TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
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  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, 
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  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
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  URD5-03 
   
   
   
   
   
   
  The Contenders 
   
  A One-Round D&D Living Greyhawk®  
  Duchy of Urnst Regional Adventure 
  Version 1.0 
  by Jon Thompson 
   
   
   
   
   
  A summons to the College of Sages and Sorcery brings adventurers to Nellix. Is it just another errand, or have your 
  deeds come to the notice of the elite at last? Sometimes the answer is more than you bargained for. An adventure for 
  parties of APLs 6 to 12. This is the sequel to URD4-02 Breakfast of Champions. 
   
  
  The Contenders 
   
  Page 1 
  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, 2006.  
   
  To learn more about the Living Greyhawk character 
  creation and development, RPGA event sanctioning, and 
  Dungeons & Dragons Rewards, visit the RPGA website at 
  www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a Living Greyhawk Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  
  The Contenders 
   
  Page 2 
   
  # 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 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  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 Duchy of Urnst.  Characters native to the Duchy of 
  Urnst pay one Time Unit per round, all others pay two 
  Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a 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 
  In the early days of the Urnst state, shortly after the 
  Maure Compact, the study of magic began diverging 
  along different paths. Much had been lost in the Twin 
  Cataclysms, for no mages of power survived the final 
  conflict. One group sought to recreate the powerful 
  magic of the Suel Imperium, and built a site on an 
  intersection of ley-lines in the Abbor-Alz. The site was 
  dedicated to Wee Jas, the goddess of magic. They pursued 
  their goal quietly for some years, but then abruptly sealed 
  and abandoned the site. 
   
  The shrine was uncovered by the Black Wind of the 
  South, a fearsome hill giant wight. He ravaged the outer 
  part of the complex, but was destroyed before he could 
  finish wrecking the complex. 
   
  Adventurers found the site, and brought word back 
  to Uthor Meissel at the temple of Pelor in Pontyrel. 
  Sarnin, a priest of Syrul, ensured that knowledge of the 
  site fell into the hands of Meissel’s rivals, House Szabo. 
  His purpose was to weaken adventurers by infighting. 
  Any who won through to the shrine would be eliminated 
  by his guardians while he investigated the shrine at 
  leisure. His success was limited; some easily duped pawns 
  were slain, but experienced adventurers won through to 
  the shrine. His guardians were defeated in the shrine’s 
  entry hall, but Sarnin escaped. 
   
  Drawn by evidence at one of several small ambushes 
  in the Abbor-Alz, Lord Rochard led a patrol of House 
  Lorinar men-at-arms to the shrine. There they met the 
  adventurers and the adventurers were sworn to keep the 
  shrine secret. 
   
  They say that three can keep a secret in the Duchy of 
  Urnst, but only if two are dead. Sarnin wants revenge 
  upon the adventurers, and so he has spread rumors of the 
  shrine’s discovery among those learned in matters of 
  magic, along with the hint that certain adventurers know 
  
  The Contenders 
   
  Page 3 
  more. Now the scramble for information has begun in 
  earnest. 
  ADVENTURE SUMMARY 
  The adventurers receive a letter from Rovisand U’moreal, 
  asking them to come to him at the College of Sages and 
  Sorcery. How they react to the summons and events 
  along the way determines the order in which some 
  encounters are played. Refer to DM Aid #1, Adventure 
  Flowchart, for the alternate paths through the module. 
  The following is a brief synopsis of each encounter: 
   
  Encounter One: The party meets a satyr. The satyr 
  seeks a boon from the party, but requires the adventurers 
  to agree to being rendered unconscious in advance. He 
  promises that the adventurers will benefit if they agree. A 
  particularly skilled diplomat may be able to arrange a 
  compromise. If the party agrees to the satyr’s terms or 
  negotiates more favorable terms, Leanna Everbright 
  arrives to extract memories from the adventurers. If the 
  party does not grant the boon, they are attacked using 
  nonlethal means. 
   
  Encounter Two: On their way to Nellix after a 
  successful meeting with the fey, the adventurers are 
  assaulted by demons. The demons seek to capture or kill 
  the party. 
   
  Encounter Three: The party is ambushed while 
  seeking lodgings. The attackers seek to kill or capture the 
  party  
   
  Encounter Four: When arriving at the College of 
  Sages and Sorcery, the adventurers are subjected to a 
  brain spider spell. Those who fail their first save then must 
  save again against a suggestion to visit the nearby shrine to 
  Lydia. If they proceed to the shrine, they meet the caster 
  of the spell, Daymaster Tylquiram Huillart. The 
  Daymaster offers his apologies for probing the party and 
  offers insight about dangers to the party. 
   
  Encounter Five: The adventurers visit Lord Rovisand 
  U’moreal at the College of Sages and Sorcery. He 
  proposes to probe the minds of the adventurers regarding 
  a certain shrine of Wee Jas in the Abbor-Alz, in return for 
  compensation. 
   
  Encounter Six: As the adventurers depart the 
  College, they are assaulted by invisible stalkers. The 
  stalkers are under orders to retrieve the adventurers for 
  another wizard’s inquiries. 
   
  Conclusion: The adventurers escape from Nellix, 
  leaving behind various factions who are little wiser but 
  perhaps better informed. 
  PREPARATION FOR PLAY 
  The module has several possible adventure paths based 
  on choices made by the characters. Refer to DM Aid #1, 
  Adventure Flowchart, for the appropriate encounter 
  sequence based on the choices made by the characters. 
   
  The module uses several mind-affecting spells. 
  Review the following spells before running the module: 
  brain spider, detect scrying, detect thoughts, mind probe, scry. 
   
  Determine the highest level character and the 
  highest level arcane caster among the party. Lord 
  Rovisand’s interest will be focused (at least initially) on 
  these characters. 
   
  Make a note of any characters which were played in 
  URD4-02 Breakfast of Champions and see what their 
  enmities and favors are (this should tell you if they found 
  the inner shrine or not which can be relevant later in the 
  module). Note if any characters are members of the 
  Duchy of Urnst College of Sages and Sorcery 
  metaorganization. If a character has studied with the 
  Fellowship of Scattered Stars, make a note of which 
  member(s) that character has studied with. 
   
  Have the players pre-roll 15 d20 rolls for each 
  character. Make a note of each character’s intelligence 
  score, Will save modifier, as well as Listen, Sense Motive, 
  and Spot skill bonuses. There are several situations where 
  Will saves or other checks may be needed, and some of 
  those occasions may not be obvious to the characters. 
   
  There are several occasions when attempts are made 
  to scry on the PCs. The sensors can be detected by a 
  character of at least 12 Intelligence on an Intelligence 
  check of 20 or greater; but that only tells the characters 
  that they are being spied upon. Detect scrying could reveal 
  who is behind the spying. Unless stated otherwise, use a 
  caster level of 15 for the scryer when resolving the 
  interaction of detect scrying and scry. If the player character 
  succeeds in obtaining a visual image of the scryer, choose 
  one of the following descriptions randomly unless 
  specified by the encounter: 
  • 
  An older pale-skinned, fair-haired Suel man 
  seated at a large desk regards you. Papers and 
  books are stacked everywhere, covering the 
  desk, the bookcases in back of him, and several 
  piles on the floor. He appears mildly annoyed, 
  and says a sharp word as contact is broken. The 
  location is inside Nellix. A successful DC 25 Bardic 
  Lore or DC 20 Knowledge (Local, Metaregion IV: 
  Nyrond) check identifies the man as Arnirdon 
  Marelvier, a sage of some notable skill and alumnus 
  of the College of Sages and Sorcery. Members of the 
  College of Sages and Sorcery gain a +2 circumstance 
  modifier to the check. 
  • 
  A middle-aged elven woman sits on a balcony 
  overlooking a forest glade. Golden tresses and a 
  deep blue gown frame a somber face. Her 
  features tighten in a flare of anger, and her 
  violet eyes stare with cold intensity at 
  something unseen. Her right hand gestures in 
  the beginning of a spell as the contact is 
  abruptly broken. The location is 30 miles southeast 
  of Nellix. A successful DC 25 Bardic Lore or DC 20 
  Knowledge (Local, Metaregion IV: Nyrond) check 
  
  The Contenders 
   
  Page 4 
  identifies her as Leanna Everbright. Members of the 
  Fellowship of the Scattered Stars metaorganization 
  receive a +2 circumstance modifier to the check. 
  Those who have studied with her identify her 
  automatically. 
  • 
  An olive-skinned young black-haired man in 
  flowing robes, dark as midnight, rests upon a 
  cushion. Beyond him, canvas tent walls ruffle as 
  if beaten by a strong wind. He seems startled 
  and knocks his drink off a low folding table. It 
  spills across a priceless carpet as the contact is 
  broken. The location is 200 miles southwest of 
  Nellix, somewhere in the Abbor-Alz southwest of 
  Sete. Nothing more can be determined. 
  • 
  A middle-aged Suel man and woman recline on 
  a sofa in a comfortable parlour. Leaning forward 
  over their shoulders are several young Suel men 
  and women. All are dressed in the latest Duchy 
  fashions of the well-to-do. The middle-aged 
  man’s face creases with effort as the contact is 
  wrenched away. The location is in Leukish. A 
  successful DC 25 Bardic Lore or DC 20 Knowledge 
  (Local, Metaregion IV: Nyrond) or Knowledge 
  (Nobility and Royalty) check identifies the man as 
  Ellis Maronvar and the woman as Jenare Benovroir. 
  Members of the Fellowship of the Scattered Stars 
  metaorganization receive a +2 circumstance modifier 
  to the check. Characters who have studied with 
  either wizard identify both automatically. 
  • 
  A lovely nymph laughs in surprise as she looks 
  down at you. Beyond her, mighty oaks stand as 
  silent sentinels around the glade, framing clear 
  blue sky within a canopy of green. Grigs dance 
  to and fro in the leaves as the vision fades. The 
  location is 70 miles southeast of Nellix. The nymph 
  is too little known to be identified from the brief 
  vision seen. 
  • 
  A balding bronze-skinned man, his face heavily 
  lined with age, leans upon an ornately carved 
  staff. His eyes and mouth crinkle with 
  amusement as if at a private joke. As he raises 
  his staff, the contact is broken. The location is 200 
  miles west of Nellix. A successful DC 35 Bardic Lore 
  or DC 30 Knowledge (Local, Metaregion IV: 
  Nyrond) check identifies him as Zerren Hile, a 
  solitary and stubborn Flan wizard who lives in the 
  Cairn Hills. 
  • 
  A fair-haired, portly Suel man reclines in stately 
  splendor in a large courtyard. He finishes a bite 
  from a drumstick held in his left hand, chasing 
  it with a gulp from a large goblet of wine. He 
  sets the goblet down and mutters a word as he 
  waves his right hand in dismissal, ending the 
  contact. The location is in Upper Seltaren. A 
  successful DC 30 Bardic Lore or DC 25 Knowledge 
  (Local, Metaregion IV: Nyrond) check identifies him 
  as Karett Melior, a wizard known for his gluttony as 
  well as for his greed for knowledge. 
  • 
  A fair-skinned Suel woman dressed in white 
  robes sits behind a desk idly twirling a platinum 
  blonde lock. She looks down at a thick iron-
  bound tome, glances up again, sighs in 
  exasperation, and the contact ends abruptly as 
  she says a single foul tempered word. The 
  location is inside Nellix. A successful DC 25 Bardic 
  Lore or a DC 20 Knowledge (Local, Metaregion IV: 
  Nyrond) check identifies her as Arnivete Guirard, a 
  diviner and Academician of the College of Sages and 
  Sorcery. Members of the College of Sages and 
  Sorcery gain a +4 circumstance modifier to the 
  check. Additionally, if the DC is beaten by five or 
  better, she is identified as a member of the 
  prestigious Directorate of Maure Lands and Culture, 
  a politically powerful department in the College. 
   
  Some players may get distracted from the primary 
  thread of the module by seeking to locate and confront 
  scryers. Attempting to confront the elven woman or the 
  nymph will require overland travel within the Celadon. 
  If Encounter One has not been played yet, proceed with 
  it upon entering the Celadon Forest. If the characters 
  persist beyond that encounter, a patrol of wood elves will 
  intercept the characters and ask them to leave. Continued 
  searching beyond this point will be fruitless and wastes 1 
  TU. 
   
  Zerren Hile and the black-haired man are both 
  shrewd; they each scry from behind the shield of a false 
  vision spell. Attempting to reach either via teleport uses the 
  false destination table in the teleport description. 
  Attempting to find either via an overland search fails, but 
  does waste 1 TU for each scryer pursued as the characters 
  wander in the Cairn Hills or Bright Desert border areas 
  chasing false leads. 
   
  The four Suel scryers can be reached via 
  teleportation or overland travel. All of them are 
  interested in information about the shrine to Wee Jas in 
  the Abbor-Alz, but none are willing to pay for the 
  information beyond vague promises of aiding the 
  characters in the future. It is appropriate to run 
  Encounter Three before such a meeting, if it has not 
  already been played, since all four of the Suel scryers are 
  located in major cities of the Duchy of Urnst. Visiting 
  these four scryers incurs no additional TU costs. 
  INTRODUCTION: WHAT IS IT 
  THIS TIME? 
  The weather has been fair, and your group has made 
  good time, arriving at Seltaren well before noon. The 
  trip across Seltaren was far more eventful than 
  usual; your group was assaulted twice before 
  reaching the city center and three more times before 
  reaching the east gate. Each attack was stronger than 
  the last. The watch was very efficient in responding 
  
  The Contenders 
   
  Page 5 
  to the disturbances, with patrols arriving on the 
  scene each time within only a minute or two, rather 
  than the usual ten to twenty minutes. They took the 
  survivors of the botched muggings into custody 
  before you had any real opportunity to question 
  them, but you did retrieve a written description off 
  the last group of miscreants that was very specific in 
  describing your group. 
   
  It is a relief to put the city behind you. 
   
  In the distance to the east, you see a courier, 
  making haste on the road toward you. As the courier 
  approaches, you can see it is a young Suel woman, 
  riding a grey-maned, black-bodied horse. The horse 
  and rider are approaching at an unearthly speed. She 
  slows her horse abruptly and looks over your group 
  carefully, then approaches your group more slowly 
  and speaks when close. 
   
  “Good day to you. I am Alynde. May I have the 
  honor of your names?” 
  � Alynde: Female Suel human Rgr1/Sor2. 
   
  Her gear is well-cared for, but unembellished and 
  kept to an absolute minimum. Her only visible weapon is 
  a masterwork rapier. Her mount has oddly indistinct 
  hooves and moves noiselessly. Arcane sight or similar 
  magic will identify it as a phantom steed (caster level 14th, 
  speed 240 ft.). If questioned about the spell, she 
  comments that it’s nice to have a client expedite her 
  travel. 
   
  She listens politely as the characters introduce 
  themselves. When the highest level arcane caster or 
  highest level character is introduced, she reacts with a 
  visible start. 
  “I hadn’t expected to make a delivery quite so soon 
  today. Let’s see,” she says as she opens a small 
  satchel and checks several small scrolls. “Yes, this is 
  the one. A message for you,” she says, presenting the 
  scroll in one hand and an open palm with an 
  expectant look. 
  Alynde is seeking a gratuity; if none is presented, she will 
  still deliver the scroll, along with a petulant pout. If paid, 
  she will be bright and cheerful and wish the characters a 
  good journey as she hands over the scroll – Player 
  Handout #1. After delivering her message, Alynde rides 
  off as swiftly as before, bypassing Seltaren to the south as 
  she continues west. 
  Development: 
  The players will need to decide how to respond to Lord 
  Rovisand. It is currently early afternoon, and they are on 
  the eastern outskirts of Seltaren. 
   
  They could choose to use magic to travel very 
  swiftly, via teleport, wind walk, or similar magic. If such a 
  method is used, check whether the players intend to go 
  directly to the College of Sages and Sorcery or seek 
  accommodations in Nellix instead. If they go directly to 
  the college, then go to Encounter Four; if they seek 
  accommodations in Nellix first, go to Encounter Three. 
   
  The party might decide to return to Seltaren to try to 
  find out more about the previous attacks. The characters 
  won’t be able to get any information from the authorities, 
  but will provoke another attack. If the players return to 
  Seltaren, go to Encounter Three; otherwise, go to 
  Encounter One. 
   
  If the party chooses to ignore Lord Rovisand’s note, 
  proceed with Encounter Three at whatever city the 
  adventurers reach next. Note that Encounter Six will 
  occur on the ninth day and Encounter Two will occur on 
  the tenth day if the characters continue to avoid visiting 
  Nellix. 
  ENCOUNTER ONE: GETTING 
  THERE IS HALF THE FUN 
  Overland travel to Nellix from Seltaren takes about three 
  days by horse, or about twice that by foot. Each day of 
  travel, choose three characters as the target of scrying 
  attempts (DC 21 Will save negates), one each at daybreak, 
  noon, and sunset. If the scrying is detected by the players 
  via detect scrying, refer to the preparation for play notes to 
  choose a scene to describe. The judge should avoid using 
  the same description twice if multiple scrying attempts 
  are detected. Refer to the preparation for play notes if the 
  players attempt to contact the caster of the scrying. 
   
  Even if the characters do not detect the scrying, they 
  may still spot the sensor. The sensor can be detected by a 
  character of at least 12 Intelligence on an Intelligence 
  check of 20 or greater. 
   
  On the morning of the last day before the characters 
  arrive at Nellix, Leanna Everbright (the elven woman 
  described under the preparation notes for scrying) will be 
  the scryer. Resisting the scry attempt requires a DC 23 
  Will save. She will choose a non-monk, non-paladin, non-
  spellcasting character as the target of the scry spell if 
  possible. Leanna is determining the character’s location 
  in order to arrange their interception. If the scry attempt 
  fails, then Stoutheart will not have cast her barkskin, resist 
  energy (fire), or protection from energy (fire) spells prior to 
  the encounter; restore these spells to her list of 
  memorized spells. 
   
  Refer to DM’s Aid #3 for a map of the encounter site. 
  Note that this encounter could also be triggered by an 
  attempt to confront Leanna as described in the 
  preparation for play notes. If so, adjust the encounter for 
  a site in medium forest a few miles within the Celadon 
  southeast of Nellix by converting the road to a 5 ft. wide 
  path. Treat all non-path squares as having small trees, 
  which provide +2 AC and a +1 bonus on reflex saves 
  which do not stack with cover (per the DMG page 87). 
  Encounter Two may then occur as the characters return 
  to Nellix. 
  
  The Contenders 
   
  Page 6 
   
  Otherwise, proceed with the following description: 
  Many merchants passed your group bound for 
  Eschen or Seltaren earlier this day, but as the day 
  wears on, few travelers are on the road. In the early 
  afternoon, the road crests a small lightly wooded 
  ridge, and a satyr comes into view, resting alongside 
  the road in the shade of a huge elm tree. 
  A DC 10 Bardic Lore or Knowledge (Nature) check 
  provides the information that satyrs are rarely seen 
  within the settled lands of the Duchy of Urnst. If the 
  party approaches to speaking range, proceed as follows: 
  As you approach closer, the satyr rises to greet you. 
  He appears old for his kind; his horns and hooves 
  have lost the luster of youth and his fur is burgundy 
  frosted with light grey. “Ah, at last. I have been 
  waiting quite a while for you, to seek a boon of you. 
  It will not harm you, and may aid this land. But you 
  will have to be unconscious when you give that aid.” 
  There are a pixie and a treant hiding nearby. At APL 6, a 
  DC 19 Spot locates the treant. At APLs 8 through 12, the 
  treant is using a tree shape spell and it will require detect 
  magic, arcane sight, or similar magic to detect. The pixie is 
  hiding invisibly without moving, and can only be spotted 
  if a character comes within 30 feet or is using see invisible 
  or similar magic. Use prerolled d20 rolls to resolve Spot 
  or Listen checks against the pixie’s Hide and Move 
  Silently checks to determine if the pixie is detected. 
   
  Here are some likely questions that the players may 
  pose, and the satyr’s replies: 
  • 
  Who are you? “I speak no names here. Names 
  matter not, only thoughts and deeds matter.” 
  • 
  What boon do you seek? “An hour of time and a 
  few moments of your thoughts. No more will be 
  asked of you.” 
  • 
  What will we get for granting this boon? “If you 
  show trust and generosity, it shall be repaid in 
  kind. I cannot give you more details now, but 
  when the moment of danger is past, you will be 
  contacted. I think you’ll find your trust 
  adequately repaid.” 
  • 
  What danger do you mean? “There are many who 
  would keep us from gaining your aid, if they 
  knew we sought it.” 
  • 
  Who is this ‘us’ that you refer to? “Surely you don’t 
  think I’d travel alone to speak with you? My 
  friends wait nearby. Please, do not make any 
  sudden movements that might alarm them.” 
  • 
  Why do the characters need to be unconscious? The 
  satyr bluffs with: “The magic we work will fail if 
  you are awake.” If pressed, the satyr gives a truer 
  answer: “What you do not perceive, you cannot 
  remember, no matter how subtle or strenuous 
  the questioning. Some things must remain 
  secret this day.” 
  • 
  How will we be put to sleep? “A friend waits 
  nearby. His arrows bring sleep without pain, 
  should he so desire it. You need only let the 
  magic take you. Even elves can sleep, if they 
  choose to let the magic take them.” Refer to PHB 
  page 177 under “Voluntarily Giving Up a Saving 
  Throw” for rules regarding voluntarily failing a save 
  and suppressing immunities. 
  If the characters agree, the pixie turns visible and will 
  shoot the characters one by one with his sleep arrow 
  ability. 
   
