, such was not the case. Rumor has 
  it that the high priest of the Church of the Blinding Light 
  appealed to King Lynwerd: for their willingness to depart 
  Midmeadow and tear down the New Dawn Camp, would 
  not the King at least permit the Church of the Bright 
  Path to remain in the city, ministering to those who had 
  grown accustomed to and were still receptive to its pagan 
  dogma? 
   
  Realizing that the clergy of Pholtus, regardless of 
  their independent views, did indeed provide necessary 
  services to a willing segment of the populace, and that 
  their lawful rigidity was also a deterrent to criminal 
  activity, and that the Bright Path sect was the more 
  popular of the two churches, Lynwerd decided that a 
  minimized Pholtan presence would better serve 
  Midmeadow than no presence at all, at least for the time 
  being, until some sort of permanent governorship of the 
  city could be established. As it was historically the 
  Church of the Blinding Light that maintained formal 
  relations with the Church of the One True Path in the 
  Pale, and that it was the Pale church which was 
  ultimately responsible for the Valorous League of 
  Blindness, Lynwerd agreed to the high priest’s offer; with 
  the arm of the Church (and its dogma) most likely to 
  aggravate Midmeadow’s citizens out of the way, he 
  reasoned, the city might actually flourish. Thus, the high 
  priest and his disciples made a very public show of 
  agreeing to the King’s demands and withdrawing from 
  Midmeadow; outside town, destruction of the New Dawn 
  Camp commenced, with many startled onlookers 
  whispering amongst themselves at the Church’s 
  unprecedented lack of resistance. 
   
  The Prefect of the Church of the Bright Path, 
  meanwhile, elated at the graciousness of his counterpart 
  and the King’s willingness to allow his church to remain 
  in Midmeadow, lifted the ban of martial law that had 
  originally been placed upon the city by the Valourous 
  League at the end of NMR3-03 Blind Faith, Muted Voices 
  and opened the doors of the Pholtan temple to non-
  Pholtans for the first time; orders soon came from deeper 
  within the Kingdom, transferring him to Mithat while a 
  new Bishop named Talpin Thorea was sent to replace 
  him. “Out with the old, in with the new” were the words 
  echoing through the vaulted halls of the temple in 
  Midmeadow. 
   
  One month after the withdrawal of the Church of 
  the Blinding Light and the institution of the new “open 
  door” policy of the Church of the Bright Path, news of 
  the impending wedding of a Bright Path acolyte to a 
  young Gamboge elf provided Midmeadow’s residents 
  with precisely the positive public event needed to 
  reinforce their sense of community. Bishop Thorea 
  publicly embraced the union of Penrys and his 
  demihuman bride; while historically the Pholtan clergy 
  had been known to look down upon the non-human 
  races, the Bishop informed residents that the Church’s 
  new degree of tolerance was in keeping with the open-
  minded environment embodied by Midmeadow itself. 
   
  Some, however, can only handle open-mindedness 
  in small doses, and the Pholtans were unprepared for 
  what was happening in the different sections of 
  Midmeadow. The city had evolved into four distinct 
  districts: the Pholtans and the more upscale merchants 
  occupied one such district; elves and artisans occupied 
  the city’s largest park; dwarves, gnomes and halflings 
  congregated in a third district; but it was the fourth 
  district, which sprawled over the eastern third of the city 
  and contained half-elves and half-orcs (among others) 
  living and working together in harmony, that would 
  challenge progressive minds, had they known of the 
  threat that lay within it… 
   
  ADVENTURE SUMMARY 
  The city of Midmeadow has recovered impressively from 
  the disastrous events of CY 593 detailed in NMR3-03 
  Blind Faith, Muted Voices. The slow response of King 
  Lynwerd in addressing the crisis and absence of 
  leadership, coupled with the interruption of his reign by 
  Prince Sewarndt’s Imperium, has allowed the city to 
  evolve on its own with limited governmental and church 
  interference into a multifaceted commune where the 
  residents live contentedly without any such authority. 
  Rumors of Midmeadow’s recovery have attracted many 
  traders and merchants, and along with these travelers 
  have come professionals and itinerant priests of different 
  faiths, some of whom have elected to remain in the city 
  as permanent residents. Because of this, the populace has 
  essentially everything it needs and has not had reason to 
  appeal to the restored Nyrond throne for supplies, 
  leadership, or religious sponsorship. 
   
  The one conspicuous faith in town, that of Pholtus, 
  which has been a presence in Midmeadow since before 
  the events of NMR3-03 Blind Faith, Muted Voices, has failed 
  to establish any kind of dominance due to infighting 
  between two of its sects—the Church of the Blinding 
  NYR6-06 The Uninvited Guests 
   
  Page 5 
  
  Light and the Church of the Bright Path—each of which 
  views the other as heretical. Their bickering has deterred 
  many residents from wholeheartedly embracing Pholtus, 
  despite the fact that the one remaining sect (the Bright 
  Path) occupies the only permanent temple in town. 
  While a portion of the populace still worships one of the 
  two sects, most residents are content with the other new 
  faiths in town or none at all. 
   
  When the PCs arrive in Midmeadow, its one obvious 
  characteristic should be that of community. The absence 
  of any official city guards, Nyrondese troops, or even a 
  new mayor should suggest that this is a rare place, 
  apparently unspoiled by the intrigues of politics or 
  religion. Here, demihumans and humans--including a 
  small contingent of Flan refugees--dwell in peace 
  amongst one another. They are a peace-loving group of 
  people who, more than anything, are glad that the 
  conflict between Lynwerd and Sewarndt is over. 
  Although the troop movements past the city as Lynwerd 
  builds more military encampments along the Pale border 
  is somewhat disturbing to them, the troops have left the 
  city alone so far. 
   
  PCs will be welcomed with a rustic zeal and sense of 
  promise that seem almost too good to be true. Whatever 
  their initial reactions, after exploring the city (especially 
  its eastern recesses) the PCs may ultimately have to 
  decide how strongly they feel about the role—and 
  indeed the necessity--of authority in an organized society. 
   
  Introduction: The PCs hear rumors that Midmeadow 
  has become a notable trade hub, with varied foreign 
  merchants offering exotic wares from distant lands. To 
  investigate these rumors, or to explore the city for 
  (perhaps) the first time since the infamous events of early 
  CY 593, the PCs journey to Midmeadow. Arriving at the 
  main gate during mid-afternoon, they confirm that the 
  rumors are indeed true. As they converse and absorb the 
  scene, a merchant caravan arrives and one passenger 
  disembarks: an affable priest of Fharlanghn who 
  introduces himself to the PCs. Shortly thereafter, a group 
  of festively dressed gnomes and halflings accost and 
  inform the PCs that they are just in time for a rehearsal 
  dinner later that evening. The PCs are quickly given 
  ticket-invitations for the dinner, along with convoluted 
  instructions on what to wear, and a list of gifts 
  appropriate to the groom, a young priest of Nyrond’s 
  Church of the Bright Path, and are further reminded that 
  the wedding itself is in two days. They then hurriedly 
  depart, leaving the PCs to absorb what they have heard. 
  The PCs may introduce themselves to one another, if 
  they have not already met or done so. From here, they 
  may explore the trading bazaar or enter the city-proper. 
   
  Encounter One: The PCs have a chance to explore the 
  traders’ bazaar outside the city gates; they may also 
  explore the formerly glorious city and gather information 
  on its residents, its religious presence, the merchant 
  activity outside the gates, the wedding, and finally the 
  dinner and their duties at it. The PCs may also shop for 
  gifts and appropriate attire. During this encounter they 
  discover that much has changed since the events of 
  NMR3-03 Blind Faith, Muted Voices: though it lacks its 
  former sociopolitical infrastructure, the city has evolved 
  naturally into a functional commune, with no central 
  governing political or religious presence. Residents here, 
  though far from affluent, exist in peaceful harmony with 
  one another, although the city itself is largely run down 
  and in a fluctuating state of disrepair. Despite their 
  efforts, the PCs are unable to locate the groom, bride, or 
  the halfling who handed them ticket-invitations. They 
  have until sundown to explore, at which time they are 
  expected to appear at the rehearsal dinner. 
   
  Encounter Two: Under a canopy of stars and 
  surrounded by floating lights and ornate shrubbery, the 
  PCs attend the rehearsal dinner in the city’s largest park 
  and finally meet the wedding couple: an Oeridian acolyte 
  of Pholtus and his bride-to-be (a young wild elf). The PCs 
  also meet other key Midmeadow residents whom they 
  would not have had a chance to encounter during the 
  afternoon. During this extended roleplay encounter, the 
  PCs have a chance to question the wedding couple on 
  their very unusual (for Pholtans) marriage as well as the 
  elf’s origins and her views on the Pholtan religion, and 
  may follow up on any rumors heard while gathering 
  information earlier. Also present at the dinner is a female 
  bard intently observing the acolyte’s behavior. The PCs 
  may note several empty chairs, as certain individuals—
  most notably a local merchant—have been invited yet 
  declined to appear. This encounter ends with the 
  wedding couple departing just before sundown to attend 
  evening prayers, followed by a brief bit of dancing before 
  the surprise attack in Encounter Three. 
   
  Encounter Three: The rehearsal dinner is violently 
  interrupted as several of the small, decorative shrubs 
  bordering the dining area transform into wild-eyed 
  forestkith goblins and attack everyone in sight. The 
  goblins are from the Gamboge and were smuggled in the 
  night before; they have been posing as decorative shrubs 
  using their tree shape ability and are working for the racist 
  druid-elder of Faith’s former tribe. To delay pursuit while 
  he abducts her (see Encounter Three-A, below), the 
  goblins attack all innocent bystanders, including the PCs, 
  with humans being their primary targets. The female 
  bard attending the dinner looks more surprised than 
  anyone at the chaos that follows; preventing her from 
  fleeing could provide the PCs with an important clue 
  about the attack. PCs that can see invisible creatures may 
  notice an older Baklunish female observing the scene 
  from a discreet distance in absolute horror. 
   
  Encounter Three-A (“Abduction,” off-screen): As the 
  goblins attack, the druid-elder of Faith’s former tribe 
  attempts to abduct her while she and Penrys return to the 
  temple of Pholtus for evening prayer. The druid plans to 
  whisk Faith away southwest to divert suspicion from any 
  Gamboge inhabitants before doubling back toward the 
  NYR6-06 The Uninvited Guests 
   
  Page 6 
  
  Gamboge Forest. If the PCs dispatch the goblins quickly 
  enough, they may hear the screams of local residents 
  following the druid’s attack and realize that the goblins 
  were a diversion. Though they have little chance of 
  stopping the abduction, witnesses can provide the PCs 
  with key details. 
   
  Encounter Four: After defeating the goblins, the PCs 
  will likely hear screams in the distance (see Encounter 
  Three-A, above) and wish to investigate. The NPC clerics 
  on hand at the dinner offer to heal any injured guests 
  while the PCs rush to investigate the screams. Following 
  the sound to its source, the PCs are led to the temple of 
  Pholtus, where several dozen residents are gathered. 
  There, they learn from onlookers that (if the druid was 
  successful) Faith has been abducted by a large air 
  elemental that flew south out of town; Penrys lies 
  unconscious in the street. Several residents soon begin 
  arguing over who is likely responsible for the attack, with 
  the interracial marriage being labeled a bad omen. 
  During the ensuing confusion, the PCs should easily note 
  both the lack of a definitive authority figure and the 
  danger of a mob mentality overtaking residents. No one 
  approaches the PCs to do anything about the situation, 
  and it is up to them to realize that perhaps their 
  assistance in the investigation is the best wedding 
  present they can offer. The female bard, if detained, can 
  be intimidated into revealing vague details about an 
  unsavory plot designed to discredit and humiliate Penrys, 
  but which had nothing to do with Faith. PCs who noticed 
  the older female observing the dinner may seek her out 
  for questioning, though she proves elusive; astute 
  questioning of the other dinner guests reveals that one of 
  the missing invitees is a local merchant and adept. This 
  brief investigative encounter should end with the PCs 
  agreeing to track the elemental, either immediately or 
  first thing in the morning. 
   
  Encounter Four-A (“Annihilation,” off-screen): The 
  mage’s Midmeadow agent, who was not invited to the 
  rehearsal dinner but was at a local tavern gathering 
  information on the newly-arrived PCs, happens to spot 
  the druid changing form into an elemental and 
  immediately contacts his master (via magic) with news of 
  the attack on Faith. The mage quickly realizes what has 
  happened and, for reasons known only to him at this 
  time, uses his mighty arcane power to pinpoint the 
  location of the druid’s elven encampment within the 
  Gamboge. He then travels there, arriving shortly after the 
  druid returns, and lays waste to the entire tribe, 
  efficiently killing everyone and leaving behind clear 
  evidence that a powerful arcanist was responsible. If 
  Faith was successfully abducted during Encounter Three-
  A, she is found here safely encased in a magic sphere. The 
  mage positions several of the dead elves throughout the 
  forest, providing a crude trail straight to the elven camp. 
  He then travels back to his lair, presuming his 
  involvement in these affairs to be complete. 
   
  Encounter Five: The PCs attempt to track the air 
  elemental; at higher APLs they may possess the resources 
  to pursue immediately; at all APLs, however, the PCs may 
  easily be fooled and begin tracking in the wrong 
  direction, away from the Gamboge. Using the Gather 
  Information skill to question travelers on the road can 
  compensate for this. Eventually, regardless of APL, the 
  PCs should venture into the Gamboge Forest in search of 
  their quarry. Upon entering the forest from the west, the 
  PCs soon come across one of the slain elves positioned by 
  the mage; using Survival and/or the Track feat, the PCs 
  find more elven corpses and make their way to the elven 
  encampment. There, they behold a ruthlessly efficient 
  massacre, as the entire tribe—including the druid and his 
  animal companion—has been slain, victims of a mighty 
  arcane assault. Evidence of powerful magic is easily found 
  everywhere, clearly indicating to the PCs that a mage of 
  the highest order is involved. Inexplicably, Faith (if 
  abducted) lies unconscious and unharmed, safely 
  protected within a magic sphere. As the PCs try to 
  unravel the mystery behind the attack, they may attempt 
  Listen and Spot checks to note the surreptitious arrival of 
  an elven scouting party from deeper within the 
  Gamboge. These new elves, while friendly toward the 
  restored Kingdom of Nyrond and antagonistic toward 
  the druid’s tribe, were drawn to the area by sounds of 
  battle, and are initially skeptical at seeing a band of 
  adventurers standing amidst a clearing of slain elves. The 
  PCs must utilize Diplomacy to convince the scouting 
  party of their innocence. Once the PCs successfully 
  explain their mission and situation, the scouting party 
  leader suggests the PCs accompany them back to their 
  village to tell their story to the tribal elder; if the PCs fail 
  miserably at the Diplomacy check and combat erupts, the 
  elves attempt to subdue the PCs and bring them to the 
  village anyway. 
   
  Encounter Six: On the way to the village of the elven 
  scouting party, forest predators that have been tracking 
  the scouting party, which has strayed outside its usual 
  patrol route to investigate the mage’s attack, ambush the 
  elves and the PCs. The PCs might be blindfolded for this 
  journey, as the elves wish to protect the secrecy of their 
  village. Thus, when the predators attack, the PCs will 
  have to act quickly and may even be trapped in the 
  predators’ snares as combat begins. A skilled gang of 
  forest troll rangers then viciously attacks the PCs and 
  elves; this combat is designed to establish a bond of 
  comradeship between the elves and the PCs, as they fight 
  together to repel their attackers. 
   
  Encounter Seven: After defeating the forest trolls, the 
  party continues to the elven village. There, the PCs tell 
  their story (perhaps via a retried Diplomacy check) of the 
  city attack, the arcane massacre, and the conspicuously 
  laid trail of slain elves to the tribal elder. Upon hearing 
  the news (and if their Diplomacy check is successful), the 
  elder agrees to aid the PCs in their investigation. If the 
  Diplomacy check is unsuccessful, the elder declines to 
  NYR6-06 The Uninvited Guests 
   
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  aid the PCs in their investigation, citing her 
  responsibilities to the tribe and the fact that the situation 
  seems to have resolved itself. The PCs are left to return to 
  Midmeadow and pursue any relevant leads. 
   
  Encounter Eight: The PCs return to Midmeadow and 
  investigate Faith’s attack; this eventually leads them to 
  the adept, Rowena Livingston. Once confronted by the 
  PCs, especially if they have successfully intimidated the 
  bard Sastrine, she remorsefully admits her guilt about the 
  plot to kidnap Penrys but professes to know nothing 
  about the plot to kidnap Faith. She is willing to submit to 
  justice, but the method by which the PCs get her to 
  submit—brute 
  force, 
  subtle 
  threats 
  or 
  earnest 
  diplomacy—directly affects their standing with the 
  residents of Midmeadow for the duration of this series. 
  She may also be persuaded to reveal details of her most 
  recent project: procuring an exotic item for a reputedly 
  wealthy client, whose agent is already in town waiting for 
  it. While she does not know the purpose of the item or 
  for whom it is intended, she can identify the agent for 
  the PCs; the PCs may use their varied Knowledge skills to 
  speculate on the item’s purpose, but exceptionally astute 
  PCs may sense a connection between the item and the 
  arcane massacre witnessed during Encounter Five. 
  Whether by force, coercion or entreaty, Rowena agrees to 
  accompany the PCs to any higher authority of their 
  choosing, with the notable exception of any Pholtan 
  church; to that particular faith she refuses to submit. As 
  they leave her shop, the mage’s agent, who immediately 
  informs his master that the project has likely been 
  compromised, observes the PCs. The mage decides to 
  eliminate Rowena and the meddlesome PCs, sending a 
  strike force to deal with them. 
   
  Encounter Nine: In broad daylight upon Midmeadow’s 
  cobbled streets, the mage’s minions, who arrive to silence 
  her for drawing attention to his project and to slay the 
  meddlesome adventurers, intercept Rowena and the PCs. 
  Keeping Rowena alive during this combat dramatically 
  improves the PCs’ reputations in the eyes of 
  Midmeadow’s residents. At the end of this encounter it 
  should be clear to the PCs that the kidnapping and the 
  nature of the enforcers indicate that the mage who slew 
  the elves in the Gamboge (and rescued Faith) may be 
  more of a threat than they initially suspected. Whatever 
  his intentions were to the PCs before the rehearsal 
  dinner, they now clearly label the mage as a brazen, 
  cunning, and fearsome enemy. 
   
  Conclusion: After defeating the mage’s minions, the 
  PCs must make a choice: either allow Rowena to go free 
  or escort her to a higher authority of their choosing. If 
  they choose to turn her in, they must further decide 
  which higher authority is most appropriate. Their choice 
  has a direct effect on the subsequent chapters in this 
  storyline. In any event the wedding is indefinitely 
  postponed. For defeating his minions, the mage takes an 
  active interest in the PCs’ immediate future and begins 
  devising a way to enact his revenge. In the meantime, the 
  PCs may be awaiting word from the Gamboge elves on 
  the success of their investigation. Finally, though they 
  have not had time to focus on it as yet, the PCs may be 
  forming opinions on the conspicuous attitude of 
  tolerance espoused by the Church of the Bright Path. 
  Residents hail the PCs as heroes for defeating the 
  mysterious minions (and for rescuing Faith, if 
  applicable), but there will be an uneasy tension lingering 
  in the city, as if some kind of evil seed is gestating just 
  below the surface of perception, ready to burst forth... 
   
  PREPARATION FOR PLAY 
  Take note of any Pholtan PCs, especially if they are 
  members of applicable Nyrond meta-orgs or the 
  Theocracy of the Pale’s faction of the Church of Pholtus 
  (the Church of the One True Path), as conflicts could 
  arise between such PCs and some of this scenario’s NPCs, 
  who might view each other as “heretics,” “pagans,” or 
  worse. Additionally, any elven PC who specifically claims 
  to hail from the Gamboge Forest may have a keen 
  interest in the development of this scenario; the elves 
  from Encounters Five, Six and Seven will prefer to 
  address such PCs during any negotiations. Finally, any 
  PCs who actually played NMR3-03 Blind Faith, Muted 
  Voices may recall specific NPCs, details, and areas of the 
  city from that scenario. It is to be noted that many of the 
  NPCs from that scenario have moved on and no longer 
  really exist in Nyrond. If they do not appear in this 
  scenario and the PCs specifically ask about them, simply 
  have a local say they left years ago and have not been 
  heard from since. Should they wish to revisit such people 
  or places, especially during Encounters Two and Eight, 
  do your best to keep them focused on the present 
  scenario; ad lib as necessary, emphasizing the importance 
  of the rehearsal dinner and the faux pas of declining the 
  invitation. 
   
  Before play begins, roll eight Reflex saves for Faith 
  (for her attempted abduction during Encounter Three-A). 
  Next, have each player roll two Spot checks (for 
  Encounters Five and perhaps Six) and two Listen checks 
  (for Encounters Five and Six); it is also advisable to 
  preroll the Hide and Move Silently checks for the elves 
  in Encounter Five, along with the Hide checks for the 
  foes in Encounter Six. Also, have the players list their 
  characters’ Sense Motive modifiers and secretly roll two 
  checks for each PC (Encounters Two and Eight). Finally, 
  roll a Bluff check for Narinn Kirr, so that his movements 
  might seem more natural at the beginning of Encounter 
  Nine. 
   
  CAST OF CHARACTERS 
  Though many of the following NPCs are intended to 
  appear throughout the series, the PCs will be very busy 
  during this scenario and will likely not have time for 
  extended roleplay with all of them. 
   
  NYR6-06 The Uninvited Guests 
   
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  � Dalis Mirivan: 
  This 
  Suel 
  cleric 
  of 
  Fharlanghn arrives in Midmeadow just after the PCs and 
  is intended as an amiable companion as they explore the 
  city. He is more interested in the diversity of faiths 
  within the city and the stories traveling merchants have 
  to tell than in the history or evolution of Midmeadow 
  itself, but his good looks, diplomatic charm and affability 
  can be assets for any such PC deficits. 
   
  � Penrys Bonchal (“PEN-riss bon-SHAL”): This 
  Oeridian acolyte of Pholtus in Nyrond’s Church of the 
  Bright Path is unwittingly at the center of every 
  tumultuous event in this story. His wandering eye and 
  capricious nature cause him to spurn his adept-lover 
  Rowena Livingston in favor of a much younger 
  (relatively) elf; this leads to Rowena’s scheme of 
  retribution, which ultimately draws the mysterious 
  mage’s attention to Midmeadow, as Penrys’s wedding 
  announcement (partially--and secretly--designed to divert 
  attention away from his affair with Rowena) actually 
  attracts Faith’s former tribal elder, who sends goblin 
  berserkers as a distraction while he attempts to kidnap 
  and return her to the Gamboge. Penrys is insensitive, 
  inexperienced, prideful, unfocused, and lacks the courage 
  and tenacity that are necessary components of a 
  trustworthy leader and lover. 
   
  � Faith: This young Gamboge wild elf deserted her 
  racist tribe and came to live in Midmeadow six weeks 
  ago. Penrys briefly courted her and they now plan to wed. 
  However, their very public wedding announcement has 
  attracted two types of scrutiny: first, her former tribal 
  elder, a powerful and vengeful druid, plans to abduct her 
  from the humans he believes have seduced her to 
  Midmeadow; secondly, the marriage of a human Pholtan 
  to a “lesser” race has become, outside of Midmeadow, the 
  subject of much gossip. 
   
  � Valandril: This wood elf ranger is the first contact 
  the PCs will have with the Inanilae elves of the Gamboge. 
  Though the circumstances of their first encounter are 
  highly suspicious and unfavorable for the PCs, it is the 
  PCs’ earnestness and diplomatic intentions that could 
  help to establish a lasting friendship with him and his 
  tribe. 
   
  � Tess’inene-ilae: This young female wood elf is the 
  acting chief of the Inanilae tribe. Persuading her to assist 
  with the investigation into the attack on Faith could 
  serve 
  to 
  strengthen 
  the 
  relationship 
  between 
  Midmeadow and the elves of the Gamboge. 
   
  � Talpin Thorea: This Oeridian priest of Pholtus is 
  the new Bishop of Midmeadow’s Church of the Bright 
  Path. He has been here less than a month and is likely to 
  raise PC eyebrows with his attitude of tolerance and 
  openness, especially with regard to demihumans and 
  other faiths. PCs used to more rigid, intolerant Pholtan 
  priests may find him a notable curiosity; even more 
  curious is his refusal to be goaded into hostilities by a 
  vociferous Peloran cleric who seeks to lure worshippers 
  away from the Bright Path Church. 
   
  � Knight-Captain Talbrith Hemerenn: This female 
  human paladin of Pholtus is the head of the Pholtan 
  Knights Valorous, Order of Celene, and is assigned to 
  Midmeadow to minister to the populace as best she can, 
  as well as to monitor the city and mood of its residents 
  for any disturbances arising in the wake of the expulsion 
  of General Zylinchin and the Valorous League. 
   
  � Knight-Captain Quenthe Ilerrio: This male high 
  elf from the Gamboge forest is the second-in-command 
  of the Order of Celene, and is an accomplished archer 
  and wizard. He and the other Knight-Captain are 
  currently renovating the former barracks of the Valorous 
  League of Blindness to house its new occupants, whoever 
  they may be. 
   
  � Callidan Estani: This half-elf/half-Rhenee priest of 
  Pelor has made it his mission to lure all worshippers of 
  Pholtus in Midmeadow away from that faith, whose 
  clergy and sects he believes to be corrupt, devious, and 
  untrustworthy. He is often found at sundown near the 
  temple of Pholtus publicly decrying its clergy, but rather 
  than trying to convert residents to Pelor, he simply wants 
  them to cease worshipping Pholtus. Despite his 
  unbridled and defamatory slander, members of the 
  Bright Path have not challenged him. 
   
  � Hinnad: This Oeridian priest of Merikka was drawn 
  to Midmeadow by vague rumors of agricultural trade. His 
  initial shock at their veracity was soon overshadowed by 
  an even more unbelievable rumor: that one man was 
  somehow responsible for the agricultural revitalization of 
  the city. He has never seen this mystery man but has met 
  the eerie priestess rumored to be protecting him, and 
  knows that residents in the area could not have achieved 
  their current level of organization without guidance. That 
  unseen hands guide the agricultural district has 
  unnerved Hinnad; residents there welcome his presence 
  and assistance but seem to require neither. An 
  inexplicable mixture of curiosity and apprehension keeps 
  him here, and he has become a kind of public liaison 
  between these people and the Pholtans, who have—in 
  his opinion—foolishly dismissed the rumors of the 
  mystery man and his companion as fanciful folktales. 
   
  � Kirelle: This high elf priestess of Corellon is one of 
  Midmeadow’s original residents and was here during the 
  infamous events of CY 593. She remains out of loyalty to 
  the other elves who still call the city home, and also to 
  keep a vigilant eye on the Pholtan church. PCs should 
  find her a terse and aloof pacifist, but not entirely 
  unsympathetic, especially if they are artists or require 
  healing. Still, she has seen enough bloodshed and 
  betrayal to last several human lifetimes, and wants now 
  NYR6-06 The Uninvited Guests 
   
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  only to minister to those peace-loving artists who reside 
  within Blackwater Park. 
   
  � Jerod of Ull: This Baklunish commoner came to 
  Midmeadow on a merchant caravan in CY 594. He is 
  something of a local man-about-town; most residents 
  know and like him, and his effeminate manners and very 
  specific notions about etiquette are often the subject of 
  much good humor. When Dalis Mirivan is not around, 
  Jerod is a suitable alternate for a trustworthy PC 
  confidant. 
   
  � Rowena Livingston: This middle-aged Baklunish 
  adept and magic item crafter/broker is the jilted lover of 
  Penrys Bonchal. Her jealousy over being spurned for the 
  comparatively younger Faith has caused her to devise a 
  crude plan—with assistance from a notable bard—to 
  discredit and kidnap Penrys on his wedding day. When 
  Faith is attacked instead, the resulting chaos so unnerves 
  Rowena that she retreats to the safety of her shop, fearing 
  she will somehow be blamed for it. Discovering her plan 
  and persuading her to submit to justice ultimately draws 
  the 
  mysterious 
  mage’s 
  malevolent 
  attention 
  to 
  Midmeadow and the PCs. 
   
  � Sastrine: This mixed-blood human bard offered 
  solace to Rowena Livingstone when the jilted adept fled 
  to Rel Mord to drown her sorrows. Suggesting that her 
  underworld contacts could help if the price was right, 
  Sastrine accompanied Rowena back to Midmeadow to 
  enact the adept’s crude scheme of vengeance. When this 
  scheme is upstaged by an attack on the young lover of 
  Rowena’s former paramour, Sastrine quickly sobers, 
  wondering what she has gotten herself into and whether 
  it is wise to remain in town. Preventing her from fleeing 
  during this attack could provide the PCs with valuable 
  information. 
   
  � Narinn Kirr: This dashing and charismatic Oeridian 
  spy is in the employ of the mysterious mage, and is in 
  Midmeadow to collect a package for his master from the 
  adept, Rowena Livingston. At his master’s request, he has 
  spent the last two weeks in town gathering information 
  and observing a great deal about the city and its 
  inhabitants, but due to complications in her personal life, 
  Rowena has had to delay the acquisition and preparation 
  of this package, so Narinn is waiting until after the 
  wedding to collect the package. When the PCs 
  investigate the attack on Faith, they will likely be led to 
  Rowena, at which time Narinn relays his concerns to his 
  master, who then takes an active interest in the PCs’ 
  destruction. Narinn is intelligent, charming and above all 
  inconspicuous. When he joins the fight against them 
  during Encounter Nine, the PCs will realize that they 
  have seen him around town, and must then contend with 
  the fact that perhaps not everyone in Midmeadow is as 
  they appear. 
   
  � Aricyn Maquillan (“AIR-i-sin ma-KWEE-an”): 
  This half-elf/half-Suel itinerant priestess of Bralm 
  stopped in Midmeadow some months ago on her way to 
  visit a fey colleague in the Gamboge. She was 
  immediately drawn to the efficiency evident among 
  residents of the Silk Plateau, and soon learned of the 
  district’s unofficial figurehead: the Brown Recluse. When 
  these two half-elves finally met, their mutual attraction 
  and sense of purpose was undeniable. Aricyn has 
  remained in Midmeadow and secretly oversees the 
  agricultural and textile development of the Silk Plateau, 
  reveling in the self-reliant industriousness of its residents 
  while concealing the existence of her lover from the 
  city’s Pholtans, whom she distrusts. 
   
  � The Brown Recluse (off-screen): This enigmatic 
  half-elf is single-handedly—though secretly--responsible 
  for the evolution of Midmeadow into a social commune. 
  He covets neither fame nor accolades, but his dangerous 
  philosophy keeps him in the shadows and high 
  cornstalks of the Silk Plateau, where he directs its 
  development through his lover and protector, Aricyn. If 
  they hope to meet him, the PCs will need to prove their 
  worth not only to Aricyn but to the residents there as 
  well, who have embraced his philosophy and also help to 
  preserve his near-mythical status. 
   
  � The Mage (off-screen): This reclusive arcanist was 
  content to ignore Midmeadow, but the meddlesome 
  actions of the PCs in exposing a transaction he had 
  negotiated with Rowena Livingston cause him to treat 
  them—and her--as threats to his privacy and future plans. 
   
  INTRODUCTION 
  Word has spread among the larger cities of the 
  Nyrond meta-region that the city of Midmeadow has 
  recovered from the infamous events of its recent 
  past and become something of a notable trading 
  hub, drawing exotic merchants from the distant 
  corners of the Flanaess. For some, these rumors and 
  the promise of a healthy trading env ronment are 
  worth 
  exploring; 
  for 
  others, 
  the 
  legend 
  of 
  Midmeadow’s Night of Terror in CY 593 and news of 
  the city’s recovery deserve the casual scrutiny of a 
  brief visit; for others still, who were perhaps there 
  on that ill-fated eve, the rumors are too good to be 
  true and demand investigation, discreetly or 
  otherwise. 
  i
   
   
  Arriving outside Midmeadow’s main gate in 
  mid-afternoon, one can see that the rumors about 
  trade, at least, are emphatically true, perhaps even 
  understated: where once an unsightly rash of filthy 
  brown tents housing the displaced Flan refugees 
  from Tenh covered the northern and southeastern 
  approaches to the city, there are now pristine fields 
  of dazzling yellow sunflowers taller than most 
  dwarves and resplendent in the summer sun. For 
  several hundred feet around the north gate, where 
  NYR6-06 The Uninvited Guests 
   
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  the road to Starkwall stretches off to the horizon, 
  the sunflowers have been removed to accommodate 
  a staggering array of wagons, carts, kiosks, and 
  mules, all of which bear an indescribable amount of 
  boxes, sacks, crates, and cargo nets filled with goods. 
   
  The summer air still carries a chill and is 
  disturbingly ripe with the mingled scents of 
  sunflowers, exotic spices, wet animal fur, roasting 
  pork, and human sweat. Nearby, Midmeadow’s walls 
  loom 
  innocuously, 
  even 
  vulnerably, 
  as 
  the 
  merchants haggle on, heedless of the tumultuous 
  history to which those natural ramparts have borne 
  witness. Amid the cacophony of financial disputes, 
  incensed counteroffers, braying beasts of burden, 
  hoarse demands for “more ale!” and the clash of 
  weapons from arms merchants, a distinct voice can 
  be heard, as a ruggedly handsome Suel man in worn 
  traveling clothes alights from a sizable, newly 
  arrived caravan. Giving thanks to its master, he 
  gently clutches a brass amulet around his neck, 
  bows, and absorbs the scene. Spotting your group, he 
  smiles and strides casually in your direction… 
   
  The PCs should take a moment to introduce themselves 
  to one another if they have not already done so. Their 
  reasons for visiting Midmeadow may be shared or varied. 
  If rumors of free trade or the recovery of the city are not 
  appealing to a particular PC, players may of course 
  provide their own reasons for being here. Try to be 
  accommodating without revealing the plot to come; 
  other possible adventure “hooks” include loyal Nyrond 
  PCs investigating the state of the city; or, pro- and anti-
  Pholtan PCs could be here investigating the area 
  following events in NMR5-08 Fighting the Headwinds. In 
  any event, news that the Church of the Blinding Light 
  has withdrawn from Midmeadow, and the fact that the 
  city has evolved into a commune should NOT be 
  common knowledge, as yet; those two specific pieces of 
  information should be more appropriately learned via a 
  Gather Information check during Encounters One, Two 
  or Eight. 
   
  PCs may attempt Knowledge checks to recall 
  specific information about the infamous events from 
  NMR3-03 Blind faith, Muted Voices (the Night of Terror): 
  PCs succeeding at a DC 25 Knowledge (history) check, a 
  DC 20 Knowledge (local—Nyrond and Her Environs) 
  check or a DC 25 Bardic Knowledge check should be 
  given Player Handout 3. 
   
  The man who has just alighted from the caravan is an 
  itinerant priest of Fharlanghn named Dalis Mirivan. A 
  DC 15 Knowledge (religion) check correctly identifies 
  his brass amulet as the holy symbol of his deity, which he 
  wears openly over a well-worn, dun-colored traveling 
  cloak and finely-crafted studded leather armor. He carries 
  a quarterstaff and appears to be in his early thirties. 
   
  Dalis hails the PCs and introduces himself; he is a 
  first-time visitor to Midmeadow and, perhaps like the 
  PCs themselves, was lured by the trade rumors. He is an 
  affable fellow and would be honored to accompany the 
  PCs while they are in town, should they think to ask him. 
  He admits to being short of coin, as material wealth to a 
  lonely, traveling priest is the equivalent of painting a 
  target on one’s back for highway brigands, but he has 
  found that exchanging clerical services—especially 
  healing—proves a suitable substitute for hard currency. 
  He has traveled here with a rug merchant from the 
  County of Urnst and is simply looking to explore 
  Midmeadow—about which he knows very little, beyond 
  wild public rumor—and to gather any interesting stories 
  for future travels. 
   
   
  � Dalis Mirivan: male human (Suel) cleric 7 
  (Fharlanghn); hp 49; Appendix 1. 
   
  Dalis is intended as an ally for the PCs; for higher level 
  parties he may prove merely amusing, but for lower level 
  parties his amicable nature and good looks may be assets 
  where PC knowledge and/or Diplomacy are lacking. The 
  PCs are not obligated to allow Dalis to accompany them 
  while in Midmeadow, but if they do, he proves to be a 
  trustworthy and friendly companion. After the PCs have 
  conversed with him for a few moments (if they choose to 
  be sociable), or especially if they seem intent on moving 
  to explore the trading area, read or paraphrase the 
  following: 
   
  As the Suel priest introduces himself, a frenetic 
  group of gnomes and halflings emerges from the 
  city’s north gate. They are festively attired in white 
  servants’ outfits trimmed with lavender—both the 
  color and the plant. One of the halflings, a female, 
  clutches a small bundle of paper. They pause and 
  studiously scan the traders’ bazaar before their gaze 
  settles on your group. The halfling holding the 
  bundle says something to her companions and then, 
  like one large, colorful and curious looking insect 
  with many legs, they hastily move in your 
  direction… 
   
  The gnomes and halflings are part of the catering staff for 
  a rehearsal dinner to be held just before sundown. The 
  female halfling holds a bundle of ticket-invitations to the 
  dinner; she looks over the PCs once again and begins 
  distributing the tickets to them while the other gnomes 
  and halflings hastily sketch the PCs and approximate 
  their measurements—from a distance—with small tape 
  measures. The female halfling hurriedly explains that the 
  PCs have arrived just in time to help fill chairs at the 
  rehearsal dinner later that evening; she scarcely gives the 
  PCs a chance to speak, providing convoluted instructions 
  on what to wear, along with list of gifts appropriate to the 
  groom, a young priest of Nyrond’s Church of the Bright 
  Path (the judge and players can work out the list as they 
  feel necessary; it is not provided in the scenario). Upon 
  the tickets are printed in Common the words: “Rehearsal, 
  Blackwater Park, Guest,” along with a hand-drawn holy 
  symbol of Pholtus. 
   
  She reminds the PCs to bring their tickets to the 
  dinner, which is in roughly three hours. She and the 
  NYR6-06 The Uninvited Guests 
   
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  others then quickly depart, leaving the PCs to absorb 
  what they have heard before disappearing inside the 
  north gate and being utterly unresponsive to any pleas 
  for further explanation. Dalis confidently speculates that 
  perhaps more information is to be had within the city. 
  From here, the PCs are free to explore the traders’ bazaar 
  or enter the city-proper. 
   
  ENCOUNTER 1: URBAN 
  RENEWAL 
  The PCs are offered two areas of interest to begin 
  exploring, both of which are detailed below: 
   
  THE TRADERS’ BAZAAR 
  The traders’ bazaar is situated slightly to the west of the 
  main gate and is ideally visited before entering the city, 
  but it can be visited or revisited at any time during this 
  adventure. Exploring the bazaar even for a few moments 
  is enough to establish the indisputable fact that, short of 
  live slaves and evil artifacts, just about anything can be 
  had here for a price. There are currently around fifty 
  merchants in the bazaar, nearly all of whom have their 
  own wagons or carts; fewer have homemade kiosks while 
  fewer still have ridden in on horseback or mule to peddle 
  or trade their wares. PCs will quickly realize that bargains 
  are more important here than gossip; unless the PCs have 
  some hot, inside tip on how to obtain a lower price on a 
  given item, they are briefly regarded with a mild mixture 
  of annoyance and suspicion. Consult DM Aid: Gather 
  Information Results if any PCs wish to use their Gather 
  Information skills within the bazaar. 
   
  Wandering through the bazaar, the PCs will easily 
  note the crests and symbols from many different regions. 
  Appropriate Knowledge (local) rolls may be attempted to 
  specifically identify those of Ket and the Sultanate of Zeif 
  (Tusmit, Fals and the Velverdyva Trade Route, DC 20), 
  Geoff (Sheldomar Valley, DC 20), the Bright Desert 
  (Core, DC 15), and the Archbarony of Ratik (Nyrond and 
  Her Environs, DC 15), indicating that merchants do 
  indeed come from all over the Flanaess and that the 
  bazaar is more popular than rumor suggests. Due to the 
  diversity of merchants, the gp cap is higher in the bazaar 
  than it would normally be for a city of Midmeadow’s size, 
  and is set at 20,000 gp. PCs with Any, Regional, or Meta-
  Regional (Nyrond and Her Environs) access to selected 
  items should be able to find them here. While metal 
  armor and magical upgrades may be purchased here 
  (with the correct access), these particular items will not 
  be available until the end of the mod, as they will take 
  time to craft. Additionally, all PCs who emerge from the 
  bazaar without being branded a Shady Dealer (see below) 
  are entitled to a favor: Access to the Traders’ Bazaar, as 
  noted on the Adventure Record. 
   
  PCs that succeed at Gathering Information learn that 
  the selection of goods within the bazaar is superior to 
  that available in town (though the quality may be 
  lacking). Should any player express interest in 
  purchasing a wedding gift to take to the rehearsal dinner 
  later that evening, give them Player Handout 1 (which 
  details “appropriate” gifts, though some may seem less 
  than appropriate). Prices on this list may seem somewhat 
  exorbitant to the PCs, but they must remember that these 
  merchants have traveled far and are expected to demand 
  higher prices for their wares. However, no bazaar would 
  be complete without a shrewd bargaining expert. 
   
  If the PCs seem hesitant to surrender their hard-
  earned coin for gifts intended for two total strangers, 
  allow them to overhear nearby commoners haggling for a 
  better price, then hint that perhaps semi-famous (or 
  infamous) adventurers might have some sway with the 
  merchants. Any PC who then wishes to haggle with a 
  merchant for a better price on any item from the gift list 
  must make an unaided Diplomacy check to influence the 
  attitude of a prospective buyer. Success--modified by the 
  PC’s race, home region, and experience--allows a 
  percentage of negotiability. As the merchants have come 
  from all over the Flanaess, a PC’s reputation and race can 
  compensate for a lack of diplomatic skill. 
   
   NOTE: Players should NOT be made aware of the 
  mathematical dynamics and racial modifiers behind this 
  check. Furthermore, once the first PC has attempted to 
  bargain for an item, the other PCs will know a Diplomacy 
  check is involved; if any PC attempts to use his or her 
  Diplomacy skills to bargain or purchase an item for 
  ANOTHER PC, this constitutes a violation of the traders’ 
  bazaar. Should this happen, allow the offending PC to 
  continue, even repeatedly if desired, but once the PCs 
  leave the bazaar, have the traders make a Gather 
  Information check (+2 modifier; DC 20 minus the level 
  of the offending PC). If the check succeeds, the traders’ 
  network learns of the PC’s unscrupulous business ethics 
  and brands that PC as a Shady Dealer, as noted on the 
  Adventure Record; the PC suffers a -3 penalty to all 
  Charisma-based skills for EACH such instance of 
  “bargaining” for another PC; this penalty lasts for the 
  duration of this series, effective at dawn the following 
  day, once word has had a chance to spread. Do not reveal 
  this to the offending PC, but make a note for future NPC 
  interactions; the PC will learn of the penalty at the end of 
  the scenario. 
   
   Additionally, no comprehensive list of trader-NPCs 
  has been provided for this encounter; instead, DMs are 
  encouraged to invent their own unique NPCs, keeping in 
  mind that merchants have come from all over the 
  Flanaess. Furthermore, try to emphasize the worldly 
  experience of any trader by asking each PC from where 
  he or she hails. To initiate the Diplomacy check, first 
  determine the race of a random buyer by rolling a d6 and 
  consulting the following table (note that a desired item 
  from the list must be specified BEFORE the Diplomacy 
  check is made): 
   
  • 
  1=human 
  • 
  2=elf 
  • 
  3=dwarf 
  • 
  4=gnome 
  NYR6-06 The Uninvited Guests 
   
  Page 12 
  
  • 
  5=mixed race (half-elf, half-orc, halfling) 
  • 
  6=other (“other” here refers to any race not listed in 
  1-5 above: orcs, goblins, kobolds, asherati, etc. 
  Centaur NPCs are considered “other” for the 
  purposes of this roll) 
   
  Once the buyer’s race has been determined (this must be 
  re-rolled for each PC, as they will be forced to search for 
  another buyer; no two PCs may attempt to negotiate with 
  the same buyer. PCs attempting to “piggyback” on the 
  successful Diplomacy roll of another PC, hoping to catch 
  the buyer in a good mood, should be shooed away by that 
  buyer; any reason is sufficient: the buyer needs a lunch 
  break, has to use the bathroom, water his camel, has a 
  more important client, etc), have the PC attempt a DC 25 
  Diplomacy check to shift the buyer’s attitude from 
  “Indifferent” to “Friendly”, with the following modifiers: 
  • 
  PC race same as the buyer: +4 
  • 
  PC race different from the buyer: -2 
  • 
  PC home region is Nyrond: +3 
  • 
  PC is from one of the Urnst states: +1 
  • 
  PC is from outside the Nyrond Meta-Region: +2 
  • 
  PC home region is the Theocracy of the Pale: -2 (the 
  buyer was regarded with undue suspicion and 
  treated as an unscrupulous outsider when last 
  visiting to peddle wares) 
  • 
  PC has a visible familiar: +1 
  • 
  PC has a visible curse: -1 
  • 
  The player can produce Adventure Records proving 
  that his or her PC has visited a minimum of 5 (five) 
  regions OUTSIDE the Nyrond Meta-Region: +4 
   
  If the Diplomacy check falls short of DC 25, the PC 
  simply has to purchase the desired item at full price. If 
  the Diplomacy check succeeds, then for each point by 
  which it exceeds DC 25, the PC is entitled to a 10% 
  reduction on the item’s listed price. Dalis Mirivan, if 
  present, will also select something from the list, but this 
  should be one of the most exotic and inexpensive items. 
  Once the PCs have explored the bazaar to their 
  satisfaction, they may enter Midmeadow itself. 
   
  THE MIDMEADOW COMMUNE 
  Midmeadow has evolved, in the absence of any 
  dominant, 
  centralized 
  religious 
  or 
  governmental 
  authority, into a sort of utopian commune; many areas of 
  the city have been torn down, bricked over, or so 
  completely modified that they defy familiarity to 
  adventurers who have been here before. The PCs are free 
  to explore the city and gather information on its 
  residents, its status as a commune, its religious presence, 
  merchant activity outside the gates, the impending 
  wedding and, finally, the rehearsal dinner and their 
  duties at it. NOTE: PCs attempting to enter Blackwater 
  Park (see below) will be politely shooed away until the 
  rehearsal dinner (Encounter Two), as it is still being 
  decorated; consult DM Aid: Gather Information Results 
  should PCs wish to make Gather Information checks. 
   
  Residents are generally amiable, but not so awed by 
  adventurers as to be distracted from any activities or 
  discussions in which they might be engaged. Once the 
  PCs have completed their Gather Information checks, 
  show them the map of Midmeadow (DM Aid: 
  Midmeadow Map, Circa CY 596). As noted on the map, 
  while the outer walls of the city have not changed much 
  since CY 593, the interior has changed dramatically. 
  With the former mayor’s mansion having been 
  demolished, the dominant visible landmark is now the 
  temple of Pholtus. 
   
  While most permanent residents do not consider 
  themselves part of any specific social group, there are still 
  four major geographical subdivisions that have evolved 
  which are delineated by topography rather than by any 
  conspicuous 
  racial 
  composition: 
  The 
  Promenade, 
  Downtown, the Silk Plateau, and Blackwater Park. These 
  areas are described briefly below, in case PCs wish to visit 
  any or all of them. From here, the PCs may go where they 
  wish, but keep them focused and provide gentle 
  reminders that the rehearsal dinner occurs just before 
  sundown. Should PCs wish to visit one of the specific 
  districts, read or paraphrase the appropriate read-aloud 
  text below, then consult DM Aid: Prominent NPCs by 
  Subdivision for a list of each district’s notable NPCs: 
   
  1. The Promenade 
  This long boulevard, which spans the width of the 
  city between the northern and southern gates, 
  combines the austerity of a religious sanctuary with 
  the casual bustle of an upscale marketplace. Though 
  the cobblestones, which pave the walkway, are far 
  from clean, and though the addition of a few evenly 
  spaced trees would contribute to the ambience, it is 
  clear that the clergy and merchants who work in 
  this part of the city have made some small effort to 
  beautify their surroundings. 
   
  At the midpoint of the Promenade is the temple 
  of Pholtus, easily the most (perhaps ONLY) 
  recognizable structure in town. Its fifty-foot walls 
  tower over the surrounding shops and buildings, 
  and convey a sense of stability amidst the 
  ramshackle surroundings of Midmeadow’s other 
  districts, though such stability could just as easily be 
  interpreted as insular resolve. Its massive doors 
  stand open to the public, with several strolling 
  citizens partaking of the temple’s hospitality. 
   
  Flanking the temple along nearly the entire 
  span of the Promenade is a respectable collection of 
  merchant 
  shops, 
  small 
  taverns, 
  and 
  private 
  residences. These one- and two-story structures 
  appear to be of sturdier construction than that 
  evidenced in other parts of town, and most exhibit 
  clear evidence of extreme remodeling. There is more 
  activity in and around these shops than around the 
  temple, but certainly nothing approaching the 
  frenzied level of the bazaar. Indeed, it is as if this is a 
  NYR6-06 The Uninvited Guests 
   
  Page 13 
  
   
  more refined business district, catering to the elite 
  rather than the desperate, though appearances are 
  often deceiving. 
   
  2. Downtown 
  This district contains several single-story brick 
  structures centered around a large open area, at the 
  center of which is a massive hole in the street. What 
  looks like an enormous glass cylinder mounted on a 
  flat, bottomless, wheeled cart has been positioned 
  over the hole. On closer inspection, the open area is 
  actually a large depression, like an impact crater 
  from a giant boulder. Inside the glass, a bright 
  orange flame burns steadily. Around the lantern are 
  a number of unevenly spaced, two foot-high 
  structures that look like benches or tiny chimneys; 
  the entire open area looks like the sagging roof of a 
  dilapidated building. 
   
  Many small folk can be seen in the area, all 
  engaged in one task or another—here, some dwarves 
  are firing bricks in a large kiln; there, some halflings 
  are painting decorative motifs upon some of the 
  brick bench-chimneys; finally, a group of grubbily 
  dressed gnomes are on their hands and knees under 
  the wheeled cart, each clutching a sharp stick and 
  peering intently into the massive hole as the bright 
  orange flame burns above them. Looking around, it 
  becomes apparent that no one in this area measures 
  above five feet in height, though the level of toil and 
  industry evidenced here suggests that this district’s 
  denizens 
  have 
  concerns 
  and 
  responsibilities 
  indirectly proportionate to their size. 
   
