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. 
   
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  please visit www.wizards.com/d20 
   
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  NAE5-01 
    
   
   
   
   
   
  When Nightingales Sing 
   
  A one-round D&D LIVING GREYHAWK
  ®  
  Principality of Naerie Regional Adventure 
  Version 1.1 
  Round 1 
  By Sampo Haarlaa 
  Triad Reviewer: Paul Bendall 
  Circle Reviewer: Paul Looby 
  Playtesters: Andrew Zorrowitz, Ben Smith, Bob Hafner, Dan Gaulzetti, Mike Rizzo, Christofer Arroyo, Paul Rosen, 
  Thomas Hamlett, Jason Odden, Cameron Perry. 
  Maps: Francois Uldry, Nick Bell, Skyler Clary 
  Special thanks to: Dennis Stalnaker, Juha-Pekka Saarinen, Marko Kivelä & Mike Rizzo 
   
  Baron Berik Oedil is re-marrying and the Barony of Ingmalt is preparing for the festivities. However, it seems someone 
  does not like the idea and suddenly you find yourself drawn into a web of intrigue.  A one-round adventure for an APL 
  2-8 party who are skilled in both diplomacy and swordsmanship. 
  Warning: There is the VERY strong possibility that any character playing this scenario that is a member of the Scarlet 
  Brotherhood, will be caught and executed by the authorities. Such players are strongly advised to use alternative 
  characters. 
  
  When Nightingales Sing... 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an RPGA 
  even from the RPGA website, or you received it from your 
  senior gamemaster. To play this adventure as part of the 
  LIVING GREYHAWK campaign—a worldwide, ongoing D&D 
  campaign set in the GREYHAWK setting—you must sanction 
  it as part of an RPGA event. This event could be as elaborate 
  as a big convention, or as simple as a group of friends 
  meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions the 
  event is called the senior gamemaster, and is in charge of 
  making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back to 
  the RPGA in a timely manner. The person who runs the 
  game is called the table DM (or usually just DM). 
  Sometimes (and almost all the time in the cases of home 
  events) the senior gamemaster is also the table DM. You 
  don’t have to be a HERALD-LEVEL GM to run this adventure 
  if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING GREYHAWK 
  character. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA website 
  at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop reading 
  now. The rest of the information in this adventure is for the 
  DM only. If you read farther than this section, you’ll know 
  too much about its challenges, which kills the fun. Also, if 
  you’re playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point makes you 
  ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated form 
  in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS OF 
  PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of the 
  PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for combat 
  (most likely dogs trained for war), other than those 
  brought by virtue of a class ability (such as animal 
  companions, familiars paladin’s mounts) or the 
  warhorse of a character with the Mounted Combat 
  feat, use the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round 
  up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
   
   
  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 
  
  When Nightingales Sing... 
   
  Page 3 
  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 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances of 
  success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard 1-round Regional adventure, set in 
  Principality of Naerie. Characters native to Principality of 
  Naerie pay 1 Time Unit per round, all others pay 2 Time 
  Units per round. Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit. 
   
  Travel In The  
  United Kingdom Of Ahlissa 
  In 593 CY, PCs adventuring in the Splintered Sun had 
  several opportunities to receive AR entries that could help 
  or hinder their movement through the United Kingdom of 
  Ahlissa.  
   
  For the DM’s convenience these are replicated below. 
   
  Free Travel Throughout the Kingdom of Ahlissa: The 
  bearer of this document is entitled to travel freely 
  throughout the Kingdom of Ahlissa without molestation. It 
  is signed by Garlann of Naelax. 
   
  Wanted! The PCs are known to have slain one or more 
  nobles of The Kingdom of Ahlissa. As such the authorities 
  are actively searching for them.  
   
  Wanted In Ahlissa: This PC is wanted in connection with 
  the slaying of several Ahlissan soldiers. This status is in 
  effect in all parts of Ahlissa including the occupied portions 
  of Medegia and the Principalities of Naerie and Innspa but 
  not in the Adri Forest. PCs instantly lose any travel 
  privileges within Ahlissa including the Free Travel 
  Throughout the Kingdom of Ahlissa. At the beginning of a 
  session taking place in Ahlissa the DM should make a 
  secret d20 roll. On a 1 or 2 (a DC 20 Disguise check reduces 
  this to 1) the PC will be captured and must pay total bribes 
  of 100 gp x APL at which the scenario was played to prevent 
  their execution. One favour with a high ranked Ahlissan 
  NPC or powerful organization might be spent instead of 
  the bribes.  
   
