TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit
  www.wizards.com/d20.
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction.
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the
  adventure author or authors.
  Visit the LIVING GREYHAWK website at www.rpga.com.
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  For
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com.
  GRM8-4
  Deceit
  A One-Round D&D® LIVING GREYHAWKTM
  Gran March Regional Adventure
  Version 0.9.0
  by Pete Winz
  Reviewers: Gran March Triad
  Circle Reviewer: Steven Conforti
  Playtesters: Earl Bailey, Joey Bever, Lyman Green, Brett King, Matt Wegner, and Kim Winz
  Lies are the stock in trade of those living in the underbelly of Gran March.  Your mission, should you
  choose to accept it, is to put paid to one of the biggest deceivers in Gran March history.  When
  surrounded by guile, can you find the truth?  A Gran March Regional adventure for APLs 2-16 and Part
  11 of the Homefront series.
  Note: This adventure will be of particular interest to members of the Gran March military, the Knights of
  the Watch, and an organization whose very existence is a matter of debate.
  Resources: Complete Warrior [Andy Collins, David Noonan, Ed Stark], Magic Item Compendium [Andy
  Collins, Eytan Bernstein, Frank Brunner, Owen K.C. Stevens, John Snead].
  
  GRM8-4 Deceit
  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, 2008.
  To learn more about the LIVING GREYHAWK
  character creation and development, RPGA event
  sanctioning, and DUNGEONS & DRAGONS REWARDS,
  visit the RPGA website at www.rpga.com.
  PLAYERS READ NO
  FARTHER
  If you are planning on playing this adventure, stop
  reading now. The rest of the information in this
  adventure is for the DM only. If you read farther
  than this section, you’ll know too much about its
  challenges, which kills the fun. Also, if you’re
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point
  makes you ineligible to do so.
  PREPARING FOR PLAY
  To get the most out of this adventure, you need
  copies of the following D&D books: Player’s
  Handbook, Dungeon Master’s Guide, and the
  Monster Manual.
  Throughout this adventure, text in bold italics
  provides player information for you to paraphrase
  or read aloud when appropriate. 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 the Appendices.
  Along with this adventure you’ll find a RPGA Table
  Tracking sheet. If you’re playing this adventure as
  part of an RPGA-sanctioned event, complete and
  turn in this sheet to your senior GM directly after
  play. You’ll also find a LIVING GREYHAWK
  Adventure Record (AR).
  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 to the nearest whole
  number.
  4. If you are running a table of six PCs, add one
  to that average.
  
  GRM8-4 Deceit
  Page 2
  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 Gran March.  Characters native to the
  Gran March pay one Time Unit per round, all
  others pay two Time Units per round.
  Adventurer’s Standard Upkeep costs 12 gp
  per Time Unit.  Rich Upkeep costs 50 gp per Time
  Unit.  Luxury Upkeep costs 100 gp per Time Unit.
  Characters that fail to pay at least Standard
  Upkeep will retain temporary ability damage until
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell
  component pouches and healer’s kits, and may
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this
  adventure.
  A character who does not pay for at least
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the
  character possesses four or more ranks in the
  Survival skill and succeeds at a Survival check
  (DC 20), the character will heal temporary ability
  damage as if he or she paid for Standard Upkeep,
  may refill spell component pouches and healer’s
  kits, and may restock up to 20 arrows or bolts if
  the character has at least four ranks in Craft
  (bowmaking).  The player is allowed to Take 10 on
  this roll.
  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
  A secret organization dedicated to criminal
  enterprise, The Body Corporate for the Defense of
  the Rights of the Commons, also known as The
  Corporation, has existed in Gran March for
  decades.  While the government of Gran March
  has officially denied the existence of organized
  crime, except for small groups occasionally
  springing up in the larger towns and cities, the
  Corporation 
  has 
  been 
  covertly 
  coordinating
  criminal activities throughout the land since its
  foundation in 422 CY.
  However, despite the public denials, the
  government has long been 
  aware 
  of 
  the
  organization.  In 586 CY, as Gran March was
  preparing to retake Hochoch from the giants,
  Commandant Vrianian summoned his Chief
  Investigator of the Special Constables, Ferrule
  Garde.  He directed Garde to make contact with
  the Corporation to enlist their aid in intelligence
  gathering.  Chief Investigator Garde arranged a
  meeting between the Corporation’s intelligence
  chief (Grandmother of the Eye, Dira Hamisti) and
  Chancellor Housemann to negotiate an informal
  # 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
  
  GRM8-4 Deceit
  Page 3
  agreement.  Since that time, the Gran March
  government ignores certain of the Corporation’s
  activities in exchange for information that is
  available only to those who operate in the
  underbelly of society. For its part, the Corporation
  has agreed to avoid targeting the military and
  committing more serious crimes such as murder
  or kidnapping.
  To make sure that the Corporation lives up to
  its side of the bargain, the government has
  infiltrated a Pathfinder agent into the organization
  to monitor its activities.  The PCs may have met
  this agent in previous scenarios – he is known in
  the criminal world as The Toecutter.  He operates
  as an enforcer for the Corporation, targeting
  independent criminals and gangs.  This position
  gives him inside knowledge of the organization’s
  membership and activities and carrying out his
  duties is simply a matter of eliminating rogue
  criminals, a task he pursues with relish.
  At the time Commandant Vrianian requested
  that Ferrule Garde contact the Corporation to
  negotiate the agreement, he and his advisors
  suspected that Garde had a closer relationship
  with the Corporation than his position as Chief
  Investigator of the Special Constables should
  allow.  His success in bringing in a high ranking
  officer in the Corporation to negotiate, combined
  with the information he had been previously able
  to develop about the organization that would seem
  to be available only to an insider, made them
  certain that he was actually a member, although
  they are not sure with whom his ultimate loyalty
  resides. 
  What they do not know is that in addition to
  being the leader of the Special Constables,
  Ferrule Garde is also the Great Father of the
  Corporation.  When the Special Constables were
  formed, the Great Father at that time, Hagrin
  Nighthand, assigned Garde (who was then
  Grandfather 
  of 
  the 
  Eye) 
  to 
  infiltrate 
  the
  organization.  Garde coordinated with the other
  Corporation leaders to purge their ranks of
  unwanted members by handing them over to the
  authorities (this purge is known among the higher
  ranks of the organization as The Divestiture). 
  Garde was thus able to enhance his reputation
  with the Special Constables while protecting the
  Corporation’s most valued members and assets. 
  When Nighthand died, Garde became the new
  Great Father. 
  What the other leaders of the Corporation do
  not know is that Ferrule Garde is actually a Knight
  of Dispatch who was tasked with infiltrating their
  organization in order to bring about its downfall. 
  Although he has not accomplished his original
  mission goal, by getting the criminals to aid the
  authorities through providing vital information and
  at the same time getting them to limit their
  activities to petty crimes, he has succeeded
  beyond 
  expectations. 
   
  When 
  Commandant
  Magnus Vrianian turned over Arweth to the
  Knights of the Watch, he was made aware of his
  Dispatcher Status and became Ferrule’s primary
  Knights contact.
  What Ferrule Garde does not know is that
  Chancellor Housemann has decided that now is
  the time to eliminate the Corporation once and for
  all.  Housemann has contacted a Magistrate to
  request warrants for the arrest of known
  Corporation members, including Ferrule Garde. 
  Despite the extreme secrecy that Housemann has
  implemented, word of the purge has gotten out to
  the Corporation’s current Grandmother of the Fist,
  Aeleona Ephandril, who has devised a plan to cut
  the organization’s losses and maintain its status,
  with herself as the new Great Mother.  She figures
  that if arrests are coming down, it’s almost
  certainly as a result of a betrayal by Ferrule Garde
  and so she has planted evidence to implicate him
  in order to counteract any power he might
  exercise to destroy the Corporation.
  ADVENTURE SUMMARY
  Introduction – Chancellor Housemann requests a
  meeting with the PCs.  He asks them to arrest two
  leaders of the criminal organization known as “The
  Corporation” and the Chief Investigator of the
  Special Constables, Ferrule Garde, who has been
  helping them in their criminal activities.  The
  Chancellor recommends that the PCs perform the
  arrests in a particular order, but the PCs are free
  to make their own plans.  He also informs them on
  how to contact a Pathfinder agent placed within
  the Corporation, The Toecutter.
  Encounter 1 – When the PCs arrive to arrest
  the first leader, Elector Dira Hamisti, they find they
  are expected.  The Elector presents a pardon
  signed by Magnus Vrianian, while he was
  Commandant.  The PCs must decide whether to
  place her under arrest or report the new
  circumstances to Chancellor Housemann.
  Encounter 2 – The PCs arrive at the house of
  the second leader of the Corporation, Sir Hastril
  Umbrasire, only to find that he has been
  murdered.  Evidence has been planted at the
  scene to implicate Ferrule Garde.
  
  GRM8-4 Deceit
  Page 4
  Encounter 3 – The PCs contact the Toecutter.
   He recommends they stake out the Spitted Ox, a
  tavern frequented by Ferrule Garde, while he
  checks with his contacts to find where Garde may
  be hiding out.
  Encounter 4 – The PCs go to The Spitted Ox,
  where Garde is often found when not at the
  Special Constable headquarters.  Garde is not
  there, but some drunken thugs looking to beat him
  up are and they become belligerent with the PCs. 
  The PCs need to either talk their way out or fight.
  Encounter 5 – Returning to meet with The
  Toecutter, they find him murdered in the same
  fashion as Sir Umbrasire.  A serving girl gives
  them a message that Garde can be found at the
  Mermaid, an inn near the docks.
  Encounter 6 – While on their way to the
  Mermaid, the PCs are waylaid by men posing as
  Special Constables with a warrant for their arrest.
  Encounter 7 – Ferrule Garde is found at the
  Mermaid.  He makes a full confession of his
  crimes in front of the Chancellor and the
  Magistrate and gives information sufficient to draft
  a warrant for another leader of the Corporation,
  Aeleona Ephadril. 
  Encounter 8 – The PCs go to Aeleona’s safe
  house.  Her minions lie in ambush, fighting to
  delay the PCs enough to let her escape.  The PCs
  may find evidence to exonerate Garde for the
  murders of Sir Umbrasire and the Toecutter.  At
  higher APLs, the PCs may choose to pursue her
  into the sewers, adding an optional combat
  encounter.
  PREPARATION FOR PLAY
  Determine if any characters are members of The
  Corporation.  Such players will be privy to
  specified information that is not available to others
  and are singled out for special attention by
  Chancellor Housemann during his initial proposal.
  INTRODUCTION
  The PCs start in Hookhill.  Let them determine
  their own reason for being in the city.  While there,
  they are contacted by an Argyle Jenz.
  ACTIVE DUTY MILITARY
  CHARACTERS:
  The day you arrived in Hookhill a military
  courier found you at your lodgings.   You have
  received 
  temporary 
  orders, 
  temporarily
  transferring you to the 1st Battle and instructed
  you to report to Chancellor Housemann two
  hours past dawn the next morning to learn the
  tasks you are expected to on this temporary
  duty. You are to tell no one of your transfer, for
  whom you will be working, or details of your
  mission except as Chancellor Housemann
  gives you leave.  The last line of the orders,
  implied that serving well in this capacity could
  make the temporary transfer permanent, if that
  was desired.
  VETERAN CHARACTERS
  The day you arrived in Hookhill a military
  courier found you at your lodgings.  You have
  been reactivated and temporarily assigned to
  the 1st Battle.  You instructed you to report to
  Chancellor Housemann two hours past dawn
  the next morning to learn the tasks you are
  expected to fulfill to complete your reactivates
  tasks.  You are to tell no one of your transfer,
  for whom you will be working, or details of
  your 
  mission 
  except 
  as 
  Chancellor
  Housemann gives you leave.  You may of
  course inform your employers and family that
  you have been reactivate with duties in
  Hookhill.
  ALLIED MILITARY CHARACTERS
  The day you arrived in Hookhill a military
  courier found you at your lodgings.  Your
  service as allied military has been requested,
  and your participating in this mission has been
  approved by your superiors.  You are
  instructed 
  you 
  to 
  report 
  to 
  Chancellor
  Housemann two hours past dawn the next
  morning to learn the tasks you are expected to
  completes.  You are to tell no one of your for
  whom you will be working, or details of your
  mission except as Chancellor Housemann
  gives you leave. 
  OTHER CHARACTERS
  The day you arrived in Hookhill, a messenger
  found you at your lodgings.  You have received an
  urgent 
  invitation 
  to 
  meet 
  with 
  Chancellor
  Houseman at is office, two hours after dawn the
  next day.  You will be compensated 25 gold pieces
  for attending this meeting, which should take less
  than two hours.
  
  GRM8-4 Deceit
  Page 5
   
  If the PCs decline the invitation, the scenario
  is over for them.  Fill out an AR for them with no
  experience or gold awarded and all other rewards
  crossed out.  If the PCs accept, proceed with the
  following.
  The Chancellor’s office is located on the
  ground floor of the Hall of Electors.  A file from
  the 1st Battle stands guard in the entryway.  A
  Corporal Mitre checks your name off a list, and
  invites you inside the office..
  In the office are a number of chairs, a side
  table set with food and drink, and a desk. 
  “Chancellor Housemann will be here shortly,
  he has been unavoidably detained.  Help
  yourself to the refreshments while you wait,”
  he says.  You notice that besides the Corporal
  and yourself, there are others in the room.” 
  The Corporal leaves shortly after.
  This is a good opportunity for the PCs to
  introduce themselves and provide character
  descriptions..
  Chancellor Housemann arrives a few
  minutes later.  “My apologies for the delay, but
  some paperwork took a bit longer than I
  anticipated,” he says while holding up three
  folded and sealed parchment documents.  He
  gestures to some chairs arranged in front of
  his desk and invites you to sit.
  “I have requested your presence here on a
  matter of utmost importance.  You may have
  heard rumors of the existence of a massive
  criminal enterprise operating here in Gran
  March.  I must, unfortunately, confirm that
  these rumors are true.  They call themselves
  The Body Corporate for the Defense of the
  Rights of the Commons, or The Corporation. 
  This organization is responsible for countless
  violations of Gran March law and it is time to
  put an end to their criminal enterprises.” 
  “I have called upon you because I believe
  you can assist in this.”  He holds up the three
  folded parchments again.  “These are arrest
  warrants for the known leaders of The
  Corporation.  Would you be willing to execute
  these warrants in the name of the government
  of Gran March?” 
  The PCs may have some questions before
  agreeing to take the job.  Here are some prepared
  responses that you can adapt as necessary
  Why don’t you use your regular personnel
  to handle the arrests? – “We know that there are
  Corporation spies within certain government
  offices, but we do not know how far the rot
  extends.  My sources indicate that you can be
  trusted in this matter.  You, as outsiders, should
  be able to carry out the arrests without the
  criminals receiving a warning of their impending
  doom.  At this point, only you, I, the Knight Colonel
  of the First and the Magistrate are aware that
  warrants have been issued.” 
  Some of us might be members of The
  Corporation, what does this mean for them? –
  “Members of the Corporation who provide full
  cooperation in bringing down this band of
  criminals may be pardoned for past indiscretions. 
  This will of course be up to the Commandant,
  following the election, but I will put in a good word.
   This organization is being destroyed, practical
  individuals will recognize the opportunity to leave a
  sinking ship and do the right thing”  If any PCs are
  members of the Corporation, Housemann makes
  the statement above while looking at them
  pointedly, even if they don’t bring up their
  membership themselves. 
  What if I don’t want to help arrest these
  people? – “I’m afraid that I’ll have to ask you to
  remain here as my honored guest until the arrests
  are completed.  It shouldn’t take too long.”
  Who are we supposed to arrest? – “I think it
  would be best to avoid going into details if you’re
  not sufficiently committed to assisting in this
  matter.”
  Any PCs who decline the mission are escorted
  out of the office and put under guard for the
  duration of the adventure.  Issue an AR with a 
  reward 
  of 
  100 
  experience 
  and 
  100 
  gold
  representing a role-playing award and a small gift
  from the Chancellor for the inconvenience.  If the
  PCs accept the duty, proceed with the following.
  Chancellor Housemann hands over the
  documents.  “These are warrants for the arrest
  of Elector Dira Hamisti, Sir Hastril Umbrasire,
  and Chief Investigator Ferrule Garde.”  He
  pulls a map of the city of Hookhill from a desk
  drawer and makes several marks upon it as he
  continues, 
  “Elector 
  Hamisti 
  and 
  Sir
  Umbrashire both have mansions not far from
  here and were last reported to be in residence.
   Ferrule Garde’s whereabouts are currently
  unknown, but as far as we can determine, he is
  still within the city walls. It is possible that he
  has gotten wind of the investigation and has
  set an escape plan in motion.  It will
  undoubtedly take Garde some time to gather
  
  GRM8-4 Deceit
  Page 6
  and liquidate sufficient resources for a new
  start in another land, so there should be time
  yet to catch him. 
  I recommend that you apprehend Elector
  Hamisti first since she is known to be the
  leader of their intelligence apparatus and
  would be in the best position to learn of the
  developing situation and warn other members
  of the coming arrests, making the operation
  much more difficult to complete.
  Sir Umbrasire was made a Knight of the
  March for his assistance in saving a unit of
  Gran March troops from an ambush.  There is
  some question now of whether his version of
  the event is entirely true, but that isn’t relevant
  to your mission. Sir Umbrasire oversees the
  Corporation’s day-to-day operations.  Since
  his residence is close by, you may want to
  arrest him before he leaves the premises to
  make his rounds of contacting his criminal
  underlings around the city.
  If you are not already aware, Ferrule Garde
  is the Chief Investigator of the Special
  Constables, the organization the government
  depends upon to investigate miscreants such
  as we are dealing with here.  He has been
  operating as an agent of the Corporation,
  keeping the government from discovering the
  true nature and extent of the Corporation’s
  activities all the while he has been pretending
  to hunt them down.
  Locating Ferrule Garde will likely present
  the greatest difficulty you will face. We have
  placed 
  a 
  Pathfinder 
  agent 
  within 
  the
  organization and he may be able to help you
  find where Garde has gone to ground.  This
  agent is known to the criminal underworld as
  The Toecutter.  To contact him, you must
  engage one of the private dining rooms at the
  Wayberry Inn and then go to the sign of Rarkul
  the Armorer down the street.  The sign takes
  the form of an arm and hand of a suit of full
  plate armor.  The hand should have a clenched
  fist.  Point the thumb upwards and extend the
  number of fingers corresponding to the
  number of the dining room you have engaged
  and the Toecutter should meet you there
  inside an hour.  Once he arrives, give him the
  pass phrase, “I serve at the Commandant’s
  whim and he is not in a whimsical mood at the
  moment.” 
   
  This 
  will 
  ensure 
  his 
  full
  cooperation. 
  You 
  should 
  take 
  any 
  criminals 
  you
  apprehend to the headquarters of the 1st Battle
  to be held in cells there until trial.
  The charges for which the accused must
  answer include High Crimes that could lead to
  death penalties.  These criminal masterminds
  will know this and may risk anything in a
  desperate bid to escape.  They should be
  captured alive if possible, but if the miscreants
  use deadly force, you should not hesitate to
  respond in kind.”
  ENCOUNTER 1: ELECTOR
  DIRA HAMISTI
  Elector Hamisti’s residence is only a five-minute
  walk from the Hall of Electors.
  The gates of Elector Hamisti’s mansion are
  open but are guarded by two members of her
  Electoral File.
  The guards have been told to expect visitors
  on official business who have not made an
  appointment.  They do not react with surprise if the
  arrest warrant is presented.  They have been
  assigned to the Elector for long enough to know
  something of the activities in which she has been
  engaged. They greet the PCs cordially and bring
  them to a waiting room while the Elector is notified
  of their arrival.  The Elector is aware that an arrest
  warrant has been issued, even if the PCs do not
  mention it to the guards.
  You are shown into a pleasantly appointed
  waiting room with comfortable chairs and a
  desk.  Elector Hamisti enters shortly after you
  are shown in.  “Hello and welcome to my
  home.  Be seated if you like.  May I see the
  warrant please?”  Elector Hamisti breaks the
  seal and reads the charges. 
  “Ahh, nothing unexpected.  I think you
  should find that this addresses the issues at
  hand quite completely,” she says as she picks
  up a document from the desk and hands it to
  you.
   The document is signed by Magnus Vrianian
  and bears a date from his second month in office
  as Commandant.  The document recognizes her
  service to Gran March and pardons her for any
  crimes she may have committed prior to CY 586
  and any for any extra-legal activities specifically
  related to her ongoing intelligence gathering for
  Gran March, so long as he remains Commandant.
  