  The characters may try to suggest a less strenuous 
  alternative. The minimum that the satyr will accept is 
  that the characters be hooded (to prevent sight), 
  disarmed, and their hands bound. The Diplomacy check 
  has a base DC 25; up to five assists are allowed, but only 
  from characters which speak during roleplay. The check 
  is adjusted as follows (all adjustments are cumulative): 
  • 
  -2 if all non-elven characters agree to be put to sleep. 
  • 
  -2 if there are any elves in the party, or -4 if the party 
  consists entirely of elves; 
  • 
  -2 if there are any elves with a character background 
  certification as a member of an elven clan in the 
  Duchy of Urnst in the party; 
  • 
  -1 for each character that had the Tuliktu tattoo 
  inscribed above their eye; 
  • 
  -2 if there are any members of a Celadon 
  metaorganization in the party (members of 
  Defenders of the Celadon or Stalwart Pines in the 
  Duchy of Urnst, and Nyrond Wilderness Alliance 
  qualify); 
  • 
  +1 for each pure-Suel human or half-orc in the party; 
  • 
  +3 if there are any Duchy of Urnst nobles in the 
  party; 
  • 
  +3 if there are any members of the College of Sages 
  and Sorcery in the party, or +7 if there are any 
  members that have attained the rank of Fellow, 
  Preceptor, or Academian in the College of Sages and 
  Sorcery. 
  If terms are agreed to, Leanna Everbright arrives via 
  phantom steed after the characters are appropriately 
  incapacitated. Refer to the notes in the developments 
  section below. 
   
  If terms are not agreed to within a few minutes, or if 
  any spells are cast or weapons are drawn by the 
  characters, the treant will intervene violently. Leanna 
  will not arrive unless the characters are defeated. 
  
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  Page 7 
  APL 6 (EL 9) 
  � Fyl, male satyr Brd2: hp 38; see Combat Appendix. 
  � Leks, male pixie: hp 3; see Monster Manual v3.5 
  page 236. 
  � Stoutheart, female treant: hp 66, see Monster 
  Manual v3.5 page 244. 
  APL 8 (EL 11) 
  � Fyl, male satyr Brd5: hp 55; see Combat Appendix. 
  � Leks, male pixie Rgr2/Sor1: hp 17; see Combat 
  Appendix. 
  � Stoutheart, female treant Drd2: hp 94; see 
  Combat Appendix. 
  APL 10 (EL 13) 
  � Fyl, male satyr Brd7: hp 66; see Combat Appendix. 
  � Leks, male pixie Rgr2/Sor3: hp 26; see Combat 
  Appendix. 
  � Stoutheart, female treant Drd6: hp 149; see 
  Combat Appendix. 
  APL 12 (EL 15) 
  � Fyl, male satyr Brd8: hp 71; see Combat Appendix. 
  � Leks, male pixie Rgr2/Sor4: hp 31; see Combat 
  Appendix. 
  � Stoutheart, female treant Drd9: hp 216; see 
  Combat Appendix. 
  Tactics:  At all APLs, Leanna’s agents will use non-lethal 
  tactics initially, attempting to subdue their opponents. 
  Stoutheart’s favored tactic will be to strike in melee for 
  subdual damage, using power attack as appropriate. Fyl 
  will use spells and bardic abilities in preference to melee. 
  Leks will use sleep arrows, starting with non-elven 
  archers and then moving to non-elven melee combatants 
  and spellcasters. Stoutheart will not use sundering 
  attacks. These restrictions are abandoned only if one of 
  the NPCs is slain. 
   
  Regardless of the situation, Leks will not use his 
  memory loss special attack during the fight. 
   
  Leanna has been keeping tabs on the characters 
  progress and can warn her agents when the characters are 
  approaching sufficiently in advance for the casting of 
  long-duration spells. At all APLs, there have been magical 
  spells precast on the agents. Leanna has cast a Rary’s 
  Telepathic Bond linking herself to her three agents; she has 
  cast mage armor on each agent; and each agent has been 
  attuned to a charm on her bracelet of friends. The caster 
  level of the spells is 15th. In addition, at APLs 8 and 
  above, Stoutheart will have precast druidic spells active. 
  These spells are noted in the statistics block in the 
  Combat Appendix. 
  Treasure: 
  APL 6: L: 14 gp; C: 0 gp; M: 0 gp. 
  APL 8: L: 14 gp; C: 0 gp; M: 62 gp – wand of cure light 
  wounds (62 gp each). 
  APL 10: L: 39 gp; C: 0 gp; M: 62 gp – wand of cure light 
  wounds (62 gp each). 
  APL 12: L: 39 gp; C: 0 gp; M: 62 gp – wand of cure light 
  wounds (62 gp each). 
  Development: 
  If the characters agreed to her agent’s terms, Leanna 
  Everbright will arrive to question the characters. 
  � Leanna Everbright: Female gray elf Evoker 15. 
   
  After taking precautions against interruptions, she 
  will use probe thoughts on each character in turn. The 
  characters are allowed a DC 25 Will save to resist if they 
  so choose. Unconscious characters are also allowed a DC 
  25 Will save to wake up after each question if they so 
  choose. Any character that wakes will be reslept or 
  subdued as circumstances warrant. 
   
  Leanna probes each character for their knowledge of 
  the shrine to Wee Jas discovered in URD4-02 Breakfast 
  of Champions. In addition, she probes any pure Suel 
  human character to determine, by past actions, whether 
  they are generally good or neutral. 
   
  If the characters had agreed to the probing 
  peacefully, and did not choose to resist the probe thoughts 
  spell, they receive the favor of Leanna Everbright 
  described on the AR. At APLs 8-12, they receive the wand 
  of cure light wounds from Leks’ equipment as a gift as well. 
  Proceed to Encounter Two. 
   
  If the characters defeat the fey, Leanna will use her 
  bracelet of friends to retrieve the fey. It is possible to 
  interrupt this process using a dimensional anchor, anti-
  magic shell, or similar effect that blocks teleportation. If 
  the characters do manage to retain a fey to question, the 
  fey will reveal the following information under 
  questioning: 
  • 
  Leanna Everbright recruited them to intercept the 
  characters. 
  • 
  They know that Leanna intended to probe the 
  character’s minds. 
  • 
  They don’t know what Leanna was looking for, only 
  that it was important enough to risk coming out of 
  the Celadon for. 
  • 
  They intended to leave the characters unconscious 
  but otherwise unharmed, with all of their gear intact. 
   
  Note that if a dimensional anchor or similar effect that 
  does not interrupt the Rary’s Telepathic Bond is used to 
  block the bracelet of friends, Leanna will be in 
  communication with the fey during the interrogation 
  and will know what is done to her agents. 
   
  If the characters were subdued in combat and 
  probed while unconscious, Leks will shoot each character 
  
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  Page 8 
  with a memory loss arrow after Leanna has completed her 
  probe (see his statistics for the Will save DC). At APLs 10 
  and 12, Leanna will cast mind fog (Will save DC 24 resists) 
  before Leks shoots the characters. Victims who fail the 
  Will save against memory loss retain skills, languages, and 
  class abilities but forget everything else until they receive 
  a heal spell or memory restoration with limited wish, wish, 
  or miracle.  Proceed to Encounter Three. 
  Flow: If the characters resolved the encounter 
  peacefully, proceed to Encounter Two, otherwise proceed 
  to Encounter Three. 
  ENCOUNTER TWO: VROCK 
  YOUR WORLD 
  If Encounter One was resolved peacefully, this encounter 
  occurs late on the same afternoon. If the party never 
  meets Encounter One, this encounter occurs as the 
  characters leave Nellix or on the tenth day of the 
  adventure, whichever comes first; adjust the read-aloud 
  text accordingly. 
  A whiff of black smoke from beyond the curve of the 
  road rises ominously above the trees. 
   
  Around the corner, fiends cavort around the 
  wreckage of a burning cart about 150 feet away. One 
  of them stops dancing and looks toward the party. 
  After a moment, the rest stop their celebration and 
  turn toward you as well. 
  APL 6 (EL 8) 
  � Babau (2): hp 66 each; see Monster Manual v3.5 page 
  40. 
  APL 8 (EL 10) 
  � Babau: hp 66; see Monster Manual v3.5 page 40. 
  � Vrock: hp 115; see Monster Manual v3.5 page 48. 
  APL 10 (EL 12) 
  � Babau (3): hp 66; see Monster Manual v3.5 page 40. 
  � Vrock (2): hp 115 each; see Monster Manual v3.5 
  page 48. 
  APL 12 (EL 14) 
  � Hezrou: hp 138; see Monster Manual v3.5 page 44. 
  � Vrock (4): hp 115; see Monster Manual v3.5 page 48. 
  Tactics: 
  These demons are not subtle. The vrocks and hezrou will 
  use spells when advantageous, but will maneuver closer 
  to enter melee at the earliest opportunity. The vrocks will 
  not waste time with a dance of ruin. The babau will be 
  somewhat more cautious, and will seek to attack from 
  flanking positions whenever practical. All of the demons 
  have already used their summon Tanar’ri powers for the 
  day. 
  Treasure: 
  All APLs: Loot – 0 gp, Coin – 0 gp, Magic -- none. 
  Development: 
  The demons will attempt to capture any spellcasters in 
  the party. Other party members will be killed. 
  Spellcasters will be interrogated and then killed. The 
  demon’s questions revolve around finding out who the 
  characters spoke with and what they discussed. If the 
  characters are all slain, bodies will be found, but so badly 
  maimed that a resurrection spell is required. Characters 
  may be reequipped per the standard provisions of the 
  LGCS. 
   
  If the characters defeat the demons, they can 
  investigate the wreckage of the cart. Nothing of value 
  remains, but a DC 15 Search check reveals that it carried 
  alchemical supplies and equipment, and a DC 15 Track 
  check determines that the cart was ambushed near the 
  turn in the road and wrecked here after a brief panicky 
  run. No bodies are found in the wreckage. 
   
  If the characters press on directly to the College, go 
  to Encounter Four. If they seek lodgings in Nellix 
  instead, proceed with Encounter Three. 
  ENCOUNTER THREE: I SMELL 
  A RAT 
  Usually, this encounter occurs when the characters seek 
  lodgings in Nellix. This would be after Encounter One, 
  Two, or Six, depending on the player’s choices; refer to 
  DM’s Aid #1. This encounter may also right after the 
  Introduction if the characters choose to return to 
  Seltaren after their meeting with Alynde. If players get 
  sidetracked into chasing down various scryers, it is 
  appropriate to run this encounter on the first evening 
  that the players seek lodging in a major Duchy city (for 
  example, if characters seek out Ellis and Jemare in 
  Leukish after a detected scrying attempt, then this 
  encounter could be set in Leukish). 
   
  Just prior to the encounter, one of the characters will 
  be scryed at random (DC 21 Will save negates). If a player 
  character has cast detect scrying, use any of the scryers 
  described in the preparation notes except for Leanna 
  (who has her own plans, detailed in Encounter One) or 
  the nymph. If the characters are visiting one of the 
  scryers, do not choose the individual they are visiting. 
   
  Even if the characters do not detect the scrying, they 
  may still spot the sensor. The sensor can be detected by a 
  character of at least 12 Intelligence on an Intelligence 
  check of 20 or greater. 
   
  Refer to DM’s Aid #4 for a map of the encounter 
  area. As the characters proceed toward their lodgings, 
  read the following: 
  The streets are quieter than usual. So the piercing 
  shriek and the clash of weapons coming from the 
  alley ahead on the right carries through the air 
  really well. Oh well. It’s probably none of your 
  business, right? 
  
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  Page 9 
  APL 6 (EL 8) 
  � Lerok, male wererat Rog1/Wiz2: hp 17; see 
  Combat Appendix. 
  � Marelle, female human Mnk5: hp 37; see Combat 
  Appendix. 
  � Toryn, male wererat Rog3: hp 27; see Combat 
  Appendix. 
  APL 8 (EL 10) 
  � Lerok, male wererat Rog2/Wiz3: hp 36; see 
  Combat Appendix. 
  � Marelle, female human Mnk7: hp 52; see Combat 
  Appendix. 
  � Toryn, male wererat Rog5: hp 40; see Combat 
  Appendix. 
  APL 10 (EL 12) 
  � Lerok, male wererat Rog2/Wiz5: hp 53; see 
  Combat Appendix. 
  � Marelle, female human Mnk9: hp 67; see Combat 
  Appendix. 
  � Toryn, male wererat Rog7: hp 53; see Combat 
  Appendix. 
  APL 12 (EL 14) 
  � 
  Lerok, 
  male 
  wererat 
  Rog3/Wiz5/Arcane 
  Trickster1: hp 65; see Combat Appendix. 
  � Marelle, female human Mnk11: hp 82; see 
  Combat Appendix. 
  � Toryn, male wererat Rog9: hp 66; see Combat 
  Appendix. 
  Tactics: 
  The trio of villains is attempting to lure the heroes into a 
  back-alley fight. Lerok and Toryn begin the encounter 
  already shifted to their hybrid forms. Marelle is feigning 
  a fight with the wererats; this will become obvious when 
  the first character moves through one of the squares she 
  threatens, when Marelle will take an attack of 
  opportunity. 
   
  If the characters don’t take the bait, Marelle will 
  double move past the characters, “fleeing” from her 
  compatriots. They will then attack the characters on the 
  open street. Marelle will use subdual damage when 
  fighting, and will try to knock out a sorcerer or wizard if 
  possible. Lerok and Toryn will try to achieve flanking 
  positions and use whatever means necessary to kill their 
  opponents. 
  Treasure: 
   
  APL 6: L: 40 gp; C: 14 gp; M: amulet of natural armor 
  +1 (167 gp each), bracers of armor +3 (750 gp each), potion 
  of cure moderate wounds (25 gp each), potion of shield of 
  faith (+2) (4 gp each), wand of shocking grasp (62 gp each). 
   
  APL 8: L: 38 gp; C: 14 gp; M: amulet of natural armor 
  +1 (167 gp each), bracers of armor +3 (750 gp each), dust of 
  illusion (100 gp each), potion of cure moderate wounds (25 
  gp each), potion of shield of faith (+2) (4 gp each), +1 rapier 
  (193 gp each), ring of protection +1 (167 gp each), wand of 
  shocking grasp (62 gp each). 
   
  APL 10: L: 20 gp; C: 14 gp; M: amulet of natural armor 
  +1 (167 gp each), bracers of armor +3 (750 gp each), dust of 
  illusion (100 gp each), potion of cure moderate wounds (25 
  gp each), +1 spell storing rapier (693 gp each), +1 rapier (193 
  gp each), 2 rings of protection +1 (334 gp each), wand of 
  shocking grasp (62 gp each). 
   
  APL 12: L: 19 gp; C: 14 gp; M: bracers of armor +3 (750 
  gp each), dust of illusion (100 gp each), monk’s belt (1,083 gp 
  each), potion of cure moderate wounds (25 gp each), +1 spell 
  storing rapier (693 gp each), +1 keen rapier (693 gp each), 
  wand of shocking grasp (62 gp each), +1 wild leather armor 
  (1,347 gp each). 
  Development: 
  If the party defeats the villains, they will have 15 minutes 
  to loot the fallen and question survivors before the city 
  watch arrives to investigate the commotion. Upon 
  arriving, the watch will take custody of the villains. The 
  characters will be asked to accompany the watch to the 
  watch station to provide statements on the incident. The 
  process will take at least 2 hours. Any items not looted 
  before the watch’s arrival will not be available to the 
  characters until after the adventure ends unless at least ½ 
  of the party uses an influence point with a Merchant or 
  Noble House of the Duchy to bypass the standard 
  procedure.  A bribe will not work in this circumstance 
  unless it is at least ½ of the value of the item in question. 
   
  The following information can be extracted from the 
  prisoners: Marelle hired Lerok and Toryn to aid her in 
  her mission. She intended to subdue one of the PCs 
  (preferably a wizard or sorcerer) and take that individual 
  to a meeting place for questioning by a third party. Lerok 
  and Toryn were to dispose of any bodyguards or toughs as 
  they saw fit. Marelle (if she survived) will not reveal who 
  she is working for, only that they wanted one of the 
  player characters (a wizard or sorcerer, if there is one in 
  the party) for questioning. She does not know what they 
  wanted to question the character about. 
   
  If the characters are all slain, their bodies will be 
  found stripped of gear and dumped in an alley. The 
  characters can be raised and reequipped per the standard 
  provisions of the LGCS. 
  ENCOUNTER FOUR: COLD 
  COMFORT 
  The College of Sages and Sorcery lies on a hill southwest 
  of Nellix. The grounds immediately around the college 
  are open, providing a clear view of the city, the south 
  gate, and the shrine of Lydia near the south gate. To the 
  
  The Contenders 
   
  Page 10 
  west are lightly forested hills, while to the south and east 
  the farmlands of Bessen Valley stretch into the distance. 
   
  Characters arriving by ordinary means (from 
  Encounter One, Two, or Three) will approach the campus 
  from the north. Those arriving via flight will find Nellix 
  first and then turn south for the college. 
  Arriving Via Teleportation: 
  For characters arriving via teleport, proceed with the 
  following description: 
  Teleporting directly to the College is always an 
  anxious experience. Your party arrives in a 
  courtyard at the northeast corner of the campus. 
  Eight members of the college, ranging from a bored 
  Preceptor and two Fellows to one nervous Sophist, 
  point various staves and wands in your direction 
  from vantage points around the courtyard. Several 
  guards in service to the college also stand at the 
  ready around the courtyard. After a brief challenge, 
  they relax and allow you to pass. 
   
  [Shielding the entire campus from teleports, while 
  possible, would interfere with many types of research at 
  the campus. So the faculty has chosen to draw all 
  inbound teleports to one location instead. When 
  combined with a greater anticipate teleport and a team of 
  guards and wizards, it is considered an effective deterrent 
  to an assault by lesser spellcasters. In the event of a 
  serious attack, the warders function in the same role as 
  the bird in a dwarven mine: they die first and alert the 
  campus to a serious threat. Any member of the College of 
  Querist level or above is aware of this and may well have 
  stood watches in the past, though the duty falls 
  disproportionately upon socially inferior or financially 
  disadvantaged students.] 
  Interference: 
  Regardless of which method the characters arrive by, as 
  soon as the characters come out onto the campus 
  commons, all characters need to make a DC 26 Will save 
  or be subject to a brain spider (see New Rules appendix for 
  the brain spider spell description) spell cast by Daymaster 
  Tylquiram Huillart. On each subsequent round, one of 
  those characters who failed the first save must make a 
  second save (DC 26 Will Save) or accept the suggestion (as 
  the spell) to visit the shrine to Lydia near the south 
  entrance to Nellix. Continue until all characters who 
  failed the first save have been subjected to a suggestion 
  once. The suggestion is considered caster level 17 for 
  purposes of dispelling. If none of the characters succumb 
  to the suggestion, proceed to Encounter Five; otherwise, 
  proceed to the development section with those 
  characters who visit the shrine. 
  Development: 
  The trip to the Lydian shrine takes only a couple of 
  minutes. As you raise you hand to open the door, a 
  young novice opens the door from the inside for 
  you. 
   
  “The Daymaster awaits you. Please follow me.” 
   
  You are led to a modestly appointed room off 
  the side of the main shrine. A thin, middle-aged Suel 
  man in clerical vestments sits behind a low table, 
  waiting for you. Bloodshot eyes consider you from a 
  tired and careworn face. His hair, once golden, has 
  many grey and even white strands through it. 
   
  “Welcome. I am sorry that necessity compelled 
  me to bring you here in this way, but sometimes the 
  needs of the present do not tolerate delay. Speed in 
  separating the truth from the rumors in this matter 
  is essential. There are persistent rumors that some 
  in your party had found a lost shrine to Wee Jas in 
  the Abbor-Alz. Those outside the churches have 
  forgotten the less-well-known shrines, but we recall 
  them all.” 
  If none of the characters reached the inner shrine in 
  URD4-02 Breakfast of Champions, continue with the 
  following text: 
  “Fortunately, it appears that in your case it was mere 
  rumor. You would do well to make clear to those 
  who inquire that you know nothing of these 
  matters.” 
  If any of the characters which failed their save against the 
  brain spider entered the inner shrine in URD4-02 
  Breakfast of Champions, use this text instead. 
  “Regrettably, it appears you have actually been there. 
  That is unfortunate. Well, what’s done is done; we 
  can only prepare for what will come, not undo what 
  already is.” 
  In either case, the Daymaster reaches into a small bag and 
  brings out several medallions, each with an embossed 
  silver spear on a field of gold. He hands one to each 
  character. His hands noticeably shake as he retrieves and 
  distributes these medallions. 
  “In recompense for my intrusion this day, know that 
  I can aid you in the future. Let it be said that we 
  repay those who provide us with knowledge.” 
  Characters may have some questions about the nature of 
  the shrine. The Daymaster will provide the following 
  information in response to questions: 
  • 
  What can you tell us about this shrine? “The shrine 
  you were rumored to have found is very old, 
  dating to the first days of our people in Urnst.” 
  • 
  Why would anyone be interested in the shrine? “It 
  is one of a few places that may still contain lore 
  from those days.” A DC 18 Sense Motive check 
  indicates that the Daymaster is holding back 
  information. If pressed, he continues: Though the 
  most learned deem it unlikely that any 
  knowledge of the stronger magics from the Suel 
  Imperium was brought out into Urnst, it is 
  possible that whatever did survive might have 
  been stored there. That could be priceless to one 
  skilled in the arcane arts.” 
  