  Once this bribe is paid, score through this entry. The 
  PC is free to continue the adventure in which he was 
  caught. 
   
  Adventure Background 
  The Barony of Ingmalt makes up the northeast corner of 
  the Principality of Naerie. Roughly a square in shape, the 
  fief includes the main overland route north to the rest of 
  the United Kingdom of Ahlissa. Farming and mining are 
  the main trades here. The local ruler is Berik Oedil, a stern, 
  and until recently, a brooding man, who personally took 
  part in the annexation of Idee from the Scarlet 
  Brotherhood. 
   
  When the County of Idee still existed, Berik had just 
  received the title of Baron Oedil but already knew what was 
  expected of him - to guard Idee against all enemies. 
  However, when the Brotherhood invaded, he fled when 
  the situation became hopeless and sought refuge in the 
  South Province. The then Graf Reydrich accepted his aid 
  and Berik was tasked with recapturing his old lands, which 
  he did, for which he subsequently was granted them in fief 
  by Prince Barzhaan as a reward for his service. In the final 
  moments of the war against the Scarlet Brotherhood, his 
  wife Trea was assassinated. Berik was devastated and to 
  escape the pain, he concentrated on working and 
  rebuilding Ingmalt.  Under his guidance, Ingmalt has 
  become as prosperous as it was when Idee was 
  independent. 
   
  Eventually guilt, sorrow and work took their toll and 
  Berik become ill and was soon on his deathbed. Three years 
  ago he designated his longtime friend and guard captain 
  Brymar as his successor. However, after a young acolyte of 
  Atroa named Aeslith Euric arrived, the baron was 
  miraculously healed and fell in love with her. Now he is re-
  marrying and the Barony of Ingmalt is preparing for the 
  festivities. Berik also rescinded his promise to Brymar, and 
  now says that Aeslith (or her child) will succeed him after 
  his death. Brymar however, is not happy with this, and has 
  allied with agents of the Brotherhood who are preparing to 
  
  When Nightingales Sing... 
   
  Page 4 
  assassinate the Baron and Aeslith. The plan might have 
  worked had not a few acolytes of Trithereon ambushed the 
  Brotherhood agents and learned of the plot. However, 
  before 
  they 
  got 
  the 
  full 
  details, 
  Brotherhood 
  reinforcements arrived and the Tritherions sent one of 
  their number to bring warning to Ekehold. Unfortunately 
  he was ambushed by bandits and killed. As luck would have 
  it though, certain individuals are close to the ambush site 
  and soon get mixed up in the plot. 
   
  � Ekehold (large town): Conventional (House Oedil); AL 
  LN; 3000gp limit; Assets 679 200gp; Population 4528; 
  Mixed Humans o/s 93% (4211), Dwur 3% (136), Gnome 1% 
  (45) Halfling 1% (43), Half-Orc 1% (44), Other 1% (48) 
  Authority figures: Baron Berik Oedil, leader of House 
  Oedil (LN male Ftr8/Cav2). Important characters: Barzal 
  (N male Exp5), leader of the Miner’s Guild; Cedrimond 
  (NG male Clr7), high priest of Phyton; Zyric (NG male 
  Clr7), Priest of Zilchus; Tharni (LN dwur female 
  Exp3/Ftr2), Dwur community leader, Brymar (N male), 
  Captain of the Guard. 
  Ekehold is the capital of Ingmalt and has a population of 
  4,500, making it the second largest city in the Principality 
  of Naerie. It has a garrison of 200 men and the baron’s 
  bannermen from the surrounding areas can easily double 
  this number. Many citizens and ex-Redswords can also be 
  drafted into service, though only in a emergency such as 
  direct assault on the city by hostile forces. 
   
  Many people living in Ekehold are either craftsmen or 
  traders. “Commoners” are usually miners whose house & 
  family are located within the city, while they spend long 
  days in mines of the Iron/Stark Hills away from their 
  families. Farmers usually sleep in small communities near 
  their farms instead of the city. Typical of this kind of 
  settlement is Greenrock, featured in NAE4-01 The Living 
  & The Dead.  
   