  GRM8-4 Deceit
  Page 7
  I assure you that I have been careful to
  adhere strictly to the laws during the time
  since Commandant Vrianian has left office and
  I look forward to serving the new Commandant
  in a similar capacity following the election. 
  “The pardon was granted as part of an
  agreement under which I provide valuable
  information to the government gained through
  unique sources that are otherwise unavailable
  to the Commandant.  Chancellor Housemann
  conducted the preliminary negotiations, but
  the final agreement had some clauses of which
  he may not have been fully aware.  I was made
  Elector as a result and I rather enjoy the
  position, even though I find that my fellow
  Electors are far more cutthroat than any of my
  previous business partners.  I suggest that you
  contact Chancellor Housemann and ask if he
  might find that a public arrest and trial could
  prove embarrassing to all.  Perhaps in light of
  the pardon, he might want to suggest that the
  Magistrate withdraw the warrant.” 
  She tells the PCs that she would prefer to wait
  at her mansion for Housemann’s decision, but she
  comes along without further protest if the PCs
  insist.  If she is taken to a cell at the headquarters
  of the 1st Battle, she will ask if this is really
  necessary; certainly holding her in better quarters
  would make more sense until a decision on trial is
  reached.  If the PCs ignore her request, her gaze
  becomes icy and her previous politeness is
  replaced by a curt and dismissive attitude.
  If 
  the 
  PCs 
  contact 
  Housemann, 
  he
  acknowledges the pardon and tells them that they
  may consider the warrant void and move on to the
  next assignment.  He maintains a businesslike air
  and expresses no emotion whatsoever.  If the PCs
  bring Elector Hamasti before him, she presents
  the pardon and suggests that she would look
  forward to working with him in a similar capacity if
  he should 
  be 
  elected 
  Commandant. 
   
  He
  apologizes and tells her that she is free to go,
  again without emotion.  If the PCs bring her
  instead to the jail, Elector Housemann frees her
  upon finding out about the pardon and apologizes.
   Elector Hamisti accepts the apology coldly and
  wishes him well in the coming election in a tone
  that suggests the opposite.
  ENCOUNTER 2: SIR
  HASTRIL UMBRASIRE
  Sir Hastril Umbrasire’s house is a five-minute walk
  from Elector Hamisti’s residence and about 7
  minutes from the Hall of Electors.
  Sir 
  Hastril 
  Umbrasire’s 
  house 
  is 
  a
  limestone building without a wall or gate. 
  From the street, you can see a wooden
  carriage house around back with two horses
  stabled inside.  The front door is carved oak
  and with a large bronze knocker.
  No one comes in response to a knock and the
  door is unlocked. If the PCs enter or peek in
  through one of the windows, they see that the
  house is in disarray.  There are a large number of
  wooden crates in each room of the house.  The
  lids have been pried off and tossed aside and the
  packing straw has been strewn about.  Some of
  the crates contain items of minor value, but an
  examination of the house shows that while there
  are places for the display of valuable pieces of art
  and books, few are to be found now.   There is an
  empty wagon around back, but no horses have
  been hitched to it.
  Sir Umbrasire is slumped over at his desk.  He
  has been dead since the afternoon before.  He
  has a single dagger wound in his left kidney and
  his jaw has been removed post-mortem.  A DC 20
  Heal check reveals that the dagger wound has
  signs of poison.  He was slain with a thinaun
  weapon and cannot be subject to raise dead or
  resurrection.  His tongue has been removed, so
  speak with dead will also no work. His desk has a
  locked drawer.
  Desk Drawer: 0.125 in. thick; hardness 5; hp
  1; Break DC 10; Open Lock DC 25.
  The drawer contains a notebook labeled “The
  Divestiture,” a ledger, and a letter.  The notebook
  contains lists of criminals and evidence of their
  crimes with notes about timing of arrests so that
  connections can be cut and profits maximized. 
  The ledger shows a number of large cash
  payments to “FG” starting in 582 CY (the year that
  Ferrule Garde joined the Special Constables) and
  continuing until last month.  At first glance, the
  ledger appears to be in the same handwriting as
  the notebook, but a closer examination (Forgery
  check, DC 30) shows that the ledger was written
  by another.  The letter is in totally different
  handwriting.  It says, “I told the Grey Fox that he
  won’t be receiving any more money from us. 
  
  GRM8-4 Deceit
  Page 8
  Before he got worked up into a real rage, I told him
  that it would be a shame if his past misdeeds were
  known to the next Commandant. As you predicted,
  he was not happy, but he did stop threatening to
  have my guts as garters.  We are keeping an eye
  on him as you ordered.”  Members of the
  Corporation or those who can make a DC 20
  Knowledge (local) check know that thieves in
  Hookhill call Ferrule Garde the Grey Fox.
  Wall Safe: 1 in. thick; hardness 10; hp 30;
  Break DC 28; Open Lock DC 30.
  The safe is empty, except for a small amount
  of dust.  A Tracking check (DC 25) reveals the
  outlines of three items in the dust.  One is a large,
  rectangular object (which matches the notebook
  mentioned above, if the PCs make a comparison)
  and the other two appear to be two pouches, one
  very small and the other relatively large.  
  The following information is provided in case the
  PCs use divination or other means to determine
  the events that happened here that cannot be
  deduced with certainty from the evidence left
  behind.  Sir Umbrasire received word of the move
  against the Corporation early yesterday and
  decided it might be a good time to relocate.  He
  did not have a specific lead on whether his identity
  was compromised and did not have specific
  information on when warrants would be issued,
  but he felt that it was time to move on.  He ordered
  some trusted henchmen to pack his most valuable
  possessions and hired a wagon to transport his
  goods to Thornward.  He did not notify any of the
  other leaders of the Corporation of what he’d
  found, thinking that his chances of escape were
  greater if there wasn’t any other activity on the part
  of the leadership to alarm the authorities.
  The Grandmother of the Fist, Aeleona
  Ephandril, found out about his activities and
  decided that it was time to put a plan into action
  that she had been contemplating for some time. 
  She had one of the city’s better forgers create the
  false ledger.  She wrote the letter implicating
  Ferrule Garde and then snuck into Umbrasire’s
  house and assassinated him.  She knew about the
  notebook describing the Divestiture (she was
  present at the meeting where the notes were
  prepared, as were all the other leaders of the
  Corporation).  She moved the notebook from the
  wall safe into the desk drawer and planted the
  other falsified evidence against Garde.  She took
  the two pouches from the safe for herself (the
  smaller contained gems and the larger held coins),
  and took the most valuable items Umbrasire had
  prepared for shipment. 
  Umbrasire’s henchmen returned with the
  wagon and found him dead.  They grabbed the
  remaining valuable goods, sold them, and left on
  horseback in the middle of the night.  News of
  Umbrasire’s death has just begun to spread
  around the less desirable elements in the city, with
  the help Aeleona Ephandril, who has been
  planting 
  rumors 
  that 
  Ferrule 
  Garde 
  was
  responsible.
  Development: Aeleona Ephandril has agents
  watching the house.  They tail the PCs and report
  their descriptions to the Grandmother of the Fist,
  who has plans to plant additional evidence
  against. Ferrule Garde.  She finds out about the
  PCs’ meeting with the Toecutter and assassinates
  him, trying to implicate Ferrule Garde (Encounter
  5).  She also hires some cutthroats to pose as
  Special Constables to accost the PCs (Encounter
  6). 
  The areas that the PCs pass through between
  these encounters are filled with many people
  going about their daily business, making it difficult
  to spot the tail.  If the PCs mention that they are
  on the alert for people watching them, give them a
  DC 35 spot check to notice one of the tailing team.
   If they spot the tail and do nothing, they’ll see that
  the tail goes in a different direction after a little
  while (while another member of the team picks
  them up).  If they approach the tail, he denies any
  wrongdoing and volunteers no information.
  ENCOUNTER 3: THE
  TOECUTTER
  If the PCs follow the instructions for contacting
  The Toecutter, he meets comes to their dining
  room at the Wayberry Inn.  Otherwise, they can
  find him using a Gather Information check DC 20
  (which will require some adjustments to the text
  below). 
  The door to your private dining room
  opens without warning.  A man enters the
  room with a panther-like stride. He stands
  almost 6 feet tall and looks to be just past
  middle age.  He wears a pair of shortswords
  with ivory skull pommels strapped to his
  thighs. Thick slabs of dense muscle ripple
  beneath his sleeveless tunic as pulls out a
  chair and seats himself. His wide, adamantine-
  studded belt and ornate bracers catch your
  eye, but your gaze is drawn immediately to his
  face.  He has a number of deep scars on his
  cheeks, one of which pulls the right side of his
  
  GRM8-4 Deceit
  Page 9
  mouth into an almost sardonic grin even while
  the other side is set in a tight line.  His left ear
  appears to have been half chewed off.  His hair
  has been cut down to brown fuzz, and tales of
  other past injuries are written in the scars
  across his scalp.  But perhaps his most
  arresting feature is his dark eyes that seem to
  fix you like a needle through a bug in a display
  case.
  “’Ello.  You wanted a word wif me?  I’m a very
  busy man, so make yer business quick and
  plain loik.”
  The Toecutter treats the PCs with suspicion
  until the pass phrase is spoken, whereupon he
  drops his gutter accent and assumes a much
  more formal bearing.  Once the PCs have outlined
  their reasons for contacting him, he suggests that
  Ferrule Garde is usually found either at the
  headquarters of the Special Constables or in the
  back room of the Spitted Ox, a tavern in the
  merchant quarter.  He recommends that the PCs
  stake out the tavern while he talks to his contacts
  in the organization to see if he can find out Ferrule
  Garde’s whereabouts.  He tells the PCs he will
  meet them here in two hours.
  The PCs may have questions about the
  Corporation.  The Toecutter knows that the
  organization is run by someone known as the
  Great Father, who has a number of subordinates:
  The Grandfather of the Arm (operations), the
  Grandmother 
  of 
  the 
  Fist 
  (security), 
  the
  Grandfather of the Mind (research), and the
  Grandmother of the Eye (information). The
  organization is extremely compartmentalized for
  security and only the senior subordinates of each
  Grandfather and Grandmother know how to
  contact them.  He reports to the Grandfather of the
  Arm, who he knows to be Sir Hastril Umbrasire. 
  The warrant for Sir Umbrasire is based on
  information supplied by the Toecutter. 
  He was not told about Elector Dira Hamisti’s
  membership in the Corporation before he began
  his mission because knowing too much might
  have compromised his cover, but he was told to
  watch Ferrule Garde for any signs of corruption. 
  He has seen some questionable activity, but
  nothing definite.  Garde has not arrested some
  people whose activities are well known and have
  almost certainly come to his attention.  Garde has
  made some arrests that would require inside
  information, but the Toecutter can’t identify for
  sure who his informants are.
  ENCOUNTER 4: THE
  SPITTED OX
  The Spitted Ox looks little different from any
  number of small taverns you’ve seen in your
  life.  A few patrons sit at tables in the common
  room while the barkeep wipes a wooden mug
  with a rag.  He looks up as you enter.  “What
  can I get for you today?”
  If the PCs mention Ferrule Garde or ask about
  the back room, use the following.
  The barkeep gets a very nervous look and
  glances toward a door in the back wall.  “Look,
  I don’t want any trouble. Maybe you should
  just leave.”
  If the PCs press further, the barkeep will tell
  them that Garde hasn’t been in today, but there
  are some rough looking men waiting in the back
  room for him. He knows a mean drunk looking for
  a fight when he sees one and these guys are
  nothing but trouble.
  Creatures: The four men waiting in the back
  are thugs formerly employed by Sir Hastril
  Umbrasire.  They found out about his death and
  started to celebrate a wake in his honor early this
  morning.  They recently heard that Ferrule Garde
  was 
  responsible 
  and 
  they’ve 
  decided 
  that
  someone should teach him a lesson.  If the PCs
  come in looking for Ferrule Garde, the drunken
  thugs will assume that they’re associates of his
  and will be more than happy to take out their ire on
  them since they’re handy.  Fast taking (Diplomacy
  check, DC 20+APL, +2 circumstance bonus if the
  PCs show the warrant for Ferrule Garde’s arrest)
  or a convincing threat (Intimidate check, DC
  20+APL) will convince them to back down and go
  about their business.  If the PCs succeed in
  getting the thugs to back down, award full
  experience for the encounter as if the PCs had
  defeated them in combat.  Note that the ELs have
  been adjusted downward by 1 due to the lack of
  equipment used by the thugs.
  APL 2 (EL 3)
  Drunken Thug, Male Human Ftr1 (x3): hp 10
  each; see Appendix 1.
  APL 4 (EL 5)
  Drunken Thug, Male Human Ftr3 (x3): hp 22
  each; see Appendix 2.
  
  GRM8-4 Deceit
  Page 10
  APL 6 (EL 7)
  Drunken Thug, Male Human Ftr5 (x3): hp 34
  each; see Appendix 3.
  APL 8 (EL 9)
  Drunken Thug, Male Human Ftr7 (x3): hp 46
  each; see Appendix 4.
  APL 10 (EL 11)
  Drunken Thug, Male Human Ftr9 (x3): hp 58
  each; see Appendix 5.
  APL 12 (EL 13)
  Drunken Thug, Male Human Ftr11 (x3): hp
  70 each; see Appendix 6.
  APL 14 (EL 16)
  Drunken Thug, Male Human Ftr13 (x4): hp
  82 each; see Appendix 7.
  APL 16 (EL 18)
  Drunken Thug, Male Human Ftr15 (x4): hp
  94 each; see Appendix 8.
  Tactics: These thugs were strong-arm men
  for Sir Hastril Umbrasire.  They use either
  unarmed combat or saps and don’t even have a
  deadly weapon on their person.  If they succeed in
  rendering the PCs unconscious, they take 50 gp X
  APL from them in order to continue their drinking
  binge.
  Treasure: The thugs are down to their last few
  coppers, having spent what cash they had during
  their drinking binge, and have little of value for the
  PCs to take.
  ENCOUNTER 5: A KNIFE IN
  THE BACK
  Use this encounter when the PCs return to their
  private dining room at the Wayberry Inn. 
  While the PCs were waiting for Ferrule Garde
  at the Spitted Ox, the Toecutter was gathering
  information from his contacts.  He found out that
  Ferrule Garde is at the Mermaid, an inn near the
  docks, apparently waiting for someone to contact
  him.  He has also discovered that there is a lot of
  activity among members of the Corporation. 
  Ferrule Garde’s name has come up in association
  with the murder of Sir Hastril Umbrasire. 
  The Toecutter returns to the Wayberry Inn an
  hour after meeting the PCs (an hour before the
  time they are to return).  Unfortunately, he does
  not detect Aeleona Ephandril following him.  She
  assassinates him, uses her disguise self to
  assume his likeness, and tells a waitress to deliver
  a message in case something happens to him. 
  She knows that Ferrule Garde is at the Mermaid
  because she lured him there via a message
  claiming to have valuable information.
  When the PCs arrive at the Wayberry Inn
  dining room, present them with the following.
  You arrive at the dining room to find the
  Toecutter slumped over onto the table.  He
  does not appear to be breathing.
  Allow the PCs a couple of rounds to examine
  the body.  They find that he was killed in a fashion
  matching 
  the 
  assassination 
  of 
  Sir 
  Hastril
  Umbrasire.  He has a single dagger wound to his
  left kidney and the wound shows signs of poison. 
  His jaw has been removed post-mortem. The
  weapon was also thinaun, so his soul has been
  trapped and it is not possible to use raise dead or
  resurrection on him.
  A short time after the PCs arrive, a serving girl
  comes to the dining room to see if they need
  anything.  Present the following.
  You hear a light knock at the door before it
  swings open.  “I just wanted to check to see if
  you need anything from the kitch...aaaagh!”
  The serving girl screams and faints when she
  sees the Toecutter’s obviously dead body.  When
  she comes to, she tells the PCs that he had a
  message “just in case something should happen.”
   She was told to tell them that Garde is at the
  Mermaid and he may have found out they’re
  looking for him.  She can tell the PCs that the
  Mermaid is a tavern down near the docks.
  If the PCs return before the Toecutter,
  Aeleona will know and react accordingly.  You will
  have to adjust the circumstances of the encounter.
   Aeleona assassinates the Toecutter in the
  hallway outside the dining room and the PCs find
  out when the serving girl finds him and screams. 
  She then relates the message, saying that he
  gave it to her just a couple of minutes ago when
  he came into the kitchen looking for her.
  Development: The PCs are still being tailed
  by Aeleona’s agents.  The spot DC is 35 until the
  PCs reach a somewhat less populated area.  The
  tail then makes an effort to be spotted, leading to
  Encounter 6.  If a tail is spotted earlier, he tries to
  avoid capture while leading the PCs to the
  ambush site.
  
  GRM8-4 Deceit
  Page 11
  ENCOUNTER 6: THE WRONG
  ARM OF THE LAW
  When the PCs leave the Wayberry Inn to find
  Ferrule Garde, they are followed by Aeleona
  Ephandril’s agents until they reach a somewhat
  less crowded area.  If the PCs are wary, allow
  Spot checks (DC 35) to detect the watchers.  If the
  PCs spot one of the agents, he attempts to lead
  them to an ambush site that has been set up
  nearby to the best route to the Mermaid.
  The ambushers want witnesses, but not so
  many that bystanders might try to interfere.  Their
  objective is to make it look like Garde has
  dispatched some of his men to kill the PCs in
  order to escape arrest.
  If the tail is not spotted, he waits until the PCs
  are close to the ambush location and draws
  attention to himself.
  A crash from behind draws your attention. 
  You see a man has collided with a woman
  carrying a basket of bread.  The bread has
  scattered on the road.  “You’ll be paying for
  that!” she shouts.  The man sees you looking
  in his direction and bolts for a nearby cross
  street.  He looks a little familiar, like maybe you
  saw him earlier when you left the Wayberry
  Inn.
  If the PCs follow, proceed with the rest of the
  encounter.
  You follow the man as he runs around the
  corner and see four [three at APLs 2-10] men
  dressed 
  in 
  the 
  tabards 
  of 
  the 
  Special
  Constables.  “You there!” one of them shouts.
   “You are under the arrest for the murder of Sir
  Hastril Umbrasire. Lay down your weapons
  and step back with your hands in the air!”
  Creatures: While the men are dressed as
  Special 
  Constables, 
  they 
  are 
  not 
  actually
  members.  The tabards are stolen and the men
  lack any of the documentation normally carried by
  a Special Constable.  They have no warrant, not
  even a fake one.  If the PCs question them or their
  authority to make an arrest, they demand that the
  PCs surrender a second time and then attack.  If
  the PCs lay down their weapons, one of the
  constables will pick them up and then the others
  attack.
  The Grandmother of the Fist promised them
  that they will receive a sizeable bonus if they
  manage to kill the PCs and that they will be taken
  care of should things go badly.  She appeared to
  them in the guise of a tavern girl they all know, but
  she used certain pass phrases that only the
  Grandmother of the Fist would know.  The
  Grandmother of the Fist takes a different guise
  each time she gives them a job, so they don’t
  know what she really looks like.  While they have
  worked for the Grandmother of the Fist in the past,
  they know her only by title and not by name.  They
  have no means to contact her.  She contacts
  them.
  If captured, they refuse to talk and attempt to
  evade mind reading by repeatedly singing
  children’s songs to themselves.  One of them slips
  up, however, and a mind-reading PC can get an
  image of a young, dark-haired girl wearing a
  typical bar maid’s costume and the word
  “grandmother” in response to a question about
  who hired them.  If killed, they resist attempts to
  speak with the dead as best they can. 
  APL 2 (EL 5)
  Fighter Constable, Male Human Ftr1 (x2):
  hp 11 each; see Appendix 1.
  Rogue Constable, Male Human Rog1 (x2):
  hp 8 each; see Appendix 1.
  APL 4 (EL 6)
  Fighter Constable, Male Human Ftr3 (x1):
  hp 25 each; see Appendix 2.
  Rogue Constable, Male Human Rog3 (x2):
  hp 20 each; see Appendix 2.
  APL 6 (EL 8)
  Fighter Constable, Male Human Ftr5 (x1):
  hp 39 each; see Appendix 3.
  Rogue Constable, Male Human Rog5 (x2):
  hp 32 each; see Appendix 3.
  APL 8 (EL 10)
  Fighter Constable, Male Human Ftr7 (x1):
  hp 53 each; see Appendix 4.
  Rogue Constable, Male Human Rog7 (x2):
  hp 44 each; see Appendix 4.
  APL 10 (EL 12)
  Fighter Constable, Male Human Ftr9 (x1):
  hp 67 each; see Appendix 5.
  Rogue Constable, Male Human Rog9 (x2):
  hp 56 each; see Appendix 5.
  