  3. The Silk Plateau 
  The entire eastern third of the city has been 
  transformed into a lush agricultural area. A small 
  hill dotted with stone ruins dominates this district, 
  clearly visible from anywhere else in the city, with 
  luxurious rows of cornstalks and climbing vines 
  trailing from it like a maiden’s tresses. In the fields 
  below, a crude yet effective mill delivers water from 
  the city stream by way of sluices and an elaborate 
  water-driven bucket/pulley system up onto the hill, 
  and while someone or something must be 
  responsible for overseeing it all, no movement can 
  be seen on the plateau itself. 
   
  A diverse array of races is found within the 
  lower reaches of this district, with half-elves, Flan, 
  and half-orcs most notable among them. All are 
  engaged in one predictable task or another—
  tending small gardens, planting seeds, or harvesting 
  fruits and vegetables—but others still are occupied 
  in more exotic activities: marking patterns on large 
  pieces of cloth, mixing natural dyes, hanging silken 
  garments to dry in the breeze, sharpening tools and, 
  most curious of all, standing in circles of three to six 
  members, eyes closed, humming softly and with 
  hands enjoined. 
  Residents here smile and nod at your approach, 
  but none offer a word of greeting, and the silence is 
  conspicuous. One still hears the sounds of nature—
  water turning the mill, birds chirping—and distant 
  sounds from elsewhere in the city, but residents 
  here seem to be making a conscious effort not to 
  speak, as if spoken words were not be wasted. As you 
  absorb the scene, a large, muscular half-orc wielding 
  a painted glaive with many notches carved into the 
  handle emerges from the cornstalks and moves in 
  your direction… 
   
  4. Blackwater Park 
  The lush expanse of trees and grassy hillocks before 
  you must be one of the largest parks in the city; 
  within its shadowy confines, one can see many elves 
  and humans idly lounging, reading books, tuning 
  musical instruments, and painting on small 
  canvasses. However, a small sign standing only two 
  feet off of the ground proclaims that the park is 
  “closed for dinner preparations.” While you note the 
  sign’s proclamation, a nearly naked elf approaches 
  from deeper within the park… 
   
  Midmeadow residents exist in relative harmony with one 
  another and tend to cooperate on simple tasks, though 
  the city itself is largely run down and in a fluctuating 
  state of disrepair, largely as a result of the Night of Terror 
  in CY 593 and most evident in two areas: along the 
  southern walls, where repairs have been slow to effect 
  due to the area immediately outside the south gate 
  having developed into a sort of informal laundry-
  washing/refuse-disposal site (where the city stream 
  empties outside of town); and in the southwestern area 
  between Blackwater Park and the Promenade, from 
  which lumber has been salvaged from abandoned 
  structures that now stand gutted, unsightly, and 
  uninhabitable. 
   
  If the PCs wish to search for suitable dinner attire or 
  more appropriate gifts than those found in the bazaar, 
  Dalis, if present, politely excuses himself, noting his 
  curiosity to learn something about any religious presence 
  in the city; he offers to meet the PCs at the entrance to 
  Blackwater Park in three hours (any suitable excuse will 
  do; find a way for Dalis to separate himself from the party 
  for a little while). A DC 10 Gather Information check is 
  sufficient to locate merchants where suitable dinner 
  attire can be purchased, if the PCs do not already possess 
  such clothing; a second DC 10 check reveals that 
  something slightly more formal than “adventuring gear” 
  would be appropriate, but PCs need not wear full formal 
  regalia. Still, if any PCs insist on wearing heavy armor 
  and/or weapons to the dinner, they are encouraged to at 
  least peace-bond their weapons (if possible) and to throw 
  a festive cloak over their armor. Despite their efforts, the 
  PCs are unable to locate the groom, the bride, or the 
  female halfling who gave them their ticket-invitations. 
   
  NYR6-06 The Uninvited Guests 
   
  Page 14 
  
  Development: Once the PCs have made their Gather 
  Information checks, purchased attire, and questioned a 
  few local residents, shunt them toward Encounter Two. 
  When adjudicating the elapsed time, keep in mind that 
  successful Information Gathering requires 1d4+1 hours, 
  and that it takes roughly 45 minutes to an hour to walk 
  across the east-west width of the city. When three hours 
  have elapsed, proceed to Encounter Two. 
   
  ENCOUNTER 2: WEDDING 
  CRASHERS 
  As sundown approaches, the PCs should begin moving 
  toward Blackwater Park in the southwestern corner of 
  the city. Many other people are also moving in that 
  direction, each of whom holds a ticket-invitation similar 
  to those given to the PCs (but with proper names instead 
  of the word “Guest”), which suggests that this dinner and 
  its accompanying wedding are incredibly significant to 
  Midmeadow’s citizens. Assuming that the PCs wish to 
  attend the dinner and join the other invitees, read or 
  paraphrase the following (note that the Park is now open, 
  in case any PCs tried to gain admittance earlier and were 
  denied entry by the dinner-preparation staff): 
   
  Walking along the tree-lined paths that lace this 
  majestic park like a corset and hold its burgeoning 
  serenity and natural splendor in taut reserve, it 
  becomes clear that despite the neglect visited upon 
  Midmeadow, this one tiny corner, at least, has 
  flourished, unmarred by the intrusive hands and 
  vanities of men. The main path meanders beneath a 
  wash of early starlight filtering in from the evening 
  sky, offering a measure of seclusion as boughs arc 
  gracefully overhead. Grass grows thick and long 
  here; several elves and Flan can be seen relaxing 
  contentedly upon its plush blades. The path unfolds 
  before a large, dark expanse of water whose curved, 
  southern shore has been adorned with trappings 
  befitting nobility. 
   
  Round tables covered with fine linen bearing a 
  striped 
  white-and-lavender 
  motif 
  have 
  been 
  positioned around a long banquet table laden with 
  plates and trays of hot food. Halflings and gnomes, 
  attired like those seen earlier in the afternoon, move
  from table to table filling earthenware goblets with 
  clear water from large decanters. A border of small, 
  decorative shrubs in clay pots has been placed 
  around the dining area, as if to create the illusion of 
  privacy. In such an insulated, festive environment, 
  one might almost be tempted to forget his or her 
  troubles, or those of the outside world. Perhaps 
  mankind isn’t ready to unfasten this corset quite 
  yet. 
   
   
  Small saucers float on the pond, each giving off 
  magical light and illuminating shadowy areas 
  beneath the trees. A group of high elves and 
  tallfellow halflings finish tuning their crude but 
  unique instruments near the water and begin 
  playing a soft melody. Each table setting bears a 
  folded placard with an individual name upon it. As 
  the roughly fifty other guests take their assigned 
  seats, gentle applause and the clinking of goblets 
  signal the approach of the evening’s likely host from 
  deeper within the park: a young Oeridian man 
  wearing shining white robes and a small holy 
  symbol of Pholtus. On his arm, radiant in a flowing 
  green gown and with her long tawny hair 
  immaculately braided, is who can only be his 
  intended bride. As they move to the head table, she 
  turns to return someone’s greeting and the illusion 
  is rudely dispelled: this is no Pholtan nun or lesser 
  Nyrondese noble on her way to the altar, but a full-
  blooded wild elf. As the unflickering lights bob 
  gently on the water and the last rays of sunset begin 
  to recede behind the western wall, the pond betrays 
  its namesake, offering no reflections but rather a 
  resolute and indifferent mask, perhaps intimating 
  that some things must be looked or entered into 
  blindly or on faith. 
   
  Once the PCs reach the dining area, they spot the female 
  halfling who gave them their ticket-invitations. As they 
  wait in line to present their tickets to her, Dalis Mirivan 
  returns and greets the PCs. He has learned the following: 
  • 
  Several faiths are represented in town in addition to 
  (or perhaps instead of) Pholtus; Dalis is very excited 
  by this discovery. 
  • 
  A priestess of Corellon is said to dwell within this 
  park and ministers to the elf population. 
  • 
  A priest of Merikka is said to offer guidance and 
  prayers to part of the Flan population, and to 
  residents of the Silk Plateau; however, he is 
  apparently only an advisor there, and the agricultural 
  development is actually overseen by a mysterious 
  priestess. Dalis was unable to learn anything more 
  about her. 
  • 
  There is apparently a young Peloran priest rumored 
  to be quite vocal in his attempts to lure worshippers 
  away from the Church of Pholtus; Dalis failed to 
  locate him. 
  • 
  Dalis heard a wild rumor that some kind of spiritual 
  mystery man is responsible for Midmeadow’s 
  current evolution. This rumor is so incredible that 
  Dalis has trouble believing it, though he can’t stop 
  thinking about it. 
   
  After a few moments the PCs reach the female halfling; 
  she takes their tickets and points to their assigned seats, 
  which are all at the same table (table #7), along with Dalis. 
  Show the players DM Aid: Dinner in Blackwater Park 
  Map and allow them to become familiar with the seating 
  arrangements. This is a free-form roleplaying encounter 
  in which the PCs have the chance to meet the intended 
  bride and groom, other prominent Midmeadow NPCs, 
  and a female bard visiting from Rel Mord. Allow the PCs 
  to interact with the listed NPCs as they desire but keep 
  them focused; five minutes per NPC is a good balance. 
  NYR6-06 The Uninvited Guests 
   
  Page 15 
  
  Once the PCs are seated, Penrys stands and thanks 
  everyone for coming, noting that after desert is served, 
  they will do a quick rehearsal before moving the tables to 
  form an area for dancing (if the PCs think to ask, their 
  participation as “live bodies” for the rehearsal is the real 
  reason they were invited). He then blesses the meal and 
  all attendees in the name of Pholtus. Once he sits, there is 
  more gentle applause, and then dinner is immediately 
  served, followed by a toast from Jerod of Ull to Penrys 
  and Faith. 
   
  Several notable NPCs (summarized below) are in 
  attendance that the PCs would not have had a chance to 
  encounter during the afternoon due to their duties as 
  Midmeadow residents. During the course of the meal and 
  conversation, the PCs will easily note some empty chairs 
  (and corresponding table placards) where certain invited 
  guests have failed to appear (see Jerod of Ull below for 
  details); DMs are encouraged to use their imagination in 
  creating 1-3 Merchant NPCs who can offer information 
  about business in the Promenade or the professional 
  status of the absent adept-merchant, Rowena Livingston. 
  Note that PCs who wish to speak to Penrys or Faith must 
  succeed at a DC 20 Diplomacy check to get their 
  attention: not only will other guests be attempting to do 
  the same thing, but the wedding couple will also be 
  making goo-goo eyes at one another and be politely but 
  effectively distracted. In addition to a rehearsal, this 
  dinner is also a sort of “coming out” party for Faith, as 
  most Midmeadow residents (and none of the out-of-town 
  invitees) have not yet met her. Pholtan cleric PCs gain a 
  +5 eccliastical bonus on this initial Diplomacy check (any 
  female PC with a Charisma score of 16 or more also gains 
  a +5 bonus; the two bonuses stack for female Pholtan 
  clerics): 
   
   
  � Penrys Bonchal: LG male human cleric 4 (Pholtus); 
  Heal +8, Knowledge (religion) +4, Sense Motive +5; hp 
  26. 
   
  Description and Personality: Penrys is twenty-five and of 
  mixed Oeridian descent, with close-cut brown hair and 
  wide, deep-set brown eyes; his family hails from 
  Womtham. He has been stationed in Midmeadow for 
  five months and though he is a devout (Bright Path) 
  Pholtan, his whimsical inability to focus or commit 
  guarantees he will never rise above the rank of Prior. PCs 
  with 5 or more ranks in Knowledge (religion) can tell he 
  is less experienced than he lets on. He is willing to 
  discuss the following (a female PC with a Charisma score 
  of 16 or more who succeeded in getting his attention is 
  allowed a Sense Motive check at DC 15 to realize that he 
  is actually flirting with them while Faith sits naively 
  beside him, suggesting a feeble level of commitment): 
  • 
  He likes his new Bishop, Talpin Thorea, and admires 
  his attitude of tolerance and openness, especially 
  after the Blinding Light Pholtans and General 
  Zylinchin. He doubts the former leader of the Bright 
  Path Church, who was suddenly transferred to 
  Mithat on some kind of important assignment 
  shortly before the new Bishop arrived one month 
  ago, would have approved of his marriage. He isn’t 
  sure from where Bishop Talpin hails. 
  • 
  He thinks it is fortunate that Lynwerd forced the 
  Blinding 
  Light 
  Pholtans 
  to 
  withdraw 
  from 
  Midmeadow; his former Prefect, Bernysal, and the 
  Blinding Light’s high priest did not get along at all, 
  and they constantly argued over doctrine, heresy, 
  and authority. 
  • 
  He met Faith five weeks ago when she came to the 
  temple of Pholtus in search of food and guidance, 
  and they have been inseparable since. He knows she 
  hails from the Gamboge but not the name of her 
  tribe or its racist proclivities. He feels “profound 
  elation” for her but has already forgotten her true 
  elven name. 
  • 
  He likes the new direction his Church is taking, 
  including the new open-door policy at the Temple 
  and how efforts to beautify the Promenade area help 
  attract worshippers. 
  • 
  Two captains of the Pholtan Knights Valorous, 
  Order of Celene, are here from the Pale to assist the 
  Bright Path in restoring order to Midmeadow after 
  the withdrawal of General Zylinchin and the 
  Church of the Blinding Light. They can usually be 
  found near the south gate or at the former barracks 
  of the Valorous League of Blindness, effecting 
  renovations. King Lynwerd has granted them 
  “nominal authority” during their residence here. 
   
  � Faith: N female wild elf commoner 2; hp 11. 
   
  Description and Personality: Her petite and somewhat frail 
  physique mark Faith as the likely runt of her litter; she 
  has light brown hair and green eyes, with high 
  cheekbones and a small upper lip, giving her a radiant 
  smile. She smiles constantly and has a quiet, low-key 
  presence. She is scarcely eighty years old, making her 
  affair with Penrys more of a potential scandal than his 
  tryst with Rowena, though Faith does not (yet) know 
  about that. She has been in Midmeadow for six weeks 
  and first visited the Silk Plateau, though after a few days 
  the eerie silence of the residents there made her 
  uncomfortable, so she went to the temple of Pholtus in 
  search of food and guidance, hoping that all Midmeadow 
  residents weren’t like those on the Plateau. She soon met 
  Penrys and has since tried to embrace all things Pholtan 
  and human, in an effort to distance herself from her tribe 
  and her past; to that effect, and in order to please Penrys, 
  she has adopted her trite but obviously non-elven name. 
  The PCs have little chance of learning her real name 
  short of a detect thoughts spell or enchantment magic, and 
  indeed it is not relevant to this adventure (it will also be 
  moot after Encounter Five). The PCs should find her 
  charming if a tad naïve, especially when dinner guests 
  talk about her in the third person while she looks on, 
  oblivious to their lack of tact. PCs may even come to pity 
  her, given Penrys’s obviously superficial affection for her 
  and his notable lack of chivalry, but her idealistic attitude 
  NYR6-06 The Uninvited Guests 
   
  Page 16 
  
  toward interracial marriage and community is genuine; 
  she adores what Midmeadow has become (despite the 
  eeriness of the Plateau) and her devotion to Penrys is 
  absolute, for now. She prefers not to discuss her past and 
  will not reveal the nature of her former tribe under any 
  circumstances. When Penrys buckles under the pressures 
  of leadership during Encounter Three-A, her faith in him 
  will be shaken. 
   
   
  � Sastrine: CN female human bard 9 (Bluff +12, 
  Diplomacy +9, Perform [wind instruments] +15); Fort +6, 
  Ref +10, Will +9; hp 48. 
   
  Description and Personality: Sporting shoulder length 
  brown hair and lively brown eyes, Sastrine is attractive in 
  a nondescript way, ideally suiting her role as a nefarious 
  underworld informant. She is twenty-eight and has no 
  romantic attachments, but flirts at every opportunity and 
  cannot resist making snide puns at others’ expense. 
  Though she herself is not evil, many of her contacts are 
  (four will be waiting outside the south gate in two days to 
  ambush Penrys). At some point, roll a secret Sense 
  Motive check for each PC NOT interacting with her to 
  notice Sastrine subtly observing Penrys (this is opposed 
  by her Bluff score). A bard PC may attempt a Bardic 
  Knowledge check (DC=20 + her level, minus the PC’s 
  level); if the check succeeds, the PC has heard of her and 
  knows of her shady reputation, suggesting that her 
  presence here bears scrutiny. She uses the same tactic on 
  clearly law-oriented PCs, tailoring her speech as 
  necessary: 
  • 
  She hails from Rel Mord and is a performing flautist 
  (true; she has her flute for proof). 
  • 
  If asked why she is here, she leans forward and 
  whispers conspiratorially “can you keep a secret?” 
  She was invited by a local resident and is intended 
  to…”entertain” at the wedding in two days, but she 
  asks the PCs to keep it to themselves, as her 
  performance is a surprise for the bride and groom 
  (technically true). 
  • 
  She has heard several rumors since arriving in 
  Midmeadow two days ago: King Lynwerd is furious 
  at the Church of Pholtus for some reason (partially 
  true, though she does not know which sect of the 
  Church); bandits are preying on the merchant 
  activity around Midmeadow and must have a base 
  nearby (she is lying here to get the PCs away from 
  the city before the wedding, but this actually 
  happens to be true: the bandits’ activities simply 
  haven’t been discovered yet); finally, she mentions 
  the giant hole in the Downtown district and 
  speculates about the horrible undead remnants from 
  CY 593 that must be lurking down there (this is 
  totally false). 
   
  � Kirelle: CG female wood elf cleric 11 (Corellon); 
  Heal +17, Knowledge (history) +15, Knowledge (local-
  Nyrond and her Environs) +14, Knowledge (religion) 
  +15, Sense Motive +13; hp 55. 
   
  Description and Personality: With long, silvery-blonde hair 
  and piercing malachite eyes, Kirelle cuts a stately figure 
  as Midmeadow’s oldest resident. At just over two 
  hundred years old, she has seen the worst that humans 
  have to offer in terms of loyalty, manipulation and 
  barbarism. It is her faith in Corellon and her love of the 
  arts that keep her spirit grounded and prevent her from 
  giving in to anger and the base tendencies of those she 
  detests: namely, the Pholtans, whom she likens to an itch 
  one cannot reach to scratch. A DC 15 Sense Motive check 
  tells PCs that she is a reluctant attendee at this dinner. 
  Kirelle will discuss the following only with non-Pholtan 
  PCs: 
  • 
  She is wary of the new “attitude” of tolerance 
  espoused by the Church of the Bright Path: the 
  open-door policy, lifting the martial-law ban, this 
  wedding…it is one thing to work with poison, quite 
  another to willingly imbibe it. 
  • 
  Despite her invitation, she attends this dinner 
  reluctantly and for the good of the community 
  rather than any obligation to Penrys or Faith. The 
  artists’ enclave here in Blackwater Park is as good a 
  setting as the temple of Pholtus. 
  • 
  She finds the wedding highly suspicious…brief 
  courtship, unseemly age difference, unusual elven 
  sub race…wild elves and humans simply do not 
  marry one another. She knows Penrys to be a 
  muddled acolyte, and knows next to nothing about 
  Faith; she does not see the mutual attraction, and it 
  disturbs her. 
  • 
  If asked about the pond, she replies that it has no 
  name and that the park is essentially named after it. 
  The water was once crystal clear and reputedly 
  magical, but the death two years ago of a local elven 
  seer caused it to darken. She senses that the pond is 
  now cursed; she cannot explain exactly how, but 
  sternly warns PCs against touching the water, for 
  their own good. This is a healthy warning, as the 
  pond is indeed cursed: merely touching the water 
  necessitates a DC 20 Will save against a very potent 
  modify memory spell; failure permanently erases a 
  recent event from the mind of the PC, ideally an 
  event from that afternoon; this effect is irreversible. 
   
  � Hinnad: LG male human cleric 7 (Merikka); Heal 
  +10, Knowledge (nature) +10, Knowledge (religion) +12, 
  Profession (farmer) +11; hp 43. 
   
  Description and Personality: This fortyish farmer-turned-
  priest has spent the last decade traveling the Nyrond 
  meta-region, lending his expertise to local farmers and 
  helping to improve agricultural conditions as best he can. 
  He hasn’t been this far north in Nyrond since 
  investigating a bizarre corn epidemic years ago; while 
  usually aloof with Pholtans, he has unwittingly found 
  himself in the role of liaison between the Bright Path 
  church and the Silk Plateau. The Pholtans’ refusal to 
  acknowledge the existence of the “mystery man” or his 
  NYR6-06 The Uninvited Guests 
   
  Page 17 
  
  female companion, coupled with their belief that it is 
  Hinnad who has made the Plateau so successful has 
  placed him in an awkward and untenable position. He 
  knows much: 
  • 
  He is unnerved by the hyper-efficiency seen in the 
  Silk Plateau; residents there speak little, hum in 
  groups, are totally self-reliant, and allow him to come 
  and go as he pleases, as if he were a curious insect 
  beneath notice. 
  • 
  Trade in the Plateau is the best in the city; residents 
  there grow or weave their goods, all of it natural, and 
  then trade with other districts or in the bazaar for 
  whatever else they lack. 
  • 
  If PCs ask why no Downtown residents are present, 
  Hinnad notes that he passed through the area on the 
  way here. The Downtowners consider the wedding 
  important but the dinner redundant, like doing the 
  same thing twice, and they have more important 
  things to do. 
  • 
  His unofficial role as liaison with the Plateau has 
  made him privy to certain oddities within the 
  Church of the Bright Path; Bishop Talpin, for 
  instance, is a conundrum. Hinnad has dealt with 
  Pholtans from the Pale before, and was rebuked at 
  his offer of agricultural expertise there due to his 
  worship of a “pagan” god; Talpin is so un-Pholtan in 
  his new policies that Hinnad has trouble deciding 
  which deity’s dogma best describes him. Similarly, 
  Penrys is another mystery: the acolyte is hardly in 
  line with the Pholtans Hinnad encountered in the 
  Pale; he is almost a lawless pacifist by comparison. 
  • 
  He is uneasy admitting this, but Hinnad reveals that 
  there may well be a “mystery man” somewhere on 
  the Plateau. He has not seen this person, but the 
  rumors and development in the area are too strong 
  to ignore. He confirms that there is a female who is 
  likely his companion: an intense half-elven priestess 
  of Bralm whose mere presence is intimidating; he 
  can give directions to where he saw her, but advises 
  against seeking her out, as her manner of 
  communicating mostly by gestures and stares is 
  unnerving. 
   
  � Jerod of Ull: N male human commoner 5; 
  Diplomacy +10, Knowledge (local—Nyrond and Her 
  Environs) +3, Knowledge (local-Tusmit, Fals and the 
  Velverdyva Trade Route) +6; hp 27. 
   
  Description and Personality: His thin frame, dark 
  complexion, coal-black eyes, and shock of black hair are a 
  stark contrast to his confident smile and gleaming white 
  teeth. Jerod came to Midmeadow on a merchant caravan 
  during the early months of CY 595; Nyrond forces 
  detained his master in the city for refusing to pay import 
  taxes. After a month of waiting, Jerod’s conscience got 
  the better of him and he quit the caravan, stating that he 
  could no longer willingly serve someone who made 
  things so difficult; the ego evident in a squabble over a 
  few gold pieces reminded him of the strife in his 
  homeland. He has remained in Midmeadow since then 
  and become a sort of recognizable public figure. He lives 
  here in the Park, chiseling likenesses of random citizens 
  into small rocks—of which there is no shortage in the 
  city--and trading them in the bazaar for food and supplies. 
  If the city had a mayor, it would be Jerod. He knows the 
  following; 
  • 
  Any Gather Information item from DM Aid: Gather 
  Information Results (Midmeadow) of DC 15 or less. 
  • 
  He can identify absent dinner guests by the names 
  on the table placards. Rowena Livingston is a 
  respected local adept (and fellow Bakluni) and well-
  known magic item broker; her shop is in the 
  Promenade but has been closed for over a week, as 
  Rowena is off procuring supplies. Callidan Estani is a 
  local priest of Pelor; all the known clerics in town 
  were invited (except the new Bishop, who is too 
  busy to attend, according to Penrys) but Jerod can’t 
  explain why Callidan isn’t here. Finally, Ragnis 
  Halfpint, Finlay Seedspitter and “Rats” are all 
  Downtown residents. As Jerod speculates on why 
  they aren’t here, a filthy badger burrows up out of 
  the ground near Jerod’s chair. In its mouth is a scroll 
  tube, which it spits at his feet. Jerod opens the scroll 
  and unrolls a note, which explains in no uncertain 
  terms that “Rats”, Ragnis and Finlay send their 
  apologies and will not be attending due to a 
  “breakout” Downtown. No other explanation is 
  offered. The badger sniffs the air and eyes the 
  banquet table, then wrinkles its nose and scuttles 
  back into its tunnel. 
   
  Development: This loosely-structured encounter is 
  intended to satisfy any PC curiosity about the 
  relationship between Faith and Penrys, the state of 
  religion in Midmeadow, the Church of the Bright Path’s 
  view on its clergy marrying demihumans, and perhaps 
  even the nature of the pond. Additionally, if a PC casts 
  detect magic in the area and focuses on one of the 
  decorative shrubs, inform them that selected shrubs (20% 
  chance that one of the shrubs is a forestkith goblin in tree 
  shape form; see Map #2) radiate faint transmutation 
  magic. No one at the dinner can explain this, but most 
  speculate that one of the Park’s artisans used magic to 
  sculpt designs into the shrubs. When things reach a lull 
  after dessert, have Penrys initiate the wedding rehearsal. 
   
  This is very straightforward: tables are moved aside 
  and dinner guests (including the PCs) are arranged as the 
  real wedding guests will be in two days; finally, Penrys 
  and Faith are led through their “official” movements by 
  Jerod, who plays the part of the Bishop. The entire affair 
  is essentially an exercise in footwork and etiquette, and 
  takes all of fifteen minutes. Afterward, Penrys announces 
  that he and Faith are departing to attend evening prayer 
  at the temple; he thanks everyone and encourages them 
  to enjoy themselves and dance; he and Faith will return 
  in roughly thirty minutes (PCs who wish to accompany 
  them to evening prayer should be encouraged to stay by 
  other NPCs, but be prepared if the party decides to split 
  NYR6-06 The Uninvited Guests 
   
  Page 18 
  
  up). Five minutes after they depart, the tree shape ability of 
  the forestkith goblins expires. They emerge from their 
  shrub-form in the surprise round, at which time 
  everyone should roll initiative. 
   
  ENCOUNTER 3: KITH AND 
  KIN 
  The musicians’ playing screeches to an abrupt halt 
  punctuated by a screaming coda as three of the 
  small, decorative shrubs bordering the dining area 
  transform before the eye into snarling, wild-eyed, 
  axe-wielding goblins! These creatures quickly scan 
  the assembled guests before emitting a shrill, 
  discordant shrieking and then charging forward. As 
  the goblins attack, innocent bystanders, members of 
  the catering staff, and hapless musicians who 
  promptly ditched their instruments all race for 
  cover behind nearby trees. The bard Sastrine, 
  playing the wallflower, slowly rises to her feet, 
  mouth agape, eyes wide with terror, as it seems 
  someone objects to the union… 
   
  Creatures: The three goblinoids are forestkith goblins 
  from the Gamboge Forest that were smuggled in last 
  night; they have been posing as decorative shrubs using 
  their tree shape ability and are working for the racist 
  druid-elder of Faith’s former tribe. As the goblins charge 
  into melee, the druid—currently in wild shape as an owl 
  deeper within the park—alights from his perch and flies 
  after Faith and Penrys. He plans to kidnap Faith by 
  assuming the form of a large air elemental, absorbing her 
  with his whirlwind ability, and then whisking her away 
  southwest to divert suspicion on any Gamboge 
  inhabitants before doubling back toward the Gamboge 
  Forest. To delay any foolhardy pursuit and to mask the 
  screams of Faith and Penrys, the goblins attack everyone 
  in sight. The bard Sastrine looks more surprised than 
  anyone at the ensuing chaos; preventing her from fleeing 
  the scene could provide the PCs with important clues 
  about the attack. Those PCs that can see invisible 
  creatures notice an older Baklunish female observing the 
  scene from a discreet distance in absolute horror. 
   
  APL 2 (EL 3) 
   
  � Forestkith Goblin Berserker (3): male goblin 
  barbarian 1; hp 10; Appendix 1. 
   
  APL 4 (EL 5) 
   
  � Forestkith Goblin Berserker (3): male goblin 
  barbarian 2; hp 20; Appendix 1. 
   
  APL 6 (EL 7) 
   
  � Forestkith Goblin Berserker (3): male goblin 
  barbarian 4; hp 44; Appendix 1. 
   
  APL 8 (EL 9) 
   
  � Forestkith Goblin Berserker (3): male goblin 
  barbarian 6; hp 66; Appendix 1. 
   
  APL 10 (EL 11) 
   
  � Forestkith Goblin Berserker (3): male goblin 
  barbarian 8; hp 88; Appendix 1. 
   
  APL 12 (EL 13) 
   
  � Forestkith Goblin Berserker (3): male goblin 
  barbarian 10; hp 110; Appendix 1. 
   
  APL 14 (EL 15) 
   
  � Forestkith Goblin Berserker (3): male goblin 
  barbarian 12; hp 144; Appendix 1. 
   
  APL 16 (EL 17) 
   
  � Forestkith Goblin Berserker (3): male goblin 
  barbarian 14; hp 168; Appendix 1. 
   
  Tactics: The goblins target humans first per the druid’s 
  instructions. They are not tactical geniuses but work well 
  together and utilize flanking where prudent; they also 
  favor charging and do so if an opportunity arises. At 
  higher APLs the goblins quaff their potions of haste and 
  possibly their elixirs of fire breath before attacking. 
  Defeating them quickly earns the PCs a favorable 
  reputation among Midmeadow residents: each round 
  that a goblin is left unchallenged, it attacks an innocent 
  NPC commoner (AC 10, 4 hp) scrambling for cover; keep 
  track of the number of commoners attacked. Once 
  combat begins, each person within thirty feet of a 
  shrieking goblin must succeed at a Will save (DC 9) or be 
  shaken for 1d4 rounds due to their Discordant Frenzy 
  ability (Commoners save at +1). This ability will have 
  little or no effect at higher APLs, but it effectively masks 
  the screams of Faith, Penrys, and other local residents as 
  the druid attacks. The goblins fight to the death, fearing 
  the druid’s wrath more than any wounds sustained from 
  PCs. While the fight rages on, the NPC clerics try to 
  protect other guests. 
   
  � Treasure: 
   
   
  APL 2: Loot – 143 gp, Coin – 0 gp, Magic – 3 potions 
  of cure moderate wounds (25 gp each). 
   
  APL 4: Loot – 100 gp, Coin – 0 gp, Magic – 3 potions 
  of cure moderate wounds (25 gp each), +1 studded leather 
  armor (x3, 97 gp each). 
   
  APL 6: Loot – 100 gp, Coin – 0 gp, Magic – 3 potions 
  of cure moderate wounds (25 gp each), 3 potions of barkskin 
  (+2, 25 gp each), +1 studded leather armor (x3, 97 gp each), 
  cloak of resistance +1 (x3, 83 gp each). 
   
  APL 8: Loot – 20 gp, Coin – 0 gp, Magic – +1 studded 
  leather armor (x3, 97 gp each), +1 small greataxe (x3, 193 gp 
  each), 3 potions of barkskin (+3, 50 gp each), 3 potions of cure 
  moderate wounds (25 gp each), cloak of resistance +1 (x3, 83 
  gp each). 
   
  APL 10: Loot – 20 gp, Coin – 0 gp, Magic -- +1 
  studded leather armor (x3, 97 gp each), +1 small greataxe (x3, 
  NYR6-06 The Uninvited Guests 
   
  Page 19 
  
  193 gp each), 3 potions of cure serious wounds (62 gp each), 
  cloak of resistance +1 (x3, 83 gp each), 3 potions of haste (62 
  gp each), 3 elixirs of fire breath (91 gp each), 3 rings of 
  protection +1 (166 gp each). 
   
  APL 12: Loot – 20 gp, Coin – 0 gp, Magic – +1 studded 
  leather armor (x3, 97 gp each), +1 small greataxe (x3, 193 gp 
  each), 3 potions of cure serious wounds (62 gp each), cloak of 
  resistance +2 (x3, 333 gp each), 3 potions of haste (62 gp 
  each), 3 rings of protection +1 (166 gp each), gauntlets of ogre 
  power (x3, 333 gp each). 
   
  APL 14: Loot – 20 gp, Coin – 0 gp, Magic -- +1 
  studded leather armor (x3, 97 gp each), +1 mighty cleaving 
  small greataxe (x3, 693 gp each), 3 potions of cure serious 
  wounds (62 gp each), cloak of resistance +2 (x3, 333 gp each), 
  3 potions of haste (62 gp each), 3 rings of protection +1 (166 gp 
  each), gauntlets of ogre power (x3, 333 gp each), 3 elixirs of 
  fire breath (91 gp each), amulet of health +2 (x3, 333 gp 
  each). 
   
  APL 16: Loot – 20 gp, Coin – 0 gp, Magic – +1 studded 
  leather armor of light fortification (x3, 764 gp each), +1 
  mighty cleaving small greataxe (x3, 693 gp each), 3 potions of 
  cure serious wounds (62 gp each), cloak of resistance +3 (x3, 
  750 gp each), 3 potions of haste (62 gp each), 3 rings of 
  protection +2 (666 gp each), gauntlets of ogre power (x3, 333 
  gp each), amulet of health +2 (x3, 333 gp each). 
   
   
  Detect Magic Results: Potion of cure moderate wounds 
  (faint conjuration), +1 studded leather armor (faint 
  transmutation), cloak of resistance +1, +2 and +3 (faint 
  abjuration), potion of barkskin (faint transmutation), +1 
  small greataxe (faint transmutation), ring of protection +1 
  and +2 (faint abjuration), potion of cure serious wounds (faint 
  conjuration), potion of haste (faint transmutation), elixir of 
  fire breath (moderate evocation), gauntlets of ogre power 
  (faint transmutation), amulet of health +2 (moderate 
  transmutation), +1 mighty cleaving small greataxe (faint 
  transmutation and moderate evocation), +1 studded leather 
  armor of light fortification (faint transmutation and strong 
  abjuration). 
   
  Development: Once combat begins, Sastrine attempts to 
  make a hasty departure; PCs who succeed on both a DC 
  15 Spot check and a DC 15 Sense Motive check suspect 
  her flight has less to do with fear of goblins than some 
  other, as-yet-unknown reason. Off-screen in Encounter 
  Three-A, Faith has a slim chance to resist being absorbed 
  into the druid-elemental’s whirlwind (Reflex DC 16, her 
  bonus is +2); if she succeeds, the druid tries again until he 
  absorbs her (he is 16th level, and has eight chances). It 
  takes the druid one round to fly and locate Faith on the 
  street, and another round to wild shape into elemental 
  form. Thus, the third full round of the goblin fight is the 
  druid’s first attempt to absorb Faith. If the PCs dispatch 
  the goblins quickly enough, they may be able to hear 
  Faith’s screams from across town (Listen DC 5) After the 
  goblins are defeated, any of the NPC clerics on hand heal 
  injured residents; the PCs may assist if they wish, though 
  they will be urged to investigate if the screams from 
  Encounter Three-A are still audible. 
   
  ENCOUNTER 4: QUESTIONS 
  OF FAITH 
  Following the goblin attack, the PCs should be guided 
  toward the temple of Pholtus where the druid has just 
  attacked Faith. If she resisted being captured, the PCs 
  should be able to hear her screams; if she failed to resist, 
  the druid will have already flown away with her. If so, 
  have any NPC cleric on hand recommend that the PCs 
  immediately notify Penrys or Bishop Talpin of the goblin 
  attack; this will lead them to the temple. 
   
  The progression of this encounter depends upon 
  several factors: whether the PCs noticed Sastrine 
  behaving strangely, whether or not the druid abducted 
  Faith, whether any PCs spotted the invisible human 
  female observing the goblin attack, and finally how eager 
  the PCs are (if at all) to pursue an elemental. Let them 
  proceed as they will but do not let them get sidetracked 
  in an exhaustive search of the city. Short of Faith 
  succeeding on eight Reflex saves, the PCs should be 
  unable to prevent her abduction by the druid. 
   
  When they arrive at the site of the druid’s attack, just 
  a few short blocks from the temple of Pholtus, the PCs 
  will note the following: debris and chunks of masonry 
  litter the street, several shocked residents are standing 
  around talking excitedly with one another, and Penrys 
  lies unconscious near the wall of a building while a surly 
  looking priest of Pelor stands beside his body, arms 
  folded in contempt. The people on the street are mostly 
  patrons from the Topless Tavern (many with mugs of ale 
  still in hand) who heard screams and ran out to 
  investigate; they saw a large air elemental swoop down 
  out of the sky and absorb an elf woman (Faith) before 
  flying off over the south wall in a south-by-southwesterly 
  direction. No one can explain how or why Penrys ended 
  up in a heap on the street, but they all assume that he was 
  defending Faith (this is actually not the case; Penrys is a 
  coward and tried to flee to get Bishop Talpin; the druid 
  snatched and flung him against a building out of spite). 
   
   One of the men on the scene is actually the spy 
  Narinn Kirr, who was in the tavern gathering 
  information on the newly arrived PCs and stays at the 
  back of the crowd; thanks to his keen eyes, he actually 
  witnessed the druid changing form and quickly extricates 
  himself from the mob to contact his master with news of 
  this unexpected attack. The Pelorite is Callidan Estani, 
  who was busy shouting invectives at the temple of 
  Pholtus when the druid attacked; he ran to investigate 
  but Penrys was already unconscious. If asked why he 
  hasn’t revived his fellow cleric, Callidan curtly informs 
  the PCs that “he’s still alive.” 
   
  Once they learn of the elemental’s attack, astute PCs 
  may correctly deduce that the goblins were a diversion. 
  Such orchestration should leave them curious enough to 
  get involved. The PCs are not obligated to pursue the 
  elemental/druid; lower level parties may experience 
  pronounced apprehension at the very idea. Moreover, 
  PCs unsympathetic to the clergy of Pholtus may have no 
  NYR6-06 The Uninvited Guests 
   
  Page 20 
  
  interest in helping at all. Still, whatever they decide—
  ideally a brief interrogation of those NPCs on hand, 
  followed by a heightened pursuit of the elemental—two 
  things should be clear: an egregious lack of both 
  leadership and a central authority figure among 
  Midmeadow’s residents, along with a growing sense of 
  division among residents over the marriage; those divine 
  casters who were at the dinner are quick to heal injured 
  guests, but beyond that any sort of responsible initiative 
  is utterly lacking. Feel free to convey this in any way that 
  adds tension to the scene. 
   
  Penrys should be the natural authority figure here, as 
  it was his betrothed who was taken, but if he is revived 
  the young Pholtan seems completely befuddled: he is 
  nervous, indecisive disheveled, frantic and utterly 
  overwhelmed by what has happened, and his only 
  cognizant thought is to summon his superior, Bishop 
  Talpin. Some PCs may feel that the Pholtan church 
  taking a direct role in controlling the situation may not 
  be a good thing. The PCs will undoubtedly have 
  questions, especially for Penrys, but no one approaches 
  the PCs or appeals to their heroism, and it has been too 
  long since any of the residents needed to seek aid from a 
  higher authority. They should appear helpless, waiting 
  for someone decisive to take charge. It is up to the PCs to 
  assume responsibility for rescuing Faith (if applicable). 
   
   Note that if the druid failed to absorb her he flees, 
  leaving Penrys unconscious and a rattled Faith to relate 
  details of the attack to the PCs. In order to question her, 
  Faith must first be calmed (via magic or a DC 20 
  Diplomacy check); once calmed, she relates her 
  suspicions: that the druid of her racist tribe is the likely 
  culprit. She can provide vague directions to the tribe’s 
  camp within the Gamboge but is no wilderness expert, so 
  the PCs will be unable to pinpoint an exact location (for 
  teleportation or similar magic), and she further cautions 
  them that the druid is very bitter and dangerous. At this 
  point she reluctantly reveals the circumstances that 
  caused her to abandon her tribe and relocate to 
  Midmeadow. 
   
  This brief, investigative encounter should end with 
  the PCs agreeing to track the elemental south out of 
  Midmeadow, either immediately or the first thing in the 
  morning, as their assistance in the investigation is 
  perhaps the best wedding present they can offer. Key 
  NPCs still on hand and what they are likely to reveal are 
  summarized below: 
   
  • 
  Penrys (if revived): Confused and scared; he knows 
  of no one who bears him or Faith any ill will, but also 
  does not know the full truth behind her tribal 
  origins. 
   
  • 
  Sastrine: If successfully detained, she can be 
  Intimidated into revealing an unsavory plot to 
  discredit Penrys but which had nothing to do with 
  Faith (she will not admit this in front of Penrys). If 
  the plot is coaxed out of her, she tries to bargain, 
  fearing Pholtan “justice” (thanks to rumors about 
  Zylinchin) and having her mind probed by them; 
  she is willing to detail the plot in exchange for 
  partial amnesty. If the PCs agree, she directs them to 
  the Shining Star Trading Company (located in the 
  Promenade district) and tells them to ask the 
  proprietor for some incense of obsession. This will 
  startle the proprietor, Rowena Livingston, as the 
  adept 
  reluctantly 
  acknowledged 
  the 
  word 
  “obsession” as the two women formulated their plan; 
  only magic gets Sastrine to reveal Rowena’s name. 
  She does tell the PCs that she spoke of the plot to 
  one other person in town (Narinn), and describes 
  him if asked. If the PCs wish to arrest her, they learn 
  that there is no official jail in town; only the temple 
  of Pholtus comes close. If the PCs refuse her terms, 
  she refuses to say anything more, leaving them to 
  their own devices. If the PCs were unable to detain 
  her, she gathers her minions at the south gate and 
  flees Midmeadow, never to return. 
   
  • 
  The Mob: Several dozen more residents soon 
  congregate on the street and begin gossiping about 
  the attack. Many are partial to the more conservative 
  Pholtan Church of the Blinding Light and its views 
  on demihumans, and they note that there was a 
  strange male elf asking questions about Faith 
  roughly a week ago. These residents are slightly 
  biased against the wedding and do not know what 
  “breed” of elf he was, but they assumed he came from 
  the Silk Plateau (“where all the weird ones live”); and 
  was simply curious about the wedding. These 
  residents are quick to interpret the attack as a sign 
  from Pholtus that the wedding between Penrys and 
  Faith is a bad thing. 
   
  • 
  The Coherent: Other more level-headed residents 
  soon arrive and insist that any parallel drawn 
  between the attack and the Will of Pholtus is 
  fanciful at best. These residents are also quick to note 
  that the revelation about the strange male elf is 
  indeed odd; no one can remember any strange elves 
  from the Plateau, as it is primarily mixed races that 
  dwell there. As far as they know, Faith is well liked 
  and has no known enemies. 
   
  Development: Some PCs may suspect a rogue tribe of 
  Gamboge elves, but only Faith knows that this is indeed 
  the case. A Knowledge (local—Nyrond and Her 
  Environs) check (DC 10) confirms the nature of the 
  current relationship between the various tribes of 
  Gamboge elves and the restored Kingdom of Nyrond as a 
  peaceful one. PCs who noticed the Baklunish female 
  observing the rehearsal dinner may inquire about her 
  among other residents; her identity is confirmed as that 
  of a local adept named Rowena Livingston, who is the 
  only notable Baklunish woman in town; the PCs may get 
  directions and visit her shop, but the doors there are 
  locked and there is no response to knocks or entreaties. 
  Rowena is actually invisible, spying on Penrys and Faith; 
  NYR6-06 The Uninvited Guests 
   
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  when Faith is attacked, Rowena panics, thinking that she 
  might somehow be blamed for it, and decided to remain 
  in hiding until things calmed down. She is afraid to trust 
  anyone at this point, avoiding contact with the obviously 
  heroic PCs, though further questioning of Midmeadow’s 
  residents could lead them to her shop during Encounter 
  Eight. 
   
  The final outcome of this encounter depends upon 
  how efficient the PCs were in defeating the goblins. As 
  the PCs try to learn what they can about the elemental’s 
  attack and listen to the growing debate over the nature of 
  Faith’s marriage to Penrys, Kirelle, Hinnad and Dalis 
  arrive from Blackwater Park with a small contingent of 
  merchant guests. These people then relate the outcome 
  of the goblin fight for those residents already assembled 
  on the street. 
   
  If five or more dinner guests were attacked due to a 
  sluggish response by the PCs, then Bishop Talpin is 
  summoned along with both Knight-Captains from the 
  Pale. The PCs are treated as little more than ineffective 
  amateurs who just “happened” to be in the right place at 
  the right time; the Pholtans assume responsibility for the 
  investigation, and provisional martial law is reinstated, 
  effective immediately. The PCs are free to leave town or 
  else remain indoors until dawn; the assembled populace 
  now looks to the Church of the Bright Path for guidance 
  and authority, and the PCs earn an “Unfavorable” 
  reputation, as noted in the Conclusion. 
   
  If one to four dinner guests were attacked, only the 
  Bishop is summoned. He thanks the PCs for their efforts 
  but informs them that the entire investigation must be 
  turned over to King Lynwerd’s authority, by whose grace 
  his church was allowed to remain in Midmeadow. Bishop 
  Talpin will dispatch an envoy to the King first thing in 
  the morning. The proprietor of the Topless Tavern, 
  “Mugs” MacGruber, tries to disperse the assembled 
  residents by offering a free round on the house. The PCs 
  earn a reputation of “Indifferent,” as noted in the 
  Conclusion. 
   
  If no dinner guests were attacked, then the PCs are 
  lauded as heroes and urged to immediately pursue the 
  elemental. No Pholtans are summoned, and in fact most 
  residents prefer the take-charge attitude evidenced by the 
  PCs at the rehearsal dinner. The PCs earn a reputation of 
  “Heroic,” as noted in the Conclusion. Whatever their 
  reputation, the PCs should realize that attempting to 
  rescue Faith is the morally responsible (not to mention 
  heroic) thing to do. Meanwhile, off-screen in “Encounter 
  Four-A,” the mysterious mage has located the Gamboge 
  camp of Faith’s tribe and slain everyone in it, positioning 
  bodies to provide an easy trail for rescuers to follow. If 
  the druid failed to abduct Faith, he returns to his camp in 
  fury and the mage still slays the entire tribe, allowing 
  Midmeadow residents and the Church of the Bright Path 
  (and all Pholtans) to believe they have a benefactor in the 
  Gamboge. When the PCs are ready to pursue the 
  elemental, proceed to Encounter Five. 
   
  ENCOUNTER 5: SHADOWS 
  AND TALL TREES 
  During this encounter, which occurs in two stages, the 
  PCs attempt to pursue the air elemental that abducted (or 
  attempted to abduct) Faith. Once the PCs agree to track 
  it, they must decide when to start: either shortly after the 
  goblin fight or first thing in the morning. Some parties 
  may not be fooled by the druid’s south-southwesterly 
  jaunt and may be able to pursue with little delay. If so, 
  skip to “Stage Two: Inside the Gamboge,” below. Other 
  parties, however, may easily be fooled and begin tracking 
  in the wrong direction, away from the Gamboge. If the 
  PCs do not or cannot immediately pursue the druid, or if 
  they need to rest for the night following the goblin 
  attack, 
  then 
  proceed 
  to 
  “Stage 
  One: 
  Outside 
  Midmeadow,” below. Regardless of their actions, Dalis 
  will not accompany the PCs in pursuit of the druid, 
  noting that his clerical services are better employed here. 
   
  Stage One: Outside Midmeadow 
  Regardless of when the PCs pursue the druid, physically 
  tracking him proves impossible. After attacking Faith he 
  speeds over the south wall, flying southwest at full speed 
  toward Borneven. After fifteen miles he turns east toward 
  the Gamboge where his tribe waits impatiently. 
  However, his progress through the night sky does not go 
  entirely unnoticed, and using the Gather Information 
  skill to question travelers on the road can compensate for 
  the absence of an obvious trail. By cursory searching and 
  diplomatic enquiry, the PCs can locate traveling 
  merchants, bandits preparing for an ambush, or even 
  local marchland residents who may have noted a strange 
  rush of wind passing overhead (use discretion but be 
  generous here: if a druid PC casts speak with animals on an 
  owl while it is out hunting at night, by all means reward 
  such creative investigation). 
   
  If the PCs pursue at night, they first need to locate 
  someone to question. This is accomplished with a Gather 
  Information check along the road south out of 
  Midmeadow (each such check takes 1d4+1 hours); the 
  base DC is 15. Results between DC 15 and DC 20 lead the 
  PCs to a rural homestead whose occupants heard the 
  elemental’s swift passage overhead a short while ago. 
  They recall that the noise it made changed pitch as they 
  listened; any PC succeeding on a DC 20 Survival check 
  may deduce that the pitch change indicates an abrupt 
  change in direction. Searching around the homestead 
  (DC 20) turns up a field of strewn debris leading east, 
  roughly four hundred yards from the main house, 
  suggesting the elemental flew toward the Gamboge 
  Forest. 
   
  A Gather Information check of DC 21-24 leads the 
  PCs to a small caravan stopped along the side of the main 
  road to Borneven. These merchants faired poorly at the 
  traders’ bazaar that afternoon and seek to recoup their 
  losses by offering “exquisite bargains” to late night 
  NYR6-06 The Uninvited Guests 
   
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  shoppers. To dissuade them from their sales pitch and get 
  them to reveal what they know about any strange 
  elemental sightings, one PC (and only one PC may make 
  this attempt) must succeed at a DC 25 Diplomacy check 
  (other PCs may assist); as an alternative for less 
  diplomatic parties, a purchase or purchases from these 
  merchants totaling 500 gp or more restores their faith in 
  consumers, and they eagerly reveal that they both saw 
  and heard something fast and loud fly south and then 
  turn east a short while ago. The PCs may correctly deduce 
  that it flew toward the Gamboge. 
   
  A Gather Information check of DC 25 or more leads 
  PCs off of the main road to a large campfire, around 
  which sit six human males clad in black leather armor. 
  When the PCs approach, these men reach for their 
  weapons, but a second glance at the PCs causes them to 
  look askance at one another and nervously sheath their 
  weapons. The six men are bandits from Stoink who are 
  preying on highway travelers, but they haven’t attacked 
  anyone in over a week because their last victims had not 
  heard of them (note that these are NOT the bandits that 
  the PCs may have learned about from Sastrine), and this 
  fact has demoralized them to some extent. They believe 
  they have given themselves a fearsome and catchy 
  “bandit gang name,” but their reputation isn’t spreading 
  as rapidly or as widely as they’d like. Thus, they have been 
  strategizing on how to remedy the situation. Instead of 
  attacking the PCs, they ask if the PCs have heard of them 
  (“the Six from Stoink”); have the PCs make a Knowledge 
  (local—Nyrond and Her Environs) check (DC 30 minus 
  APL). If the check succeeds, the bandits are elated and 
  answer any questions the PCs have, noting that they did 
  indeed hear the passage of something fast and large not 
  too long ago, and it was definitely moving east; if the 
  check fails and the PCs have not heard of them, the 
  bandits are dejected but still answer questions and relate 
  the news about the elemental’s passage. However, in an 
  effort to improve their reputation, since the PCs are 
  OBVIOUSLY skilled adventurers if they’re tracking 
  elementals at night, the bandits insist on accompanying 
  the PCs on their errand, “just to see how professionals do 
  things.” Any hostile PC action or a successful Intimidate 
  check (opposed by their collective Hit Dice, which total 
  18) gets the bandits to back off. 
   