  The Church of Zilchus features prominently in the 
  city; Ingmalt is after all a major exporter of gold and 
  controls the main overland trading route to northern 
  Ahlissa. Aside from the temple of Zilchus, the second 
  major religious establishment is the temple of Dweoltan, 
  which is dedicated to Oeridian agricultural gods. Osprem 
  and other sea gods so common in southern Naerie are not 
  worshipped in Ekehold for obvious reasons. 
   
  Ekehold has all the services one could expect from a 
  city of this size. It has several good quality inns, 
  blacksmiths and other craftsmen. Ekehold also has a small 
  Miner’s Guild (for the copper and gold miners) located near 
  the craftsman’s district. 
   
  The town has two entrances, the main gate to the 
  south and the smaller north gate. Small merchant enclaves 
  have formed outside the walls as some of the merchants 
  stay outside to avoid paying trade tax. The city-guard do not 
  frequently patrol in these merchant areas, so many able 
  bodied men hire themselves out as guards to merchants 
  and their cargo. 
   
  The population is dominantly Lawful Neutral or True 
  Neutral, with significant minorities being Lawful/Neutral 
  Good & Lawful/Neutral Evil. Aside from Zilchus and the 
  agricultural gods, miners usually worship Jascar and other 
  mining gods (such as Dumathoin in case of Dwarven 
  miners). Soldiers usually worship either Heironeus or 
  Hextor, though Kord is also popular.  
   
  The city has few “Freckled Savages”, as the primitive 
  Suel tribesmen from Hepmonaland or their descendants 
  are called in Naerie. Many of them live in destitution in the 
  poorer quarters of the city, and work as common labourers 
  or simply become beggars.  
   
  Law & Order: The Baron’s forces are highly trained 
  and include the famous auxiliary regiment “Ekehold 
  Redswords”. They are mostly Lawful Neutral and will 
  respond to any general disturbance quickly and efficiently. 
  Refer to Appendix 3 for punishments if PCs get arrested. 
  Fighting is not tolerated within the walls and guards will 
  usually arrive within 10-15 rounds. The garrison is spread 
  around the city in 10 barracks and guard houses. Any 
  prisoners are held at small jails in the guard houses. 
   
  The city guard is a bit strained at the moment because 
  of security demands and if any situation looks a bit 
  complicated, their first response is to throw the culprit in 
  prison and sort it out after the wedding. 
   
  PCs should not get into too much trouble with law, but 
  if they do something stupid such as threatening the owner 
  of the ‘Black Bird’ with physical harm or killing an 
  innocent bystander, they deserve all that’s coming to them. 
  If they end up on the gallows, it’s pretty much their own 
  fault. 
   
  Special: Due to the Brotherhood occupation, attitude 
  against non-local Suel humans is still strained. Any Suel 
  human whose home region is not Naerie, suffers –2 penalty 
  on all Charisma based skills while in Ekehold. Any PC who 
  is arrested during the module can take a DC 25 Escape 
  Artist check to avoid getting imprisoned/hanged. The 
  authorities generally execute any current member of the 
  Scarlet Brotherhood that is caught. 
   
   
   
  
  When Nightingales Sing... 
   
  Page 5 
   
  Adventure Summary  
   
  Introduction: The PCs are on their way to Ekehold and 
  meet with two peasants. 
   
  Encounter 1: The Rider: The players meet a bandit group 
  and find a letter that sends them after a conspiracy in 
  Ekehold. 
   
  Encounter 2: Arrival at Ekehold: After the ambush, the 
  group arrive at Ekehold and may start looking for Traneth. 
   
  Encounter 3: Pickpocket!: A pickpocket, Sargh, chooses the 
  PCs as his targets.. 
   
  Encounter 4: The Black Bird: First stop in Ekehold for 
  players should be the Black Bird tavern, as indicated in 
  Sevrus’ letter. 
   
  Encounter 5: The Lord’s Delight: Traneth’s trail leads the 
  PCs to a bar that is actually a Brotherhood hideout. 
   