  GRM8-4 Deceit
  Page 12
  APL 12 (EL 15)
  Fighter Constable, Male Human Ftr11 (x2):
  hp 81 each; see Appendix 6.
  Rogue Constable, Male Human Rog11 (x2):
  hp 68 each; see Appendix 6.
  APL 14 (EL 17)
  Fighter Constable, Male Human Ftr13 (x2):
  hp 95 each; see Appendix 7.
  Rogue Constable, Male Human Rog13 (x2):
  hp 80 each; see Appendix 7.
  APL 16 (EL 19)
  Fighter Constable, Male Human Ftr15 (x2):
  hp 109 each; see Appendix 8.
  Rogue Constable, Male Human Rog15 (x2):
  hp 92 each; see Appendix 8.
  Treasure:
  APL 2: L: 282 gp, C: 20 gp, M: none (0 gp).
  APL 4: L: 174 gp, C: 20 gp, M: 1 +1 full plate
  armor (138 gp each), 2 +1 chain shirt (104 gp
  each).
  APL 6: L: 16 gp, C: 20 gp, M: 1 +1 full plate
  armor (138 gp each), 1 +1 spiked chain (194
  gp each), 2 +1 chain shirt (104 gp each), 4 +1
  shortsword (192 gp each).
  APL 8: L: 717 gp, C: 20 gp, M: 1 +1 full plate
  armor (138 gp each), 1 +1 spiked chain (194
  gp each), 4 +1 shortsword (192 gp each).
  APL 10: L: 717 gp, C: 20 gp, M: 1 +1 full plate
  armor (138 gp each), 1 +1 disarming spiked
  chain (1527 gp each), 4 +1 shortsword (192
  gp each).
  APL 12: L: 16 gp, C: 20 gp, M: 2 +1 full plate
  armor (138 gp each), 2 +1 disarming spiked
  chain (1527 gp each), 4 +1 shortsword (192
  gp each), 2 +1 light fortification mithril
  breastplate (683 gp each), 4 lesser energy
  assault augment crystal (250 gp each).
  APL 14: L: 16 gp, C: 20 gp, M: 2 +1 full plate
  armor (138 gp each), 2 +1 disarming spiked
  chain (1527 gp each), 4 belt of giant strength
  +4 (1333 gp each), 4 +1 shortsword (192 gp
  each), 2 +1 light fortification mithril breastplate
  (683 gp each), 4 lesser energy assault
  augment crystal (250 gp each).
  APL 16: L: 16 gp, C: 20 gp, M: 2 +1 moderate
  fortification full plate armor (1471 gp each), 2
  +1 disarming spiked chain (1527 gp each), 4
  belt of giant strength +4 (1333 gp each), 4 +2
  shortsword (692 gp each), 2 +1 moderate
  fortification mithril breastplate (1683 gp each),
  4 lesser energy assault augment crystal (250
  gp each).
  If the PCs do not fall for the trap, and do not
  follow the man, then a few rounds later, the
  “Special Constables” will exit the alley and
  confront the PCs with more witnesses (their
  greed has overwhelmed their common sense).
   I
  If these attackers find themselves unable
  to harm the PCs, for example, the PCs all fly or
  are invisible, then the men will run to a nearby
  safe house, enter, lock the door, and take a trap
  door into underground tunnels and escape.
  ENCOUNTER 7: FERRULE
  GARDE
  The Mermaid is mostly deserted when you
  enter and there is only one man present
  wearing the tabard of the Special Constables. 
  He sit alone at a table, nursing a tankard of ale.
   He looks up as you enter, watching you
  expectantly.
  If the PCs approach his table, he asks if
  they’re the ones who sent the note.  If they say
  yes, he asks for them to give him the information
  they think is so vital to Gran March and he will
  judge it’s value and reward them accordingly.
  If they present the arrest warrant, proceed
  with the following.
  “Ahh, well then, I suppose you’ll need my
  weapons,” Ferrule Garde says as he unbuckles
  his sword belt and lays it on the table. He
  holds his hands out as if ready for you to tie
  them or put on manacles. “I have some
  information that must be passed along to the
  Chancellor, so if we could get to the holding
  cell quickly, this will all be over the sooner.”
  Ferrule Garde requests that the PCs bring in
  the Chancellor and the Magistrate who signed the
  warrant.  If asked for the reasons he needs to see
  them, he replies, “Why, to confess of course.”  He
  requests that the PCs stay as witnesses.
  When informed that Ferrule Garde has been
  arrested and wants to see him, the Chancellor
  comes and brings the Magistrate as well.  Proceed
  with the following.
  
  GRM8-4 Deceit
  Page 13
  Ferrule Garde stands as the Chancellor
  and Magistrate enter.  “Thank you for coming.”
   He turns to the Magistrate, “I would like to
  confirm that the charges as specified are for
  the most part true and accurate.  I am prepared
  to make a statement for the record.  I would
  like to present my confession to my liege so
  that he may pass judgment on my case.  I
  know that you will want to confirm what I am
  about to say before presenting my statement
  to Baron Dragus, but there are some issues
  that need prompt attention and I think that you
  may want to keep my arresting officers present
  so that they may execute additional warrants
  as necessary based on what you are about to
  hear.”
  “My name is Dispatcher Tyric Jestin,
  Dedicated Badger.  I am originally a citizen of
  Bissel, but completed my term of service to
  Gran March under the name Ferrule Garde and
  consider myself a citizen of Gran March,
  subject to its laws.  I volunteered for a mission
  proposed by my superiors in the Knights of
  the 
  Watch 
  to 
  bring 
  down 
  the 
  criminal
  organization known as “The Corporation.”  My
  superiors requested that I infiltrate, gather
  information, and present evidence that would
  allow the capture and conviction of its leaders,
  hoping to thereby bring about the destruction
  of the enterprise. However, once I had
  infiltrated, an opportunity arose to redirect the
  organization’s efforts to assist the government
  of Gran March and somewhat limit its criminal
  activities.  
  After joining the ranks of the
  Corporation, 
  I 
  rose 
  to 
  the 
  position 
  of
  Grandfather of the Eye, the leader of the
  information gathering arm of the organization.
   I found, however, that the organization was
  extremely compartmentalized and even my
  high position did not provide me with the
  necessary resources to secure the evidence
  needed to bring about its downfall.
  In Common Year 582, the leader of the
  Corporation, 
  the 
  Great 
  Father, 
  Hagrin
  Nighthand, requested that I infiltrate the
  Special Constables.  I joined under the alias of
  Ferrule Garde.  Nighthand suggested that the
  organization 
  could 
  rid 
  itself 
  of 
  some
  troublesome members and do so in a way that
  would give credit to my cover identity, allowing
  me to rise to the rank of Chief Investigator. 
  Due to the success of this operation, known to
  the leaders of the Corporation as “The
  Divestiture,” I was made Great Father upon the
  death of Hagrin Nighthand in Common Year
  585.  I was finally in a position where I could
  fulfill my mission.
  As I was preparing to make my move
  against 
  the 
  Corporation’s 
  leaders,
  Commandant Petros requested that I, in my
  role as Chief Investigator, contact members of
  the Corporation to negotiate an agreement. 
  The giant invasion of Geoff and the war with
  Ket 
  over 
  Bissel 
  provided 
  special
  circumstances 
  and 
  he 
  felt 
  that 
  more
  information 
  was 
  needed 
  than 
  could 
  be
  provided through regular channels.  He wanted
  to have the Corporation come to an agreement
  that 
  they 
  would 
  provide 
  this 
  needed
  intelligence in return for the government
  turning a blind eye to its less objectionable
  criminal activities.  I arranged meetings
  between the Grandmother of the Eye, under
  her public identity of Dira Hamisti, and certain
  Gran March officials.  Chancellor Housemann
  was one of the negotiators and can confirm
  this.  Although the negotiations were begun by
  Commandant Petros, they were concluded
  under Commandant Vrianian, who approved
  the final agreements.
  At this time, I decided that it would be
  better to remain the leader of the organization
  rather than destroy it as per my original
  orders.  I felt that the organization was
  positioned to provide vital information to the
  government of Gran March that could aid in
  the defense against the enemies of Gran March
  and the Knights of the Watch.  I also felt that
  with the agreement in place and with the
  direction I could provide as leader, the
  depredations of this criminal enterprise could
  be minimized.  I had come to understand that if
  the Corporation were destroyed, criminals
  would organize again and it might not be
  possible to rein in their activities as I was able
  to do in my role as Great Father of the
  Corporation.
  Now, the Chancellor has decided that the
  previous agreements between the government
  and the Corporation no longer hold and it is
  time to put an end to the Corporation.  In order
  to aid in this endeavor, I would like to provide
  the names and locations of the leaders, so that
  they may be arrested immediately, before word
  of my arrest reaches them.  Without them and
  other highly placed members who I can name
  later, the Corporation will almost certainly
  devolve into infighting and will self destruct. 
  
  GRM8-4 Deceit
  Page 14
  The Grandmother of the Eye, the leader of
  the information gathering arm, is Elector Dira
  Hamisti.  She resides here in Hookhill.
  The Grandfather of the Arm, the leader of
  the operations branch, is Sir Hastril Umbrasire.
   His primary residence is in Shiboleth, but he
  also has a manor house here in Hookhill.
  The Grandmother of the Fist, the leader in
  charge of security, is Aeleona Ephandril.  She
  has a base within the Dim Forest, but also
  maintains a safe house here in Hookhill.  I am
  not sure of Aeleona’s true appearance because
  she used a different disguise each time we
  met.
  The Grandfather of the Mind, in charge of
  research, is Zeebro Gimblegem, a gnome
  residing in Cragmor. 
  We recently held a principal’s meeting of
  the organization and I believe that all of them
  except Gimblegem are still in Hookhill.  I will
  provide 
  details 
  on 
  how 
  to 
  locate 
  and
  apprehend these individuals. I think it would
  be best to issue warrants as quickly as
  possible before they are forewarned.  Do you
  have any questions that I might be able to
  answer to aid in this?”
  If confronted with the evidence of the ledger
  and letter from Sir Umbrasire’s desk, Ferrule
  Garde will confirm the accuracy of the notebook
  labeled “The Divestiture” and will admit that as
  Great Father, he did receive proceeds from the
  Corporation’s criminal activities, which he donated
  to 
  various 
  local 
  charitable 
  organizations
  anonymously under the Precepts of Service and
  Property.  He denies any knowledge of a member
  of the Corporation telling him that he would no
  longer receive payments.  For this to be the case,
  he would have had to be removed as Great
  Father, a process that typically involves death. 
  If informed of the manner of death of Sir
  Umbrasire and the Toecutter, he says that this is
  the work of Aeleona Ephandril, who uses thinaun
  weapons 
  when 
  terminating 
  with 
  extreme
  prejudice.  He suggests that a warrant for her
  arrest be issued immediately and offers to provide
  directions to her safe house here in Hookhill.
  Use 
  the 
  information 
  provided 
  in 
  the
  background and other portions of the scenario to
  answer any other questions that the PCs might
  have to the best of Garde’s ability.  If the PCs
  accept the mission to arrest Aeleona, proceed to
  Encounter 8.
  ENCOUNTER 8: THE
  GRANDMOTHER OF THE
  FIST
  Aeleona Ephandril’s safe house is in a residential
  area 
  that 
  is 
  neither 
  particularly 
  poor 
  nor
  particularly rich.  The buildings on this street are
  built of stone and most are built right up next to
  each other.  The buildings are two stories tall. 
  Some have separate entrances for the upstairs
  and downstairs, allowing for different occupants in
  each floor.  The safe house has only one entrance
  in the front.  There are no visible rear entrances. 
  See Map #1 for the first floor and second floor
  layouts.  Note that the houses to each side are
  also shown.  This is because Aeleona has rented
  them as well and has built secret doors between
  them to allow herself and her associates an
  escape route.
  The front door appears to be a standard
  wooden door, but is actually an iron door with an
  oak facing.  The thickness of the walls and door
  are sufficient to block detection spells. 
  Front Door: wood 1 in. thick; hardness 5; hp
  10; iron 2 in. thick; hardness 10; hp 60; Break
  DC 28; Open Lock DC 25.
  If door is opened (including being bashed
  down) without a particular knock sequence being
  made 
  within 
  10 
  seconds 
  beforehand, 
  a
  programmed image is triggered.  Note that this is
  not a trap and cannot be disarmed or detected
  from outside.  Present the PCs with the following.
  As the door opens, you hear feeble moans
  from your left and iron tang of freshly spilled
  blood assaults your nostrils.  The room
  beyond the door extends to the full width of
  the house, 25 feet.  Across the room, 10 feet
  ahead of you, is an archway leading to a
  hallway in which you can see a number of
  closed doors to the right and left. 
  The moans come from a man strapped to a
  sturdy wooden chair.  Judging by the amount
  of blood on and around him, he must be close
  to death, but his eyes flutter open and he
  begins to scream with surprising energy. 
  “Help me!  Help me please!”
  Anyone interacting with the illusion receives a
  Will save (DC 21) to detect that it’s not real.  The
  illusion is loud enough to alert the residents that
  intruders have entered.  One of them is stationed
  
  GRM8-4 Deceit
  Page 15
  in the sitting room downstairs at all times, ready to
  alert the others if the alarm sounds.
  If the alarm sounds, Aeleona leaves through a
  secret door to the house next door (accompainied
  by her consort, Barzook, at higher APLs), taking a
  trap door into the sewers.  Aeleona’s minions
  prepare an ambush at the top of the stairs.
  The four doors in the downstairs area lead to
  a dining room, a kitchen, a toilet (basically a bench
  with a hole leading to the sewers below), and a
  sitting room that has a stairway leading up. There
  is a secret door leading from this sitting room into
  the building next door (Search DC 25).  The sitting
  room walls are reinforced to prevent detection
  spells from penetrating them.  There is a small
  grille between the sitting room and the area with
  the programmed illusion so that sound can carry,
  but the size and position of the grille prevent the
  PCs from getting an angle that will allow them to
  detect magic on the sitting room or floor above.
  The second floor is divided into four rooms. 
  The room at the top of the stairs is clear of any
  furniture.  The ceiling of this room is 10 feet high
  near the outer walls and reaches 20 feet high in
  the center under the peaked roof.  There are two
  doors, one leading to the sleeping quarters of
  Aeleona’s minions and the other leading to the
  outer room of Aeleona’s quarters. 
  The stairs leading up from the first floor to the
  second have a turn in them.  There is a landing at
  the turn, and it lies about 3 feet below the level of
  the floor above.  The corner of the stairs at the
  landing is a hard corner, meaning that those on
  the landing may not attack the adjacent square
  and vice versa.
  Creatures: Aeleona has four minions who live
  in the safe house.  There are three fighters and a
  sorcerer.  If the alarm has sounded, they wait in
  the room at the top of the stairs, ready to attack
  the PCs as they come up.  If not, one is in the first
  floor sitting room and calls out an alarm when he
  detects intruders. Note that the ELs have been
  adjusted upward by 1 due to the tactical situation
  and superior equipment of the opponents.
  APL 2 (EL 6)
  Fighter Minion, Male Human Ftr1 (x3): hp 12
  each; see Appendix 1.
  Sorcerer Minion, Male Human Sor1: hp 6
  each; see Appendix 1.
  APL 4 (EL 8)
  Fighter Minion, Male Human Ftr3 (x3): hp 28
  each; see Appendix 2.
  Sorcerer Minion, Male Human Sor3: hp 16
  each; see Appendix 2.
  APL 6 (EL 10)
  Fighter Minion, Male Human Ftr5 (x3): hp 44
  each; see Appendix 3.
  Sorcerer Minion, Male Human Sor5: hp 26
  each; see Appendix 3.
  APL 8 (EL 12)
  Fighter Minion, Male Human Ftr7 (x3): hp 60
  each; see Appendix 4.
  Sorcerer Minion, Male Human Sor7: hp 36
  each; see Appendix 4.
  APL 10 (EL 14)
  Fighter Minion, Male Human Ftr9 (x3): hp 76
  each; see Appendix 5.
  Sorcerer Minion, Male Human Sor9: hp 46
  each; see Appendix 5.
  APL 12 (EL 16)
  Fighter Minion, Male Human Ftr11 (x3): hp
  92 each; see Appendix 6.
  Sorcerer Minion, Male Human Sor11: hp 56
  each; see Appendix 6.
  APL 14 (EL 18)
  Fighter Minion, Male Human Ftr13 (x3): hp
  108 each; see Appendix 7.
  Sorcerer Minion, Male Human Sor13: hp 66
  each; see Appendix 7.
  APL 16 (EL 20)
  Fighter Minion, Male Human Ftr15 (x3): hp
  124 each; see Appendix 8.
  Sorcerer Minion, Male Human Sor15: hp 76
  each; see Appendix 8.
  Tactics: If the alarm has sounded, Aeleona’s
  minions position themselves at the top of the
  stairs, leaving no room for the PCs to stand.  At
  higher APLs, where the sorcerer has access to 3rd
  level spells, he casts fly upon himself so that he
  can stay above the others and cast spells down at
  the PCs.  At lower APLs, he stands within the
  minion’s quarters with the door open, which allows
  him to view only the entry room and the top part of
  
  GRM8-4 Deceit
  Page 16
  the stairs, and not the landing.  If the PCs take
  more than two rounds to reach this point, he casts
  additional spells on himself and his companions
  as time allows.
  The second floor ceiling in the two squares
  below the centerline of the house (the two squares
  to the south of the top of the stairs)  is high
  enough to permit persons who can fly to occupy
  the space overhead without interfering those
  standing below. Any PCs who wish to occupy the
  overhead space must fly within the reach of the
  three squares at the top of the squares, allowing
  for attacks of opportunity unless they’re making
  only a 5-ft adjustment.   
  Aeleona’s minions are extremely loyal to her
  and seek to delay the PCs for at least 5 rounds, to
  allow her time to escape.  After this time, they try
  to reach the downstairs secret door in order to
  escape through the other adjoining house,
  hopefully leading the PCs away from Aeleona’s
  escape route.
  Treasure: 
  Describe 
  treasure 
  from 
  this
  encounter.  This includes 
  the 
  combatants’
  possessions and any other treasure the PCs can
  find during this encounter.  Also list any Adventure
  Record effects that the PC might earn from this
  encounter.
  APL 2: L: 85 gp, C: 0 gp, M: 3 +1 full plate
  armor (138 gp each), ring of protection +1
  (167 gp).
  APL 4: L: 10 gp, C: 0 gp, M: 3 +1 full plate
  armor (138 gp each), 3 +1 longsword (193 gp
  each), ring of protection +1 (167 gp), cloak of
  charisma +2 (333 gp).
  APL 6: L: 10 gp, C: 0 gp, M: 3 +1 full plate
  armor (138 gp each), 3 +1 longsword (193 gp
  each), 3 lesser energy assault augment
  crystal (250 gp each). ring of protection +2
  (667 gp), cloak of charisma +2 (333 gp).
  APL 8: L: 0 gp, C: 0 gp, M: 3 +1 full plate
  armor (138 gp each), 3 +1 heavy steel shield
  (85 gp each), 3 +1 dispelling longsword (693
  gp each), 3 lesser energy assault augment
  crystal (250 gp each). ring of protection +2
  (667 gp), cloak of charisma +2 (333 gp).
  APL 10: L: 0 gp, C: 0 gp, M: 3 +1 full plate
  armor (138 gp each), 3 +1 heavy steel shield
  (85 gp each), 3 +1 dispelling longsword (693
  gp each), 3 lesser energy assault augment
  crystal (250 gp each). 6 lesser clasp of energy
  protection (125 gp each), ring of protection +2
  (667 gp), cloak of charisma +4 (1333 gp).
  APL 12: L: 0 gp, C: 0 gp, M: 3 +1 full plate
  armor (138 gp each), 3 +1 heavy steel shield
  (85 gp each), 3 +1 dispelling metalline
  longsword (2693 gp each), 3 lesser energy
  assault augment crystal (250 gp each). 6
  lesser clasp of energy protection (125 gp
  each), ring of protection +2 (667 gp), cloak of
  charisma +6 (3000 gp).
  APL 14: L: 0 gp, C: 0 gp, M: 3 +3 full plate
  armor (804 gp each), 3 +3 heavy steel shield
  (752 gp each), 3 +1 dispelling metalline
  longsword (2693 gp each), 3 lesser energy
  assault augment crystal (250 gp each). 6
  greater clasp of energy protection (250 gp
  each), ring of protection +4 (2667 gp), cloak of
  charisma +6 (3000 gp).
  APL 16: L: X gp, C: 0 gp, M: 3 +3 full plate
  armor (804 gp each), 3 +3 heavy steel shield
  (752 gp each), 3 +3 dispelling metalline
  longsword (6027 gp each), 3 greater energy
  assault augment crystal (500 gp each). 6
  greater clasp of energy protection (250 gp
  each), 3 belt of giant strength +4 (1333 gp
  each), ring of protection +4 (2667 gp), cloak of
  charisma +6 (3000 gp), rod of absorption
  (4167 gp).
  Development: Aeleona has set up a false set
  of quarters in this house but actually sleeps and
  works in the house next door. When the PCs enter
  the outer room of her quarters, they see a man
  bound to a chair in much the same way as the
  illusion downstairs, but unlike the one below, he is
  quite real.  He is gagged.  When the PCs enter, he
  struggles against his bonds and gestures with a
  shake of his head to a door to his left.  When his
  gag is removed, he tells the PCs that his name is
  Emil Scrint.  He is a member of the Special
  Constables.   He and three other Constables were
  attacked and beaten unconscious.  He thinks it
  was earlier today, but can’t be sure.  He was
  questioned by a young dark-haired woman, who
  went into the room to his left just a little while ago
  after the screaming started downstairs.
  The room that Emil points to has been set up
  by Aeleona to appear as if it is her bedroom, but
  she does not actually sleep here.  Lying is the bed
  is an innocent victim, Feroni Schalbach, a barmaid
  whose identity Aeleona borrowed for today.  She
  used disguise self to emulate her appearance
  while taking Emil and his companions, while giving
  her instructions to the men who used the Special
  Constable tabards when attacking the PCs earlier,
  and while questioning Emil. 
  