  All APLs (EL 0) 
   
  � Bandits (6): male human rogue 3; hp 17. 
   
  If the PCs pursue on the morning following the goblin 
  attack, the rural homestead described above is their only 
  source of information; success in this case is automatic, as 
  the field of debris is easy to spot. Once the PCs have a 
  clear idea where their quarry has fled, proceed to “Stage 
  Two: Inside the Gamboge,” below. Note that it is roughly 
  48 miles from Midmeadow (and the pertinent Gather 
  Information checkpoints noted above) to the druid’s 
  approximate point of entry into the Gamboge. Higher-
  level parties will likely be able to use magic to reduce the 
  time spent in pursuit, but lower level parties face a long 
  journey on foot, even if they hustle. Horses may be 
  rented in Midmeadow or from the traders’ bazaar. 
   
  Stage Two: Inside the Gamboge 
  Have the PCs make two more Gather Information checks 
  on their way to the Gamboge (both at DC 15) to confirm 
  the elemental’s passage across the countryside, keeping 
  note of the elapsed time (1d4+1 hours per check). The 
  time issue is important only if Faith was successfully 
  abducted, as the majority of out-of-town wedding invitees 
  will not have a chance to be notified that the wedding is 
  postponed before they arrive in Midmeadow, and this 
  will create a scandal among the Bright Path clergy. This 
  news may make certain anti-Pholtan PCs pursue more 
  slowly than normal, but the party should nevertheless be 
  cognizant of the elapsed time. The western approach of 
  the Gamboge is vast, but the druid’s passage did not go 
  unnoticed, so local residents are able to direct PCs to the 
  approximate point of entry. Upon entering the Gamboge, 
  the druid’s path is still impossible to follow, but someone 
  or something has made an auxiliary trail for curious 
  interlopers. Once the PCs journey to within sight of the 
  Gamboge, read or paraphrase the following: 
   
  Few established trails lead into the Gamboge Forest, 
  but the one ahead should prove easy to follow, as it 
  has been marked with the body of a dead elf whose 
  limp form points east, deeper into the forest’s 
  murky interior. 
   
  The body is that of a male wild elf; more are strewn 
  through the forest, all of whom were members of Faith’s 
  former tribe and slain by the mysterious mage, then 
  positioned to provide an easy trail for the curious to 
  follow. However, the mage is unaware—so far—that it is 
  a group of adventurers and not a mob of angry Pholtans 
  who have come to investigate. The elf-trail leads roughly 
  twelve miles into the forest but there are no tracks to be 
  found. A successful Survival check (DC 15) allows the 
  party to locate the next dead elf “marker”, all of which are 
  spaced roughly one mile apart; each corpse has also been 
  positioned to “point” in the proper direction. So long as 
  the PCs do not deviate from this, they should reach the 
  camp in about four hours while traveling east-by-
  southeast. Keep track of the elapsed time if Faith was 
  abducted, noting that it takes one hour to retry a failed 
  Survival check. Each corpse bears no weapon-caliber 
  wounds of any kind, and all look to have been constricted 
  to death. When the PCs are within fifty yards of the camp 
  they will note the telltale odors of smoke and spent 
  arcane spell components. The “trail” eventually leads into 
  a clearing; if the PCs scan, scry or otherwise enter it, read 
  or paraphrase the following (ad-lib if Faith was not 
  abducted): 
   
  The trail of murdered elves ends—or perhaps 
  begins—at a large clearing, clearly a permanent 
  campsite. At the center of the clearing is a 
  smoldering campfire; several of the surrounding 
  NYR6-06 The Uninvited Guests 
   
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  trees contain makeshift lookout canopies fashioned 
  out of cured animal skins and blanketed in sticky 
  webs; hundreds of arrows litter the area but give no 
  indication of a central target, as if archers were 
  shooting in several directions at once and unable to 
  concentrate their bowfire. However, it is the carnage 
  of a ruthlessly efficient massacre that truly arrests 
  the gaze here: there are perhaps thirty corpses, 
  mostly elven—though the identification of three or 
  four small piles of ash could raise the body count—
  the victims of a mighty arcane assault. 
   
  There is unmistakable evidence that a mage of 
  the highest order was here, and quite recently 
  judging by some of the lingering effects: on one side 
  of the clearing three elves hang limply within the 
  clutches of Evard’s infamous black tentacles; on the 
  other side of the clearing two more elves lay dead, 
  their bodies apparently drained of all moisture; 
  finally, two elves with their bows drawn and their 
  hands reaching for arrows have been turned to 
  stone. In addition to the slain elves, the clearing also 
  boasts the signature of the assassin: the charred 
  carcass of a very large wolverine lies in what must 
  have been a defensive posture before the body of a 
  final, much older elf, this one apparently crushed to 
  death by a massive object and very possibly the 
  individual 
  who 
  attacked 
  Faith. 
  Inexplicably, 
  however, on the far side of the clearing, Faith herself 
  lies immobile yet safely protected within a 
  translucent, floating sphere. 
   
  The PCs will obviously be on their guard here, as they 
  should be; a powerful mage could still be lurking 
  invisibly nearby, watching their every move. Allow the 
  PCs to explore the camp and surrounding area in any way 
  they desire; key elements to note here are that all of the 
  elves are wild elves and except for Faith and the two 
  turned to stone, they are all quite dead; additionally, there 
  are no suspicious tracks to be found anywhere (only the 
  everyday tracks of the elves themselves, and the druid’s 
  wolverine). The mage, who was flying at all times, has 
  just teleported away again, having returned to leave a few 
  final touches on the scene (like the extended Evard’s 
  which will disappear about two minutes after the PCs 
  arrive). 
   
  The crushed elf is indeed the druid who attacked 
  Faith, though the PCs may not be able to conclusively 
  prove this. Furthermore, PCs who think to cast detect 
  magic note several auras (faint conjuration from multiple 
  web spells, moderate evocation from a lingering prismatic 
  spray effect on the elf-statues (if they are turned back to 
  flesh, they can only say that an invisible flying arcanist of 
  some sort hit them out of no where and that it was over 
  for them too quickly to relate anything else; also they will 
  be able to tell their story to the sylvan elves and clear the 
  PCs of any suspicion) and a lingering Bigby’s grasping hand 
  effect on the slain druid; finally, if Faith is here, moderate 
  evocation from the Otiluke’s resilient sphere in which she is 
  encased, in addition to some of the elves’ gear at higher 
  APLs), but nothing registers outside the confines of the 
  camp. Have the PCs who are specifically NOT searching 
  (especially if they or their animals/familiars are acting as 
  perimeter guards) make Listen and Spot checks (use their 
  pre-rolled checks) to detect the approach of an elven 
  scouting party: 
   
  All APLs (EL 6) 
   
  � Valandril: male wood elf ranger 3; hp 18; 
  Appendix 1. 
   
   
  � Elven Scouts (3): male wood elf ranger 2; hp 
  14; Appendix 1. 
   
   
  Tactics: the PCs are being approached by a scouting 
  party of sylvan elves, clearly identifiable as such and 
  distinct from the wild elves of this campsite, who were 
  drawn by sounds of battle and an undefined sense of 
  disturbance within the forest. The leader of the scouting 
  party is an exceptionally competent third level ranger 
  named Valandril. These sylvan elves are sworn enemies 
  of the wild elves in this camp, but screams demand 
  investigation; thus, this party has deviated far off course 
  from its regular patrol route, which lies to the southeast. 
  If the scouting party fails to sneak up on the PCs, and if 
  the PCs confront them, Valandril will be dubious and 
  cagily ask if the PC(s) require(s) aid. Adjudicate based on 
  the spotting/listening PC’s reactions. However, if 
  Valandril manages to sneak up on the PCs, he and his 
  fellows will be extremely suspicious and have their bows 
  drawn. Valandril’s tribe is friendly toward the restored 
  Kingdom of Nyrond, but a band of adventurers standing 
  amidst a clearing of slain wild elves is highly suspicious. 
   
  At this point, though Valandril is not hostile to the 
  PCs, one false move could provoke an unnecessary 
  combat. Valandril tells his party (in elven) to stay alert 
  but not to fire except on his command; he then, while 
  warily eyeing the PCs, identifies himself and asks which 
  of them is in charge. Whichever PC accepts the mantle of 
  being “in charge” must make a Diplomacy check (and 
  ONLY this PC, though others may assist) at DC 30 (the 
  elves are currently “Indifferent” and must be moved to 
  “Helpful”; this DC may seem high, but these are very 
  suspicious circumstances; even if the PCs fail, they will 
  have a chance to try again following Encounter Six) to 
  assure the scouting party that the PCs are not responsible 
  for the carnage here and are innocent of any wrongdoing. 
  If the PC making the check is a Wood Elf, a member of 
  the Nyrond Wilderness Alliance, or the Pale’s Natural 
  Order, they can gain a +5 circumstance bonus for each. If 
  the check succeeds, the PCs secretly gain an Influence 
  Point with Valandril’s tribe, as noted on the Adventure 
  Record; if the check fails, the PCs do not gain the favor at 
  this time, but in either case Valandril invites them to 
  come and explain all of this to his tribal chief. 
   
  At higher APLs Valandril’s party could easily believe 
  that the powerful PCs could have wrought the 
  devastation here. Don’t let the Diplomacy check come 
  down to a dull die roll; even a charismatic wood elf bard 
  with a Diplomacy check of +30 should be given a hard 
  time as Valandril mulls over the PC’s explanation with a 
  NYR6-06 The Uninvited Guests 
   
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  suspicious “hmmmm.” Remember that while Valandril 
  and his party are hardly a challenge to higher level tables, 
  play them as mighty woodsmen who could decimate the 
  PCs at a moment’s notice; presence, not attitude, should 
  be the signature of this scouting party; they are cautious, 
  not belligerent. 
   
  � Treasure: 
   
  APL 2: Loot – 88 gp, Coin – 0 gp, Magic – 2 potions of 
  cure light wounds- (4 gp each). 
   
  APL 4: Loot – 90 gp, Coin – 0 gp, Magic – 3 potions of 
  cure light wounds (4 gp each). 
   
  APL 6: Loot – 104 gp, Coin – 0 gp, Magic – 4 potions 
  of cure light wounds (4 gp each). 
   
  APL 8: Loot – 135 gp, Coin – 0 gp, Magic – 4 potions 
  of cure light wounds (4 gp each). 
   
  APL 10: Loot – 100 gp, Coin – 0 gp, Magic – potion of 
  cure moderate wounds (25 gp each). 
   
  APL 12: Loot – 9 gp, Coin – 0 gp, Magic – +1 
  darkwood composite (+3) longbow (227 gp each). 
   
  APL 14: Loot – 9 gp, Coin – 0 gp, Magic – +1 
  darkwood composite (+3) shortbow (218 gp each). 
   
  APL 16: Loot – 7 gp, Coin – 0 gp, Magic – +1 
  darkwood composite (+1) seeking shortbow (705 gp each). 
   
   
  Detect Magic Results: potion of cure light wounds 
  (faint conjuration), potion of cure moderate wounds (faint 
  conjuration), +1 darkwood composite (+3) longbow (faint 
  transmutation), +1 darkwood composite (+3) shortbow (faint 
  transmutation), +1 darkwood composite (+1) seeking shortbow 
  (faint transmutation and strong divination). 
   
  Development: Even more inexplicably, the mysterious 
  mage left the elves’ gear untouched, as noted above. 
  Roughly one-quarter of their gear survived his arcane 
  onslaught and is salvageable as treasure. The PCs are now 
  intended to accompany Valandril back to his village to 
  explain the situation to his chief; if Faith was rescued, 
  Valandril suggests bringing her along (once the sphere 
  expires or is dispelled). If the PCs failed miserably at the 
  Diplomacy check and attack Valandril, the elves attempt 
  to subdue the party and bring them to the village anyway; 
  thus, the PCs still have a chance to retry their Diplomacy 
  check on the chief, albeit with a penalty. If the PCs slay 
  the scouting party, they earn the enmity of Valandril’s 
  tribe, as noted on the Adventure Record. Assuming the 
  PCs succeed on their Diplomacy check and choose to 
  accompany Valandril, proceed to Encounter Six. 
   
  ENCOUNTER 6: GIANT STEPS 
  FOR HUMANKIND 
  During this encounter the PCs accompany the elven 
  ranger Valandril to speak with his tribal chief. Whether 
  or not the PCs were successful during their Diplomacy 
  check in Encounter Five, Valandril explains in all 
  seriousness that the location of his village is a secret, as 
  there are many vicious predators lurking within the 
  Gamboge. To preserve this secrecy, he asks the PCs to let 
  themselves be blindfolded for the journey. Naturally the 
  PCs will be skeptical, but this is now their turn to have 
  faith; if they outright refuse, the encounter is over and 
  Valandril leaves with his companions, noting the 
  regrettable lack of trust among adventurers; the PCs may 
  then return to Midmeadow (proceed to Encounter Eight, 
  skipping Encounters Six and Seven). If they are merely 
  skeptical, Valandril explains that he understands their 
  apprehension; he informs them that he and his 
  companions are all pure of heart (all four rangers detect 
  as “good”). To further assuage them, Valandril invites 
  them to travel with weapons unsheathed or with any 
  necessary spell components in hand; animal companions 
  and familiars also need not be blindfolded (or otherwise 
  unable to see the journey). PCs who wish to Sense 
  Motive learn that he is sincere; if anything, he seems 
  worried about crossing paths with the mage responsible 
  for slaying the wild elves, or worse. 
   
  Assuming the PCs agree to be blindfolded, the 
  journey lasts roughly two hours as Valandril leads them 
  south-by-southeast back to their patrol route; he allows 
  the PCs to march in any order they desire. Sneaky PCs 
  may use Sleight of Hand to circumvent the blindfold; 
  such attempts are opposed by the elves’ Spot checks. PCs 
  who manage to do so, or those who succeed at a Zen-like, 
  blindfolded DC 25 Survival check note that the elves are 
  dutifully guiding them in a diamond formation: one is on 
  point thirty feet ahead; two flank the party ten feet on 
  either side; Valandril is on drag twenty feet behind the 
  PCs. 
   
  The elves will answer questions as they walk but 
  attempt to keep conversation to a minimum; their tribe is 
  called Inanilae, and they greatly admire their chief, 
  whom they describe as a “mighty ranger and teacher.” 
  After allowing the players to be tense for a few minutes, 
  have Valandril and the elf on point make a Spot check to 
  notice the predators below hiding amid the trees 
  (opposed by their Hide checks). If either Spot check is 
  successful (note that a PC who has successfully “peeked” 
  from beneath a blindfold is entitled to a Spot check as 
  well, albeit at a -5 penalty), the elves yell at the PCs to 
  remove their blindfolds, and that the party is under 
  attack, at which time everyone should roll initiative. 
   
  If both Spot checks fail (and assuming the PCs 
  remove their blindfolds to react to the sounds that 
  follow), read or paraphrase the following: 
   
  The rustling of leaves, a sound like a whip crack, and 
  startled cries in elven signal that something 
  unexpected has happened. The forest then echoes 
  with the unmistakable growling of wolves, followed 
  by excited, deep voices in a guttural dialect. Those of 
  you who remove the elven blindfolds spot a number 
  of the elves and your companions dangling from 
  rope snares tied to branches high overhead, while a 
  green humanoid blur charges forward. 
   
  NYR6-06 The Uninvited Guests 
   
  Page 25 
  
  Creatures: The party is being attacked by one or more 
  forest trolls and, at higher APLs, their animal 
  companions. The trolls came across the tracks of 
  Valandril’s group, as the elven ranger and his companions 
  strayed far outside their regular patrol route to 
  investigate the massacre at the wild elf camp and crossed 
  into the trolls’ patrol area. Though they know the 
  location of the wild elf camp, the druid-elder was 
  powerful enough to make the trolls think twice about a 
  direct assault; they do not know the location of 
  Valandril’s village. Thus, to stumble across sylvan elf 
  tracks so far north made them drool at the potential for 
  an ambush; these trolls are smaller and more cunning 
  than their larger cousins, and have backtracked, covered 
  their own tracks, and set this trap in hopes that the elves 
  would retrace their steps back to their own part of the 
  forest. As the PCs entered the Gamboge from the west, 
  the trolls are unaware of them, so the blindfolded PCs are 
  an unexpected perk of this ambush. 
   
  At APLs 2-4 the trolls have laid non-magical rope 
  snares to trap the elves (with assistance from their classed 
  superiors, who are setting an ambush at a different 
  location); at APLs 6-8 the trolls have laid non-magical 
  snares themselves; at APLs 10-16, the snares are magical, 
  per the ranger/druid spell snare. The elves are scanning 
  the forest for threats, hoping their brief detour has gone 
  unnoticed, but are unable to search for traps; thus, their 
  Spot checks (and those of the PCs, if applicable) 
  determine the onset of the attack. If the trolls were 
  spotted, they immediately emerge from hiding and 
  attack; in this case there is no surprise round, but the 
  elves and PCs are only ten feet away from the field of 
  snares (see Map #3). If no Spot checks were successful, 
  some elves and PCs will automatically be ensnared. 
   
  When triggered, a rope snare encircles the foot of 
  the individual stepping into it and yanks them thirty feet 
  overhead. If the snares are set off, 1d4 elves (determined 
  randomly, but Valandril is always number “4”) and 1d3 
  PCs (also determined randomly, but count any animal 
  companions of small size or larger as PCs for determining 
  this; if any creature/companion with four legs of size 
  Large or larger is indicated as having stepped in a snare, 
  the snare automatically fails due to the creature’s weight). 
  Snares may be cut or shot from below, but ensnared PCs 
  risk 3d6 points of falling damage. There are a total of 
  seven snares. The troll(s) are hiding fifty feet away from 
  the snare-field, as indicated on Map #3, but at the sound 
  of anyone caught in a snare, or if they are spotted, the 
  trolls emerge to attack. 
   
   
  � Non-magical snare (APLs 2-8): 1 in. thick; 
  hardness 0; hp 2; AC 7; Break DC 23. 
   
  APL 2 (EL 4) 
   
  � Forest Troll: hp 55; Appendix 1. 
   
   
  APL 4 (EL 6) 
   
  � Forest Troll (2): hp 55; Appendix 1. 
   
  APL 6 (EL 8) 
   
  � Forest Troll Stalker: male troll ranger 1; hp 66; 
  Appendix 1. 
   
  � Forest Troll Sniper: male troll ranger 1; hp 66; 
  Appendix 1. 
   
  � Forest Troll Shaman: female troll druid 2; hp 
  77; Appendix 1. 
   
  � Thrasher (wolf animal companion): hp 13; 
  Monster Manual 283 (Tricks: Attack, Defend, Down, 
  Guard, Stay, Seek, Track). 
   
  APL 8 (EL 10) 
   
  � Forest Troll Stalker: male troll ranger 3; hp 88; 
  Appendix 1. 
   
  � Forest Troll Sniper: male troll ranger 2; hp 77; 
  Appendix 1. 
   
  � Forest Troll Shaman: female troll druid 2; hp 
  77; Appendix 1. 
   
  � Thrasher (wolf animal companion): hp 16; 
  Monster Manual 283 (Tricks: Attack, Defend, Down, 
  Guard, Stay, Seek, Track). 
   
  � Forest Trolls (2): hp 55; Appendix 1. 
   
  � Magical snare (APLs 10-16): 1 in. thick; hp 5; AC 7; 
  Break DC 23. 
   
  APL 10 (EL 12) 
   
  � Forest Troll Stalker: male troll ranger 6; hp 
  121; Appendix 1. 
   
  � Pixiestyx 
  (advanced 
  wolf 
  animal 
  companion): hp 32; Appendix 1. 
   
  � Forest Troll Sniper: male troll ranger 4; hp 99; 
  Appendix 1. 
   
  � Charger (wolf animal companion): hp 16; 
  Monster Manual 283 (Tricks: Attack, Charge, Defend, 
  Down, Seek, Stay, Track). 
   
  � Forest Troll Shaman: female troll druid 4; hp 
  99; Appendix 1. 
   
  � Lockjaw (dire weasel animal companion): 
  hp 18; Monster Manual 65 (Tricks: Attack, Come, Down, 
  Fetch, Seek, Stay, Track). 
   
  � Forest Trolls (2): hp 55; Appendix 1. 
   
  APL 12 (EL 14) 
   
  � Forest Troll Stalker: male troll ranger 8; hp 
  143; Appendix 1. 
   
  � Miss 
  Vicious 
  (wolverine 
  animal 
  companion): hp 33; Monster Manual 283 (Tricks: 
  Attack, Defend, Down, Fetch, Seek, Stay, Track). 
   
  � Forest Troll Sniper: male troll ranger 6; hp 
  121; Appendix 1. 
   
  � Charger 
  (advanced 
  wolf 
  animal 
  companion): hp 32; Appendix 1. 
   
  � Forest Troll Shaman: female troll druid 6; hp 
  121; Appendix 1. 
   
  � Lockjaw (advanced dire weasel animal 
  companion): hp 30; Appendix 1. 
  NYR6-06 The Uninvited Guests 
   
  Page 26 
  
   
  � Forest Troll Skirmisher (2): male troll ranger 
  3; hp 88; Appendix 1. 
   
   
  APL 14 (EL 16) 
   
  � Forest Troll Stalker: male troll ranger 10; hp 
  165; Appendix 1. 
   
  � Miss 
  Vicious 
  (wolverine 
  animal 
  companion): hp 33; Monster Manual 283 (Tricks: 
  Attack, Defend, Down, Fetch, Seek, Stay, Track). 
   
  � Forest Troll Sniper: male troll ranger 8; hp 
  143; Appendix 1. 
   
  � Charger 
  (advanced 
  wolf 
  animal 
  companion): hp 32; Appendix 1. 
   
  � Forest Troll Shaman: female troll druid 10; hp 
  165; Appendix 1. 
   
  � Lockjaw (advanced dire weasel animal 
  companion): hp 42; Appendix 1. 
   
  � Forest Troll Skirmisher (2): male troll ranger 
  5; hp 110; Appendix 1. 
   
  � Wolf animal companion (2): hp 16; Monster 
  Manual 283 (Tricks: Attack, Defend, Down, Fetch, Heel, 
  Seek, Stay, Track). 
   
  APL 16 (EL 18) 
   
  � Forest Troll Stalker: male troll ranger 12; hp 
  187; Appendix 1. 
   
  � Miss Vicious (advanced wolverine animal 
  companion): hp 33; Monster Manual 283 (Tricks: 
  Attack, Defend, Down, Fetch, Seek, Stay, Track). 
   
  � Forest Troll Sniper: male troll ranger 10; hp 
  165; Appendix 1. 
   
  � Charger 
  (advanced 
  wolf 
  animal 
  companion): hp 32; Appendix 1. 
   
  � Forest Troll Shaman: male troll druid 12; hp 
  187; Appendix 1. 
   
  � Lockjaw (advanced dire weasel animal 
  companion): hp 54; Appendix 1. 
   
  � Forest Troll Skirmisher (3): male troll ranger 
  6; hp 121 Appendix 1. 
   
  � Wolf animal companion (3): hp 16; Monster 
  Manual 283 (Tricks: Attack, Defend, Down, Fetch, Heel, 
  Seek, Stay, Track). 
   
  Tactics: The forest trolls are not foolish and display 
  advanced tactical sense when attacking; adventurers visit 
  the Gamboge frequently and possess certain exploitable 
  characteristics. Elves and PCs (in that order) not caught 
  in the snares are the primary targets. Note that the trolls 
  want to kill the elves and PCs quickly, so spells such as 
  entangle that hamper movement are avoided. Removing a 
  blindfold is a partial action. 
   
  At APLs 2-4 the trolls hurl javelins then close for 
  melee. At APLs 6 and above the senior trolls are classed, 
  with the Stalker being the leader. PCs who speak Giant 
  can overhear the trolls barking tactics to one another, 
  which remain constant at successive APLs unless 
  otherwise noted. The trolls quaff potions of magic fang 
  where prudent before attacking, and launch tanglefoot 
  bags to keep non-snared targets stationary. 
   
  At APL 6 the Shaman casts magic fang before sending 
  her wolf to charge and trip foes; she then casts shillelagh 
  and closes for melee; the Sniper readies his bow against 
  an obvious spellcaster, hoping to disrupt Concentration; 
  he prefers to concentrate fire on one target. At APL8 the 
  Stalker may quaff one of his potions before attacking; the 
  two normal trolls are hiding behind a nearby rock and 
  move to aid the Stalker with tanglefoot bags to 
  immobilize non-snared foes. 
   
  At APL10 the Stalker casts magic fang and sends his 
  wolf to trip foes; he then uses his Spring Attack feat on 
  the party (until cornered): if his target has reach he uses 
  his longspear; otherwise he uses his poisonous bite, 
  hoping to cripple a foe; the Sniper releases his wolf and 
  applies a readied flask of oil of flame arrow to his 
  ammunition; he concentrates fire and uses his Rapid 
  Shot feat on a spellcaster or another archer; the Shaman 
  casts magic fang before releasing her animal companion, 
  which at this APL and above is a vicious dire weasel; she 
  then seeks to cast warp wood on any elf or PC archer, then 
  follows that with flaming sphere before closing for melee. 
  The trolls at this APL and above use their potions of fire 
  resistance only if the PCs employ fire attacks. 
   
  At APL 12 the Stalker gains a third attack and may 
  close for melee if the odds seem favorable; he quaffs his 
  potion of haste before attacking; at this APL and above one 
  of the Skirmishers is hiding twenty feet up in a nearby 
  tree and tries to drop a net on a non-snared PC or elf 
  before drawing his bow firing at ensnared party 
  members; he jumps to the ground on the Stalker’s 
  command. 
   
   At APL 14 the Stalker seeks to slay ALL elves in the 
  party with his enchanted longspear, Nature’s Lament, 
  before focusing on non-elves; he closes for melee after 
  the first Spring Attack; the Shaman casts freedom of 
  movement or stoneskin on herself after releasing her 
  weasel; the two Skirmishers also have wolf companions at 
  this APL, which are hidden roughly one hundred feet 
  away; the Skirmishers whistle for these creatures 
  immediately, with the wolves arriving and attacking on 
  the third round of combat. 
   
  At APL16 there are three Skirmishers (two in the 
  trees, one behind the rock); the Shaman reserves a mass 
  bear’s endurance if the party is resilient, and also favors 
  rusting grasp if she is directly engaged; she has no 
  reservations about using her transport via plants spell 
  (especially with the Stalker) to escape if necessary; finally, 
  the Stalker has cast tree shape and is immediately adjacent 
  to the snare-field as the party approaches; once combat 
  begins, he steps out and full-attacks the nearest non-
  snared foe before whistling for his wolverine (which 
  arrives on the third round of combat) and attacking any 
  elves. 
   
  Due to the limited number of snares (there are only 
  seven, as the trolls did not know about the PCs), it will be 
  impossible to trap all of the PCs and the elves, so this 
  battle could be fought on two fronts. PCs or elves caught 
  in snares will be yanked violently upward and must 
  NYR6-06 The Uninvited Guests 
   
  Page 27 
  
  succeed on a DC 15 Reflex save to avoid having random 
  items dislodged from their person; if the save fails, roll a 
  d8, ignoring results that do not apply to a particular PC or 
  elven scout (1=melee weapon, 2=ranged weapon, 
  3=arrows/ammunition, 4=potion or scroll, 5=spell 
  component pouch or holy symbol, 6=wand/rod/staff, 
  7=coin pouch, backpack, haversack, or something similar, 
  8=familiar or amulet). Such PCs may still fight normally 
  with spells or ranged weapons in lieu of cutting 
  themselves down; items that fall to the ground may be 
  used by anyone. The trolls fight until slain, as they plan to 
  eat everyone after this combat; if no one was ensnared, 
  they try to force foes into the snare field. Valandril, who 
  urges the PCs to hurry to his village for safety, frowns 
  upon tracking them back to their lair. 
   
  � Treasure: 
   
  APL 2: Loot – 8 gp, Coin – 0 gp, Magic –none. 
   
  APL 4: Loot – 17 gp, Coin –0 gp, Magic –none. 
   
  APL 6: Loot – 95 gp, Coin – 0 gp, Magic – 2 potions of 
  cure light wounds (4 gp each), potion of cure moderate wounds 
  (25 gp each), 2 potions of magic fang (4 gp each), wand of 
  cure light wounds (62 gp each), cloak of resistance +1 (83 gp 
  each). 
   
  APL 8: Loot – 121 gp, Coin – 0 gp, Magic – potion of 
  cure moderate wounds (25 gp each), 2 potions of magic fang (4 
  gp each), 2 potions of cure light wounds (4 gp each), wand of 
  cure light wounds (62 gp each), cloak of resistance +1 (x3, 83 
  gp each), potion of barkskin (+3, 50 gp each). 
   
  APL 10: Loot – 138 gp, Coin – 0 gp, Magic – 4 potions 
  of cure moderate wounds (25 gp each), potion of magic fang (4 
  gp each), wand of cure light wounds (62 gp each), cloak of 
  resistance +1 (x3, 83 gp each), potion of resist energy (fire) 10 
  (25 gp each), potion of resist energy (fire) 20 (58 gp each), oil 
  of flame arrow (62 gp each), potion of cure serious wounds (62 
  gp each), potion of haste (62 gp each), ring of protection +1 
  (166 gp each). 
   
  APL 12: Loot – 215 gp, Coin – 0 gp, Magic – 2 potions 
  of cure moderate wounds (25 gp each), potion of magic fang (4 
  gp each), wand of cure moderate wounds (375 gp each), cloak 
  of resistance +1 (x5, 83 gp each), potion of resist energy (fire) 
  10 (25 gp each), oil of flame arrow (62 gp each), 2 potions of 
  cure serious wounds (62 gp each), potion of haste (62 gp each), 
  ring of protection +1 (166 gp each), +1 composite (+2) longbow 
  (216 gp each), +1 cold iron longspear (359 gp each). 
   
  APL 14: Loot – 90 gp, Coin – 0 gp, Magic – 2 potions 
  of cure moderate wounds (25 gp each), potion of magic fang (4 
  gp each), wand of cure moderate wounds (375 gp each), cloak 
  of resistance +1 (x4, 83 gp each), 2 potions of resist energy (fire) 
  10 (25 gp each), potion of resist energy (fire) 30 (91 gp each), 
  oil of flame arrow (62 gp each), 2 potions of cure serious 
  wounds (62 gp each), potion of haste (62 gp each), ring of 
  protection +1 (x3, 166 gp each), +1 composite (+2) longbow 
  (x3, 216 gp each), cloak of resistance +2 (333 gp each), periapt 
  of wisdom +2 (333 gp each), brooch of shielding (125 gp 
  each), +1 cold iron shock longspear (859 gp each). 
   
  APL 16: Loot – 121 gp, Coin – 0 gp, Magic – +1 cold 
  iron shock longspear (859 gp each), +1 mighty composite [+2] 
  longbow (x4) (216 gp each), brooch of shielding (125 gp 
  each), cloak of resistance +1 (x4) (83 gp each), cloak of 
  resistance +2 (333 gp each), cloak of resistance +3 (750 gp 
  each), gloves of dexterity +2 (333 gp each), oil of flame arrow 
  (62 gp each), periapt of wisdom +2 (x2) (333 gp each), potion 
  of cure serious wounds (x5) (62 gp each), potion of magic fang 
  (4 gp each), potion of haste (x4) (62 gp each), potion of resist 
  energy 20 (fire) (x3) (58 gp each), ring of protection +1 (x2) 
  (166 gp each), ring of protection +2 (x2) (666 gp each), wand 
  of cure serious wounds (937 gp each). 
   
   
  Detect Magic Results: Potion of cure light wounds 
  (faint conjuration), potion of cure moderate wounds (faint 
  conjuration), wand of cure light wounds (faint conjuration), 
  wand of cure moderate wounds (faint conjuration), cloak of 
  resistance +1, +2 and +3 (faint abjuration), potion of magic 
  fang (faint transmutation), potion of resist energy (fire) 10, 20 
  and 30 (faint abjuration), oil of flame arrow (faint 
  transmutation), potion of cure serious wounds (faint 
  conjuration), potion of haste (faint transmutation), ring of 
  protection +1 and +2 (faint abjuration), +1 composite (+2) 
  longbow (faint transmutation), +1 cold iron longspear (faint 
  transmutation), 
  periapt 
  of 
  wisdom 
  +2 
  (moderate 
  transmutation), brooch of shielding (faint abjuration), +1 
  cold iron shock longspear (faint transmutation and moderate 
  conjuration), 
  gloves 
  of 
  Dexterity 
  +2 
  (moderate 
  transmutation), wand of cure serious wounds (faint 
  conjuration). 
   
  Development: This encounter is designed to establish a 
  bond of comradeship between the elves and the PCs as 
  they fight together to repel their attackers. If the trolls 
  are defeated and at least one of Valandril’s elves survives, 
  he (or they) regards the PCs with a newfound respect and 
  takes back the blindfolds, apologizing for any doubts 
  about the PCs’ heroism and trustworthiness. Such noble 
  spirits, the elves note, are welcome at their village 
  anytime. With that, the group may proceed to Encounter 
  Seven. If any PCs were slain, the surviving elves burn the 
  trolls and rig a travois to drag PC victims. If Valandril’s 
  whole party is slain, the PCs can spend d4+4 hours 
  searching the Gamboge for the village until a second 
  elven patrol—sent to search for Valandril—finds and 
  leads them to the village. 
   
  ENCOUNTER 7: INANILAE 
  During this brief roleplaying encounter the PCs are led 
  to the village of the Inanilae tribe of Gamboge Elves. 
  There, among hundreds of curious faces, the PCs are 
  brought before the tribal chief, to whom Valandril (if 
  alive) truthfully details the PCs’ actions against the trolls, 
  humbly emphasizing that the scouting party would likely 
  not have survived without their aid. Many residents raise 
  their eyebrows and murmur amongst themselves at 
  hearing this, but so might the PCs upon discovering that 
  the chief is a female who has yet to reach middle age. No 
  boxed text is provided for this encounter. 
   
  She listens impassively to Valandril. As he finishes, 
  bows, and steps back, the chief regards the PCs and asks 
  how they came to be in the forest in the first place. One 
  NYR6-06 The Uninvited Guests 
   
  Page 28 
  
  PC should step forward and relate the pertinent details of 
  their investigation; key points to mention should include 
  the slain wild elves, the druid, Faith, the conspicuous trail 
  of bodies, the arcane devastation, and especially how the 
  PCs have come from Midmeadow. The story is lent more 
  credence if Faith is actually here; if she is, and conscious, 
  she clings to the PCs and calls them her “saviors,” clearly 
  demonstrating that she is in a state of shock while the 
  Inanilae eye her piteously. If the PCs do mention 
  Midmeadow, it will be the chief’s turn to raise her 
  eyebrows, as she has not heard the name since her father 
  was younger, stronger, and still chief of the tribe. 
   
  To dispel any confusion, she explains that her father 
  is very old and will soon pass from this world into the 
  next, transforming from a mortal to a spirit of the forest; 
  while he trances in anticipation of that event, she has 
  been made the acting chief of the tribe. She reminisces 
  while her tribe listens attentively, noting that when men 
  first governed Midmeadow, attacks like the one 
  described by the PCs could never have happened, as the 
  humans were too vigilant. That vigilance gradually 
  developed into a base possessiveness in which 
  Midmeadow became more of a hoarded trinket than the 
  glimmering jewel it was intended to be. This was 
  ultimately the city’s undoing, as competitive and selfish 
  human instincts allowed outside forces to exploit such 
  weaknesses. 
   
  Her gaze drifts right through the PCs as she relates 
  one of her father’s parables from her youth, in which he 
  likened Midmeadow to a traveler in a swamp who has 
  stepped into quicksand; the traveler struggles and 
  struggles, only making things worse and sinking further, 
  more concerned about his pride than his future. His calls 
  for help would attract both allies and predators alike, so 
  he says nothing and slowly sinks below the surface while 
  no one notices. Midmeadow was a gift designed to teach 
  humans about recognizing the value and potential of 
  what they had, but it was a lesson lost on the vain minds 
  that eventually governed the city. In the generations-
  long struggle to control it, the city was ultimately 
  scratched and scuffed, and its value greatly diminished. 
  Now few would be able to recognize its worth. She 
  apologizes for the digression, noting that human politics 
  are very much like quicksand to her, restricting her 
  spiritual freedom the moment she dwells upon them. 
   
  An arcane threat within the Gamboge, however, 
  especially one with such inexplicable morality, is 
  important news. At this point the PCs should make a 
  Diplomacy check; if they succeeded in doing so during 
  Encounter Five, success here is automatic; if they failed, 
  they may retry it now (DC 30) with a +10 bonus for their 
  valiant efforts during Encounter Six. 
   
  If they succeed, she agrees that the Inanilae should 
  aid the PCs in their investigation; the PCs gain an 
  Influence Point with the tribe, as noted on the Adventure 
  Record. The power of the arcanist (she speculates here 
  that there could be more than one) is not to be denied, 
  and the swift response suggests a potential lair within the 
  forest; thus, since the elves are more familiar with the 
  area and its inhabitants, she decrees that her tribe will 
  investigate the Gamboge. However, unless the mage had 
  been watching Faith for some time, it seems suspicious 
  that he or she learned of the druid’s attack so quickly and 
  was able to act immediately. She suspects that the mage, 
  for whatever reason, may have an agent in Midmeadow; 
  she asks the PCs to return there and investigate that 
  possibility. When the tribe learns something of note, an 
  envoy will be sent to Midmeadow to contact the PCs. She 
  thanks the PCs for their resourcefulness and candor, 
  expressing pleasure at discovering heroes who are friends 
  to Nyrond and the residents of the Gamboge. The PCs are 
  allowed to spend the night and recover from the troll 
  attack. 
   
  If the PCs fail at the Diplomacy check—especially 
  for the second time—then the chief is aloof and notes 
  that her father’s condition demands her presence here. 
  She suggests they return to Midmeadow and investigate 
  the situation themselves, noting that if any mages attack 
  her village, the tribe will attempt to deal with it. The PCs 
  are allowed to spend the night here and recover, if they 
  wish. More importantly, no envoy is mentioned; the PCs 
  are now on their own. 
   
   
  � Tess’inene-ilae: female sylvan elf aristocrat 
  2/ranger 9/sorcerer 3; hp 116. 
   
  Development: Assuming the PCs accept the chief’s 
  terms, Valandril (if alive) offers to escort the PCs to the 
  edge of the forest, should they require it, politely 
  requesting that they keep their knowledge of the village’s 
  location to themselves. The PCs are now free to return to 
  Midmeadow and investigate any leads they deem worthy 
  of ferreting out a potential spy. Depending on whether 
  they got lost, camped, died, or spent the night in the 
  elven village, the PCs could conceivably return to 
  Midmeadow at any time; the choice is up to them. 
  Remind them, however, that the wedding between 
  Penrys and Faith was scheduled for two days after the 
  rehearsal dinner. 
   
  ENCOUNTER 8: THE TRUTH 
  SHALL SET YOU FREE 
  The PCs return to Midmeadow and, either on their own 
  or at the behest of the elven, investigate any leads 
  concerning the attack on Faith. Based on the evidence 
  they have witnessed and accumulated thus far, at some 
  point their investigation should lead them to the 
  Promenade and the shop of the adept, Rowena 
  Livingston. If it hasn’t or if the scenario is running ahead 
  of schedule, by all means allow the PCs to visit any city 
  district or residents they wish, as this will be their last 
  extended opportunity to do so during the adventure. 
  During this time, have them eventually find the trail to 
  Rowena. When they approach Rowena’s shop, read or 
  paraphrase the following: 
   
  NYR6-06 The Uninvited Guests 
   
  Page 29 
  
  A sturdy-looking, two-story structure stands just off 
  the 
  Promenade, 
  with 
  impressive 
  plate 
  glass 
  windows, darkwood trim, and a freshly painted 
  exterior that suggest not only financial stability but 
  recent construction as well, perhaps within the last 
  two years. A blue, handcrafted wooden sign 
  proclaims it as the “Shining Star Trading Company.” 
   
  The walls are of mahogany, and the door is 
  larger than those of adjacent merchants—nearly six 
  feet wide by eight feet high—further suggesting that 
  objects of unusual size are traded or manufactured 
  here. Looking closely at the door, a handwritten 
  note has been hung upon the handle; in a very 
  sketchy hand are the words “Shop Closed. Apologies 
  for any inconvenience--all existing orders filled 
  promptly upon return. Thank you.” The ink is still 
  wet, the lobby of the shop is empty, but the door—
  while large enough to ride a horse through—is 
  curiously ajar… 
   
   
  i
  While it is possible that the PCs have already visited the 
  shop prior to this encounter, they have likely not met its 
  owner and proprietor, as she has taken pains to maintain 
  a low profile since her return to Midmeadow. Peering 
  through the plate glass windows, the PCs can see glass-
  and-wood display cases holding various items, a wooden 
  counter with a large ledger, and two large mats alongside 
  a bowl in the far corner of the lobby. There is an open 
  door near the mats, presumably leading to the rear of the 
  shop, though nothing more can be seen at this angle; a 
  narrow staircase leads up, presumably to a private 
  residence. There is no back door and the lobby is 
  otherwise empty. Questioning adjacent merchants 
  reveals little, as none of them recall seeing Rowena 
  within the last two weeks; no one can explain why the 
  door is ajar, but if PCs specifically mention the mats and 
  bowl, all the merchants know that Jerod of Ull has a key 
  to the shop and has been taking care of Rowena’s two 
  dogs while she is away. 
   
  If a PC casts detect magic, the entire building radiates 
  multiple faint but lingering abjuration auras from alarm 
  spells which have been recently dispelled. In addition, 
  Rowena’s two large pet dogs are sleeping in the rear 
  ground floor room. If a PC enters the shop, allow the 
  dogs a DC 10 Listen check; if a PC specifically attempts to 
  Move Silently, oppose the roll with the dogs’ Listen 
  checks, which are at a -10 penalty. If the dogs hear the 
  PCs, they quickly come to investigate. 
   
  Play this encounter loosely from here; if the dogs are 
  woken, they start barking at anyone other than Rowena 
  or Jerod of Ull but may be quelled with a DC 15 Wild 
  Empathy check (to improve their attitudes from 
  “Unfriendly” to “Indifferent”), or with appropriate magic. 
  Note that if any PCs openly display either a holy symbol 
  of Pholtus or wear appropriate insignia, the dogs cannot 
  be quieted until such PCs leave the shop, as they have 
  recently been trained to bark at Pholtans. Regardless, no 
  one comes to investigate the barking dogs, which should 
  alert the PCs that something may be wrong. The dogs are 
  Misty and Digger, a pair of St Bernards whose bark is 
  worse than their bite. If the PCs manage to enter the 
  shop undetected, the one thing of note for them to find 
  in the lobby is a ledger entry dated two weeks ago (PCs 
  must specifically state that they examine the ledger and 
  succeed at a DC 20 Search check) detailing a purchase 
  order for a small quantity of bonewood (five board feet). 
  The entry is marked “paid,” though no amount is listed; 
  indeed, none of the voluminous ledger entries contain 
  monetary figures. A DC 20 Knowledge (local--Core) or 
  DC 15 Knowledge (local—Splintered Suns) check 
  confirms that bonewood grows in only one place in the 
  Flanaess: the forest of the same name in southern Ahlissa. 
  If the PCs manage to sneak past the dogs (the room in 
  which they nap is a workshop and contains nothing of 
  interest to the scope of this encounter) and venture 
  upstairs, read or paraphrase the following: 
   
  An open door at the top of the stairs leads into a 
  well-appointed room containing lavish rugs and 
  tapestries, an elegant four-poster bed with a silk 
  canopy, several small statues on marble pedestals, 
  and an ornate silver incense burner shaped like a 
  light crossbow, where a burning stick of jasmine-
  scented incense takes the place of a crossbow bolt 
  and pierces the room with its fragrance. Sitting on 
  the bed with her arms wrapped around her knees is 
  a middle aged Baklunish woman, whose body 
  shakes with sobs as she cries openly, oblivious to 
  your approach. Her awareness is most likely dulled 
  by the obv ously magical silence permeating the 
  entire room… 
   
  The owner and proprietor of the Shining Star Trading 
  Company is a Baklunish woman named Rowena 
  Livingston. In addition to her status as an adept, she also 
  crafts and brokers the sale of magic items between third-
  party clients. More importantly, she is the jilted lover of 
  Penrys Bonchal and is responsible for a now-aborted plan 
  to discredit him by kidnapping him from the altar on his 
  wedding day. Since learning of the attack on Faith, she 
  has suffered a crisis of conscience and withdrawn here to 
  decide what to do next. While she recognizes the PCs 
  from their efforts against the goblins, what she wants 
  most right now is solitude. Her nerves are frayed and her 
  emotional state is both agitated and vulnerable. 
   
   
  � Rowena Livingston: female human wizard 
  3/cleric 3/mystic theurge 6; hp 33; Appendix 1. 
   
  When the PCs finally get her attention, Rowena will 
  jump, startled, and suppress the silence effect (which was 
  cast from a surplus scroll and is centered on the holy 
  symbol hanging from her neck). She tearfully tells the 
  party that the shop is closed and that she can’t quite 
  remember what they ordered. The PCs should realize that 
  she is distraught. Allow a visual Heal check here for a PC 
  to note that she looks very tired, weak, and pale. What 
  happens next is vital to the rest of this encounter; the 
  method by which the party approaches and questions her 
  NYR6-06 The Uninvited Guests 
   
  Page 30 
  
  directly affects her starting attitude for any subsequent 
  Diplomacy checks (they must shift her attitude to 
  “Helpful”). By this point in the adventure, several pieces 
  of evidence paint an unflattering portrait of Rowena: she 
  has avoided contact with the party despite having been in 
  town for at least two days, and she conspicuously failed to 
  appear at the rehearsal dinner in Encounter Two. If the 
  PCs managed to question and Intimidate Sastrine, and if 
  they recall her odd remark about Incense of Obsession, they 
  might suspect that Rowena is the one responsible for 
  plotting to kidnap Penrys, and if they discovered the 
  curious ledger entry downstairs, their suspicions may be 
  further heightened. 
   
  Regardless of what the PCs suspect, her plot to 
  kidnap Penrys is the one crime for which she can be 
  legally punished. Allow the PCs to proceed as they will, 
  but any interrogation is subject to the following: if the 
  PCs are respectful, sympathetic, or merely neutral, her 
  starting attitude is “Friendly”, as she feels guilty and 
  desperately wants someone to confide in at this point; 
  however, if the PCs are belligerent, possessive, or 
  threatening, her starting attitude is “Indifferent,” as her 
  feelings of guilt do not overshadow her status as a 
  respected merchant who believes herself innocent of any 
  crime. A DC 12 Knowledge (local—Nyrond and Her 
  Environs) check here reveals that she is incorrect about 
  this: plotting to abduct a member of a good-aligned clergy 
  is a crime in Nyrond. 
   
  The goal of this encounter is to convince her to 
  admit to her kidnapping plot and submit to justice. She is 
  willing to do so, but the method by which the PCs get her 
  to submit—brute force, subtle threats, or earnest 
  Diplomacy—directly affects their standing with the 
  residents of Midmeadow for the duration of this series. 
  Though the PCs aren’t likely to sympathize with her 
  actions, they should also realize that she isn’t evil or 
  violent, just emotional and misguided. If treated with 
  respect, she openly admits to the kidnapping plot; if the 
  PCs are rude or threatening, only proof or corroboration 
  (via Sastrine) will work. At some point during their 
  interrogation, the PCs must succeed on a Diplomacy 
  check (PCs may assist a key speaker) in order to convince 
  her to admit her guilt and submit to justice. The difficulty 
  of this check is dependent on how they have acted thus 
  far, and is further subject to the following modifiers to 
  the key speaker’s roll (Dalis Mirivan may assist, if 
  present): 
  • 
  For EACH obvious Pholtan PC: -2. 
  • 
  For each worshipper of Mouqol: +4. 
  • 
  For any PC with at least two ranks in Profession 
  (merchant): +2. 
  • 
  For asking about her health: +2 (She has been unable 
  to pray or study lately due to ”personal turmoil.” 
  With such little sleep over the last few nights, she 
  has also begun to feel weak; she has temporary Con 
  damage, which a DC 20 Heal check confirms. She 
  accepts healing from the PCs if they offer it). 
  • 
  For harming her dogs downstairs: -4. 
  • 
  If questioned about her holy symbol of Mouqol: 
  (Knowledge [religion] DC 20 to identify it) +4 (she is 
  truly remorseful about her ill-conceived plot to 
  abduct Penrys, and has slept little since the rehearsal 
  dinner. She has also been unable to focus and pray 
  for spells, which has further unnerved her, as prayer 
  usually has a calming effect on her. She worries that 
  the Reciprocity aspect of Mouqol is dominating her 
  actions, and is grateful to finally talk about it with 
  someone). 
  • 
  Fallout from the reputation gained (key speaker 
  only) after the rehearsal dinner attack: Heroic=+2, 
  Indifferent=+1, Unfavorable=-1. 
  • 
  Successful 
  Intimidation 
  of 
  Sastrine 
  and/or 
  mentioning incense of obsession: +4 (Rowena is grateful 
  not to have to hide anymore, as it is not in character 
  for her). She professes to know nothing about what 
  happened to Faith. 
   
  If the PCs coax the truth from her about the kidnapping, 
  they will likely be suspicious as to why she did it. Getting 
  her to reveal that she is Penrys' former lover requires a 
  second Diplomacy check (at the same DC by which they 
  got her to confess; otherwise, she will not reveal her role 
  as his ex-lover under any circumstances short of a Will 
  save against detect thoughts, charm person, suggestion, or 
  similar magic). If successful, the PCs learn that while she 
  sought to discredit Penrys in retaliation for spurning her 
  affections and choosing to marry a much younger (in elf 
  years) woman, all she intended was to rattle his nerves 
  and teach him a lesson; she admits that her act was petty 
  and senseless, but was led to believe (by Sastrine, whom 
  she also identifies) that it was relatively harmless. What 
  happened at the rehearsal dinner was a complete shock to 
  her. 
   