  Encounter 6: The man with the blue cloak: The PCs meet 
  up with Traneth Etali, a Knight of the Chase. 
   
  Encounter 7: Looking for clues: Waiting near the 
  Brotherhood hideout, the PCs encounter a drunk and a 
  carrier pigeon. 
   
  Encounter 8 Safe House: In a safe house, the players meet 
  up with Braegan who hides them away until morning. A 
  random patrol investigates the house 
   
  Encounter 9 The guilty man: The PCs get more proof of 
  Brymar’s guilt. 
   
  Encounter 10 Back to Ekehold: Returning to Ekehold, the 
  PCs must find a way to stop the assassination. 
   
  Encounter 11 Judgment of Brymar: In this encounter, the 
  players must prove the guilt of Brymar. If they succeed, he 
  will escape. 
   
  Encounter 12 Hunt for Brymar: Having proven Brymar 
  guilty, the party must track him down. Failure means they 
  meet with his lackeys. 
   
  Encounter 13 Ace in the Hole: Having failed to track down 
  Brymar, the PCs are set upon by his hired lackeys. 
   
  Conclusion: After defeating either Brymar or the Ogres, 
  the PCs return to Ekehold to receive their reward or 
  contemplate their failure. 
   
  NPCs 
   
  Note: Any text in this section written in Italics can be 
  learned by talking to people in Ingmalt or with a succesful 
  DC 15 Knowledge (history/nobility) or DC 10 Bardic 
  Knowledge check. Only one check per person is possible 
  and no re-tries are allowed. However, information about 
  Braegan or Traneth should not be revealed unless the PCs 
  hear their names somewhere. The DM can also let the PCs 
  know general things about Ingmalt/Ekehold and adventure 
  background with a successful DC 10 Knowledge (history or 
  local - the Splintered Sun). It will be up to you, as DM, to 
  decide how much information you reveal. Obviously you 
  should not give information about Brotherhood agents or 
  Brymar’s plot. Not everything should be revealed with a 
  single roll either or talking to just one person. 
   
  � Berik Oedil (Human, LN Ftr8/Cavalier2): Baron Oedil 
  is nearing 50. He is almost pure-blooded Oeridian expect 
  for his sharp blue-grey eyes. During the liberation of Idee 
  he received fame for his brilliant tactics against the Scarlet 
  Brotherhood and later infamy after his wife Trea was killed 
  by a Brotherhood assassin. During the Battle of Eragern he 
  ordered troops of the South Province to take no prisoners 
  against a much smaller Brotherhood host. The troops gladly 
  obeyed and put to the sword every Brotherhood soldier, 
  incuding campfollowers - women and children alike. While 
  Berik was satisfied for a while, he later regretted his 
  decision.  
   
  To escape memories of war and Trea, Berik 
  concentrated on working and improving the Barony of 
  Ingmalt with great success, easing many of the Ahlissan 
  laws laid down after the annexation of Idee. This earned 
  him a good reputation among the population and he is 
  generally well liked. While concentrating on his work, 
  Berik negleted the social/political gatherings of nobility 
  and several minor houses think Berik is an arrogant man.  
   
  Since meeting with Aeslith, Berik has calmed down 
  and has again taken part in some of the social aspects of 
  ruling. Nonetheless, he still feels guilt for the death of his 
  wife and any threat towards Aeslith triggers an 
  uncontrolled rage in him. Even though he would not want 
  to harm Brymar, evidence proving harmful intentions 
  towards Aeslith will cause him to order his immediate 
  execution. Likewise, he firmly believes that Ahlissa is the 
  lesser of three bad options (the other two being the 
  Brotherhood or North Kingdom) and can once again 
  become the shining light of the Flanaess, so Berik has no 
  
  When Nightingales Sing... 
   
  Page 6 
  sympathy towards the Idee Volunteers who threathen the 
  Principality’s stability. Ahlissa must rise from the ashes, 
  perhaps then Idee will again be independent. As an old 
  soldier, Berik knows that volunteers cannot achieve it 
  through force of arms alone. 
   