  GRM8-4 Deceit
  Page 17
  Feroni has been drugged.  Aeleona left a note
  on a nearby table that says that she would rather
  die peacefully in her own bed than be impaled for
  treason.  There is an empty bottle of poppy juice
  next to the note.  Feroni is not in danger of dying
  and can be awoken with some effort.  She is
  groggy but denies any knowledge of Aeleona or
  her activities.  The last thing she remembers is
  leaving work and being approached by a little girl
  who said her kitten was stuck in a tree.  She
  followed the girl into an alley that the girl said led
  to the courtyard where the tree was.  She can’t
  remember any more.
  The secret door leading from this room into
  the building next door can be found with a Search
  check (DC 25).  The building next door has a
  bedroom that is shared by Aeleona and her
  consort, Barzook.  It also has a room that has
  been set up for arcane research and typical office
  uses.  One wall of the bedroom has a number of
  thinaun daggers on display, labeled with the
  names of Aeleona’s victims, including Sir Hastril
  Umbrasire and the Toecutter.  A search of the
  office reveals other evidence detailing elements of
  Aeleona’s plan, which will serve to exonerate
  Ferrule Garde of the murders if presented to the
  Magistrate.
  At APLs 10 and higher, the PCs find a record
  of the improvements made to the three houses. 
  There is mention of a trap door to the sewers in
  the kitchen of this house and “improvements”
  made down below.  If the PCs decide to go
  through the trap door, proceed to the optional
  encounter.
  ENCOUNTER 9: OPTIONAL
  ENCOUNTER
  If the PCs enter the sewers in search of Aeleona
  Ephandril, proceed with the following.
  The ladder leading down from the trap door
  goes down 15 feet and ends on a 5-foot wide
  ledge next to a 10 foot wide channel of nasty
  liquid flowing slowly by.  There is another 5
  foot wide ledge on the opposite side of the
  channel.
  Aeleona waits below, accompanied by her
  consort at higher APLs. 
  APL 10 (EL 13)
  Aeleona 
  Ephandril, 
  Female 
  Drow
  Rog6/Asn7: hp 67; see Appendix 5.
  APL 12 (EL 15)
  Aeleona 
  Ephandril, 
  Female 
  Drow
  Rog6/Asn7: hp 67; see Appendix 6.
  Barzook, Male Human Rog3/Sor6/ArcTr4:
  hp 44; see Appendix 6.
  APL 14 (EL 17)
  Aeleona 
  Ephandril, 
  Female 
  Drow
  Rog6/Asn9: hp 77; see Appendix 7.
  Barzook, Male Human Rog3/Sor6/ArcTr6:
  hp 50; see Appendix 7.
  APL 16 (EL 19)
  Aeleona 
  Ephandril, 
  Female 
  Drow
  Rog7/Asn10: hp 87; see Appendix 8.
  Barzook, Male Human Rog3/Sor6/ArcTr8:
  hp 56; see Appendix 8.
  Tactics:  Aeleona attempts to observe the
  PCs for the three rounds necessary to use her
  death attack ability.  She strikes to paralyze
  because she wishes to take the PC for
  questioning to determine how much the authorities
  know about her and her plans.  If Barzook is
  present, he uses wall of ice to try to separate the
  PCs to make it easier to overcome them.
  Treasure: 
  Describe 
  treasure 
  from 
  this
  encounter.  This includes the combatants’
  possessions and any other treasure the PCs can
  find during this encounter.  Also list any Adventure
  Record effects that the PC might earn from this
  encounter.
  APL 10: L: 8 gp, C: 0 gp, M: +1 improved
  shadow 
  improved 
  silent 
  moves 
  mithril
  breastplate (2933 gp), ring of blinking (2250
  gp), +2 rapier (693 gp).
  APL 12: L: 17 gp, C: 0 gp, M: +1 improved
  shadow 
  improved 
  silent 
  moves 
  mithril
  breastplate (2933 gp), ring of blinking (2250
  gp), +2 rapier (693 gp), cloak of charisma +6
  (3000 gp), rod of lesser maximize (1167 gp).
  APL 14: L: 17 gp, C: 0 gp, M: +1 greater
  shadow 
  greater 
  silent 
  moves 
  mithril
  breastplate (6058 gp), ring of blinking (2250
  gp), +3 rapier (1527 gp), cloak of charisma +6
  (3000 gp), rod of maximize (4500 gp).
  APL 16: L: 17 gp, C: 0 gp, M: +1 greater
  shadow 
  greater 
  silent 
  moves 
  mithril
  breastplate (6058 gp), ring of blinking (2250
  gp), +3 ghost touch rapier (2693 gp), cloak of
  
  GRM8-4 Deceit
  Page 18
  charisma +6 (3000 gp), rod of greater
  maximize (10125 gp).
  CONCLUSION
  After the PCs have completed their mission,
  Chancellor Housemann asks for their report.  He
  thanks them for their service.  His attitude
  depends on their success.  If the PCs have earned
  his favor (see below), he is warm and cordial.  If
  they have been only partially successful, he is
  polite but somewhat distant.  If they have earned
  the ire of Elector Hamisti (see below), he is cold
  and borders on being rude.
  If the PCs undertook the task requested by
  Chancellor Housemann, presented him with the
  pardon of Elector Hamisti, informed him of the
  murder of Sir Hastril Umbrashire, and arrested
  Ferrule Garde, they have earned his gratitude and
  receive the Favor of Chancellor Housemann.
  Military PCs who meet the requirements
  above receive a Commendation and an offer to
  transfer to the 1st Battle, effective immediately
  (even if they’ve already used their yearly transfer
  option).
  If the PCs present evidence exonerating
  Ferrule Garde in the murders of The Toecutter
  and Sir Hastril Umbrasire to a Magistrate or other
  Gran March official, Ferrule Garde is not charged
  with those crimes and is grateful.  The PCs
  receive the Favor of Ferrule Garde.  If they only
  present evidence that implicates him in these
  crimes, he is held over for trial.
  If the PCs arrested Elector Dira Hamisti and
  brought her to the headquarters of the 1st Battle to
  be detained, they have earned the Ire of Elector
  Dira Hamisti.  Note that this reduces the Favor of
  Chancellor Housemann from this AR.
  If the PCs succeed in capturing or killing
  Aeleona 
  Ephandril 
  (winning 
  the 
  optional
  encounter), they receive the Spoils of War reward.
  EPILOGUE
  In the following days there was much activity
  in Hookhill.   Most of the Special Constables
  were cleared of any membership in the
  Corporation, but a few members of the Swords
  of 
  Kelenan 
  and 
  Garden 
  of 
  Men 
  were
  uncovered, so the vetting was not in vain.
  All across Gran March warrants were
  prepared and people were taken into custody. 
  Many of these people, in order to avoid severe
  sentences, gave up others in the organization,
  not knowing that their information was, for the
  most part, not needed.
  Members of the Corporation have been
  given 
  basically 
  a 
  few 
  choices. 
   
  Turn
  themselves in, confess all activities, and
  renounce membership in the Corporation or
  other crime organization, be detained for
  several years, or go into exile (be a fugitive). 
  Those that took the first option, often found
  themselves out of a work gang in a very short
  time.
  DETERMINE CORPORATION
  CHARACTER DECISION
  Corporation character players must decide which
  path they choose.
  1)
  They may turn themselves in, confess all their
  crimes, renounce membership in the Corporation,
  and serve 6 TUs in the work gangs.
  2)
  they may turn themselves in, not confess all of
  their crimes and/or renounce membership in
  Corporation and serve 104 TUs in work gangs,
  effectively removing the character from play.
  3)
  they may run from the law, be convicted of
  treason in their absence, and be a fugitive from
  the law, whereby if they are caught in Gran March
  they suffer irrevocable death.
  CAMPAIGN
  CONSEQUENCES
  After playing this benefits of the Corporation meta-
  organization are lost, EXCEPT those that involve
  special training one received before these events.
  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.
  
  GRM8-4 Deceit
  Page 19
  Encounter 4
  Objective. Defeat the drunken thugs in combat or
  convince them to leave through diplomacy or
  intimidation.
  APL 2: 120 xp.
  APL 4: 180 xp.
  APL 6: 240 xp.
  APL 8: 300 xp.
  APL 10: 360 xp.
  APL 12: 420 xp.
  APL 14: 480 xp.
  APL 16: 540 xp.
  Encounter 6
  Objective. Defeat the constable imposters.
  APL 2: 150 xp.
  APL 4: 210 xp.
  APL 6: 270 xp.
  APL 8: 330 xp.
  APL 10: 390 xp.
  APL 12: 450 xp.
  APL 14: 510 xp.
  APL 16: 570 xp.
  Encounter 8
  Objective. Defeat Aeleona Ephandril’s minions.
  APL 2: 180 xp.
  APL 4: 240 xp.
  APL 6: 300 xp.
  APL 8: 360 xp.
  APL 10: 420 xp.
  APL 12: 480 xp.
  APL 14: 540 xp.
  APL 16: 600 xp.
  Encounter 9 (Optional Encounter)
  Objective. Defeat Aeleona Ephandril and her
  consort.
  APL 10: 390 xp.
  APL 12: 450 xp.
  APL 14: 510 xp.
  APL 16: 570 xp.
  Discretionary Role-playing Award
  APL 2: 90 xp.
  APL 4: 120xp.
  APL 6: 150 xp.
  APL 8: 180 xp.
  APL 10: 210 xp.
  APL 12: 240 xp.
  APL 14: 270 xp.
  APL 16: 300 xp.
  Total possible experience
  APL 2: 450 xp.
  APL 4: 675 xp.
  APL 6: 900 xp.
  APL 8: 1,125 xp.
  APL 10: 1,350 xp.
  APL 12: 1,575 xp.
  APL 14: 1,800 xp.
  APL 16: 2,025 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
  
  GRM8-4 Deceit
  Page 20
  pass up this treasure, the coin total is subtracted
  from the encounter totals given below.
  Next, the magic items are listed.  Magic item
  treasure is the hardest to adjudicate, because they
  are varied and because characters may want to use
  them during the adventure.  Many times characters
  must cast identify, analyze dweomer or similar spell
  to determine what the item does and how to
  activate it.  Other times they may attempt to use the
  item blindly.  If the magic item is consumable (a
  potion, scroll, magic bolts, etc.) and the item is used
  before the end of the adventure, its total is
  subtracted from the adventure totals below.
  Once you have subtracted the value for
  unclaimed treasure from each encounter add it up
  and that is the number of gold pieces a characters
  total and coin value increase at the end of the
  adventure.  Write the total in the GP Gained field of
  the adventure certificate.  Because this is a
  Regional 
  adventure, 
  characters 
  may 
  spend
  additional Time Units to practice professions or
  create items immediately after the adventure so this
  total may be modified by other circumstances.
  L = Looted gear from enemy; C = Coin, Gems,
  Jewelry, and other valuables; M = Magic Items.
   Encounter 6:
  APL 2: L: 282 gp, C: 20 gp, M: 0 gp.
  APL 4: L: 174 gp, C: 20 gp, M: 1 +1 full plate
  armor (138 gp each), 2 +1 chain shirt (104 gp
  each).
  APL 6: L: 16 gp, C: 20 gp, M: 1 +1 full plate
  armor (138 gp each), 1 +1 spiked chain (194
  gp each), 2 +1 chain shirt (104 gp each), 4 +1
  shortsword (192 gp each).
  APL 8: L: 717 gp, C: 20 gp, M: 1 +1 full plate
  armor (138 gp each), 1 +1 spiked chain (194
  gp each), 4 +1 shortsword (192 gp each).
  APL 10: L: 717 gp, C: 20 gp, M: 1 +1 full plate
  armor (138 gp each), 1 +1 disarming spiked
  chain (1527 gp each), 4 +1 shortsword (192
  gp each).
  APL 12: L: 16 gp, C: 20 gp, M: 2 +1 full plate
  armor (138 gp each), 2 +1 disarming spiked
  chain (1527 gp each), 4 +1 shortsword (192
  gp each), 2 +1 light fortification mithril
  breastplate (683 gp each), 4 lesser energy
  assault augment crystal (250 gp each).
  APL 14: L: 16 gp, C: 20 gp, M: 2 +1 full plate
  armor (138 gp each), 2 +1 disarming spiked
  chain (1527 gp each), 4 belt of giant strength
  +4 (1333 gp each), 4 +1 shortsword (192 gp
  each), 2 +1 light fortification mithril breastplate
  (683 gp each), 4 lesser energy assault
  augment crystal (250 gp each).
  APL 16: L: 16 gp, C: 20 gp, M: 2 +1 moderate
  fortification full plate armor (1471 gp each), 2
  +1 disarming spiked chain (1527 gp each), 4
  belt of giant strength +4 (1333 gp each), 4 +2
  shortsword (692 gp each), 2 +1 moderate
  fortification mithril breastplate (1683 gp each),
  4 lesser energy assault augment crystal (250
  gp each).
   Encounter 8:
  APL 2: L: 85 gp, C: 0 gp, M: 3 +1 full plate
  armor (138 gp each), ring of protection +1
  (167 gp).
  APL 4: L: 10 gp, C: 0 gp, M: 3 +1 full plate
  armor (138 gp each), 3 +1 longsword (193 gp
  each), ring of protection +1 (167 gp), cloak of
  charisma +2 (333 gp).
  APL 6: L: 10 gp, C: 0 gp, M: 3 +1 full plate
  armor (138 gp each), 3 +1 longsword (193 gp
  each), 3 lesser energy assault augment
  crystal (250 gp each). ring of protection +2
  (667 gp), cloak of charisma +2 (333 gp).
  APL 8: L: 0 gp, C: 0 gp, M: 3 +1 full plate
  armor (138 gp each), 3 +1 heavy steel shield
  (85 gp each), 3 +1 dispelling longsword (693
  gp each), 3 lesser energy assault augment
  crystal (250 gp each). ring of protection +2
  (667 gp), cloak of charisma +2 (333 gp).
  APL 10: L: 0 gp, C: 0 gp, M: 3 +1 full plate
  armor (138 gp each), 3 +1 heavy steel shield
  (85 gp each), 3 +1 dispelling longsword (693
  gp each), 3 lesser energy assault augment
  crystal (250 gp each). 6 lesser clasp of energy
  protection (125 gp each), ring of protection +2
  (667 gp), cloak of charisma +4 (1333 gp).
  APL 12: L: 0 gp, C: 0 gp, M: 3 +1 full plate
  armor (138 gp each), 3 +1 heavy steel shield
  (85 gp each), 3 +1 dispelling metalline
  longsword (2693 gp each), 3 lesser energy
  assault augment crystal (250 gp each). 6
  lesser clasp of energy protection (125 gp
  each), ring of protection +2 (667 gp), cloak of
  charisma +6 (3000 gp).
  APL 14: L: 0 gp, C: 0 gp, M: 3 +3 full plate
  armor (804 gp each), 3 +3 heavy steel shield
  (752 gp each), 3 +1 dispelling metalline
  longsword (2693 gp each), 3 lesser energy
  assault augment crystal (250 gp each). 6
  
  GRM8-4 Deceit
  Page 21
  greater clasp of energy protection (250 gp
  each), ring of protection +4 (2667 gp), cloak of
  charisma +6 (3000 gp).
  APL 16: L: 0 gp, C: 0 gp, M: 3 +3 full plate
  armor (804 gp each), 3 +3 heavy steel shield
  (752 gp each), 3 +3 dispelling metalline
  longsword (6027 gp each), 3 greater energy
  assault augment crystal (500 gp each). 6
  greater clasp of energy protection (250 gp
  each), 3 belt of giant strength +4 (1333 gp
  each), ring of protection +4 (2667 gp), cloak of
  charisma +6 (3000 gp), rod of absorption
  (4167 gp).
   Encounter 9:
  APL 10: L: 8 gp, C: 0 gp, M: +1 improved
  shadow 
  improved 
  silent 
  moves 
  mithril
  breastplate (2933 gp), ring of blinking (2250
  gp), +2 rapier (693 gp).
  APL 12: L: 17 gp, C: 0 gp, M: +1 improved
  shadow 
  improved 
  silent 
  moves 
  mithril
  breastplate (2933 gp), ring of blinking (2250
  gp), +2 rapier (693 gp), cloak of charisma +6
  (3000 gp), rod of lesser maximize (1167 gp).
  APL 14: L: 17 gp, C: 0 gp, M: +1 greater
  shadow 
  greater 
  silent 
  moves 
  mithril
  breastplate (6058 gp), ring of blinking (2250
  gp), +3 rapier (1527 gp), cloak of charisma +6
  (3000 gp), rod of maximize (4500 gp).
  APL 16: L: 17 gp, C: 0 gp, M: +1 greater
  shadow 
  greater 
  silent 
  moves 
  mithril
  breastplate (6058 gp), ring of blinking (2250
  gp), +3 ghost touch rapier (2693 gp), cloak of
  charisma +6 (3000 gp), rod of greater
  maximize (10125 gp).
  Total Possible Treasure (Maximum Reward
  Allowed)
  APL 2: L: 367 gp, C: 20 gp, M: 581 gp – Total:
  968 gp (450 gp).
  APL 4: L: 184 gp, C: 20 gp, M: 1839 gp –
  Total: 2043 gp (650 gp).
  APL 6: L: 26 gp, C: 20 gp, M: 4051 gp – Total:
  4097 gp (900 gp).
  APL 8: L: 717 gp, C: 20 gp, M: 4178 gp –
  Total: 4903 gp (1,300 gp).
  APL 10: L: 725 gp, C: 20 gp, M: 14517 gp –
  Total: 15292gp (2,300 gp).
  APL 12: L: 33 gp, C: 20 gp, M: 30422 gp –
  Total: 30475 gp (3,300 gp).
  APL 14: L: 33 gp, C: 20 gp, M: 44128 gp –
  Total: 44187 gp (6,600 gp).
  APL 16: L: 33 gp, C: 20 gp, M: 82170 gp –
  Total:82223 gp (9,900 gp).
  ITEMS FOR THE
  ADVENTURE RECORD
  Special
  Favor of Chancellor Housemann: For assisting
  in bringing down the criminal organization formerly
  known as the Corporation, Chancellor Housemann
  holds you in high regard.  This favor may be used
  as an Influence Point with any one Gran March
  organization.  In addition you may circle one item
  from the Items Found at your APL or lower, and
  this item changes to frequency meta-regional (the
  limit to the number of such items purchased does
  not change).
  Honor of the First:  Military and Veteran
  characters have brought honor to the 1st Battle
  and you receive an offer to transfer immediately 
  (even if you have already used their yearly
  transfer) to the 1st Battle (Elite unit members will
  become 1st Battle liaisons remaining a part of their
  elite unit; any veteran taking this offer would, of
  course, have to rejoin the military).  Should you
  accept the transfer, you are promoted one step
  (no higher that Senior Staff Sergeant for non-
  commissioned officers, and Captain for officers)
  with Pride/Line/Quiver Sergeants and higher rank
  offered a commission (circle the word commission
  if it is accepted).   This promotion ignores time in
  grade limitations.
  Favor of Dispatcher Tyric Jestin:  For clearing
  his name of a crime for which he was falsely
  implicated, you have received the favorable
  attention of Tyric Jestin/Ferrule Garde.  He has
  contacts and can help make rare items available
  to you.  This favor can be used to convert the
  Items Found access of any single item (for which
  you had access on that AR) from any year 7 or 8
  Gran March Regional scenario from Adventure to
  Metaregional (write the name of the item, AR# and
  game 
  in 
  this 
  blank
  ________________________________________
  __). 
  Ire of Elector Dira Hamisti: You have incurred
  the wrath of someone with a great deal of secret
  influence.  For the rest of the campaign all uses of
  Influence 
  Points 
  relating 
  to 
  members 
  or
  
  GRM8-4 Deceit
  Page 22
  organizations affiliated with the government of
  Gran March, except the Commandant himself,
  cost double.  This eliminates the influence point
  from Chancellor Houseman’s favor, and the
  circled items becomes regional access instead of
  metaregional access.
  Escape: 
  You 
  allowed 
  or 
  helped 
  Aeleona
  Ephandril to escape justice.  She is quite thankful
  for your inactivity or assistance (which to her is the
  same thing).  You find that any item purchased on
  this AR costs 80% of its normal price. 
  Spoils of War: For capturing or killing Aeleona
  Ephandril, you receive access to the items marked
  with an asterisk below. 
  No 
  More 
  Corporation: 
  Members 
  of 
  the
  Corporation Meta-org may choose to confess to
  their deeds for the organization and renounce
  membership in the Corporation, or choose not to
  confess & renounce and suffer a 104 TU penalty
  on the work gang (ending LG play with this
  character), or become a outlaw/fugitive convicted
  of treason in your absence where if you are found
  in Gran March, your penalty is permanent death. 
  Circle you choice.   As far as your character can
  tell, there is no more Corporation; all benefits,
  restrictions, penalties and requirements of the
  organization cease, except for skill bonus that
  represent specialized training the character might
  have received prior to the dissolution of the
  organization. 
  Item Access
  APL 2:
  • 
  Dragon Mask [Limit 1] (Adventure; Magic Item
  Compendium)
  • 
  Least Clasp of Fire Protection [Limit 1]
  (Adventure; Magic Item Compendium)
  APL 4 (all of APL 2 and the following)
  • 
  Mithril 
  Breastplate 
  (Adventure; 
  Dungeon
  Master’s Guide)
  • 
  Lesser Fire Assault Augment Crystal [Limit 1]
  (Adventure; Magic Item Compendium)
  APL 6: (all of APL 2, 4  and the following)
  • 
  +1 Dispelling Longsword [Limit 1] (Adventure;
  Magic Item Compendium)
  • 
  Lesser Clasp of Fire Protection [Limit 1]
  (Adventure; Magic Item Compendium)
  APL 8: (all of APL 2 - 6  and the following)
  • 
   Lesser Clasp of Acid Protection [Limit 1]
  (Adventure; Magic Item Compendium)
  • 
  Boots 
  of 
  Speed 
  (Adventure; 
  Dungeon
  Master’s Guide)
  APL 10: (all of APL 2 - 8  and the following)
  • 
  +1 
  Disarming 
  Spiked 
  Chain 
  [Limit 
  1]
  (Adventure; Magic Item Compendium)
  • 
  +1 Improved Shadow, Improved Silent Moves
   Mithril 
  Breastplate 
  (Adventure; 
  Dungeon
  Master’s Guide)*
  APL 12: (all of APL 2 - 10  and the following)
  • 
  Lesser Cold Assault Augment Crystal [Limit 1]
  (Adventure; Magic Item Compendium)
  • 
  Metamagic Rod of Lesser Maximize [Limit 1]
  (Adventure; Dungeon Master’s Guide)*
  APL 14: (all of APL 2 - 12  and the following)
  • 
  +1 Moderate Fortification Mithril Breastplate
  (Adventure; Dungeon Master’s Guide)
  • 
  Metamagic 
  Rod 
  of 
  Maximize 
  [Limit 
  1]
  (Adventure; Dungeon Master’s Guide)*
  APL 16: (all of APL 2 - 14  and the following)
  • 
  Ring of Freedom of Movement (Adventure;
  Dungeon Master’s Guide)
  • 
  Metamagic Rod of Greater Maximize [Limit 1]
  (Adventure; Dungeon Master’s Guide)*
  