  If questioned about the curious ledger entry, she 
  reveals the details of her most recent project: procuring a 
  small quantity of bonewood for a reputedly wealthy 
  client, whose representative is already in town waiting 
  for the order to be filled. She does not yet have the 
  material, and while she does not know the identity of the 
  client or the exact nature of its intended purpose, she can 
  identify the agent in town (Narinn Kirr). 
   
  If the initial Diplomacy check succeeds, she agrees 
  to submit to justice; proceed to Development, below. If 
  the PCs do not wish to turn her over to any higher 
  authority, proceed to Encounter Nine. If the Diplomacy 
  check fails, the PCs have another option: if they are 
  adamant about bringing her to justice, they may attempt 
  to arrest her by force in the name of whatever authority 
  they choose; she has no spells and is effectively unable to 
  resist. Or, if the check fails, they may depart and report 
  her to any authority of their choice, or hope that her 
  conscience gets the better of her and compels her to turn 
  herself in, though the fact that she hasn’t already done so 
  suggests it won’t; proceed to Encounter Nine. 
   
  Development: Encounter Nine occurs as soon as the 
  PCs leave Rowena’s shop, whether she is in their custody 
  NYR6-06 The Uninvited Guests 
   
  Page 31 
  
  or not. Whether by force, coercion, persuasion, or 
  entreaty, if Rowena agrees to accompany the PCs to a 
  higher authority, she reminds the PCs that there is no 
  such authority in Midmeadow. The closest thing to a 
  governing body is the Church of the Bright Path, and she 
  refuses to be turned over to a church that cannot even 
  agree on what is right and wrong within their own faith; 
  she is nearly hysterical in this assertion, and a Sense 
  Motive check (DC 15) reveals that there may be a further 
  reason for her resistance (Penrys) beyond the internal 
  friction among the clergy of Pholtus. More importantly, 
  this should underscore for the PCs the necessity of some 
  kind of authority figure in Midmeadow; Rowena is at 
  best a minor criminal, but a vicious gang or a more 
  insidious villain could easily exploit the town. Possible 
  alternatives to the Bright Path include any major Church 
  in a larger Nyrond City, such as Borneven or Hendrenn 
  Halgood; also, Rowena mentions that there is a Guild 
  House of Mouqol in Rel Mord, where senior clerics of 
  her faith can be found if the PCs are willing to escort her 
  there. 
   
  If she is still conscious (and not subdued), she asks 
  the PCs to at least inform neighboring merchants that 
  she will be closing her shop (again) for a while. Theirs is a 
  tightly knit community of merchants and it is the 
  professional thing to do (this is also a failsafe to trigger 
  Encounter Nine, in case the PCs plan to teleport to a 
  higher authority without leaving the shop). Additionally, 
  in understanding that she may be unable to take care of 
  her shop while incarcerated, Rowena asks the PCs to take 
  a personal note to various contacts of hers with the 
  Kingdom of Nyrond so that arrangements can be made to 
  handle her affairs while she is away. She openly agrees 
  that this request will take some additional time to 
  accomplish. Each PC who agrees to do so earns an 
  Influence Point with Rowena, as noted on the Adventure 
  Record. This encounter ends with the PCs leaving 
  Rowena’s shop, either with or without her, but the PCs 
  may not realize that they are being closely watched. 
   
  ENCOUNTER 9: NO GOOD 
  DEED GOES UNPUNISHED 
  As the PCs leave the Shining Star Trading Company, 
  either with or without Rowena, Narinn Kirr observes 
  them and immediately contacts his master (via magic) 
  with the news that the bonewood order has likely been 
  compromised. The mage decides to eliminate the lippy 
  merchant and the intrusive PCs in order to protect the 
  secrecy of his project; he orders Narinn to delay the PCs 
  until his key advisor, Tassita Fellhaven, teleports her 
  champion to Midmeadow. 
   
  If Rowena is NOT with the PCs, Narinn openly 
  approaches and introduces himself, noting that he saw 
  them exit Rowena’s shop and wondered if perhaps she 
  was in, as he has some business to conduct with her. If 
  the PCs seem suspicious, he attempts to Bluff them in 
  order to move to an advantageous flanking position; his 
  cover story is that he is having his scabbards magically 
  enhanced, and begins to draw his weapon in a non-
  threatening manner in case they wish to examine it. His 
  Bluff is opposed by the PCs’ pre-rolled Sense Motive 
  checks. If they succeed, the PCs know he is maneuvering 
  for tactical advantage and may act accordingly. If the PCs 
  are highly suspicious and attack him outright, Narinn 
  tries to hold out for two rounds until help arrives. His 
  allies are on standby alert based on his previous reports 
  about Rowena; take one round to assemble and one more 
  to teleport, arriving precisely two rounds after Narinn 
  introduces himself. Narinn is the willing subject of a scry 
  spell and functions as a teleport-beacon. 
   
  If Rowena IS with the PCs, the scene unfolds as 
  above except that Narinn greets Rowena formally and 
  speaks directly to her, making polite chit chat before 
  inquiring if perhaps his package is ready. Before Rowena 
  responds she smiles and, under her breath, whispers to 
  the PCs that this is the individual connected with the 
  curious ledger entry. Again, a successful Sense Motive 
  here (opposed by Narinn’s Bluff) notes his carefully 
  orchestrated body movements. Suspicious PCs may take 
  any defensive measures they wish before this happens, 
  even informing Narinn that Rowena is under arrest; he 
  will of course milk this news for all he can, hoping to 
  delay the PCs a bit longer. If Narinn successfully 
  approaches (via Bluff), allow the PCs a Listen check (DC 
  25) to hear him whispering to Rowena (“My master 
  requested one thing: discretion.”). Narinn’s allies arrive 
  immediately afterward, teleporting in roughly 100 feet 
  away, in full view of pedestrians and other merchants, 
  and causing no shortage of panic; consult DM Aid: 
  Rowena’s Place Map and have everyone roll initiative. 
   
  APL 2 (EL 5) 
   
  � Meryk, Blackguard Aspirant: male human 
  fighter 4; hp 46; Appendix 1. 
   
  � Heavy Warhorse: hp 30; Monster Manual. 
   
  APL 4 (EL 7) 
   
  � Meryk, Blackguard Aspirant: male human 
  fighter 4; hp 46; Appendix 1. 
   
  � Heavy Warhorse: hp 30; Monster Manual. 
   
  � Narinn Kirr: male human rogue 4/fighter 1; hp 
  30; Appendix 1. 
   
  APL 6 (EL 9) 
   
  � Meryk, Blackguard Aspirant: male human 
  fighter 6; hp 69; Appendix 1. 
   
  � Heavy Warhorse: hp 30; Monster Manual. 
   
  � Narinn Kirr: male human rogue 4/fighter 2; hp 
  39; Appendix 1. 
   
  APL 8 (EL 11) 
   
  � Meryk the Forgotten: male human fighter 
  7/blackguard 1; hp 92; Appendix 1. 
   
  � Heavy Warhorse: hp 30; Monster Manual. 
   
  � Narinn Kirr: male human rogue 4/fighter 
  2/dervish 2; hp 56; Appendix 1. 
  NYR6-06 The Uninvited Guests 
   
  Page 32 
  
   
  APL 10 (EL 13) 
   
  � Meryk the Forgotten: male human fighter 
  7/blackguard 1; hp 92; Appendix 1. 
   
  � Heavy Warhorse: hp 30; Monster Manual. 
   
  � Narinn Kirr: male human rogue 4/fighter 
  2/dervish 2; hp 56; Appendix 1. 
   
  � Shuna: female human wizard 11; hp 55; 
  Appendix 1. 
   
  APL 12 (EL 15) 
   
  � Meryk the Forgotten: male human fighter 
  8/blackguard 3; hp 104; Appendix 1. 
   
  � Narinn Kirr: male human rogue 4/fighter 
  2/dervish 5; hp 81; Appendix 1. 
   
  � Shuna: female human wizard 13; hp 65; 
  Appendix 1. 
   
  APL 14 (EL 17) 
   
  � Meryk the Forgotten: male human fighter 
  8/blackguard 5; hp 136; Appendix 1. 
   
  � Lesser Nightmare (fiendish servant): hp 54; 
  Appendix 1. 
   
  � Narinn Kirr: male human rogue 4/fighter 
  2/dervish 7; hp 98; Appendix 1. 
   
  � Shuna: female human wizard 13; hp 65; 
  Appendix 1. 
   
  � Tassita Fellhaven: female human cleric 13 
  (Wee Jas); hp 91; Appendix 1. 
   
  APL 16 (EL 19) 
   
  � Meryk the Forgotten: male human fighter 
  8/blackguard 7; hp 172; Appendix 1. 
   
  � Lesser 
  Nightmare 
  (advanced 
  fiendish 
  servant): hp 54; Appendix 1. 
   
  � Narinn Kirr: male human rogue 4/fighter 
  2/dervish 9; hp 115; Appendix 1. 
   
  � Shuna: female human wizard 15; hp 75; 
  Appendix 1. 
   
  � Tassita Fellhaven: female human cleric 15 
  (Wee Jas); hp 105; Appendix 1. 
   
  Tactics: At all APLs it is Shuna who teleports the minions 
  to Midmeadow. At APL 2 Narinn is not part of the fight 
  and quickly attempts to Tumble away and get back to 
  Shuna (use his APL 4 statistics); she and Narinn then 
  immediately teleport away, leaving the party to fight 
  Meryk and his steed. At higher APLs they all stay and 
  fight. Keeping Rowena alive dramatically improves the 
  PCs’ reputation in the eyes of Midmeadow’s residents, 
  many of whom are on the street during this attack. As a 
  further complication, Rowena’s dogs jump through the 
  shop window if they hear their mistress in danger; if the 
  PCs also manage to keep both dogs alive, they earn a 
  special favor as noted on the Adventure Record. 
   
  At APL 2-6 Meryk either uses Spirited Charge and 
  Improved Sunder to destroy a visible PC holy symbol of 
  any Lawful Good deity (if Rowena is not present, and 
  provided he can identify it), or he uses Ride-By and 
  Power Attack on Rowena. If unable to reach her, he 
  attacks any foe directly in her path. At APLs 4-6 Narinn 
  stays to fight, quaffing his potion of blur as soon as 
  possible. If able to sneak attack Rowena, he does so 
  before tumbling to flank with Meryk. 
   
  At APLs 8-12 Meryk has coated his lance with Large 
  scorpion venom (Injury, Fortitude DC 18, 1d6 Str/1d6 
  Str); this is intended for use on Rowena. Narinn uses his 
  Dervish Dance, ideally targeting the same foe Meryk 
  initially attacks; divine casters are his secondary targets. 
  Shuna wastes no time and, having been specially tutored 
  (see APLs 14-16) on how to negotiate with foes, leads off 
  (at APLs 8-10) with fireball or circle of death, depending on 
  her place in the initiative order (and taking pains to avoid 
  Narinn with any necromantic effects). Depending on her 
  liberal targeting, circle of death may kill several innocent 
  bystanders. She was busy studying when Narinn 
  contacted their master and does not have a full 
  complement of combat spells prepared. Still, she next 
  casts see invisibility and then moves closer to take 
  advantage of her ranged attack feats. She attempts to 
  teleport away if things go badly. 
   
  At APL 12 Meryk also rides a phantom steed provided 
  by Shuna; in the event he stops charging to full-attack a 
  PC, he also activates his ring of force shield. Meryk also cast 
  divine sacrifice prior to teleportation, intending to dispatch 
  Rowena; he reserves a Smite Good for any good-aligned 
  PCs (based on their holy symbols). Narinn immediately 
  starts his Dervish Dance on Rowena or any obvious 
  cleric, hoping to make the most of his +1 vicious scimitar 
  before it renders him a liability. Shuna’s casts a quickened 
  shield before doing anything else; her signature spell at 
  this APL is her long-distance empowered scorching ray. 
   
  At APLs 14 and 16 Meryk’s lance is coated with 
  purple worm poison (Injury, Fortitude DC 24, 1d6 
  Str/2d6 Str), and his mount is a fiendish servant provided 
  by the mysterious mage: a lesser nightmare. After the 
  initial Ride-By attack, Meryk rides into melee to take 
  advantage of his multiple attacks at which time his 
  mount uses its Smoking Nostrils ability, hoping to 
  distract foes. Narinn and Shuna employ roughly the same 
  tactics. 
   
  At APL 14 and 16, the PCs are also allowed to bask in 
  the presence of Shuna’s tutor, Meryk’s sponsor, and the 
  mysterious mage’s key advisor: Tassita Fellhaven. APL 16, 
  Shuna’s tutor is on hand to instruct her. Tassita is the true 
  leader of this strike force, and she considers her presence 
  here to be an annoyance at best. She is also a control freak 
  and has a phobia about being touched. To that end, she 
  carries spells to keep undesirables (essentially everyone) 
  from laying hands upon her person. Since she believes 
  the PCs to be little more than a nuisance, she hangs back 
  during the fight and aids her charges with healing and 
  buffing (prayer, etc). However, she is nothing if not 
  prudent, and leads off (at APL 14) with freedom of 
  movement followed by spell resistance, but should any PC 
  directly engage her in melee or specifically target her 
  with any spell, her gloves come off: destruction or slay 
  living, followed by animate dead if time permits. She is also 
  NYR6-06 The Uninvited Guests 
   
  Page 33 
  
  not hesitant in the least about combining deathknell with 
  her Death Touch ability to eliminate a particularly 
  bothersome PC. If things go badly, she abandons them 
  on the spot and uses word of recall to return to the mage’s 
  lair. 
   
  At APL 16 both Meryk and Narinn use their 
  respective Sneak Attack abilities and whenever possible, 
  with Meryk wildly brandishing his unholy lance while 
  Narinn immediately activates his ring of blinking. Shuna 
  drops a sunburst and tries to eliminate as many foes as she 
  can at one time; her empowered cone of cold also serves this 
  purpose. Tassita’s tactics remain the same but if Rowena 
  is present her first spell cast is dimensional lock, since she 
  knows that Rowena is aware of the bonewood and that 
  she is also a mage of some power. She reserves her sending 
  to inform the mage of her progress, and uses her scroll of 
  phantasmal killer if time permits, ideally on a chaotic 
  cleric. She barks derogatory tips to Meryk all the while 
  on how to improve his tactics, repeatedly asking why this 
  is taking so long. 
   
  � Treasure: 
   
  APL 2: Loot – 30 gp, Coin – 0 gp, Magic – potion of 
  cure moderate wounds- (25 gp each), +1 half plate (145 gp 
  each). 
   
  APL 4: Loot – 173 gp, Coin – 0 gp, Magic – 2 potions 
  of cure moderate wounds (25 gp each), +1 half plate (145 gp 
  each), ring of protection +1 (166 gp each). 
   
  APL 6: Loot – 148 gp, Coin – 0 gp, Magic – potion of 
  cure moderate wounds (25 gp each), +1 half plate (145 gp 
  each), ring of protection +1 (166 gp each), +1 lance (192 gp 
  each), potion of blur (25 gp each), vest of resistance +1 (x2, 83 
  gp each). 
   
  APL 8: Loot – 54 gp, Coin – 0 gp, Magic – 2 potions of 
  cure moderate wounds (25 gp each), +1 half plate (145 gp 
  each), ring of protection +1 (166 gp each), +1 mithril chain 
  shirt (175 gp each), +1 lance (192 gp each), potion of haste 
  (62 gp each), vest of resistance +1 (x2, 83 gp each), cloak of 
  charisma +2 (333 gp each), +1 scimitar (192 gp each). 
   
  APL 10: Loot – 55 gp, Coin – 0 gp, Magic – 2 potions 
  of cure moderate wounds (25 gp each), +1 half plate (145 gp 
  each), ring of protection +1 (166 gp each), +1 mithril chain 
  shirt (175 gp each), +1 lance (192 gp each), potion of haste 
  (62 gp each), vest of resistance +1 (x2, 83 gp each), cloak of 
  charisma +2 (333 gp each), +1 scimitar (192 gp each), +1 
  dagger (191 gp each), bracers of armor +2 (333 gp each), cloak 
  of resistance +1 (83 gp each), headband of intellect +2 (333 gp 
  each), ring of protection +2 (666 gp each). 
   
  APL 12: Loot – 29 gp, Coin – 0 gp, Magic – 2 potions 
  of cure moderate wounds (25 gp each), +1 half plate (145 gp 
  each), ring of protection +1 (166 gp each), +1 mithril chain 
  shirt (175 gp each), +1 lance (192 gp each), cloak of charisma 
  +2 (333 gp each), +1 vicious scimitar (692 gp each), vest of 
  resistance +2 (x2, 333 gp each), ring of force shield (708 gp), 
  gloves of dexterity +2 (333 gp each), +1 dagger (191 gp each), 
  bracers of armor +3 (750 gp each), ring of protection +2 (666 
  gp each), headband of intellect +2 (333 gp each), cloak of 
  resistance +3 (750 gp each), brooch of shielding (125 gp each). 
   
  APL 14: Loot – 53 gp, Coin – 0 gp, Magic – 3 potions 
  of cure serious wounds (62 gp each), +1 half plate (145 gp 
  each), ring of protection +1 (166 gp each), +1 mithril chain 
  shirt (175 gp each), +1 lance (192 gp each), cloak of charisma 
  +2 (333 gp each), +1 vicious scimitar (692 gp each), vest of 
  resistance +3 (x2, 750 gp each), ring of force shield (708 gp), 
  gloves of dexterity +2 (333 gp each), +1 dagger (191 gp each), 
  bracers of armor +3 (750 gp each), ring of protection +2 (x3, 
  666 gp each), headband of intellect +2 (x2, 333 gp each), 
  cloak of resistance +3 (x2, 750 gp each), brooch of shielding 
  (125 gp each), +1 scimitar (192 gp each), amulet of health +2 
  (333 gp each), pearl of power (1st, 83 gp each), periapt of 
  wisdom +2 (333 gp each), ring of mind shielding (666 gp 
  each), +1 studded leather armor (97 gp each). 
   
  APL 16: Loot – 30 gp, Coin – 0 gp, Magic – potion of 
  cure serious wounds (62 gp each), +1 full plate (220 gp each), 
  ring of protection +1 (166 gp each), +3 mithril chain shirt (841 
  gp each), +1 unholy lance (1525 gp each), cloak of charisma 
  +2 (333 gp each), +1 vicious scimitar (692 gp each), vest of 
  resistance +2 (333 gp each), vest of resistance +3 (750 gp 
  each), ring of force shield (708 gp), gloves of dexterity +2 (333 
  gp each), +1 dagger (191 gp each), bracers of armor +3 (750 
  gp each), ring of protection +2 (x3, 666 gp each), headband of 
  intellect +2 (333 gp each), headband of intellect +4 (1333 gp 
  each), cloak of resistance +3 (x2, 750 gp each), brooch of 
  shielding (125 gp each), +1 wounding scimitar (1526 gp 
  each), amulet of health +4 (1333 gp each), pearl of power (3rd, 
  750 gp each), periapt of wisdom +4 (1333 gp each), ring of 
  mind shielding (666 gp each), +1 studded leather armor (97 gp 
  each), 2 arcane scrolls of blink (31 gp each), dagger of venom 
  (691 gp each), arcane scroll of phantasmal killer (58 gp each), 
  2 divine scrolls of cure critical wounds (125 gp each). 
   
   
  Detect Magic Results: Potion of cure moderate wounds 
  (faint conjuration), +1 half plate (faint transmutation), ring 
  of protection +1 and +2 (faint abjuration), +1 lance (faint 
  transmutation), potion of blur (faint illusion), vest of 
  resistance +1, +2 and +3 (faint abjuration), +1 and +3 mithril 
  chain shirt (faint transmutation), potion of haste (faint 
  transmutation), +1 scimitar (faint transmutation), cloak of 
  charisma +2 (moderate transmutation), +1 dagger (faint 
  transmutation), cloak of resistance +1 and +3 (faint 
  abjuration), bracers of armor +2 and +3 (moderate 
  conjuration), headband of intellect +2 and +4 (moderate 
  transmutation), ring of protection +2 (faint abjuration), +1 
  vicious scimitar (faint transmutation), gloves of dexterity +2 
  (faint transmutation), ring of force shield (moderate 
  evocation), brooch of shielding (faint abjuration), potion of 
  cure serious wounds (faint conjuration), +1 scimitar (faint 
  transmutation), amulet of health +2 and +4 (moderate 
  transmutation), pearl of power (1st and 3rd, strong 
  transmutation), periapt of wisdom +2 and +4 (moderate 
  transmutation), 
  +1 
  studded 
  leather 
  armor 
  (faint 
  transmutation), ring of mind shielding (faint abjuration), +1 
  wounding scimitar (faint transmutation and moderate 
  evocation), +1 unholy lance (faint transmutation and 
  moderate 
  evocation 
  [evil]), 
  +1 
  full 
  plate 
  (faint 
  transmutation), arcane scroll of blink (faint transmutation), 
  dagger of venom (faint necromancy), arcane scroll of 
  NYR6-06 The Uninvited Guests 
   
  Page 34 
  
  phantasmal killer (moderate illusion), 2 divine scrolls of cure 
  critical wounds (strong divination). 
   
  Note: Shuna does not have her spellbooks with here and 
  the PCs will not be able to access the books in this mod. 
   
  Development: Keeping Rowena alive during the attack 
  directly affects the reputations of the PCs that were 
  earned following Encounter Three. If she dies or is 
  abducted by the mage’s minions, the PCs’ reputation is 
  downgraded one category; if their reputation was already 
  “Unfavorable,” it is now reclassified as “Careless.” If 
  Rowena lived, the PCs’ reputation is upgraded one 
  category; if their reputation was already “Heroic,” it is 
  now reclassified as “Peerless.” If the PC were victorious in 
  defeating the mage’s minions and managed to capture 
  any of them or recover any of the bodies, the two Knight-
  Captains of the Order of Celene eventually hear about 
  the attack and rush to investigate. They cite the 
  limitations 
  of 
  their 
  own 
  nominal 
  authority 
  in 
  Midmeadow but strongly suggest that the PCs take steps 
  to notify King Lynwerd immediately of this unusual 
  attack. If any residents were killed, no blame is assigned 
  to the PCs so long as they made every effort to defeat the 
  mysterious attackers. Rowena herself is horrified at the 
  attack and hopes that this is the end of the recent 
  turbulent events in Midmeadow. 
   
  CONCLUSION 
  After a certain amount of heroic adventuring a pattern 
  emerges: evildoers are vanquished, authorities are 
  summoned, and heroes are rewarded, but here in 
  Midmeadow the pattern does not hold. When the dust 
  settles, dozens of merchants and residents cautiously 
  approach and thank the PCs for their efforts; the two 
  Knight-Captains from the Order of Celene eventually 
  hear of the attack and rush to investigate, arriving on 
  horseback shortly after the combat ends; they are soon 
  followed by Dalis (if not already present), Bishop Talpin, 
  Hinnad and two half-orcs from the Silk Plateau, one of 
  whom, Towk, the PCs may have already met. The half 
  orcs carry their glaives on their shoulders and use them 
  to support two large containers of purified water that 
  they and Hinnad were delivering to the temple of 
  Pholtus. 
   
  The two Knight-Captains quickly assess the scene; 
  they then cite their own nominal authority granted by 
  King Lynwerd and remind the PCs that no jail exists in 
  Midmeadow; they also note that the closest thing to a 
  nearby jail was General Zylinchin’s New Dawn Camp just 
  outside town, which is now being torn down by the 
  Church of the Blinding Light. The PCs may be hearing 
  this piece of information for the first time, but while they 
  ponder it the Knight-Captains note that Borneven is the 
  closest city with both a jail and Nyrondese troops 
  (although another alternative could be to deliver them to 
  the troops stationed along the border or at Bestien’s 
  Tower). If the PCs wish it, the Knight-Captains will 
  assume responsibility for any prisoners and will deliver 
  them to Borneven; otherwise they defer to the PCs. If 
  none of the attackers survived, the Knight-Captains offer 
  to dispose of the corpses (by burning them) outside the 
  south gate; or, if the PCs wish to take any of the corpses 
  to a higher authority as proof of the attack, Dalis offers to 
  accompany them and provide as many gentle repose spells 
  as needed. Finally, the PCs are encouraged by everyone to 
  take the NPCs gear as a just bounty and in order to get 
  any dangerous magic items off of the street (however, any 
  items deemed “unholy” by the Knight-Captains, such as 
  the unholy lance, will be confiscated by them). 
   
  If Meryk and his mount were killed, an examination 
  of their corpses reveals trace amounts of soil within the 
  mount’s horseshoes; Hinnad identifies this as volcanic 
  soil (at APLs 14 and 16 the PCs find small shards of glass 
  instead). A DC 20 Knowledge (local—Nyrond and Her 
  Environs) check reveals that the only volcano—dormant 
  or otherwise—within 300 miles lies deep within the 
  Gamboge Forest (PCs may have ventured there before in 
  NMR3-05 Norebo’s Luck and Bralm’s Embrace). This should 
  be enough of a clue for the PCs to link Meryk and his 
  allies with their probable master; the mage behind the 
  wild elf massacre in Encounter Five. 
   
  The PCs may be in a quandary now, as the mage’s 
  initial benevolence at avenging (and perhaps saving) 
  Faith is now heavily offset by this direct attack against 
  them. As they ponder the incongruity of the mage’s 
  actions, a curious silence develops around the PCs: 
   
  Without warning, all talk concerning the defeated 
  attackers ceases and a curious silence develops. 
  Looking around, you see the faces of several dozen 
  residents gazing at you with the same strange 
  expression. The half-orc Towk lowers his water 
  containers and, with glaive in hand, slowly 
  approaches. 
   
  “You have done a good thing.” He looks at the 
  crowd before continuing, slowly but confidently: “I 
  do not speak for all here, but perhaps you should 
  stay in Midmeadow. With us. The city needs 
  someone 
  to 
  look 
  after 
  it. 
  Each 
  of 
  us 
  has…rees…rust...responsibilities.” 
   
  As he finishes, members of the crowd begin 
  murmuring excitedly amongst each other, and 
  though you may not be keenly aware of the change, 
  you and your companions have transformed—at 
  least in the eyes of Midmeadow’s residents—from 
  mere adventurers into something…more… 
   
   
   
   
  The End 
   
  Critical Events Summary 
  Answers to the following questions will provide valuable 
  insight to the authors and help shape a more dynamic 
  and fulfilling conclusion to the series; DMs, please take a 
  moment to review these, then email the answers to 
  eteignoir@yahoo.com
   
  NYR6-06 The Uninvited Guests 
   
  Page 35 
  
  1. 
  Did Faith resist the druid’s attack or did the PCs find 
  her in the Gamboge? 
  2. 
  Did any of the PCs meet Aricyn Maquillan? 
  3. 
  Did the PCs successfully interact with Tess’inene-
  ilae, chief of the Inanilae tribe? 
  4. 
  Did Dalis Mirivan participate in the combat outside 
  Rowena’s shop during Encounter Nine? 
  5. 
  Did Rowena Livingston survive? If so, to which 
  higher authority (if any) was she entrusted? 
  6. 
  Which (if any) of the mage’s minions escaped? 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 3 
  Defeat the Forestkith Goblins 
  APL 2 
  90 XP 
  APL 4 
  150 XP 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
  APL 14 
  450 XP 
  APL 16 
  510 XP 
   
  Encounter 6 
  Defeat the Forest Troll Rangers 
  APL 2 
  120 XP 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  480 XP 
  APL 16 
  540 XP 
   
  Encounter 9 
  Defeat the Mage’s Minions 
  APL 2 
  150 XP 
  APL 4 
  210 XP 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
  APL 16 
  570 XP 
   
  Story Award 
  Successful Diplomacy with the Gamboge Elves 
  APL 2 
  30 XP 
  APL 4 
  45 XP 
  APL 6 
  60 XP 
  APL 8 
  75 XP 
  APL 10 
  90 XP 
  APL 12 
  105 XP 
  APL 14 
  120 XP 
  APL 16 
  135 XP 
   
  Persuading Rowena to surrender without violence 
  APL 2 
  30 XP 
  APL 4 
  45 XP 
  APL 6 
  60 XP 
  APL 8 
  75 XP 
  APL 10 
  90 XP 
  APL 12 
  105 XP 
  APL 14 
  120 XP 
  APL 16 
  135 XP 
   
  Discretionary roleplaying award 
  APL 2 
  30 XP 
  APL 4 
  45 XP 
  APL 6 
  60 XP 
  APL 8 
  75 XP 
  APL 10 
  90 XP 
  APL 12 
  105 XP 
  APL 14 
  120 XP 
  APL 16 
  135 XP 
   
  Total possible experience: 
  APL 2 
  450 XP 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
  APL 8 
  1125 XP 
  APL 10 
  1350 XP 
  APL 12 
  1575 XP 
  APL 14 
  1800 XP 
  APL 16 
  2025 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, 
  NYR6-06 The Uninvited Guests 
   
  Page 36 
  
  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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 3: Kith and Kin 
   
  APL 2: Loot: 143 gp; Coin: 0 gp; Magic: 75 gp – 3 
  potions of cure moderate wounds (25 gp each). 
   
  APL 4: Loot: 100 gp; Coin: 0 gp; Magic: 366 gp – 
  potion of cure moderate wounds (x3, 25 gp each), +1 studded 
  leather armor (x3, 97 gp each). 
   
  APL 6: Loot: 100 gp; Coin: 0 gp; Magic: 690 gp – 3 
  potions of cure moderate wounds (25 gp each), 3 potions of 
  barkskin (+2, 25 gp each), +1 studded leather armor (x3, 97 
  gp each), cloak of resistance +1 (x3, 83 gp each). 
   
  APL 8: Loot: 20 gp; Coin: 0 gp; Magic: 1344 gp – +1 
  studded leather armor (x3, 97 gp each), +1 small greataxe (x3, 
  193 gp each), 3 potions of barkskin (+3, 50 gp each), 3 potions 
  of cure moderate wounds (25 gp each), cloak of resistance +1 
  (x3, 83 gp each). 
   
  APL 10: Loot: 20 gp; Coin: 0 gp; Magic: 2262 gp – +1 
  studded leather armor (x3, 97 gp each), +1 small greataxe (x3, 
  193 gp each), 3 potions of cure serious wounds (62 gp each), 
  cloak of resistance +1 (x3, 83 gp each), 3 potions of haste (62 
  gp each), 3 elixirs of fire breath (91 gp each), 3 rings of 
  protection +1 (166 gp each). 
   
  APL 12: Loot: 20 gp; Coin: 0 gp; Magic: 3738 gp – +1 
  studded leather armor (x3, 97 gp each), +1 small greataxe (x3, 
  193 gp each), 3 potions of cure serious wounds (62 gp each), 
  cloak of resistance +2 (x3, 333 gp each), 3 potions of haste (62 
  gp each), 3 rings of protection +1 (166 gp each), gauntlets of 
  ogre power (x3, 333 gp each). 
   
  APL 14: Loot: 20 gp; Coin: 0 gp; Magic: 6510 gp – +1 
  studded leather armor (x3, 97 gp each), +1 mighty cleaving 
  small greataxe (x3, 693 gp each), 3 potions of cure serious 
  wounds (62 gp each), cloak of resistance +2 (x3, 333 gp each), 
  3 potions of haste (62 gp each), 3 rings of protection +1 (166 gp 
  each), gauntlets of ogre power (x3, 333 gp each), 3 elixirs of 
  fire breath (91 gp each), amulet of health +2 (x3, 333 gp 
  each). 
   
  APL 16: Loot: 20 gp; Coin: 0 gp; Magic: 10989 gp – 
  +1 studded leather armor of light fortification (x3, 764 gp 
  each), +1 mighty cleaving small greataxe (x3, 693 gp each), 3 
  potions of cure serious wounds (62 gp each), cloak of resistance 
  +3 (x3, 750 gp each), 3 potions of haste (62 gp each), 3 rings 
  of protection +2 (666 gp each), gauntlets of ogre power (x3, 333 
  gp each), amulet of health +2 (x3, 333 gp each). 
   
  Encounter 5: Shadows and Tall Trees 
   
  APL 2: Loot: 88 gp; Coin: 0 gp; Magic: 8 gp – 2 potions 
  of cure light wounds- (4 gp each) 
   
  APL 4: Loot: 90 gp; Coin: 0 gp; Magic: 12 gp – 3 
  potions of cure light wounds (4 gp each) 
   
  APL 6: Loot: 104 gp; Coin: 0 gp; Magic: 16 gp – 4 
  potions of cure light wounds (4 gp each) 
   
  APL 8: Loot: 135 gp; Coin: 0 gp; Magic: 16 gp – 4 
  potions of cure light wounds (4 gp each) 
   
  APL 10: Loot: 100 gp; Coin: 0 gp; Magic: 25 gp –
  potion of cure moderate wounds (25 gp each). 
   
  APL 12: Loot: 9 gp; Coin: 0 gp; Magic: 227 gp – +1 
  darkwood composite (+3) longbow (227 gp each). 
   
  APL 14: Loot: 9 gp; Coin: 0 gp; Magic: 218 gp – +1 
  darkwood composite (+3) shortbow (218 gp each) 
   
  APL 16: Loot: 7 gp; Coin: 0 gp; Magic: 705 gp – +1 
  darkwood composite (+1) seeking shortbow (705 gp each). 
   
  Encounter 6: Giant Steps for Humankind 
   
  APL 2: Loot: 8 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 4: Loot: 17 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 6: Loot: 95 gp; Coin: 0 gp; Magic: 186 gp – 2 
  potions of cure light wounds (4 gp each), potion of cure 
  moderate wounds (25 gp each), 2 potions of magic fang (4 gp 
  each), wand of cure light wounds (62 gp each), cloak of 
  resistance +1 (83 gp each). 
   
  APL 8: Loot: 121 gp; Coin: 0 gp; Magic: 402 gp – 
  potion of cure moderate wounds (25 gp each), 2 potions of 
  magic fang (4 gp each), 2 potions of cure light wounds (4 gp 
  each), wand of cure light wounds (62 gp each), cloak of 
  resistance +1 (x3, 83 gp each), potion of barkskin (+3, 50 gp 
  each). 
   
  APL 10: Loot: 138 gp; Coin: 0 gp; Magic: 850 gp– 4 
  potions of cure moderate wounds (25 gp each), potion of magic 
  fang (4 gp each), wand of cure light wounds (62 gp each), 
  cloak of resistance +1 (x3, 83 gp each), potion of resist energy 
  (fire) 10 (25 gp each), potion of resist energy (fire) 20 (58 gp 
  each), oil of flame arrow (62 gp each), potion of cure serious 
  wounds (62 gp each), potion of haste (62 gp each), ring of 
  protection +1 (166 gp each). 
   
  APL 12: Loot: 215 gp; Coin: 0 gp; Magic: 1858 gp – 2 
  potions of cure moderate wounds (25 gp each), potion of magic 
  fang (4 gp each), wand of cure moderate wounds (375 gp 
  each), cloak of resistance +1 (x5, 83 gp each), potion of resist 
  energy (fire) 10 (25 gp each), oil of flame arrow (62 gp each), 
  2 potions of cure serious wounds (62 gp each), potion of haste 
  (62 gp each), ring of protection +1 (166 gp each), +1 composite 
  (+2) longbow (216 gp each), +1 cold iron longspear (359 gp 
  each). 
   
  APL 14: Loot: 90 gp; Coin: 0 gp; Magic: 3946 gp – 2 
  potions of cure moderate wounds (25 gp each), potion of magic 
  fang (4 gp each), wand of cure moderate wounds (375 gp 
  each), cloak of resistance +1 (x4, 83 gp each), 2 potions of resist 
  energy (fire) 10 (25 gp each), potion of resist energy (fire) 30 
  (91 gp each), oil of flame arrow (62 gp each), 2 potions of cure 
  NYR6-06 The Uninvited Guests 
   
  Page 37 
  
  serious wounds (62 gp each), potion of haste (62 gp each), ring 
  of protection +1 (x3, 166 gp each), +1 composite (+2) longbow 
  (x3, 216 gp each), cloak of resistance +2 (333 gp each), periapt 
  of wisdom +2 (333 gp each), brooch of shielding (125 gp 
  each), +1 cold iron shock longspear (859 gp each). 
   
  APL 16: Loot – 121 gp, Coin – 0 gp, Magic – +1 cold 
  iron shock longspear (859 gp each), +1 mighty composite [+2] 
  longbow (x4) (216 gp each), brooch of shielding (125 gp 
  each), cloak of resistance +1 (x4) (83 gp each), cloak of 
  resistance +2 (333 gp each), cloak of resistance +3 (750 gp 
  each), gloves of dexterity +2 (333 gp each), oil of flame arrow 
  (62 gp each), periapt of wisdom +2 (x2) (333 gp each), potion 
  of cure serious wounds (x5) (62 gp each), potion of magic fang 
  (4 gp each), potion of haste (x4) (62 gp each), potion of resist 
  energy 20 (fire) (x3) (58 gp each), ring of protection +1 (x2) 
  (166 gp each), ring of protection +2 (x2) (666 gp each), wand 
  of cure serious wounds (937 gp each). 
   
   
  ENCOUNTER 9: No Good Deed… 
   
  APL 2: Loot: 30 gp; Coin: 0 gp; Magic: 170 gp –potion 
  of cure moderate wounds (25 gp each), +1 half plate (145 gp 
  each). 
   
  APL 4: Loot: 173 gp; Coin: 0 gp; Magic: 361 gp – 2 
  potions of cure moderate wounds (25 gp each), +1 half plate 
  (145 gp each), ring of protection +1 (166 gp each). 
   
  APL 6: Loot: 148 gp; Coin: 0 gp; Magic: 719 gp –+1 
  half plate (145 gp each), ring of protection +1 (166 gp each), 
  +1 lance (192 gp each), potion of blur (25 gp each), potion of 
  cure moderate wounds (25 gp each), vest of resistance +1 (x2, 
  83 gp each). 
   
  APL 8: Loot – 54 gp, Coin – 0 gp, Magic: 1481 gp –+1 
  half plate (145 gp each), ring of protection +1 (166 gp each), 
  +1 mithril chain shirt (175 gp each), +1 lance (192 gp each), 
  potion of haste (62 gp each), 2 potions of cure moderate wounds 
  (25 gp each), vest of resistance +1 (x2, 83 gp each), cloak of 
  charisma +2 (333 gp each), +1 scimitar (192 gp each). 
   
  APL 10: Loot – 55 gp, Coin – 0 gp, Magic: 3087 gp –
  +1 half plate (145 gp each), ring of protection +1 (166 gp 
  each), +1 mithril chain shirt (175 gp each), +1 lance (192 gp 
  each), potion of haste (62 gp each), 2 potions of cure moderate 
  wounds (25 gp each), vest of resistance +1 (x2, 83 gp each), 
  cloak of charisma +2 (333 gp each), +1 scimitar (192 gp each) 
  +1 dagger (191 gp each), bracers of armor +2 (333 gp each), 
  cloak of resistance +1 (83 gp each), headband of intellect +2 
  (333 gp each), ring of protection +2 (666 gp each). 
   
  APL 12: Loot: 29 gp; Coin: 0 gp; Magic: 6275 gp – +1 
  half plate (145 gp each), ring of protection +1 (166 gp each), 
  +1 mithril chain shirt (175 gp each), +1 lance (192 gp each), 
  2 potions of cure moderate wounds (25 gp each), cloak of 
  charisma +2 (333 gp each), +1 vicious scimitar (692 gp each), 
  vest of resistance +2 (x2, 333 gp each), ring of force shield (708 
  gp), gloves of dexterity +2 (333 gp each), +1 dagger (191 gp 
  each), bracers of armor +3 (750 gp each), ring of protection +2 
  (666 gp each), headband of intellect +2 (333 gp each), cloak of 
  resistance +3 (750 gp each), brooch of shielding (125 gp each). 
   
  APL 14: Loot: 53 gp; Coin: 0 gp; Magic: 11364 gp – 3 
  potions of cure serious wounds (62 gp each), +1 half plate (145 
  gp each), ring of protection +1 (166 gp each), +1 mithril chain 
  shirt (175 gp each), +1 lance (192 gp each), cloak of charisma 
  +2 (333 gp each), +1 vicious scimitar (692 gp each), vest of 
  resistance +3 (x2, 750 gp each), ring of force shield (708 gp), 
  gloves of dexterity +2 (333 gp each), +1 dagger (191 gp each), 
  bracers of armor +3 (750 gp each), ring of protection +2 (x3, 
  666 gp each), headband of intellect +2 (x2, 333 gp each), 
  cloak of resistance +3 (x2, 750 gp each), brooch of shielding 
  (125 gp each), +1 scimitar (192 gp each), amulet of health +2 
  (333 gp each), pearl of power (1st, 83 gp each), periapt of 
  wisdom +2 (333 gp each), ring of mind shielding (666 gp 
  each), +1 studded leather armor (97 gp each). 
   
  APL 16: Loot: 30 gp; Coin: 0 gp; Magic: 18293 gp – 
  potion of cure serious wounds (62 gp each), +1 full plate (220 
  gp each), ring of protection +1 (166 gp each), +3 mithril chain 
  shirt (841 gp each), +1 unholy lance (1525 gp each), cloak of 
  charisma +2 (333 gp each), +1 vicious scimitar (692 gp each), 
  vest of resistance +2 (333 gp each), vest of resistance +3 (750 gp 
  each), ring of force shield (708 gp), gloves of dexterity +2 (333 
  gp each), +1 dagger (191 gp each), bracers of armor +3 (750 
  gp each), ring of protection +2 (x3, 666 gp each), headband of 
  intellect +2 (333 gp each), headband of intellect +4 (1333 gp 
  each), cloak of resistance +3 (x2, 750 gp each), brooch of 
  shielding (125 gp each), +1 wounding scimitar (1526 gp 
  each), amulet of health +4 (1333 gp each), pearl of power (3rd, 
  750 gp each), periapt of wisdom +4 (1333 gp each), ring of 
  mind shielding (666 gp each), +1 studded leather armor (97 gp 
  each), 2 arcane scrolls of blink (31 gp each), dagger of venom 
  (691 gp each), arcane scroll of phantasmal killer (58 gp each), 
  2 divine scrolls of cure critical wounds (125 gp each). 
   
  Total Possible Treasure 
   
  APL 2: Loot: 269 gp; Coin: 0 gp; Magic: 253 gp; Total: 
  522 gp (72 gp over cap) 
   
  APL 4: Loot: 380 gp; Coin: 0 gp; Magic: 739 gp; Total: 
  305 gp (469 gp over cap) 
   
  APL 6: Loot: 447 gp; Coin: 0 gp; Magic: 1,611 gp; 
  Total: 2,058 gp (1158 gp over cap) 
   
  APL 8: Loot: 330 gp; Coin: 0 gp; Magic: 3,243 gp; 
  Total: 3,573 gp (2,273 gp over cap) 
   
  APL 10: Loot: 313 gp; Coin: 0 gp; Magic: 6,224 gp; 
  Total: 6,537 gp (4,237 gp over cap) 
   
  APL 12: Loot: 273 gp; Coin: 0 gp; Magic: 12,098 gp; 
  Total: 12,371 gp (9,071 gp over cap) 
   
  APL 14: Loot: 172 gp; Coin: 0 gp; Magic: 22,038 gp; 
  Total: 22,210 gp (15,610 gp over cap) 
   
  APL 16: Loot: 147 gp; Coin: 0 gp; Magic: 36,663 gp; 
  Total: 36,810 gp; (26,910 gp over cap) 
   
  Special 
  Shady Dealer: This PC has earned a degree of infamy 
  among the merchants of the Midmeadow Traders’ Bazaar 
  for employing questionable bargaining techniques. The 
  PC suffers a permanent -3 penalty (cumulative for each 
  such instance) on all Charisma-based skills within the 
  Bazaar and Midmeadow itself. 
   
  Influence point with the Inanilae: This PC has 
  successfully befriended the Inanilae tribe of sylvan elves 
  of the Gamboge Forest including their chief, Tess’inene-
  NYR6-06 The Uninvited Guests 
   
  Page 38 
  
  ilae. The PC is welcome in their village and is aware of its 
  secret location within the forest. 
   
  Enmity of the Inanilae: This PC has participated in the 
  unprovoked massacre of an elven scouting party within 
  the Gamboge Forest. The rest of the Inanilae tribe learns 
  of this and brands the PC a hated enemy. Fallout from 
  this disfavor may adversely affect the PC in a future 
  scenario. 
   
  Influence Point with Rowena Livingston: You have 
  agreed to deliver messages to her professional contacts 
  within the Kingdom if Nyrond while she is incarcerated. 
  Rowena does not forget the kindness of this PC. Earning 
  this favor costs 1 TU for Nyrond PCs and 2 TUs for all 
  other PCs. 
   
  Barking up the Wrong Tree: For saving the lives of her 
  dogs, 
  Rowena 
  Livingston 
  uses 
  her 
  professional 
  reputation to influence Midmeadow’s kennel master on 
  the PC’s behalf. This influence point will mature in a 
  future chapter of this series. 
   
  Exile on Main Street: Based upon his or her actions 
  during the recent turbulent events in Midmeadow, this 
  PC has earned a reputation among its residents (circle 
  one): Peerless, Heroic, Indifferent, Unfavorable, Careless. 
   
  Evil Eyes: For defeating his minions on the streets of 
  Midmeadow, the mysterious mage of the Gamboge takes 
  an active interest in this PC. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 2: 
  • 
  Darkwood buckler (Adventure; DMG; 215 gp) 
  • 
  Darkwood shortbow (Adventure; DMG; 395 gp) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Darkwood light shield (Adventure; DMG; 203 gp) 
  • 
  Darkwood longbow (Adventure; DMG; 430 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Darkwood heavy shield (Adventure; DMG; 257 gp) 
  • 
  Mithril chain shirt (Adventure; DMG; 1100gp) 
  • 
  Darkwood composite (+2) shortbow (Adventure; 
  DMG; 545 gp) 
  • 
  Wand of cure light wounds (Adventure; DMG; 750 gp) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Darkwood composite (+1) longbow (Adventure; 
  DMG; 530 gp) 
  • 
  Darkwood quarterstaff (Adventure; DMG; 640 gp) 
  • 
  Vest of resistance +1 (Adventure; CA; 1,000 gp) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Darkwood composite (+2) longbow (Adventure; 
  DMG; 630 gp) 
  • 
  Darkwood mandolin (Adventure; DMG; 130 gp) 
  • 
  Elixir of fire breath (Adventure; DMG; 1,100 gp, limit 
  2) 
  • 
  Ring of protection +2 (Adventure; DMG; 8,000 gp) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  +1 darkwood composite (+3) longbow (Adventure; DMG; 
  2,730 gp) 
  • 
  +1 vicious scimitar (Adventure; DMG; 8,315 gp) 
  • 
  Bracers of armor +3 (Adventure; DMG; 9,000 gp) 
  • 
  Brooch of shielding (Adventure; DMG; 1,500 gp) 
  • 
  Cloak of resistance +3 (Adventure; DMG; 9,000 gp) 
  • 
  Gauntlets of ogre power (Adventure; DMG; 4,000 gp) 
  • 
  Ring of force shield (Adventure; DMG; 8,500 gp) 
  • 
  Vest of resistance +2 (Adventure; CA; 4,000 gp) 
  • 
  Wand of cure moderate wounds (Adventure; DMG; 
  4,500 gp) 
   
  APL 14 (all of APLs 2-12 plus the following): 
  • 
  +1 darkwood composite (+3) shortbow (Adventure; 
  DMG; 2,620 gp) 
  • 
  +1 mighty cleaving small greataxe (Adventure; DMG; 
  8,320 gp) 
  • 
  Nature’s Lament (+1 cold iron shock longspear); 
  (Adventure; DMG; 8,310 gp) 
  • 
  Cloak of resistance +2 (Adventure; DMG; 4,000 gp) 
  • 
  Pearl of power (1st) (Adventure; DMG; 1,000 gp) 
  • 
  Vest of resistance +3 (Adventure; CA; 9,000 gp) 
   
  APL 16 (all of APLs 2-14 plus the following): 
  • 
  +1 studded leather armor of light fortification (Adventure; 
  DMG; 4,175 gp) 
  • 
  +1 
  darkwood 
  composite 
  (+1) 
  seeking 
  shortbow 
  (Adventure; DMG; 8,470 gp) 
  • 
  +1 wounding scimitar (Adventure; DMG; 18,315 gp) 
  • 
  Nature’s Lament (+1 cold iron shock longspear); 
  (Adventure; DMG; 8,310 gp) 
  • 
  Amulet of health +4 (Adventure; DMG; 16,000 gp) 
  • 
  Bracers of armor +3 (Adventure; DMG; 9,000 gp) 
  • 
  Headband of intellect +4 (Adventure; DMG; 16,000 gp) 
  • 
  Pearl of power (3rd) (Adventure; DMG; 9,000 gp) 
  • 
  Scroll of cure critical wounds (Caster level 15, limit 1) 
  (Adventure; DMG; 1,500 gp) 
  • 
  Wand of cure serious wounds (Adventure; DMG; 11,250 
  gp) 
  NYR6-06 The Uninvited Guests 
   
  Page 39 
  
          APPENDIX 1: ALL APLS
  Dalis Mirivan: male human cleric 7 (Fharlanghn); CR 
  7; medium humanoid (human); HD 7d8+7; hp 49; Init 
  +5; Spd 30 ft.; AC 15 (+1 Dex, +1 def, +3 armor), touch 
  12, flat-footed 14; Base Atk +5; Grp +5; 
   
  Atk/Full Atk +6 melee (1d6, masterwork 
  quarterstaff); 
   
  SA--; SQ turn undead 6/day (at +2 due to 
  Knowledge [religion]); 
   
  AL N; SV Fort +6, Ref +5, Will +8; Str 11, Dex 12, 
  Con 12, Int 11, Wis 14, Cha 16. 
   
  Skills and Feats: Concentration +5, Diplomacy +11, 
  Heal +7, Knowledge (arcana) +1, Knowledge (history) 
  +2, Knowledge (local—Nyrond and Her Environs) +1, 
  Knowledge (religion) +8, Spellcraft +1; Improved 
  Initiative, Lightning Reflexes, Skill Focus (Knowledge 
  [religion]), Spell Penetration. 
   
  Languages: Common, Elven 
   
  Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + 
  spell level): 0—create water, cure minor wounds, light, 
  mending, 
  read 
  magic, 
  resistance; 
  1st—comprehend 
  languages, detect evil, endure elements, entropic shield*, 
  sanctuary, shield of faith; 2nd—calm emotions, find traps, 
  gentle repose, shield other*, status; 3rd—create food and 
  water, dispel magic, prayer, protection from energy*; 4th—
  divination, freedom of movement*. 
   
  *Domain spell. Deity: Fharlanghn; Domains: Luck 
  (reroll 1/day, before learning if the original roll was 
  successful; must take the reroll even if worse than the 
  original); Protection (generate a protective ward once per 
  day, granting a resistance bonus to creature touched 
  equal to your cleric level to their next saving throw). 
   