  � Kanghes Oedil (Human, N) 
  Kanghes Oedil is son of Berik Oedil. He has a short curly 
  brown hair and brown eyes (from his mothers side). He is a 
  curious young man that hates being the politician his father 
  made him, even though it certainly got him into interesting 
  situations. With the marriage, the prospect of becoming the 
  leader of a noble house vanishes and he is quite glad of that. 
  Currently he is in Northern Ahlissa, learning the basics of 
  military leadership. Other characters may refer to him by 
  name but he does not appear in this modules. Kanghes 
  originally appeared in SND3-M02 Harsh Words. 
   
  � Brymar Thoniadd (Human, CN see appendix 1): 
  Brymar is a tall and handsome man in late 30s. He is a pale 
  skinned nobleman (because of his partial Suel heritage) 
  with long black hair. He is the captain of the Ekehold city 
  guard. He was elevated to this position four years ago when 
  the previous guard captain Guandrem succeeded his father 
  as ruler of House Drien, a minor noble house located in 
  Eragern.  
   
  Until recent times Brymar was the most loyal friend of 
  Berik. Two things however have changed this. For a long 
  time Berik had talked of making him his successor and 
  when he was moved aside following Aeslith’s arrival, he 
  became angry. While this disturbed him, what really drove 
  him to his current mindset happened next. For a long time 
  he had loved Aeslith, and had requested her hand from 
  Lord Euric, who never really said no to Brymar’s request in 
  clear terms, so he misunderstood and kept up his hopes. 
  Because Aeslith requested it, Brymar took her to see the 
  dying Berik with well-known results. This was all too much 
  for Brymar and he sought out his old enemies from the 
  Scarlet Brotherhood and promised to support them if he 
  was made the new Baron of Ingmalt. There is a chance that 
  PCs will have to fight against Brymar so his statistics have 
  been supplied in the appendix. 
   
  � Traneth Etali (Human, CG, Ftr6/Knight of the Chase 
  2): Traneth is a knight of the Chase in his 30s. He has light 
  brown hair and green eyes. He has been a secret operative 
  in Ekehold for a long time now, reporting back to members 
  of the Jade Mask and Idee Volunteers. Just a while ago a 
  Brotherhood assassin made an attempt on his life so 
  Traneth abandoned his lodgings in the “Black Bird” and 
  vanished from sight. At the beginning of the module he has 
  just become aware of a Brotherhood hideout in the “Lord’s 
  Delight”. He dresses in a dark blue hooded cloak, travelling 
  clothes and chain shirt. He also has a longsword. 
   
  � Aeslith Euric (Half-elf, NG Exp2/Clr1 of Atroa): 
  Aeslith is the beautiful daughter of Lord Euric of House 
  Arxx. She is lightly built, with shoulder length curly brown 
  hair and deep blue eyes.  
   
  It is said her exceptional beauty is because of elf blood, 
  which is quite true, since Lord Euric once had an affair with 
  an elf woman and Aeslith is the result. At first she tried to 
  distance herself from politics by trying other careers. 
  However, she truly loves Berik (and vice versa) and much 
  to her father’s delight she will, through marriage, become 
  part of another powerful noble house. Her half-elven (she is 
  42 years old) origin means she will out-live Berik and her 
  father by decades, possibly making her the head of both 
  House Oedil & Arxx. Due to her background, she is eager 
  to listen to people (such as player characters) if she deems 
  they have something important to say. 
   
  �  “Old Man” Braegan (Human, NG Exp3): Braegan is a 
  man in his 60s and runs a well-known brewery two miles 
  outside Ekehold. Nobody, at least not Berik or Brymar, 
  whose guards occasionally receive small bribes from him, 
  could believe he is actually a worshipper of Johydee and a 
  low ranking member of the Jade Mask. His brewery is a safe 
  house for members of the Knights of the Chase and the 
  Jade Mask. He speaks Old Oeridian & Ferral fluently.  
   
  �  “The Hand” (See appendix 5): The Hand is a powerful 
  assassin of the Scarlet Brotherhood, tasked with killing 
  Berik Oedil. With the help of Brymar, he will hide in 
  Berik’s bedchamber where he will wait for the wedding to 
  end so he can kill Berik and Aeslith whilst they sleep. It is 
  very unlikely that the PCs will encounter this character, 
  but his statistics have been supplied nonetheless. 
   