  GRM8-4 Deceit
  Page 23
  APPENDIX 1 – APL 2
  ENCOUNTER 4                                        
  D R U N K E N  T H U G S
  CR 1
  Male Human Fighter 1
  CN Medium humanoid (human)
  Init +7; Senses Listen +2, Spot +2
  Aura faint chaos
  Languages Common
  AC 13, touch 13, flat-footed 10
  (+3 Dex)
  hp 8 (1 HD)
  Fort +2 (+2 against poison), Ref +3, Will +0
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.
  Melee unarmed +5 (1d3+3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +1; Grp +4
  Atk Options Improved Unarmed Strike
  Combat Gear None
  Abilities Str 16, Dex 16, Con 10, Int 12, Wis 10, Cha 8
  SQ None
  Feats Improved Initiative, Improved Unarmed Strike,
  Weapon Focus (unarmed strike)
  Skills Intimidate +3, Listen +2, Sense Motive +2, Spot
  +2
  Possessions none
  Description These men are burly but quick on their
  feet.  Their clothing is typical for what you’d see in the
  lower quarters of Hookhill.   They are obviously drunk
  and the smell of cheap beer comes off of them in waves.
   They are belligerent and hostile and will take offense at
  the slightest provocation.
  ENCOUNTER 6                                        
  F I G HTE R C O N S T ABL E
  CR 1
  Male Human Fighter 1
  CE Medium humanoid (human)
  Init +5; Senses Listen +2, Spot +2
  Aura faint chaos and evil
  Languages Common
  AC 19, touch 11, flat-footed 18
  (+1 Dex, +8 armor)
  hp 9 (1 HD)
  Fort +3 (+3 against poison), Ref +1, Will +0
  Speed 20 ft. in full plate armor (4 squares), base
  movement 30 ft.
  Melee spiked chain +5 (2d4+4)
  Space 5 ft.; Reach 10 ft.
  Base Atk +1; Grp +4
  Atk Options none
  Combat Gear full plate armor, spiked chain
  Abilities Str 17, Dex 12, Con 12, Int 13, Wis 10, Cha 8
  SQ None
  Feats Exotic Weapon Proficiency (spiked chain),
  Improved Initiative, Weapon Focus (spiked chain)
  Skills Intimidate +3, Listen +2, Sense Motive +2, Spot
  +2
  Possessions combat gear plus 30 gp
  Description These men wear full plate armor and
  Special Constable tabards.  They carry spiked chains at
  the ready.
  R O G U E  C O N S T ABL E
  CR 1
  Male Human Rogue 1
  CE Medium humanoid (human)
  Init +8; Senses Listen +4, Spot +4
  Aura faint chaos and evil
  Languages Common
  AC 18, touch 14, flat-footed 14
  (+4 Dex, +4 armor)
  hp 6 (1 HD)
  Fort +2 (+2 against poison), Ref +6, Will +0
  Speed 30 ft. in chain shirt (6 squares), base movement
  30 ft.
  Melee shortsword +1 (1d6+1) or shortsword -1 (1d6+1)
  and shortsword -1 (1d6)
  Space 5 ft.; Reach 5 ft.
  Base Atk +0; Grp +1
  Atk Options Sneak Attack (1d6), Two-Weapon Fighting
  Combat Gear chain shirt, shortsword (x2)
  Abilities Str 12, Dex 18, Con 14, Int 10, Wis 10, Cha 8
  SQ None
  Feats Improved Initiative, Two-Weapon Fighting
  Skills Disable Device +6, Hide +6, Jump +3, Listen +4,
  Move Silently +6, Open Lock +10, Search +4, Spot
  +4, Tumble +6
  Possessions combat gear plus masterwork thieves’
  tools, 30 gp
  Description These men wear chain shirts and Special
  Constable tabards.  They have two shortswords drawn
  and at the ready.
  ENCOUNTER 8                                        
  F I G HTE R M I NI O N
  CR 1
  Male Human Fighter 1
  LE Medium humanoid (human)
  Init +5; Senses Listen +2, Spot +2
  Aura faint law and evil
  Languages Common
  AC 22, touch 11, flat-footed 21
  (+1 Dex, +9 armor, +2 shield)
  hp 10 (1 HD)
  Fort +4 (+4 against poison), Ref +1, Will +0
  
  GRM8-4 Deceit
  Page 24
  Speed 20 ft. in full plate armor (4 squares), base
  movement 30 ft.
  Melee masterwork longsword +7 (1d8+4)
  Space 5 ft.; Reach 5 ft.
  Base Atk +1; Grp +5
  Atk Options Power Attack
  Combat Gear +1 full plate armor, heavy steel shield,
  masterwork longsword
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 8
  SQ None
  Feats Improved Initiative, Power Attack, Weapon Focus
  (longsword)
  Skills Listen +2, Sense Motive +2, Spot +2
  Possessions combat gear
  Description These men wear full plate armor and have
  longswords and steel shields at the ready.
  S O R C E R E R  M I NI O N
  CR 1
  Male Human Sorcerer 1
  LE Medium humanoid (human
  Init +4; Senses Listen +0, Spot +0
  Aura faint law and evil
  Languages Common
  AC 11, touch 11, flat-footed 11
  (+1 deflection)
  hp 5 (1 HD)
  Fort +2 (+2 against poison), Ref +0, Will +2
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.;
  Melee dagger -1 (1d4-1)
  Space 5 ft.; Reach 5 ft.
  Base Atk +0; Grp -1
  Combat Gear ring of protection +1
  Class Spells Known (CL 1st):
  1st (4/day)— mage armor, ray of enfeeblement
  0 (5/day)— detect magic, light, read magic, touch of
  fatigue
  �Already cast
  Abilities Str 8, Dex 10, Con 14, Int 10, Wis 10, Cha 18
  SQ
  Feats Eschew Materials, Improved Initiative
  Skills Concentration +6, Knowledge (arcana) +4,
  Spellcraft +4
  Possessions combat gear
  Description This man wears a black cloak over a brown
  tunic and trousers and carries a dagger on his belt.
  
  GRM8-4 Deceit
  Page 25
  APPENDIX 2 – APL 4
  ENCOUNTER 4                                        
  D R U N K E N  T H U G S
  CR 3
  Male Human Fighter 3
  CN Medium humanoid (human)
  Init +7; Senses Listen +3, Spot +3
  Aura faint chaos
  Languages Common
  AC 13, touch 13, flat-footed 10
  (+3 Dex)
  hp 22 (3 HD)
  Fort +3 (+3 against poison), Ref +4, Will +1
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.
  Melee unarmed +7 (1d3+3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp +10
  Atk Options Improved Grapple, Improved Unarmed
  Strike, Power Attack
  Combat Gear None
  Abilities Str 16, Dex 16, Con 10, Int 12, Wis 10, Cha 8
  SQ None
  Feats Improved Grapple, Improved Initiative, Improved
  Unarmed Strike, Power Attack, Weapon Focus
  (unarmed strike)
  Skills Intimidate +5, Listen +3, Sense Motive +3, Spot
  +3
  Possessions none
  Description These men are burly but quick on their
  feet.  Their clothing is typical for what you’d see in the
  lower quarters of Hookhill.   They are obviously drunk
  and the smell of cheap beer comes off of them in waves.
   They are belligerent and hostile and will take offense at
  the slightest provocation.
  ENCOUNTER 6                                        
  F I G HTE R C O N S T ABL E
  CR 3
  Male Human Fighter 3
  CE Medium humanoid (human)
  Init +5; Senses Listen +3, Spot +3
  Aura faint chaos and evil
  Languages Common
  AC 20, touch 11, flat-footed 19
  (+1 Dex, +9 armor)
  hp 25 (3 HD)
  Fort +4 (+4 against poison), Ref +2, Will +1
  Speed 20 ft. in full plate armor (4 squares), base
  movement 30 ft.
  Melee masterwork spiked chain +8 (2d4+4)
  Space 5 ft.; Reach 10 ft.
  Base Atk +3; Grp +6
  Atk Options Combat Expertise, Power Attack
  Combat Gear +1 full plate armor, masterwork spiked
  chain
  Abilities Str 17, Dex 12, Con 12, Int 13, Wis 10, Cha 8
  SQ None
  Feats Combat Expertise, Exotic Weapon Proficiency
  (spiked chain), Improved Initiative, Power Attack,
  Weapon Focus (spiked chain)
  Skills Intimidate +5, Listen +3, Sense Motive +3, Spot
  +3
  Possessions combat gear plus 30 gp
  Description These men wear full plate armor and
  Special Constable tabards.  They carry spiked chains at
  the ready.
  R O G U E  C O N S T ABL E
  CR 3
  Male Human Rogue 3
  CE Medium humanoid (human)
  Init +8; Senses Listen +6, Spot +6
  Aura faint chaos and evil
  Languages Common
  AC 19, touch 14, flat-footed 15
  (+4 Dex, +5 armor)
  hp 20 (3 HD)
  Fort +3 (+3 against poison), Ref +7, Will +1
  Speed 30 ft. in chain shirt (6 squares), base movement
  30 ft.
  Melee 
  masterwork 
  shortsword 
  +5 
  (1d6+1) 
  or
  masterwork shortsword +3 (1d6+1) and masterwork
  shortsword +3 (1d6)
  Space 5 ft.; Reach 5 ft.
  Base Atk +2; Grp +3
  Atk Options Sneak Attack (2d6), Two-Weapon Fighting
  Combat Gear +1 chain shirt, masterwork shortsword
  (x2)
  Abilities Str 12, Dex 18, Con 14, Int 10, Wis 10, Cha 8
  SQ None
  Feats 
  Improved 
  Initiative, 
  Two-Weapon 
  Fighting,
  Weapon Focus (shortsword)
  Skills Disable Device +8, Hide +9, Jump +8, Listen +6,
  Move Silently +9, Open Lock +12, Search +6, Spot
  +6, Tumble +11
  Possessions combat gear plus masterwork thieves’
  tools, 30 gp
  Description These men wear chain shirts and Special
  Constable tabards.  They have two shortswords drawn
  and at the ready.
  
  GRM8-4 Deceit
  Page 26
  ENCOUNTER 8                                        
  F I G HTE R M I NI O N
  CR 3
  Male Human Fighter 3
  LE Medium humanoid (human)
  Init +5; Senses Listen +3, Spot +3
  Aura faint law and evil
  Languages Common
  AC 22, touch 11, flat-footed 21
  (+1 Dex, +9 armor, +2 shield)
  hp 28 (3 HD)
  Fort +5 (+5 against poison), Ref +2, Will +1
  Speed 20 ft. in full plate armor (4 squares), base
  movement 30 ft.
  Melee +1 longsword +9 (1d8+5)
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp +7
  Atk Options Cleave, Improved Bull Rush, Power Attack
  Combat Gear +1 full plate armor, heavy steel shield, +1
  longsword
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 8
  SQ None
  Feats Cleave, Improved Bull Rush, Improved Initiative,
  Power Attack, Weapon Focus (longsword)
  Skills Listen +3, Sense Motive +3, Spot +3
  Possessions combat gear
  Description These men wear full plate armor and have
  longswords and steel shields at the ready.
  S O R C E R E R  M I NI O N
  CR 3
  Male Human Sorcerer 3
  LE Medium humanoid (human
  Init +4; Senses Listen +0, Spot +0
  Aura faint law and evil
  Languages Common
  AC 11, touch 11, flat-footed 11
  (+1 deflection)
  hp 16 (3 HD)
  Fort +3 (+3 against poison), Ref +1, Will +3
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.;
  Melee dagger +0 (1d4-1)
  Space 5 ft.; Reach 5 ft.
  Base Atk +1; Grp +0
  Combat Gear cloak of charisma +2, ring of protection
  +1
  Class Spells Known (CL 3rd):
  1st 
  (7/day)— 
  grease, 
  mage 
  armor, 
  ray 
  of
  enfeeblement
  0 (6/day)— detect magic, light, mage hand, read
  magic, touch of fatigue
  �Already cast
  Abilities Str 8, Dex 10, Con 14, Int 10, Wis 10, Cha 20
  SQ
  Feats Eschew Materials, Improved Initiative, Skill Focus
  (concentration)
  Skills Concentration +11, Knowledge (arcana) +6,
  Spellcraft +8
  Possessions combat gear
  Description This man wears a black cloak over a brown
  tunic and trousers and carries a dagger on his belt.
  
  GRM8-4 Deceit
  Page 27
  APPENDIX 3 – APL 6
  ENCOUNTER 4                                        
  D R U N K E N  T H U G S
  CR 5
  Male Human Fighter 5
  CN Medium humanoid (human)
  Init +7; Senses Listen +4, Spot +4
  Aura faint chaos
  Languages Common
  AC 13, touch 13, flat-footed 10
  (+3 Dex)
  hp 34 (5 HD)
  Fort +4 (+4 against poison), Ref +4, Will +1
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.
  Melee unarmed +9 (1d3+5)
  Space 5 ft.; Reach 5 ft.
  Base Atk +5; Grp +12
  Atk Options Improved Grapple, Improved Unarmed
  Strike, Power Attack
  Combat Gear None
  Abilities Str 16, Dex 16, Con 10, Int 13, Wis 10, Cha 8
  SQ None
  Feats Improved Grapple, Improved Initiative, Improved
  Unarmed Strike, Power Attack, Weapon Focus
  (unarmed strike), Weapon Specialization (unarmed
  strike)
  Skills Intimidate +7, Listen +4, Sense Motive +4, Spot
  +4
  Possessions none
  Description These men are burly but quick on their
  feet.  Their clothing is typical for what you’d see in the
  lower quarters of Hookhill.   They are obviously drunk
  and the smell of cheap beer comes off of them in waves.
   They are belligerent and hostile and will take offense at
  the slightest provocation.
  ENCOUNTER 6                                        
  F I G HTE R C O N S T ABL E
  CR 5
  Male Human Fighter 5
  CE Medium humanoid (human)
  Init +5; Senses Listen +4, Spot +4
  Aura faint chaos and evil
  Languages Common
  AC 20, touch 11, flat-footed 19
  (+1 Dex, +9 armor)
  hp 39 (5 HD)
  Fort +5 (+5 against poison), Ref +2, Will +1
  Speed 20 ft. in full plate armor (4 squares), base
  movement 30 ft.
  Melee +1 spiked chain +11 (2d4+9)
  Space 5 ft.; Reach 10 ft.
  Base Atk +5; Grp +9
  Atk Options Combat Expertise, Power Attack
  Combat Gear +1 full plate armor, +1 spiked chain
  Abilities Str 18, Dex 12, Con 12, Int 13, Wis 10, Cha 8
  SQ None
  Feats Combat Expertise, Exotic Weapon Proficiency
  (spiked chain), Improved Initiative, Power Attack,
  Weapon 
  Focus 
  (spiked 
  chain), 
  Weapon
  Specialization (spiked chain)
  Skills Intimidate +7, Listen +4, Sense Motive +4, Spot
  +4
  Possessions combat gear plus 30 gp
  Description These men wear full plate armor and
  Special Constable tabards.  They carry spiked chains at
  the ready.
  R O G U E  C O N S T ABL E
  CR 5
  Male Human Rogue 5
  CE Medium humanoid (human)
  Init +8; Senses Listen +8, Spot +8
  Aura faint chaos and evil
  Languages Common
  AC 19, touch 14, flat-footed 15
  (+4 Dex, +5 armor)
  hp 32 (5 HD)
  Fort +3 (+3 against poison), Ref +8, Will +1
  Speed 30 ft. in chain shirt (6 squares), base movement
  30 ft.
  Melee +1 shortsword +6 (1d6+2) or +1 shortsword +4
  (1d6+2) and +1 shortsword +4 (1d6+1)
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp +4
  Atk Options Sneak Attack (3d6), Two-Weapon Fighting
  Combat Gear +1 chain shirt, +1 shortsword (x2)
  Abilities Str 12, Dex 19, Con 14, Int 10, Wis 10, Cha 8
  SQ None
  Feats 
  Improved 
  Initiative, 
  Two-Weapon 
  Fighting,
  Weapon Focus (shortsword)
  Skills Disable Device +10, Hide +11, Jump +10, Listen
  +8, Move Silently +11, Open Lock +14, Search +8,
  Spot +8, Tumble +13
  Possessions combat gear plus masterwork thieves’
  tools, 30 gp
  Description These men wear chain shirts and Special
  Constable tabards.  They have two shortswords drawn
  and at the ready.
  
  GRM8-4 Deceit
  Page 28
  ENCOUNTER 8                                        
  F I G HTE R M I NI O N
  CR 5
  Male Human Fighter 5
  LE Medium humanoid (human)
  Init +5; Senses Listen +4, Spot +4
  Aura faint law and evil
  Languages Common
  AC 22, touch 11, flat-footed 21
  (+1 Dex, +9 armor, +2 shield)
  hp 44 (5 HD)
  Fort +6 (+6 against poison), Ref +2, Will +1
  Speed 20 ft. in full plate armor (4 squares), base
  movement 30 ft.
  Melee +1 longsword +11 (1d8+7 + 1d6 fire)
  Space 5 ft.; Reach 5 ft.
  Base Atk +5; Grp +9
  Atk Options Cleave, Improved Bull Rush, Power Attack
  Combat Gear +1 full plate armor, heavy steel shield, +1
  longsword, lesser fire assault augment crystal
  Abilities Str 19, Dex 12, Con 14, Int 10, Wis 10, Cha 8
  SQ None
  Feats Cleave, Improved Bull Rush, Improved Initiative,
  Power Attack, Weapon Focus (longsword), Weapon
  Specialization (longsword)
  Skills Listen +4, Sense Motive +4, Spot +4
  Possessions combat gear
  Description These men wear full plate armor and have
  longswords and steel shields at the ready.
  Sources Lesser fire assault augment crystal (Magic
  Item Compendium)
  S O R C E R E R  M I NI O N
  CR 5
  Male Human Sorcerer 5
  LE Medium humanoid (human
  Init +4; Senses Listen +0, Spot +0
  Aura faint law and evil
  Languages Common
  AC 12, touch 12, flat-footed 12
  (+2 deflection)
  hp 26 (5 HD)
  Fort +3 (+3 against poison), Ref +1, Will +4
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.;
  Melee dagger +1 (1d4-1)
  Space 5 ft.; Reach 5 ft.
  Base Atk +2; Grp +1
  Combat Gear cloak of charisma +2, ring of protection
  +2
  Class Spells Known (CL 5th):
  2nd (5/day)— bull’s strength, glitterdust
  1st 
  (8/day)— 
  grease, 
  mage 
  armor, 
  ray 
  of
  enfeeblement, shield
  0 (6/day)— detect magic, light, mage hand,
  prestidigitation, read magic, touch of fatigue
  �Already cast
  Abilities Str 8, Dex 10, Con 14, Int 10, Wis 10, Cha 21
  SQ
  Feats Eschew Materials, Improved Initiative, Skill Focus
  (concentration)
  Skills Concentration +13, Knowledge (arcana) +8,
  Spellcraft +10
  Possessions combat gear
  Description This man wears a black cloak over a brown
  tunic and trousers and carries a dagger on his belt.
  