  The Contenders 
   
  Page 11 
  • 
  Would this have anything to do with all of the 
  attacks on us? “Depending upon how widely the 
  rumors of the shrine’s discovery have spread, 
  you may be in danger. Many who covet 
  knowledge would try to gain it from you 
  without recompense. They would probably not 
  believe claims of ignorance, even if such claims 
  are valid.” 
  • 
  What is the misty barrier within the shrine? “The 
  records speak of an accident occurring at the 
  shrine during the working of a magic. The 
  barrier you describe could be either an effect of 
  the accident or a ward containing it. The 
  survivors sealed and warded the shrine, a sure 
  sign that they considered the place dangerous.“ 
  • 
  How do you bypass the barrier? “I do not know. 
  With sufficient direct study, someone might be 
  able to determine a safe method, but I doubt 
  anyone can otherwise.” 
  • 
  What’s inside the barrier? “The inner sanctum and 
  the quarters of the senior leadership of the 
  shrine at a minimum. Of course, that assumes 
  anything survived the accident.” 
  • 
  What was the purpose of the shrine? “It was always 
  said publicly that it was merely a retreat for 
  those devoted to the Stern Lady. A DC 18 Sense 
  Motive check indicates that the Daymaster is 
  holding back information. If pressed, he continues: 
  Many sites in the Abbor-Alz were chosen 
  because of powers that could be tapped there 
  rather than for remoteness. It seems likely that 
  this one was a place of magical research.” 
  • 
  What were they researching? “I do not know. 
  Wizards are always secretive about such things. 
  It may have been nothing remarkable, but the 
  reaction to the accident suggests otherwise.” 
  • 
  The Daymaster can cast heal as needed to reverse the 
  effects of any memory loss from Encounter One. A 
  character may either pay NPC spellcasting rates 
  (1,020 gp per heal spell cast) or may immediately use 
  the Daymaster’s favor from the AR for this 
  adventure. 
  When the questioning is finished, the Daymaster speaks 
  one last time: 
  “If you will excuse me, I have other pressing matters 
  to attend to. The novice will see you out.” With a 
  single word of power, he is gone. 
  A DC 21 Spellcraft check identifies the spell as a word of 
  recall. The novice has no knowledge of where the 
  Daymaster has gone or when he might return. Proceed 
  with Encounter Five. 
  ENCOUNTER FIVE: A MIND IS 
  A TERRIBLE THING TO WASTE 
  A brief inquiry of several passing students will quickly 
  allow the party to find Rovisand U’moreal’s offices on the 
  College of Sages and Sorcery campus. 
  Entering through the north wing, Lord Rovisand’s 
  offices are down a short stone staircase and halfway 
  along a narrow and dark hallway on the building’s 
  lowest floor. Lord Rovisand’s offices are part of a 
  daylight basement, with natural light streaming in 
  from tall windows that look out on a barren atrium. 
  A harried Querist of the College answers the door. 
  Half of his hair is singed and there is a peculiar 
  dusting of blue and green chalk on the opposite side 
  of his face. 
   
  “What is it now? Oh. You’re not with the 
  College, are you? Lord Rovisand said there’d be 
  visitors this week. If you will wait in the discussion 
  room for a moment, I’ll see if he can be interrupted.” 
  The Querist will guide the characters to a small meeting 
  room just off the laboratory entrance. He then returns to 
  alchemical experiments already in progress. 
  The room is sparsely furnished, with old but stout 
  oak chairs and a thick table made of darkwood. It is 
  evident from the unskilled carvings on the edges of 
  the table that a great many truly tedious meetings 
  have been held around this table. 
   
  Perhaps half an hour passes before Lord 
  Rovisand arrives. He is a wiry man, past his prime 
  but still spry. Bright blue eyes are a startling 
  contrast to his very pale complexion. His robes fit 
  loosely and clearly are many seasons out of fashion, 
  but are well cared for and of high quality. 
   
  “Excellent! I take it that Alynde had no trouble 
  finding you? I’m delighted that you were able to 
  accept my invitation on such short notice.” He 
  reaches into his voluminous robes and pulls forth a 
  small pouch, spilling 30 platinum dukes onto the 
  table. “This trifle should cover whatever she tried to 
  swindle you out of and your travel expenses as well. 
  Now, let’s get down to business, shall we?” 
   
  “I have heard an interesting rumor that a shrine 
  has been found out in the Abbor-Alz. You wouldn’t 
  happen to know anything about that, would you? 
  If a character claims never to have been to the shrine, 
  Lord Rovisand replies, “Then you won’t mind if I 
  confirm that, will you? There are many ways to cloud 
  a creature’s mind, but a probe will reveal any gaps in 
  your memory.” 
   
  If a character admits to having been in the shrine, 
  Lord Rovisand says, “I’m hoping that the shrine you 
  found is the one I’m looking for. I’d like to probe 
  your memories of it. In exchange I can help you 
  
  The Contenders 
   
  Page 12 
  acquire some things you may be looking for. 
  Interested?” 
   
  At this point, negotiations begin in earnest. Lord 
  Rovisand 
  is 
  very 
  businesslike 
  in 
  negotiations 
  (uncommonly so for a scholar, in fact). He considers his 
  offer a generous one and will not increase it. (Refer to the 
  AR for the terms of his favor.) If characters are rude or 
  blustering, he will end negotiations abruptly and demand 
  that the characters leave immediately. 
   
  For characters suffering from memory loss, Lord 
  Rovisand will offer to remove the condition using limited 
  wish. This expends Lord Rovisand’s favor. Unlike the 
  Daymaster, he will not accept a cash payment instead. 
   
  Lord Rovisand will answer a few questions for the 
  characters if asked politely.  Some possible questions and 
  appropriate answers are listed below: 
  • 
  How do you know about the shrine? “It’s known 
  among the select at the College that House 
  Lorinar already has the site under their control 
  and won’t allow a team from the College to visit 
  it yet. The Directorate is still debating how best 
  to proceed in gaining access to it.” 
  • 
  If the College is going to get access eventually, what 
  does probing our minds gain you? “You saw the 
  inner shrine with your own eyes, yes? Some of 
  you may have even used divinations on the area. 
  That information can be useful; it’s the next 
  best thing to being there. It could save me much 
  time.” 
  • 
  What about our promise to Lord Rochard to keep 
  the shrine secret? “That shouldn’t be a problem. 
  The fool asked you not to speak of it. That 
  doesn’t cover reading your memories of the 
  event, now does it? If the man can’t craft 
  sensible terms, that’s his problem, not yours.” 
  • 
  What is your interest in the shrine? “I’ve been 
  looking for a shrine in that area for quite some 
  time. The shrine I’m looking for dates to the 
  early Dominion of Urnst, before Nellix and 
  Seltaren were founded, and before the treaty 
  with Nehron. It is mentioned in Arnalese’s 
  notes – that would be my distant ancestor 
  Arnalese U’moreal, perhaps best known for On 
  Blended Magic, the earliest definitive work we 
  have on combining arcane and divine magic. 
  She mentions working there, but her notes have 
  some intriguing gaps in them.” 
  • 
  What do you mean by gaps in her notes? What was 
  she working on? “Oh, a unique bit of magic; not 
  like anything else you’ve ever seen. More of a 
  historical curiosity than anything else.” A DC 25 
  Sense Motive check reveals that Lord Rovisand is 
  making a bluff of monumental size; but no matter 
  how the characters rephrase their questions, he 
  won’t reveal more than he has already said.  
  Treasure: 
  All APLs: Loot – 0 gp, Coin – 50 gp, Magic -- none. 
  Development: 
  Any characters who agree to Lord Rovisand’s probe will 
  be led one at a time into a small sitting room. The room 
  has no windows; the only light comes from muted 
  continual flame spells. Oddly, all of the walls are 
  upholstered. 
   
  Each character’s mind is probed while alone in the 
  room with Lord Rovisand via a probe thoughts spell (DC 23 
  Will save resists). Any attempt to resist the probe 
  immediately voids Lord Rovisand’s favor. Attempts to spy 
  on the room from outside fail due to shielding materials 
  and wards in the walls, floor, and ceiling of the room. 
   
  Characters emerge from the room with no memory 
  of what happened in the room. They are also shaken (per 
  the PHB) for one minute after exiting the room. This is a 
  separate effect from the probe thoughts spell. Shaken 
  characters will recover from the condition prior to the 
  next encounter. 
  ENCOUNTER SIX: WHAT YOU 
  CAN’T SEE CAN HURT YOU 
  The College of Sages and Sorcery is surrounded by open 
  ground approximately 600 feet across. As the party nearly 
  completes crossing the open ground leaving the college, 
  they are attacked by invisible stalkers. Alternatively, if 
  the party chooses not to go to the College following 
  Encounter Three, this encounter occurs as they are 
  leaving Nellix, in the open ground to the west of the city. 
  If the party does not reach Nellix before the ninth day of 
  the adventure, run this encounter at that time. Regardless 
  of locale, the battlefield should be as open as the terrain 
  permits (a meadow in a forested area, an open valley if the 
  encounter occurs in the Cairn Hills or Abbor-Alz, open 
  plains elsewhere). 
  APL 6 (EL 8) 
  � Invisible Stalker, advanced: hp 78 each; see Combat 
  Appendix. 
  APL 8 (EL 10) 
  � Invisible Stalker, advanced (2): hp 78 each; see 
  Combat Appendix. 
  APL 10 (EL 12) 
  � Invisible Stalker, advanced (2): hp 120 each; see 
  Combat Appendix. 
  APL 12 (EL 14) 
  � Invisible Stalker, advanced (4): hp 120 each; see 
  Combat Appendix. 
  Tactics: 
  
  The Contenders 
   
  Page 13 
  The invisible stalkers have been brought onto the Prime 
  Material plane by a wizard and given instructions to 
  knock out the characters and take them for interrogation. 
  Unfortunately, the wizard’s instructions were imprecise. 
  The invisible stalkers, true to their nature, pervert those 
  instructions: instead of knocking out the characters, only 
  the first blow swung by an invisible stalker will be for 
  subdual damage. All subsequent attacks will be for lethal 
  damage. 
  Treasure: 
  All APLs: Loot – 0 gp, Coin – 0 gp, Magic -- none. 
  Development: 
  If the characters are all slain, their bodies will be found 
  stripped of gear in the countryside southwest of Nellix. 
  The characters can be raised and reequipped per the 
  standard provisions of the LGCS. 
  CONCLUSION 
  A few days after the last encounter, any non-elven 
  characters have the following dream: 
  Dense mists obscure all vision, and shouting and 
  the clash of spells and weapons surround you. The 
  action swirls around you, out of sight no matter 
  where you step. Suddenly a cool soprano voice 
  whispers quietly in your ear. 
   
  “Sarnin sends his regards. We hope you enjoyed 
  being the center of attention. Get used to it, for we 
  owe you much grief for your interference, and I owe 
  you a death for a death.” 
   
  With a start, you awaken.  
  The End 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter One 
  If the characters defeat the fey: 
   
  APL6 
  270 xp 
   
  APL8  
  330 xp 
   
  APL10  
  390 xp 
   
  APL12  
  450 xp 
  If the characters agree to the fey’s terms: 
   
  All APLs  
  30 xp 
  Encounter Two 
  This encounter only occurs if Encounter One is skipped 
  or was peacefully resolved. For defeating the demons: 
   
  APL6 
  240 xp 
   
  APL8  
  300 xp 
   
  APL10  
  360 xp 
   
  APL12  
  420 xp 
  Encounter Three 
  For defeating the assailants: 
   
  APL6 
  240 xp 
   
  APL8  
  300 xp 
   
  APL10  
  360 xp 
   
  APL12  
  420 xp 
  Encounter Six 
  For defeating the invisible stalkers: 
   
  APL6 
  240 xp 
   
  APL8  
  300 xp 
   
  APL10  
  360 xp 
   
  APL12  
  420 xp 
  Discretionary roleplaying award 
   
  APL6  
  150 xp 
   
  APL8  
  195 xp 
   
  APL10  
  240 xp 
   
  APL12  
  285 xp 
  Total possible experience: 
   
  APL6  
  900 xp 
   
  APL8  
  1125 xp 
  
  The Contenders 
   
  Page 14 
   
  APL10  
  1350 xp 
   
  APL12  
  1575 xp 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter One:   
   
  APL 6: L: 14 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 14 gp; C: 0 gp; M: 62 gp – wand of cure light 
  wounds (62 gp each). 
   
  APL 10: L: 39 gp; C: 0 gp; M: 62 gp – wand of cure 
  light wounds (62 gp each). 
   
  APL 12: L: 39 gp; C: 0 gp; M: 62 gp – wand of cure 
  light wounds (62 gp each). 
  Encounter Two: 
   
  All APLs: Loot – 0 gp, Coin – 0 gp, Magic -- none. 
  Encounter Three: 
   
  APL 6: L: 40 gp; C: 14 gp; M: amulet of natural armor 
  +1 (167 gp each), bracers of armor +3 (750 gp each), potion 
  of cure moderate wounds (25 gp each), potion of shield of 
  faith (+2) (4 gp each), wand of shocking grasp (62 gp each). 
   
  APL 8: L: 38 gp; C: 14 gp; M: amulet of natural armor 
  +1 (167 gp each), bracers of armor +3 (750 gp each), dust of 
  illusion (100 gp each), potion of cure moderate wounds (25 
  gp each), potion of shield of faith (+2) (4 gp each), +1 rapier 
  (193 gp each), ring of protection +1 (167 gp each), wand of 
  shocking grasp (62 gp each). 
   
  APL 10: L: 20 gp; C: 14 gp; M: amulet of natural armor 
  +1 (167 gp each), bracers of armor +3 (750 gp each), dust of 
  illusion (100 gp each), potion of cure moderate wounds (25 
  gp each), +1 spell storing rapier (693 gp each), +1 rapier (193 
  gp each), 2 rings of protection +1 (334 gp each), wand of 
  shocking grasp (62 gp each). 
   
  APL 12: L: 19 gp; C: 14 gp; M: bracers of armor +3 (750 
  gp each), dust of illusion (100 gp each), monk’s belt (1,083 gp 
  each), potion of cure moderate wounds (25 gp each), +1 spell 
  storing rapier (693 gp each), +1 keen rapier (693 gp each), 
  wand of shocking grasp (62 gp each), +1 wild leather armor 
  (1,347 gp each). 
  Encounter Five: 
   
  All APLs: Loot – 0 gp, Coin – 50 gp, Magic -- none. 
  Encounter Six: 
   
  All APLs: Loot – 0 gp, Coin – 0 gp, Magic -- none. 
  Total Possible Treasure 
  APL 6: L: 54 gp; C: 64 gp; M: 1,070 gp  - Total: 900 gp 
  APL 8: L: 52 gp; C: 64 gp; M: 1,468 gp  - Total: 1300 gp 
  APL 10: L: 59 gp; C: 64 gp; M: 2,386 gp  - Total: 2300 
  gp 
  APL 12: L: 58 gp; C: 64 gp; M: 4,815 gp  - Total: 3300 
  gp 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Favor of Leanna Everbright: For agreeing to Leanna’s 
  mind probe, the character may choose one of the 
  following benefits: 
  • 
  Purchase any one of the following: ring of blinking, 
  ring of evasion, ring of feather fall, ring of force shield, 
  minor ring of energy resistance, ring of the ram, or ring of 
  X-ray vision 
  
  The Contenders 
   
  Page 15 
  • 
  Obtain the casting of a remove curse, break 
  enchantment, or stone to flesh spell once at no cost 
  (caster level 15th). 
  Cross off the above text when used. In addition, a good-
  aligned Suel wizard who wishes to study with Leanna (as 
  part 
  of 
  the 
  Fellowship 
  of 
  Scattered 
  Stars 
  metaorganization in the Duchy of Urnst) may waive the 
  Diplomacy check once. 
  Memory Loss: This character has been affected by a 
  pixie’s memory loss arrow. The subject retains skills, 
  languages, and class abilities but does not remember 
  anything else until he or she receives a heal spell or 
  memory restoration with limited wish, wish, or miracle. 
  The character may not use any access gained from ARs 
  prior to this one until cured. Favors from prior ARs may 
  still be used. 
  Favor of Lord Rovisand U’moreal: For agreeing to 
  Lord Rovisand’s mind probe, the character may choose 
  one of the following benefits: 
  • 
  Purchase one metamagic rod of 15,000 gp value or 
  less 
  • 
  Upgrade one weapon with the flaming burst, icy burst, 
  or shocking burst special ability 
  • 
  Obtain the casting of one limited wish spell without 
  the usual NPC caster cost for the purpose of 
  removing a memory loss condition incurred in this 
  module or a prior module only. 
  • 
  An arcane caster may learn one Limited access spell 
  provided it is not a ‘Legions’ spell. Arcane casters 
  who use spellbooks scribe these spells at normal 
  cost; spontaneous arcane casters select these spells 
  upon gaining a level. Cross off the favor and notate 
  what AR each spell was taken on. 
  Favor 
  of 
  Daymaster 
  Tylquiram 
  Huillart: 
  As 
  recompense for the Daymaster’s intrusion into the 
  character’s mind, the character may choose one of the 
  following benefits: 
  • 
  upgrade one shield, armor, or weapon by +1 (to a 
  maximum bonus of +4) 
  • 
  obtain the casting of a raise dead, heal, regenerate, 
  greater restoration, or resurrection spell without the 
  usual NPC caster cost (material component costs 
  must still be paid for) 
  Cross off the favor when used. 
  Item Access 
  APL 6: 
   
  Bracers of armor +3 (Adventure, DMG) 
   
  Wand of shocking grasp (Adventure, DMG) 
  APL 8 (all of APL 6 plus the following): 
   
  Dust of illusion (Adventure, DMG) 
   
  Wand of cure light wounds (Adventure, DMG) 
  APL 10 (all of APLs 6-8 plus the following): 
   
  +1 spell storing rapier (Adventure, DMG) 
   
  Bracers of armor +4 (Adventure, DMG) 
  APL 12 (all of APLs 6-10 plus the following): 
   
  Monk’s belt (Adventure, DMG) 
   
  +1 keen rapier (Adventure, DMG) 
   
  +1 wild leather armor (Adventure, DMG) 
  
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  Page 16 
  COMBAT APPENDIX – APL 6
  ENCOUNTER ONE  
   
   
   
  Fyl, male satyr Brd2: CR 4; Medium fey; HD 7d6+14; 
  hp 38; Init +3; Spd 40 ft.; AC 17, touch 13, flat-footed 14 
  (with mage armor AC 21, touch 13, flat-footed 18); Base 
  Atk/Grp +3/+4; Atk +4 melee (1d6+1, head butt) or +6 
  ranged (1d6/x3, shortbow); Full Atk +4 melee (1d6+1, 
  head butt) and +1 melee (1d6, sap) or +6 ranged 
  (1d6/x3, shortbow); SQ bardic music 5/day, damage 
  reduction 5/cold iron, low light vision; AL CN; SV Fort 
  +3, Ref +10, Will +7; Str 13, Dex 16, Con 14, Int 12, Wis 
  10, Cha 17. 
   
  Skills and Feats: Bluff +8, Concentration +5, 
  Diplomacy +5, Disguise +3 (+5 acting), Hide +15, 
  Knowledge (nature) +9, Listen +12, Move Silently +15, 
  Perform (sing) +10, Perform (wind instruments) +15, 
  Sense Motive +5, Spellcraft +5, Spot +12, Survival +0 
  (+2 
  aboveground), 
  Alertness, 
  Dodge, 
  Mobility, 
  Practiced Spellcaster (bard). 
   
  Spells Known (3/1; base DC = 13 + spell level): 0—
  [dancing lights, daze, ghost sound, lullaby, prestidigitation]; 
  1st—[grease, Tasha’s hideous laughter]. 
   
  Countersong (Su): A bard with 3 or more ranks 
  in a Perform skill can use his music or poetics to 
  counter magical effects that depend on sound (but not 
  spells that simply have verbal components). Each 
  round of the countersong, he makes a perform check. 
  Any creature within 30 feet of the bard (including the 
  bard himself) that is affected by a sonic or language-
  dependent magical attack (such as sound burst or 
  command) may use the bard’s Perform check result for 
  the save. Countersong has no effect against effects that 
  don’t allow saves. The bard may keep up the 
  countersong for 10 rounds. 
   
  Fascinate (Sp): A bard with 3 or more ranks in a 
  Perform skill can use his music or poetics to cause one 
  or more creatures to become fascinated with him. Each 
  creature to be fascinated must be within 90 feet, able to 
  see and hear the bard, and able to pay attention to him. 
  The bard must also be able to see the creature. The 
  distraction of nearby combat or other dangers prevents 
  the ability from working. Fyl can target 1 creature with 
  a single use of this ability. To use the ability, the bard 
  makes a Perform check. His check result is the DC for 
  each affected creature’s will save against the effect. If a 
  creature’s saving throw succeeds, the bard cannot 
  attempt to fascinate that creature again for 24 hours. If 
  its saving throw fails, the creature sits quietly and 
  listens to the song, taking no other actions, for as long 
  as the bard continues to play (to a maximum of one 
  round per bard level). While fascinated, a target takes a 
  -4 penalty on skill checks made as reactions, such as 
  Listen and Spot checks. Any potential threat, such as 
  an ally of the bard approaching the fascinated creature, 
  requires the bard to make another Perform check and 
  allows the creature a new saving throw against a DC 
  equal to the new Perform check result. Any obvious 
  threat, such as someone drawing a weapon, casting a 
  spell, or aiming a raged weapon at the target, 
  automatically breaks the effect. Fascinate is an 
  enchantment (compulsion), mind-affecting ability. 
   