  � Lord Euric of House Arxx (Human, N, Ari8): Lord 
  Euric is an old man (74) with a grey hair, who thinks that 
  politics are life and vice versa. Brymar approached him and 
  requested Aeslith’s hand but this wily fox decided to keep 
  his options open instead of outright refusing Brymar’s 
  proposal and gave plenty of assurances, explanations and 
  “hot air” to bluff Brymar. Not surprisingly, Brymar got the 
  wrong idea but Euric likes to think he took the news of 
  wedding quite well. At the moment Euric is just 
  congratulating 
  himself 
  for 
  his 
  excellent 
  “political 
  maneuver” and sees a magnificent future for House Arxx, at 
  least in his mind. 
   
  
  When Nightingales Sing... 
   
  Page 7 
  Introduction 
  The player characters have learned of the upcoming 
  wedding of Berik Oedil and are traveling to Ekehold to 
  enjoy the festivities (plenty of food & drink will be made 
  available, courtesy of the Baron). It is assumed they have 
  traveled together for a while now, starting from Minetha 
  and traveling northeast towards Ekehold, either on foot or 
  horseback. Have them introduce their characters and set up 
  a marching order. It is also important that you ask if any PC 
  speaks Old Oeridian or Ferral (comprehend languages spell 
  does not count). 
  When they are ready, read or paraphrase the following: 
  It’s a cool and misty morning in the Barony of Ingmalt. 
  You left the small hamlet of Dumyr an hour ago and have 
  followed the north road towards Ekehold. Yesterday, 
  before arriving in Dumyr, there was plenty of traffic 
  heading in the same direction as you but in the early 
  morning the road is quiet, with the exception of two 
  farmers walking towards you. They tip their hats in 
  greeting when they come nearer. 
   
  APL2-8 (EL0) 
  � Ceard/Prieta: Com2, hp 9, 7. AC 12, +1 melee, (1d6+1, 
  quarterstaff), all saves +1, Hide +2, Spot +2.  
   
  Appearance: Two Oeridian men dressed in well-worn 
  but high quality traveling clothes.  
   
  Character: Portray them as polite rural folk. 
   
  The farmers will greet the PCs as they pass and if the PCs 
  want to talk, they will learn that they came from Ekehold 
  where they were selling some livestock. They left a bit early 
  because they are in a hurry to get back home to Dumyr 
  They can answer questions related to Ekehold and can 
  answer most of the questions relating to sections 
  Ekehold/Law & Order. Their lot has improved under 
  Ahlissan rule compared to Brotherhood occupation so their 
  attitude towards Berik is positive. Some example answers 
  are below: 
  Q: Where are you coming from? 
  A: “From Ekehold of course. We were selling some 
  livestock there.” 
   
  Q: What do you think of Berik? 
  A: “He is good for us farmers. Let’s us do what we know 
  best without much interference.” 
   
  Q: Why didn’t you stay for the festivities? 
  A: “Too risky. Wouldn’t want to indulge myself too much 
  and get pickpocketed by some young tramp” (laughs). 
   
  Q: Where are you going? 
  A: “Back home, to Dumyr.” 
   
  Q: Did you see any travelers on the road? 
  A: “Other than you? No.” 
   
  Q: Aren’t you scared walking in the road? 
  A: “Why? Were are but simple farmers, we don’t have  any 
  valuables (lie). Besides, the Redswords patrol far and wide 
  and are well known as fine warriors.” 
   
  Development: After the farmers have done talking, they 
  will continue towards Dumyr where their farms are located. 
  Move to encounter 1. 
   
  Troubleshooting: If PCs decide to rob the farmers 
  (either fighting or pickpocketing), it will give each PC 15 
  gp. If PCs fight, farmers try to flee by running if they can. 
   
  Encounter 1: 
  The Rider 
  This encounter uses Map 1. 
   
  Read or paraphrase the following: 
   
  Leaving the farmers behind, you continue towards 
  Ekehold as Pelor’s first rays spread their faint light over 
  the horizon. The surrounding farmland is quiet expect for 
  an occasional morning bird. Suddenly you hear the 
  familiar sound of a galloping horse behind you. As you 
  turn around, a horseman emerges from the morning mist 
  and rides towards you. His horse looks exhausted and 
  foam drips from its mouth. 
   