  Possessions: ring of protection +1, periapt of wisdom +2, 
  scroll of cure serious wounds, masterwork quarterstaff, 
  masterwork studded leather armor, brass holy symbol 
  of Fharlanghn. 
   
   
  Physical Description: Dalis cuts a dashing figure 
  among clerical figures. At six feet and two hundred 
  pounds, with a stubbled jaw and deep-set blue eyes 
  framed by his scruff of dirty blonde hair, he looks and 
  acts more like a well-traveled bard than a practicing 
  priest. He is genial, cordial, and attentive; his one 
  character flaw is being easily distracted by tales from 
  strangers. 
   
  Rowena Livingston: female human cleric 3/wizard 
  3/Mystic Theurge 6; CR 12; Medium humanoid 
  (human); HD 3d8 plus 3d4 plus 6d4; hp 45 (currently 
  33 due to Con damage); Init +0; Spd 30 ft.; AC 13 (+1 
  def, +2 armor), touch 11, flat-footed 12; Base Atk +6; 
  Grp +6; 
   
  Atk +6 melee (1d6, quarterstaff); 
   
  Full Atk +6/+1 melee (1d6, quarterstaff); 
   
  SA--; SQ Turn undead 7/day (at +2 due to 
  Knowledge [religion]); 
   
  AL N; SV Fort +5, Ref +4, Will +16; Str 10, Dex 10, 
  Con 10 (8), Int 21, Wis 20, Cha 18. 
   
  Skills and Feats: Concentration +14, Decipher 
  Script +11, Diplomacy +12, Knowledge (arcana) +17, 
  Knowledge (local—Nyrond and Her Environs) +11, 
  Knowledge (nobility and royalty) +8, Knowledge 
  (religion) +14, Profession (merchant) +11, Sense 
  Motive +11, Spellcraft +25; Craft Wondrous Item, 
  Forge Ring, Practiced Spellcaster (cleric), Practiced 
  Spellcaster (wizard), Scribe Scroll, Skill Focus 
  (Knowledge [arcana]), Skill Focus (Spellcraft). 
   
  Languages: 
  Common, 
  Ancient 
  Baklunish, 
  Draconic. 
   
  Cleric Spells Prepared (0/0/0/0/0/0; base DC = 15 + 
  spell level): spells denied by deity; atonement required 
  to regain spell access. 
   
  *Domain 
  spell. 
  Deity: 
  Mouqol; 
  Domains: 
  Knowledge (all Knowledge skills are cleric class skills; 
  cast Divination spells at +1 caster level); Travel 
  (Survival is a cleric class skill; freedom of movement 
  for 1 round/day per cleric level). 
   
  Wizard Spells Prepared (0/0/0/0/0/0; base DC = 15 + 
  spell level): no spells prepared due to disrupted focus 
  and Constitution damage; one week of uninterrupted 
  bed rest required to regain mental equilibrium and 
  focus. 
   
  Spellbook: 0—[cantrip, cantrip, cantrip, cantrip, 
  cantrip]; 1st—[first, first, first, first]; 2nd—[second, second, 
  second]; 3rd—[third, third, third]. 
   
  Possessions: Headband of Intellect +4, periapt of wisdom 
  +4, cloak of charisma +4, ring of protection +1, bracers of 
  armor +2. 
   
  Physical Description: Rowena is forty-three years old 
  and of Baklunish descent. She has long, dark brown 
  hair streaked with fine tendrils of gray, which she 
  combs meticulously each morning after praying to 
  Mouqol for her spells. She stands a just over five feet in 
  height and, while still attractive for a woman her age, 
  has recently lost much of her pallor due to anxiety over 
  some ill-conceived actions; she has also lost a great deal 
  of weight and appears pale and somewhat thin, tipping 
  the scales at 119 pounds. She dresses in robes of 
  grayish-blue tinted with black stripes, which now hang 
  very loosely on her thin frame. Her hands are her most 
  appealing feature, as they do not reveal anything about 
  her age; she spares no expense in obtaining the finest 
  creams and age-defying ointments the black market 
  has to offer. 
   
  Valandril: male wood elf ranger 3; CR 3; Medium 
  humanoid (elf); HD 3d8; hp 18; Init +2; Spd 30 ft.; AC 
  15 (+2 Dex, +3 armor), touch 12, flat-footed 13; Base 
  Atk +3; Grp +5; 
   
  Atk +6 melee (1d8+2, 19-20/x2, masterwork 
  longsword) or +5 ranged (1d8+2/x3, masterwork 
  composite longbow); 
   
  Full Atk +4 melee (1d8+2, 19-20/x2, masterwork 
  longsword) 
  and 
  +4 
  melee 
  (1d6+1, 
  19-20/x2, 
  masterwork shortsword); 
   
  SA--; SQ SA--; SQ Favored enemy dragons +2, low-
  light vision; 
  NYR6-06 The Uninvited Guests 
   
  Page 40 
  
   
  AL CG; SV Fort +4, Ref +6, Will +4; Str 15, Dex 15, 
  Con 10, Int 8, Wis 14, Cha 10. 
   
  Skills and Feats: Skills and Feats: Climb +4, Heal +4, 
  Hide +5, Knowledge (geography) +1, Knowledge 
  (local—Nyrond and Her Environs) +1, Knowledge 
  (nature) +2, Listen +8, Move Silently +5, Search +1, 
  Spot +7, Survival +8; Dodge, Endurance, Mobility, 
  Track, Two-Weapon Fighting. 
   
  Languages: Common, Elven, Giant. 
   
  Possessions: 
  Masterwork 
  studded 
  leather, 
  masterwork longsword, masterwork short sword, 
  masterwork composite (+2) longbow, quiver with 20 
  arrows, potion of cure light wounds, cloak of resistance +1. 
   
  Elven Scout: male wood elf ranger 2; CR 2; Medium 
  humanoid (elf); HD 2d8+2; hp 14; Init +2; Spd 30 ft.; 
  AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base 
  Atk +2; Grp +3; 
   
  Atk +6 ranged (1d8+1/x3, masterwork composite 
  longbow) or +4 melee (1d8+1, 19-20/x2, longsword); 
   
  Full Atk +4/+4 ranged (1d8+1/x3, masterwork 
  composite longbow); 
   
  SA--; SQ Favored enemy giants +2, low-light 
  vision; 
   
  AL CG; SV Fort +5, Ref +7, Will +2; Str 13, Dex 17, 
  Con 12, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +1, Heal +3, Hide +4, 
  Knowledge (geography) +2, Knowledge (local—
  Nyrond and Her Environs) +2, Knowledge (nature) +6, 
  Listen +7, Move Silently +4, Search +2, Spot +6, 
  Survival +6; Point Blank Shot, Rapid Shot, Track. 
   
  Languages: Common, Elven. 
   
  Possessions: Chain shirt, masterwork composite (+1) 
  longbow, 
  quiver 
  with 
  20 
  arrows, 
  masterwork 
  longsword, buckler, potion of cure light wounds, cloak of 
  resistance 
  +1. 
  NYR6-06 The Uninvited Guests 
   
  Page 41 
  
  APL 2 
  ENCOUNTER 3: KITH AND KIN 
  Forestkith Goblin Berserker: male goblin barbarian 
  1; CR 1; Small humanoid (goblinoid); HD 1d12+1; hp 
  10; Init +3; Spd 40 ft., Climb 20 ft.; AC 18 (+1 size, +3 
  Dex, +1 natural, +3 armor), touch 14, flat-footed 15; 
  Base Atk +1; Grp -1; 
   
  Atk +5 melee (1d10+3/x3, masterwork small 
  greataxe) or +3 melee (1d4+2, bite); 
   
  Full Atk +5 melee (1d10+3/x3, masterwork small 
  greataxe) and -2 melee (1d4+1, bite); 
   
  SA Discordant frenzy; SQ Darkvision 60 ft., light 
  sensitivity, rage 1/day, tree shape; 
   
  AL CE; SV Fort +3, Ref +3, Will +1; Str 15, Dex 16, 
  Con 13, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +12, Hide +7, Intimidate +3, 
  Jump +5, Move Silently +4, Survival +5; Weapon Focus 
  (small greataxe). 
   
  Languages: Understands Goblinoid. 
   
  Discordant Frenzy (Ex): When melee ensues, 
  forestkith goblins go into a frenzy, jumping about 
  chaotically and screaming loudly. Creatures with 2 HD 
  or fewer within 30 feet of at least three attacking 
  forestkith goblins become shaken for 1d4 rounds 
  unless they succeed on a DC 9 Will save. A creature 
  that resists the effect cannot be affected by it for 24 
  hours. This is a mind-affecting fear effect. The save DC 
  is Charisma-based. 
   
  Light Sensitivity (Ex): Forestkith goblins are 
  dazzled in bright sunlight or within the effect of a 
  daylight spell. 
   
  Tree Shape (Su): A forestkith goblin can change 
  form into a small tree, shrub, or limb, equivalent to the 
  tree shape spell as cast by a 12th level druid. A forestkith 
  goblin typically uses this ability at or near daybreak as a 
  form of camouflage, due to its dislike for daylight. 
    
  A goblin cannot dismiss this effect, but it ends 
  automatically at sunset or if the goblin takes damage. 
   
  Skills: Forestkith goblins have a +2 racial bonus 
  on Jump checks. A forestkith goblin also has a +8 racial 
  bonus on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or threatened. A 
  forestkith goblin gains a +4 racial bonus on Hide 
  checks and Move Silently checks in forested areas, and 
  it gains a +4 racial bonus on Craft (weaving) checks to 
  create nets. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork 
  small 
  greataxe, 
  tanglefoot 
  bag, 
  thunderstone, potion of cure moderate wounds. 
   
  Power-Up Suite: (Rag); HD 1d12+3; hp 12; AC 16, 
  touch 12, flat-footed 13; Atk +7 melee (1d10+6/x3, 
  masterwork small greataxe) or +5 melee (1d4+4, bite); 
  Full Atk +7 melee (1d10+6/x3, masterwork small 
  greataxe) and +0 melee (1d4+2, bite); Str 19, Con 17; 
  Fort +5, Ref +3, Will +3. 
   
  ENCOUNTER 6: GIANT STEPS… 
  Forest Troll: CR 4; medium giant; HD 5d8+25; hp 55; 
  Init +7; Spd 30 ft., Climb 20 ft.; AC 18 (+3 Dex, +5 
  natural), touch 13, flat-footed 15; Base Atk +3; Grp +6; 
   
  Atk +6 ranged (1d6+3, javelin) or +6 melee (1d4+3, 
  claw) or +6 melee (1d4+poison, bite); 
   
  Full Atk +2 melee (1d6+3, javelin) and +1 melee 
  (1d4+poison, bite) or +6 melee (1d4+3, 2 claws) and +1 
  melee (1d4+1 plus poison, bite); 
   
  SA Poison; SQ Darkvision 90 ft., fast healing 5, 
  low-light vision, scent; 
   
  AL CE; SV Fort +9, Ref +4, Will +1; Str 17, Dex 16, 
  Con 21, Int 11, Wis 11, Cha 6. 
   
  Skills and Feats: Climb +11,Hide +6 (+8 in forest), 
  Listen +5, Spot +5, Survival +5; Improved Initiative, 
  Track. 
   
  Languages: Giant. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Possessions: 4 Javelins, 2 tanglefoot bags. 
   
  ENCOUNTER 9: NO GOOD DEED… 
  Meryk, Blackguard Aspirant: male human fighter 4; 
  CR 4; medium humanoid (human); HD 4d10+8; hp 38; 
  Init +0; Spd 20 ft., mounted 50 ft.; AC 18 (+8 armor), 
  touch 10, flat-footed 18; Base Atk +4; Grp +7; 
   
  Atk/Full Atk +9 melee (1d8+3/x3, masterwork 
  lance) or +9 melee (2d8+6/x3, masterwork lance) or+9 
  melee (3d8+9/x3, masterwork lance); 
   
  AL LE; SV Fort +6, Ref +1, Will +2; Str 16, Dex 10, 
  Con 15, Int 10, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +0, Hide -2, Intimidate +2, 
  Knowledge (religion) +1, Ride +7; Improved Sunder, 
  Mounted Combat, Power Attack, Ride-by Attack, 
  Spirited Charge, Weapon Focus (lance). 
   
  Possessions: Masterwork lance, silver dagger, great 
  club, silver holy symbol of Wee Jas, +1 half plate, potion 
  of cure moderate wounds, potion of bear’s endurance. 
   
  Power-Up Suite: (potion of bear’s endurance quaffed 
  prior to teleportation, 28 rounds remaining); hp 46; 
  Con 18; Fort +8. 
   
  NYR6-06 The Uninvited Guests 
   
  Page 42 
  
  APL 4 
  ENCOUNTER 3: KITH AND KIN 
  Forestkith Goblin Berserker: male goblin barbarian 
  2; CR 2; small humanoid (goblinoid); HD 2d12+2; hp 
  20; Init +3; Spd 40 ft., Climb 20 ft.; AC 19 (+1 size, +3 
  Dex, +1 natural, +4 armor), touch 14, flat-footed 19; 
  Base Atk +2; Grp +0; 
   
  Atk +6 melee (1d10+3/x3, masterwork small 
  greataxe) or +4 melee (1d4+2, bite); 
   
  Full Atk +6 melee (1d10+3/x3, masterwork small 
  greataxe) and -1 melee (1d4+1, bite); 
   
  SA Discordant Frenzy; SQ Darkvision 60 ft., light 
  sensitivity, rage 1/day, tree shape, uncanny dodge; 
   
  AL CE; SV Fort +4, Ref +3, Will +1; Str 15, Dex 16, 
  Con 13, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +12, Hide +7, Intimidate +4, 
  Jump +5, Move Silently +5, Survival +6; Weapon Focus 
  (small greataxe). 
   
  Languages: Understands Goblinoid 
   
  Discordant Frenzy (Ex): When melee ensues, 
  forestkith goblins go into a frenzy, jumping about 
  chaotically and screaming loudly. Creatures with 2 HD 
  or fewer within 30 feet of at least three attacking 
  forestkith goblins become shaken for 1d4 rounds 
  unless they succeed on a DC 9 Will save. A creature 
  that resists the effect cannot be affected by it for 24 
  hours. This is a mind-affecting fear effect. The save DC 
  is Charisma-based. 
   
  Light Sensitivity (Ex): Forestkith goblins are 
  dazzled in bright sunlight or within the effect of a 
  daylight spell. 
   
  Tree Shape (Su): A forestkith goblin can change 
  form into a small tree, shrub, or limb, equivalent to the 
  tree shape spell as cast by a 12th level druid. A forestkith 
  goblin typically uses this ability at or near daybreak as a 
  form of camouflage, due to its dislike for daylight. 
    
  A goblin cannot dismiss this effect, but it ends 
  automatically at sunset or if the goblin takes damage. 
   
  Skills: Forestkith goblins have a +2 racial bonus 
  on Jump checks. A forestkith goblin also has a +8 racial 
  bonus on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or threatened. A 
  forestkith goblin gains a +4 racial bonus on Hide 
  checks and Move Silently checks in forested areas, and 
  it gains a +4 racial bonus on Craft (weaving) checks to 
  create nets. 
   
  Possessions: +1 studded leather, masterwork small 
  greataxe, tanglefoot bag, thunderstone, potion of cure 
  moderate wounds. 
   
  Power-Up Suite: (Rage); HD 2d12+6; hp 24; AC 
  17, touch 12, flat-footed 17; Atk +8 melee (1d10+6/x3, 
  masterwork small greataxe) or +6 melee (1d4+4, bite); 
  Full Atk +8 melee (1d10+6/x3, masterwork small 
  greataxe) and +1 melee (1d4+2, bite); Str 19, Con 17; 
  Fort +6, Ref +3, Will +3. 
   
  ENCOUNTER 6: GIANT STEPS… 
  Forest Troll: CR 4; medium giant; HD 5d8+25; hp 55; 
  Init +7; Spd 30 ft., Climb 20 ft.; AC 18 (+3 Dex, +5 
  natural), touch 13, flat-footed 15; Base Atk +3; Grp +6; 
   
  Atk +6 ranged (1d6+3, javelin) or +6 melee (1d4+3, 
  claw) or +6 melee (1d4+poison, bite); 
   
  Full Atk +2 melee (1d6+3, javelin) and +1 melee 
  (1d4+poison, bite) or +6 melee (1d4+3, 2 claws) and +1 
  melee (1d4+1 plus poison, bite); 
   
  SA Poison; SQ Darkvision 90 ft., fast healing 5, 
  low-light vision, scent; 
   
  AL CE; SV Fort +9, Ref +4, Will +1; Str 17, Dex 16, 
  Con 21, Int 11, Wis 11, Cha 6. 
   
  Skills and Feats: Climb +11,Hide +6 (+8 in forest), 
  Listen +5, Spot +5, Survival +5; Improved Initiative, 
  Track. 
   
  Languages: Giant. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Possessions: 4 Javelins, 2 tanglefoot bags. 
   
  ENCOUNTER 9: NO GOOD DEED… 
  Meryk, Blackguard Aspirant: male human fighter 4; 
  CR 4; medium humanoid (human); HD 4d10+8; hp 38; 
  Init +0; Spd 20 ft., mounted 50 ft.; AC 18 (+8 armor), 
  touch 10, flat-footed 18; Base Atk +4; Grp +7; 
   
  Atk/Full Atk +9 melee (1d8+3/x3, masterwork 
  lance) or +9 melee (2d8+6/x3, masterwork lance) or+9 
  melee (3d8+9/x3, masterwork lance); 
   
  AL LE; SV Fort +6, Ref +1, Will +2; Str 16, Dex 10, 
  Con 15, Int 10, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +0, Hide -2, Intimidate +2, 
  Knowledge (religion) +1, Ride +7; Improved Sunder, 
  Mounted Combat, Power Attack, Ride-by Attack, 
  Spirited Charge, Weapon Focus (lance). 
   
  Possessions: Masterwork lance, silver dagger, great 
  club, silver holy symbol of Wee Jas, +1 half plate, potion 
  of cure moderate wounds, potion of bear’s endurance. 
   
  Power-Up Suite: (potion of bear’s endurance quaffed 
  prior to teleportation, 28 rounds remaining); hp 46; 
  Con 18; Fort +8. 
   
  Narinn Kirr: male human rogue 4/fighter 1; CR 5; 
  medium humanoid (human); HD 4d6+4 plus 1d10+1; 
  hp 30; Init +3; Spd 30 ft.; AC 18 (+3 Dex, +1 def, +4 
  armor), touch 14, flat-footed 18; Base Atk +4; Grp +4; 
   
  Atk +6 melee (1d6, 18-20/x2, masterwork scimitar) 
  and +6 melee (1d4, 18-20/x2, masterwork kukri) or +8 
  melee (1d6, 18-20/x2, masterwork scimitar) or +8 
  melee (1d4, 18-20/x2, masterwork kukri); 
   
  Full Atk +6 melee (1d6, 18-20/x2, masterwork 
  scimitar) and +6 melee (1d4, 18-20/x2, masterwork 
  kukri); 
   
  SA Sneak attack +2d6; SQ Evasion, trap sense +1, 
  uncanny dodge; 
  NYR6-06 The Uninvited Guests 
   
  Page 43 
  
   
  AL CN; SV Fort +4, Ref +7, Will +1; Str 10, Dex 16, 
  Con 12, Int 14, Wis 10, Cha 13. 
   
  Skills and Feats: Bluff +6, Decipher Script +7, 
  Diplomacy +8, Disguise +6 (+8), Escape Artist +8, 
  Forgery +5, Gather Information +7, Hide +8, 
  Intimidate +3, Jump +5, Knowledge (local--Core) +4, 
  Knowledge (local—Nyrond and Her Environs) +7, 
  Knowledge (local—Splintered Suns) +4, Move Silently 
  +8, Perform (dance) +4, Search +7, Sleight of Hand +5, 
  Tumble +8, Use Magic Device +6 (+8 scrolls); Combat 
  Expertise, Dodge, Two-Weapon Fighting, Weapon 
  Finesse. 
   
  Languages: Common, Abyssal, Dwarven, Flan, 
  Infernal, Old Oeridian, Undercommon. 
   
  Possessions: Mithril chain shirt, masterwork kukri, 
  masterwork scimitar, sap, potion of cure moderate wounds, 
  ring of protection +1. 
   
  Physical Description: Narinn’s threat lies not in his 
  combat prowess but in his inconspicuousness. With 
  short brown hair, brown eyes, lightly-tanned skin, and 
  a compact, medium frame, he could be anyone on the 
  street, or no one, so plain looking that his lack of 
  distinction is in itself an effective disguise. 
   
  NYR6-06 The Uninvited Guests 
   
  Page 44 
  
  APL 6 
  ENCOUNTER 3: KITH AND KIN 
  Forestkith Goblin Berserker: male goblin barbarian 
  4; CR 4; small humanoid (goblinoid); HD 4d12+8; hp 
  44; Init +3; Spd 40 ft., climb 20 ft.; AC 19 (+1 size, +3 
  Dex, +1 natural, +4 armor), touch 14, flat-footed 19; 
  Base Atk +4; Grp +2; 
   
  Atk +8 melee (1d10+3/x3, masterwork small 
  greataxe) or +6 melee (1d4+2, bite); 
   
  Full Atk +8 melee (1d10+3/x3, masterwork small 
  greataxe) and +1 melee (1d4+1, bite); 
   
  SA Discordant Frenzy; SQ Darkvision 60 ft., light 
  sensitivity, rage 2/day, trap sense +1, tree shape, 
  uncanny dodge; 
   
  AL CE; SV Fort +7, Ref +5, Will +3; Str 15, Dex 16, 
  Con 14, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +12, Hide +7, Intimidate +6, 
  Jump +7, Move Silently +5, Survival +8; Power Attack, 
  Weapon Focus (greataxe); 
   
  Languages: Understands Goblinoid 
   
  Discordant Frenzy (Ex): When melee ensues, 
  forestkith goblins go into a frenzy, jumping about 
  chaotically and screaming loudly. Creatures with 2 HD 
  or fewer within 30 feet of at least three attacking 
  forestkith goblins become shaken for 1d4 rounds 
  unless they succeed on a DC 9 Will save. A creature 
  that resists the effect cannot be affected by it for 24 
  hours. This is a mind-affecting fear effect. The save DC 
  is Charisma-based. 
   
  Light Sensitivity (Ex): Forestkith goblins are 
  dazzled in bright sunlight or within the effect of a 
  daylight spell. 
   
  Tree Shape (Su): A forestkith goblin can change 
  form into a small tree, shrub, or limb, equivalent to the 
  tree shape spell as cast by a 12th level druid. A forestkith 
  goblin typically uses this ability at or near daybreak as a 
  form of camouflage, due to its dislike for daylight. 
    
  A goblin cannot dismiss this effect, but it ends 
  automatically at sunset or if the goblin takes damage. 
   
  Skills: Forestkith goblins have a +2 racial bonus 
  on Jump checks. A forestkith goblin also has a +8 racial 
  bonus on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or threatened. A 
  forestkith goblin gains a +4 racial bonus on Hide 
  checks and Move Silently checks in forested areas, and 
  it gains a +4 racial bonus on Craft (weaving) checks to 
  create nets. 
   
  Possessions: +1 studded leather, masterwork small 
  greataxe, tanglefoot bag, thunderstone, potion of 
  barkskin (+2), potion of cure moderate wounds, cloak of 
  resistance +1. 
   
  Power-Up Suite: (Rage); HD 4d12+16; hp 52; AC 
  17, touch 12, flat-footed 17; Atk +10 melee (1d10+6/x3, 
  masterwork small greataxe) or +8 melee (1d4+4, bite); 
  Full Atk +10 melee (1d10+6/x3, masterwork small 
  greataxe) and +3 melee (1d4+2, bite); Str 19, Con 18; 
  Fort +9, Ref +5, Will +5. 
   
  ENCOUNTER 6: GIANT STEPS… 
  Forest Troll Stalker: male troll ranger 1; CR 5; 
  medium giant; HD 5d8+25 plus 1d8+5; hp 66; Init +6; 
  Spd 30 ft., Climb 20 ft.; AC 17 (+2 Dex, +5 natural), 
  touch 12, flat-footed 15; Base Atk +4; Grp +9; 
   
  Atk +10 melee (1d8+7/x3, masterwork cold iron 
  longspear) or +9 melee (1d4+5, claw) or +9 melee 
  (1d4+2 plus poison, bite); 
   
  Full Atk +10 melee (1d8+7/x3, masterwork cold 
  iron longspear) and +4 melee (1d4+2 plus poison, bite) 
  or +9 melee (1d4+3, 2 claws) and +4 melee (1d4+2 plus 
  poison, bite); 
   
  SA Poison; SQ Darkvision 90 ft., fast healing 5, 
  favored enemy elves +2, low-light vision, scent, wild 
  empathy; 
   
  AL CE; SV Fort +11, Ref +6, Will +2; Str 20, Dex 
  14, Con 20, Int 12, Wis 13, Cha 11. 
   
  Skills and Feats: Climb +14, Craft (trapmaking) +4, 
  Hide +8 (+10 in forest), Knowledge (geography) +2, 
  Knowledge (nature) +2, Listen +5, Move Silently +4, 
  Spot +5, Survival +5; Dodge, Improved Initiative, 
  Mobility, Track. 
   
  Languages: Giant, Common, Elven, Sylvan. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Possessions: Masterwork cold iron longspear, 4 
  flasks of acid, 2 tanglefoot bags, potion of cure moderate 
  wounds, potion of magic fang. 
   
  Forest Troll Sniper: male troll ranger 1; CR 5; 
  medium giant; HD 5d8+25 plus 1d8+5; hp 66; Init +9; 
  Spd 30 ft., Climb 20 ft.; AC 20 (+5 Dex, +5 natural), 
  touch 15, flat-footed 15; Base Atk +4; Grp +6; 
   
  Atk +10 ranged (1d8+2/x3, masterwork composite 
  longbow) or +6 melee (1d4+2, claw) or +6 melee (1d4+1 
  plus poison, bite); 
   
  Full Atk +10 ranged (1d8+2/x3, masterwork 
  composite longbow) or +6 melee (1d4+2, 2 claws) and 
  +1 melee (1d4+1 plus poison, bite); 
   
  SA Poison; SQ Darkvision 90 ft., fast healing 5, 
  favored enemy elves +2, low-light vision, scent, wild 
  empathy; 
   
  AL CE; SV Fort +11, Ref +9, Will +2; Str 14, Dex 
  20, Con 20, Int 12, Wis 13, Cha 11. 
   
  Skills and Feats: Climb +11, Craft (trapmaking) +3, 
  Hide +11 (+13 in forest), Knowledge (dungeoneering) 
  +3, Knowledge (geography) +2, Knowledge (nature) +2, 
  Listen +5, Move Silently +7, Spot +5, Survival +5, Use 
  Rope +6; Improved Initiative, Point Blank Shot, Precise 
  Shot, Track. 
   
  Languages: Giant, Common, Elven. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
  NYR6-06 The Uninvited Guests 
   
  Page 45 
  
   
  Possessions: Masterwork composite (+2) longbow, 
  arrows (20), tanglefoot bag, potion of cure light wounds 
  (2), potion of magic fang. 
   
  Forest Troll Shaman: female troll druid 2; CR 5; 
  medium giant; HD 5d8+25 plus 2d8+10; hp 77; Init +8; 
  Spd 30 ft., Climb 20 ft.; AC 19 (+4 Dex, +5 natural), 
  touch 14, flat-footed 15; Base Atk +4; Grp +6; 
   
  Atk +6 melee (1d6+2, club) or +8 ranged (1d6+2, 
  club) or +6 melee (1d4+2, claw) or +6 melee (1d4+1 plus 
  poison, bite); 
   
  Full Atk +6 melee (1d6+2, club) and +1 melee 
  (1d4+1 plus poison, bite) or +6 melee (1d4+2, 2 claws) 
  and +1 melee (1d4+1 plus poison, bite); 
   
  SA Poison; SQ Animal companion, darkvision 90 
  ft., fast healing 5, link with companion, low-light 
  vision, nature sense, scent, share spells, wild empathy, 
  woodland stride; 
   
  AL CE; SV Fort +13, Ref +7, Will +7; Str 14, Dex 
  19, Con 20, Int 12, Wis 15, Cha 10. 
   
  Skills and Feats: Climb +10, Concentration +9 (+13), 
  Handle Animal +5, Hide +6 (+8 in forest), Knowledge 
  (nature) +4, Listen +4, Spellcraft +6, Spot +4, Survival 
  +6; Combat Casting, Improved Initiative, Track. 
   
  Languages: Giant, Common. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Spells Prepared (4/3; base DC = 12 + spell level): 0—
  cure minor wounds, flare, guidance, resistance; 1st—cure 
  light wounds, magic fang, shillelagh. 
   
  Possessions: Club, tanglefoot bag, wand of cure light 
  wounds, cloak of resistance +1. 
   
  ENCOUNTER 9: NO GOOD DEED… 
  Meryk, Blackguard Aspirant: male human fighter 6; 
  CR 6; medium humanoid (human); HD 6d10+12; hp 
  57; Init +0; Spd 20 ft., mounted 50 ft.; AC 18 (+8 armor), 
  touch 10, flat-footed 18; Base Atk +6; Grp +9; 
   
  Atk +11 melee (1d8+6/x3, +1 lance) or +11 melee 
  (2d8+12/x3, +1 lance) or +11 melee (3d8+18/x3, +1 
  lance); 
   
  Full Atk: +11/+6 melee (1d8+6/x3, +1 lance) 
   
  AL LE; SV Fort +8, Ref +3, Will +4; Str 16, Dex 10, 
  Con 15, Int 10, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +0, Handle Animal +5, Hide 
  -1, Intimidate +2, Knowledge (religion) +1, Ride +7; 
  Cleave, Improved Sunder, Mounted Combat, Power 
  Attack, Ride-by Attack, Spirited Charge, Weapon 
  Focus (lance), Weapon Specialization (lance). 
   
  Possessions: silver dagger, great club, silver holy 
  symbol (Wee Jas), +1 lance, +1 half plate, potion of bear’s 
  endurance, vest of resistance +1. 
   
  Power-Up Suite: (potion of bear’s endurance quaffed 
  prior to teleportation, 28 rounds remaining); hp 69; 
  Con 18; Fort +9. 
   
  Narinn Kirr: male human rogue 4/fighter 2; CR 6; 
  medium humanoid (human); HD 4d6+4 plus 2d10+2; 
  hp 39; Init +3; Spd 30 ft.; AC 18 (+3 Dex, +1 def, +4 
  armor), touch 14, flat-footed 18; Base Atk +5; Grp +5; 
   
  Atk +8 melee (1d6, 18-20/x2, masterwork scimitar) 
  and +7 melee (1d4, 18-20/x2, masterwork kukri) or +10 
  melee (1d6, 18-20/x2, masterwork scimitar) or +9 
  melee (1d4, 18-20/x2, masterwork kukri); 
   
  Full Atk +8 melee (1d6, 18-20/x2, masterwork 
  scimitar) and +7 melee (1d4, 18-20/x2, masterwork 
  kukri); 
   
  SA Sneak attack +2d6; SQ Evasion, trap sense +1, 
  uncanny dodge; 
   
  AL CN; SV Fort +6, Ref +8, Will +2; Str 10, Dex 16, 
  Con 12, Int 14, Wis 10, Cha 13. 
   
  Skills and Feats: Bluff +6, Decipher Script +7, 
  Diplomacy +8, Disguise +6 (+8), Escape Artist +8, 
  Forgery +5, Gather Information +7, Hide +8, 
  Intimidate +8, Jump +5, Knowledge (local--Core) +4, 
  Knowledge (local—Nyrond and Her Environs) +7, 
  Knowledge (local—Splintered Suns) +4, Move Silently 
  +8, Perform (dance) +4, Search +7, Sleight of Hand +5, 
  Tumble +8, Use Magic Device +6 (+8 scrolls); Combat 
  Expertise, Mobility, Dodge, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (scimitar). 
   
  Languages: Common, Abyssal, Dwarven, Flan, 
  Infernal, Old Oeridian, Undercommon. 
   
  Possessions: Mithril chain shirt, masterwork kukri, 
  masterwork scimitar, sap, ring of protection +1, potion of 
  blur, vest of resistance +1, potion of cure moderate wounds. 
   
  Physical Description: Narinn’s threat lies not in his 
  combat prowess but in his inconspicuousness. With 
  short brown hair, brown eyes, lightly-tanned skin, and 
  a compact, medium frame, he could be anyone on the 
  street, or no one, so plain looking that his lack of 
  distinction is in itself an effective disguise. 
  NYR6-06 The Uninvited Guests 
   
  Page 46 
  
  APL 8 
  ENCOUNTER 3: KITH AND KIN 
  Forestkith Goblin Berserker: male goblin barbarian 
  6; CR 6; small humanoid (goblinoid); HD 6d12+12; hp 
  66; Init +7; Spd 40 ft., climb 20 ft; AC 19 (+1 size, +3 
  Dex, +1 natural, +4 armor), touch 14, flat-footed 19; 
  Base Atk +6; Grp +4; 
   
  Atk +10 melee (1d10+4/x3, +1 small greataxe) or +8 
  melee (1d4+2, bite); 
   
  Full Atk +10/+5 melee (1d10+4/x3, +1 small 
  greataxe) and +3 melee (1d4+1, bite); 
   
  SA Discordant Frenzy; SQ Darkvision 60 ft., 
  improved uncanny dodge, light sensitivity, rage 2/day, 
  trap sense +2, tree shape, uncanny dodge; 
   
  AL CE; SV Fort +8, Ref +6, Will +4; Str 15, Dex 16, 
  Con 14, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +13, Hide +7, Intimidate +8, 
  Jump +7, Move Silently +6, Survival +10; Improved 
  Initiative, Power Attack, Weapon Focus (small 
  greataxe) 
   
  Languages: Understands Goblinoid 
   
  Discordant Frenzy (Ex): When melee ensues, 
  forestkith goblins go into a frenzy, jumping about 
  chaotically and screaming loudly. Creatures with 2 HD 
  or fewer within 30 feet of at least three attacking 
  forestkith goblins become shaken for 1d4 rounds 
  unless they succeed on a DC 9 Will save. A creature 
  that resists the effect cannot be affected by it for 24 
  hours. This is a mind-affecting fear effect. The save DC 
  is Charisma-based. 
   
  Light Sensitivity (Ex): Forestkith goblins are 
  dazzled in bright sunlight or within the effect of a 
  daylight spell. 
   
  Tree Shape (Su): A forestkith goblin can change 
  form into a small tree, shrub, or limb, equivalent to the 
  tree shape spell as cast by a 12th level druid. A forestkith 
  goblin typically uses this ability at or near daybreak as a 
  form of camouflage, due to its dislike for daylight. 
    
  A goblin cannot dismiss this effect, but it ends 
  automatically at sunset or if the goblin takes damage. 
   
  Skills: Forestkith goblins have a +2 racial bonus 
  on Jump checks. A forestkith goblin also has a +8 racial 
  bonus on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or threatened. A 
  forestkith goblin gains a +4 racial bonus on Hide 
  checks and Move Silently checks in forested areas, and 
  it gains a +4 racial bonus on Craft (weaving) checks to 
  create nets. 
   
  Possessions: +1 studded leather, +1 small greataxe, 
  tanglefoot bag, thunderstone, potion of barkskin (+3), 
  potion of cure moderate wounds, cloak of resistance +1. 
   
  Power-Up Suite: (Rage); HD 6d12+24; hp 78; AC 
  17, touch 12, flat-footed 17; Atk +12 melee (1d10+7/x3, 
  +1 small greataxe) or +10 melee (1d4+4, bite); Full Atk 
  +12/+7 melee (1d10+7/x3, +1 small greataxe) and +5 
  melee (1d4+2, bite); Str 19, Con 18; Fort +10, Ref +6, 
  Will +6. 
   
   
   
  ENCOUNTER 6: GIANT STEPS… 
  Forest Troll Stalker: male troll ranger 3; CR 7; 
  medium giant; HD 5d8+25 plus 3d8+15; hp 88; Init +7; 
  Spd 30 ft., Climb 20 ft.; AC 17 (+2 Dex, +5 natural), 
  touch 12, flat-footed 15; Base Atk +6; Grp +11; 
   
  Atk +12 melee (1d8+7/x3, masterwork cold iron 
  longspear) or +11 melee (1d4+5, claw) or +11 melee 
  (1d4+2 plus poison, bite); 
   
  Full Atk +12/+7 melee (1d8+7/x3, masterwork 
  cold iron longspear) or +11 melee (1d4+5, 2 claws) and 
  +6 melee (1d4+2 plus poison, bite); 
   
  SA Poison; SQ Darkvision 90 ft., fast healing 5, 
  favored enemy elves +2, low-light vision, scent, wild 
  empathy; 
   
  AL CE; SV Fort +13, Ref +8, Will +5; Str 20, Dex 
  14, Con 20, Int 12, Wis 14, Cha 11. 
   
  Skills and Feats: Climb +14, Craft (trapmaking) +5, 
  Hide +11 (+13 in forest), Knowledge (geography) +3, 
  Knowledge (nature) +6, Listen +8, Move Silently +4, 
  Spot +8, Survival +9; Dodge, Endurance, Improved 
  Initiative, Mobility, Track, Two-Weapon Fighting. 
   
  Languages: Giant, Common, Elven, Sylvan. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Possessions: Masterwork cold iron longspear, 4 
  flasks of acid, 2 tanglefoot bags, potion of cure moderate 
  wounds, potion of magic fang, potion of barkskin (+3), cloak 
  of resistance +1. 
   
  Forest Troll Sniper: male troll ranger 2; CR 6; 
  medium giant; HD 5d8+25 plus 2d8+10; hp 77; Init +7; 
  Spd 30 ft., Climb 20 ft.; AC 20 (+5 Dex, +5 natural), 
  touch 15, flat-footed 15; Base Atk +5; Grp +7; 
   
  Atk +11 ranged (1d8+2/x3, masterwork composite 
  longbow) or +7 melee (1d4+2, claw) or +7 melee (1d4+1 
  plus poison, bite); 
   
  Full Atk +11 ranged (1d8+2/x3, masterwork 
  composite longbow) or +9/+9 (1d8+2/x3, masterwork 
  composite longbow) or +7 melee (1d4+2, 2 claws) and 
  +2 melee (1d4+1 plus poison, bite); 
   
  SA Poison; SQ Darkvision 90 ft., fast healing 5, 
  favored enemy elves +2, low-light vision, scent, wild 
  empathy; 
   
  AL CE; SV Fort +13, Ref +11, Will +3; Str 14, Dex 
  20, Con 20, Int 12, Wis 13, Cha 11. 
   
  Skills and Feats: Climb +11, Craft (trapmaking) +4, 
  Hide +12 (+14 in forest), Knowledge (dungeoneering) 
  +3, Knowledge (geography) +2, Knowledge (nature) +5, 
  Listen +5, Move Silently +8, Spot +6, Survival +6, Use 
  Rope +7; Improved Initiative, Point Blank Shot, Precise 
  Shot, Rapid Shot, Track. 
   
  Languages: Giant, Common, Elven. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  NYR6-06 The Uninvited Guests 
   
  Page 47 
  
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Possessions: Masterwork composite (+2) longbow, 
  quiver with 20 arrows, 5 flasks of alchemist’s fire, 
  tanglefoot bag, 2 potions of cure light wounds, potion of 
  magic fang, cloak of resistance +1. 
   
  Forest Troll Shaman: female troll druid 2; CR 5; 
  medium giant; HD 5d8+25 plus 2d8+10; hp 77; Init +8; 
  Spd 30 ft., Climb 20 ft.; AC 19 (+4 Dex, +5 natural), 
  touch 14, flat-footed 15; Base Atk +4; Grp +6; 
   
  Atk +6 melee (1d6+2, club) or +8 ranged (1d6+2, 
  club) or +6 melee (1d4+2, claw) or +6 melee (1d4+1 plus 
  poison, bite); 
   
  Full Atk +6 melee (1d6+2, club) and +1 melee 
  (1d4+1 plus poison, bite) or +6 melee (1d4+2, 2 claws) 
  and +1 melee (1d4+1 plus poison, bite); 
   
  SA Poison; SQ Animal companion, darkvision 90 
  ft., fast healing 5, link with companion, low-light 
  vision, nature sense, scent, share spells, wild empathy, 
  woodland stride; 
   
  AL CE; SV Fort +13, Ref +7, Will +7; Str 14, Dex 
  19, Con 20, Int 12, Wis 15, Cha 10. 
   
  Skills and Feats: Climb +10, Concentration +9 (+13), 
  Handle Animal +5, Hide +6 (+8 in forest), Knowledge 
  (nature) +4, Listen +4, Spellcraft +6, Spot +4, Survival 
  +6; Combat Casting, Improved Initiative, Track. 
   
  Languages: Giant, Common. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Spells Prepared (4/3; base DC = 12 + spell level): 0—
  cure minor wounds, flare, guidance, resistance; 1st—cure 
  light wounds, magic fang, shillelagh. 
   
  Possessions: Club, tanglefoot bag, wand of cure light 
  wounds, cloak of resistance +1. 
   
  Forest Troll: CR 4; medium giant; HD 5d8+25; hp 55; 
  Init +7; Spd 30 ft., Climb 20 ft.; AC 18 (+3 Dex, +5 
  natural), touch 13, flat-footed 15; Base Atk +3; Grp +6; 
   
  Atk +6 ranged (1d6+3, javelin) or +6 melee (1d4+3, 
  claw) or +6 melee (1d4+poison, bite); 
   
  Full Atk +2 melee (1d6+3, javelin) and +1 melee 
  (1d4+poison, bite) or +6 melee (1d4+3, 2 claws) and +1 
  melee (1d4+1 plus poison, bite); 
   
  SA Poison; SQ Darkvision 90 ft., fast healing 5, 
  low-light vision, scent; 
   
  AL CE; SV Fort +9, Ref +4, Will +1; Str 17, Dex 16, 
  Con 21, Int 11, Wis 11, Cha 6. 
   
  Skills and Feats: Climb +11,Hide +6 (+8 in forest), 
  Listen +5, Spot +5, Survival +5; Improved Initiative, 
  Track. 
   
  Languages: Giant. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Possessions: 4 Javelins, 2 tanglefoot bags. 
   
  ENCOUNTER 9: NO GOOD DEEDS… 
  Meryk 
  the 
  Forgotten: 
  male 
  human 
  fighter 
  7/blackguard 1; CR 8; medium humanoid (human); 
  HD 7d10+14 plus 1d10+2; hp 76; Init +0; Spd 20 ft., 
  mounted 50 ft.; AC 18 (+8 armor), touch 10, flat-footed 
  18; Base Atk +8; Grp +11; 
   
  Atk +13 melee (1d8+6/x3, +1 lance) or +13 melee 
  (2d8+12/x3, +1 lance) or+13 melee (3d8+18/x3, +1 lance); 
   
  Full Atk: +13/+8 melee (1d8+6/x3, +1 lance) 
   
  SA—Poison use; SQ—Aura of evil, detect good; 
   
  AL LE; SV Fort +10, Ref +3, Will +4; Str 17, Dex 10, 
  Con 15, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Climb +0, Handle Animal +8, Hide 
  -1, Intimidate +5, Knowledge (religion) +2, Ride +10; 
  Cleave, Improved Sunder, Mounted Combat, Power 
  Attack, Ride-by Attack, Spirited Charge, Weapon 
  Focus (lance), Weapon Specialization (lance). 
   
  Spells Prepared (1; base DC = 11 + spell level): 1st—
  corrupt weapon. 
   
  Possessions: +1 lance, dagger, great club, silver holy 
  symbol (Wee Jas), vial of Large scorpion venom, +1 half 
  plate, potion of bear’s endurance, vest of resistance +1, cloak of 
  charisma +2. 
   
  Power-Up Suite: (potion of bear’s endurance quaffed 
  prior to teleportation, 28 rounds remaining); hp 92; 
  Con 18; Fort +11. 
   
  Narinn Kirr: male human rogue 4/fighter 2/dervish 
  2; CR 8; medium humanoid (human); HD 4d6+4 plus 
  2d10+2 plus 2d10+2; hp 56; Init +3; Spd 35 ft.; AC 20 
  (+3 Dex, +1 def, +5 armor, +1 dervish ability), touch 15, 
  flat-footed 20; Base Atk +7; Grp +7; 
   
  Atk +10 melee (1d6, 18-20/x2, masterwork 
  scimitar) and +9 melee (1d4, 18-20/x2, masterwork 
  kukri) or +12 melee (1d6+1, 18-20/x2, +1 scimitar) or 
  +11 melee (1d4, 18-20/x2, masterwork kukri); 
   
  Full Atk +11/+6 melee (1d6+2, 18-20/x2, +1 
  scimitar) and +11 melee (1d6+1, 18-20/x2, masterwork 
  scimitar) or +10/+5 melee (1d6+1, 18-20/x2, +1 scimitar) 
  and +9 melee (1d4, 18-20/x2, masterwork kukri); 
   
  SA Dervish dance 1/day, sneak attack +2d6; SQ 
  Evasion, fast movement +5 ft., movement mastery, 
  slashing blades, trap sense +1, uncanny dodge; 
   
  AL CN; SV Fort +6, Ref +11, Will +5; Str 10, Dex 
  17, Con 12, Int 14, Wis 10, Cha 13. 
   
  Skills and Feats: Bluff +6, Decipher Script +7, 
  Diplomacy +8, Disguise +6 (+8), Escape Artist +10, 
  Forgery +5, Gather Information +7, Hide +8, 
  Intimidate +8, Jump +9, Knowledge (local--Core) +4, 
  Knowledge (local—Nyrond and Her Environs) +7, 
  Knowledge (local—Splintered Suns) +4, Move Silently 
  +8, Perform (dance) +8, Search +7, Sleight of Hand +5, 
  Tumble +12, Use Magic Device +6 (+8 scrolls); Combat 
  Expertise, Mobility, Dodge, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (scimitar); 
   
  Languages: Common, Abyssal, Dwarven, Flan, 
  Infernal, Old Oeridian, Undercommon; 
  NYR6-06 The Uninvited Guests 
   
  Page 48 
  
   
  AC Bonus (Ex): A dervish gains this bonus when 
  wearing light or no armor and not carrying a shield. 
  This bonus applies to touch attacks or when the 
  dervish is flat-footed. The dervish loses this bonus 
  when immobilized, helpless, or when carrying more 
  than a medium load. 
   
  Dervish Dance (Ex): A dervish can become a 
  whirling dancer of death a number of times per day 
  (but only once per encounter). A dervish dance lasts 1 
  round for every two ranks of Perform (dance) that the 
  character has. At the end of this dance, the character 
  becomes fatigued for the duration of the encounter 
  (until the ninth level of dervish, at which point this 
  limitation no longer applies). While in this dervish 
  dance, the dervish can take a full attack action (for 
  melee attacks only) and still move up to full speed. 
  However, the dervish must move a minimum of five 
  feet between each attack and cannot return to a square 
  he or she just exited (though the dervish may return to 
  that square later during the full attack). The dervish is 
  subject to attacks of opportunity while dancing, but 
  may tumble normally as part of the move. A dervish 
  prevented from completing a move is also prevented 
  from finishing the full attack 
   
  A dervish may only wield slashing weapons while 
  dancing, and gains a +1 bonus on attack and damage 
  rolls while doing so. This bonus is +1 at 1st level and 
  increases by an extra +1 at every odd-numbered level 
  thereafter. While dancing, a dervish cannot use skills 
  or abilities that involve concentration or require 
  stillness, such as Move Silently, Hide, and Search. 
   
   
  Movement Mastery (Ex): A dervish is unaffected 
  by adverse conditions that could hinder movement. 
  When making a Jump, Perform (dance), or Tumble 
  check, the dervish may take 10 even if stress or 
  distraction would prevent him or her from doing so. 
   
  Fast Movement (Ex): At 2nd level and higher, 
  the dervish gains an enhancement to speed when 
  wearing light or no armor, and while carrying less than 
  a medium load. 
   
  Slashing Blades: A dervish treats the scimitar as a 
  light weapon (rather than a one-handed weapon) for all 
  purposes, including fighting with two weapons. 
   
  Possessions: +1 Mithril chain shirt, masterwork kukri, 
  +1 scimitar, masterwork scimitar, sap, potion of haste, ring 
  of protection +1, vest of resistance +1, 2 potions of cure 
  moderate wounds. 
   
  Physical Description: Narinn’s threat lies not in his 
  combat prowess but in his inconspicuousness. With 
  short brown hair, brown eyes, lightly-tanned skin, and 
  a compact, medium frame, he could be anyone on the 
  street, or no one, so plain looking that his lack of 
  distinction is in itself an effective disguise. 
   
  NYR6-06 The Uninvited Guests 
   
  Page 49 
  
  APL 10 
  ENCOUNTER 3: KITH AND KIN 
  Forestkith Goblin Berserker: male goblin 
  barbarian 8; CR 8; Small humanoid (goblinoid); HD 
  8d12+16; hp 88; Init +7; Spd 40 ft., climb 20 ft.; AC 20 
  (+1 size, +3 Dex, +1 natural, +4 armor, +1 def), touch 15, 
  flat-footed 20; Base Atk +8; Grp +7; 
   
  Atk +13 melee (1d10+5/x3, +1 small greataxe) or +11 
  melee (1d4+3, bite); 
   
  Full Atk +13/+8 (1d10+5/x3, +1 small greataxe) and 
  +6 melee (1d4+1, bite); 
   
  SA Discordant Frenzy; SQ Darkvision 60 ft., DR1/-
  , improved uncanny dodge, light sensitivity, rage 
  3/day, trap sense +2, tree shape, uncanny dodge; 
   
  AL CE; SV Fort +9, Ref +6, Will +4; Str 16, Dex 16, 
  Con 14, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +15, Hide +7, Intimidate 
  +10, Jump +9, Move Silently +6, Survival +12; 
  Improved Initiative, Power Attack, Weapon Focus 
  (small greataxe); 
   
  Languages: Understands Goblinoid. 
   
  Discordant Frenzy (Ex): When melee ensues, 
  forestkith goblins go into a frenzy, jumping about 
  chaotically and screaming loudly. Creatures with 2 HD 
  or fewer within 30 feet of at least three attacking 
  forestkith goblins become shaken for 1d4 rounds 
  unless they succeed on a DC 9 Will save. A creature 
  that resists the effect cannot be affected by it for 24 
  hours. This is a mind-affecting fear effect. The save DC 
  is Charisma-based. 
   
  Light Sensitivity (Ex): Forestkith goblins are 
  dazzled in bright sunlight or within the effect of a 
  daylight spell. 
   