  Inspire Courage (Su): A bard with 3 or more 
  ranks in a Perform skill can use song or poetics to 
  inspire courage in his allies (including himself), 
  bolstering them against fear and improving their 
  combat abilities. To be affected, an ally must be able to 
  hear the bard sing. The effect lasts for as long as the ally 
  hears the bard sing and for 5 rounds thereafter. An 
  affected ally receives a +1 morale bonus on saving 
  throws against charm and fear effects and a +1 morale 
  bonus on attack and weapon damage rolls. Inspire 
  courage is a mind-affecting ability. 
   
  Possessions: dagger, sap, shortbow, spell component 
  pouch, quiver with 20 arrows. 
  
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  Page 17 
  ENCOUNTER THREE 
   
   
   
  Lerok, male wererat Rog1/Wiz2: CR 5; Medium 
  humanoid; HD 1d8+1d6+2d4+4; hp 17; Init +7; Spd 30 
  ft.; AC 13, touch 13, flat-footed 10 (with mage armor AC 
  17, touch 13, flat-footed 14); Base Atk/Grp +1/+2; Atk 
  +4 melee (1d6+1/18-20, rapier) or +4 melee touch 
  (spells); Full Atk +4 melee (1d6+1/18-20, rapier) or +4 
  melee touch (spells); SA sneak attack +1d6; SQ 
  alternate form, low-light vision, rat empathy, scent; AL 
  CE, SV Fort +3, Ref +7, Will +6; Str 12, Dex 16, Con 13, 
  Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +1, Concentration +7 (+11 to 
  cast defensively), Decipher Script +6, Disable Device 
  +8, Hide +7, Knowledge (Arcana) +4, Knowledge 
  (Metaregion IV: Nyrond) +4, Listen +5, Move Silently 
  +7, Open Locks +9, Spellcraft +7, Spot +5, Swim +1, 
  Tumble +7, Combat Casting, Improved Initiative, Iron 
  Will, Practiced Spellcaster, Scribe Scroll, Weapon 
  Finesse. 
   
  Alternate Form (Su): A wererat can assume a 
  bipedal hybrid form or the form of a dire rat. (See 
  Below) 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
   
  Disease (Ex): Filth fever, bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Rat Empathy (Ex): Communicate with rats and 
  dire rats, and a +4 racial bonus on Charisma-based 
  checks against rats and dire rats. 
   
  Feats: A wererat gains Iron Will and Weapon 
  Finesse as bonus feats. 
   
  Skills: A wererat in rat or hybrid form uses its 
  Dexterity modifier for Climb and Swim checks. It has a 
  +8 racial bonus on Climb checks and can always choose 
  to take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on Swim 
  checks in dire rat form. 
   
  Wizard Spells Prepared (4/3; base save DC = 12 + 
  spell level): 0–[acid splash, detect magic, ghost sound, touch 
  of fatigue]; 1st–[mage armor, shocking grasp (2)]. 
   
  Possessions: potion of cure moderate wounds, rapier, 
  spell component pouch, masterwork thieve’s tools, 
  traveler’s outfit, wand of shocking grasp, 29 gp. 
   
  Hybrid form: CR 5; Medium humanoid; HD 
  1d8+1d6+2d4+4; hp 17; Init +10; Spd 30 ft.; AC 19, 
  touch 16, flat-footed 13 (with mage armor AC 23, touch 
  16, flat-footed 17); Base Atk/Grp +1/+2; Atk +7 melee 
  (1d6+1/18-20, rapier) or +7 melee touch (spells); Full 
  Atk +7 melee (1d6+1/18-20, rapier) and +2 melee 
  (1d6+1 plus disease, bite) or +7 melee touch (spells); SA 
  curse of lycanthropy, disease, sneak attack +1d6; SQ 
  alternate form, damage reduction 10/silver, low-light 
  vision, rat empathy, scent; AL CE, SV Fort +3, Ref +10, 
  Will +6; Str 12, Dex 22, Con 15, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +6, Concentration +8 (+12 to 
  cast defensively), Decipher Script +6, Disable Device 
  +8, Hide +10, Knowledge (Arcana) +4, Knowledge 
  (Metaregion IV: Nyrond) +4, Listen +5, Move Silently 
  +10, Open Locks +12, Spellcraft +7, Spot +5, Swim +6, 
  Tumble +10, Combat Casting, Improved Initiative, 
  Iron Will, Practiced Spellcaster, Scribe Scroll, Weapon 
  Finesse. 
   
  Dire rat form: CR 5; Medium humanoid; HD 
  1d8+1d6+2d4+4; hp 17; Init +10; Spd 40 ft.; AC 19, 
  touch 16, flat-footed 13 (with mage armor AC 23, touch 
  16, flat-footed 17); Base Atk/Grp +1/-2; Atk +7 melee 
  (1d4+1 plus disease, bite); Full Atk +7 melee (1d4+1 
  plus disease, bite); SA curse of lycanthropy, disease, 
  sneak attack +1d6; SQ alternate form, damage 
  reduction 10/silver, low-light vision, rat empathy, 
  scent; AL CE, SV Fort +3, Ref +10, Will +6; Str 12, Dex 
  22, Con 15, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +14, Concentration +8 (+12 
  to cast defensively), Decipher Script +6, Disable Device 
  +8, Hide +10, Knowledge (Arcana) +4, Knowledge 
  (Metaregion IV: Nyrond) +4, Listen +5, Move Silently 
  +10, Open Locks +12, Spellcraft +7, Spot +5, Swim +14, 
  Tumble +10, Combat Casting, Improved Initiative, 
  Iron Will, Practiced Spellcaster, Scribe Scroll, Weapon 
  Finesse. 
   
  Marelle, female human Monk5: CR 5; Medium 
  humanoid; HD 5d8+15; hp 37; Init +3; Spd 40 ft.; AC 
  19, touch 16, flat-footed 16; Base Atk/Grp +3/+9; Atk +5 
  melee (1d8+2, unarmed strike) or +5 melee (1d6+1, 
  siangham); Full Atk +4/+4 melee (1d8+2, unarmed 
  strike) or +4/+4 melee (1d6+1, siangham); SA -; SQ 
  evasion, fast movement, flurry of blows, Ki strike 
  (magic), purity of body, still mind, slow fall (20 ft.), 
  unarmed strike; AL LE, SV Fort +6, Ref +7, Will +6; Str 
  14, Dex 16, Con 14, Int 10, Wis 14 Cha 8. 
   
  Evasion (Ex): Marelle takes no damage if she 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save. She does not gain this benefit if helpless. 
   
  Flurry of Blows (Ex): When unarmored, Marelle 
  may make one additional attack at her highest base 
  attack bonus when using the full attack action. All 
  attacks that round take a penalty of -1, including 
  attacks of opportunity until the beginning of the next 
  round. Only unarmed strikes and special monk 
  weapons (kama, nunchaku, quarterstaff, sai, shuriken, 
  and siangham) may be used when using a flurry of 
  blows. She applies her strength bonus (not Str bonus x 
  1-1/2 or 1/2) to her damage rolls for all successful 
  attacks. 
   
  Ki Strike (Ex): Marelle’s unarmed attacks are 
  treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
   
  Purity of Body (Ex): Marelle gains immunity to 
  all diseases except for supernatural and magical 
  diseases (such as mummy rot and lycanthropy). 
  
  The Contenders 
   
  Page 18 
   
  Slow Fall (Ex): When Marelle is within arm’s 
  length of a wall, she can use it to slow her descent. She 
  takes damage as if the fall were 20 feet shorter than it 
  actually is. 
   
  Still Mind (Ex): Marelle gains a +2 bonus on 
  saving throws against spells and effects from the school 
  of enchantment. 
   
  Skills and Feats: Balance +10, Jump +9, Knowledge 
  (Religion) +5, Sense Motive +3, Tumble +11, Combat 
  Reflexes, Dodge, Improved Toughness, Improved 
  Unarmed Strike, Mobility. 
   
  Possessions: alchemical silver siangham, bracers of 
  armor +3, potion of shield of faith (+2), traveler’s outfit, 29 
  gp. 
   
  Toryn, male wererat Rog3: CR 5; Medium 
  humanoid; HD 1d8+3d6+12; hp 27; Init +3; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13; Base Atk/Grp +2/+3; 
  Atk +6 melee (1d6+1/18-20, rapier); Full Atk +6 melee 
  (1d6+1/18-20, rapier); SA sneak attack +2d6; SQ 
  alternate form, evasion, low-light vision, rat empathy, 
  scent, trap sense; AL CE, SV Fort +4, Ref +8, Will +3; 
  Str 12, Dex 16, Con 14, Int 13, Wis 10 Cha 10. 
   
  Skills and Feats: Balance +5, Bluff +6, Climb +1, 
  Diplomacy +10, Disguise +0 (+2 to act in character), 
  Gather Information +6, Hide +9, Intimidate +2, Jump 
  +3, Knowledge (Core) +4, Knowledge (Metaregion IV: 
  Nyrond) +4, Listen +3, Move Silently +9, Sense Motive 
  +6, Spot +3, Swim +1, Tumble +9, Combat Expertise, 
  Improved Feint, Improved Toughness, Iron Will, 
  Weapon Finesse. 
   
  Alternate Form (Su): A wererat can assume a 
  bipedal hybrid form or the form of a dire rat. (See 
  Below.) 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
   
  Disease (Ex): Filth fever, bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Evasion (Ex): Toryn takes no damage if he makes 
  a successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save. He 
  does not gain this benefit if helpless. 
   
  Rat Empathy (Ex): Communicate with rats and 
  dire rats, and a +4 racial bonus on Charisma-based 
  checks against rats and dire rats. 
   
  Trap Sense (Ex): Toryn gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus 
  to AC against attacks made by traps. 
   
  Feats: A wererat gains Iron Will and Weapon 
  Finesse as bonus feats. 
   
  Skills: A wererat in rat or hybrid form uses its 
  Dexterity modifier for Climb and Swim checks. It has a 
  +8 racial bonus on Climb checks and can always choose 
  to take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on Swim 
  checks in dire rat form. 
   
  Possessions: amulet of natural armor +1, masterwork 
  rapier, leather armor, traveler’s outfit, 26 gp. 
   
  Hybrid form: CR 5; Medium humanoid; HD 
  1d8+3d6+12; hp 27; Init +6; Spd 30 ft.; AC 20, touch 16, 
  flat-footed 14; Base Atk/Grp +2/+3; Atk +9 melee 
  (1d6+1/18-20, rapier); Full Atk +9 melee (1d6+1/18-20, 
  rapier) sword) and +3 melee (1d6+1 plus disease, bite); 
  SA curse of lycanthropy, disease, sneak attack +2d6; SQ 
  alternate form, damage reduction 10/silver, low-light 
  vision, rat empathy, scent; AL CE, SV Fort +5, Ref +11, 
  Will +3; Str 12, Dex 22, Con 16, Int 13, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +8, Bluff +6, Climb +6, 
  Diplomacy +10, Disguise +0 (+2 to act in character), 
  Gather Information +6, Hide +12, Intimidate +2, Jump 
  +3, Knowledge (Core) +4, Knowledge (Metaregion IV: 
  Nyrond) +4, Listen +3, Move Silently +12, Sense 
  Motive +6, Spot +3, Swim +6, Tumble +12, Combat 
  Expertise, Improved Feint, Improved Toughness, Iron 
  Will, Weapon Finesse. 
   
  Dire rat form: CR 5; Medium humanoid; HD 
  1d8+3d6+12; hp 27; Init +6; Spd 40 ft.; AC 20, touch 16, 
  flat-footed 14; Base Atk/Grp +2/-1; Atk +8 melee 
  (1d4+1 plus disease, bite); Full Atk +8 melee (1d4+1 
  plus disease, bite); SA curse of lycanthropy, disease, 
  sneak attack +2d6; SQ alternate form, damage 
  reduction 10/silver, low-light vision, rat empathy, 
  scent; AL CE, SV Fort +4, Ref +11, Will +4; Str 12, Dex 
  22, Con 16, Int 13, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +8, Bluff +6, Climb +14, 
  Diplomacy +10, Disguise +0 (+2 to act in character), 
  Gather Information +6, Hide +12, Intimidate +2, Jump 
  +3, Knowledge (Core) +4, Knowledge (Metaregion IV: 
  Nyrond) +4, Listen +3, Move Silently +12, Sense 
  Motive +6, Spot +3, Swim +14, Tumble +12, Combat 
  Expertise, Improved Feint, Improved Toughness, Iron 
  Will, Weapon Finesse. 
   
  
  The Contenders 
   
  Page 19 
  ENCOUNTER SIX  
   
   
   
  Invisible Stalker, advanced: CR 8; Large elemental 
  (Air, Extraplanar); HD 12d8+24; hp 78; Init +9; Spd 30 
  ft., fly 30 ft. (perfect); AC 18, touch 14, flat-footed 14; 
  Base Atk/Grp +9/+17; Atk +13 melee (2d6+4, slam); 
  Full Atk +13 melee (2d6+4, 2 slams); Space/Reach: 
  10ft./10 ft.; SQ darkvision 60 ft., elemental traits, 
  natural invisibility, improved tracking; AL N; SV Fort 
  +8, Ref +13, Will +8; Str 18, Dex 20, Con 14, Int 14, Wis 
  15, Cha 8. 
   
  Skills and Feats: Listen +17, Move Silently +20, 
  Search +17, Spot +17, Combat Reflexes, Great 
  Fortitude, Improved Initiative, Iron Will, Weapon 
  Focus (slam). 
   
  Natural Invisibility (Su): This ability is constant, 
  allowing a stalker to remain invisible even when 
  attacking. This ability is inherent and not subject to the 
  invisibility purge spell. 
   
  Improved Tracking (Ex): An invisible stalker is a 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
   
  Possessions: none. 
  
  The Contenders 
   
  Page 20 
  COMBAT APPENDIX – APL 8
  ENCOUNTER ONE  
   
   
   
  Fyl, male satyr Brd5: CR 7; Medium fey; HD 
  10d6+20; hp 55; Init +3; Spd 40 ft.; AC 17, touch 13, 
  flat-footed 14 (with mage armor AC 21, touch 13, flat-
  footed 18); Base Atk/Grp +5/+6; Atk +6 melee (1d6+1, 
  head butt) or +8 ranged (1d6/x3, shortbow); Full Atk +6 
  melee (1d6+1, head butt) and +1 melee (1d6, sap) or +8 
  ranged (1d6/x3, shortbow); SQ bardic music 5/day, 
  damage reduction 5/cold iron, low light vision; AL CN; 
  SV Fort +4, Ref +11, Will +8; Str 13, Dex 16, Con 14, Int 
  12, Wis 10, Cha 18. 
   
  Skills and Feats: Bluff +12, Concentration +10, 
  Diplomacy +10, Disguise +4 (+6 acting), Hide +15, 
  Knowledge (nature) +9, Listen +12, Move Silently +15, 
  Perform (sing) +15, Perform (wind instruments) +16, 
  Sense Motive +10, Spellcraft +5, Spot +12, Survival +0 
  (+2 
  aboveground), 
  Alertness, 
  Dodge, 
  Mobility, 
  Practiced Spellcaster (bard), Spring Attack. 
   
  Spells Known (3/4/2; base DC = 14 + spell level): 
  0—[dancing 
  lights, 
  daze, 
  ghost 
  sound, 
  lullaby, 
  prestidigitation, resistance]; 1st—[cure light wounds, 
  expeditious retreat, grease, Tasha’s hideous laughter]; 2nd—
  [glitterdust, mirror image, suggestion]. 
   
  Countersong (Su): A bard with 3 or more ranks 
  in a Perform skill can use his music or poetics to 
  counter magical effects that depend on sound (but not 
  spells that simply have verbal components). Each 
  round of the countersong, he makes a perform check. 
  Any creature within 30 feet of the bard (including the 
  bard himself) that is affected by a sonic or language-
  dependent magical attack (such as sound burst or 
  command) may use the bard’s Perform check result for 
  the save. Countersong has no effect against effects that 
  don’t allow saves. The bard may keep up the 
  countersong for 10 rounds. 
   
  Fascinate (Sp): A bard with 3 or more ranks in a 
  Perform skill can use his music or poetics to cause one 
  or more creatures to become fascinated with him. Each 
  creature to be fascinated must be within 90 feet, able to 
  see and hear the bard, and able to pay attention to him. 
  The bard must also be able to see the creature. The 
  distraction of nearby combat or other dangers prevents 
  the ability from working. Fyl can target 2 creatures 
  with a single use of this ability. To use the ability, the 
  bard makes a Perform check. His check result is the 
  DC for each affected creature’s will save against the 
  effect. If a creature’s saving throw succeeds, the bard 
  cannot attempt to fascinate that creature again for 24 
  hours. If its saving throw fails, the creature sits quietly 
  and listens to the song, taking no other actions, for as 
  long as the bard continues to play (to a maximum of 
  one round per bard level). While fascinated, a target 
  takes a -4 penalty on skill checks made as reactions, 
  such as Listen and Spot checks. Any potential threat, 
  such as an ally of the bard approaching the fascinated 
  creature, requires the bard to make another Perform 
  check and allows the creature a new saving throw 
  against a DC equal to the new Perform check result. 
  Any obvious threat, such as someone drawing a 
  weapon, casting a spell, or aiming a raged weapon at 
  the target, automatically breaks the effect. Fascinate is 
  an enchantment (compulsion), mind-affecting ability. 
   
  Inspire Courage (Su): A bard with 3 or more 
  ranks in a Perform skill can use song or poetics to 
  inspire courage in his allies (including himself), 
  bolstering them against fear and improving their 
  combat abilities. To be affected, an ally must be able to 
  hear the bard sing. The effect lasts for as long as the ally 
  hears the bard sing and for 5 rounds thereafter. An 
  affected ally receives a +1 morale bonus on saving 
  throws against charm and fear effects and a +1 morale 
  bonus on attack and weapon damage rolls. Inspire 
  courage is a mind-affecting ability. 
   
  Inspire Competence (Su): A bard of 3rd level or 
  higher with 6 or more ranks in a Perform skill can use 
  his music or poetics to help an ally succeed at a task. 
  The ally must be within 30 feet and be able to see and 
  hear the bard. The bard must also be able to see the ally. 
  Depending on the task that the ally has at hand, the 
  bard may use his bardic music to lift the ally’s spirits, to 
  help him or her focus mentally, or in some other way. 
  The ally gets a +2 competence bonus on skill checks 
  with a particular skill as long as he or she continues to 
  hear the bard’s music. The DM may rule that certain 
  uses of this ability are infeasible–chanting to make a 
  rogue move more quietly, for example, is self-defeating. 
  The effect lasts as long as the bard concentrates, up to a 
  maximum of 2 minutes. A bard can’t inspire 
  competence in himself. Inspire competence is a mind-
  affecting ability. 
   
  Possessions: dagger, sap, shortbow, spell component 
  pouch, quiver with 20 arrows. 
   
  Leks, male pixie Rgr2/Sor1: CR 7; Small fey; HD 
  2d8+1d4+6; hp 17; Init +6; Spd 20 ft., fly 60 ft. (good); 
  AC 18, touch 17, flat-footed 12 (with mage armor AC 
  22, touch 17, flat-footed 16); Base Atk/Grp +2/-4; Atk 
  +8 melee (1d4-2, short sword) or +8 ranged (1d6-2/x3, 
  longbow); Full Atk +8 melee (1d4-2, short sword) or +8 
  ranged (1d6-2/x3, longbow); SA spell-like abilities, 
  special arrows; SQ damage reduction 10/cold iron, 
  favored enemy orc +2, greater invisibility, low light 
  vision, spell resistance 18, wild empathy; AL N; SV Fort 
  +3, Ref +9, Will +5; Str 6, Dex 22, Con 13, Int 14, Wis 
  16, Cha 21. 
   
  Skills and Feats: Concentration +7, Handle Animal 
  +7, Hide +15, Knowledge (arcana) +4, Knowledge 
  (nature) +7, Listen +10, Move Silent +11, Search +9, 
  Spellcraft +3, Spot +10, Survival +7 (+9 aboveground), 
  Point Blank Shot, Precise Shot, Rapid Shot, Track, 
  Weapon Finesse. 
   
  Greater Invisibility (Su): A pixie remains 
  invisible even when it attacks. This ability is constant, 
  but the pixie can suppress or resume it as a free action. 
  
  The Contenders 
   
  Page 21 
   
  Spell-Like Abilities: 1/day – lesser confusion (DC 
  16), dancing lights, detect chaos, detect good, detect evil, detect 
  law, detect thoughts (DC 17), dispel magic, entangle (DC 
  16), permanent image (DC 21, visual and auditory 
  elements only), polymorph (self only). Caster level 9th. 
  The saves are Charisma-based. 
   
  Special Arrows (Ex): Pixies sometimes employ 
  arrows that deal no damage but can erase memory or 
  put a creature to sleep. 
   
  Memory Loss: An opponent struck by this arrow 
  must succeed on a DC 17 will save or lose all memory. 
  The save DC is Charisma-based and includes a +2 racial 
  bonus. The subject retains skills, languages, and class 
  abilities but forgets everything else until he or she 
  receives a heal spell or memory restoration with limited 
  wish, wish, or miracle. 
   
  Sleep: Any opponent struck by this arrow, 
  regardless of hit dice, must succeed on a DC 17 
  Fortitude save or be affected as though by a sleep spell. 
  The save DC is Charisma-based and includes a +2 racial 
  bonus. 
   
  Combat Style (Ex): Leks has selected archery. He 
  gains the Rapid Shot feat without the normal 
  prerequisites. 
   