  APL2-8 (EL 0) 
  Yeif: Male human Ftr1; hp 6 (wounded) 
   
  If the PCs want to do something now, let them, but only 
  give them few seconds to act. If they kill the rider, hand 
  them the letter of Sevrus. The PCs can see that rider has 
  traveler’s clothing, a chain shirt and a longsword. A 
  successful DC 10 Knowledge (religion) check identifies the 
  symbol he wears as a holy symbol of Trithereon. The rider 
  won’t stop if the PCs try to ask him to and he skillfully 
  avoids them before moving on.  
   
  Read the following: 
   
  The rider continues to whip the horse forward and as 
  quickly as they appeared, they disappear from sight. 
   
  Yeif is heading to his doom. A bandit gang is waiting in 
  ambush only few minutes away. When the PCs start 
  
  When Nightingales Sing... 
   
  Page 8 
  moving again, make secret (DC 17, 15 for distance, 2 for 
  fog) spot checks for them and the bandits. The distance 
  between groups at the start of the encounter is 160 ft.  
   
  If the PCs become aware of bandits, read the following: 
   
  You pass a bend in the road and some distance away, you 
  see a group of people in the mist who seem to be standing 
  around something, but from this distance you cannot 
  make out further details. Some of them are carrying bows. 
   
  The PCs are now free to do what ever they want, including 
  buffing themselves up. If they manage to sneak to within 
  100 ft, they recognise the body of the rider (Yeif). 
   
  The PCs can shoot at the bandits or try to sneak up on 
  them with an opposed Move Silently check vs. the bandit’s 
  Listen check. If both parties become aware of each other, 
  the bandits will try to move away quickly if the PCs take no 
  aggressive action. Otherwise they shoot with bows. If only 
  the bandits become aware, they move into the forest and 
  try to ambush the players. Roll opposed Hide vs. Spot skill 
  checks to see if they achieve surprise. If both parties remain 
  unaware of each other, repeat this check after 50 ft of 
  movement, reducing DC by 5 and if both sides still fail to 
  become aware of each other, repeat it after another 50 ft.  
   
  If the PCs killed Yeif, then the bandits will 
  automatically be hiding next to a road (in forest) and try to 
  ambush the PCs. 
   
  Familiars may also make Spot checks to see the bandits 
  and may even move to investigate, but if they bandits spot a 
  familiar, they will become aware of the players. It will be up 
  to you if the bandits attack familiars. Mundane animals 
  (cats for example) might be overlooked, but stranger 
  creatures such as Shocker Lizards will be attacked. If the 
  PCs rush to the scene (with a run action for example) the 
  bandits will be startled and will conduct a fighting retreat.  
  These bandits are army deserters and other assorted riff-raff 
  that have banded together under the leadership of Aday. 
  They came to Ingmalt hoping to find some rich pickings. 
   
  APL2 (EL4) 
  � Aday: male human Ftr1; hp 14, see Appendix 1. 
  � Payrid: male human Ftr1; hp 11, see Appendix 1. 
  � Bandit (3): male/female human War1; hp 8, see 
  Appendix 1. 
   
  APL4 (EL5) 
  � Aday: male human Ftr2; hp, 21, see Appendix 2. 
  � Payrid: male human Ftr2; hp 18, see Appendix 2. 
  � Bandit (4): male/female human War1; hp 8, see 
  Appendix 2. 
   
  APL6 (EL7) 
  � Aday: male human Ftr3/Bbn1; hp 32, see Appendix 3. 
  � Payrid: male human Ftr3; hp 25, see Appendix 3. 
  � Bandit (3): male/female human Ftr2/rng1; hp 27, see 
  Appendix 3. 
   
  APL8 (EL9) 
  � Aday: male human Ftr4/Bbn1; hp 48, see Appendix 4. 
  � Payrid: male human Ftr5; hp 44, see Appendix 4 
  � Bandit (3): male/female human Ftr4/Ran1; hp 43, see 
  Appendix 4. 
   