  Tree Shape (Su): A forestkith goblin can change 
  form into a small tree, shrub, or limb, equivalent to the 
  tree shape spell as cast by a 12th level druid. A forestkith 
  goblin typically uses this ability at or near daybreak as a 
  form of camouflage, due to its dislike for daylight. 
    
  A goblin cannot dismiss this effect, but it ends 
  automatically at sunset or if the goblin takes damage. 
   
  Skills: Forestkith goblins have a +2 racial bonus 
  on Jump checks. A forestkith goblin also has a +8 racial 
  bonus on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or threatened. A 
  forestkith goblin gains a +4 racial bonus on Hide 
  checks and Move Silently checks in forested areas, and 
  it gains a +4 racial bonus on Craft (weaving) checks to 
  create nets. 
   
  Possessions: +1 studded leather, +1 small greataxe, 
  tanglefoot bag, thunderstone, potion of cure serious 
  wounds, potion of haste, elixir of fire breath, cloak of resistance 
  +1, ring of protection +1. 
   
  Power-Up Suite: (Rage); HD 8d12+32; hp 104; 
  AC 18, touch 13, flat-footed 18; Atk +15 melee 
  (1d10+8/x3, +1 small greataxe) or +13 melee (1d4+5, 
  bite); Full Atk +15/+10 melee (1d10+8/x3, +1 small 
  greataxe) and +8 melee (1d4+2, bite); Str 20, Con 18; 
  Fort +11, Ref +6, Will +6. 
   
  ENCOUNTER 6: GIANT STEPS… 
  Forest Troll Stalker: male troll ranger 6; CR 10; 
  medium giant; HD 5d8+25 plus 6d8+30; hp 121; Init 
  +6; Spd 30 ft., Climb 20 ft.; AC 18 (+2 Dex, +5 natural, 
  +1 def), touch 13 flat-footed 16; Base Atk +9; Grp +14; 
   
  Atk +15 melee (1d8+7/x3, Masterwork cold iron 
  longspear) or +14 melee (1d4+5, claw) or +9 melee 
  (1d4+2 plus poison, bite); 
   
  Full Atk +15/+10 melee (1d8+7/x3, Masterwork 
  cold iron longspear) or +14 melee (1d4+5, 2 claws) and 
  +9 melee (1d4+2 plus poison, bite); 
   
  SA Poison; SQ Darkvision 90 ft., fast healing 5, 
  favored enemy elves +4, favored enemy fey +2, link 
  with companion, low-light vision, scent, share spells, 
  wild empathy; 
   
  AL CE; SV Fort +15, Ref +10, Will +6; Str 20, Dex 
  14, Con 20, Int 12, Wis 14, Cha 11. 
   
  Skills and Feats: Climb +14, Craft (trapmaking) +6, 
  Handle Animal +8, Hide +14 (+16 in forest), 
  Knowledge (geography) +3, Knowledge (nature) +6, 
  Listen +10, Move Silently +6, Spot +11, Survival +11; 
  Dodge, Endurance, Improved Initiative, Improved 
  Two Weapon Fighting, Mobility, Spring Attack, Track, 
  Two-Weapon Fighting. 
   
  Languages: Giant, Common, Elven, Sylvan. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Spells Prepared (1; base DC = 12 + spell level): 1st—
  magic fang. 
   
  Possessions: Masterwork cold iron longspear, 4 
  flasks of acid, 2 tanglefoot bags, potion of cure serious 
  wounds, potion of resist energy (fire) 10, potion of haste, cloak 
  of resistance +1, ring of protection +1. 
   
  Pixiestyx (advanced wolf animal companion): CR--; 
  Medium magical beast; HD 4d8+8; hp 32; Init +3; Spd 
  50 ft.; AC 17 (+3 Dex, +4 natural), touch 13, flat-footed 
  14; Base Atk +3; Grp +5; 
   
  Atk/Full Atk +6 melee (1d6+2, bite); 
   
  SA Trip; SQ Evasion, low-light vision, scent; 
   
  AL N; SV Fort +6, Ref +7, Will +1; Str 14, Dex 16, 
  Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +3, Move Silently 
  +4, Spot +2, Survival +2 (+6); Power Attack, Track, 
  Weapon Focus (bite). 
   
  Trip (Ex): A wolf that hits with its bite attack may 
  attempt to trip the opponent (+2 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
   
  Tricks: Attack, Come, Defend, Down, Fetch, Heel, 
  Seek, Stay. 
   
  NYR6-06 The Uninvited Guests 
   
  Page 50 
  
  Forest Troll Sniper: male troll ranger 4; CR 8; 
  medium giant; HD 5d8+25 plus 4d8+20; hp 99; Init +9; 
  Spd 30 ft., Climb 20 ft.; AC 20 (+5 Dex, +5 natural), 
  touch 15, flat-footed 15; Base Atk +7; Grp +9; 
   
  Atk +14 ranged (1d8+2/x3, masterwork composite 
  longbow) or +9 melee (1d4+2, claw) or +9 melee (1d4+1 
  plus poison, bite); 
   
  Full Atk +14/+9 ranged (1d8+2/x3, masterwork 
  composite 
  longbow) 
  or 
  +12/+12/+7 
  (1d8+2/x3, 
  masterwork composite longbow) or +9 melee (1d4+2, 2 
  claws) and +4 melee (1d4+1 plus poison, bite); 
   
  SA Poison; SQ Darkvision 90 ft., fast healing 5, 
  favored enemy elves +2, low-light vision, scent, wild 
  empathy; 
   
  AL CE; SV Fort +14, Ref +12, Will +5; Str 14, Dex 
  20, Con 20, Int 12, Wis 14, Cha 11. 
   
  Skills and Feats: Climb +11, Craft (trapmaking) +5, 
  Handle Animal +7, Hide +14 (+16 in forest), 
  Knowledge 
  (dungeoneering) 
  +3, 
  Knowledge 
  (geography) +2, Knowledge (nature) +5, Listen +7, 
  Move Silently +8, Spot +8, Survival +9, Use Rope +7; 
  Endurance, Improved Initiative, Point Blank Shot, 
  Precise Shot, Rapid Shot, Track, Weapon Focus 
  (longbow). 
   
  Languages: Giant, Common, Elven. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Possessions: Masterwork composite (+2) longbow, 2 
  quivers with 20 arrows each, 5 flasks of alchemist’s fire, 
  tanglefoot bag, 2 potions of cure moderate wounds, potion of 
  magic fang, oil of flame arrow, cloak of resistance +1. 
   
  Forest Troll Shaman: female troll druid 4; CR 6; 
  medium giant; HD 5d8+25 plus 4d8+20; hp 99; Init +8; 
  Spd 30 ft., Climb 20 ft.; AC 19 (+4 Dex, +5 natural), 
  touch 14, flat-footed 15; Base Atk +6; Grp +8; 
   
  Atk +8 melee (1d6+2, club) or +10 ranged (1d6+2, 
  club) or +8 melee (1d4+4, claw) or +8 melee (1d4+1 plus 
  poison, bite); 
   
  Full Atk +8/+3 melee (1d6+2, club) and +3 melee 
  (1d4+1 plus poison, bite) or +8 melee (1d4+2, 2 claws) 
  and +3 melee (1d4+1 plus poison, bite); 
   
  SA Poison; SQ Animal companion, darkvision 90 
  ft., fast healing 5, link with companion, low-light 
  vision, nature sense, resist nature’s lure, scent, share 
  spells, trackless step, wild empathy, woodland stride; 
   
  AL CE; SV Fort +14, Ref +8, Will +9; Str 14, Dex 
  19, Con 20, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats: Climb +10, Concentration +10 
  (+14), Handle Animal +7, Hide +6 (+8 in forest), 
  Knowledge (nature) +8, Listen +5, Spellcraft +6, Spot 
  +5, Survival +10; Combat Casting, Improved Initiative, 
  Power Attack, Track. 
   
  Languages: Giant, Common, Sylvan, Elven. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Spells Prepared (5/4/3; base DC = 13 + spell level): 
  0—cure minor wounds (x2), flare, guidance, resistance; 
  1st—cure light wounds, longstrider, magic fang, shillelagh; 
  2nd—barkskin, flaming sphere, warp wood. 
   
  Possessions: Club, tanglefoot bag, wand of cure light 
  wounds, cloak of resistance +1, 2 potions of cure moderate 
  wounds, potion of resist energy (fire) 20. 
   
  Forest Troll: CR 4; medium giant; HD 5d8+25; hp 55; 
  Init +7; Spd 30 ft., Climb 20 ft.; AC 18 (+3 Dex, +5 
  natural), touch 13, flat-footed 15; Base Atk +3; Grp +6; 
   
  Atk +6 ranged (1d6+3, javelin) or +6 melee (1d4+3, 
  claw) or +6 melee (1d4+poison, bite); 
   
  Full Atk +2 melee (1d6+3, javelin) and +1 melee 
  (1d4+poison, bite) or +6 melee (1d4+3, 2 claws) and +1 
  melee (1d4+1 plus poison, bite); 
   
  SA Poison; SQ Darkvision 90 ft., fast healing 5, 
  low-light vision, scent; 
   
  AL CE; SV Fort +9, Ref +4, Will +1; Str 17, Dex 16, 
  Con 21, Int 11, Wis 11, Cha 6. 
   
  Skills and Feats: Climb +11,Hide +6 (+8 in forest), 
  Listen +5, Spot +5, Survival +5; Improved Initiative, 
  Track. 
   
  Languages: Giant. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Possessions: 4 Javelins, 2 tanglefoot bags, 5 vials of 
  alchemist’s fire. 
   
  ENCOUNTER 9: NO GOOD DEED… 
  Meryk 
  the 
  Forgotten: 
  male 
  human 
  fighter 
  7/blackguard 1; CR 8; medium humanoid (human); 
  HD 7d10+14 plus 1d10+2; hp 76; Init +0; Spd 20 ft., 
  mounted 50 ft.; AC 18 (+8 armor), touch 11, flat-footed 
  18; Base Atk +8; Grp +11; 
   
  Atk +13 melee (1d8+6/x3, +1 lance) or +13 melee 
  (2d8+12/x3, +1 lance) or+13 melee (3d8+18/x3, +1 lance); 
   
  Full Atk: +13/+8 melee (1d8+6/x3, +1 lance) 
   
  SA—Poison use; SQ—Aura of evil, detect good; 
   
  AL LE; SV Fort +10, Ref +3, Will +4; Str 17, Dex 10, 
  Con 15, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Climb +0, Handle Animal +8, Hide 
  -1, Intimidate +4, Knowledge (religion) +2, Ride +10; 
  Cleave, Improved Sunder, Mounted Combat, Power 
  Attack, Ride-by Attack, Spirited Charge, Weapon 
  Focus (lance), Weapon Specialization (lance). 
   
  Spells Prepared (1; base DC = 11 + spell level): 1st—
  corrupt weapon. 
   
  Possessions: +1 lance, dagger, great club, silver holy 
  symbol (Wee Jas), vial of Large scorpion venom, +1 half 
  plate, potion of bear’s endurance, vest of resistance +1, cloak of 
  charisma +2. 
   
  Power-Up Suite: (potion of bear’s endurance quaffed 
  prior to teleportation, 28 rounds remaining); hp 92; 
  Con 18; Fort +11. 
  NYR6-06 The Uninvited Guests 
   
  Page 51 
  
   
  Narinn Kirr: male human rogue 4/fighter 2/dervish 
  2; CR 8; medium humanoid (human); HD 4d6+4 plus 
  2d10+2 plus 2d10+2; hp 56; Init +3; Spd 35 ft.; AC 20 
  (+3 Dex, +1 def, +5 armor, +1 dervish ability), touch 15, 
  flat-footed 20; Base Atk +7; Grp +7; 
   
  Atk +10 melee (1d6+1, 18-20/x2, +1 scimitar) and 
  +9 melee (1d4, 18-20/x2, masterwork kukri) or +12 
  melee (1d6+1, 18-20/x2, +1 scimitar) or +11 melee (1d4, 
  18-20/x2, masterwork kukri); 
   
  Full Atk +11/+6 melee (1d6+2, 18-20/x2, +1 
  scimitar) and +11 melee (1d6+1, 18-20/x2, masterwork 
  scimitar) or +10/+5 melee (1d6+1, 18-20/x2, +1 scimitar) 
  and +9 melee (1d4, 18-20/x2, masterwork kukri); 
   
  SA Dervish dance 1/day, sneak attack +2d6; SQ 
  Evasion, fast movement +5 ft., movement mastery, 
  slashing blades, trap sense +1, uncanny dodge; 
   
  AL CN; SV Fort +6, Ref +11, Will +5; Str 10, Dex 
  17, Con 12, Int 14, Wis 10, Cha 13. 
   
  Skills and Feats: Bluff +6, Decipher Script +7, 
  Diplomacy +8, Disguise +6 (+8), Escape Artist +10, 
  Forgery +5, Gather Information +7, Hide +8, 
  Intimidate +8, Jump +9, Knowledge (local--Core) +4, 
  Knowledge (local—Nyrond and Her Environs) +7, 
  Knowledge (local—Splintered Suns) +4, Move Silently 
  +8, Perform (dance) +8, Search +7, Sleight of Hand +5, 
  Tumble +12, Use Magic Device +6 (+8 scrolls); Combat 
  Expertise, Mobility, Dodge, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (scimitar); 
   
  Languages: Common, Abyssal, Dwarven, Flan, 
  Infernal, Old Oeridian, Undercommon; 
   
  AC Bonus (Ex): A dervish gains this bonus when 
  wearing light or no armor and not carrying a shield. 
  This bonus applies to touch attacks or when the 
  dervish is flat-footed. The dervish loses this bonus 
  when immobilized, helpless, or when carrying more 
  than a medium load. 
   
  Dervish Dance (Ex): A dervish can become a 
  whirling dancer of death a number of times per day 
  (but only once per encounter). A dervish dance lasts 1 
  round for every two ranks of Perform (dance) that the 
  character has. At the end of this dance, the character 
  becomes fatigued for the duration of the encounter 
  (until the ninth level of dervish, at which point this 
  limitation no longer applies). While in this dervish 
  dance, the dervish can take a full attack action (for 
  melee attacks only) and still move up to full speed. 
  However, the dervish must move a minimum of five 
  feet between each attack and cannot return to a square 
  he or she just exited (though the dervish may return to 
  that square later during the full attack). The dervish is 
  subject to attacks of opportunity while dancing, but 
  may tumble normally as part of the move. A dervish 
  prevented from completing a move is also prevented 
  from finishing the full attack 
   
  A dervish may only wield slashing weapons while 
  dancing, and gains a +1 bonus on attack and damage 
  rolls while doing so. This bonus is +1 at 1st level and 
  increases by an extra +1 at every odd-numbered level 
  thereafter. While dancing, a dervish cannot use skills 
  or abilities that involve concentration or require 
  stillness, such as Move Silently, Hide, and Search. 
   
  Movement Mastery (Ex): A dervish is unaffected 
  by adverse conditions that could hinder movement. 
  When making a Jump, Perform (dance), or Tumble 
  check, the dervish may take 10 even if stress or 
  distraction would prevent him or her from doing so. 
   
  Fast Movement (Ex): At 2nd level and higher, 
  the dervish gains an enhancement to speed when 
  wearing light or no armor, and while carrying less than 
  a medium load. 
   
  Slashing Blades: A dervish treats the scimitar as a 
  light weapon (rather than a one-handed weapon) for all 
  purposes, including fighting with two weapons. 
   
  Possessions: +1 Mithril chain shirt, masterwork kukri, 
  +1 scimitar, masterwork scimitar, sap, potion of haste, ring 
  of protection +1, vest of resistance +1, 2 potions of cure 
  moderate wounds. 
   
  Physical Description: Narinn’s threat lies not in his 
  combat prowess but in his inconspicuousness. With 
  short brown hair, brown eyes, lightly-tanned skin, and 
  a compact, medium frame, he could be anyone on the 
  street, or no one, so plain looking that his lack of 
  distinction is in itself an effective disguise. 
   
  Shuna: female human wizard 11; CR 11; Medium 
  humanoid (human); HD 11d4+22; hp 55; Init +6; Spd 
  30 ft.; AC 16 (+2 Dex, +2 def, +2 armor) touch 14, flat-
  footed 14; Base Atk +5; Grp +4; 
   
  Atk/Full Atk +5 melee (1d4, +1 dagger) or +8 
  ranged (1d4+1, +1 dagger); 
   
  AL LE; SV Fort +6, Ref +6, Will +9; Str 9, Dex 14, 
  Con 14, Int 18, Wis 12, Cha 12. 
   
  Skills and Feats: Concentration +16 (+20), Decipher 
  Script +9, Knowledge (arcana) +14, Knowledge 
  (dungeoneering) +9, Knowledge (geography) +9, 
  Knowledge (local—Nyrond and Her Environs) +9, 
  Knowledge (the planes) +13, Knowledge (religion) +14, 
  Spellcraft +16, Tumble +3, Use Magic Device +2 (+6 
  scrolls); Combat Casting, Empower Spell, Improved 
  Initiative, Point Blank Shot, Precise Shot, Quicken 
  Spell, Spell Focus (evocation). 
   
  Languages: Common, Infernal, Abyssal, Draconic, 
  Undercommon. 
   
  Spells Prepared (5/6/6/6/5/3/2; base DC = 14 + spell 
  level; Evocation specialist, Enchantment and Illusion 
  prohibited): 0—acid splash (+7 ranged touch), detect 
  magic, ray of frost (+7 ranged touch), resistance, touch of 
  fatigue (+4 melee touch, DC 14); 1st—chill touch (+4 
  melee touch, DC 15), erase, expeditious retreat, magic 
  missile, ray of enfeeblement (+7 ranged touch), true strike; 
  2nd—detect thoughts, resist energy, scorching ray (x2, +7 
  ranged touch), see invisibility, spectral hand; 3rd—arcane 
  sight, dispel magic, fireball (DC 18), gentle repose, haste, 
  empowered magic missile, ray of exhaustion (+7 ranged 
  touch); 4th—enervation (+7 ranged touch), ice storm, 
  Otiluke’s resilient sphere (DC 19), Rary’s mnemonic 
  enhancer, scrying; 5th—cone of cold (DC 20), teleport, 
  NYR6-06 The Uninvited Guests 
   
  Page 52 
  
  teleport; 6th—circle of death (DC 20), Otiluke’s freezing 
  sphere (DC 21). 
   
  Possessions: +1 dagger, bracers of armor +2, ring of 
  protection +2, cloak of resistance +1, headband of intellect +2, 
  spell component pouch. 
   
  Physical 
  Description: 
  petite, 
  focused 
  and 
  unassuming aptly describes this nineteen year-old Suel 
  female. Her short-cropped, pixyish platinum blonde 
  hair and aqua-blue eyes do nothing to betray the 
  absence of any playfulness whatsoever. Though she 
  looks cute and harmless, she is in fact a volatile and 
  unrestrained spellcaster who has been corrupted and 
  manipulated by Tassita Fellhaven and the mysterious 
  mage into using tactics and magic that violate every 
  instinct that led her to being an arcanist. She is little 
  more than a machine, built to specification and 
  designed to please. 
  NYR6-06 The Uninvited Guests 
   
  Page 53 
  
  APL 12 
  ENCOUNTER 3: KITH AND KIN 
  Forestkith Goblin Berserker: male goblin barbarian 
  10; CR 10; Small humanoid (goblinoid); HD 10d12+20; 
  hp 110; Init +7; Spd 40 ft., climb 20 ft.; AC 20 (+1 size, 
  +3 Dex, +1 natural, +4 armor, +1 def), touch 15, flat-
  footed 20; Base Atk +10; Grp +9; 
   
  Atk +16 melee (1d10+7,19-20/x3, +1 small greataxe) 
  or +13 melee (1d4+4, bite); 
   
  Full Atk +16/+11 (1d10+7, 19-20/x3, +1 small 
  greataxe) and +8 melee (1d4+2, bite); 
   
  SA Discordant Frenzy; SQ Darkvision 60 ft., DR2/-
  , improved uncanny dodge, light sensitivity, rage 
  3/day, trap sense +3, tree shape, uncanny dodge; 
   
  AL CE; SV Fort +11, Ref +8, Will +6; Str 18, Dex 
  16, Con 14, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +17, Hide +7, Intimidate 
  +12, Jump +11, Move Silently +6, Survival +14; 
  Improved 
  Critical 
  (small 
  greataxe), 
  Improved 
  Initiative, Power Attack, Weapon Focus (small 
  greataxe); 
   
  Languages: Understands Goblinoid 
   
  Discordant Frenzy (Ex): When melee ensues, 
  forestkith goblins go into a frenzy, jumping about 
  chaotically and screaming loudly. Creatures with 2 HD 
  or fewer within 30 feet of at least three attacking 
  forestkith goblins become shaken for 1d4 rounds 
  unless they succeed on a DC 9 Will save. A creature 
  that resists the effect cannot be affected by it for 24 
  hours. This is a mind-affecting fear effect. The save DC 
  is Charisma-based. 
   
  Light Sensitivity (Ex): Forestkith goblins are 
  dazzled in bright sunlight or within the effect of a 
  daylight spell. 
   
  Tree Shape (Su): A forestkith goblin can change 
  form into a small tree, shrub, or limb, equivalent to the 
  tree shape spell as cast by a 12th level druid. A forestkith 
  goblin typically uses this ability at or near daybreak as a 
  form of camouflage, due to its dislike for daylight. 
    
  A goblin cannot dismiss this effect, but it ends 
  automatically at sunset or if the goblin takes damage. 
   
  Skills: Forestkith goblins have a +2 racial bonus 
  on Jump checks. A forestkith goblin also has a +8 racial 
  bonus on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or threatened. A 
  forestkith goblin gains a +4 racial bonus on Hide 
  checks and Move Silently checks in forested areas, and 
  it gains a +4 racial bonus on Craft (weaving) checks to 
  create nets. 
   
  Possessions: +1 studded leather, +1 small greataxe, 
  tanglefoot bag, thunderstone, potion of cure serious 
  wounds, potion of haste, cloak of resistance +2, ring of 
  protection +1, gauntlets of ogre power. 
   
  Power-Up Suite: (Rage); HD 10d12+40; hp 130; 
  AC 18, touch 13, flat-footed 18; Atk +18 melee 
  (1d10+10, 19-20/x3, +1 small greataxe) or +16 melee 
  (1d4+6, bite); Full Atk +18/+13 melee (1d10+10, 19-
  20/x3, +1 small greataxe) and +11 melee (1d4+3, bite); Str 
  22, Con 18; Fort +13, Ref +8, Will +8. 
   
   
   
  ENCOUNTER 6: GIANT STEPS… 
  Forest Troll Stalker: male troll ranger 8; CR 12; 
  medium giant; HD 5d8+25 plus 8d8+40; hp 143; Init 
  +6; Spd 30 ft., Climb 20 ft.; AC 18 (+2 Dex, +5 natural, 
  +1 def), touch 13, flat-footed 16; Base Atk +11; Grp +16; 
   
  Atk +17 melee (1d8+8, 19-20/x3, +1 cold iron 
  longspear) or +16 melee (1d4+5, claw) or +16 melee 
  (1d4+2 plus poison, bite); 
   
  Full Atk +17/+12/+7 melee (1d8+8, 19-20/x3, +1 
  cold iron longspear) or +16 melee (1d4+5, 2 claws) and 
  +11 melee (1d4+2 plus poison, bite); 
   
  SA Poison; SQ Darkvision 90 ft., fast healing 5, 
  favored enemy elves +4, favored enemy fey +2, low-
  light vision, scent, swift tracker, wild empathy, 
  woodland stride; 
   
  AL CE; SV Fort +16, Ref +11, Will +6; Str 20, Dex 
  14, Con 20, Int 12, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +15, Craft (trapmaking) +6, 
  Handle Animal +10, Hide +15 (+17 in forest), 
  Knowledge 
  (dungeoneering) 
  +5, 
  Knowledge 
  (geography) +4, Knowledge (nature) +8, Listen +12, 
  Move Silently +6, Spot +12, Survival +14; Dodge, 
  Endurance, Improved Critical (longspear), Improved 
  Initiative, Improved Two Weapon Fighting, Mobility, 
  Spring Attack, Track, Two-Weapon Fighting.  
   
  Languages: Giant, Common, Elven, Sylvan. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Spells Prepared (1; base DC = 12 + spell level): 1st—
  magic fang; 2nd--snare. 
   
  Possessions: +1 cold iron longspear, 4 flasks of acid, 2 
  tanglefoot bags, potion of cure serious wounds, potion of 
  resist energy (fire) 10, potion of haste, cloak of resistance +1, 
  ring of protection +1. 
   
  Forest Troll Sniper: male troll ranger 6; CR 8; 
  medium giant; HD 5d8+25 plus 6d8+30; hp 121; Init 
  +9; Spd 30 ft., Climb 20 ft.; AC 20 (+5 Dex, +5 natural), 
  touch 15, flat-footed 15; Base Atk +9; Grp +11; 
   
  Atk +16 ranged (1d8+3/x3, +1 composite longbow) or 
  +11 melee (1d4+2, claw) or +11 melee (1d4+1 plus 
  poison, bite) or +13/+13 ranged (1d8+4/x3, +1 composite 
  longbow); 
   
  Full Atk +16/+11 ranged (1d8+3/x3, +1 composite 
  longbow) or +14/+14/+9 (1d8+3/x3, +1 composite 
  longbow) or +11 melee (1d4+2, 2 claws) and +6 melee 
  (1d4+1 plus poison, bite); 
   
  SA Poison; SQ Darkvision 90 ft., fast healing 5, 
  favored enemy elves +4, favored enemy humans +2, 
  low-light vision, scent, wild empathy; 
   
  AL CE; SV Fort +15, Ref +13, Will +6; Str 14, Dex 
  20, Con 20, Int 12, Wis 14, Cha 11. 
  NYR6-06 The Uninvited Guests 
   
  Page 54 
  
   
  Skills and Feats: Climb +11, Craft (trapmaking) +6, 
  Handle Animal +9, Hide +16 (+18 in forest), 
  Knowledge 
  (dungeoneering) 
  +3, 
  Knowledge 
  (geography) +3, Knowledge (nature) +5, Listen +8, 
  Move Silently +10, Spot +11, Survival +11, Use Rope 
  +7; Endurance, Improved Initiative, Manyshot, Point 
  Blank Shot, Precise Shot, Rapid Shot, Track, Weapon 
  Focus (longbow). 
   
  Languages: Giant, Common, Elven. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Spells Prepared (1; base DC = 12 + spell level): 1st—
  longstrider. 
   
  Possessions: +1 composite (+2) longbow, 2 quivers with 
  20 arrows each, 5 flasks of alchemist’s fire, tanglefoot 
  bag, potion of cure serious wounds, potion of magic fang, oil of 
  flame arrow, cloak of resistance +1. 
   
  Charger (advanced wolf animal companion): CR--; 
  Medium magical beast; HD 4d8+8; hp 32; Init +3; Spd 
  50 ft.; AC 17 (+3 Dex, +4 natural), touch 13, flat-footed 
  14; Base Atk +3; Grp +5; 
   
  Atk/Full Atk +6 melee (1d6+2, bite); 
   
  SA Trip; SQ Evasion, low-light vision, scent; 
   
  AL N; SV Fort +6, Ref +7, Will +1; Str 14, Dex 16, 
  Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +3, Move Silently 
  +4, Spot +2, Survival +2 (+6); Power Attack, Track, 
  Weapon Focus (bite). 
   
  Trip (Ex): A wolf that hits with its bite attack may 
  attempt to trip the opponent (+2 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
   
  Tricks: Attack, Defend, Down, Fetch, Guard, Heel, 
  Seek, Stay. 
   
  Forest Troll Shaman: female troll druid 6; CR 7; 
  medium giant; HD 5d8+25 plus 6d8+30; hp 121; Init 
  +8; Spd 30 ft., Climb 20 ft.; AC 18 (+3 Dex, +5 natural), 
  touch 13, flat-footed 15; Base Atk +7; Grp +9; 
   
  Atk +9 melee (1d6+2, club) or +11 ranged (1d6+2, 
  club) or +9 melee (1d4+3, claw) or +9 melee (1d4+1 plus 
  poison, bite); 
   
  Full Atk +9/+4 melee (1d6+2, club) and +4 melee 
  (1d4+1 plus poison, bite) or +9 melee (1d4+2, 2 claws) 
  and +4 melee (1d4+1 plus poison, bite); 
   
  SA Poison; SQ Animal companion, darkvision 90 
  ft., fast healing 5, link with companion, low-light 
  vision, nature sense, resist nature’s lure, scent, share 
  spells, trackless step, wild empathy, wild shape 2/day, 
  woodland stride; 
   
  AL CE; SV Fort +15, Ref +9, Will +10; Str 14, Dex 
  19, Con 20, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats: Climb +10, Concentration +13 
  (+17), Handle Animal +9, Hide +6 (+8 in forest), 
  Knowledge (nature) +9, Listen +5, Spellcraft +7, Spot 
  +6, Survival +12; Combat Casting, Improved Initiative, 
  Power Attack, Track. 
   
  Languages: Giant, Common, Sylvan, Elven. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Spells Prepared (5/4/4/3; base DC = 13 + spell level): 
  0—cure minor wounds (x2), flare, guidance, resistance; 
  1st—cure light wounds, longstrider, magic fang, shillelagh; 
  2nd—bear’s endurance, flaming sphere, warp wood (x2); 
  3rd—snare (x2). 
   
  Possessions: Club, tanglefoot bag, wand of cure 
  moderate wounds, cloak of resistance +1. 
   
  Lockjaw 
  (advanced 
  dire 
  weasel 
  animal 
  companion): CR--; Medium magical beast; HD 5d8; 
  hp 30; Init +5; Spd 50 ft.; AC 19 (+5 Dex, +4 natural), 
  touch 15, flat-footed 14; Base Atk +3; Grp +5; 
   
  Atk/Full Atk +8 melee (1d6+2, bite); 
   
  SA Attach, blood drain; SQ Evasion, low-light 
  vision, scent; 
   
  AL N; SV Fort +4, Ref +9, Will +4; Str 15, Dex 20, 
  Con 10, Int 2, Wis 12, Cha 11. 
   
  Skills and Feats: Hide +10, Listen +3, Move Silently 
  +10, Spot +5; Alertness, Stealthy, Weapon Finesse. 
   
  Attach (Ex): A dire weasel that hits with its bite 
  attack latches onto the opponent’s body with its 
  powerful jaws, and subsequently loses its Dexterity 
  bonus to AC. An attached dire weasel can be struck 
  with a weapon or grappled itself. To remove it by 
  grappling, an opponent must achieve a pin against the 
  creature. 
   
  Blood Drain (Ex): A dire weasel drains blood for 
  1d4 points of Constitution damage each round it 
  remains attached. 
   
  Tricks: Attack, Come, Defend, Down, Fetch, Guard, 
  Seek, Stay. 
   
  Forest Troll Skirmisher: male troll ranger 3; CR 7; 
  medium giant; HD 5d8+25 plus 3d8+15; hp 88; Init +9; 
  Spd 30 ft., Climb 20 ft.; AC 17 (+5 Dex, +5 natural), 
  touch 15, flat-footed 15; Base Atk +6; Grp +8; 
   
  Atk +12 melee (1d8+2/x3, masterwork composite 
  longbow) or +8 melee (1d4+2, claw) or +8 melee (1d6+1 
  plus poison, bite); 
   
  Full Atk +12/+7 melee (1d8+2/x3, masterwork 
  composite longbow) or +8 melee (1d4+2, 2 claws) and 
  +3 melee (1d6+1 plus poison, bite); 
   
  SA Poison; SQ Darkvision 90 ft., fast healing 5, 
  favored enemy humans +2, low-light vision, scent; 
   
  AL CE; SV Fort +13, Ref +11, Will +5; Str 14, Dex 
  20, Con 20, Int 12, Wis 14, Cha 11. 
   
  Skills and Feats: Climb +13, Craft (trapmaking) +3, 
  Hide +14 (+16 in forest), Jump +4, Knowledge 
  (geography) +3, Knowledge (nature) +6, Listen +8, 
  Move Silently +7, Spot +8, Survival +9; Dodge, 
  Endurance, Improved Initiative, Improved Natural 
  Attack (bite), Track, Rapid Shot. 
  NYR6-06 The Uninvited Guests 
   
  Page 55 
  
   
  Languages: Giant, Common, Elven. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Possessions: potion of cure moderate wounds, cloak of 
  resistance +1, 4 javelins, 2 tanglefoot bags, masterwork 
  net (+7 ranged touch), 5 vials of alchemist’s fire, 
  masterwork composite (+2) longbow. 
   
  ENCOUNTER 9: NO GOOD DEED… 
  Meryk 
  the 
  Forgotten: 
  male 
  human 
  fighter 
  8/blackguard 3; CR 11; medium humanoid (human); 
  HD 8d10+16 plus 3d10+6; hp 104; Init +0; Spd 20 ft., 
  mounted (phantom steed) 240 ft.; AC 20 (+8 armor, +2 
  ring of force shield), touch 12, flat-footed 20; Base Atk 
  +11; Grp +14; 
   
  Atk +16 melee (1d8+6, 19-20/x3, +1 lance) or +16 
  melee (2d8+12, 19-20/x3, +1 lance) or+16 melee 
  (3d8+18, 19-20/x3, +1 lance); 
   
  Full Atk: +16/+11/+6 melee (1d8+6, 19-20/x3, +1 
  lance); 
   
  SA—Poison use, smite good 1/day; SQ—Aura of 
  despair, aura of evil, command undead, dark blessing, 
  detect good; 
   
  AL LE; SV Fort +15, Ref +7, Will +8; Str 17, Dex 10, 
  Con 15, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Climb +0, Handle Animal +11, 
  Hide -1, Intimidate +5, Knowledge (religion) +4, Ride 
  +13; Cleave, Improved Critical (lance), Improved 
  Sunder, Mounted Combat, Power Attack, Practiced 
  Spellcaster, Ride-by Attack, Spirited Charge, Weapon 
  Focus (lance), Weapon Specialization (lance). 
   
  Spells Prepared (1; base DC = 11 + spell level): 1st—
  divine sacrifice. 
   
  Possessions: +1 lance, dagger, great club, silver holy 
  symbol (Wee Jas), vial of Large scorpion venom, +1 half 
  plate, potion of cure moderate wounds, cloak of charisma +2, 
  vest of resistance +2, ring of force shield. 
   
  Power-Up Suite: (divine sacrifice, cast prior to 
  teleportation, expires after first attack, phantom steed 
  cast by Shuna). 
   
  Narinn Kirr: male human rogue 4/fighter 2/dervish 
  5; CR 11; medium humanoid (human); HD 4d6+4 plus 
  2d10+2 plus 5d10+5; hp 81; Init +4; Spd 40 ft.; AC 22 
  (+4 Dex, +1 def, +5 armor, +2 Dervish ability), touch 17, 
  flat-footed 22; Base Atk +10; Grp +10; 
   
  Atk +14 melee (1d6, 18-20/x2, masterwork 
  scimitar) and +14 melee (1d6, 18-20/x2, masterwork 
  scimitar) or +16 melee (1d6+1 plus 2d6 plus 1d6 [to 
  self], 18-20/x2, +1 vicious scimitar) or +16 melee (1d6, 18-
  20/x2, masterwork scimitar); 
   
  Full Atk +17/+12 melee (1d6+4 plus 2d6 plus 1d6 
  [to self], 18-20/x2, +1 vicious scimitar) and +17 melee 
  (1d6+3, 18-20/x2, masterwork scimitar); 
   
  SA Dance of death, dervish dance 3/day, sneak 
  attack +2d6; SQ Evasion, fast movement +10 ft., 
  movement mastery, slashing blades, trap sense +1, 
  uncanny dodge; 
   
  AL CN; SV Fort +8, Ref +14, Will +7; Str 10, Dex 
  18, Con 12, Int 14, Wis 10, Cha 13. 
   
  Skills and Feats: Balance +11, Bluff +6, Decipher 
  Script +7, Diplomacy +8, Disguise +6 (+8), Escape Artist 
  +14, Forgery +5, Gather Information +7, Hide +9, 
  Intimidate +8, Jump +14, Knowledge (local--Core) +4, 
  Knowledge (local—Nyrond and Her Environs) +7, 
  Knowledge (local—Splintered Suns) +4, Move Silently 
  +9, Perform (dance) +13, Search +7, Sleight of Hand +6, 
  Tumble +16, Use Magic Device +6 (+8 scrolls); Cleave, 
  Combat Expertise, Combat Reflexes, Mobility, Dodge, 
  Spring Attack, Two-Weapon Fighting, Weapon 
  Finesse, Weapon Focus (scimitar); 
   
  Languages: Common, Abyssal, Dwarven, Flan, 
  Infernal, Old Oeridian, Undercommon; 
   
  AC Bonus (Ex): A dervish gains this bonus when 
  wearing light or no armor and not carrying a shield. 
  This bonus applies to touch attacks or when the 
  dervish is flat-footed. The dervish loses this bonus 
  when immobilized, helpless, or when carrying more 
  than a medium load. 
   
  Dervish Dance (Ex): A dervish can become a 
  whirling dancer of death a number of times per day 
  (but only once per encounter). A dervish dance lasts 1 
  round for every two ranks of Perform (dance) that the 
  character has. At the end of this dance, the character 
  becomes fatigued for the duration of the encounter 
  (until the ninth level of dervish, at which point this 
  limitation no longer applies). While in this dervish 
  dance, the dervish can take a full attack action (for 
  melee attacks only) and still move up to full speed. 
  However, the dervish must move a minimum of five 
  feet between each attack and cannot return to a square 
  he or she just exited (though the dervish may return to 
  that square later during the full attack). The dervish is 
  subject to attacks of opportunity while dancing, but 
  may tumble normally as part of the move. A dervish 
  prevented from completing a move is also prevented 
  from finishing the full attack 
   
  A dervish may only wield slashing weapons while 
  dancing, and gains a +1 bonus on attack and damage 
  rolls while doing so. This bonus is +1 at 1st level and 
  increases by an extra +1 at every odd-numbered level 
  thereafter. While dancing, a dervish cannot use skills 
  or abilities that involve concentration or require 
  stillness, such as Move Silently, Hide, and Search. 
   
  Movement Mastery (Ex): A dervish is unaffected 
  by adverse conditions that could hinder movement. 
  When making a Jump, Perform (dance), or Tumble 
  check, the dervish may take 10 even if stress or 
  distraction would prevent him or her from doing so. 
   
  Fast Movement (Ex): At 2nd level and higher, 
  the dervish gains an enhancement to speed when 
  wearing light or no armor, and while carrying less than 
  a medium load. 
  NYR6-06 The Uninvited Guests 
   
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  Slashing Blades: A dervish treats the scimitar as a 
  light weapon (rather than a one-handed weapon) for all 
  purposes, including fighting with two weapons. 
   
  Dance of Death: At 4th level the dervish gains 
  the benefit of the Cleave feat while performing a 
  dervish dance, even if lacking the prerequisites. The 
  dervish does not have to move 5 feet before making the 
  extra attack granted by this ability. 
   
  Possessions: +1 Mithril chain shirt, masterwork 
  scimitar, +1 vicious scimitar, sap, ring of protection +1, vest 
  of resistance +2, potion of cure moderate wounds, gloves of 
  dexterity +2. 
   
  Physical Description: Narinn’s threat lies not in his 
  combat prowess but in his inconspicuousness. With 
  short brown hair, brown eyes, lightly-tanned skin, and 
  a compact, medium frame, he could be anyone on the 
  street, or no one, so plain looking that his lack of 
  distinction is in itself an effective disguise. 
   
  Shuna: female human wizard 13; CR 13; Medium 
  humanoid (human); HD 13d4+26; hp 65; Init +6; Spd 
  30 ft.; AC 17 (+2 Dex, +2 def, +3 armor, touch 14, flat-
  footed 15; Base Atk +6; Grp +5; 
   
  Atk +7 melee (1d4+1, +1 dagger); 
   
  Full Atk +7/+2 melee (1d4+1, +1 dagger) or +9 
  ranged (1d4+1, +1 dagger); 
   
  AL LE; SV Fort +9, Ref +9, Will +12; Str 10, Dex 14, 
  Con 14, Int 18, Wis 12, Cha 12. 
   
  Skills and Feats: Concentration +17 (+21), Decipher 
  Script +10, Knowledge (arcana) +15, Knowledge 
  (dungeoneering) +10, Knowledge (geography) +10, 
  Knowledge (local—Nyrond and Her Environs) +10, 
  Knowledge (the planes) +14, Knowledge (religion) +14, 
  Spellcraft +17, Tumble +4, Use Magic Device +3 (+7 
  scrolls); Combat Casting, Empower Spell, Improved 
  Initiative, Point Blank Shot, Precise Shot, Quicken 
  Spell, Spell Focus (evocation), Still Spell. 
   
  Languages: Common, Infernal, Abyssal, Draconic, 
  Undercommon, Suloise. 
   
  Spells Prepared (5/6/6/6/6/4/3/2; base DC = 14 + 
  spell level; Evocation specialist, Enchantment and 
  Illusion prohibited): 0—acid splash (+8 ranged touch), 
  detect magic, ray of frost (+8 ranged touch), resistance, touch 
  of fatigue (+4 melee touch, DC 14); 1st—chill touch (+4 
  melee touch, DC 15), erase, expeditious retreat, magic 
  missile, ray of enfeeblement (+8 ranged touch), true strike; 
  2nd—detect thoughts, protection from arrows, resist energy, 
  scorching ray (+8 ranged touch), see invisibility, spectral 
  hand; 3rd—arcane sight, dispel magic, phantom steed, 
  fireball (DC 18), gentle repose, haste, ray of exhaustion (+8 
  ranged touch); 4th—empowered scorching ray (+8 ranged 
  touch), enervation (+8 ranged touch), Otiluke’s resilient 
  sphere (DC 19), Rary’s mnemonic enhancer, scrying, stilled 
  dispel magic; 5th—cone of cold (DC 20), quickened shield, 
  teleport, teleport; 6th—circle of death (DC 20), Otiluke’s 
  freezing sphere (DC 21), summon monster VI; 7th—finger 
  of death, prismatic spray (DC 22). 
   
  Possessions: +1 dagger, bracers of armor +3, ring of 
  protection +2, cloak of resistance +3, headband of intellect +2, 
  brooch of shielding, spell component pouch. 
   
  Physical 
  Description: 
  petite, 
  focused 
  and 
  unassuming aptly describes this nineteen year-old Suel 
  female. Her short-cropped, pixyish platinum blonde 
  hair and aqua-blue eyes do nothing to betray the 
  absence of any playfulness whatsoever. Though she 
  looks cute and harmless, she is in fact a volatile and 
  unrestrained spellcaster who has been corrupted and 
  manipulated by Tassita Fellhaven and the mysterious 
  mage into using tactics and magic that violate every 
  instinct that led her to being an arcanist. She is little 
  more than a machine, built to specification and 
  designed to please. 
   
  NYR6-06 The Uninvited Guests 
   
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  APL 14 
  ENCOUNTER 3: KITH AND KIN 
  Forestkith Goblin Berserker: male goblin barbarian 
  12; CR 12; Small humanoid (goblinoid); HD 12d12+36; 
  hp 144; Init +7; Spd 40 ft., climb 20 ft.; AC 20 (+1 size, 
  +3 Dex, +1 natural, +4 armor, +1 def), touch 15, flat-
  footed 20; Base Atk +12; Grp +12; 
   
  Atk +18 melee (1d10+7,19-20/x3, +1 mighty cleaving 
  small greataxe) or +16 melee (1d4+4, bite); 
   
  Full Atk +18/+13/+8 (1d10+7, 19-20/x3, +1 mighty 
  cleaving small greataxe) and +11 melee (1d4+2, bite); 
   
  SA Discordant Frenzy; SQ Darkvision 60 ft., DR2/-
  , greater rage, improved uncanny dodge, light 
  sensitivity, rage 4/day, trap sense +4, tree shape, 
  uncanny dodge; 
   
  AL CE; SV Fort +13, Ref +9, Will +7; Str 18, Dex 
  16, Con 16, Int 8, Wis 13, Cha 8. 
   
  Skills and Feats: Climb +17, Hide +7, Intimidate 
  +14, Jump +13, Move Silently +6, Survival +16; Cleave, 
  Improved 
  Critical 
  (small 
  greataxe), 
  Improved 
  Initiative, Power Attack, Weapon Focus (small 
  greataxe); 
   
  Languages: Understands Goblinoid 
   
  Discordant Frenzy (Ex): When melee ensues, 
  forestkith goblins go into a frenzy, jumping about 
  chaotically and screaming loudly. Creatures with 2 HD 
  or fewer within 30 feet of at least three attacking 
  forestkith goblins become shaken for 1d4 rounds 
  unless they succeed on a DC 9 Will save. A creature 
  that resists the effect cannot be affected by it for 24 
  hours. This is a mind-affecting fear effect. The save DC 
  is Charisma-based. 
   
  Light Sensitivity (Ex): Forestkith goblins are 
  dazzled in bright sunlight or within the effect of a 
  daylight spell. 
   
  Tree Shape (Su): A forestkith goblin can change 
  form into a small tree, shrub, or limb, equivalent to the 
  tree shape spell as cast by a 12th level druid. A forestkith 
  goblin typically uses this ability at or near daybreak as a 
  form of camouflage, due to its dislike for daylight. 
    
  A goblin cannot dismiss this effect, but it ends 
  automatically at sunset or if the goblin takes damage. 
   
  Skills: Forestkith goblins have a +2 racial bonus 
  on Jump checks. A forestkith goblin also has a +8 racial 
  bonus on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or threatened. A 
  forestkith goblin gains a +4 racial bonus on Hide 
  checks and Move Silently checks in forested areas, and 
  it gains a +4 racial bonus on Craft (weaving) checks to 
  create nets. 
   
  Possessions: +1 studded leather, +1 mighty cleaving 
  small greataxe, tanglefoot bag, thunderstone, potion of 
  cure serious wounds, potion of haste, cloak of resistance +2, 
  ring of protection +1, elixir of fire breath, gauntlets of ogre 
  power, amulet of health +2. 
   
  Power-Up Suite: (Rage); HD 12d12+40; hp 168; 
  AC 18, touch 13, flat-footed 18; Atk +20 melee 
  (1d10+10, 19-20/x3, +1 mighty cleaving small greataxe) or 
  +18 melee (1d4+6, bite); Full Atk +20/+15/+10 melee 
  (1d10+10, 19-20/x3, +1 mighty cleaving small greataxe) 
  and +13 melee (1d4+3, bite); Str 22, Con 20; Fort +15, 
  Ref +9, Will +9. 
   
  ENCOUNTER 6: GIANT STEPS… 
  Forest Troll Stalker: male troll ranger 10; CR 14; 
  medium giant; HD 5d8+25 plus 10d8+60; hp 165; Init 
  +7; Spd 30 ft., Climb 20 ft.; AC 18 (+2 Dex, +5 natural, 
  +1 def), touch 13, flat-footed 16; Base Atk +13; Grp +18; 
   
  Atk +19 melee (1d8+8 plus 1d6 electrical, 19-
  20/x3, +1 cold iron shock longspear) or +18 melee (1d4+5, 
  claw) or +18 melee (1d4+2 plus poison, bite); 
   
  Full Atk +19/+14/+9 melee (1d8+8 plus 1d6 
  electrical, 19-20/x3, +1 cold iron shock longspear) or +18 
  melee (1d4+5, 2 claws) and +13 melee (1d4+2 plus 
  poison, bite); 
   
  SA Poison; SQ Darkvision 90 ft., evasion, fast 
  healing 5, favored enemy elves +6, favored enemy 
  humans +2, favored enemy fey +2, low-light vision, 
  scent, swift tracker, wild empathy, woodland stride; 
   
  AL CE; SV Fort +17, Ref +12, Will +7; Str 20, Dex 
  14, Con 20, Int 12, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +16, Craft (trapmaking) +6, 
  Handle Animal +10, Hide +17 (+19 in forest), 
  Knowledge 
  (dungeoneering) 
  +5, 
  Knowledge 
  (geography) +4, Knowledge (nature) +8, Listen +12, 
  Move Silently +7, Spot +12, Survival +17, Use Rope +9; 
  Dodge, Endurance, Improved Critical (longspear), 
  Improved Initiative, Improved Two Weapon Fighting, 
  Mobility, Power Attack, Spring Attack, Track, Two-
  Weapon Fighting.  
   
  Languages: Giant, Common, Elven, Sylvan. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Spells Prepared (1; base DC = 11 + spell level): 1st—
  magic fang, 2nd--snare. 
   
  Possessions: Nature’s Lament (+1 cold iron shock 
  longspear), 4 flasks of acid, 2 tanglefoot bags, potion of 
  cure serious wounds, potion of resist energy (fire) 10, potion of 
  haste, cloak of resistance +1, ring of protection +1. 
   
  Forest Troll Sniper: male troll ranger 8; CR 12; 
  medium giant; HD 5d8+25 plus 8d8+40; hp 143; Init 
  +9; Spd 30 ft., Climb 20 ft.; AC 21 (+5 Dex, +5 natural, 
  +1 def), touch 16, flat-footed 16; Base Atk +11; Grp +13; 
   
  Atk +18 ranged (1d8+3, 19-20/x3, +1 composite 
  longbow) or +13 melee (1d4+2, claw) or +13 melee 
  (1d4+1 plus poison, bite) or +14/+14 ranged (1d8+4, 19-
  20/x3, +1 composite longbow); 
   
  Full Atk +18/+13/+8 ranged (1d8+3, 19-20/x3, +1 
  composite longbow) or +16/+16/+11/+6 (1d8+3, 19-20/x3, 
  +1 composite longbow) or +13 melee (1d4+2, 2 claws) and 
  +8 melee (1d4+1 plus poison, bite); 
  NYR6-06 The Uninvited Guests 
   
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  SA Poison; SQ Darkvision 90 ft., fast healing 5, 
  favored enemy elves +4, favored enemy humans +2, 
  low-light vision, scent, swift tracker, wild empathy, 
  woodland stride; 
   
  AL CE; SV Fort +16, Ref +14, Will +6; Str 14, Dex 
  20, Con 20, Int 12, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +12, Craft (trapmaking) +5, 
  Handle Animal +10, Hide +18 (+21 in forest), 
  Knowledge 
  (dungeoneering) 
  +4, 
  Knowledge 
  (geography) +4, Knowledge (nature) +7, Listen +8, 
  Move Silently +11, Spot +13, Survival +13, Use Rope 
  +9; 
  Endurance, 
  Improved 
  Critical 
  (longbow), 
  Improved Initiative, Manyshot, Point Blank Shot, 
  Precise Shot, Rapid Shot, Track, Weapon Focus 
  (longbow). 
   
  Languages: Giant, Common, Elven. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Spells Prepared (1; base DC = 12 + spell level): 1st—
  longstrider; 2nd—snare. 
   