  GRM8-4 Deceit
  Page 29
  APPENDIX 4 – APL 8
  ENCOUNTER 4                                        
  D R U N K E N  T H U G S
  CR 7
  Male Human Fighter 7
  CN Medium humanoid (human)
  Init +7; Senses Listen +5, Spot +5
  Aura faint chaos
  Languages Common
  AC 13, touch 13, flat-footed 10
  (+3 Dex)
  hp 46 (7 HD)
  Fort +5 (+5 against poison), Ref +5, Will +2
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.
  Melee unarmed +11/+6 (1d3+5)
  Space 5 ft.; Reach 5 ft.
  Base Atk +7; Grp +14
  Atk Options Combat Expertise, Improved Disarm,
  Improved Grapple, Improved Unarmed Strike, Power
  Attack
  Combat Gear None
  Abilities Str 16, Dex 16, Con 10, Int 13, Wis 10, Cha 8
  SQ None
  Feats Combat Expertise, Improved Disarm, Improved
  Grapple, Improved Initiative, Improved Unarmed
  Strike, Power Attack, Weapon Focus (unarmed
  strike), Weapon Specialization (unarmed strike)
  Skills Intimidate +9, Listen +5, Sense Motive +5, Spot
  +5
  Possessions none
  Description These men are burly but quick on their
  feet.  Their clothing is typical for what you’d see in the
  lower quarters of Hookhill.   They are obviously drunk
  and the smell of cheap beer comes off of them in waves.
   They are belligerent and hostile and will take offense at
  the slightest provocation.
  ENCOUNTER 6                                        
  F I G HTE R C O N S T ABL E
  CR 7
  Male Human Fighter 7
  CE Medium humanoid (human)
  Init +5; Senses Listen +5, Spot +5
  Aura faint chaos and evil
  Languages Common
  AC 20, touch 11, flat-footed 19
  (+1 Dex, +9 armor)
  hp 53 (7 HD)
  Fort +6 (+6 against poison), Ref +3, Will +2
  Speed 20 ft. in full plate armor (4 squares), base
  movement 30 ft.
  Melee +1 spiked chain +13/+8 (2d4+9)
  Space 5 ft.; Reach 10 ft.
  Base Atk +7; Grp +11
  Atk Options Combat Expertise, Improved Disarm,
  Improved Trip, Power Attack
  Combat Gear +1 full plate armor, +1 spiked chain
  Abilities Str 18, Dex 12, Con 12, Int 13, Wis 10, Cha 8
  SQ None
  Feats Combat Expertise, Exotic Weapon Proficiency
  (spiked chain), Improved Disarm, Improved Initiative,
  Improved Trip, Power Attack, Weapon Focus (spiked
  chain), Weapon Specialization (spiked chain)
  Skills Intimidate +9, Listen +5, Sense Motive +5, Spot
  +5
  Possessions combat gear plus 30 gp
  Description These men wear full plate armor and
  Special Constable tabards.  They carry spiked chains at
  the ready.
  R O G U E  C O N S T ABL E
  CR 7
  Male Human Rogue 7
  CE Medium humanoid (human)
  Init +8; Senses Listen +10, Spot +10
  Aura faint chaos and evil
  Languages Common
  AC 19, touch 14, flat-footed 15
  (+4 Dex, +5 armor)
  hp 44 (7 HD)
  Fort +4 (+4 against poison), Ref +9, Will +2
  Speed 30 ft. in mithril breastplate (6 squares), base
  movement 30 ft.
  Melee +1 shortsword +8 (1d6+2) or +1 shortsword +6
  (1d6+2) and +1 shortsword +6 (1d6+1)
  Space 5 ft.; Reach 5 ft.
  Base Atk +5; Grp +6
  Atk Options Blind Fight, Sneak Attack (4d6), Two-
  Weapon Fighting
  Combat Gear mithril breastplate, +1 shortsword (x2)
  Abilities Str 12, Dex 19, Con 14, Int 10, Wis 10, Cha 8
  SQ None
  Feats Blind Fight, Improved Initiative, Two-Weapon
  Fighting, Weapon Focus (shortsword)
  Skills Disable Device +12, Hide +14, Jump +13, Listen
  +10, Move Silently +14, Open Lock +16, Search +10,
  Spot +10, Tumble +16
  Possessions combat gear plus masterwork thieves’
  tools, 30 gp
  Description These men wear mithril breastplates and
  Special Constable tabards.  They have two shortswords
  drawn and at the ready.
  
  GRM8-4 Deceit
  Page 30
  ENCOUNTER 8                                        
  F I G HTE R M I NI O N
  CR 7
  Male Human Fighter 7
  LE Medium humanoid (human)
  Init +5; Senses Listen +5, Spot +5
  Aura faint law and evil
  Languages Common
  AC 23, touch 11, flat-footed 22
  (+1 Dex, +9 armor, +3 shield)
  hp 60 (7 HD)
  Fort +7 (+7 against poison), Ref +5, Will +2
  Speed 20 ft. in full plate armor (4 squares), base
  movement 30 ft.
  Melee +1 dispelling longsword +13/+8 (1d8+7 + 1d6
  fire)
  Space 5 ft.; Reach 5 ft.
  Base Atk +7; Grp +11
  Atk Options Cleave, Combat Reflexes, Improved Bull
  Rush, Power Attack
  Combat Gear +1 full plate armor, +1 heavy steel shield,
  +1 dispelling longsword, lesser fire assault augment
  crystal
  Abilities Str 19, Dex 12, Con 14, Int 10, Wis 10, Cha 8
  SQ None
  Feats Cleave, Combat Reflexes, Improved Bull Rush,
  Improved Initiative, Lightning Reflexes, Power Attack,
  Weapon Focus (longsword), Weapon Specialization
  (longsword)
  Skills Listen +5, Sense Motive +5, Spot +5
  Possessions combat gear
  Description These men wear full plate armor and have
  longswords and steel shields at the ready.
  Sources Lesser fire assault augment crystal (Magic
  Item Compendium), dispelling weapon enhancement
  (Magic Item Compendium)
  S O R C E R E R  M I NI O N
  CR 7
  Male Human Sorcerer 7
  LE Medium humanoid (human
  Init +4; Senses Listen +0, Spot +0
  Aura faint law and evil
  Languages Common
  AC 12, touch 12, flat-footed 12
  (+2 deflection)
  hp 36 (7 HD)
  Fort +4 (+4 against poison), Ref +2, Will +5
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.;
  Melee dagger +2 (1d4-1)
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp +2
  Combat Gear cloak of charisma +2, ring of protection
  +2
  Class Spells Known (CL 7th):
  3rd (5/day)— dispel magic, fly
  2nd (7/day)— bull’s strength, glitterdust, tasha’s
  hideous laughter
  1st (8/day)— grease, mage armor, magic missile, ray
  of enfeeblement, shield
  0 (6/day)— detect magic, light, mage hand, mending,
  prestidigitation, read magic, touch of fatigue
  �Already cast
  Abilities Str 8, Dex 10, Con 14, Int 10, Wis 10, Cha 21
  SQ
  Feats Eschew Materials, Improved Initiative, Silent
  Spell, Skill Focus (concentration)
  Skills Concentration +15, Knowledge (arcana) +10,
  Spellcraft +12
  Possessions combat gear
  Description This man wears a black cloak over a
  brown tunic and trousers and carries a dagger on
  his belt.
  
  GRM8-4 Deceit
  Page 31
   APPENDIX 5 – APL 10
  ENCOUNTER 4                                        
  D R U N K E N  T H U G S
  CR 9
  Male Human Fighter 9
  CN Medium humanoid (human)
  Init +7; Senses Listen +6, Spot +6
  Aura faint chaos
  Languages Common
  AC 13, touch 13, flat-footed 10
  (+3 Dex)
  hp 58 (9 HD)
  Fort +6 (+6 against poison), Ref +6, Will +3
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.
  Melee unarmed +14/+9 (1d3+5, crit 19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +9; Grp +16
  Atk Options Combat Expertise, Improved Disarm,
  Improved Grapple, Improved Unarmed Strike, Power
  Attack
  Combat Gear None
  Abilities Str 17, Dex 16, Con 10, Int 13, Wis 10, Cha 8
  SQ None
  Feats Combat Expertise, Greater Weapon Focus
  (unarmed strike), Improved Critical (unarmed strike),
  Improved Disarm, Improved Grapple, Improved
  Initiative, Improved Unarmed Strike, Power Attack,
  Weapon 
  Focus 
  (unarmed 
  strike), 
  Weapon
  Specialization (unarmed strike)
  Skills Intimidate +11, Listen +6, Sense Motive +6, Spot
  +6
  Possessions none
  Description These men are burly but quick on their
  feet.  Their clothing is typical for what you’d see in the
  lower quarters of Hookhill.   They are obviously drunk
  and the smell of cheap beer comes off of them in waves.
   They are belligerent and hostile and will take offense at
  the slightest provocation.
  ENCOUNTER 6                                        
  F I G HTE R C O N S T ABL E
  CR 9
  Male Human Fighter 9
  CE Medium humanoid (human)
  Init +5; Senses Listen +6, Spot +6
  Aura faint chaos and evil
  Languages Common
  AC 20, touch 11, flat-footed 19
  (+1 Dex, +9 armor)
  hp 67 (9 HD)
  Fort +7 (+7 against poison), Ref +6, Will +3
  Speed 20 ft. in full plate armor (4 squares), base
  movement 30 ft.
  Melee +1 disarming spiked chain +15/+10 (2d4+9, crit
  19-20)
  Space 5 ft.; Reach 10 ft.
  Base Atk +9; Grp +13
  Atk Options Combat Expertise, Improved Disarm,
  Improved Trip, Power Attack
  Combat Gear +1 full plate armor, +1 disarming spiked
  chain
  Abilities Str 19, Dex 12, Con 12, Int 13, Wis 10, Cha 8
  SQ None
  Feats Combat Expertise, Exotic Weapon Proficiency
  (spiked chain), Improved Critical (spiked chain),
  Improved Disarm, Improved Initiative, Improved Trip,
  Lightning Reflexes, Power Attack, Weapon Focus
  (spiked chain), Weapon Specialization (spiked chain)
  Skills Intimidate +11, Listen +6, Sense Motive +6, Spot
  +6
  Possessions combat gear plus 30 gp
  Description These men wear full plate armor and
  Special Constable tabards.  They carry spiked chains at
  the ready.
  Sources Disarming weapon enhancement (Magic Item
  Compendium)
  R O G U E  C O N S T ABL E
  CR 9
  Male Human Rogue 9
  CE Medium humanoid (human)
  Init +9; Senses Listen +12, Spot +12
  Aura faint chaos and evil
  Languages Common
  AC 20, touch 15, flat-footed 15
  (+5 Dex, +5 armor)
  hp 56 (9 HD)
  Fort +5 (+5 against poison), Ref +11, Will +3
  Speed 30 ft. in mithril breastplate (6 squares), base
  movement 30 ft.
  Melee +1 shortsword +9 (1d6+2) or +1 shortsword
  +7/+2 (1d6+2) and +1 shortsword +7/+2 (1d6+1)
  Space 5 ft.; Reach 5 ft.
  Base Atk +6; Grp +7
  Atk Options Blind Fight, Sneak Attack (5d6), Improved
  Two-Weapon Fighting
  Combat Gear mithril breastplate, +1 shortsword (x2)
  Abilities Str 12, Dex 20, Con 14, Int 10, Wis 10, Cha 8
  SQ None
  Feats Blind Fight, Improved Initiative, Improved Two-
  Weapon Fighting, Two-Weapon Fighting, Weapon
  Focus (shortsword)
  Skills Disable Device +14, Hide +17, Jump +15, Listen
  +12, Move Silently +17, Open Lock +19, Search +12,
  Spot +12, Tumble +19
  
  GRM8-4 Deceit
  Page 32
  Possessions combat gear plus masterwork thieves’
  tools, 30 gp
  Description These men wear mithril breastplates and
  Special Constable tabards.  They have two shortswords
  drawn and at the ready.
  ENCOUNTER 8                                        
  F I G HTE R M I NI O N
  CR 9
  Male Human Fighter 9
  LE Medium humanoid (human)
  Init +5; Senses Listen +6, Spot +6
  Aura faint law and evil
  Languages Common
  AC 23, touch 11, flat-footed 22
  (+1 Dex, +9 armor, +3 shield)
  hp 76 (9 HD)
  Resist 10 fire (up to 50 points total), 10 acid (up to 50
  points total)
  Fort +8 (+8 against poison), Ref +6, Will +3
  Speed 20 ft. in full plate armor (4 squares), base
  movement 30 ft.
  Melee +1 dispelling longsword +17/+12 (1d8+8 + 1d6
  fire, crit 17-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +9; Grp +14
  Atk Options Cleave, Combat Reflexes, Improved Bull
  Rush, Power Attack
  Combat Gear +1 full plate armor, +1 heavy steel shield,
  +1 dispelling longsword, lesser fire assault augment
  crystal, lesser clasp of fire protection, lesser clasp of
  acid protection
  Abilities Str 20, Dex 12, Con 14, Int 10, Wis 10, Cha 8
  SQ None
  Feats Cleave, Combat Reflexes, Greater Weapon
  Focus (longsword), Improved Bull Rush, Improved
  Critical (longsword), Improved Initiative, Lightning
  Reflexes, Power Attack, Weapon Focus (longsword),
  Weapon Specialization (longsword)
  Skills Listen +6, Sense Motive +6, Spot +6
  Possessions combat gear
  Description These men wear full plate armor and have
  longswords and steel shields at the ready.
  Sources Lesser fire assault augment crystal (Magic
  Item Compendium), dispelling weapon enhancement
  (Magic Item Compendium), lesser clasp of fire
  protection (Magic Item Compendium), lesser clasp of
  acid protection (Magic Item Compendium)
  S O R C E R E R  M I NI O N
  CR 9
  Male Human Sorcerer 9
  LE Medium humanoid (human
  Init +4; Senses Listen +0, Spot +0
  Aura faint law and evil
  Languages Common
  AC 12, touch 12, flat-footed 12
  (+2 deflection)
  hp 46 (9 HD)
  Fort +5 (+5 against poison), Ref +3, Will +6
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.;
  Melee dagger +3 (1d4-1)
  Space 5 ft.; Reach 5 ft.
  Base Atk +4; Grp +3
  Combat Gear cloak of charisma +4, ring of protection
  +2
  Class Spells Known (CL 9th):
  4th (5/day)— greater invisibility, stoneskin
  3rd (8/day)— dispel magic, fly, haste
  2nd (8/day)— blindness/deafness, bull’s strength,
  glitterdust, tasha’s hideous laughter
  1st (8/day)— grease, mage armor, magic missile, ray
  of enfeeblement, shield
  0 (6/day)— detect magic, ghost sound, light, mage
  hand, mending, prestidigitation, read magic, touch
  of fatigue
  �Already cast
  Abilities Str 8, Dex 10, Con 14, Int 10, Wis 10, Cha 24
  SQ
  Feats Eschew Materials, Improved Initiative, Silent
  Spell, Skill Focus (concentration), Still Spell
  Skills Concentration +17, Knowledge (arcana) +12,
  Spellcraft +14
  Possessions combat gear
  Description This man wears a black cloak over a brown
  tunic and trousers and carries a dagger on his belt.
  
  GRM8-4 Deceit
  Page 33
  ENCOUNTER 9                                        
  AE L E O N A E P H AN D R I L
  CR 13
  Female Drow Rogue 6/Assassin 7
  CE Medium humanoid (elf)
  Init +5; Senses 120 ft darkvision; Listen +20, Spot +20
  Aura moderate chaos and evil
  Languages Common, Elven, Undercommon, Draconic,
  Drow Sign Language, Gnome
  AC 21, touch 15, flat-footed 16
  (+5 Dex, +6 armor)
  Miss Chance 50% while using ring of blinking
  hp 67 (13 HD)
  SR 24
  Fort +5 (+8 against poison), Ref +15, Will +4 (+6
  against spells and spell-like effects)
  Weakness Light Blindness – sudden exposure to bright
  light (such as sunlight or a daylight spell) blinds the
  drow for 1 round.  They are dazzled as long as they
  remain in the affected area
  Speed 30 ft. in mithril breastplate (6 squares), base
  movement 30 ft
  Melee +2 rapier +17/+12 (1d6+2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +9; Grp +9
  Atk Options Sneak Attack (+7d6), death attack
  (Dungeon Master’s Guide, p. 180)
  Combat Gear +1 improved shadow improved silent
  moves mithril breastplate, ring of blinking, +2 rapier
  Class Spells Known (CL 7th):
  3rd (3/day, 1 used)— deeper darkness, magic circle
  against good, nondetection�
  2nd (4/day)— cat’s grace, invisibility, spider climb,
  undetectable alignment
  1st (4/day, 3 already used)— disguise self�, detect
  poison, feather fall, true strike
  �Already cast
  Spell-Like Abilities (CL13th):
  Darkness, dancing lights, faerie fire (once/day each)
  �Already cast
  Abilities Str 10, Dex 21, Con 12, Int 16, Wis 10, Cha 12
  SQ
  Feats Alertness, Eschew Materials, Extend Spell,
  Weapon Finesse, Weapon Focus (rapier)
  Skills Disable Device +14, Disguise +27, Escape Artist
  +21, Forgery +19, HIde +31, Listen +20, Move
  Silently +31, Open Lock +16, Search +14, Spot +20,
  Tumble +14
  Possessions combat gear plus masterwork thieves’
  tools
  Description In her true guise, Aeleona Ephandril is a
  female drow who stands 4 ft 6 in tall, with white hair and
  red eyes.  However, she almost never appears in her
  true guise to any but her consort.  She typically
  disguises herself as a human female, using her disguise
  self spell when wanting to emulate a specific person. 
  She has carefully studied a number of Hookhill females
  of appropriate size and can assume the appearance of 
  a range of Hookhill residents from an 8-year-old girl to a
  70-year-old crone.  She has currently disguised herself
  as Feroni Schalbach, a barmaid at a local tavern. 
  
  GRM8-4 Deceit
  Page 34
  APPENDIX 6 – APL 12
  ENCOUNTER 4                                        
  D R U N K E N  T H U G S
  CR 11
  Male Human Fighter 11
  CN Medium humanoid (human)
  Init +7; Senses Listen +7, Spot +7
  Aura moderate chaos
  Languages Common
  AC 13, touch 13, flat-footed 10
  (+3 Dex)
  hp 70 (11 HD)
  Fort +7 (+7 against poison), Ref +6, Will +3
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.
  Melee unarmed +16/+11/+5 (1d3+5, crit 19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +11; Grp +18
  Atk Options Combat Expertise, Improved Disarm, 
  Improved 
  Grapple, 
  Improved 
  Trip, 
  Improved
  Unarmed Strike, Power Attack
  Combat Gear None
  Abilities Str 17, Dex 16, Con 10, Int 13, Wis 10, Cha 8
  SQ None
  Feats Combat Expertise, Greater Weapon Focus
  (unarmed strike), Improved Critical (unarmed strike),
  Improved Disarm, Improved Grapple, Improved
  Initiative, Improved Trip, Improved Unarmed Strike,
  Power Attack, Weapon Focus (unarmed strike),
  Weapon Specialization (unarmed strike)
  Skills Intimidate +13, Listen +7, Sense Motive +7, Spot
  +7
  Possessions none
  Description These men are burly but quick on their
  feet.  Their clothing is typical for what you’d see in the
  lower quarters of Hookhill.   They are obviously drunk
  and the smell of cheap beer comes off of them in waves.
   They are belligerent and hostile and will take offense at
  the slightest provocation.
  ENCOUNTER 6                                        
  F I G HTE R C O N S T ABL E
  CR 11
  Male Human Fighter 11
  CE Medium humanoid (human)
  Init +5; Senses Listen +7, Spot +7
  Aura moderate chaos and evil
  Languages Common
  AC 20, touch 11, flat-footed 19
  (+1 Dex, +9 armor)
  hp 81 (11 HD)
  Fort +8 (+8 against poison), Ref +6, Will +3
  Speed 20 ft. in full plate armor (4 squares), base
  movement 30 ft.
  Melee +1 disarming spiked chain +18/+13/+8 (2d4+9,
  crit 19-20)
  Space 5 ft.; Reach 10 ft.
  Base Atk +11; Grp +15
  Atk Options Combat Expertise, Improved Disarm,
  Improved Trip, Power Attack
  Combat Gear +1 full plate armor, +1 disarming spiked
  chain
  Abilities Str 19, Dex 12, Con 12, Int 13, Wis 10, Cha 8
  SQ None
  Feats Combat Expertise, Exotic Weapon Proficiency
  (spiked chain), Greater Weapon Focus (spiked
  chain), Improved Critical (spiked chain), Improved
  Disarm, Improved Initiative, Improved Trip, Lightning
  Reflexes, Power Attack, Weapon Focus (spiked
  chain), Weapon Specialization (spiked chain)
  Skills Intimidate +13, Listen +7, Sense Motive +7, Spot
  +7
  Possessions combat gear plus 30 gp
  Description These men wear full plate armor and
  Special Constable tabards.  They carry spiked chains at
  the ready.
  Sources Disarming weapon enhancement (Magic Item
  Compendium)
  R O G U E  C O N S T ABL E
  CR 11
  Male Human Rogue 11
  CE Medium humanoid (human)
  Init +9; Senses Listen +14, Spot +14
  Aura moderate chaos and evil
  Languages Common
  AC 21, touch 15, flat-footed 16
  (+5 Dex, +6 armor)
  hp 68 (11 HD)
  Fort +5 (+5 against poison), Ref +12, Will +3
  Speed 30 ft. in mithril breastplate (6 squares), base
  movement 30 ft.
  Melee +1 shortsword +11 (1d6+2 + 1d6 cold) or +1
  shortsword +9/+4 (1d6+2 + 1d6 cold) and +1
  shortsword +9/+4 (1d6+1 + 1d6 acid)
  Space 5 ft.; Reach 5 ft.
  Base Atk +8; Grp +9
  Atk Options Blind Fight, Sneak Attack (6d6), Improved
  Two-Weapon Fighting
  Special Actions Crippling Strike (Ex, sneak attacks do
  2 Str damage)
  Combat Gear +1 light fortification mithril breastplate, +1
  shortsword (x2), Lesser cold assault augment crystal,
  Lesser acid assault augment crystal
  Abilities Str 12, Dex 20, Con 14, Int 10, Wis 10, Cha 8
  SQ None
  Feats Blind Fight, Improved Initiative, Improved Two-
  Weapon Fighting, Two-Weapon Fighting, Weapon
  Focus (shortsword)
  