  Favored Enemy (Ex): Leks gains the indicated 
  bonus on his Bluff, Listen, Sense Motive, Spot, and 
  Survival checks when using these skills against that 
  type of creature. He gets the same bonus on weapon 
  damage rolls against creatures of this type. 
   
  Wild Empathy (Ex): Leks can improve the 
  attitude of an animal in the same way as a Diplomacy 
  check for sentient beings. The ranger rolls 1d20+8, or 
  1d20+4 if attempting to influence magical beasts with 
  an intelligence of 1 or 2. 
   
  Spells Known (5/5; base DC = 15 + spell level): 0—
  [acid splash, daze, ghost sound, touch of fatigue]; 1st—[grease, 
  shield]. 
   
  Possessions: small shortsword, small longbow, spell 
  component pouch, 2 quivers with 40 arrows, wand of 
  cure light wounds. 
   
  Stoutheart, female treant Drd2: CR 9; Huge plant; 
  HD 9d8+54; hp 94; Init +0; Spd 30 ft. (40 ft. with 
  longstrider); AC 21, touch 8, flat-footed 21 (with mage 
  armor AC 25, touch 6, flat-footed 25); Base Atk +6; Grp 
  +25; Atk +15 melee (2d6+11/20, slam) or +15 melee 
  (2d6+11, quarterstaff) or +4 ranged (1d8+11, sling); Full 
  Atk +15 melee (2d6+11/20, 2 slams) or +15/+10 melee 
  (2d6+11, quarterstaff) or +4 ranged (1d8+11, sling); SA 
  Animate trees, double damage against objects, trample 
  2d6+16; SQ animal companion, damage reduction 
  10/slashing, link with companion, low light vision, 
  nature sense, plant traits, share spells, vulnerability to 
  fire, wild empathy, woodland stride; AL N; SV Fort 
  +14, Ref +4, Will +11; Str 32, Dex 10, Con 23, Int 12, 
  Wis 22, Cha 10. 
   
  Skills: Concentration +11, Diplomacy +2, Handle 
  Animal +1, Hide -8 (+8 in forested areas), Knowledge 
  (nature) +8, Listen +11, Sense Motive +11, Spellcraft +5, 
  Spot +11, Survival +13 (+15 aboveground). Feats: 
  Improved Sunder, Lightning Reflexes, Power Attack, 
  Practiced Spellcaster (druid). 
   
  Animal Companion (Ex): Stoutheart has a hawk 
  as an animal companion. This creature is a loyal 
  companion that accompanies her on adventures as 
  appropriate for its kind. Its abilities and characteristics 
  are summarized below. 
   
  Link with Companion (Ex): Stoutheart can 
  handle her hawk animal companion as a free action, or 
  push it as a move action, with a +4 bonus on wild 
  empathy and Handle Animal checks made while 
  dealing with that animal. 
   
  Nature Sense (Ex): Stoutheart gains a +2 bonus 
  on Knowledge (nature) and Survival checks (these 
  bonuses are included in the statistics given above). 
   
  Share Spells (Ex): Stoutheart may have any spell 
  she casts on herself also affect her animal companion if 
  the latter is within 5 feet at the time. She may also cast 
  a spell with a target of “You” on her animal companion. 
   
  Wild Empathy (Ex): Stoutheart can improve the 
  attitude of an animal in the same way as a Diplomacy 
  check for sentient beings. The druid rolls 1d20+2, or 
  1d20+-2 if attempting to influence magical beasts with 
  an intelligence of 1 or 2. 
   
  Woodland Stride (Ex): Stoutheart may move 
  through natural thorns, briars, overgrown areas, and 
  similar terrain at her normal speed and without 
  damage or other impairment. However, thorns, briars, 
  and overgrown areas that are magically manipulated to 
  impede motion still affect her. 
   
  Druid Spells Prepared (4/4; base save DC = 16 + spell 
  level): 0–[cure minor wounds, detect magic, flare, resistance]; 
  1st–[cure light wounds, entangle, faerie fire, longstrider]. 
   
  Possessions: Huge quarterstaff, huge sling, 10 huge 
  sling bullets, sprigs of holly, expended scroll of tree 
  shape. 
   
  Hawk Animal Companion: CR –; Tiny magical beast; 
  HD 1d8; hp 4; Init +3; Spd 10 ft., fly 60 ft. (average); AC 
  17, touch 15, flat-footed 14; Base Atk +0; Grp +-10; Atk 
  +5 melee (1d4-2, talons); Full Atk +5 melee (1d4-2, 
  talons); SQ bonus trick, low-light vision; AL N; SV Fort 
  +2, Ref +5, Will +2; Str 6, Dex 17, Con 10, Int 2, Wis 14, 
  Cha 6. 
   
  Skills: Listen +2, Spot +14. Feats: Weapon Finesse. 
   
  Bonus Trick: The hawk has guard as a bonus 
  trick, and also knows the tricks attack, come, down, 
  fetch, seek and stay. 
   
  
  The Contenders 
   
  Page 22 
  ENCOUNTER THREE 
   
   
   
  Lerok, male wererat Rog2/Wiz3: CR 7; Medium 
  humanoid; HD 1d8+2d6+3d4+6; hp 25 (hp 36 with false 
  life); Init +7; Spd 30 ft.; AC 13, touch 13, flat-footed 10 
  (with mage armor AC 17, touch 13, flat-footed 14); Base 
  Atk/Grp +2/+3; Atk +6 melee (1d6+2/18-20, rapier) or 
  +5 melee touch (spells); Full Atk +6 melee (1d6+2/18-
  20, rapier) or +5 melee touch (spells); SA sneak attack 
  +1d6; SQ alternate form, evasion, low-light vision, rat 
  empathy, scent; AL CE, SV Fort +4, Ref +9, Will +6; Str 
  12, Dex 16, Con 13, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +1, Concentration +10 (+14 
  to cast defensively), Decipher Script +9, Disable Device 
  +8, Escape Artist +10, Hide +7, Knowledge (Arcana) +5, 
  Knowledge (Metaregion IV: Nyrond) +4, Listen +5, 
  Move Silently +7, Open Locks +9, Spellcraft +7, Spot 
  +5, Swim +1, Tumble +7, Combat Casting, Dodge, 
  Improved Initiative, Iron Will, Practiced Spellcaster, 
  Scribe Scroll, Weapon Finesse. 
   
  Alternate Form (Su): A wererat can assume a 
  bipedal hybrid form or the form of a dire rat. (See 
  Below) 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
   
  Disease (Ex): Filth fever, bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Evasion (Ex): Lerok takes no damage if he makes 
  a successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save. He 
  does not gain this benefit if helpless. 
   
  Rat Empathy (Ex): Communicate with rats and 
  dire rats, and a +4 racial bonus on Charisma-based 
  checks against rats and dire rats. 
   
  Feats: A wererat gains Iron Will and Weapon 
  Finesse as bonus feats. 
   
  Skills: A wererat in rat or hybrid form uses its 
  Dexterity modifier for Climb and Swim checks. It has a 
  +8 racial bonus on Climb checks and can always choose 
  to take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on Swim 
  checks in dire rat form. 
   
  Wizard Spells Prepared (4/3/2; base save DC = 12 + 
  spell level): 0–[acid splash, detect magic, ghost sound, touch 
  of fatigue]; 1st–[mage armor, shocking grasp (2)] 2nd–[false 
  life, wracking touch]. 
   
  Possessions: potion of cure moderate wounds, +1 rapier, 
  spell component pouch, masterwork thieve’s tools, 
  traveler’s outfit, wand of shocking grasp, 29 gp. 
   
  Hybrid form: CR 7; Medium humanoid; HD 
  1d8+2d6+3d4+6; hp 25 (hp 36 with false life); Init +10; 
  Spd 30 ft.; AC 19, touch 16, flat-footed 13 (with mage 
  armor AC 23, touch 16, flat-footed 17); Base Atk/Grp 
  +2/+3; Atk +9 melee (1d6+2/18-20, rapier) or +8 melee 
  touch (spells); Full Atk +9 melee (1d6+2/18-20, rapier) 
  and +3 melee (1d6+1 plus disease, bite) or +8 melee 
  touch (spells); SA curse of lycanthropy, disease, sneak 
  attack +1d6; SQ alternate form, damage reduction 
  10/silver, evasion, low-light vision, rat empathy, scent; 
  AL CE, SV Fort +4, Ref +12, Will +6; Str 12, Dex 22, 
  Con 15, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +6, Concentration +11 (+15 
  to cast defensively), Decipher Script +9, Disable Device 
  +8, Escape Artist +13, Hide +10, Knowledge (Arcana) 
  +5, Knowledge (Metaregion IV: Nyrond) +4, Listen +5, 
  Move Silently +10, Open Locks +12, Spellcraft +7, Spot 
  +5, Swim +6, Tumble +10, Combat Casting, Dodge, 
  Improved Initiative, Iron Will, Practiced Spellcaster, 
  Scribe Scroll, Weapon Finesse. 
   
  Dire rat form: CR 7; Medium humanoid; HD 
  1d8+2d6+3d4+6; hp 25 (hp 36 with false life); Init +10; 
  Spd 40 ft.; AC 19, touch 16, flat-footed 13 (with mage 
  armor AC 23, touch 16, flat-footed 17); Base Atk/Grp 
  +2/-1; Atk +8 melee (1d4+1 plus disease, bite); Full Atk 
  +8 melee (1d4+1 plus disease, bite); SA curse of 
  lycanthropy, disease, sneak attack +1d6; SQ alternate 
  form, damage reduction 10/silver, evasion, low-light 
  vision, rat empathy, scent; AL CE, SV Fort +4, Ref +12, 
  Will +6; Str 12, Dex 22, Con 15, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +14, Concentration +11 (+15 
  to cast defensively), Decipher Script +9, Disable Device 
  +8, Escape Artist +13, Hide +10, Knowledge (Arcana) 
  +5, Knowledge (Metaregion IV: Nyrond) +4, Listen +5, 
  Move Silently +10, Open Locks +12, Spellcraft +7, Spot 
  +5, Swim +14, Tumble +10, Dodge, Iron Will, Mobility, 
  Practiced Spellcaster, Scribe Scroll, Weapon Finesse. 
   
  Marelle, female human Monk7: CR 7; Medium 
  humanoid; HD 7d8+21; hp 52; Init +3; Spd 50 ft.; AC 
  19, touch 16, flat-footed 16; Base Atk/Grp +5/+11; Atk 
  +7 melee (1d8+2, unarmed strike) or +7 melee (1d6+1, 
  siangham); Full Atk +6/+6 melee (1d8+2, unarmed 
  strike) or +6/+6 melee (1d6+1, siangham); SA -; SQ 
  evasion, fast movement, flurry of blows, Ki strike 
  (magic), purity of body, still mind, slow fall (30 ft.), 
  unarmed strike, wholeness of body; AL LE, SV Fort +7, 
  Ref +8, Will +7; Str 14, Dex 16, Con 14, Int 10, Wis 14 
  Cha 8. 
   
  Evasion (Ex): Marelle takes no damage if she 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save. She does not gain this benefit if helpless. 
   
  Flurry of Blows (Ex): When unarmored, Marelle 
  may make one additional attack at her highest base 
  attack bonus when using the full attack action. All 
  attacks that round take a penalty of -1, including 
  attacks of opportunity until the beginning of the next 
  round. Only unarmed strikes and special monk 
  weapons (kama, nunchaku, quarterstaff, sai, shuriken, 
  and siangham) may be used when using a flurry of 
  blows. She applies her strength bonus (not Str bonus x 
  1-1/2 or 1/2) to her damage rolls for all successful 
  attacks. 
  
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  Ki Strike (Ex): Marelle’s unarmed attacks are 
  treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
   
  Purity of Body (Ex): Marelle gains immunity to 
  all diseases except for supernatural and magical 
  diseases (such as mummy rot and lycanthropy). 
   
  Slow Fall (Ex): When Marelle is within arm’s 
  length of a wall, she can use it to slow her descent. She 
  takes damage as if the fall were 30 feet shorter than it 
  actually is. 
   
  Still Mind (Ex): Marelle gains a +2 bonus on 
  saving throws against spells and effects from the school 
  of enchantment. 
   
  Wholeness of Body (Su): Marelle can heal her 
  own wounds. She can heal 14 hit points per day, and 
  she can spread this healing out among several uses. 
   
  Skills and Feats: Balance +10, Diplomacy +1, Jump 
  +9, Knowledge (Religion) +5, Sense Motive +7, Tumble 
  +13, Combat Reflexes, Dodge, Improved Toughness, 
  Improved Trip, Improved Unarmed Strike, Mobility, 
  Spring Attack. 
   
  Possessions: alchemical silver siangham, bracers of 
  armor +3, potion of shield of faith (+2), traveler’s outfit, 29 
  gp. 
   
  Toryn, male wererat Rog5: CR 7; Medium 
  humanoid; HD 1d8+5d6+18; hp 40; Init +3; Spd 30 ft.; 
  AC 17, touch 14, flat-footed 17; Base Atk/Grp +3/+4; 
  Atk +7 melee (1d6+1/18-20, rapier); Full Atk +7 melee 
  (1d6+1/18-20, rapier); SA sneak attack +3d6; SQ 
  alternate form, evasion, low-light vision, rat empathy, 
  scent, trap sense +1, uncanny dodge; AL CE, SV Fort 
  +5, Ref +9, Will +4; Str 12, Dex 16, Con 14, Int 13, Wis 
  10 Cha 10. 
   
  Skills and Feats: Balance +5, Bluff +9, Climb +1, 
  Diplomacy +10, Disguise +0 (+2 to act in character), 
  Gather Information +6, Hide +11, Intimidate +3, Jump 
  +3, Knowledge (Core) +4, Knowledge (Metaregion IV: 
  Nyrond) +4, Listen +5, Move Silently +11, Sense 
  Motive +9, Spot +5, Swim +1, Tumble +12, Combat 
  Expertise, 
  Dodge, 
  Improved 
  Feint, 
  Improved 
  Toughness, Iron Will, Weapon Finesse. 
   
  Alternate Form (Su): A wererat can assume a 
  bipedal hybrid form or the form of a dire rat. (See 
  Below) 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
   
  Disease (Ex): Filth fever, bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Evasion (Ex): Toryn takes no damage if he makes 
  a successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save. He 
  does not gain this benefit if helpless. 
   
  Rat Empathy (Ex): Communicate with rats and 
  dire rats, and a +4 racial bonus on Charisma-based 
  checks against rats and dire rats. 
   
  Trap Sense (Ex): Toryn gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus 
  to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Toryn retains his dexterity 
  bonus to AC even if he is caught flat-footed or struck 
  by an invisible attacker. 
   
  Feats: A wererat gains Iron Will and Weapon 
  Finesse as bonus feats. 
   
  Skills: A wererat in rat or hybrid form uses its 
  Dexterity modifier for Climb and Swim checks. It has a 
  +8 racial bonus on Climb checks and can always choose 
  to take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on Swim 
  checks in dire rat form. 
   
  Possessions: amulet of natural armor +1, dust of illusion, 
  masterwork rapier, leather armor, ring of protection +1, 
  traveler’s outfit, 26 gp. 
   
  Hybrid form: CR 7; Medium humanoid; HD 
  1d8+5d6+18; hp 40; Init +6; Spd 30 ft.; AC 20, touch 16, 
  flat-footed 20; Base Atk/Grp +3/+4; Atk +10 melee 
  (1d6+1/18-20, rapier); Full Atk +10 melee (1d6+1/18-
  20, rapier) sword) and +4 melee (1d6+1 plus disease, 
  bite); SA curse of lycanthropy, disease, sneak attack 
  +3d6; SQ alternate form, damage reduction 10/silver, 
  low-light vision, rat empathy, scent, trap sense +1, 
  uncanny dodge; AL CE, SV Fort +6, Ref +12, Will +4; 
  Str 12, Dex 22, Con 16, Int 13, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +8, Bluff +9, Climb +6, 
  Diplomacy +10, Disguise +0 (+2 to act in character), 
  Gather Information +6, Hide +14, Intimidate +3, Jump 
  +3, Knowledge (Core) +4, Knowledge (Metaregion IV: 
  Nyrond) +4, Listen +5, Move Silently +14, Sense 
  Motive +9, Spot +5, Swim +6, Tumble +15, Combat 
  Expertise, 
  Dodge, 
  Improved 
  Feint, 
  Improved 
  Toughness, Iron Will, Weapon Finesse. 
   
  Dire rat form: CR 7; Medium humanoid; HD 
  1d8+5d6+18; hp 40; Init +6; Spd 40 ft.; AC 20, touch 16, 
  flat-footed 20; Base Atk/Grp +2/-1; Atk +8 melee 
  (1d4+1 plus disease, bite); Full Atk +8 melee (1d4+1 
  plus disease, bite); SA curse of lycanthropy, disease, 
  sneak attack +2d6; SQ alternate form, damage 
  reduction 10/silver, low-light vision, rat empathy, 
  scent, trap sense +1, uncanny dodge; AL CE, SV Fort 
  +6, Ref +12, Will +4; Str 12, Dex 22, Con 16, Int 13, Wis 
  12, Cha 8. 
   
  Skills and Feats: Balance +8, Bluff +9, Climb +14, 
  Diplomacy +10, Disguise +0 (+2 to act in character), 
  Gather Information +6, Hide +14, Intimidate +3, Jump 
  +3, Knowledge (Core) +4, Knowledge (Metaregion IV: 
  Nyrond) +4, Listen +5, Move Silently +14, Sense 
  Motive +9, Spot +5, Swim +14, Tumble +15, Combat 
  Expertise, 
  Dodge, 
  Improved 
  Feint, 
  Improved 
  Toughness, Iron Will, Weapon Finesse. 
   
  
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  Page 24 
  ENCOUNTER SIX  
   
   
   
  Invisible Stalker, advanced: CR 8; Large elemental 
  (Air, Extraplanar); HD 12d8+24; hp 78; Init +9; Spd 30 
  ft., fly 30 ft. (perfect); AC 18, touch 14, flat-footed 14; 
  Base Atk/Grp +9/+17; Atk +13 melee (2d6+4, slam); 
  Full Atk +13 melee (2d6+4, 2 slams); Space/Reach: 
  10ft./10 ft.; SQ darkvision 60 ft., elemental traits, 
  natural invisibility, improved tracking; AL N; SV Fort 
  +8, Ref +13, Will +8; Str 18, Dex 20, Con 14, Int 14, Wis 
  15, Cha 8. 
   
  Skills and Feats: Listen +17, Move Silently +20, 
  Search +17, Spot +17, Combat Reflexes, Great 
  Fortitude, Improved Initiative, Iron Will, Weapon 
  Focus (slam). 
   
  Natural Invisibility (Su): This ability is constant, 
  allowing a stalker to remain invisible even when 
  attacking. This ability is inherent and not subject to the 
  invisibility purge spell. 
   
  Improved Tracking (Ex): An invisible stalker is a 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
   
  Possessions: none. 
  
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  COMBAT APPENDIX – APL 10
  ENCOUNTER ONE  
   
   
   
  Fyl, male satyr Brd7: CR 9; Medium fey; HD 
  12d6+24; hp 66; Init +3; Spd 40 ft.; AC 17, touch 13, 
  flat-footed 14 (with mage armor AC 21, touch 13, flat-
  footed 18); Base Atk/Grp +7/+9; Atk +9 melee (1d6+2, 
  head butt) or +10 ranged (1d6/x3, shortbow); Full Atk 
  +9 melee (1d6+2, head butt) and +4 melee (1d6+1, sap) 
  or +10/+5 ranged (1d6/x3, shortbow); SQ bardic music 
  7/day, damage reduction 5/cold iron, low light vision; 
  AL CN; SV Fort +7, Ref +12, Will +9; Str 14, Dex 16, 
  Con 14, Int 12, Wis 10, Cha 18. 
   
  Skills and Feats: Bluff +12, Concentration +13, 
  Diplomacy +12, Disguise +4 (+6 acting), Hide +15, 
  Knowledge (nature) +9, Listen +12, Move Silently +15, 
  Perform (sing) +17, Perform (wind instruments) +16, 
  Sense Motive +13, Spellcraft +9, Spot +12, Survival +0 
  (+2 aboveground), Alertness, Dodge, Great Fortitude, 
  Mobility, Practiced Spellcaster (bard), Spring Attack. 
   
  Spells Known (3/4/3/1; base DC = 14 + spell level): 
  0—[dancing 
  lights, 
  daze, 
  ghost 
  sound, 
  lullaby, 
  prestidigitation, resistance]; 1st—[cure light wounds, 
  expeditious retreat, grease, Tasha’s hideous laughter]; 2nd—
  [glitterdust, heroism, mirror image, suggestion]; 3rd—[blink, 
  dispel magic]. 
   
  Countersong (Su): A bard with 3 or more ranks 
  in a Perform skill can use his music or poetics to 
  counter magical effects that depend on sound (but not 
  spells that simply have verbal components). Each 
  round of the countersong, he makes a perform check. 
  Any creature within 30 feet of the bard (including the 
  bard himself) that is affected by a sonic or language-
  dependent magical attack (such as sound burst or 
  command) may use the bard’s Perform check result for 
  the save. Countersong has no effect against effects that 
  don’t allow saves. The bard may keep up the 
  countersong for 10 rounds. 
   