  Possessions: +1 composite (+2) longbow, 2 quivers with 
  20 arrows each, 5 flasks of alchemist’s fire, tanglefoot 
  bag, potion of cure serious wounds, potion of magic fang, oil of 
  flame arrow, potion of resist energy (fire) 10, cloak of 
  resistance +1, ring of protection +1, brooch of shielding. 
   
  Charger (advanced wolf animal companion): CR--; 
  Medium magical beast; HD 4d8+8; hp 32; Init +3; Spd 
  50 ft.; AC 17 (+3 Dex, +4 natural), touch 13, flat-footed 
  14; Base Atk +3; Grp +5; 
   
  Atk/Full Atk +6 melee (1d6+2, bite); 
   
  SA Trip; SQ Evasion, low-light vision, scent; 
   
  AL N; SV Fort +6, Ref +7, Will +1; Str 14, Dex 16, 
  Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +3, Move Silently 
  +4, Spot +2, Survival +2 (+6); Power Attack, Track, 
  Weapon Focus (bite). 
   
  Trip (Ex): A wolf that hits with its bite attack may 
  attempt to trip the opponent (+2 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
   
  Tricks: Attack, Defend, Down, Fetch, Guard, Heel, 
  Seek, Stay. 
   
  Forest Troll Shaman: female troll druid 10; CR 9; 
  medium giant; HD 5d8+25 plus 10d8+50; hp 165; Init 
  +7; Spd 30 ft., Climb 20 ft.; AC 21 (+5 Dex, +5 natural, 
  +1 def), touch 16, flat-footed 16; Base Atk +10; Grp +13; 
   
  Atk +12 melee (1d6+2, club) or +15 ranged (1d6+2, 
  club) or +12 melee (1d4+2, claw) or +12 melee (1d4+1 
  plus poison, bite); 
   
  Full Atk +14/+9 melee (1d6+2, club) and +9 melee 
  (1d4+1 plus poison, bite) or +12 melee (1d4+2, 2 claws) 
  and +7 melee (1d4+poison, bite); 
   
  SA Poison; SQ Animal companion, darkvision 90 
  ft., fast healing 5, link with companion, low-light 
  vision, nature sense, resist nature’s lure, scent, share 
  spells, trackless step, venom immunity, wild empathy, 
  wild shape 4/day, wild shape (large), woodland stride; 
   
  AL CE; SV Fort +18, Ref +11, Will +14; Str 14, Dex 
  20, Con 20, Int 12, Wis 18, Cha 10. 
   
  Skills and Feats: Climb +10, Concentration +17 
  (+21), Handle Animal +13, Hide +7 (+9 in forest), 
  Knowledge (nature) +10, Listen +10, Spellcraft +8, Spot 
  +11, Survival +11; Combat Casting, Craft Wondrous 
  Item, Improved Initiative, Natural Spell, Power Attack, 
  Track. 
   
  Languages: Giant, Common, Sylvan, Elven. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Spells Prepared (6/5/5/4/3/2; base DC = 14 + spell 
  level): 0—cure minor wounds (x2), flare, guidance, 
  resistance (x2); 1st—cure light wounds, faerie fire, 
  longstrider, magic fang, shillelagh; 2nd—barkskin, bear’s 
  endurance, flaming sphere, warp wood (x2); 3rd—cure 
  moderate wounds, poison, snare (x2); 4th—cure serious 
  wounds, dispel magic, freedom of movement; 5th—baleful 
  polymorph, stoneskin. 
   
  Possessions: Club, tanglefoot bag, wand of cure 
  moderate wounds, cloak of resistance +2, periapt of wisdom 
  +2, ring of protection +1, potion of resist energy (fire) 30. 
   
  Lockjaw 
  (advanced 
  dire 
  weasel 
  animal 
  companion): CR--; Medium magical beast; HD 7d8; 
  hp 42; Init +5; Spd 50 ft.; AC 21 (+5 Dex, +6 natural), 
  touch 15, flat-footed 16; Base Atk +5; Grp +8; 
   
  Atk/Full Atk +10 melee (1d8+3, bite);; 
   
  SA Attach, blood drain; SQ Devotion, evasion, 
  low-light vision, scent; 
   
  AL N; SV Fort +5, Ref +10, Will +4 (+8 against 
  enchantments); Str 16, Dex 21, Con 10, Int 2, Wis 12, 
  Cha 11. 
   
  Skills and Feats: Hide +11, Listen +3, Move Silently 
  +11, Spot +5; Alertness, Improved Natural Attack 
  (bite), Stealthy, Weapon Finesse. 
   
  Attach (Ex): A dire weasel that hits with its bite 
  attack latches onto the opponent’s body with its 
  powerful jaws, and subsequently loses its Dexterity 
  bonus to AC. An attached dire weasel can be struck 
  with a weapon or grappled itself. To remove it by 
  grappling, an opponent must achieve a pin against the 
  creature. 
   
  Blood Drain (Ex): A dire weasel drains blood for 
  1d4 points of Constitution damage each round it 
  remains attached. 
   
  Tricks: Attack, Charge, Come, Defend, Down, 
  Fetch, Guard, Seek, Stay. 
   
  Forest Troll Skirmisher: male troll ranger 5; CR 9; 
  medium giant; HD 5d8+25 plus 5d8+25; hp 110; Init 
  +9; Spd 30 ft., Climb 20 ft.; AC 20 (+5 Dex, +5 natural), 
  touch 15, flat-footed 15; Base Atk +8; Grp +10; 
  NYR6-06 The Uninvited Guests 
   
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  Atk +14 melee (1d8+3/x3, +1 composite longbow) or 
  +10 melee (1d4+2, claw) or +10 melee (1d6+1 plus 
  poison, bite); 
   
  Full Atk +14/+9 melee (1d8+3/x3, +1 composite 
  longbow) or +12/+12/+7 (1d8+3/x3, +1 composite 
  longbow) or +10 melee (1d4+2, 2 claws) and +5 melee 
  (1d6+1 plus poison, bite); 
   
  SA Poison; SQ Animal companion, darkvision 90 
  ft., fast healing 5, favored enemy elves +4, favored 
  enemy humans +2, low-light vision, scent, wild 
  empathy; 
   
  AL CE; SV Fort +14, Ref +12, Will +5; Str 14, Dex 
  20, Con 20, Int 12, Wis 14, Cha 11. 
   
  Skills and Feats: Climb +14, Craft (trapmaking) +3, 
  Hide +15 (+17 in forest), Jump +10, Knowledge 
  (geography) +3, Knowledge (nature) +6, Listen +8, 
  Move Silently +10, Spot +9, Survival +10; Dodge, 
  Endurance, Improved Initiative, Improved Natural 
  Attack (bite), Track, Rapid Shot. 
   
  Languages: Giant, Common, Elven. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Spells Prepared (1; base DC = 12 + spell level): 1st—
  magic fang. 
   
  Possessions: potion of cure moderate wounds, cloak of 
  resistance +1, 2 javelins, tanglefoot bag, masterwork net 
  (+9 ranged touch), +1 composite (+2) longbow. 
   
  ENCOUNTER 9: NO GOOD DEED… 
  Meryk 
  the 
  Forgotten: 
  male 
  human 
  fighter 
  8/blackguard 5; CR 13; medium humanoid (human); 
  HD 8d10+24 plus 5d10+15; hp 136; Init +0; Spd 20 ft., 
  mounted 40 ft.; AC 21 (+8 armor, +1 def, +2 ring of force 
  shield), touch 13, flat-footed 21; Base Atk +13; Grp +17; 
   
  Atk +19 melee (1d8+7, 19-20/x3, +1 lance) or +19 
  melee (2d8+14, 19-20/x3, +1 lance) or+19 melee 
  (3d8+21, 19-20/x3, +1 lance); 
   
  Full Atk: +19/+14/+9 melee (1d8+7, 19-20/x3, +1 
  lance); 
   
  SA—Poison use, smite good 4/day, sneak attack 
  +1d6; SQ—Aura of despair, aura of evil, command 
  undead, dark blessing, detect good, fiendish servant 
  (lesser nightmare); 
   
  AL LE; SV Fort +18, Ref +8, Will +9; Str 18, Dex 10, 
  Con 17, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Climb +0, Handle Animal +13, 
  Hide -1, Intimidate +5, Knowledge (religion) +4, Ride 
  +15; Cleave, Extra Smiting, Improved Critical (lance), 
  Improved Sunder, Mounted Combat, Power Attack, 
  Practiced Spellcaster, Ride-by Attack, Spirited Charge, 
  Weapon Focus (lance), Weapon Specialization (lance). 
   
  Spells Prepared (1; base DC = 11 + spell level): 1st—
  divine sacrifice; 2nd—death knell. 
   
  Possessions: +1 lance, silver dagger, great club, silver 
  holy symbol (Wee Jas), +1 half plate, 2 potions of cure 
  serious wounds, ring of protection +1, cloak of charisma +2, 
  vest of resistance +3, ring of force shield, amulet of health +2, 
  pearl of power (1st), vial of purple worm poison. 
   
  Power-Up Suite: (divine sacrifice, cast prior to 
  teleportation, expires after first attack.) 
   
  Lesser Nightmare (fiendish servant): CR--; Large 
  outsider (Evil, Extraplanar); HD 6d8+18; hp 54; Init +6; 
  Spd 40 ft.; AC 24 (-1 size, +2 Dex, +13 natural), touch 
  11, flat-footed 22; Base Atk +6; Grp +14; 
   
  Atk +9 melee (1d8+4 plus 1d4 fire, hoof); 
   
  Full Atk +9 melee (1d8+4 plus 1d4 fire, 2 hooves); 
  and +4 melee (1d8+2, bite); 
   
  Space/Reach 10 ft./5 ft.; SA Flaming hooves, 
  smoke; SQ Darkvision 60; 
   
  AL NE; SV Fort +9, Ref +6, Will +3; Str 18, Dex 15, 
  Con 16, Int 10, Wis 13, Cha 12. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (the planes) +10, Listen +12, Move Silently +11, Search 
  +10, Sense Motive +10, Spot +12, Survival +10 (+12 on 
  prime material); Alertness, Improved Initiative, Run. 
   
  Flaming Hooves (Su): A blow from a lesser 
  nightmare’s hooves sets combustible materials alight. 
   
  Smoke (Su): During the excitement of battle, a 
  lesser nightmare snorts and neighs with rage. This 
  snorting fills a 15-foot cone with a hot, sulfurous 
  smoke that chokes and blinds opponents. Anyone in 
  the cone must succeed on a DC 16 Fortitude save or 
  take a –2 penalty on all attack and damage rolls until 
  1d6 minutes after leaving the cone. The cone lasts 1 
  round, and a nightmare uses it once as a free action 
  during its turn each round. The save DC is 
  Constitution-based. 
   
  Because of the smoke it gives off, a nightmare has 
  concealment against creatures 5 feet away and total 
  concealment against creatures 10 feet or farther away. 
  The smoke does not obscure the nightmare’s vision at 
  all. 
   
  Skills: A lesser nightmare always knows where 
  true north lies in relation to itself. 
   
  Narinn Kirr: male human rogue 4/fighter 2/dervish 
  7; CR 13; medium humanoid (human); HD 4d6+4 plus 
  2d10+2 plus 7d10+7; hp 98; Init +6; Spd 40 ft.; AC 23 
  (+4 Dex, +2 def, +5 armor, +2 dervish ability), touch 18, 
  flat-footed 23; Base Atk +12; Grp +12; 
   
  Atk +16 melee (1d6+1 plus 2d6 plus 1d6 [to self], 
  18-20/x2, +1 vicious scimitar) and +16 melee (1d6+1, 18-
  20/x2, +1 scimitar) or +18 melee (1d6+1 plus 2d6 plus 
  1d6 [to self], 18-20/x2, +1 vicious scimitar) or +18 melee 
  (1d6+1, 18-20/x2, +1 scimitar); 
   
  Full Atk +20/+15/+10 melee (1d6+5 plus 2d6 plus 
  1d6 [to self], 18-20/x2, +1 vicious scimitar) and +20 melee 
  (1d6+5, 18-20/x2, +1 scimitar); 
   
  SA Dance of death, dervish dance 4/day, elaborate 
  parry, sneak attack +2d6; SQ Evasion, fast movement 
  +10 ft., improved reaction, movement mastery, 
  slashing blades, trap sense +1, uncanny dodge; 
   
  AL CN; SV Fort +10, Ref +16, Will +9; Str 10, Dex 
  18, Con 12, Int 15, Wis 10, Cha 13. 
  NYR6-06 The Uninvited Guests 
   
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  Skills and Feats: Balance +13, Bluff +6, Decipher 
  Script +7, Diplomacy +8, Disguise +6 (+8), Escape Artist 
  +20, Forgery +5, Gather Information +7, Hide +9, 
  Intimidate +8, Jump +16, Knowledge (local--Core) +4, 
  Knowledge (local—Nyrond and Her Environs) +7, 
  Knowledge (local—Splintered Suns) +4, Move Silently 
  +9, Perform (dance) +15, Search +7, Sleight of Hand +6, 
  Tumble +18, Use Magic Device +6 (+8 scrolls); Cleave, 
  Combat Expertise, Combat Reflexes, Defensive Strike, 
  Mobility, 
  Dodge, 
  Spring 
  Attack, 
  Two-Weapon 
  Fighting, Weapon Finesse, Weapon Focus (scimitar); 
   
  Languages: Common, Abyssal, Dwarven, Flan, 
  Infernal, Old Oeridian, Undercommon; 
   
  AC Bonus (Ex): A dervish gains this bonus when 
  wearing light or no armor and not carrying a shield. 
  This bonus applies to touch attacks or when the 
  dervish is flat-footed. The dervish loses this bonus 
  when immobilized, helpless, or when carrying more 
  than a medium load. 
   
  Dervish Dance (Ex): A dervish can become a 
  whirling dancer of death a number of times per day 
  (but only once per encounter). A dervish dance lasts 1 
  round for every two ranks of Perform (dance) that the 
  character has. At the end of this dance, the character 
  becomes fatigued for the duration of the encounter 
  (until the ninth level of dervish, at which point this 
  limitation no longer applies). While in this dervish 
  dance, the dervish can take a full attack action (for 
  melee attacks only) and still move up to full speed. 
  However, the dervish must move a minimum of five 
  feet between each attack and cannot return to a square 
  he or she just exited (though the dervish may return to 
  that square later during the full attack). The dervish is 
  subject to attacks of opportunity while dancing, but 
  may tumble normally as part of the move. A dervish 
  prevented from completing a move is also prevented 
  from finishing the full attack 
   
  A dervish may only wield slashing weapons while 
  dancing, and gains a +1 bonus on attack and damage 
  rolls while doing so. This bonus is +1 at 1st level and 
  increases by an extra +1 at every odd-numbered level 
  thereafter. While dancing, a dervish cannot use skills 
  or abilities that involve concentration or require 
  stillness, such as Move Silently, Hide, and Search. 
   
  Movement Mastery (Ex): A dervish is unaffected 
  by adverse conditions that could hinder movement. 
  When making a Jump, Perform (dance), or Tumble 
  check, the dervish may take 10 even if stress or 
  distraction would prevent him or her from doing so. 
   
  Fast Movement (Ex): At 2nd level and higher, 
  the dervish gains an enhancement to speed when 
  wearing light or no armor, and while carrying less than 
  a medium load. 
   
  Slashing Blades: A dervish treats the scimitar as a 
  light weapon (rather than a one-handed weapon) for all 
  purposes, including fighting with two weapons. 
   
  Dance of Death: At 4th level the dervish gains 
  the benefit of the Cleave feat while performing a 
  dervish dance, even if lacking the prerequisites. The 
  dervish does not have to move 5 feet before making the 
  extra attack granted by this ability. 
   
  Improved Reaction (Ex): At 6th level the 
  dervish gains a +2 bonus to initiative. 
   
  Elaborate Parry (Ex): When choosing fighting 
  defensively or go on total defense, the dervish gains a 
  +4 bonus to AC which stacks with both the regular 
  bonuses for these actions, and the extra bonuses gained 
  for having five or more ranks in Tumble. 
   
  Possessions: +1 Mithril chain shirt, +1 vicious scimitar, 
  +1 scimitar, sap, ring of protection +2, vest of resistance +3, 
  potion of cure serious wounds, gloves of dexterity +2. 
   
  Physical Description: Narinn’s threat lies not in his 
  combat prowess but in his inconspicuousness. With 
  short brown hair, brown eyes, lightly-tanned skin, and 
  a compact, medium frame, he could be anyone on the 
  street, or no one, so plain looking that his lack of 
  distinction is in itself an effective disguise. 
   
  Shuna: female human wizard 13; CR 13; Medium 
  humanoid (human); HD 13d4+26; hp 65; Init +6; Spd 
  30 ft.; AC 17 (+2 Dex, +2 def, +3 armor, touch 14, flat-
  footed 15; Base Atk +6; Grp +5; 
   
  Atk +7 melee (1d4+1, +1 dagger); 
   
  Full Atk +7/+2 melee (1d4+1, +1 dagger) or +9 
  ranged (1d4+1, +1 dagger); 
   
  AL LE; SV Fort +9, Ref +9, Will +12; Str 10, Dex 14, 
  Con 14, Int 18, Wis 12, Cha 12. 
   
  Skills and Feats: Concentration +17 (+21), Decipher 
  Script +10, Knowledge (arcana) +15, Knowledge 
  (dungeoneering) +10, Knowledge (geography) +10, 
  Knowledge (local—Nyrond and Her Environs) +10, 
  Knowledge (the planes) +14, Knowledge (religion) +14, 
  Spellcraft +17, Tumble +4, Use Magic Device +3 (+7 
  scrolls); Combat Casting, Empower Spell, Improved 
  Initiative, Point Blank Shot, Precise Shot, Quicken 
  Spell, Spell Focus (evocation), Still Spell. 
   
  Languages: Common, Infernal, Abyssal, Draconic, 
  Undercommon, Suloise. 
   
  Spells Prepared (5/6/6/6/6/4/3/2; base DC = 14 + 
  spell level; Evocation specialist, Enchantment and 
  Illusion prohibited): 0—acid splash (+8 ranged touch), 
  detect magic, ray of frost (+8 ranged touch), resistance, touch 
  of fatigue (+4 melee touch, DC 14); 1st—chill touch (+4 
  melee touch, DC 15), erase, expeditious retreat, magic 
  missile, ray of enfeeblement (+8 ranged touch), true strike; 
  2nd—detect thoughts, protection from arrows, resist energy, 
  scorching ray (+8 ranged touch), see invisibility, spectral 
  hand; 3rd—arcane sight, dispel magic, empowered magic 
  missile, fireball (DC 18), gentle repose, haste, ray of 
  exhaustion (+8 ranged touch); 4th—empowered scorching 
  ray (+8 ranged touch), enervation (+8 ranged touch), 
  Otiluke’s resilient sphere (DC 19), Rary’s mnemonic 
  enhancer, scrying, stilled dispel magic; 5th—cone of cold (DC 
  20), quickened shield, teleport, teleport; 6th—circle of death 
  (DC 20), mass bear’s endurance, Otiluke’s freezing sphere 
  (DC 21); 7th—finger of death, prismatic spray (DC 22). 
   
  Possessions: +1 dagger, bracers of armor +3, ring of 
  protection +2, cloak of resistance +3, headband of intellect +2, 
  brooch of shielding, spell component pouch. 
  NYR6-06 The Uninvited Guests 
   
  Page 61 
  
   
  Physical 
  Description: 
  petite, 
  focused 
  and 
  unassuming aptly describes this nineteen year-old Suel 
  female. Her short-cropped, pixyish platinum blonde 
  hair and aqua-blue eyes do nothing to betray the 
  absence of any playfulness whatsoever. Though she 
  looks cute and harmless, she is in fact a volatile and 
  unrestrained spellcaster who has been corrupted and 
  manipulated by Tassita Fellhaven and the mysterious 
  mage into using tactics and magic that violate every 
  instinct that led her to being an arcanist. She is little 
  more than a machine, built to specification and 
  designed to please. 
   
  Tassita Fellhaven: female human cleric 13 (Wee Jas); 
  CR 13; Medium humanoid (human); HD 13d8+13; hp 
  91; Init +1; Spd 30 ft.; AC 15 (+1 Dex, +2 def, +2 armor), 
  touch 13, flat-footed 14; Base Atk +9; Grp +9; 
   
  Atk +10 melee (1d4-1, masterwork silver dagger); 
   
  Full Atk +10/+5 melee (1d4-1, masterwork silver 
  dagger); 
   
  SA Death touch, rebuke undead 9/day (at +2 due 
  to Knowledge [religion]), spontaneously cast inflict 
  spells; SQ--; 
   
  AL LE; SV Fort +12, Ref +8, Will +16; Str 10, Dex 
  12, Con 12, Int 13, Wis 20, Cha 14. 
   
  Skills and Feats: Concentration +12, Heal +11, 
  Knowledge (arcana) +7, Knowledge (history) +7, 
  Knowledge (the planes) +7, Knowledge (religion) +13, 
  Spellcraft +11; Extra Turning, Greater Spell Focus 
  (necromancy), Improved Initiative, Scribe Scroll, 
  Silent Spell, Spell Focus (necromancy); 
   
  Languages: Common, Suloise. 
   
  Death Touch (Su): By virtue of her Death domain 
  and the power of Wee Jas, Tassita may once per day 
  attempt a melee touch attack against a living creature. 
  If her touch is successful, she rolls 1d6 per cleric level 
  she possesses. If the total rolled at least equals the 
  creature’s current hit points, it dies (no save). 
   
  Cleric 
  Spells 
  Prepared 
  (6/7+1/6+1/5+1/5+1/4+1/2+1/1+1; base DC = 15 + spell 
  level; Necromancy spells = 17 + spell level): 0—cure 
  minor wounds (2), guidance, detect magic, detect poison, read 
  magic; 1st—cause fear*, comprehend languages, cure light 
  wounds (2), deathwatch, detect undead, entropic shield, 
  sanctuary; 2nd—cure moderate wounds, darkness, death 
  knell*, death knell, hold person, remove paralysis, status; 
  3rd—animate dead, cure serious wounds, dispel magic*, 
  dispel magic, invisibility purge, speak with dead; 4th—cure 
  critical wounds, death ward*, freedom of movement, sending, 
  silent prayer, spell immunity (grease, magic missile, spiritual 
  weapon); 5th—flame strike, greater command, slay living 
  (2), spell resistance (SR 25)*; 6th—antimagic field*, mass 
  cure moderate wounds, word of recall; 7th—destruction*, 
  repulsion. 
   
  *Domain spell. Deity: Wee Jas; Domains: Death 
  (death touch once per day); Magic (use scrolls, wands, 
  and other devices with spell completion or spell trigger 
  activation as a wizard of one-half your cleric level). 
   
  Possessions: Masterwork silver dagger, 2 daggers, 4 
  sunrods, spell component pouch, platinum holy 
  symbol (Wee Jas), headband of intellect +2, cloak of 
  resistance +3, ring of protection +2, periapt of wisdom +2, ring 
  of mind shielding, +1 studded leather armor. 
   
  Physical Description: wanted in Keoland for 
  unauthorized resurrections and other undisclosed 
  necromantic activity, Tassita gives new meaning to the 
  Stern Lady’s namesake, having fiercely embraced the 
  Death and Magic domains with equal aplomb. She is 
  particularly proud of her newly acquired scroll scribing 
  ability. She stands at 5’6” and weighs 104 pounds; her 
  long blonde hair has been dyed silvery-white and 
  accentuated with small sprigs of nightshade at the 
  temples; she typically wears her hair wet, lending a 
  malicious air to her presence. She wears a tattered 
  black velvet cloak over her studded leather armor, and 
  complements the ensemble with an array of onyx 
  jewelry that doubles as spell components. She is 
  currently the key advisor to the mysterious mage of the 
  Gamboge, the tutor of Shuna, and the sponsor of 
  Meryk. As he is petitioning to be her champion, she 
  takes advantage of every opportunity to goad him, 
  especially during moments of tension. Tassita’s one 
  great phobia has become a liability for her: she hates 
  being touched by others and tailors her spell selection 
  accordingly. Rumor has it that in Gradsul one evening, 
  an inebriated minor noble recognized her in a crowded 
  tavern and made her an indecent proposal, placing his 
  hand on her inappropriately and slurring her surname 
  with an affected accent to the extent of “Hey pretty 
  lady, did you Fall from Hay-ven?” She Death-Touched 
  him and fled town. 
   
  NYR6-06 The Uninvited Guests 
   
  Page 62 
  
  APL 16 
  ENCOUNTER 3: KITH AND KIN 
  Forestkith Goblin Berserker: male goblin barbarian 
  14; CR 14; Small humanoid (goblinoid); HD 14d12+42; 
  hp 168; Init +7; Spd 40 ft., climb 20 ft.; AC 22 (+1 size, 
  +3 Dex, +1 natural, +2 def, +5 armor), touch 16, flat-
  footed 22; Base Atk +14; Grp +14; 
   
  Atk +20 melee (1d10+7,19-20/x3, +1 mighty cleaving 
  small greataxe) or +18 melee (1d4+4, bite); 
   
  Full Atk +20/+15/+10 (1d10+7, 19-20/x3, +1 mighty 
  cleaving small greataxe) and +13 melee (1d4+2, bite); 
   
  SA Discordant Frenzy; SQ Darkvision 60 ft., DR3/-
  , greater rage, improved uncanny dodge, indomitable 
  will, light sensitivity, rage 4/day, trap sense +4, tree 
  shape, uncanny dodge; 
   
  AL CE; SV Fort +15, Ref +10, Will +8 (+12 versus 
  enchantment spells); Str 18, Dex 16, Con 16, Int 8, Wis 
  13, Cha 9. 
   
  Skills and Feats: Climb +17, Hide +7, Intimidate 
  +16, Jump +14, Move Silently +7, Survival +17; Cleave, 
  Improved 
  Critical 
  (small 
  greataxe), 
  Improved 
  Initiative, Power Attack, Weapon Focus (small 
  greataxe). 
   
  Languages: Understands Goblinoid. 
   
  Discordant Frenzy (Ex): When melee ensues, 
  forestkith goblins go into a frenzy, jumping about 
  chaotically and screaming loudly. Creatures with 2 HD 
  or fewer within 30 feet of at least three attacking 
  forestkith goblins become shaken for 1d4 rounds 
  unless they succeed on a DC 9 Will save. A creature 
  that resists the effect cannot be affected by it for 24 
  hours. This is a mind-affecting fear effect. The save DC 
  is Charisma-based. 
   
  Light Sensitivity (Ex): Forestkith goblins are 
  dazzled in bright sunlight or within the effect of a 
  daylight spell. 
   
  Tree Shape (Su): A forestkith goblin can change 
  form into a small tree, shrub, or limb, equivalent to the 
  tree shape spell as cast by a 12th level druid. A forestkith 
  goblin typically uses this ability at or near daybreak as a 
  form of camouflage, due to its dislike for daylight. 
    
  A goblin cannot dismiss this effect, but it ends 
  automatically at sunset or if the goblin takes damage. 
   
  Skills: Forestkith goblins have a +2 racial bonus 
  on Jump checks. A forestkith goblin also has a +8 racial 
  bonus on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or threatened. A 
  forestkith goblin gains a +4 racial bonus on Hide 
  checks and Move Silently checks in forested areas, and 
  it gains a +4 racial bonus on Craft (weaving) checks to 
  create nets. 
   
  Possessions: +2 studded leather of light fortification, +1 
  mighty 
  cleaving 
  small 
  greataxe, 
  tanglefoot 
  bag, 
  thunderstone, potion of cure serious wounds, potion of haste, 
  cloak of resistance +3, ring of protection +2, gauntlets of ogre 
  power, amulet of health +2. 
   
  Power-Up Suite: (Rage); HD 14d12+70; hp 196; 
  AC 20, touch 14, flat-footed 20; Atk +22 melee 
  (1d10+10, 19-20/x3, +1 mighty cleaving small greataxe) or 
  +20 melee (1d4+6, bite); Full Atk +22/+17/+12 melee 
  (1d10+10, 19-20/x3, +1 mighty cleaving small greataxe) 
  and +15 melee (1d4+3, bite); Str 22, Con 20; Fort +17, 
  Ref +10, Will +10 (+14 versus enchantment spells). 
   
  ENCOUNTER 6: GIANT STEPS… 
  Forest Troll Stalker: male troll ranger 12; CR 16; 
  medium giant; HD 5d8+25 plus 12d8+70; hp 187; Init 
  +6; Spd 30 ft., Climb 20 ft.; AC 19 (+3 Dex, +5 natural, 
  +1 def), touch 14, flat-footed 16; Base Atk +15; Grp +20; 
   
  Atk +21 melee (1d8+8 plus 1d6 electrical, 19-
  20/x3, +1 cold iron shock longspear) or +20 melee (1d4+5, 
  claw) or +20 melee (1d4+2 plus poison, bite); 
   
  Full Atk +21/+16/+11 melee (1d8+8 plus 1d6 
  electrical, 19-20/x3, +1 cold iron shock longspear) or +20 
  melee (1d4+5, 2 claws) and +15 melee (1d4+2 plus 
  poison, bite); 
   
  SA Poison; SQ Darkvision 90 ft., evasion, fast 
  healing 5, favored enemy elves +6, favored enemy 
  humans +2, favored enemy fey +2, low-light vision, 
  scent, swift tracker, wild empathy, woodland stride; 
   
  AL CE; SV Fort +19, Ref +15, Will +10; Str 20, Dex 
  17, Con 20, Int 12, Wis 16, Cha 12. 
   
  Skills and Feats: Climb +18, Craft (trapmaking) +6, 
  Handle Animal +10, Hide +20 (+22 in forest), 
  Knowledge 
  (dungeoneering) 
  +6, 
  Knowledge 
  (geography) +5, Knowledge (nature) +9, Listen +15, 
  Move Silently +10, Spot +14, Survival +20, Use Rope 
  +10; Dodge, Endurance, Improved Critical (longspear), 
  Improved Initiative, Improved Two Weapon Fighting, 
  Mobility, Power Attack, Spring Attack, Track, Two-
  Weapon Fighting.  
   
  Languages: Giant, Common, Elven, Sylvan. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Spells Prepared (1; base DC = 11 + spell level): 1st—
  magic fang, 2nd—snare; 3rd—tree shape. 
   
  Possessions: Nature’s Lament (+1 cold iron shock 
  longspear), 4 flasks of acid, 2 tanglefoot bags, potion of 
  cure serious wounds, potion of resist energy (fire) 20, potion of 
  haste, cloak of resistance +2, ring of protection +1, periapt of 
  wisdom +2, gloves of dexterity +2. 
   
  Miss 
  Vicious 
  (advanced 
  wolverine 
  animal 
  companion): CR--; Medium magical beast; HD 
  5d8+20; hp 53; Init +3; Spd 30 ft.; AC 17 (+3 Dex, +4 
  natural), touch 13, flat-footed 14; Base Atk +3; Grp +5; 
   
  Atk +5 melee (1d4+2, claw); 
   
  Full Attack +5 melee (1d4+2, 2 claws) and +0 
  melee (1d6+1, bite); 
   
  SA Rage; SQ Evasion, low-light vision, scent; 
   
  AL N; SV Fort +7, Ref +6, Will +2; Str 15, Dex 16, 
  Con 19, Int 2, Wis 12, Cha 10. 
  NYR6-06 The Uninvited Guests 
   
  Page 63 
  
   
  Skills and Feats: Climb +10, Hide +5, Listen +6, Spot 
  +6; Alertness, Toughness, Track. 
   
  Rage (Ex): A wolverine that takes damage in 
  combat flies into a berserk rage on its next turn, 
  clawing and biting madly until either it or its opponent 
  is dead. It gains +4 to Strength, +4 to Constitution, and 
  -2 to Armor Class. The creature cannot end its rage 
  voluntarily. 
   
  Tricks: Attack, Come, Defend, Down, Fetch, Guard, 
  Heel, Seek, Stay. 
   
  Forest Troll Sniper: male troll ranger 10; CR 14; 
  medium giant; HD 5d8+25 plus 10d8+60; hp 165; Init 
  +9; Spd 30 ft., Climb 20 ft.; AC 22 (+5 Dex, +5 natural, 
  +2 def), touch 17, flat-footed 17; Base Atk +13; Grp +15; 
   
  Atk +20 ranged (1d8+3, 19-20/x3, +1 composite 
  longbow) or +15 melee (1d4+2, claw) or +15 melee 
  (1d4+1 plus poison, bite) or +16/+16 ranged (1d8+4, 19-
  20/x3, +1 composite longbow); 
   
  Full Atk +20/+15/+10 ranged (1d8+3, 19-20/x3, +1 
  composite longbow) or +18/+18/+13/+8 (1d8+3, 19-20/x3, 
  +1 composite longbow) or +15 melee (1d4+2, 2 claws) and 
  +10 melee (1d4+1 plus poison, bite); 
   
  SA Poison; SQ Darkvision 90 ft., evasion, fast 
  healing 5, favored enemy elves +4, favored enemy 
  humans +4, favored enemy dragons +2, low-light 
  vision, scent, swift tracker, wild empathy, woodland 
  stride; 
   
  AL CE; SV Fort +17, Ref +15, Will +7; Str 14, Dex 
  20, Con 20, Int 12, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +13, Craft (trapmaking) +5, 
  Handle Animal +10, Hide +20 (+22 in forest), 
  Knowledge 
  (dungeoneering) 
  +5, 
  Knowledge 
  (geography) +5, Knowledge (nature) +8, Listen +10, 
  Move Silently +13, Spot +15, Survival +17, Use Rope 
  +9; Diehard, Endurance, Improved Critical (longbow), 
  Improved Initiative, Manyshot, Point Blank Shot, 
  Precise Shot, Rapid Shot, Track, Weapon Focus 
  (longbow). 
   
  Languages: Giant, Common, Elven. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Spells Prepared (1; base DC = 12 + spell level): 1st—
  longstrider; 2nd—snare. 
   
  Possessions: +1 composite (+2) longbow, 2 quivers with 
  20 arrows each, 5 flasks of alchemist’s fire, tanglefoot 
  bag, potion of cure serious wounds, potion of magic fang, oil of 
  flame arrow, potion of resist energy (fire) 20, cloak of 
  resistance +1, ring of protection +2, brooch of shielding. 
   
  Charger (advanced wolf animal companion): CR--; 
  Medium magical beast; HD 4d8+8; hp 32; Init +3; Spd 
  50 ft.; AC 17 (+3 Dex, +4 natural), touch 13, flat-footed 
  14; Base Atk +3; Grp +5; 
   
  Atk/Full Atk +6 melee (1d6+2, bite); 
   
  SA Trip; SQ Evasion, low-light vision, scent; 
   
  AL N; SV Fort +6, Ref +7, Will +1; Str 14, Dex 16, 
  Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +3, Move Silently 
  +4, Spot +2, Survival +2 (+6); Power Attack, Track, 
  Weapon Focus (bite). 
   
  Trip (Ex): A wolf that hits with its bite attack may 
  attempt to trip the opponent (+2 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
   
  Tricks: Attack, Defend, Down, Fetch, Guard, Heel, 
  Seek, Stay. 
   
  Forest Troll Shaman: female troll druid 12; CR 10; 
  medium giant; HD 5d8+25 plus 12d8+50; hp 187; Init 
  +9; Spd 30 ft., Climb 20 ft.; AC 21 (+5 Dex, +5 natural, 
  +1 def), touch 16, flat-footed 16; Base Atk +12; Grp +14; 
   
  Atk +14 melee (1d6+2, club) or +17 ranged (1d6+2, 
  club) or +14 melee (1d4+2, claw) or +14 melee (1d4+1 
  plus poison, bite); 
   
  Full Atk +14/+9 melee (1d6+2, club) and +9 melee 
  (1d4+1 plus poison, bite) or +14 melee (1d4+2, 2 claws) 
  and +9 melee (1d4+poison, bite); 
   
  SA Poison; SQ Animal companion, darkvision 90 
  ft., fast healing 5, link with companion, low-light 
  vision, nature sense, resist nature’s lure, scent, share 
  spells, trackless step, venom immunity, wild empathy, 
  wild shape 4/day, wild shape (large), wild shape (plant), 
  wild shape (tiny), woodland stride; 
   
  AL CE; SV Fort +19, Ref +12, Will +15; Str 14, Dex 
  20, Con 20, Int 12, Wis 18, Cha 11. 
   
  Skills and Feats: Climb +10, Concentration +17 
  (+21), Handle Animal +13, Hide +7 (+9 in forest), 
  Knowledge (nature) +13, Listen +13, Spellcraft +11, 
  Spot +11, Survival +12; Combat Casting, Craft 
  Wondrous Item, Improved Initiative, Natural Spell, 
  Power Attack, Track. 
   
  Languages: Giant, Common, Sylvan, Elven. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Spells Prepared (6/6/5/5/4/3/2; base DC = 14 + spell 
  level): 0—cure minor wounds (x2), flare, guidance, 
  resistance (x2); 1st—cure light wounds, faerie fire, 
  longstrider, magic fang, pass without trace, shillelagh; 2nd—
  barkskin, flaming sphere, warp wood (x3); 3rd—call 
  lightning, poison, snare (x3); 4th—dispel magic, freedom of 
  movement, ice storm, rusting grasp; 5th—baleful polymorph, 
  commune with nature, stoneskin; 6th—mass bear’s 
  endurance, transport via plants. 
   
  Possessions: Club, tanglefoot bag, wand of cure serious 
  wounds, cloak of resistance +3, periapt of wisdom +2, ring of 
  protection +1, potion of resist energy (fire) 20. 
   
  Lockjaw 
  (advanced 
  dire 
  weasel 
  animal 
  companion): CR--; Medium magical beast; HD 9d8; 
  hp 54; Init +5; Spd 50 ft.; AC 24 (+6 Dex, +8 natural), 
  touch 16, flat-footed 18; Base Atk +6; Grp +9; 
   
  Atk +12 melee (1d8+3, bite); 
  NYR6-06 The Uninvited Guests 
   
  Page 64 
  
   
  Full Atk +12/+7 melee (1d8+3, bite); 
   
  SA Attach, blood drain, multiattack; SQ Devotion, 
  evasion, low-light vision, scent; 
   
  AL N; SV Fort +6, Ref +12, Will +4 (+8 against 
  enchantments); Str 17, Dex 22, Con 10, Int 2, Wis 12, 
  Cha 11. 
   
  Skills and Feats: Hide +13, Listen +3, Move Silently 
  +13, Spot +5; Alertness, Improved Natural Attack 
  (bite), Power Attack, Stealthy, Weapon Finesse. 
   
  Attach (Ex): A dire weasel that hits with its bite 
  attack latches onto the opponent’s body with its 
  powerful jaws, and subsequently loses its Dexterity 
  bonus to AC. An attached dire weasel can be struck 
  with a weapon or grappled itself. To remove it by 
  grappling, an opponent must achieve a pin against the 
  creature. 
   
  Blood Drain (Ex): A dire weasel drains blood for 
  1d4 points of Constitution damage each round it 
  remains attached. 
   
  Tricks: Attack, Charge, Come, Defend, Down, 
  Fetch, Guard, Heel, Seek, Stay. 
   
  Forest Troll Skirmisher: male troll ranger 6; CR 9; 
  medium giant; HD 5d8+25 plus 6d8+30; hp 121; Init 
  +9; Spd 30 ft., Climb 20 ft.; AC 20 (+5 Dex, +5 natural), 
  touch 15, flat-footed 15; Base Atk +9; Grp +11; 
   
  Atk +15 melee (1d8+3/x3, +1 composite longbow) or 
  +11 melee (1d4+2, claw) or +11 melee (1d6+1 plus 
  poison, bite), or +11/+11 ranged (1d8+4/x3, +1 composite 
  longbow); 
   
  Full Atk +15/+10 melee (1d8+3/x3, +1 composite 
  longbow) or +13/+13/+8 (1d8+3, 19-20/x3, +1 composite 
  longbow) +11 melee (1d4+2, 2 claws) and +6 melee 
  (1d6+1 plus poison, bite); 
   
  SA Poison; SQ Animal companion, darkvision 90 
  ft., fast healing 5, favored enemy elves +4, favored 
  enemy humans +2, low-light vision, scent, wild 
  empathy; 
   
  AL CE; SV Fort +15, Ref +13, Will +6; Str 14, Dex 
  20, Con 20, Int 12, Wis 14, Cha 11. 
   
  Skills and Feats: Climb +14, Craft (trapmaking) +3, 
  Hide +16 (+18 in forest), Jump +11, Knowledge 
  (geography) +3, Knowledge (nature) +6, Listen +10, 
  Move Silently +11, Spot +10, Survival +11; Dodge, 
  Endurance, Improved Initiative, Improved Natural 
  Attack (bite), Track, Rapid Shot. 
   
  Languages: Giant, Common, Elven. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest trolls create their 
  own special poison from their saliva to coat their 
  javelins and claws. The DC is Constitution-based. 
   
  Spells Prepared (1; base DC = 12 + spell level): 1st—
  magic fang. 
   
  Possessions: potion of cure serious wounds, potion of 
  haste, cloak of resistance +1, 2 javelins, tanglefoot bag, 
  masterwork net (+11 ranged touch), +1 composite (+2) 
  longbow. 
   
  ENCOUNTER 9: NO GOOD DEED… 
  Meryk 
  the 
  Forgotten: 
  male 
  human 
  fighter 
  8/blackguard 7; CR 15; medium humanoid (human); 
  HD 8d10+32 plus 7d10+28; hp 172; Init +0; Spd 20 ft., 
  mounted 40 ft.; AC 21 (+8 armor, +1 def, +2 ring of force 
  shield), touch 13, flat-footed 21; Base Atk +15; Grp +19; 
   
  Atk +21 melee (1d8+7 [+2d6 to good-aligned 
  creatures], 19-20/x3, +1 unholy lance) or +21 melee 
  (2d8+14 [+2d6 to good-aligned creatures], 19-20/x3, +1 
  unholy lance) or+21 melee (3d8+21 [+2d6 to good-
  aligned creatures], 19-20/x3, +1 unholy lance); 
   
  Full Atk: +21/+16/+11 melee (1d8+7 [+2d6 to 
  good-aligned creatures], 19-20/x3, +1 unholy lance) 
   
  SA—Poison use, smite good 4/day, sneak attack 
  +2d6; SQ—Aura of despair, aura of evil, command 
  undead, dark blessing, detect good, fiendish servant 
  (lesser nightmare); 
   
  AL LE; SV Fort +19, Ref +8, Will +9; Str 18, Dex 10, 
  Con 19, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Climb +0, Handle Animal +13, 
  Hide -1, Intimidate +9, Knowledge (religion) +4, Ride 
  +17; Cleave, Extra Smiting, Improved Critical (lance), 
  Improved Sunder, Mounted Combat, Power Attack, 
  Power Critical (lance), Practiced Spellcaster, Ride-by 
  Attack, Spirited Charge, Weapon Focus (lance), 
  Weapon Specialization (lance). 
   
  Spells Prepared (1; base DC = 11 + spell level): 1st—
  corrupt weapon, divine sacrifice; 2nd—death knell; 3rd—
  cure serious wounds. 
   
  Possessions: +1 unholy lance, silver dagger, silver holy 
  symbol (Wee Jas), +1 full plate, ring of protection +1, cloak 
  of charisma +2, vest of resistance +2, ring of force shield, 
  amulet of health +4, vial of purple worm poison. 
   
  Power-Up Suite: (divine sacrifice, cast prior to 
  teleportation, expires after first attack.) 
   
  Lesser Nightmare (advanced fiendish servant): 
  CR--; Large outsider (Evil, Extraplanar); HD 8d8+24; hp 
  72; Init +6; Spd 40 ft.; AC 25 (-1 size, +2 Dex, +14 
  natural), touch 11, flat-footed 23; Base Atk +8; Grp +16; 
   
  Atk +12 melee (1d8+4 plus 1d4 fire, hoof) 
   
  Full Atk +12 melee (1d8+4 plus 1d4 fire, 2 hooves); 
  and +4 melee (1d8+2, bite); 
   
  Space/Reach 10 ft./5 ft.; SA Flaming hooves, 
  smoke; SQ Darkvision 60, empathic link, improved 
  evasion, share saving throws, share spells; 
   
  AL NE; SV Fort +19, Ref +6, Will +6; Str 19, Dex 
  15, Con 16, Int 10, Wis 13, Cha 12. 
   
  Skills and Feats: Concentration +14, Knowledge 
  (the planes) +11, Knowledge (religion) +2, Listen +14, 
  Move Silently +13, Search +11, Sense Motive +12, Spot 
  +14, Survival +12 (+14 on prime material); Alertness, 
  Improved Initiative, Run. 
   
  Flaming Hooves (Su): A blow from a lesser 
  nightmare’s hooves sets combustible materials alight. 
   
  Smoke (Su): During the excitement of battle, a 
  lesser nightmare snorts and neighs with rage. This 
  snorting fills a 15-foot cone with a hot, sulfurous 
  smoke that chokes and blinds opponents. Anyone in 
  NYR6-06 The Uninvited Guests 
   
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  the cone must succeed on a DC 16 Fortitude save or 
  take a –2 penalty on all attack and damage rolls until 
  1d6 minutes after leaving the cone. The cone lasts 1 
  round, and a nightmare uses it once as a free action 
  during its turn each round. The save DC is 
  Constitution-based. 
   
  Because of the smoke it gives off, a nightmare has 
  concealment against creatures 5 feet away and total 
  concealment against creatures 10 feet or farther away. 
  The smoke does not obscure the nightmare’s vision at 
  all. 
   
  Skills: A lesser nightmare always knows where 
  true north lies in relation to itself. 
   
  Narinn Kirr: male human rogue 4/fighter 2/dervish 
  9; CR 15; medium humanoid (human); HD 4d6+4 plus 
  2d10+2 plus 9d10+9; hp 115; Init +6; Spd 45 ft.; AC 26 
  (+4 Dex, +2 def, +7 armor, +3 dervish ability), touch 19, 
  flat-footed 26; Base Atk +14; Grp +14; 
   
  Atk +18 melee (1d6+1 plus 2d6 plus 1d6 [to self], 
  18-20/x2, +1 vicious scimitar) and +18 melee (1d6+1 plus 
  1 Constitution damage, 18-20/x2, +1 wounding scimitar) 
  or +20 melee (1d6+1 plus 2d6 plus 1d6 [to self], 18-
  20/x2, +1 vicious scimitar) or +20 melee (1d6+1 plus 1 
  Constitution damage, 18-20/x2, +1 wounding scimitar); 
   
  Full Atk +23/+18/+13 melee (1d6+6 plus 2d6 plus 
  1d6 [to self], 18-20/x2, +1 vicious scimitar) and +23/+18 
  melee (1d6+6 plus 1 Constitution damage, 18-20/x2, +1 
  wounding scimitar); 
   
  SA Dance of death, dervish dance 5/day, elaborate 
  parry, sneak attack +2d6, tireless dance; SQ Evasion, 
  fast movement +15 ft., improved reaction, movement 
  mastery, slashing blades, trap sense +1, uncanny dodge; 
   
  AL CN; SV Fort +11, Ref +17, Will +10; Str 10, Dex 
  18, Con 12, Int 15, Wis 10, Cha 13. 
   
  Skills and Feats: Balance +16, Bluff +6, Decipher 
  Script +7, Diplomacy +8, Disguise +6 (+8), Escape Artist 
  +20, Forgery +5, Gather Information +7, Hide +9, 
  Intimidate +8, Jump +18, Knowledge (local--Core) +4, 
  Knowledge (local—Nyrond and Her Environs) +7, 
  Knowledge (local—Splintered Suns) +4, Move Silently 
  +9, Perform (dance) +17, Search +6, Sleight of Hand +6, 
  Tumble +19, Use Magic Device +13 (+15 scrolls); 
  Cleave, Combat Expertise, Combat Reflexes, Defensive 
  Strike, Mobility, Dodge, Improved Two-Weapon 
  Fighting, Spring Attack, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (scimitar). 
   
  Languages: Common, Abyssal, Dwarven, Flan, 
  Infernal, Old Oeridian, Undercommon; 
   
  AC Bonus (Ex): A dervish gains this bonus when 
  wearing light or no armor and not carrying a shield. 
  This bonus applies to touch attacks or when the 
  dervish is flat-footed. The dervish loses this bonus 
  when immobilized, helpless, or when carrying more 
  than a medium load. 
   
  Dervish Dance (Ex): A dervish can become a 
  whirling dancer of death a number of times per day 
  (but only once per encounter). A dervish dance lasts 1 
  round for every two ranks of Perform (dance) that the 
  character has. At the end of this dance, the character 
  becomes fatigued for the duration of the encounter 
  (until the ninth level of dervish, at which point this 
  limitation no longer applies). While in this dervish 
  dance, the dervish can take a full attack action (for 
  melee attacks only) and still move up to full speed. 
  However, the dervish must move a minimum of five 
  feet between each attack and cannot return to a square 
  he or she just exited (though the dervish may return to 
  that square later during the full attack). The dervish is 
  subject to attacks of opportunity while dancing, but 
  may tumble normally as part of the move. A dervish 
  prevented from completing a move is also prevented 
  from finishing the full attack 
   
  A dervish may only wield slashing weapons while 
  dancing, and gains a +1 bonus on attack and damage 
  rolls while doing so. This bonus is +1 at 1st level and 
  increases by an extra +1 at every odd-numbered level 
  thereafter. While dancing, a dervish cannot use skills 
  or abilities that involve concentration or require 
  stillness, such as Move Silently, Hide, and Search. 
   
  Movement Mastery (Ex): A dervish is unaffected 
  by adverse conditions that could hinder movement. 
  When making a Jump, Perform (dance), or Tumble 
  check, the dervish may take 10 even if stress or 
  distraction would prevent him or her from doing so. 
   
  Fast Movement (Ex): At 2nd level and higher, 
  the dervish gains an enhancement to speed when 
  wearing light or no armor, and while carrying less than 
  a medium load. 
   
  Slashing Blades: A dervish treats the scimitar as a 
  light weapon (rather than a one-handed weapon) for all 
  purposes, including fighting with two weapons. 
   
  Dance of Death: At 4th level the dervish gains 
  the benefit of the Cleave feat while performing a 
  dervish dance, even if lacking the prerequisites. The 
  dervish does not have to move 5 feet before making the 
  extra attack granted by this ability. 
   
  Improved Reaction (Ex): At 6th level the 
  dervish gains a +2 bonus to initiative. 
   
  Elaborate Parry (Ex): When choosing fighting 
  defensively or go on total defense, the dervish gains a 
  +4 bonus to AC which stacks with both the regular 
  bonuses for these actions, and the extra bonuses gained 
  for having five or more ranks in Tumble. 
   
  Tireless Dance (Ex): At 9th level and above the 
  dervish is no longer fatigued after completing a dervish 
  dance. 
   