  GRM8-4 Deceit
  Page 35
  Skills Disable Device +16, Hide +19, Jump +17, Listen
  +14, Move Silently +19, Open Lock +21, Search +14,
  Spot +14, Tumble +21
  Possessions combat gear plus masterwork thieves’
  tools, 30 gp
  Description These men wear mithril breastplates and
  Special Constable tabards.  They have two shortswords
  drawn and at the ready.
  Sources Lesser cold assault augment crystal (Magic
  Item Compendium), Lesser acid assault augment crystal
  (Magic Item Compendium)
  ENCOUNTER 8                                        
  F I G HTE R M I NI O N
  CR 11
  Male Human Fighter 11
  LE Medium humanoid (human)
  Init +5; Senses Listen +7, Spot +7
  Aura moderate law and evil
  Languages Common
  AC 23, touch 11, flat-footed 22
  (+1 Dex, +9 armor, +3 shield)
  hp 92 (11 HD)
  Resist 10 fire (up to 50 points total), 10 acid (up to 50
  points total)
  Fort +9 (+9 against poison), Ref +6, Will +3
  Speed 20 ft. in full plate armor (4 squares), base
  movement 30 ft.
  Melee +1 dispelling metalline longsword +19/+14/+9
  (1d8+8 + 1d6 fire, crit 17-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +11; Grp +16
  Atk Options Blind Fight, Cleave, Combat Reflexes,
  Improved Bull Rush, Power Attack
  Combat Gear +1 full plate armor, +1 heavy steel shield,
  +1 dispelling metalline longsword, lesser fire assault
  augment crystal, lesser clasp of fire protection, lesser
  clasp of acid protection
  Abilities Str 20, Dex 12, Con 14, Int 10, Wis 10, Cha 8
  SQ None
  Feats Blind Fight, Cleave, Combat Reflexes, Greater
  Weapon Focus (longsword), Improved Bull Rush,
  Improved Critical (longsword), Improved Initiative,
  Lightning Reflexes, Power Attack, Weapon Focus
  (longsword), Weapon Specialization (longsword)
  Skills Listen +7, Sense Motive +7, Spot +7
  Possessions combat gear
  Description These men wear full plate armor and have
  longswords and steel shields at the ready.
  Sources Lesser fire assault augment crystal (Magic
  Item Compendium), dispelling weapon enhancement
  (Magic Item Compendium), lesser clasp of fire
  protection (Magic Item Compendium), lesser clasp of
  acid protection (Magic Item Compendium), metalline
  weapon enhancement (Magic Item Compendium)
  S O R C E R E R  M I NI O N
  CR 11
  Male Human Sorcerer 11
  LE Medium humanoid (human
  Init +4; Senses Listen +0, Spot +0
  Aura moderate law and evil
  Languages Common
  AC 12, touch 12, flat-footed 12
  (+2 deflection)
  hp 56 (11 HD)
  Fort +5 (+5 against poison), Ref +3, Will +7
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.;
  Melee dagger +4 (1d4-1)
  Space 5 ft.; Reach 5 ft.
  Base Atk +5; Grp +4
  Combat Gear cloak of charisma +6, ring of protection
  +2
  Class Spells Known (CL 11th):
  5th (5/day)— dominate person, teleport
  4th (8/day)— greater invisibility, lesser globe of
  invulnerability, stoneskin
  3rd (8/day)— dispel magic, fly, haste, slow
  2nd (8/day)— blindness/deafness, bull’s strength,
  detect 
  thoughts, 
  glitterdust, 
  tasha’s 
  hideous
  laughter
  1st (8/day)— grease, mage armor, magic missile, ray
  of enfeeblement, shield
  0 (6/day)— detect magic, detect poison, ghost sound,
  light, mage hand, mending, prestidigitation, read
  magic, touch of fatigue
  �Already cast
  Abilities Str 8, Dex 10, Con 14, Int 10, Wis 10, Cha 26
  SQ
  Feats Eschew Materials, Improved Initiative, Silent
  Spell, Skill Focus (concentration), Still Spell
  Skills Concentration +19, Knowledge (arcana) +14,
  Spellcraft +16
  Possessions combat gear
  Description This man wears a black cloak over a brown
  tunic and trousers and carries a dagger on his belt.
  
  GRM8-4 Deceit
  Page 36
  ENCOUNTER 9                                        
  AE L E O N A E P H AN D R I L
  CR 13
  Female Drow Rogue 6/Assassin 7
  CE Medium humanoid (elf)
  Init +5; Senses 120 ft darkvision; Listen +20, Spot +20
  Aura moderate chaos and evil
  Languages Common, Elven, Undercommon, Draconic,
  Drow Sign Language, Gnome
  AC 21, touch 15, flat-footed 16
  (+5 Dex, +6 armor)
  Miss Chance 50% while using ring of blinking
  hp 67 (13 HD)
  SR 24
  Fort +5 (+8 against poison), Ref +15, Will +4 (+6
  against spells and spell-like effects)
  Weakness Light Blindness – sudden exposure to bright
  light (such as sunlight or a daylight spell) blinds the
  drow for 1 round.  They are dazzled as long as they
  remain in the affected area
  Speed 30 ft. in mithril breastplate (6 squares), base
  movement 30 ft
  Melee +2 rapier +17/+12 (1d6+2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +9; Grp +9
  Atk Options Sneak Attack (+7d6), death attack
  (Dungeon Master’s Guide, p. 180)
  Combat Gear +1 improved shadow improved silent
  moves mithril breastplate, ring of blinking, +2 rapier
  Class Spells Known (CL 7th):
  3rd (3/day, 1 used)— deeper darkness, magic circle
  against good, nondetection�
  2nd (4/day)— cat’s grace, invisibility, spider climb,
  undetectable alignment
  1st (4/day, 3 already used)— disguise self�, detect
  poison, feather fall, true strike
  �Already cast
  Spell-Like Abilities (CL13th):
  Darkness, dancing lights, faerie fire (once/day each)
  �Already cast
  Abilities Str 10, Dex 21, Con 12, Int 16, Wis 10, Cha 12
  SQ
  Feats Alertness, Eschew Materials, Extend Spell,
  Weapon Finesse, Weapon Focus (rapier)
  Skills Disable Device +14, Disguise +27, Escape Artist
  +21, Forgery +19, HIde +31, Listen +20, Move
  Silently +31, Open Lock +16, Search +14, Spot +20,
  Tumble +14
  Possessions combat gear plus masterwork thieves’
  tools
  Description In her true guise, Aeleona Ephandril
  is a female drow who stands 4 ft 6 in tall, with
  white hair and red eyes.  However, she almost
  never appears in her true guise to any but her
  consort.  She typically disguises herself as a
  human female, using her disguise self spell when
  wanting to emulate a specific person.  She has
  carefully studied a number of Hookhill females of
  appropriate size and can assume the appearance
  of  a range of Hookhill residents from an 8-year-
  old girl to a 70-year-old crone.  She has currently
  disguised herself as Feroni Schalbach, a barmaid
  at a local tavern. 
  B ARZ O O K
  CR 13
  Male Human Rogue 3/Sorcerer 6/Arcane Trickster 4
  CE Medium humanoid (human)
  Init +3; Senses Listen +15, Spot +15
  Aura moderate chaos and evil
  Languages Common
  AC 13, touch13, flat-footed 10
  (+3 Dex)
  hp 44 (13 HD)
  Fort +4 (+4 against poison), Ref +12, Will +10
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.
  Melee rapier +6/+1 (1d6)
  Space 5 ft.; Reach 5 ft.
  Base Atk +6; Grp +6
  Atk Options Sneak Attack (4d6)
  Combat Gear cloak of charisma +6, rod of lesser
  maximize
  Class Spells Known (CL 10th):
  5th (4/day)— feeblemind
  4th (6/day)— greater invisibility, wall of ice
  3rd (8/day)— blink, nondetection, vampiric touch
  2nd (8/day)— blindness/deafness, glitterdust, mirror
  image, scorching ray
  1st (8/day)— mage armor, ray of enfeeblement,
  shield, shocking grasp, true strike
  0 (6/day)— acid splash, detect magic, detect poison,
  ghost sound, mage hand, mending, prestidigitation,
  ray of frost, touch of fatigue
  �Already cast
  Abilities Str 10, Dex 16, Con 10, Int 10, Wis 10, Cha 25
  SQ
  Feats Alertness, Eschew Materials, Silent Spell, Skill
  Focus (concentration), Still Spell, Weapon Focus
  (ray)
  Skills Concentration +19, Decipher Script +7, Disable
  Device +9, Escape Artist +11, Hide +7, Knowledge
  (arcana) +6, Listen +15, Move Silently +7, Open Lock
  +9 , Search +4, Spellcraft +8, Spot +15
  Possessions combat gear plus masterwork thieves’
  tools
  Description Barzook is an extremely handsome, self-
  confident man with an easy smile.  He wears a black silk
  tunic and trousers and a dark blue cloak.
  
  GRM8-4 Deceit
  Page 37
  APPENDIX 7 – APL 14
  ENCOUNTER 4                                        
  D R U N K E N  T H U G S
  CR 13
  Male Human Fighter 13
  CN Medium humanoid (human)
  Init +7; Senses Listen +8, Spot +8
  Aura moderate chaos
  Languages Common
  AC 13, touch 13, flat-footed 10
  (+3 Dex)
  hp 82 (13 HD)
  Fort +8 (+8 against poison), Ref +9, Will +4
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.
  Melee unarmed +19/+14/+9 (1d3+8, crit 19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +13; Grp +21
  Atk Options Combat Expertise, Improved Disarm, 
  Improved 
  Grapple, 
  Improved 
  Trip, 
  Improved
  Unarmed Strike, Power Attack
  Combat Gear None
  Abilities Str 18, Dex 16, Con 10, Int 13, Wis 10, Cha 8
  SQ None
  Feats Combat Expertise, Greater Weapon Focus
  (unarmed strike), Greater Weapon Specialization
  (unarmed strike), Improved Critical (unarmed strike),
  Improved Disarm, Improved Grapple, Improved
  Initiative, Improved Trip, Improved Unarmed Strike,
  Lightning Reflexes, Power Attack, Weapon Focus
  (unarmed strike), Weapon Specialization (unarmed
  strike)
  Skills Intimidate +15, Listen +8, Sense Motive +8, Spot
  +8
  Possessions none
  Description These men are burly but quick on their
  feet.  Their clothing is typical for what you’d see in the
  lower quarters of Hookhill.   They are obviously drunk
  and the smell of cheap beer comes off of them in waves.
   They are belligerent and hostile and will take offense at
  the slightest provocation.
  ENCOUNTER 6                                        
  F I G HTE R C O N S T ABL E
  CR 13
  Male Human Fighter 13
  CE Medium humanoid (human)
  Init +6; Senses Listen +8, Spot +8
  Aura moderate chaos and evil
  Languages Common
  AC 20, touch 11, flat-footed 19
  (+1 Dex, +9 armor)
  hp 95 (13 HD)
  Fort +9 (+9 against poison), Ref +7, Will +4
  Speed 20 ft. in full plate armor (4 squares), base
  movement 30 ft.
  Melee +1 disarming spiked chain +23/+18/+13 (2d4+15,
  crit 19-20)
  Space 5 ft.; Reach 10 ft.
  Base Atk +13; Grp +20
  Atk Options Combat Expertise, Improved Disarm,
  Improved Trip, Power Attack, Prone Attack
  Combat Gear +1 full plate armor, +1 disarming spiked
  chain, belt of giant strength +4
  Abilities Str 24, Dex 15, Con 12, Int 13, Wis 10, Cha 8
  SQ None
  Feats Combat Expertise, Exotic Weapon Proficiency
  (spiked chain), Greater Weapon Focus (spiked
  chain), Greater Weapon Specialization (spiked
  chain), Improved Critical (spiked chain), Improved
  Disarm, Improved Initiative, Improved Trip, Lightning
  Reflexes, Power Attack, Prone Attack, Weapon
  Focus (spiked chain), Weapon Specialization (spiked
  chain)
  Skills Intimidate +15, Listen +8, Sense Motive +8, Spot
  +8
  Possessions combat gear plus 30 gp
  Description These men wear full plate armor and
  Special Constable tabards.  They carry spiked chains at
  the ready.
  Sources Disarming weapon enhancement (Magic Item
  Compendium), Prone Attack (Complete Warrior)
  R O G U E  C O N S T ABL E
  CR 13
  Male Human Rogue 13
  CE Medium humanoid (human)
  Init +9; Senses Listen +16, Spot +16
  Aura moderate chaos and evil
  Languages Common
  AC 22, touch 15, flat-footed 17
  (+5 Dex, +6 armor, +1 shield)
  hp 80 (13 HD)
  Fort +6 (+6 against poison), Ref +13, Will +4
  Speed 30 ft. in mithril breastplate (6 squares), base
  movement 30 ft.
  Melee +1 shortsword +14 (1d6+4 + 1d6 cold) or +1
  shortsword +12/+7 (1d6+4 + 1d6 cold) and +1
  shortsword +12/+7 (1d6+2 + 1d6 acid)
  Space 5 ft.; Reach 5 ft.
  Base Atk +9; Grp +12
  Atk Options Blind Fight, Sneak Attack (7d6), Improved
  Two-Weapon Fighting
  Special Actions Crippling Strike (Ex, sneak attacks do
  2 Str damage), Opportunist (Ex, once per round may
  make an attack of opportunity against an opponent
  who has been struck for damage in melee by another
  character)
  Combat Gear +1 light fortification mithril breastplate, +1
  shortsword (x2), Lesser cold assault augment crystal,
  
  GRM8-4 Deceit
  Page 38
  Lesser acid assault augment crystal, belt of giant
  strength +4
  Abilities Str 16, Dex 21, Con 14, Int 10, Wis 10, Cha 8
  SQ None
  Feats Blind Fight, Improved Initiative, Improved Two-
  Weapon Fighting, Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Focus (shortsword)
  Skills Disable Device +18, Hide +21, Jump +21, Listen
  +16, Move Silently +21, Open Lock +23, Search +16,
  Spot +16, Tumble +23
  Possessions combat gear plus masterwork thieves’
  tools, 30 gp
  Description These men wear mithril breastplates and
  Special Constable tabards.  They have two shortswords
  drawn and at the ready.
  Sources Lesser cold assault augment crystal (Magic
  Item Compendium), Lesser acid assault augment crystal
  (Magic Item Compendium)
  ENCOUNTER 8                                        
  F I G HTE R M I NI O N
  CR 13
  Male Human Fighter 13
  LE Medium humanoid (human)
  Init +5; Senses Listen +8, Spot +8
  Aura moderate law and evil
  Languages Common
  AC 27, touch 11, flat-footed 26
  (+1 Dex, +11 armor, +5 shield)
  hp 108 (13 HD)
  Resist 15 fire (up to 75 points total), 15 acid (up to 75
  points total)
  Fort +10 (+10 against poison), Ref +7, Will +6
  Speed 20 ft. in full plate armor (4 squares), base
  movement 30 ft.
  Melee +1 dispelling metalline longsword +21/+16/+11
  (1d8+10 + 1d6 fire, crit 17-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +13; Grp +18
  Atk Options Blind Fight, Cleave, Combat Reflexes,
  Improved Bull Rush, Power Attack
  Combat Gear +3 full plate armor, +3 heavy steel shield,
  +1 dispelling metalline longsword, lesser fire assault
  augment crystal, greater clasp of fire protection,
  greater clasp of acid protection
  Abilities Str 21, Dex 12, Con 14, Int 10, Wis 10, Cha 8
  SQ None
  Feats Blind Fight, Cleave, Combat Reflexes, Greater
  Weapon 
  Focus 
  (longsword), 
  Greater 
  Weapon
  Specialization (longsword), Improved Bull Rush,
  Improved Critical (longsword), Improved Initiative,
  Iron Will, Lightning Reflexes, Power Attack, Weapon
  Focus 
  (longsword), 
  Weapon 
  Specialization
  (longsword)
  Skills Listen +8, Sense Motive +8, Spot +8
  Possessions combat gear
  Description These men wear full plate armor and have
  longswords and steel shields at the ready.
  Sources Lesser fire assault augment crystal (Magic
  Item Compendium), dispelling weapon enhancement
  (Magic Item Compendium), greater clasp of fire
  protection (Magic Item Compendium), greater clasp of
  acid protection (Magic Item Compendium), metalline
  weapon enhancement (Magic Item Compendium)
  S O R C E R E R  M I NI O N
  CR 13
  Male Human Sorcerer 13
  LE Medium humanoid (human
  Init +4; Senses Listen +0, Spot +0
  Aura moderate law and evil
  Languages Common
  AC 14, touch 14, flat-footed 14
  (+4 deflection)
  hp 66 (13 HD)
  Fort +6 (+6 against poison), Ref +4, Will +8
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.;
  Melee dagger +5/+0 (1d4-1)
  Space 5 ft.; Reach 5 ft.
  Base Atk +6; Grp +5
  Combat Gear cloak of charisma +6, ring of protection
  +4
  Class Spells Known (CL 13th):
  6th (5/day)— disintegrate, true seeing
  5th (7/day)— dominate person, feeblemind, teleport
  4th (8/day)— evard’s black tentacles, greater
  invisibility, lesser globe of invulnerability, stoneskin
  3rd (8/day)— dispel magic, fly, haste, slow
  2nd (8/day)— blindness/deafness, bull’s strength,
  detect 
  thoughts, 
  glitterdust, 
  tasha’s 
  hideous
  laughter
  1st (8/day)— grease, mage armor, magic missile, ray
  of enfeeblement, shield
  0 (6/day)— detect magic, detect poison, ghost sound,
  light, mage hand, mending, prestidigitation, read
  magic, touch of fatigue
  �Already cast
  Abilities Str 8, Dex 10, Con 14, Int 10, Wis 10, Cha 27
  SQ
  Feats Eschew Materials, Extend Spell, Improved
  Initiative, Silent Spell, Skill Focus (concentration), Still
  Spell
  Skills Concentration +21, Knowledge (arcana) +16,
  Spellcraft +18
  Possessions combat gear
  Description This man wears a black cloak over a brown
  tunic and trousers and carries a dagger on his belt.
  