  Fascinate (Sp): A bard with 3 or more ranks in a 
  Perform skill can use his music or poetics to cause one 
  or more creatures to become fascinated with him. Each 
  creature to be fascinated must be within 90 feet, able to 
  see and hear the bard, and able to pay attention to him. 
  The bard must also be able to see the creature. The 
  distraction of nearby combat or other dangers prevents 
  the ability from working. Fyl can target 3 creatures 
  with a single use of this ability. To use the ability, the 
  bard makes a Perform check. His check result is the 
  DC for each affected creature’s will save against the 
  effect. If a creature’s saving throw succeeds, the bard 
  cannot attempt to fascinate that creature again for 24 
  hours. If its saving throw fails, the creature sits quietly 
  and listens to the song, taking no other actions, for as 
  long as the bard continues to play (to a maximum of 
  one round per bard level). While fascinated, a target 
  takes a -4 penalty on skill checks made as reactions, 
  such as Listen and Spot checks. Any potential threat, 
  such as an ally of the bard approaching the fascinated 
  creature, requires the bard to make another Perform 
  check and allows the creature a new saving throw 
  against a DC equal to the new Perform check result. 
  Any obvious threat, such as someone drawing a 
  weapon, casting a spell, or aiming a raged weapon at 
  the target, automatically breaks the effect. Fascinate is 
  an enchantment (compulsion), mind-affecting ability. 
   
  Inspire Courage (Su): A bard with 3 or more 
  ranks in a Perform skill can use song or poetics to 
  inspire courage in his allies (including himself), 
  bolstering them against fear and improving their 
  combat abilities. To be affected, an ally must be able to 
  hear the bard sing. The effect lasts for as long as the ally 
  hears the bard sing and for 5 rounds thereafter. An 
  affected ally receives a +1 morale bonus on saving 
  throws against charm and fear effects and a +1 morale 
  bonus on attack and weapon damage rolls. Inspire 
  courage is a mind-affecting ability. 
   
  Inspire Competence (Su): A bard of 3rd level or 
  higher with 6 or more ranks in a Perform skill can use 
  his music or poetics to help an ally succeed at a task. 
  The ally must be within 30 feet and be able to see and 
  hear the bard. The bard must also be able to see the ally. 
  Depending on the task that the ally has at hand, the 
  bard may use his bardic music to lift the ally’s spirits, to 
  help him or her focus mentally, or in some other way. 
  The ally gets a +2 competence bonus on skill checks 
  with a particular skill as long as he or she continues to 
  hear the bard’s music. The DM may rule that certain 
  uses of this ability are infeasible–chanting to make a 
  rogue move more quietly, for example, is self-defeating. 
  The effect lasts as long as the bard concentrates, up to a 
  maximum of 2 minutes. A bard can’t inspire 
  competence in himself. Inspire competence is a mind-
  affecting ability. 
   
  Suggestion (Sp): A bard of 6th level or higher 
  with 9 or more ranks in a Perform skill can make a 
  suggestion (as the spell) to a creature that he has already 
  fascinated (see above). Using this ability does not break 
  the bard’s concentration on the fascinate effect, nor 
  does it allow a second saving throw against the 
  fascinate effect. Making a suggestion doesn’t count 
  against a bard’s daily limit on bardic music 
  performances. A Will save (DC 17) negates the effect. 
  This ability affects only a single creature. Suggestion is 
  an 
  enchantment 
  (compulsion), 
  mind-affecting, 
  language-dependent ability. 
   
  Possessions: dagger, sap, shortbow, spell component 
  pouch, quiver with 20 arrows. 
   
  Leks, male pixie Rgr2/Sor3: CR 9; Small fey; HD 
  2d8+3d4+10; hp 26; Init +6; Spd 20 ft., fly 60 ft. (good); 
  AC 18, touch 17, flat-footed 12 (with mage armor AC 
  22, touch 17, flat-footed 16); Base Atk/Grp +3/-3; Atk 
  +9 melee (1d4-2, short sword) or +10 ranged (1d6-2/x3, 
  longbow); Full Atk +9 melee (1d4-2, short sword) or 
  +10 ranged (1d6-2/x3, longbow); SA spell-like abilities, 
  special arrows; SQ damage reduction 10/cold iron, 
  favored enemy orc +2, greater invisibility, low light 
  
  The Contenders 
   
  Page 26 
  vision, spell resistance 20, wild empathy; AL N; SV Fort 
  +4, Ref +10, Will +6; Str 6, Dex 22, Con 13, Int 14, Wis 
  16, Cha 22. 
   
  Skills and Feats: Concentration +9, Handle Animal 
  +7, Hide +15, Knowledge (arcana) +7, Knowledge 
  (nature) +7, Listen +10, Move Silent +11, Search +9, 
  Spellcraft +8, Spot +10, Survival +7 (+9 aboveground), 
  Point Blank Shot, Precise Shot, Rapid Shot, Track, 
  Weapon Finesse. 
   
  Greater Invisibility (Su): A pixie remains 
  invisible even when it attacks. This ability is constant, 
  but the pixie can suppress or resume it as a free action. 
   
  Spell-Like Abilities: 1/day – lesser confusion (DC 
  17), dancing lights, detect chaos, detect good, detect evil, detect 
  law, detect thoughts (DC 18), dispel magic, entangle (DC 
  17), permanent image (DC 22, visual and auditory 
  elements only), polymorph (self only). Caster level 11th. 
  The saves are Charisma-based. 
   
  Special Arrows (Ex): Pixies sometimes employ 
  arrows that deal no damage but can erase memory or 
  put a creature to sleep. 
   
  Memory Loss: An opponent struck by this arrow 
  must succeed on a DC 18 will save or lose all memory. 
  The save DC is Charisma-based and includes a +2 racial 
  bonus. The subject retains skills, languages, and class 
  abilities but forgets everything else until he or she 
  receives a heal spell or memory restoration with limited 
  wish, wish, or miracle. 
   
  Sleep: Any opponent struck by this arrow, 
  regardless of hit dice, must succeed on a DC 18 
  Fortitude save or be affected as though by a sleep spell. 
  The save DC is Charisma-based and includes a +2 racial 
  bonus. 
   
  Combat Style (Ex): Leks has selected archery. He 
  gains the Rapid Shot feat without the normal 
  prerequisites. 
   
  Favored Enemy (Ex): Leks gains the indicated 
  bonus on his Bluff, Listen, Sense Motive, Spot, and 
  Survival checks when using these skills against that 
  type of creature. He gets the same bonus on weapon 
  damage rolls against creatures of this type. 
   
  Wild Empathy (Ex): Leks can improve the 
  attitude of an animal in the same way as a Diplomacy 
  check for sentient beings. The ranger rolls 1d20+8, or 
  1d20+4 if attempting to influence magical beasts with 
  an intelligence of 1 or 2. 
   
  Spells Known (6/7; base DC = 16 + spell level): 0—
  [acid splash, daze, detect magic, ghost sound, touch of fatigue]; 
  1st—[grease, ray of enfeeblement, shield]. 
   
  Possessions: small shortsword, masterwork small 
  longbow, spell component pouch, 2 quivers with 40 
  arrows, wand of cure light wounds. 
   
  Stoutheart, female treant Drd6: CR 11; Huge plant; 
  HD 13d8+91; hp 149; Init +0; Spd 30 ft. (40 ft. with 
  longstrider); AC 21, touch 8, flat-footed 21 (with mage 
  armor and barkskin AC 29, touch 6, flat-footed 29); Base 
  Atk/Grp +9/+28; Atk +18 melee (2d6+11/20, slam) or 
  +20 melee (2d6+21, quarterstaff with spikes) or +7 
  ranged (1d8+11, sling); Full Atk +18 melee (2d6+11/20, 
  2 slams) or +20/+15 melee (2d6+21, quarterstaff with 
  spikes) or +7 ranged (1d8+11, sling); SA Animate trees, 
  double damage against objects, trample 2d6+16; SQ 
  animal companion, damage reduction 10/slashing, link 
  with companion, low light vision, nature sense, plant 
  traits, resist nature’s lure, share spells, trackless step, 
  vulnerability to fire, wild empathy, wild shape 2/day, 
  woodland stride; AL N; SV Fort +17, Ref +6, Will +13; 
  Str 32, Dex 10, Con 24, Int 12, Wis 22, Cha 10. 
   
  Skills: Concentration +17, Diplomacy +2, Handle 
  Animal +9, Hide -8 (+8 in forested areas), Knowledge 
  (nature) +8, Listen +11, Sense Motive +12, Spellcraft 
  +12, Spot +11, Survival +13 (+15 aboveground). Feats: 
  Cleave, Improved Sunder, Lightning Reflexes, Power 
  Attack, Practiced Spellcaster (druid). 
   
  Animal Companion (Ex): Stoutheart has a hawk 
  as an animal companion. This creature is a loyal 
  companion that accompanies her on adventures as 
  appropriate for its kind. Its abilities and characteristics 
  are summarized below. 
   
  Link with Companion (Ex): Stoutheart can 
  handle her hawk animal companion as a free action, or 
  push it as a move action, with a +4 bonus on wild 
  empathy and Handle Animal checks made while 
  dealing with that animal. 
   
  Nature Sense (Ex): Stoutheart gains a +2 bonus 
  on Knowledge (nature) and Survival checks (these 
  bonuses are included in the statistics given above). 
   
  Resist Nature’s Lure (Ex): Stoutheart gains a +4 
  bonus on saving throws against the spell-like abilities 
  of fey. 
   
  Share Spells (Ex): Stoutheart may have any spell 
  she casts on herself also affect her animal companion if 
  the latter is within 5 feet at the time. She may also cast 
  a spell with a target of “You” on her animal companion. 
   
  Trackless Step (Ex): Stoutheart leaves no trail in 
  natural surroundings and cannot be tracked. 
   
  Wild Empathy (Ex): Stoutheart can improve the 
  attitude of an animal in the same way as a Diplomacy 
  check for sentient beings. The druid rolls 1d20+2, or 
  1d20+-2 if attempting to influence magical beasts with 
  an intelligence of 1 or 2. 
   
  Wild Shape (Ex): Stoutheart can change into a 
  Small or Medium animal and back again twice per day, 
  as per the polymorph spell. 
   
  Woodland Stride (Ex): Stoutheart may move 
  through natural thorns, briars, overgrown areas, and 
  similar terrain at her normal speed and without 
  damage or other impairment. However, thorns, briars, 
  and overgrown areas that are magically manipulated to 
  impede motion still affect her. 
   
  Druid Spells Prepared (5/5/5/3; base save DC = 16 + 
  spell level): 0–[cure minor wounds (2), detect magic, flare, 
  resistance]; 1st–[cure light wounds (2), entangle, faerie fire, 
  longstrider]; 2nd–[barkskin, gust of wind, resist energy (fire), 
  soften earth and stone, tree shape]; 3rd–[protection from 
  energy, protection from energy (fire), spikes]. Note that the 
  
  The Contenders 
   
  Page 27 
  spells struck through are active at the beginning of the 
  encounter. 
   
  Possessions: Huge quarterstaff, huge sling, 10 huge 
  sling bullets, sprigs of holly. 
   
  Hawk Animal Companion: CR –; Tiny magical beast; 
  HD 5d8; hp 22; Init +3; Spd 10 ft., fly 60 ft. (average); 
  AC 22, touch 16, flat-footed 18; Base Atk +3; Grp +-7; 
  Atk +8 melee (1d4-1, talons); Full Atk +8 melee (1d4-1, 
  talons); SQ 2 bonus tricks, evasion, low-light vision; AL 
  N; SV Fort +4, Ref +8, Will +3; Str 8, Dex 19, Con 10, 
  Int 2, Wis 14, Cha 6. 
   
  Skills: Listen +2, Spot +14. Feats: Weapon Finesse. 
   
  Bonus Tricks: The hawk has guard and heal as 
  bonus tricks, and also knows the tricks attack, come, 
  down, fetch, seek and stay. 
   
  Evasion (Ex): The hawk takes no damage if it 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save. It does not gain this benefit if helpless. 
  ENCOUNTER THREE 
   
   
   
  Lerok, male wererat Rog2/Wiz5: CR 9; Medium 
  humanoid; HD 1d8+2d6+5d4+16; hp 40 (hp 53 with 
  false life); Init +7; Spd 30 ft.; AC 13, touch 13, flat-footed 
  10 (with mage armor AC 17, touch 13, flat-footed 14); 
  Base Atk/Grp +3/+4; Atk +7 melee (1d6+2/18-20, 
  rapier) or +6 melee touch (spells); Full Atk +7 melee 
  (1d6+2/18-20, rapier) or +6 melee touch (spells); SA 
  sneak attack +1d6; SQ alternate form, evasion, low-
  light vision, rat empathy, scent; AL CE, SV Fort +5, Ref 
  +9, Will +7; Str 12, Dex 16, Con 14, Int 14, Wis 12, Cha 
  8. 
   
  Skills and Feats: Climb +1, Concentration +13 (+17 
  to cast defensively), Decipher Script +9, Disable Device 
  +8, Escape Artist +10, Hide +7, Knowledge (Arcana) +7, 
  Knowledge (History) +4, Knowledge (Metaregion IV: 
  Nyrond) +4, Knowledge (Nobility)+4, Listen +5, Move 
  Silently +7, Open Locks +9, Spellcraft +9, Spot +5, 
  Swim +1, Tumble +7, Combat Casting, Craft Wand, 
  Dodge, Improved Initiative, Iron Will, Practiced 
  Spellcaster, Scribe Scroll, Spell Penetration, Weapon 
  Finesse. 
   
  Alternate Form (Su): A wererat can assume a 
  bipedal hybrid form or the form of a dire rat. (See 
  Below) 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
   
  Disease (Ex): Filth fever, bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Evasion (Ex): Lerok takes no damage if he makes 
  a successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save. He 
  does not gain this benefit if helpless. 
   
  Rat Empathy (Ex): Communicate with rats and 
  dire rats, and a +4 racial bonus on Charisma-based 
  checks against rats and dire rats. 
   
  Feats: A wererat gains Iron Will and Weapon 
  Finesse as bonus feats. 
   
  Skills: A wererat in rat or hybrid form uses its 
  Dexterity modifier for Climb and Swim checks. It has a 
  +8 racial bonus on Climb checks and can always choose 
  to take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on Swim 
  checks in dire rat form. 
   
  Wizard Spells Prepared (4/4/3/1; base save DC = 12 + 
  spell level): 0–[acid splash, detect magic, ghost sound, touch 
  of fatigue]; 1st–[mage armor, shield, shocking grasp, shocking 
  grasp]; 2nd–[false life, wracking touch (2)]; 3rd–[blink]. 
   
  Possessions: potion of cure moderate wounds, +1 spell 
  storing rapier (with shocking grasp at 8th caster level 
  stored), spell component pouch, masterwork thieve’s 
  tools, traveler’s outfit, wand of shocking grasp, 29 gp. 
   
  Hybrid form: CR 9; Medium humanoid; HD 
  1d8+2d6+5d4+16; hp 40 (hp 53 with false life); Init +10; 
  Spd 30 ft.; AC 19, touch 16, flat-footed 13 (with mage 
  
  The Contenders 
   
  Page 28 
  armor AC 23, touch 16, flat-footed 17); Base Atk/Grp 
  +3/+4; Atk +10 melee (1d6+2/18-20, rapier) or +9 melee 
  touch (spells); Full Atk +10 melee (1d6+2/18-20, rapier) 
  and +4 melee (1d6+1 plus disease, bite) or +9 melee 
  touch (spells); SA curse of lycanthropy, disease, sneak 
  attack +1d6; SQ alternate form, damage reduction 
  10/silver, evasion, low-light vision, rat empathy, scent; 
  AL CE, SV Fort +6, Ref +12, Will +7; Str 12, Dex 22, 
  Con 16, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +6, Concentration +14 (+18 
  to cast defensively), Decipher Script +9, Disable Device 
  +8, Escape Artist +13, Hide +10, Knowledge (Arcana) 
  +7, Knowledge (History) +4, Knowledge (Metaregion 
  IV: Nyrond) +4, Knowledge (Nobility)+4, Listen +5, 
  Move Silently +10, Open Locks +12, Spellcraft +9, Spot 
  +5, Swim +6, Tumble +10, Combat Casting, Craft 
  Wand, Dodge, Improved Initiative, Iron Will, 
  Practiced Spellcaster, Scribe Scroll, Spell Penetration, 
  Weapon Finesse. 
   
  Dire rat form: CR 9; Medium humanoid; HD 
  1d8+2d6+5d4+16; hp 40 (hp 53 with false life); Init +10; 
  Spd 40 ft.; AC 19, touch 16, flat-footed 13 (with mage 
  armor AC 23, touch 16, flat-footed 17); Base Atk/Grp 
  +3/0; Atk +9 melee (1d4+1 plus disease, bite); Full Atk 
  +9 melee (1d4+1 plus disease, bite); SA curse of 
  lycanthropy, disease, sneak attack +1d6; SQ alternate 
  form, damage reduction 10/silver, evasion, low-light 
  vision, rat empathy, scent; AL CE, SV Fort +6, Ref +12, 
  Will +7; Str 12, Dex 22, Con 16, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +14, Concentration +14 (+18 
  to cast defensively), Decipher Script +9, Disable Device 
  +8, Escape Artist +13, Hide +10, Knowledge (Arcana) 
  +7, Knowledge (History) +4, Knowledge (Metaregion 
  IV: Nyrond) +4, Knowledge (Nobility)+4, Listen +5, 
  Move Silently +10, Open Locks +12, Spellcraft +9, Spot 
  +5, Swim +14, Tumble +10, Combat Casting, Craft 
  Wand, Dodge, Improved Initiative, Iron Will, 
  Practiced Spellcaster, Scribe Scroll, Spell Penetration, 
  Weapon Finesse. 
   
  Marelle, female human Monk9: CR 9; Medium 
  humanoid; HD 9d8+27; hp 67; Init +7; Spd 60 ft.; AC 
  20, touch 17, flat-footed 17; Base Atk/Grp +6/+12; Atk 
  +8 melee (1d10+2, unarmed strike) or +8 melee (1d6+1, 
  siangham); Full Atk +8/+8/+3 melee (1d10+2, unarmed 
  strike) or +8/+8/+3 melee (1d6+1, siangham); SA -; SQ 
  fast movement, flurry of blows, improved evasion, Ki 
  strike (magic), purity of body, still mind, slow fall (40 
  ft.), unarmed strike, wholeness of body; AL LE, SV Fort 
  +8, Ref +9, Will +8; Str 14, Dex 17, Con 14, Int 10, Wis 
  14 Cha 8. 
   
  Flurry of Blows (Ex): When unarmored, Marelle 
  may make one additional attack at her highest base 
  attack bonus when using the full attack action. Only 
  unarmed strikes and special monk weapons (kama, 
  nunchaku, quarterstaff, sai, shuriken, and siangham) 
  may be used when using a flurry of blows. She applies 
  her strength bonus (not Str bonus x 1-1/2 or 1/2) to her 
  damage rolls for all successful attacks. 
   
  Improved Evasion (Ex): Marelle takes no 
  damage if she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save. She takes only half damage on a failed 
  save. She does not gain this benefit if helpless. 
   
  Ki Strike (Ex): Marelle’s unarmed attacks are 
  treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
   
  Purity of Body (Ex): Marelle gains immunity to 
  all diseases except for supernatural and magical 
  diseases (such as mummy rot and lycanthropy). 
   
  Slow Fall (Ex): When Marelle is within arm’s 
  length of a wall, she can use it to slow her descent. She 
  takes damage as if the fall were 40 feet shorter than it 
  actually is. 
   
  Still Mind (Ex): Marelle gains a +2 bonus on 
  saving throws against spells and effects from the school 
  of enchantment. 
   
  Wholeness of Body (Su): Marelle can heal her 
  own wounds. She can heal 18 hit points per day, and 
  she can spread this healing out among several uses. 
   
  Skills and Feats: Balance +10, Diplomacy +1, Jump 
  +9, Knowledge (Religion) +5, Sense Motive +11, 
  Tumble +15, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Toughness, Improved Trip, 
  Improved Unarmed Strike, Mobility, Spring Attack. 
   
  Possessions: alchemical silver siangham, bracers of 
  armor +3, ring of protection +1, traveler’s outfit, 29 gp. 
   
  Toryn, male wererat Rog7: CR 9; Medium 
  humanoid; HD 1d8+7d6+24; hp 53; Init +3; Spd 30 ft.; 
  AC 17, touch 14, flat-footed 14; Base Atk/Grp +5/+6; 
  Atk +9 melee (1d6+2/18-20, rapier); Full Atk +9 melee 
  (1d6+2/18-20, rapier); SA sneak attack +4d6; SQ 
  alternate form, evasion, low-light vision, rat empathy, 
  scent, trap sense +2, uncanny dodge; AL CE, SV Fort 
  +6, Ref +10, Will +5; Str 12, Dex 16, Con 14, Int 14, Wis 
  10 Cha 10. 
   
  Skills and Feats: Balance +5, Bluff +11, Climb +2, 
  Diplomacy +10, Disable Device +4, Disguise +0 (+2 to 
  act in character), Gather Information +6, Hide +13, 
  Intimidate +3, Jump +4, Knowledge (Core) +4, 
  Knowledge (Metaregion IV: Nyrond) +4, Listen +5, 
  Move Silently +13, Open Lock +4, Sense Motive +9, 
  Search +9, Spot +5, Swim +2, Tumble +14, Combat 
  Expertise, 
  Dodge, 
  Improved 
  Feint, 
  Improved 
  Toughness, Iron Will, Weapon Finesse. 
   
  Alternate Form (Su): A wererat can assume a 
  bipedal hybrid form or the form of a dire rat. (see 
  below.) 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
   
  Disease (Ex): Filth fever, bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
  
  The Contenders 
   
  Page 29 
   
  Evasion (Ex): Toryn takes no damage if he makes 
  a successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save. He 
  does not gain this benefit if helpless. 
   