  Possessions: +3 Mithril chain shirt, +1 vicious scimitar, 
  +1 wounding scimitar, sap, ring of protection +2, vest of 
  resistance +3, potion of cure serious wounds, gloves of dexterity 
  +2, 2 arcane scrolls of blink. 
   
  Physical Description: Narinn’s threat lies not in his 
  combat prowess but in his inconspicuousness. With 
  short brown hair, brown eyes, lightly-tanned skin, and 
  a compact, medium frame, he could be anyone on the 
  street, or no one, so plain looking that his lack of 
  distinction is in itself an effective disguise. 
   
  NYR6-06 The Uninvited Guests 
   
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  Shuna: female human wizard 15; CR 15; Medium 
  humanoid (human); HD 15d4+30; hp 75; Init +6; Spd 
  30 ft.; AC 17 (+2 Dex, +2 def, +3 armor, touch 14, flat-
  footed 15; Base Atk +7; Grp +6; 
   
  Atk +8 melee (1d4+1, +1 dagger); 
   
  Full Atk +8/+3 melee (1d4+1, +1 dagger) or +10 
  ranged (1d4+1, +1 dagger); 
   
  AL LE; SV Fort +10, Ref +10, Will +13; Str 10, Dex 
  14, Con 14, Int 20, Wis 12, Cha 12. 
   
  Skills and Feats: Concentration +17 (+21), Decipher 
  Script +13, Knowledge (arcana) +18, Knowledge 
  (dungeoneering) +12, Knowledge (geography) +12, 
  Knowledge (local—Nyrond and Her Environs) +13, 
  Knowledge (the planes) +16, Knowledge (religion) +17, 
  Spellcraft +19, Tumble +5, Use Magic Device +3 (+7 
  scrolls); Combat Casting, Empower Spell, Enlarge 
  Spell, Improved Initiative, Point Blank Shot, Precise 
  Shot, Quicken Spell, Spell Focus (evocation), Spell 
  Focus (necromancy), Still Spell. 
   
  Languages: Common, Elven, Infernal, Abyssal, 
  Draconic, Undercommon, Suloise. 
   
  Spells Prepared (5/7/6/6/6/6/4/3/2; base DC = 15 + 
  spell level; Evocation specialist, Enchantment and 
  Illusion prohibited): 0—acid splash (+9 ranged touch), 
  detect magic, ray of frost (+9 ranged touch), resistance, touch 
  of fatigue (+6 melee touch, DC 14); 1st—chill touch (+6 
  melee touch, DC 15), erase, expeditious retreat, magic 
  missile (2), ray of enfeeblement (+9 ranged touch), true 
  strike; 2nd—detect thoughts, protection from arrows, resist 
  energy, scorching ray (+9 ranged touch), see invisibility, 
  spectral hand; 3rd—arcane sight, dispel magic, empowered 
  magic missile, fireball (DC 18), gentle repose, haste, ray of 
  exhaustion (+9 ranged touch); 4th—empowered scorching 
  ray (+9 ranged touch), enervation (+9 ranged touch), 
  Otiluke’s resilient sphere (DC 19), Rary’s mnemonic 
  enhancer, scrying, stilled dispel magic; 5th—cone of cold (DC 
  20), enlarged enervation (+9 ranged touch), quickened 
  shield, telekinesis, teleport, teleport; 6th—circle of death (DC 
  20), greater dispel magic, mass bear’s endurance, Otiluke’s 
  freezing sphere (DC 21); 7th—empowered cone of cold, 
  finger of death, prismatic spray (DC 22); 8th—sunburst, 
  temporal stasis. 
   
  Possessions: +1 dagger, bracers of armor +3, ring of 
  protection +2, cloak of resistance +3, headband of intellect +4, 
  pearl of power (3rd), brooch of shielding, spell component 
  pouch. 
   
  Physical 
  Description: 
  petite, 
  focused 
  and 
  unassuming aptly describes this nineteen year old Suel 
  female. Her short-cropped, pixyish platinum blonde 
  hair and aqua-blue eyes do nothing to betray the 
  absence of any playfulness whatsoever. Though she 
  looks cute and harmless, she is in fact a volatile and 
  unrestrained spellcaster who has been corrupted and 
  manipulated by Tassita Fellhaven and the mysterious 
  mage into using tactics and magic that violate every 
  instinct that led her to being an arcanist. She is little 
  more than a machine, built to specification and 
  designed to please. 
   
  Tassita Fellhaven: female human cleric 15 (Wee Jas); 
  CR 15; Medium humanoid (human); HD 15d8+15; hp 
  105; Init +1; Spd 30 ft.; AC 15 (+1 Dex, +2 def, +2 
  armor), touch 13, flat-footed 14; Base Atk +11; Grp +11; 
   
  Atk +11 melee (1d4+1, dagger of venom); 
   
  Full Atk +11/+6/+1 melee (1d4+1, dagger of venom); 
   
  SA Death touch, rebuke undead 9/day (at +2 due 
  to Knowledge [religion]), spontaneously cast inflict 
  spells; SQ--; 
   
  AL LE; SV Fort +13, Ref +9, Will +18; Str 10, Dex 
  12, Con 12, Int 13, Wis 22, Cha 14. 
   
  Skills and Feats: Concentration +13, Heal +13, 
  Knowledge (arcana) +8, Knowledge (history) +7, 
  Knowledge (the planes) +8, Knowledge (religion) +16, 
  Spellcraft +12; Extra Turning, Greater Spell Focus 
  (necromancy), Improved Initiative, Scribe Scroll, 
  Silent Spell, Spell Focus (necromancy), Still Spell. 
   
  Languages: Common, Suloise. 
   
  Death Touch (Su): By virtue of her Death domain 
  and the power of Wee Jas, Tassita may once per day 
  attempt a melee touch attack against a living creature. 
  If her touch is successful, she rolls 1d6 per cleric level 
  she possesses. If the total rolled at least equals the 
  creature’s current hit points, it dies (no save). 
   
  Cleric 
  Spells 
  Prepared 
  (6/7+1/7+1/6+1/5+1/5+1/4+1/2+1/1+1; base DC = 16 + 
  spell level; Necromancy spells = 18 + spell level): 0—
  cure minor wounds (2), guidance, detect magic, detect poison, 
  read magic; 1st—cause fear*, comprehend languages, cure 
  light wounds (2), deathwatch, detect undead, entropic shield, 
  sanctuary; 2nd—cure moderate wounds, darkness, death 
  knell*, death knell, hold person, remove paralysis, spiritual 
  weapon, status; 3rd—animate dead, cure serious wounds, 
  dispel magic*, dispel magic, invisibility purge, magic 
  vestment, speak with dead; 4th—cure critical wounds, death 
  ward*, freedom of movement, sending, silent prayer, spell 
  immunity (grease, magic missile, spiritual weapon); 5th—
  flame strike, greater command, slay living (2), spell resistance 
  (SR 25)*, stilled freedom of movement; 6th—antimagic 
  field*, greater dispel magic, mass cure moderate wounds, mass 
  inflict moderate wounds, word of recall; 7th—destruction*, 
  repulsion, stilled harm; 8th—dimensional lock, protection 
  from spells*. 
   
  *Domain spell. Deity: Wee Jas; Domains: Death 
  (death touch once per day); Magic (use scrolls, wands, 
  and other devices with spell completion or spell trigger 
  activation as a wizard of one-half your cleric level). 
  Possessions: Dagger of venom, 2 silver daggers, 4 sunrods, 
  spell component pouch, platinum holy symbol (Wee 
  Jas), headband of intellect +2, cloak of resistance +3, ring of 
  protection +2, periapt of wisdom +4, ring of mind shielding, 
  +1 studded leather armor, arcane scroll of phantasmal killer, 
  arcane scroll of modify memory, 2 divine scrolls of cure critical 
  wounds (caster level 15). 
   
  Physical Description: wanted in Keoland for 
  unauthorized resurrections and other undisclosed 
  necromantic activity, Tassita gives new meaning to the 
  Stern Lady’s namesake, having fiercely embraced the 
  Death and Magic domains with equal aplomb. She is 
  particularly proud of her newly acquired scroll scribing 
  NYR6-06 The Uninvited Guests 
   
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  ability. She stands at 5’6” and weighs 104 pounds; her 
  long blonde hair has been dyed silvery-white and 
  accentuated with small sprigs of nightshade at the 
  temples; she typically wears her hair wet, lending a 
  malicious air to her presence. She wears a tattered 
  black velvet cloak over her studded leather armor, and 
  complements the ensemble with an array of onyx 
  jewelry that doubles as spell components. She is 
  currently the key advisor to the mysterious mage of the 
  Gamboge, the tutor of Shuna, and the sponsor of 
  Meryk. As he is petitioning to be her champion, she 
  takes advantage of every opportunity to goad him, 
  especially during moments of tension. Tassita’s one 
  great phobia has become a liability for her: she hates 
  being touched by others and tailors her spell selection 
  accordingly. Rumor has it that in Gradsul one evening, 
  an inebriated minor noble recognized her in a crowded 
  tavern and made her an indecent proposal, placing his 
  hand on her inappropriately and slurring her surname 
  with an affected accent to the extent of “Hey pretty 
  lady, did you Fall from Hay-ven?” She Death-Touched 
  him and fled town. 
  NYR6-06 The Uninvited Guests 
   
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  APPENDIX 2: NEW RULES 
  NEW PRESTIGE CLASSES 
  Dervish (Complete Warrior) 
  Wild, exotic, and as dangerous as her whirling blades, the dervish epitomizes speed, quickness, and abandon. Her 
  motions appear to be as random as they are graceful, but the steps of her lethal dance play out according to their own 
  rhythm. 
   
  Nearly all dervishes belong to nomadic cultures. These nomads are not simple wanderers with no roots to call their 
  own-they have their ancient traditions, and their societies simply do not consider permanent settlements an important 
  part of their nature. They are gypsies, keeping their own traditions and forging their own familial and societal bonds 
  while they move throughout the world. Often, these tribes adopt the attitudes and even some of the laws of the lands 
  they live in—for the sake of expedience, if nothing else. The dervish treats fighting styles the same way. A dervish 
  learns the dance of war as she grows up among her family and her tribe. She watches others as she travels, however, and 
  brings new steps to the dance as she goes. 
   
  Fighters, rangers, and monks often take up the role of the dervish. Many paladins look at the wildness of the dance 
  and assume it has some roots in chaos, but those who look past the seeming randomness can find things to learn. 
  Barbarians seldom choose to learn the ways of the dance—the dervish depends on subtlety more than brute force. The 
  way of the dervish has been known to appeal to some druids, bards, and even sorcerers—those who wish to learn a type 
  of fighting that does not rely on heavy arms or armor find the class interesting. 
   
  Halflings and elves make good dervishes, and many nomadic halfling tribes have dervishes as their primary 
  protectors. 
   
  NPC dervishes seldom wander without their tribes. They can be sent on missions, or serve as scouts in new lands, 
  but the dervish is too important to the tribal unit to go off on her own for extended periods of time. Some dervishes 
  balk at this responsibility, however, so exceptions to this rule do show up occasionally. A dervish found wandering 
  alone is usually seeking new challenges and new knowledge. 
   
  Hit Die: d10. 
   
  REQUIREMENTS 
  To qualify to become a dervish, a character must fulfill all the following criteria. 
   
  Base Attack Bonus: +5. 
   
  Skills: Perform (dance) 3 ranks, Tumble 3 ranks. 
   
  Feats: Combat Expertise, Dodge, Mobility, Weapon Focus (any slashing melee weapon). 
   
  Class Skills 
  The dervish's class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Escape Artist (Dex), Jump (Str), 
  Listen (Wis), Perform (Cha), Profession (Wis), Swim (Str), and Tumble (Dex). 
   
  Skill Points at Each Level: 4 + Int modifier. 
   
  Table: The Dervish 
   
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
   
  AC 
  Bonus 
   
  Special 
  1st 
  +1 
  +0 
  +2 
  +2 
  +1 
  Dervish dance 1/day, movement mastery, slashing 
  blades 
  2nd 
  +2 
  +0 
  +3 
  +3 
  +1 
  Fast Movement +5 ft 
  3rd 
  +3 
  +1 
  +3 
  +3 
  +1 
  Spring Attack, Dervish dance 2/day 
  4th 
  +4 
  +1 
  +4 
  +4 
  +1 
  Dance of Death 
  5th 
  +5 
  +1 
  +4 
  +4 
  +2 
  Fast Movement +10 ft., dervish dance 3/day 
  6th 
  +6 
  +2 
  +5 
  +5 
  +2 
  Improved Reaction 
  7th 
  +7 
  +2 
  +5 
  +5 
  +2 
  Elaborate parry, dervish dance 4/day 
  8th 
  +8 
  +2 
  +6 
  +6 
  +2 
  Fast movement +15 ft. 
  9th 
  +9 
  +3 
  +6 
  +6 
  +3 
  Tireless dance, dervish dance 5/day 
  10th 
  +10 
  +3 
  +7 
  +7 
  +3 
  A thousand cuts 
   
  Class Features 
  All of the following are class features of the dervish prestige class. 
   
  Weapon and Armor Proficiency: Dervishes gain no proficiency with any weapon or armor. 
  NYR6-06 The Uninvited Guests 
   
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  AC Bonus (Ex): A dervish gains this bonus to Armor Class as long as she is wearing no armor or light armor and 
  not carrying a shield. This bonus to AC applies even against touch attacks or when the dervish is flat-footed. She loses 
  this bonus when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, 
  or when she carries a medium or heavy load. 
   
  Dervish Dance (Ex): A dervish can become a whirling dancer of death a certain number of times per day. While in 
  this dervish dance, she can take a full attack action (for melee attacks only) and still move up to her speed. However, the 
  dervish must move a minimum of 5 feet between each attack when using this ability, and she cannot return to a square 
  she just exited (though she may return to that square later during her full attack). The dervish is subject to attacks of 
  opportunity while dancing, but may tumble normally as part of her move. A dervish prevented from completing her 
  move is also prevented from finishing her full attack. 
   
  If a dervish wields a slashing weapon while in a dervish dance, she gains a bonus on her attack and damage rolls. 
  This bonus is +1 at 1st level, and it increases by and extra +1 at every odd-numbered level thereafter. 
   
  A dervish may only perform a dervish dance while wielding a slashing weapon (she may use a double weapon, or 
  multiple weapons, only if both ends of the weapon or all weapons are of the slashing type). She cannot perform a 
  dervish dance in any armor heavier than light or if she is using a shield. While dancing, a dervish cannot use skills or 
  abilities that involve concentration or require her to remain still, such as Move Silently, Hide, or Search. A dervish with 
  the bardic music ability can, however, sing while she dances, and a dervish can also use the combat Expertise feat while 
  in a dance. A dervish cannot perform a dervish dance while under the effect of a rage or frenzy ability. 
   
  A dervish can perform a dervish dance only once per encounter. A dervish dance lasts 1 round for every two ranks 
  of Perform (dance) that the character has. At the end of a dervish dance, the character becomes fatigued for the duration 
  of the encounter (unless she is a 9th-level dervish, at which point this limitation no longer applies). 
   
  Movement Mastery (Ex): A dervish is so certain of her movements that she is unaffected by adverse conditions. 
  When making a Jump, Perform (dance), or Tumble check, she may take 10 even if stress and distraction would normally 
  prevent her from doing so. 
   
  Slashing Blades: A dervish treats the scimitar as a light weapon (rather than a one-handed weapon) for all 
  purposes, including fighting with two weapons. 
   
  Fast Movement (Ex): At 2nd level and higher, a dervish gains an enhancement bonus to her speed. A dervish in 
  any armor heavier than light or carrying a medium or heavy load loses this bonus. 
   
  Spring Attack: At 3rd level, a dervish gains the Spring Attack feat, even if she does not meet the prerequisites. 
   
  Dance of Death: At 4th level, a dervish gains the use of the Cleave feats while performing a dervish dance, even if 
  she does not meet the prerequisites for the feat. She does not have to move 5 feet before making the extra attack granted 
  by this ability. 
   
  Improved Reaction (Ex): When she attains 6th level, a dervish gains a +2 bonus on initiative rolls. 
   
  Elaborate Parry (Ex): When she attains 7th level, a dervish gains an extra +4 bonus to Armor Class when she 
  chooses to fight defensively or use total defense in melee combat. 
   
  Tireless Dance: When a dervish reaches 9th level, the character no longer becomes fatigued for the duration of the 
  encounter at the end of a dervish dance. 
   
  A Thousand Cuts (Ex): When a dervish reaches 10th level, once per day she may double the number of melee 
  attacks she makes while performing a full attack action (whether in a dervish dance or not). If a dervish uses this ability 
  in conjunction with her dervish dance, she can make up to two attacks between moves. 
   
  The dervish also gains the benefit of the Great Cleave feat with slashing weapons while performing a thousand 
  cuts, even if she does not meet the prerequisites. She does not have to move 5 feet before making any extra attacks 
  granted by this ability. 
   
  A dervish using this ability can receive an extra attack from the haste spell, but the bonuses provided by the spell do 
  not stack with the bonuses provided by the class. 
   
  FEATS 
  Defensive Strike [General] (Complete Warrior) 
  You can turn a strong defense into a powerful offense. 
   
  Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge. 
   
  Benefit: If an opponent attacks you and misses while you are using the total defense action, you can attack that 
  opponent on your next turn with a +4 bonus on your attack roll. You gain no bonus against an opponent that does not 
  attack you or against an opponent that attacks and hits you. 
   
  Special: A fighter may select Defensive Strike as one of his fighter bonus feats. 
   
  Power Critical [General] (Complete Warrior) 
  Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit where it hurts. 
   
  Prerequisites: Weapon focus with weapon, base attack bonus +4. 
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  Benefit: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select Power Critical as one of his fighter bonus feats. You can gain the Power Critical 
  multiple times. Each time you take the feat, it may be with a different weapon or the same weapon. If you take it with 
  the same weapon, the effects of the feats stack. 
   
  Practiced Spellcaster [General] (Complete Arcane) 
  Choose a spellcasting class that you possess. Your spells cast from that class are more powerful. 
   
  Prerequisites: Spellcraft 4 ranks 
   
  Benefit: Your caster level for the chosen spellcasting class increases by 4. This benefit can’t increase your caster 
  level to higher than your Hit Dice. However, even if you can’t gain from the full bonus immediately, if you later gain 
  Hit Dice in levels of nonspellcasting classes, you might be able to apply the rest of the bonus. 
   
  For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase his sorcerer caster 
  level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level he would gain the remainder of the 
  bonus and his sorcerer caster level would become 9th (since he now has 9 Hit Dice). 
   
  A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which 
  class gains the feat’s effect. 
   
  This feat does not affect your spells per day or spells known. It increases your caster level only, which would help 
  you penetrate spell resistance and increase the duration and other effects of your spells. 
   
  Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different 
  spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric 
  spells as an 8th-level caster and wizard spells as a 9th-level caster. 
   
   
  ITEMS 
  Vest of Resistance (Complete Arcane) 
  These garments offer magical protection in the form of a +1 to +5 resistance bonus on all saving throws. 
   
  Faint abjuration; CL 5th; Craft Wondrous Item, resistance, creator’s caster level must be at least 3 times the vest’s 
  bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb. 
   
  MONSTERS 
  Goblin, Forestkith (Monster Manual III) 
  Forestkith Goblin, 1st-Level Warrior 
  Small Humanoid (Goblinoid) 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +2 
  Speed: 30 ft. (6 squares), climb 20 ft. 
  Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12 
  Base Attack/Grapple: +1/+2 
  Attack: Bite +3 melee (1d4+1) or masterwork net +5 ranged (see text) 
  Full Attack: Bite +3 melee (1d4+1) or masterwork net +5 ranged (see text) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Discordant frenzy 
  Special Qualities: Darkvision 60 ft., light sensitivity, tree shape 
  Saves: Fort +2, Ref +2, Will +0 
  Abilities: Str 12, Dex 15, Con 11, Int 6, Wis 10, Cha 9 
  Skills: Climb +9, Craft (weaving) +0, Hide +6, Jump +5, Move Silently +2 
  Feats: Improved Grapple 
  Environment: Temperate forests 
  Organization: Solitary (outcast), family (3-6), pack (6–16 plus one 3rd-level barbarian kith leader), or troop (14–34 plus 
  one 3rd-level barbarian kith leaders and one 5th-level druid kith elder) 
  Challenge Rating: 1/2 
  Treasure: No coins, no goods, standard items plus masterwork net 
  Alignment: Usually chaotic evil 
  Advancement: By character class 
  Level Adjustment: +1 
   
  This small, primitive-like humanoid is covered in stiff, black fur except for its cruel and wild face. 
   
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  These nocturnal hunters, also known as kith, are formidable despite their small size. Though they can easily stand 
  upright, forestkith goblins tend to run and walk on all fours in a manner characteristic of primates, perhaps because 
  their arms are longer than their legs. Their mouths sport very sharp teeth, and each hand and foot brandishes long, 
  curved claws adapted for climbing. They spend most of their time in tress. 
   
  Forestkith goblins hunt most creatures that travel through their forest territories, ignoring only those creatures 
  larger than a horse. In lean times, forestkith goblins often plan and execute sophisticated raids on humanoid frontier 
  communities for food, preferring snatch –and-run tactics targeting the young. 
   
  A forestkith goblin stands about 3 feet tall and weighs about 40 pounds. 
   
  Forestkith goblins speak rudimentary Goblin but are illiterate. 
   
  COMBAT 
  Forestkith goblins excel at ambushes and use well-established tactics to fit the prey they seek. If fighting a larger group, 
  hey attack the weakest members with nets first, dragging the entangled victims away quickly to feed on them before 
  going back for the rest. 
   
  Forestkith goblins attack obviously superior foes heedlessly with the same wild frenzy and loud, discordant 
  screams that paralyze their weaker foes with fright. Their lust for the kill usually overwhelms concern for individual 
  safety. Any attack on a more numerous, stronger, or more sophisticated foe can result in the whole forestkith goblin 
  party being wiped out if it is not led by a druid kith elder, who alone possess the wisdom and leadership to order a 
  strategic retreat. 
   
  Discordant Frenzy (Ex): When melee ensues, forestkith goblins go into a frenzy, jumping about chaotically and 
  screaming loudly. Creatures with 2 HD or fewer within 30 feet of at least three attacking forestkith goblins become 
  shaken for 1d4 rounds unless they succeed on a DC 9 Will save. A creature that resists the effect cannot be affected by it 
  for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based. 
   
  Light Sensitivity (Ex): Forestkith goblins are dazzled in bright sunlight or within the effect of a daylight spell. 
   
  Tree Shape (Su): A forestkith goblin can change form into a small tree, shrub, or limb, equivalent to the tree shape 
  spell as cast by a 12th level druid. A forestkith goblin typically uses this ability at or near daybreak as a form of 
  camouflage, due to its dislike for daylight. 
    
  A goblin cannot dismiss this effect, but it ends automatically at sunset or if the goblin takes damage. 
   
  Skills: Forestkith goblins have a +2 racial bonus on Jump checks. A forestkith goblin also has a +8 racial bonus on 
  Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. A forestkith goblin gains 
  a +4 racial bonus on Hide checks and Move Silently checks in forested areas, and it gains a +4 racial bonus on Craft 
  (weaving) checks to create nets. 
   
  Nightmare, Lesser (Planar Handbook) 
  Large Outsider (Evil, Extraplanar) 
  Hit Dice: 6d8+18 (45 hp) 
  Initiative: +6 
  Speed: 40 ft. (8 squares) 
  Armor Class: 24 (–1 size, +2 Dex, +13 natural), touch 11, flat-footed 22 
  Base Attack/Grapple: +6/+14 
  Attack: Hoof +9 melee (1d8+4 plus 1d4 fire)  
  Full Attack: 2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Flaming hooves, smoke 
  Special Qualities: Darkvision 60 ft. 
  Saves: Fort +8, Ref +7, Will +6 
  Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12 
  Skills: Concentration +12, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, 
  Spot +12, Survival +10 (+12 on other planes and following tracks) 
  Feats: Alertness, Improved Initiative, Run 
  Environment: Gray Waste of Hades 
  Organization: Solitary 
  Challenge Rating: 4 
  Treasure: None 
  Alignment: Always neutral evil 
  Advancement: 7–10 HD (Large); 11–18 HD (Huge) 
  Level Adjustment: +3 (cohort) 
   
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  At first glance, this creature looks like a large, powerful horse with a jet-black coat. A closer look, however, reveals its true nature. 
  Flames wreathe its steely hooves, trail from its flared nostrils, and smolder in the depths of its dark eyes. 
   
  Lesser nightmares are as evil as their more well known brethren, but not as accomplished at plane hopping. 
   
  A lesser nightmare is about the size of a light warhorse. 
   
  Lesser nightmares understand Infernal and Abyssal, but speak no languages themselves. 
   
  COMBAT 
  Biting with its viperfish fangs and kicking with its powerful legs is a lesser nightmare’s best option in a fight. A lesser 
  nightmare can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check. 
   
  A lesser nightmare’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of 
  overcoming damage reduction. 
   
  Flaming Hooves (Su): A blow from a lesser nightmare’s hooves sets combustible materials alight. 
   
  Smoke (Su): During the excitement of battle, a lesser nightmare snorts and neighs with rage. This snorting fills a 
  15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 
  16 Fortitude save or take a –2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone 
  lasts 1 round, and a nightmare uses it once as a free action during its turn each round. The save DC is Constitution-
  based. 
   
  Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment 
  against creatures 10 feet or farther away. The smoke does not obscure the nightmare’s vision at all. 
   
  Skills: A lesser nightmare always knows where true north lies in relation to itself. 
   
  Troll, Forest (Monster Manual III) 
  Medium Giant 
  Hit Dice: 5d8+25 (47 hp) 
  Initiative: +7 
  Speed: 30 ft. (6 squares), climb 20 ft. 
  Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15 
  Base Attack/Grapple: +3/+6 
  Attack: Claw +6 melee (1d4+3 plus poison) or javelin +6 ranged (1d6+3 plus poison) 
  Full Attack: 2 claws +6 melee (1d4+3 plus poison) and bite +1 melee (1d4+1) or javelin +6 ranged (1d6+3 plus poison) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Poison  
  Special Qualities: Darkvision 90 ft., fast healing 5, low-light vision, scent 
  Saves: Fort +9, Ref +4, Will +1 
  Abilities: Str 17, Dex 16, Con 21, Int 11, Wis 11, Cha 6 
  Skills: Climb +11, Hide +6 (+8 in jungle or forest setting), Listen +5, Spot +5, Survival +5 
  Feats: Improved Initiative, Track 
  Environment: Temperate forests  
  Organization: Solitary, gang (2–8), or warband (9-24) 
  Challenge Rating: 4 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: By character class 
  Level Adjustment: +5 
   
  This creature has the ape-like posture and rubbery skin of a troll, but it is merely the size of a large human. Its gaze and posture 
  bespeak an intelligence greater than its troll-like visage would suggest. 
   
  Smaller and smarter that other trolls, forest trolls can prove almost as dangerous as their larger kindred to those who 
  underestimate them. Although they lack the size and prodigious strength of their larger cousins, their intelligence, 
  makes them capable of sophisticated tactics that other trolls cannot match. 
   
  Gifted with a mind at least as adept as that of an average human, a forest troll takes advantage of it amazing 
  recuperative powers with crafty fighting techniques. An adult forest troll stands between 6 and 6-1/2 feet tall and 
  weighs around 250 pounds. 
  Forest trolls speak Giant. 
   
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  COMBAT 
  Crafty and organized hunters, forest trolls prefer to strike from ambush. When possible, they throw their javelins from 
  the safety of the trees and then drop down on their weakened prey. They use sophisticated tactics to capitalize on their 
  fast healing ability, splitting a warband into waves of hunters. Should the first wave encounter dangerous foes, those 
  hunters retreat to allow their wounds to heal while the second and subsequent waves press the attack. By using this 
  tactic, a warband rarely loses a hunter in combat. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d6 Con. Forest trolls create their own special 
  poison from their saliva to coat their javelins and claws. The DC is Constitution-based. 
   
  Skills: A forest troll has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb heck, even 
  if rushed or threatened. 
   
  The skin of a forest troll changes color somewhat, allowing it to blend in with its surroundings and providing a +2 
  racial bonus on Hide checks. In forest settings, this bonus improves to +4. 
   
   
   
   
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  DM AID: GATHER INFORMATION RESULTS 
  Gathering information in the Traders’ Bazaar yields the following results: 
  • 
  DC 10: The bazaar closes one hour after dusk; there is no official curfew, but most merchants agree that conducting 
  business after dark is somewhat shady, allowing thieves to skulk about undetected. The bazaar reopens at dawn 
  each morning. 
  • 
  DC 15: While the selection of goods within the Bazaar is diverse, word is that the quality of items among the more 
  upscale merchants in the city is superior. 
  • 
  DC 20: The reason so many merchants have congregated around Midmeadow has to do with King Lynwerd’s 
  apparent neglect of the city and the fact that no taxes are being enforced. 
  • 
  DC 25: There are rumors of a ruthless bandit gang preying on Bazaar merchants once they leave Midmeadow. No 
  one has any information concerning numbers, tactics or whereabouts, but word among merchants is that the 
  bandits are posing as another merchant caravan. 
  • 
  DC 30: Attempting to negotiate or barter for a third party within the bazaar is not only considered bad form, but is 
  in violation of an unwritten agreement among all merchants 
  Gathering Information within Midmeadow yields the following: 
  • 
  DC 2: Midmeadow has four distinct districts: The Promenade is a long boulevard lined with shops that runs 
  between the north and south gates with the temple of Pholtus at its midpoint; Downtown is home to craftsmen, 
  city engineers, and the Verminflame Portal; the Silk Plateau, clearly visible from all other districts, is where much 
  of the city’s food is grown, where the water supply is purified, and where textiles are manufactured; finally, 
  Blackwater Park is a large artist’s enclave in the southwestern corner of the city where many residents go to relax. 
  • 
  DC 4: The North Gate is the main gate to the city; it sees the most traffic in the form of visitors and merchants. The 
  South Gate has kind of become a “back porch” area where the city stream empties, and where people do laundry, 
  and pile up any non-organic trash. 
  • 
  DC 6: You might hear some small explosions from Downtown; nothing to worry about. It’s been a long time since 
  the Big One; I’m sure everything’s under control down there. 
  • 
  DC 8: The temple of Pholtus has recently opened its doors to non-Pholtans! Heck, I don’t even 
  LIKE Pholtus, but they gave me a cot and a bowl of hot stew, and cured my sore toe!! 
  • 
  DC 10: Need a place to stay? Well sure, any leaf-eater can sleep in one of the parks, but there are too many half-
  naked elves walking around. Try the Topless Tavern, just off the Promenade. 
  • 
  DC 12: The wedding? It’s for an acolyte of the Church of the Bright Path, and his bride, Faith. 
  • 
  DC 14: The new Bishop of the Bright Path church must really be a patient man. How else could he tolerate that 
  young cleric of Pelor shouting invectives at the church every sundown? 
  • 
  DC 15: Those Bright Path Pholtans lifted the Martial Law ban after them other Pholtans left town; not a good thing 
  if you ask me. Any dang fool could come in and cause trouble. 
  • 
  DC 18: Sure, the Pholtan temple is the obvious landmark, but they aren’t the only faith in town. There are plenty of 
  other priests in Midmeadow, including those of Corellon and Pelor. 
  • 
  DC 20: Once the Pale invaded Tenh, most of those grubby Flan refugees moved back home. Then, someone planted 
  sunflowers where their dirty tents used to be. Sounds like powerful earth magic to me, like from those nature folks 
  on the Plateau. 
  • 
  DC 22: The Church of the Blinding Light may be gone, but what about those two other Pholtans from the Pale? 
  Why are they here, and what are they doing over at General Zylinchin’s old barracks? 
  • 
  DC 24: Acolyte Bonchal’s bride-to-be, Faith, is much prettier (and quieter) than other elves. 
  • 
  DC 26: King Lynwerd himself asked the Church of the Blinding Light to withdraw from Midmeadow. 
  • 
  DC 28: Some wild-looking elf was in town a week ago asking questions about the wedding. Jealous. 
  • 
  DC 30: The Church of the Bright Path has a new Bishop assigned to them; I don’t know where his predecessor was 
  transferred, or why. Out with the old, in with the new, I guess. 
  • 
  DC 35: I was out for a late night stroll in Blackwater Park last night and thought I saw some of the catering staff 
  rearranging the rehearsal dinner area, but I was tired and didn’t want to hear them prattle on about which fork goes 
  with which course, so I went to bed. Crazy gnome etiquette freaks… 
  • 
  DC 40+ The Silk Plateau is that small hill where the old Mayor’s mansion used to be. It’s spooky there now: all that 
  corn, people who barely talk …and the rumors of the Brown Recluse… 
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  DM AID: MIDMEADOW MAP, CIRCA CY 596 
   
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  DM AID: PROMINENT NPCS BY SUBDIVISION 
  THE PROMENADE: 
  Talpin Thorea, Bishop of the Church of the Bright Path: male human cleric 10 (Pholtus). The new head of the 
  Bright Path church in Midmeadow is usually found within the temple of Pholtus (location P1), and informs PC that he 
  hails from Rel Mord and was sent to Midmeadow to usher in a new era of tolerance following the withdrawal of the 
  Church of the Blinding Light. 
   
  Knight-Captains Talbrith Hemerenn (LG female human paladin 12) and Quenthe Ilerrio (NG male elf fighter 
  4/wizard 5/Eldritch Knight3): these two members of the Pholtan Knights Valorous, Order of Celene, can usually be 
  found at the former barracks of General Zylinchin’s troops (location P2). at the south gate. They are renovating the 
  barracks for use by future inhabitants, and also assisting the Church of the Bright Path by functioning as a Lawful 
  presence in Midmeadow. 
   
  “Mugs” MacGruber: Male human expert 5; Mugs is the owner and proprietor of the Topless Tavern (location P3), 
  tucked away just off the Promenade, in the shadow of the temple of Pholtus. Wild rumor and confusion abound over its 
  name, but there is nothing indiscreet about it: formerly a two-storied warehouse, its long beams and thick paneling 
  made it one of the first targets during the city’s west side building cannibalization in early CY 596. When “Mugs” arrived 
  in town, he saw it as a challenge and promptly converted it into a unique tavern, with soundproof guest rooms on the 
  ground floor and an open bar—literally—upstairs, which is also graced by a retractable, cantilevered roof (courtesy of 
  “Rats” from Downtown). The upstairs bar has no true roof and is essentially a large balcony where food and drink are 
  served. “Mugs” is in his late thirties and of Oeridian descent. He imports all of his ales from the Traders’ Bazaar. His is 
  not the only tavern in the district: the 4-legged café (location P4) caters to centaurs and other animal-oriented guests, 
  while the Exploding Gnome (location P5) is an upscale, human-run hostel whose namesake pokes fun at a recent event 
  in Midmeadow’s development. 
   
  DOWNTOWN: 
  “Rats” Rastinattii: male gnome expert 3/sorcerer 3; “Rats” hates rats, and this is the cornerstone of his personality. 
  Once the Great Sewer Explosion of early CY 596 turned what is now Downtown into a large crater, “Rats” discovered his 
  calling in life, as thousands of rodents scampered up through the resulting hole and swarmed the area. Hundreds more 
  continued to pour out daily, infesting the entire district. “Rats” could not sit idly by and let the property value sink as 
  well, so he teamed up with Ragnis (one of the ill-fated architects of the Explosion) and created the Verminflame Portal: 
  essentially a massive blowtorch which can be excited —via magic—to incinerate anything coming out of the hole. 
  “Rats” has become obsessive of late, considering it his mission to exterminate every rat in Midmeadow. He has a stray 
  cat familiar named Murderpaws who assists him in this task, along with some fellow gnomes. “Rats” can usually be 
  found clutching a sharp stick and peering into the hole… 
   
  Ragnis Halfpint: male dwarf expert 5/fighter 1; Ragnis was one of the engineers who sought to curb Midmeadow’s 
  original rat infestation by bricking over every sewer access point. Since few people dared to explore the sewers based on 
  the rumors lingering from CY 593, it was unknown what was down there besides rats. The answer turned out to be 
  methane gas; though much of the sewer system was manmade, a significant portion consisted of natural chambers. 
  When the access points were all sealed, pressure built up and resulted in the Great Sewer Explosion of CY 596. 
  Accepting full responsibility for his shortsightedness, Ragnis took it upon himself to create a more effective ventilation 
  system for the sewer; several small chimneys were erected in what became known as Downtown, while Ragnis worked 
  with “Rats” to create the Verminflame Portal. Ragnis and the other dwarves in the district spend their time working on 
  ways to improve conditions in the city, in addition to building tools, brick structures, and the occasional odd weapon. 
  Ragnis is proprietary about Downtown and is wary of “tall folk” undoing his hard work. 
   
  Finlay Seedspitter: male Halfling expert 2/aristocrat 2; Finlay hails from Dyvers and is of minor nobility for a 
  Halfling, having come from a distinguished line of chefs. However, he lacks the focus necessary to be a good cook and 
  tends to get easily sidetracked. He has also developed an addiction to sunflower seeds and spends much of his time 
  scuttling between the fields outside town and Downtown, where he runs errands for Ragnis and “Rats.” His latest 
  obsession involves sunflower seeds as an ingredient in every dish. His seed trail is easy to follow. 
   
  THE SILK PLATEAU 
  Towk: male half-orc barbarian 5/expert 1. Towk is tall and muscular, all in all an impressive and somewhat intimidating 
  figure. He wears a light tunic and carries a glaive whose many kill-notches on the handle are overshadowed by the blade 
  itself, which has been modified (by Ragnis Halfpint) into a kind of trowel. Towk is a former elf-hating marauder who 
  was converted to pacifism by the philosophy of the Brown Recluse. Towk now practices painting (he is often covered in 
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  splotches of paint) and gardening, using his muscles and glaive to create rather than to destroy. Other half-orcs have 
  since come to Midmeadow and been swayed to Towk’s lifestyle, and he has become their unofficial spokesman. If 
  questioned, he knows most things relating to the Silk Plateau: who resides there, what is grown, what is made, how the 
  water is purified, and the like. If asked specifically about the “mystery man,” Towk acknowledges the existence of the 
  Brown Recluse and gives a stern gaze to any obvious doubters. If the PCs persist, he directs them to the upper Plateau 
  where they may find Aricyn, who oversees this area. Towk is difficult to agitate, but the one thing that still provokes his 
  barbarian rage is when other people get angry at one another and argue for no reason. He is soft spoken but wary of 
  Pholtans. It is Towk who initially approaches the PCs should they visit this district (Lower Plateau, location SP1). 
   
  Aricyn Maquillan: female half-elf/half-Suel cleric 11 (Bralm); this priestess is the lover, confidant, and protector of the 
  Brown Recluse. If the PCs are persistent and led to her, she immediately appraises their appearance and demeanor. She 
  distrusts Pholtans not out of any religious dichotomy but because they are “disorganized.” She admits the existence of 
  the Brown Recluse, but under no circumstances (short of hostile mental domination or high magic) will she allow the 
  PCs to meet him at this time, noting that his philosophy is more important than his audience. Aricyn should be 
  portrayed as stern, guarded, and confident; she is surrounded at all times by three giant, potter wasps that move not 
  unlike Ioun Stones. Any curiosity she has toward the PCs should be based on their explanation of why they are in 
  Midmeadow. She oversees all agricultural work in this district, and also purifies the water supply daily. She welcomes 
  PCs who have befriend the Merikka priest, Hinnad, but cannot fathom why he is afraid of her. In roleplaying Aricyn, 
  note that she speaks as seldom as possible, instead favoring hand gestures and eye contact. She also notes that the 
  Recluse prefers not to use names, designating his friends instead by their actions and personalities; Aricyn offers 
  examples to the PCs based on their interaction with her (i.e.: “nosy,” “grouchy,” “useful,” etc). She is usually found on 
  Upper Plateau (location SP2). 
   
  BLACKWATER PARK 
  Baranal: male high elf bard 3/expert 2. Baranal is a resident of the Park and is likely encountered by the PCs if they try 
  to enter Backwater Park prior to the wedding rehearsal dinner in Encounter Two. He has grown to detest clothes for 
  their sense of oppression and barely covers himself only at the behest of Kirelle, who considers his nudity both a 
  deterrent to visitors and a distraction to her spell preparations. Baranal is a portrait artist and offers to sketch a random 
  PC at the rehearsal dinner; if the selected PC agrees, inform them during the dinner that it was understood to be a nude 
  portrait. 
   
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  DM AID: DINNER IN BLACKWATER PARK MAP 
   
   
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  DM AID: THE GAMBOGE AND ROWENA’S PLACE MAPS 
   
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  DM AID: RECENT HISTORY OF MIDMEADOW 
  Midmeadow did not evolve into a functioning commune overnight; rather, its residents—old and new—developed 
  stamina and self-reliance from a steady diet of neglect provided by the Kingdom of Nyrond. 
   
  THE INDUSTRIAL REVOLUTION, CY 595−? 
  Following the events in NMR3-03 Blind Faith, Muted Voices, a significant percentage of the population fled the city, never 
  to return. Those who stayed desired more than anything to be left in peace, both by religious fanatics and especially by 
  political manipulators who sought to speak “for the people.” If anyone was qualified to speak for the people, it was the 
  people themselves, but they chose to say nothing. Throughout the latter half of CY 593 and early CY 594, the people 
  waited, expecting some new tumultuous event to shake the city to its foundations, but it never came. The majority of 
  residents, still afflicted by terrible poverty, kept mostly to themselves, making what meager existence they could amid 
  the rubble and decay of neglected. Visitors to Midmeadow were few, and they never lingered, given its recent history. 
  Trade was nonexistent, morale was dismal, and news from the outside world was limited to wild rumor and speculation. 
  Finally, in the latter months of CY 594, when it seemed as though something might finally break the spell to spark 
  social activism and community, Sewarndt struck. 
   
  The year of the Imperium was perilous one for the residents of Midmeadow; waiting for something to happen was 
  tedious and unfulfilling, but at least it was safe. Waiting for the Hextorian minions of the Black Prince to march 
  through town and take what little its people had left was far worse; the residents withdrew even further into their social 
  shells, rarely emerging from their damaged homes, let alone venturing outside the city walls. Midmeadow had become 
  a thing, not a place, an empty coliseum where the gladiators had long since lost sight of purpose, reason and the will to 
  strive. Those Flan refugees who had not yet returned to Tenh once it was “liberated” by the Theocracy of the Pale fled 
  Midmeadow rather than face the reign of yet another despot. The weed-choked, rubble-strewn streets were nearly 
  deserted; the impoverished, listless people rarely spoke to one another, huddling among their own kind; small fires 
  burned unattended through the night in shattered buildings; the sewers were a breeding ground for courageous vermin 
  waiting for humanity’s last twitch; religion—even amid the ever-present Pholtans—seemed to lose its meaning. Under 
  the crushing weight of all these things, the yoke of martial law, and the threat of Zylinchin, Midmeadow’s populace 
  buckled, collapsed and lay like a desiccated corpse: lifeless, fragile, waiting for even a gentle wind to scatter its filaments 
  on the breeze. 
   
  Once Sewarndt was defeated a second period of darkness paralyzed the city, with residents staying mostly in their 
  homes and cannibalizing uninhabited dwellings to trade with the rare passing merchant in exchange for necessary food, 
  potable water and other supplies. This time, however, the pressure of inactivity was too much for one particular 
  Midmeadow resident, and he silently emerged from the shadows of obscurity to take control not only of his own 
  destiny, but that of the city as well. The overt squabbling and often violent dichotomy between the two churches of 
  Pholtus in Nyrond characterized this second darkness. Two unrelated events provided an opportunity for this resident 
  to move unnoticed into Midmeadow: once the Valorous League was banished, their temple was left without clearly 
  defined leadership, which resulted in the Church of the Bright Path and the Church of the Blinding Light contesting 
  for occupancy in Midmeadow. With no one to oppose them, they both established a presence in the city, competing for 
  dominance and converts. At the same time, the annexation and liberation of Tenh by the Theocracy of the Pale drew the 
  majority of Flan refugees from their squalid tent camps outside Midmeadow’s gates back to their native homeland. This 
  mass exodus left only a handful of refugees around Midmeadow: those who were too poor, weak, dispirited—or perhaps 
  unwanted--to make the long journey home. Thus, they stayed; most of these leftover Flan died from conditions within 
  the camps, but a determined few slipped quietly into the city, unnoticed by the squabbling Pholtans who were too used 
  to seeing the Flan to notice one more stray. The majority of these ended up converted to one of the Pholtan churches, or 
  died trying to survive in the sewers before they were bricked over. 
   
  One of them, however, was a dispirited half-elf/half-Flan whose entire family had been slain in the Ether Invasion 
  of CY 592. This man detested Pholtans and their brand of organized spiritual prostitution, exchanging healing and food 
  for obeisance to Pholtan dogma, and he withdrew to the ruins of the mayor’s former mansion. Here, he shed his last 
  vestige of sociability and undertook a personal vow of silence, embracing the Baklunish deity Istus and the doctrine 
  that an unnamed Fate controlled the world. He believed his own survival to be linked to Istus and her web, and that he 
  had survived Iuz, the Ethers, the exodus from Tenh, the Pholtan conversion and, finally, the events in Midmeadow 
  during CY 593. He realized that the idea of organized religion was an illusion, and that lesser deities and their puppets 
  had duped mortals, despite the intensity of their convictions. He vowed never to attempt conversion upon anyone to 
  his beliefs, but instead focused on that which was most necessary to survival: food, shelter, clothing and the philosophy 
  of self-reliance that the Pholtans—and especially the so-called “Faithful Flan”--had subverted. He began toiling and 
  attempting to work the parkland near Midmeadow’s eastern wall; slowly, others took note of the silent half-elf’s manner 
  of existence and joined him. 
   
  It was rare for the Pholtan clergy to venture too far from their temple in search of converts, and it was easy to hide 
  within the eastern parks. Thus, months went by before the rest of the city noticed that the eastern third had developed 
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  workable agricultural plots, cleaned up the water supply, and begun to manufacture their own tools and loose-fitting 
  cloth garments. The half-elf’s philosophy eschewed the notion of possessiveness, however, so his followers naturally 
  shared the fruits of their labors with Midmeadow’s curious residents. These other residents, suitably impressed, 
  gradually came to embrace the same philosophy of self-reliance and realized, as the half-elf did, that things could be 
  better in Midmeadow; they soon coalesced into their own social groups, each of which was drawn to a particular area 
  and aspect of the city’s renewal. Even the Pholtans caught on to what was happening and, rather than try to control it, 
  wisely chose to mimic it, despite being oblivious to the half-elf’s existence. 
   
   The Pholtans concentrated on the public appearance of Midmeadow, cleaning up the main thoroughfare and 
  creating the Promenade district, which was done by offering food and shelter to impoverished citizens in exchange for 
  manual labor instead of obeisance to Pholtus; this tactic was much more effective and actually created some willing 
  converts from the lower classes. The city’s dwarven and gnome population, never content to be idle, saw it as their 
  responsibility to make the city function like a working machine rather than a dying animal; thus, they undertook the 
  role of civil engineers. Working together around the clock, they bricked up the city’s filthy and infamous sewers in 
  attempt to control the rabid vermin population and the spread of disease. Though bold, this plan had a disastrous side 
  effect: the buildup of methane gases in the sewer resulted in a tremendous explosion, almost like a systematic purge, 
  which left a giant hole and depression in the street, resulting in the Downtown district. 
   
  The poorer, more pacifistic (and lazy) elves and humans left in the city congregated near Crystal Mere park, both to 
  hide from Pholtan converters and to avoid responsibility, pridefully regarding themselves in the pond’s mirrored 
  surface. At the death of the Widow Sage, however, in NMR5-08 Fighting the Headwind, the pond’s surface clouded over 
  and has been dark and impenetrable ever since. This made the indolent park residents rethink their ways; realizing that 
  perhaps if they had behaved less selfishly, they might have foreseen the signs of the sage’s passing and acted to prevent 
  it. They were still too pacifistic to take up arms or politicize, but many had artistic talent and had been living near the 
  sage for years; these artists soon drew a collection of like-minded individuals, formed an artist’s enclave and renamed 
  the area Blackwater Park, trading their works with more upscale merchants in exchange for food, supplies, and—most 
  importantly—news and advice from the world outside Midmeadow’s gates. 
   
  Finally, back on the east side of town, the half-elf’s philosophy had blossomed into a kind of movement. The 
  eastern parks were now wholly converted into agricultural fields; the once-filthy city stream was now a purified source 
  of clear, healthy water, and the half-elf’s abhorrence of racism and acceptance of all races resulted in a diverse 
  population that included half-orc barbarians and half-elves who simply wanted to live in peace. The most important 
  convert to this philosophy was another half-elf: this one an itinerant female priestess of Bralm who was nearly reduced 
  to tears by the self-governed industriousness of the half-elf’s followers. The two half-elves quickly became enamored of 
  one another and were inseparable, communicating on a level that transcended mere speech. His ideas were converted 
  into action by the priestess, and the eastern third of the city was soon transformed into a model of efficiency: the 
  agricultural fields soon spread to the small hill upon which the mayor’s former mansion lay in ruins, once the two half-
  elves designed a working mill and pump system. After one month, Midmeadow’s food production doubled; the 
  unsightly Flan tent camps were burned to the ground and in their place massive fields of sunflowers were planted, 
  much to the joy of the city’s halflings; huge cornstalks were grown on the mayor’s hill, and the half-elves dwelled here, 
  under the open sky; from anywhere else in town the cornfields indeed looked like a giant maze, but from overhead or 
  along the city’s eastern wall, the cornfield was revealed for what it was: a web-like pattern in homage to Istus. 
   
  The Pholtans never knew this, however; throughout the months in which the eastern third of the city developed, 
  the male half-elf strove to maintain a low profile, allowing his followers to speak for themselves. He had risen to 
  messianic proportions among them and, rather than betray him as some kind of figurehead, they did not mention him 
  at all, instead maintaining a story that they were simply working together for the good of the city. This satisfied the 
  Pholtans, to whom such a motley collection of “pagan” races was not seen as a threat, the way one charismatic, 
  determined and persuasive half-elf would be, especially one whose dangerous philosophy of society without centralized 
  government or religion went against everything in which the Pholtan church believed. Soon enough, the Bralm 
  priestess became the public figure for the city’s eastern recesses, which came to be known as the Silk Plateau; the dual 
  metaphor was apt for both public opinion (based on the silk garments recently manufactured by the residents there) 
  and the true etymology--Istus’ web and the secretive, spider-like machinations of her lover, whom she affectionately 
  nicknamed the Brown Recluse. 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Nyrond/596/Normal Scenarios/NYR6-06 - The Uninvited Guests (APL 2-16)/NYR6-06 - The Uninvited Guests.pdf