  GRM8-4 Deceit
  Page 39
  ENCOUNTER 9                                        
  AE L E O N A E P H AN D R I L
  CR 15
  Female Drow Rogue 6/Assassin 9
  CE Medium humanoid (elf)
  Init +5; Senses 120 ft darkvision; Listen +22, Spot +22
  Aura moderate chaos and evil
  Languages Common, Elven, Undercommon, Draconic,
  Drow Sign Language, Gnome
  AC 21, touch 15, flat-footed 16
  (+5 Dex, +6 armor)
  Miss Chance 50% while using ring of blinking
  hp 77 (15 HD)
  SR 26
  Fort +6 (+10 against poison), Ref +16, Will +5 (+7
  against spells and spell-like effects)
  Weakness Light Blindness – sudden exposure to bright
  light (such as sunlight or a daylight spell) blinds the
  drow for 1 round.  They are dazzled as long as they
  remain in the affected area
  Speed 30 ft. in mithril breastplate (6 squares), base
  movement 30 ft
  Melee +3 rapier +19/+14 (1d6+3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +10; Grp +10
  Atk Options Sneak Attack (+8d6), death attack
  (Dungeon Master’s Guide, p. 180)
  Special Actions Hide in plain sight (Dungeon Master’s
  Guide, p. 181)
  Combat Gear +1 greater shadow greater silent moves
  mithril breastplate, ring of blinking, +3 rapier
  Class Spells Known (CL 9th):
  4th (2/day)— dimension door, freedom of movement,
  greater invisibility
  3rd (4/day, 1 used)— deeper darkness, magic circle
  against good, nondetection�
  2nd (4/day)— cat’s grace, invisibility, spider climb,
  undetectable alignment
  1st (4/day, 3 already used)— disguise self�, detect
  poison, feather fall, true strike
  �Already cast
  Spell-Like Abilities (CL13th):
  Darkness, dancing lights, faerie fire (once/day each)
  �Already cast
  Abilities Str 10, Dex 21, Con 12, Int 16, Wis 10, Cha 12
  SQ
  Feats Alertness, Eschew Materials, Extend Spell,  Silent
  Spell, Weapon Finesse, Weapon Focus (rapier)
  Skills Disable Device +14, Disguise +29, Escape Artist
  +23, Forgery +21, HIde +38, Listen +22, Move
  Silently +38, Open Lock +16, Search +14, Spot +22,
  Tumble +14
  Possessions combat gear plus masterwork thieves’
  tools
  Description In her true guise, Aeleona Ephandril
  is a female drow who stands 4 ft 6 in tall, with
  white hair and red eyes.  However, she almost
  never appears in her true guise to any but her
  consort.  She typically disguises herself as a
  human female, using her disguise self spell when
  wanting to emulate a specific person.  She has
  carefully studied a number of Hookhill females of
  appropriate size and can assume the appearance
  of  a range of Hookhill residents from an 8-year-
  old girl to a 70-year-old crone.  She has currently
  disguised herself as Feroni Schalbach, a barmaid
  at a local tavern.
  B ARZ O O K
  CR 15
  Male Human Rogue 3/Sorcerer 6/Arcane Trickster 6
  CE Medium humanoid (human)
  Init +3; Senses Listen +19, Spot +19
  Aura moderate chaos and evil
  Languages Common
  AC 13, touch13, flat-footed 10
  (+3 Dex)
  hp 50 (15 HD)
  Fort +5 (+5 against poison), Ref +13, Will +11
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.
  Melee rapier +7/+2 (1d6)
  Space 5 ft.; Reach 5 ft.
  Base Atk +7; Grp +7
  Atk Options Sneak Attack (5d6)
  Combat Gear cloak of charisma +6, rod of maximize
  Class Spells Known (CL 12th):
  6th (4/day)— disintegrate
  5th (6/day)— feeblemind, wall of force
  4th (7/day)— Evard’s black tentacles, greater
  invisibility, wall of ice
  3rd (8/day)— blink, haste, nondetection, vampiric
  touch
  2nd (8/day)— blindness/deafness, glitterdust, mirror
  image, scorching ray, spectral hand
  1st (8/day)— mage armor, ray of enfeeblement,
  shield, shocking grasp, true strike
  0 (6/day)— acid splash, detect magic, detect poison,
  ghost sound, mage hand, mending, prestidigitation,
  ray of frost, touch of fatigue
  �Already cast
  Abilities Str 10, Dex 16, Con 10, Int 10, Wis 10, Cha 25
  SQ
  Feats Alertness, Eschew Materials, Silent Spell, Skill
  Focus (concentration), Still Spell, Weapon Focus
  (ray)
  Skills Concentration +21, Decipher Script +7, Disable
  Device +9, Escape Artist +11, Hide +7, Knowledge
  (arcana) +6, Listen +19, Move Silently +7, Open Lock
  +9 , Search +4, Spellcraft +8, Spot +19
  Possessions combat gear plus masterwork thieves’
  tools
  Description Barzook is an extremely handsome, self-
  confident man with an easy smile.  He wears a black silk
  tunic and trousers and a dark blue cloak.
   
  
  GRM8-4 Deceit
  Page 40
  APPENDIX 8 – APL 16
  ENCOUNTER 4                                        
  D R U N K E N  T H U G S
  CR 15
  Male Human Fighter 15
  CN Medium humanoid (human)
  Init +7; Senses Listen +9, Spot +9
  Aura moderate chaos
  Languages Common
  AC 13, touch 13, flat-footed 10
  (+3 Dex)
  hp 94 (15 HD)
  Fort +9 (+9 against poison), Ref +10, Will +5
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.
  Melee unarmed +21/+16/+11 (1d3+8, crit 19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +15; Grp +23
  Atk Options Blind Fight, Combat Expertise, Improved
  Disarm,  Improved Grapple, Improved Trip, Improved
  Unarmed Strike, Power Attack, Prone Attack
  Combat Gear None
  Abilities Str 18, Dex 16, Con 10, Int 13, Wis 10, Cha 8
  SQ None
  Feats Blind Fight, Combat Expertise, Greater Weapon
  Focus 
  (unarmed 
  strike), 
  Greater 
  Weapon
  Specialization (unarmed strike), Improved Critical
  (unarmed 
  strike), 
  Improved 
  Disarm, 
  Improved
  Grapple, Improved Initiative, Improved Trip, Improved
  Unarmed Strike, Lightning Reflexes, Power Attack,
  Prone Attack, Weapon Focus (unarmed strike),
  Weapon Specialization (unarmed strike)
  Skills Intimidate +17, Listen +9, Sense Motive +9, Spot
  +9
  Possessions none
  Description These men are burly but quick on their
  feet.  Their clothing is typical for what you’d see in the
  lower quarters of Hookhill.   They are obviously drunk
  and the smell of cheap beer comes off of them in waves.
   They are belligerent and hostile and will take offense at
  the slightest provocation.
  Sources Prone Attack (Complete Warrior)
  ENCOUNTER 6                                        
  F I G HTE R C O N S T ABL E
  CR 15
  Male Human Fighter 15
  CE Medium humanoid (human)
  Init +6; Senses Listen +9, Spot +9
  Aura moderate chaos and evil
  Languages Common
  AC 20, touch 11, flat-footed 19
  (+1 Dex, +9 armor)
  hp 109 (15 HD)
  Fort +10 (+10 against poison), Ref +8, Will +7
  Speed 20 ft. in full plate armor (4 squares), base
  movement 30 ft.
  Melee +1 disarming spiked chain +25/+20/+15 (2d4+15,
  crit 19-20)
  Space 5 ft.; Reach 10 ft.
  Base Atk +15; Grp +22
  Atk Options Blind Fight, Combat Expertise, Improved
  Disarm, Improved Trip, Power Attack, Prone Attack
  Combat Gear +1 moderate fortification full plate armor,
  +1 disarming spiked chain, belt of giant strength +4
  Abilities Str 24, Dex 15, Con 12, Int 13, Wis 10, Cha 8
  SQ None
  Feats Blind Fight, Combat Expertise, Exotic Weapon
  Proficiency (spiked chain), Greater Weapon Focus
  (spiked chain), Greater Weapon Specialization
  (spiked chain), Improved Critical (spiked chain),
  Improved Disarm, Improved Initiative, Improved Trip,
  Iron Will, Lightning Reflexes, Power Attack, Prone
  Attack, Weapon Focus (spiked chain), Weapon
  Specialization (spiked chain)
  Skills Intimidate +17, Listen +9, Sense Motive +9, Spot
  +9
  Possessions combat gear plus 30 gp
  Description These men wear full plate armor and
  Special Constable tabards.  They carry spiked chains at
  the ready.
  Sources Disarming weapon enhancement (Magic Item
  Compendium), Prone Attack (Complete Warrior)
  R O G U E  C O N S T ABL E
  CR 15
  Male Human Rogue 15
  CE Medium humanoid (human)
  Init +9; Senses Listen +18, Spot +18
  Aura moderate chaos and evil
  Languages Common
  AC 22, touch 15, flat-footed 17
  (+5 Dex, +6 armor, +1 shield)
  hp 92 (15 HD)
  Fort +7 (+7 against poison), Ref +14, Will +5
  Speed 30 ft. in mithril breastplate (6 squares), base
  movement 30 ft.
  Melee +2 shortsword +17 (1d6+5 + 1d6 cold) or +2
  shortsword +15/+10/+5 (1d6+5 + 1d6 cold) and +2
  shortsword +15/+10/+5 (1d6+3 + 1d6 acid)
  Space 5 ft.; Reach 5 ft.
  Base Atk +11; Grp +14
  
  GRM8-4 Deceit
  Page 41
  Atk Options Blind Fight, Sneak Attack (8d6), Greater
  Two-Weapon Fighting
  Special Actions Crippling Strike (Ex, sneak attacks do
  2 Str damage), Opportunist (Ex, once per round may
  make an attack of opportunity against an opponent
  who has been struck for damage in melee by another
  character)
  Combat 
  Gear 
  +1 
  moderate 
  fortification 
  mithril
  breastplate, +2 shortsword (x2), Lesser cold assault
  augment crystal, Lesser acid assault augment crystal,
  belt of giant strength +4
  Abilities Str 16, Dex 21, Con 14, Int 10, Wis 10, Cha 8
  SQ None
  Feats Blind Fight, Greater Two-Weapon Fighting,
  Improved Initiative, Improved Two-Weapon Fighting,
  Two-Weapon 
  Defense, 
  Two-Weapon 
  Fighting,
  Weapon Focus (shortsword)
  Skills Disable Device +20, Hide +23, Jump +23, Listen
  +18, Move Silently +23, Open Lock +25, Search +18,
  Spot +18, Tumble +25
  Possessions combat gear plus masterwork thieves’
  tools, 30 gp
  Description These men wear mithril breastplates and
  Special Constable tabards.  They have two shortswords
  drawn and at the ready.
  Sources Lesser cold assault augment crystal (Magic
  Item Compendium), Lesser acid assault augment crystal
  (Magic Item Compendium)
  ENCOUNTER 8                                        
  F I G HTE R M I NI O N
  CR 15
  Male Human Fighter 15
  LE Medium humanoid (human)
  Init +5; Senses Listen +9, Spot +9
  Aura moderate law and evil
  Languages Common
  AC 27, touch 11, flat-footed 26
  (+1 Dex, +11 armor, +5 shield)
  hp 124 (15 HD)
  Resist 15 fire (up to 75 points total), 15 acid (up to 75
  points total)
  Fort +11 (+11 against poison), Ref +8, Will +7
  Speed 20 ft. in full plate armor (4 squares), base
  movement 30 ft.
  Melee +3 dispelling metalline longsword +27/+22/+17
  (1d8+14 + 1d6 fire +1d6 fire in next round [multiple
  hits do not increase the next round’s extra damage
  from this effect beyond 1d6], crit 17-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +15; Grp +22
  Atk Options Blind Fight, Cleave, Combat Reflexes,
  Improved Bull Rush, Improved Sunder, Power Attack
  Combat Gear +3 full plate armor, +3 heavy steel shield,
  +3 dispelling metalline longsword, greater fire assault
  augment crystal, greater clasp of fire protection,
  greater clasp of acid protection, belt of giant’s
  strength +4
  Abilities Str 25, Dex 12, Con 14, Int 10, Wis 10, Cha 8
  SQ None
  Feats Blind Fight, Cleave, Combat Reflexes, Greater
  Weapon 
  Focus 
  (longsword), 
  Greater 
  Weapon
  Specialization (longsword), Improved Bull Rush,
  Improved Critical (longsword), Improved Initiative,
  Improved Sunder, Iron Will, Lightning Reflexes,
  Power Attack, Weapon Focus (longsword), Weapon
  Specialization (longsword)
  Skills Listen +9, Sense Motive +9, Spot +9
  Possessions combat gear
  Description These men wear full plate armor and have
  longswords and steel shields at the ready.
  Sources Greater fire assault augment crystal (Magic
  Item Compendium), dispelling weapon enhancement
  (Magic Item Compendium), greater clasp of fire
  protection (Magic Item Compendium), greater clasp of
  acid protection (Magic Item Compendium), metalline
  weapon enhancement (Magic Item Compendium)
  S O R C E R E R  M I NI O N
  CR 15
  Male Human Sorcerer 15
  LE Medium humanoid (human
  Init +4; Senses Listen +0, Spot +0
  Aura moderate law and evil
  Languages Common
  AC 14, touch 14, flat-footed 14
  (+4 deflection)
  hp 76 (15 HD)
  Fort +7 (+7 against poison), Ref +5, Will +9
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.;
  Melee dagger +6/+1 (1d4-1)
  Space 5 ft.; Reach 5 ft.
  Base Atk +7; Grp +6
  Combat Gear cloak of charisma +6, ring of protection
  +4, rod of absorption (50)
  Class Spells Known (CL 15th):
  7th (5/day)— delayed blast fireball, prismatic spray
  6th (7/day)— disintegrate, mass suggestion, true
  seeing
  5th (7/day)— cone of cold, dominate person,
  feeblemind, teleport
  4th (8/day)— evard’s black tentacles, greater
  invisibility, lesser globe of invulnerability, stoneskin
  3rd (8/day)— dispel magic, fly, haste, slow
  2nd (8/day)— blindness/deafness, bull’s strength,
  detect 
  thoughts, 
  glitterdust, 
  tasha’s 
  hideous
  laughter
  1st (8/day)— grease, mage armor, magic missile, ray
  of enfeeblement, shield
  0 (6/day)— detect magic, detect poison, ghost sound,
  light, mage hand, mending, prestidigitation, read
  magic, touch of fatigue
  �Already cast
  Abilities Str 8, Dex 10, Con 14, Int 10, Wis 10, Cha 27
  SQ
  Feats Eschew Materials, Extend Spell, Improved
  Initiative, Maximize Spell, Silent Spell, Skill Focus
  (concentration), Still Spell
  Skills Concentration +23, Knowledge (arcana) +18,
  Spellcraft +20
  
  GRM8-4 Deceit
  Page 42
  Possessions combat gear
  Description This man wears a black cloak over a brown
  tunic and trousers and carries a dagger on his belt.
  ENCOUNTER 9                                        
  AE L E O N A E P H AN D R I L
  CR 17
  Female Drow Rogue 7/Assassin 10
  CE Medium humanoid (elf)
  Init +6; Senses 120 ft darkvision; Listen +24, Spot +24
  Aura moderate chaos and evil
  Languages Common, Elven, Undercommon, Draconic,
  Drow Sign Language, Gnome
  AC 27, touch 21, flat-footed 21
  (+6 Dex, +6 armor, +5 deflection)
  Miss Chance 50% while using ring of blinking
  hp 87 (17 HD)
  SR 28
  Fort +6 (+11 against poison), Ref +16, Will +5 (+7
  against spells and spell-like effects)
  Weakness Light Blindness – sudden exposure to bright
  light (such as sunlight or a daylight spell) blinds the
  drow for 1 round.  They are dazzled as long as they
  remain in the affected area
  Speed 30 ft. in mithril breastplate (6 squares), base
  movement 30 ft
  Melee +3 ghost touch rapier +22/+17/+12 (1d6+3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +12; Grp +12
  Atk Options Sneak Attack (+9d6), death attack
  (Dungeon Master’s Guide, p. 180)
  Special Actions Hide in plain sight (Dungeon Master’s
  Guide, p. 181)
  Combat Gear +1 greater shadow greater silent moves
  mithril breastplate, ring of blinking, +3 ghost touch
  rapier, ring of protection +5
  Class Spells Known (CL 10th):
  4th (3/day)— dimension door, freedom of movement,
  glibness, greater invisibility
  3rd (4/day, 1 used)— deeper darkness, magic circle
  against good, nondetection�
  2nd (4/day)— cat’s grace, invisibility, spider climb,
  undetectable alignment
  1st (4/day, 3 already used)— disguise self�, detect
  poison, feather fall, true strike
  �Already cast
  Spell-Like Abilities (CL13th):
  Darkness, dancing lights, faerie fire (once/day each)
  �Already cast
  Abilities Str 10, Dex 22, Con 12, Int 16, Wis 10, Cha 12
  SQ
  Feats Alertness, Eschew Materials, Extend Spell,  Silent
  Spell, Weapon Finesse, Weapon Focus (rapier)
  Skills Disable Device +15, Disguise +31, Escape Artist
  +26, Forgery +23, HIde +41, Listen +24, Move
  Silently +41, Open Lock +18, Search +15, Spot +24,
  Tumble +16
  Possessions combat gear plus masterwork thieves’
  tools
  Description In her true guise, Aeleona Ephandril
  is a female drow who stands 4 ft 6 in tall, with
  white hair and red eyes.  However, she almost
  never appears in her true guise to any but her
  consort.  She typically disguises herself as a
  human female, using her disguise self spell when
  wanting to emulate a specific person.  She has
  carefully studied a number of Hookhill females of
  appropriate size and can assume the appearance
  of  a range of Hookhill residents from an 8-year-
  old girl to a 70-year-old crone.  She has currently
  disguised herself as Feroni Schalbach, a barmaid
  at a local tavern.
  B ARZ O O K
  CR 17
  Male Human Rogue 3/Sorcerer 6/Arcane Trickster 8
  CE Medium humanoid (human)
  Init +3; Senses Listen +22, Spot +22
  Aura moderate chaos and evil
  Languages Common
  AC 13, touch13, flat-footed 10
  (+3 Dex)
  hp 56 (17 HD)
  Fort +5 (+5 against poison), Ref +14, Will +12
  Speed 30 ft. unarmored (6 squares), base movement 30
  ft.
  Melee rapier +8/+3 (1d6)
  Space 5 ft.; Reach 5 ft.
  Base Atk +8; Grp +8
  Atk Options Sneak Attack (6d6)
  Combat Gear cloak of charisma +6, rod of greater
  maximize
  Class Spells Known (CL 14th):
  7th (4/day)— power word blind
  6th (6/day)— disintegrate, repulsion
  5th (7/day)— feeblemind, teleport, wall of force
  4th (8/day)— Evard’s black tentacles, greater
  invisibility, stoneskin, wall of ice
  3rd (8/day)— blink, haste, nondetection, vampiric
  touch
  2nd (8/day)— blindness/deafness, glitterdust, mirror
  image, scorching ray, spectral hand
  1st (8/day)— mage armor, ray of enfeeblement,
  shield, shocking grasp, true strike
  0 (6/day)— acid splash, detect magic, detect poison,
  ghost sound, mage hand, mending, prestidigitation,
  ray of frost, touch of fatigue
  �Already cast
  Abilities Str 10, Dex 16, Con 10, Int 10, Wis 10, Cha 26
  SQ
  Feats Alertness, Eschew Materials, Silent Spell, Skill
  Focus (concentration), Still Spell, Weapon Focus
  (ray)
  Skills Concentration +23, Decipher Script +7, Disable
  Device +9, Escape Artist +13, Hide +7, Knowledge
  (arcana) +6, Listen +22, Move Silently +7, Open Lock
  +9 , Search +4, Spellcraft +8, Spot +22
  Possessions combat gear plus masterwork thieves’
  tools
  
  GRM8-4 Deceit
  Page 43
  Description Barzook is an extremely handsome,
  self-confident man with an easy smile.  He wears
  a black silk tunic and trousers and a dark blue
  cloak.
  
  GRM8-4 Deceit
  Page 44
  DM AID: MAP #1 – AELOEONA EPHANDRIL’S SAFEHOUSE
  
  GRM8-4 Deceit
  Page 45
  DM AID: NEW RULES
  NEW FEATS
  Prone Attack (Complete Warrior)
  Prerequisite: Dex 15, Lightning Reflexes, base attack bonus +2
  Benefit: You can make an attack from the prone position and take no penalty on your attack roll.  If
  your attack roll is successful, you may regain your feet immediately as a free action.  Opponents gain no
  bonus on melee attacks against you while you are prone.
  NEW ITEMS
  Clasp of Energy Protection (Magic Item Compendium)
  A crystal of energy protection protects against a specific form of energy: acid, cold, electricity, fire, or
  sonic.
  Least:  This augment crystal grants resistance 5 to the designated energy type.  Once the crystal has
  prevented a total of 25 points of energy damage, it becomes inert until the following day.
  Lesser:  As above, except the crystal grants resistance 10, up to a maximum of 50 points per day.
  Greater:  As above, except the crystal grants resistance 15, up to a maximum of 75 points per day.
  Faint abjuration; CL 5th; Craft Magic Arms and Armor, resist energy; Price (item level) 500 gp (3rd)
  (least), 1,500 gp (5th) (lesser), 3,000 gp (7th) (greater); Weight –
  Crystal of Energy Assault (Magic Item Compendium)
  A crystal of energy assault adds a particular type of energy damage to a weapon’s attacks: acid, cold,
  electricity, or fire.  This bonus damage doesn’t stack with any energy damage of the same type dealt by
  the weapon.
  Least:  This crystal adds 1 point of energy damage of its type to the weapon’s damage.
  Lesser:  This crystal adds an extra 1d6 points of energy damage of its type to the weapon’s damage.
  Greater:  This crystal adds an extra 1d6 points of energy damage of its type to the weapon’s damage,
  as well as a secondary effect depending on the type of crystal:
  Fire Assault: Target takes an additional 1d6 points of fire damage 1 round later (multiple hits on
  the same creature don’t increase the next round’s damage beyond 1d6).
  Faint evocation; CL 5th; Craft Magic Arms and Armor, resist energy; Price (item level) 600 gp (3rd)
  (least), 3,000 gp (7th) (lesser), 6,000 gp (10th) (greater); Weight –
  Disarming (Magic Item Compendium)
  A disarming weapon grants you a +2 bonus on disarm attempts.  In addition, opponents cannot
  disarm you of this weapon.
  Moderate transmutation; CL 5th; Craft Magic Arms and Armor, bull’s strength; Price +2 bonus; Weight
  –
  Dispelling (Magic Item Compendium)
  When you strike a creature or object with a dispelling weapon, you can activate it as a free action to
  target that creature or object with a targeted dispel magic effect (as the spell).  A dispelling weapon
  functions three times per day.
  Faint abjuration; CL 5th; Craft Magic Arms and Armor, dispel magic; Price +1 bonus; Weight –
  Metalline (Magic Item Compendium)
  When you activate a metalline weapon, you can change its composition to adamantine, alchemical
  silver, cold iron, or ordinary steel.
  Moderate transmutation; CL 9th; Craft Magic Arms and Armor, fabricate; Price +2 bonus; Weight –
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/598/Normal Scenarios/GRM8-04 - Deceit (APL 2-16)/GRM8-04 - Deceit.pdf