  Rat Empathy (Ex): Communicate with rats and 
  dire rats, and a +4 racial bonus on Charisma-based 
  checks against rats and dire rats. 
   
  Trap Sense (Ex): Toryn gains a +2 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus 
  to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Toryn retains his dexterity 
  bonus to AC even if he is caught flat-footed or struck 
  by an invisible attacker. 
   
  Feats: A wererat gains Iron Will and Weapon 
  Finesse as bonus feats. 
   
  Skills: A wererat in rat or hybrid form uses its 
  Dexterity modifier for Climb and Swim checks. It has a 
  +8 racial bonus on Climb checks and can always choose 
  to take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on Swim 
  checks in dire rat form. 
   
  Possessions: amulet of natural armor +1, dust of illusion, 
  +1 rapier, leather armor, ring of protection +1, masterwork 
  thieve’s tools, traveler’s outfit, 26 gp. 
   
  Hybrid form: CR 9; Medium humanoid; HD 
  1d8+7d6+24; hp 53; Init +6; Spd 30 ft.; AC 20, touch 16, 
  flat-footed 20; Base Atk/Grp +5/+7; Atk +12 melee 
  (1d6+2/18-20, rapier); Full Atk +12 melee (1d6+2/18-
  20, rapier) sword) and +6 melee (1d6+1 plus disease, 
  bite); SA curse of lycanthropy, disease, sneak attack 
  +4d6; SQ alternate form, damage reduction 10/silver, 
  low-light vision, rat empathy, scent, trap sense +2, 
  uncanny dodge; AL CE, SV Fort +7, Ref +13, Will +5; 
  Str 14, Dex 22, Con 16, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +8, Bluff +11, Climb +6, 
  Diplomacy +10, Disable Device +4, Disguise +0 (+2 to 
  act in character), Gather Information +6, Hide +16, 
  Intimidate +3, Jump +4, Knowledge (Core) +4, 
  Knowledge (Metaregion IV: Nyrond) +4, Listen +5, 
  Move Silently +16, Open Lock +7, Search +9, Sense 
  Motive +9, Spot +5, Swim +6, Tumble +17, Combat 
  Expertise, 
  Dodge, 
  Improved 
  Feint, 
  Improved 
  Toughness, Iron Will, Weapon Finesse. 
   
  Dire rat form: CR 9; Medium humanoid; HD 
  1d8+7d6+24; hp 53; Init +6; Spd 40 ft.; AC 20, touch 16, 
  flat-footed 20; Base Atk/Grp +5/+2; Atk +11 melee 
  (1d4+1 plus disease, bite); Full Atk +11 melee (1d4+1 
  plus disease, bite); SA curse of lycanthropy, disease, 
  sneak attack +4d6; SQ alternate form, damage 
  reduction 10/silver, low-light vision, rat empathy, 
  scent, trap sense +2, uncanny dodge; AL CE, SV Fort 
  +7, Ref +13, Will +5; Str 12, Dex 22, Con 16, Int 14, Wis 
  12, Cha 8. 
   
  Skills and Feats: Balance +8, Bluff +11, Climb +14, 
  Diplomacy +10, Disable Device +4, Disguise +0 (+2 to 
  act in character), Gather Information +6, Hide +16, 
  Intimidate +3, Jump +4, Knowledge (Core) +4, 
  Knowledge (Metaregion IV: Nyrond) +4, Listen +5, 
  Move Silently +16, Open Lock +7, Search +9, Sense 
  Motive +9, Spot +5, Swim +14, Tumble +17, Combat 
  Expertise, 
  Dodge, 
  Improved 
  Feint, 
  Improved 
  Toughness, Iron Will, Weapon Finesse. 
  
  The Contenders 
   
  Page 30 
  ENCOUNTER SIX  
   
   
   
  Invisible Stalker, advanced: CR 10; Huge elemental 
  (Air, Extraplanar); HD 16d8+48; hp 120; Init +9; Spd 30 
  ft., fly 30 ft. (perfect); AC 19, touch 12, flat-footed 16; 
  Base Atk/Grp +12/+28; Atk +19 melee (3d6+8, slam); 
  Full Atk +19 melee (3d6+8, 2 slams); Space/Reach: 
  15ft./15 ft.; SQ darkvision 60 ft., elemental traits, 
  natural invisibility, improved tracking; AL N; SV Fort 
  +11, Ref +14, Will +10; Str 26, Dex 18, Con 18, Int 14, 
  Wis 16, Cha 8. 
   
  Skills and Feats: Listen +22, Move Silently +23, 
  Search +21, Spot +22, Combat Reflexes, Flyby Attack, 
  Great Fortitude, Improved Initiative, Iron Will, 
  Weapon Focus (slam). 
   
  Natural Invisibility (Su): This ability is constant, 
  allowing a stalker to remain invisible even when 
  attacking. This ability is inherent and not subject to the 
  invisibility purge spell. 
   
  Improved Tracking (Ex): An invisible stalker is a 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage.  
   
  Possessions: none. 
  
  The Contenders 
   
  Page 31 
  COMBAT APPENDIX – APL 12
  ENCOUNTER ONE  
   
   
   
  Fyl, male satyr Brd8: CR 10; Medium fey; HD 
  13d6+26; hp 71; Init +3; Spd 40 ft.; AC 17, touch 13, 
  flat-footed 14 (with mage armor AC 21, touch 13, flat-
  footed 18); Base Atk/Grp +8/+10; Atk +10 melee 
  (1d6+2, head butt) or +11 ranged (1d6/x3, shortbow); 
  Full Atk +10 melee (1d6+2, head butt) and +5 melee 
  (1d6+1, sap) or +11/+6 ranged (1d6/x3, shortbow); SQ 
  bardic music 7/day, damage reduction 5/cold iron, low 
  light vision; AL CN; SV Fort +7, Ref +13, Will +10; Str 
  14, Dex 16, Con 14, Int 12, Wis 10, Cha 18. 
   
  Skills and Feats: Bluff +12, Concentration +15, 
  Diplomacy +14, Disguise +4 (+6 acting), Hide +15, 
  Knowledge (nature) +9, Listen +12, Move Silently +15, 
  Perform (sing) +18, Perform (wind instruments) +16, 
  Sense Motive +14, Spellcraft +10, Spot +12, Survival +0 
  (+2 aboveground), Alertness, Dodge, Great Fortitude, 
  Mobility, Practiced Spellcaster (bard), Spring Attack. 
   
  Spells Known (3/4/4/2; base DC = 14 + spell level): 
  0—[dancing 
  lights, 
  daze, 
  ghost 
  sound, 
  lullaby, 
  prestidigitation, resistance]; 1st—[cure light wounds, 
  expeditious retreat, grease, Tasha’s hideous laughter]; 2nd—
  [glitterdust, heroism, mirror image, suggestion]; 3rd—[blink, 
  dispel magic, slow]. 
   
  Countersong (Su): A bard with 3 or more ranks 
  in a Perform skill can use his music or poetics to 
  counter magical effects that depend on sound (but not 
  spells that simply have verbal components). Each 
  round of the countersong, he makes a perform check. 
  Any creature within 30 feet of the bard (including the 
  bard himself) that is affected by a sonic or language-
  dependent magical attack (such as sound burst or 
  command) may use the bard’s Perform check result for 
  the save. Countersong has no effect against effects that 
  don’t allow saves. The bard may keep up the 
  countersong for 10 rounds. 
   
  Fascinate (Sp): A bard with 3 or more ranks in a 
  Perform skill can use his music or poetics to cause one 
  or more creatures to become fascinated with him. Each 
  creature to be fascinated must be within 90 feet, able to 
  see and hear the bard, and able to pay attention to him. 
  The bard must also be able to see the creature. The 
  distraction of nearby combat or other dangers prevents 
  the ability from working. Fyl can target 3 creatures 
  with a single use of this ability. To use the ability, the 
  bard makes a Perform check. His check result is the 
  DC for each affected creature’s will save against the 
  effect. If a creature’s saving throw succeeds, the bard 
  cannot attempt to fascinate that creature again for 24 
  hours. If its saving throw fails, the creature sits quietly 
  and listens to the song, taking no other actions, for as 
  long as the bard continues to play (to a maximum of 
  one round per bard level). While fascinated, a target 
  takes a -4 penalty on skill checks made as reactions, 
  such as Listen and Spot checks. Any potential threat, 
  such as an ally of the bard approaching the fascinated 
  creature, requires the bard to make another Perform 
  check and allows the creature a new saving throw 
  against a DC equal to the new Perform check result. 
  Any obvious threat, such as someone drawing a 
  weapon, casting a spell, or aiming a raged weapon at 
  the target, automatically breaks the effect. Fascinate is 
  an enchantment (compulsion), mind-affecting ability. 
   
  Inspire Courage (Su): A bard with 3 or more 
  ranks in a Perform skill can use song or poetics to 
  inspire courage in his allies (including himself), 
  bolstering them against fear and improving their 
  combat abilities. To be affected, an ally must be able to 
  hear the bard sing. The effect lasts for as long as the ally 
  hears the bard sing and for 5 rounds thereafter. An 
  affected ally receives a +1 morale bonus on saving 
  throws against charm and fear effects and a +1 morale 
  bonus on attack and weapon damage rolls. Inspire 
  courage is a mind-affecting ability. 
   
  Inspire Competence (Su): A bard of 3rd level or 
  higher with 6 or more ranks in a Perform skill can use 
  his music or poetics to help an ally succeed at a task. 
  The ally must be within 30 feet and be able to see and 
  hear the bard. The bard must also be able to see the ally. 
  Depending on the task that the ally has at hand, the 
  bard may use his bardic music to lift the ally’s spirits, to 
  help him or her focus mentally, or in some other way. 
  The ally gets a +2 competence bonus on skill checks 
  with a particular skill as long as he or she continues to 
  hear the bard’s music. The DM may rule that certain 
  uses of this ability are infeasible–chanting to make a 
  rogue move more quietly, for example, is self-defeating. 
  The effect lasts as long as the bard concentrates, up to a 
  maximum of 2 minutes. A bard can’t inspire 
  competence in himself. Inspire competence is a mind-
  affecting ability. 
   
  Suggestion (Sp): A bard of 6th level or higher 
  with 9 or more ranks in a Perform skill can make a 
  suggestion (as the spell) to a creature that he has already 
  fascinated (see above). Using this ability does not break 
  the bard’s concentration on the fascinate effect, nor 
  does it allow a second saving throw against the 
  fascinate effect. Making a suggestion doesn’t count 
  against a bard’s daily limit on bardic music 
  performances. A Will save (DC 17) negates the effect. 
  This ability affects only a single creature. Suggestion is 
  an 
  enchantment 
  (compulsion), 
  mind-affecting, 
  language-dependent ability. 
   
  Possessions: dagger, sap, shortbow, spell component 
  pouch, quiver with 20 arrows. 
   
  Leks, male pixie Rgr2/Sor4: CR 10; Small fey; HD 
  2d8+4d4+12; hp 31; Init +6; Spd 20 ft., fly 60 ft. (good); 
  AC 18, touch 17, flat-footed 12 (with mage armor AC 
  22, touch 17, flat-footed 16); Base Atk/Grp +4/-2; Atk 
  +10 melee (1d4-2, short sword) or +11 ranged (1d6-
  2/x3, longbow); Full Atk +10 melee (1d4-2, short 
  sword) or +11 ranged (1d6-2/x3, longbow); SA spell-
  like abilities, special arrows; SQ damage reduction 
  10/cold iron, favored enemy orc +2, greater invisibility, 
  
  The Contenders 
   
  Page 32 
  low light vision, spell resistance 21, wild empathy; AL 
  N; SV Fort +5, Ref +11, Will +6; Str 6, Dex 22, Con 13, 
  Int 14, Wis 16, Cha 22. 
   
  Skills and Feats: Concentration +10, Handle Animal 
  +7, Hide +15, Knowledge (arcana) +7, Knowledge 
  (nature) +7, Listen +10, Move Silent +11, Search +9, 
  Spellcraft +11, Spot +10, Survival +7 (+9 aboveground), 
  Point Blank Shot, Precise Shot, Rapid Shot, Track, 
  Weapon Finesse. 
   
  Greater Invisibility (Su): A pixie remains 
  invisible even when it attacks. This ability is constant, 
  but the pixie can suppress or resume it as a free action. 
   
  Spell-Like Abilities: 1/day – lesser confusion (DC 
  17), dancing lights, detect chaos, detect good, detect evil, detect 
  law, detect thoughts (DC 18), dispel magic, entangle (DC 
  17), permanent image (DC 22, visual and auditory 
  elements only), polymorph (self only). Caster level 12th. 
  The saves are Charisma-based. 
   
  Special Arrows (Ex): Pixies sometimes employ 
  arrows that deal no damage but can erase memory or 
  put a creature to sleep. 
   
  Memory Loss: An opponent struck by this arrow 
  must succeed on a DC 18 will save or lose all memory. 
  The save DC is Charisma-based and includes a +2 racial 
  bonus. The subject retains skills, languages, and class 
  abilities but forgets everything else until he or she 
  receives a heal spell or memory restoration with limited 
  wish, wish, or miracle. 
   
  Sleep: Any opponent struck by this arrow, 
  regardless of hit dice, must succeed on a DC 18 
  Fortitude save or be affected as though by a sleep spell. 
  The save DC is Charisma-based and includes a +2 racial 
  bonus. 
   
  Combat Style (Ex): Leks has selected archery. He 
  gains the Rapid Shot feat without the normal 
  prerequisites. 
   
  Favored Enemy (Ex): Leks gains the indicated 
  bonus on his Bluff, Listen, Sense Motive, Spot, and 
  Survival checks when using these skills against that 
  type of creature. He gets the same bonus on weapon 
  damage rolls against creatures of this type. 
   
  Wild Empathy (Ex): Leks can improve the 
  attitude of an animal in the same way as a Diplomacy 
  check for sentient beings. The ranger rolls 1d20+8, or 
  1d20+4 if attempting to influence magical beasts with 
  an intelligence of 1 or 2. 
   
  Spells Known (6/8/5; base DC = 16 + spell level): 
  0—[acid 
  splash, 
  daze, 
  detect 
  magic, 
  ghost 
  sound, 
  prestidigitation, touch of fatigue]; 1st—[grease, ray of 
  enfeeblement, shield]; 2nd—[glitterdust]. 
   
  Possessions: small shortsword, masterwork small 
  longbow, spell component pouch, 2 quivers with 40 
  arrows, wand of cure light wounds. 
   
  Stoutheart, female treant Drd9: CR 14; Gargantuan 
  plant; HD 16d8+144; hp 216; Init +0; Spd 30 ft. (40 ft. 
  with longstrider); AC 23, touch 6, flat-footed 23 (with 
  mage armor and barkskin AC 32, touch 6, flat-footed 32); 
  Base Atk/Grp +11/+38; Atk +26 melee (3d6+15, slam) 
  or +28 melee (3d6+25, quarterstaff with spikes) or +11 
  ranged (2d6+15, sling); Full Atk +26 melee (3d6+15, 2 
  slams) or +28/+23/+18 melee (3d6+25, quarterstaff with 
  spikes) or +11 ranged (2d6+15, sling); SA Animate trees, 
  double damage against objects, trample 3d6+22; SQ 
  animal companion, damage reduction 10/slashing, link 
  with companion, low light vision, nature sense, plant 
  traits, resist nature’s lure, share spells, trackless step, 
  venom immunity, vulnerability to fire, wild empathy, 
  wild shape 3/day, woodland stride; AL N; SV Fort +17, 
  Ref +6, Will +13; Str 40, Dex 10, Con 28, Int 12, Wis 23, 
  Cha 10. 
   
  Skills: Concentration +22, Diplomacy +2, Handle 
  Animal +9, Hide -12 (+4 in forested areas), Knowledge 
  (nature) +11, Listen +11, Sense Motive +12, Spellcraft 
  +15, Spot +11, Survival +13 (+15 aboveground). Feats: 
  Augment Summoning, Cleave, Improved Sunder, 
  Lightning 
  Reflexes, 
  Power 
  Attack, 
  Practiced 
  Spellcaster (druid). 
   
  Animal Companion (Ex): Stoutheart has a hawk 
  as an animal companion. This creature is a loyal 
  companion that accompanies her on adventures as 
  appropriate for its kind. Its abilities and characteristics 
  are summarized below. 
   
  Link with Companion (Ex): Stoutheart can 
  handle her hawk animal companion as a free action, or 
  push it as a move action, with a +4 bonus on wild 
  empathy and Handle Animal checks made while 
  dealing with that animal. 
   
  Nature Sense (Ex): Stoutheart gains a +2 bonus 
  on Knowledge (nature) and Survival checks (these 
  bonuses are included in the statistics given above). 
   
  Resist Nature’s Lure (Ex): Stoutheart gains a +4 
  bonus on saving throws against the spell-like abilities 
  of fey. 
   
  Share Spells (Ex): Stoutheart may have any spell 
  she casts on herself also affect her animal companion if 
  the latter is within 5 feet at the time. She may also cast 
  a spell with a target of “You” on her animal companion. 
   
  Trackless Step (Ex): Stoutheart leaves no trail in 
  natural surroundings and cannot be tracked. 
   
  Venom Immunity (Ex): Stoutheart is immune to 
  all poisons. 
   
  Wild Empathy (Ex): Stoutheart can improve the 
  attitude of an animal in the same way as a Diplomacy 
  check for sentient beings. The druid rolls 1d20+2, or 
  1d20+-2 if attempting to influence magical beasts with 
  an intelligence of 1 or 2. 
   
  Wild Shape (Ex): Stoutheart can change into a 
  Small, Medium, or Large animal and back again three 
  times per day, as per the polymorph spell. 
   
  Woodland Stride (Ex): Stoutheart may move 
  through natural thorns, briars, overgrown areas, and 
  similar terrain at her normal speed and without 
  damage or other impairment. However, thorns, briars, 
  and overgrown areas that are magically manipulated to 
  impede motion still affect her. 
   
  Druid Spells Prepared (6/6/6/4/3/2; base save DC = 
  16 + spell level): 0–[cure minor wounds (3), detect magic, 
  
  The Contenders 
   
  Page 33 
  flare, resistance]; 1st–[cure light wounds (2), entangle(2), 
  faerie fire, longstrider]; 2nd–[barkskin, gust of wind, lesser 
  restoration, resist energy (fire), soften earth and stone, tree 
  shape]; 3rd–[cure moderate wounds, protection from energy 
  (fire), protection from energy, spikes] ; 4th–[dispel magic, ice 
  storm, languor] ; 5th–[cure critical wounds, death ward]. 
  Note that the spells struck through are active at the 
  beginning of the encounter. 
   
  Possessions: Gargantuan quarterstaff, gargantuan 
  sling, 10 gargantuan sling bullets, sprigs of holly. 
   
  Hawk Animal Companion: CR –; Tiny magical beast; 
  HD 7d8; hp 31; Init +5; Spd 10 ft., fly 60 ft. (average); 
  AC 25, touch 17, flat-footed 20; Base Atk +5; Grp +-4; 
  Atk +10 melee (1d4-1, talons); Full Atk +10/+5 melee 
  (1d4-1, talons); SQ 4 bonus tricks, evasion, low-light 
  vision; AL N; SV Fort +5, Ref +10, Will +4; Str 9, Dex 
  20, Con 10, Int 2, Wis 14, Cha 6. 
   
  Skills: Listen +2, Spot +20. Feats: Flyby Attack, 
  Weapon Finesse. 
   
  Bonus Tricks: The hawk has attack unnatural, 
  defend, guard and heel as bonus tricks, and also knows 
  the tricks attack, come, down, fetch, seek and stay. 
   
  Devotion (Ex): The hawk’s devotion to Stoutheart 
  is so complete that it gains a +4 morale bonus on Will 
  saves against enchantment spells and effects.  
   
  Evasion (Ex): The hawk takes no damage if it 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save. It does not gain this benefit if helpless. 
   
  Multiattack: The hawk gains a second attack at -5 
  with its talons. 
   
  ENCOUNTER THREE 
   
   
   
  Lerok, 
  male 
  wererat 
  Rog3/Wiz5/Arcane 
  Trickster1: 
  CR 
  11; 
  Medium 
  humanoid; 
  HD 
  1d8+3d6+6d4+20; hp 50 (hp 65 with false life); Init +7; 
  Spd 30 ft.; AC 13, touch 13, flat-footed 10 (with mage 
  armor AC 17, touch 13, flat-footed 14); Base Atk/Grp 
  +4/+5; Atk +8 melee (1d6+2/18-20, rapier) or +7 melee 
  touch (spells); Full Atk +8 melee (1d6+2/18-20, rapier) 
  or +7 melee touch (spells); SA sneak attack +2d6; SQ 
  alternate form, evasion, low-light vision, ranged 
  legerdemain 1/day, rat empathy, scent, trap sense +1; 
  AL CE, SV Fort +6, Ref +11, Will +10; Str 12, Dex 16, 
  Con 14, Int 15, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +1, Concentration +15 (+19 
  to cast defensively), Decipher Script +9, Disable Device 
  +8, Escape Artist +10, Hide +7, Knowledge (Arcana) +7, 
  Knowledge (History) +4, Knowledge (Metaregion IV: 
  Nyrond) +4, Knowledge (Nobility)+4, Listen +5, Move 
  Silently +7, Open Locks +9, Search +12, Spellcraft +9, 
  Spot +5, Swim +1, Tumble +11, Combat Casting, Craft 
  Wand, Dodge, Greater Spell Penetration, Improved 
  Initiative, Iron Will, Practiced Spellcaster, Scribe 
  Scroll, Spell Penetration, Weapon Finesse. 
   
  Alternate Form (Su): A wererat can assume a 
  bipedal hybrid form or the form of a dire rat. (See 
  Below) 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
   
  Disease (Ex): Filth fever, bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Evasion (Ex): Lerok takes no damage if he makes 
  a successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save. He 
  does not gain this benefit if helpless. 
   
  Rat Empathy (Ex): Communicate with rats and 
  dire rats, and a +4 racial bonus on Charisma-based 
  checks against rats and dire rats. 
   
  Trap Sense (Ex): Lerok gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus 
  to AC against attacks made by traps. 
   
  Feats: A wererat gains Iron Will and Weapon 
  Finesse as bonus feats. 
   
  Skills: A wererat in rat or hybrid form uses its 
  Dexterity modifier for Climb and Swim checks. It has a 
  +8 racial bonus on Climb checks and can always choose 
  to take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on Swim 
  checks in dire rat form. 
   
  Wizard Spells Prepared (4/4/4/2; base save DC = 12 + 
  spell level): 0–[acid splash, detect magic, ghost sound, touch 
  of fatigue]; 1st–[mage armor, shield, shocking grasp (2)]; 
  2nd–[false life, wracking touch (2)]; 3rd–[blink, vampiric 
  touch]. 
   
  Possessions: potion of cure moderate wounds, +1 spell 
  storing rapier (with vampiric touch at 10th caster level 
  
  The Contenders 
   
  Page 34 
  stored), spell component pouch, masterwork thieve’s 
  tools, traveler’s outfit, wand of shocking grasp, 29 gp. 
   
  Hybrid form: CR 11; Medium humanoid; HD 
  1d8+3d6+6d4+20; hp 50 (hp 65 with false life); Init +10; 
  Spd 30 ft.; AC 19, touch 16, flat-footed 13 (with mage 
  armor AC 23, touch 16, flat-footed 17); Base Atk/Grp 
  +4/+5; Atk +11 melee (1d6+2/18-20, rapier) or +10 
  melee touch (spells); Full Atk +11 melee (1d6+2/18-20, 
  rapier) and +5 melee (1d6+1 plus disease, bite) or +10 
  melee touch (spells); SA curse of lycanthropy, disease, 
  sneak attack +2d6; SQ alternate form, damage 
  reduction 10/silver, evasion, low-light vision, rat 
  empathy, scent, trap sense +1; AL CE, SV Fort +7, Ref 
  +14, Will +10; Str 12, Dex 22, Con 16, Int 15, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Climb +6, Concentration +16 (+20 
  to cast defensively), Decipher Script +9, Disable Device 
  +8, Escape Artist +13, Hide +10, Knowledge (Arcana) 
  +7, Knowledge (History) +4, Knowledge (Metaregion 
  IV: Nyrond) +4, Knowledge (Nobility)+4, Listen +5, 
  Move Silently +10, Open Locks +12, Search +12, 
  Spellcraft +9, Spot +5, Swim +6, Tumble +14, Combat 
  Casting, Craft Wand, Dodge, Greater Spell Penetration, 
  Improved Initiative, Iron Will, Practiced Spellcaster, 
  Scribe Scroll, Spell Penetration, Weapon Finesse. 
   
  Dire rat form: CR 11; Medium humanoid; HD 
  1d8+3d6+6d4+20; hp 50 (hp 65 with false life); Init +10; 
  Spd 40 ft.; AC 19, touch 16, flat-footed 13 (with mage 
  armor AC 23, touch 16, flat-footed 17); Base Atk/Grp 
  +4/+1; Atk +10 melee (1d4+1 plus disease, bite); Full 
  Atk +10 melee (1d4+1 plus disease, bite); SA curse of 
  lycanthropy, disease, sneak attack +2d6; SQ alternate 
  form, damage reduction 10/silver, evasion, low-light 
  vision, rat empathy, scent, trap sense +1; AL CE, SV 
  Fort +7, Ref +14, Will +10; Str 12, Dex 22, Con 16, Int 
  15, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +14, Concentration +16 (+20 
  to cast defensively), Decipher Script +9, Disable Device 
  +8, Escape Artist +13, Hide +10, Knowledge (Arcana) 
  +7, Knowledge (History) +4, Knowledge (Metaregion 
  IV: Nyrond) +4, Knowledge (Nobility)+4, Listen +5, 
  Move Silently +10, Open Locks +12, Search +12, 
  Spellcraft +9, Spot +5, Swim +14, Tumble +14, Combat 
  Casting, Craft Wand, Dodge, Greater Spell Penetration, 
  Improved Initiative, Iron Will, Practiced Spellcaster, 
  Scribe Scroll, Spell Penetration, Weapon Finesse. 
   
  Marelle, female human Monk11: CR 11; Medium 
  humanoid; HD 11d8+33; hp 82; Init +7; Spd 60 ft.; AC 
  21, touch 18, flat-footed 18; Base Atk/Grp +8/+14; Atk 
  +10 melee (2d8+2, unarmed strike) or +10 melee 
  (1d6+1, siangham); Full Atk +10/+10/+10/+3 melee 
  (2d8+2, unarmed strike) or +10/+10/+10/+3 melee 
  (1d6+1, siangham); SA -; SQ diamond body, fast 
  movement, greater flurry of blows, improved evasion, 
  Ki strike (lawful, magic), purity of body, still mind, 
  slow fall (50 ft.), unarmed strike, wholeness of body; 
  AL LE, SV Fort +9, Ref +10, Will +9; Str 14, Dex 17, 
  Con 14, Int 10, Wis 14 Cha 8. 
   
  Diamond Body (Su): Marelle is immune to all 
  poisons. 
   
  Greater Flurry of Blows (Ex): When unarmored, 
  Marelle may make two additional attacks at her highest 
  base attack bonus when using the full attack action. 
  Only unarmed strikes and special monk weapons 
  (kama, nunchaku, quarterstaff, sai, shuriken, and 
  siangham) may be used when using a flurry of blows. 
  She applies her strength bonus (not Str bonus x 1-1/2 
  or 1/2) to her damage rolls for all successful attacks. 
   
  Improved Evasion (Ex): Marelle takes no 
  damage if she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save. She takes only half damage on a failed 
  save. She does not gain this benefit if helpless. 
   
  Ki Strike (Ex): Marelle’s unarmed attacks are 
  treated as lawful aligned and as magic weapons for the 
  purpose of dealing damage to creatures with damage 
  reduction. 
   
  Purity of Body (Ex): Marelle gains immunity to 
  all diseases except for supernatural and magical 
  diseases (such as mummy rot and lycanthropy). 
   
  Slow Fall (Ex): When Marelle is within arm’s 
  length of a wall, she can use it to slow her descent. She 
  takes damage as if the fall were 50 feet shorter than it 
  actually is. 
   
  Still Mind (Ex): Marelle gains a +2 bonus on 
  saving throws against spells and effects from the school 
  of enchantment. 
   
  Wholeness of Body (Su): Marelle can heal her 
  own wounds. She can heal 22 hit points per day, and 
  she can spread this healing out among several uses. 
   
  Skills and Feats: Balance +12, Diplomacy +1, Jump 
  +11, Knowledge (Religion) +5, Sense Motive +11, 
  Tumble +17, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Toughness, Improved Trip, 
  Improved Unarmed Strike, Mobility, Spring Attack. 
   
  Possessions: alchemical silver siangham, bracers of 
  armor +3, monk’s belt, traveler’s outfit, 29 gp. 
   
  Toryn, male wererat Rog9: CR 11; Medium 
  humanoid; HD 1d8+9d6+30; hp 66; Init +3; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 16; Base Atk/Grp +6/+7; 
  Atk +10 melee (1d6+2/15-20, rapier); Full Atk +10 
  melee (1d6+2/15-20, rapier); SA sneak attack +5d6; SQ 
  alternate form, evasion, improved uncanny dodge, low-
  light vision, rat empathy, scent, trap sense +3; AL CE, 
  SV Fort +7, Ref +11, Will +6; Str 12, Dex 16, Con 14, Int 
  14, Wis 10 Cha 10. 
   
  Skills and Feats: Balance +5, Bluff +13, Climb +2, 
  Diplomacy +10, Disable Device +11, Disguise +0 (+2 to 
  act in character), Gather Information +3, Hide +15, 
  Intimidate +6, Jump +4, Knowledge (Core) +4, 
  Knowledge (Metaregion IV: Nyrond) +4, Listen +5, 
  Move Silently +15, Open Lock +9, Sense Motive +9, 
  Search +9, Spot +5, Swim +2, Tumble +16, Combat 
  
  The Contenders 
   
  Page 35 
  Expertise, 
  Dodge, 
  Improved 
  Feint, 
  Improved 
  Toughness, Iron Will, Mobility, Weapon Finesse. 
   
  Alternate Form (Su): A wererat can assume a 
  bipedal hybrid form or the form of a dire rat. (See 
  Below) 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
   
  Disease (Ex): Filth fever, bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Evasion (Ex): Toryn takes no damage if he makes 
  a successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save. He 
  does not gain this benefit if helpless. 
   
  Improved Uncanny Dodge (Ex): Toryn can no 
  longer be flanked. This denies another rogue the 
  ability to sneak attack him by flanking, unless the 
  attacker has at least four more rogue levels than Toryn. 
   
  Rat Empathy (Ex): Communicate with rats and 
  dire rats, and a +4 racial bonus on Charisma-based 
  checks against rats and dire rats. 
   
  Trap Sense (Ex): Toryn gains a +2 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus 
  to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Toryn retains his dexterity 
  bonus to AC even if he is caught flat-footed or struck 
  by an invisible attacker. 
   
  Feats: A wererat gains Iron Will and Weapon 
  Finesse as bonus feats. 
   
  Skills: A wererat in rat or hybrid form uses its 
  Dexterity modifier for Climb and Swim checks. It has a 
  +8 racial bonus on Climb checks and can always choose 
  to take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on Swim 
  checks in dire rat form. 
   
  Possessions: dust of illusion, +1 keen rapier, +1 wild 
  leather armor, masterwork thieve’s tools, traveler’s 
  outfit, 26 gp. 
   
  Hybrid form: CR 11; Medium humanoid; HD 
  1d8+9d6+30; hp 66; Init +6; Spd 30 ft.; AC 22, touch 16, 
  flat-footed 22; Base Atk/Grp +6/+7; Atk +13 melee 
  (1d6+2/15-20, rapier); Full Atk +13 melee (1d6+2/15-
  20, rapier) sword) and +7 melee (1d6+1 plus disease, 
  bite); SA curse of lycanthropy, disease, sneak attack 
  +5d6; SQ alternate form, damage reduction 10/silver, 
  improved uncanny dodge, low-light vision, rat 
  empathy, scent, trap sense +3 uncanny dodge; AL CE, 
  SV Fort +8, Ref +14, Will +6; Str 12, Dex 22, Con 16, Int 
  14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +8, Bluff +13, Climb +6, 
  Diplomacy +10, Disable Device +11, Disguise +0 (+2 to 
  act in character), Gather Information +2, Hide +18, 
  Intimidate +6, Jump +4, Knowledge (Core) +4, 
  Knowledge (Metaregion IV: Nyrond) +4, Listen +5, 
  Move Silently +18, Open Lock +12, Search +9, Sense 
  Motive +9, Spot +5, Swim +6, Tumble +19, Combat 
  Expertise, 
  Dodge, 
  Improved 
  Feint, 
  Improved 
  Toughness, Iron Will, Mobility, Weapon Finesse. 
   
  Dire rat form: CR 11; Medium humanoid; HD 
  1d8+9d6+30; hp 66; Init +6; Spd 40 ft.; AC 22, touch 16, 
  flat-footed 22; Base Atk/Grp +6/+3; Atk +12 melee 
  (1d4+1 plus disease, bite); Full Atk +12 melee (1d4+1 
  plus disease, bite); SA curse of lycanthropy, disease, 
  sneak attack +5d6; SQ alternate form, damage 
  reduction 10/silver, improved uncanny dodge, low-
  light vision, rat empathy, scent, trap sense +3, uncanny 
  dodge; AL CE, SV Fort +7, Ref +13, Will +5; Str 12, Dex 
  22, Con 16, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +8, Bluff +13, Climb +14, 
  Diplomacy +10, Disable Device +11, Disguise +0 (+2 to 
  act in character), Gather Information +6, Hide +18, 
  Intimidate +3, Jump +4, Knowledge (Core) +4, 
  Knowledge (Metaregion IV: Nyrond) +4, Listen +5, 
  Move Silently +18, Open Lock +12, Search +9, Sense 
  Motive +9, Spot +5, Swim +14, Tumble +19, Combat 
  Expertise, 
  Dodge, 
  Improved 
  Feint, 
  Improved 
  Toughness, Iron Will, Mobility, Weapon Finesse. 
   
  
  The Contenders 
   
  Page 36 
  ENCOUNTER SIX  
   
   
   
  Invisible Stalker, advanced: CR 10; Huge elemental 
  (Air, Extraplanar); HD 16d8+48; hp 120; Init +9; Spd 30 
  ft., fly 30 ft. (perfect); AC 19, touch 12, flat-footed 16; 
  Base Atk/Grp +12/+28; Atk +19 melee (3d6+8, slam); 
  Full Atk +19 melee (3d6+8, 2 slams); Space/Reach: 
  15ft./15 ft.; SQ darkvision 60 ft., elemental traits, 
  natural invisibility, improved tracking; AL N; SV Fort 
  +11, Ref +14, Will +10; Str 26, Dex 18, Con 18, Int 14, 
  Wis 16, Cha 8. 
   
  Skills and Feats: Listen +22, Move Silently +23, 
  Search +21, Spot +22, Combat Reflexes, Flyby Attack, 
  Great Fortitude, Improved Initiative, Iron Will, 
  Weapon Focus (slam). 
   
  Natural Invisibility (Su): This ability is constant, 
  allowing a stalker to remain invisible even when 
  attacking. This ability is inherent and not subject to the 
  invisibility purge spell. 
   
  Improved Tracking (Ex): An invisible stalker is a 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
   
  Possessions: none. 
  
  The Contenders 
   
  Page 37 
  DM AID #1: ADVENTURE FLOWCHART 
   
  Introduction: 
  What Is It This 
  Time? 
  Travel 
  Overland? 
  Go Direct To 
  College? 
  Return to 
  Seltaren? 
  Encounter 1: 
  Getting There Is 
  Half The Fun 
  Encounter 4: Cold 
  Comfort 
  Encounter 5: A 
  Mind Is A Terrible 
  Thing To Waste 
  No 
  Yes 
  Yes
  Yes 
  No 
  Encounter 3: I 
  Smell A Rat 
  No
  If Not Yet Played, 
  Encounter 3: I 
  Smell A Rat 
  Encounter 6: What 
  You Can’t See Can 
  Hurt You 
  If Encounter 1 Was 
  Peaceful, 
  Encounter 2: Vrock 
  Your World 
  Conclusion 
  If Not Yet Played, 
  Encounter 3: I 
  Smell A Rat 
  If neither 
  Encounter 1 or 2 
  have been played, 
  Encounter 2: Vrock 
  Your World 
  
  The Contenders 
   
  Page 38 
  DM AID #2: NEW RULES 
  New Feats: 
  Improved 
  Toughness 
  (Complete 
  Warrior): 
  Prerequisite: Base Fortitude save +2. Benefit: You gain a 
  number of hit points equal to your current hit dice. 
  Each time you gain a hit die (such as by gaining a 
  level), you gain 1 additional hit point. If you lose a hit 
  die (such as by losing a level), you lose 1 hit point 
  permanently. A fighter may choose this feat as a bonus 
  feat. 
  Practiced 
  Spellcaster 
  (Complete 
  Divine): 
  Prerequisite: Spellcraft 4 ranks. Benefit: This feat 
  improves the caster level for the chosen spellcasting 
  class by +4. This cannot increase the caster level 
  beyond the creature’s hit dice. 
  New Spells: 
   
  Brain Spider (Complete Divine) 
  Divination (Mind-Affecting) 
  Level: Cleric 8, Mind 7 
  Components: V, S, M, DF 
  Casting Time: 1 full round 
  Range: Long (400 ft. + 40 ft./level) 
  Target: Up to eight living creatures within range 
  Duration: 1 min./level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This spell allows you to eavesdrop as a standard action 
  on the thoughts of up to eight other creatures at once, 
  hearing as desired: 
  • 
  The ceaseless chaos representing images of surface 
  thoughts 
  • 
  Individual trains of thought in whatever order you 
  desire 
  • 
  Information from all minds about one particular 
  topic, thing, or being, one nugget of information 
  per caster level 
  • 
  A study of the thoughts and memories of one 
  creature of the group in detail 
   
  Once per round, if you do not perform a detailed 
  study of one creature’s mind, you can attempt (as a 
  standard action) to implant a suggestion in the mind of 
  any one of the affected creatures. The creatures can 
  make another Will saving throw to resist the suggestion, 
  using the save DC of the brain spider. (Creatures with 
  special resistance to enchantment spells can use this 
  resistance to keep from being affected by the 
  suggestion.) Success on this saving throw does not 
  negate the other effects of the brain spider for that 
  creature. 
   
  You can affect all intelligent beings of your choice 
  within range (up to the limit of eight), beginning with 
  known or named beings. Language is not a barrier, and 
  you need not personally know the beings – you can 
  choose, for instance, “the nearest eight guards who 
  must be in that chamber there.” The spell cannot reach 
  those who make a successful Will save. 
  Material component: A spider of any size or type. It may 
  be dead, but must still have all eight legs. 
   
  Languor (Complete Divine) 
  Transmutation 
  Level: Druid 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This spell causes creatures it hits to become weak and 
  slow. A subject who fails a Will save is slowed as the 
  spell and suffers a cumulative enhancement penalty to 
  Strength equal to 1d6-1 per two caster levels 
  (minimum additional penalty of 0, maximum of -10) 
  each round. If the subject’s Strength drops below 1, it is 
  helpless. The spell’s slow effect counters and is 
  countered by haste. However, the Strength penalty is 
  not countered by haste. 
  Probe Thoughts (Complete Divine) 
  Divination (Mind-Affecting) 
  Level: Mind 6, Sorcerer/Wizard 6 
  Components: V, S 
  Casting Time: 1 minute 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Concentration 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  All the subject’s memories and knowledge are 
  accessible to you, ranging from memories deep below 
  the surface to those still easily called to mind. You can 
  learn the answer to one question per round, to the best 
  of the subject’s knowledge. You can also probe a 
  sleeping subject, though the subject may make a Will 
  save against the DC of the probe thoughts spell to wake 
  after each question. Subjects who do not wish to be 
  probed can attempt to move beyond the power’s range, 
  unless somehow hindered. You pose the questions 
  telepathically, and the answers to those questions are 
  imparted directly to your mind. You and the subject do 
  not need to speak the same language, though less 
  intelligent creatures may yield up only appropriate 
  visual images in answer to your questions. 
   
  Spikes (Complete Divine) 
  Transmutation 
  Level: Cleric 3, Druid 3 
  
  The Contenders 
   
  Page 39 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Wooden weapon touched 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No 
  Small magical thorns or spikes protrude from the 
  surface of a wooden weapon, such as a club, greatclub, 
  nunchaku, or quarterstaff. For the duration of the spell, 
  the weapon deals both piercing and bludgeoning 
  damage. It deals an additional +1 point of damage per 
  caster level (maximum 10). The affected weapon gains 
  a +2 enhancement bonus on attacks and its threat 
  range is doubled. This spell works only on melee 
  weapons with wooden striking surfaces. For instance, 
  it does not work on a bow, an arrow, or a metal mace. 
   
  Wracking Touch (Complete Adventurer) 
  Necromancy 
  Level: Druid 2, Sorcerer/Wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
  Your touch causes horrible agony in a creature’s vital 
  area. You lay your hand upon a creature and deal 1d6 
  points of damage +1 point per caster level (maximum 
  +10). In addition, if you have the sneak attack ability, 
  you also deal sneak attack damage to the affected 
  creature unless the creature is immune to extra damage 
  from critical hits. The creature still takes the spell 
  damage even if it does not take the sneak attack 
  damage. Unlike a normal use of sneak attack, your 
  target need not be flanked or denied its Dexterity 
  bonus to take sneak attack damage from this spell. 
  
  The Contenders 
   
  Page 40 
  DM AID #3: ENCOUNTER ONE MAP 
   
   
   
  • 
  A – Location of Stoutheart (APL 6 only). 
  • 
  B – Location of Leks (all APLs). 
  • 
  C – Location of Fyl (all APLs). 
  • 
  D – Location of Stoutheart (APLs 8-12). 
  
  The Contenders 
   
  Page 41 
  DM AID #4: ENCOUNTER THREE MAP 
   
   
   
   
  • 
  A – Location of Lerok. 
  • 
  B – Location of Marelle. 
  • 
  C – Location of Toryn. 
  
  The Contenders 
   
  Page 42 
  PLAYER HANDOUT #1 
   
   
   
  Greetings, 
   
  Word of your accomplishments has recently reached me. I have a small matter to discuss with you that 
  should take less than a day to resolve. Unfortunately, other considerations prevent my departure from the 
  College at this time. If you come to Nellix at your earliest convenience, I am sure our discussions will be 
  satisfactory. 
   
  Regards, 
      Lord Rovisand U’moreal 
  Head of Imperial Studies 
  College of Sages and Sorcery 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Normal Scenarios/URD5-03 - The Contenders (APL 6-12)/URD5-03 - The Contenders.pdf