  Tactics: The bandits will try to use their bows for as long as 
  possible. Aday will go to close combat with the weakest 
  visible opponent he can get to, hoping for the others to 
  finish tough fighters. Aday will always assign at least 1 
  point to Power Attack. Ex-Sunndian pit fighter Payrid will 
  go for the obvious fighter types with his net and try to 
  finish them off, switching to two-weapons if he cannot use 
  his net anymore. Once both leaders have fallen, the 
  survivors will try to retreat and disappear into the 
  undergrowth and fog, but only if there is a reasonable 
  change to succeed. Knowing Ahlissan law about banditry, 
  they will fight to the death rather than surrender. Archers 
  will ruthlessly concentrate their fire on weaker looking 
  targets such as wizards, hoping to get them down. If one 
  notices there is spell such as ‘protection from arrows’, rest 
  shoot other targets. They will not waste their fire. Bandits 
  are undergunned in this fight and will shamelesly use their 
  advantanges. If they need to flee, they try to concentrate 
  their smokesticks for a good cover. 
  Special: The fog grants concealement (20%) against missile 
  weapons to anyone standing 20ft or more away from their 
  attacker. Spells like Wind Wall or Gust of Wind clear the 
  fog for 1d4+2 rounds (and during the time when spell is in 
  effect) everywhere within 10ft of their area of effect. If PCs 
  take any prisoners and hand them over to authorities, it will 
  grant bonus to diplomacy at the end. 
   
  Treasure: 
  APL 2: Loot: 20 gp; Coin: 19 gp; Magic: Warmace 
  APL 2: Loot: 70 gp; Coin: 24 gp; Magic: MW Warmace 
  APL 6: Loot: 96 gp; Coin: 44 gp; Magic: MW Warmace 
  APL 8: Loot: 108 gp; Coin: 51 gp; Magic:  MW Warmace 
   
  Yeif is dead after falling from the saddle and breaking his 
  neck. A successful DC 10 Heal check is enough to tell this. 
  His horse is nowhere to be seen. His body has a longsword, 
  chainshirt, traveling clothes and a letter, assuming bandits 
  did not have time to remove them. The letter is sealed with 
  a symbol of Trithereon, give them a copy of Players’ 
  Handout 1. 
  
  When Nightingales Sing... 
   
  Page 9 
   
  Troubleshooting: If the PCs hide away and do not 
  want to fight, the bandits will strip the body but leave the 
  letter behind. However, Aday will rip it to pieces and you 
  should do the same for the Players’ Handout so the PCs 
  must put it back together. Rip it into a minimum of 8 pieces 
  at APL2-4 and minimum of 12 pieces at APL6-8. Make sure 
  it will be difficult to put back together. If the PCs want to 
  track the bandits, use the normal rules found in the PHB. 
  The bandits will move to a nearby grove where their camp 
  is. It’s up to you how you run this encounter. 
   
  Using speak with dead can let the PCs learn that Yeif 
  and others were fighting against hobgoblins in the Iron 
  Hills and he was sent to bring warning to Traneth. 
  However, Yeif will resist the spell (+1 will save) when it is 
  cast on him but will answer questions if he fails the save. 
    
  Using other spells like arcane eye, scrying, etc. should 
  not grant the PCs any additional bonuses since they’ve not 
  seen Traneth or know where he is. A successful divination 
  spell can grant information about future events but it’s up 
  to you how much information you want to reveal to players. 
  A suitable example might be that the owner of the Black 
  Bird knows more than he tells or some other message like 
  this. 
          Development: When the PCs are ready to continue 
  towards Ekehold, proceed to encounter 2.  
   
  Encounter 2: 
  Arriving to Ekehold 
  The PCs arrive here from Encounter 1. Read or paraphrase 
  the following: 
   
  Soon enough, you arrive before the walls of Ekehold. The 
  city no longer bears the scars of Brotherhood occupation. 
  The main gate allows entrance to the city and many 
  merchant’s tents have been erected near the road. Four 
  guards stand at the gate, while several more man the walls. 
  Their uniforms bear the arms of House Oedil, a black wolf 
  on a green & gold field, topped by the golden sun of 
  Ahlissa. 
   
  Merchantown offers all items from PHB with a 5% increase 
  in price because merchants are hoping for some visitor 
  trade. Prices inside the town are 10% higher than normal 
  for the same reason. The purchase limit is the same as in 
  Ekehold. Naturally, you cannot buy boats in Ekehold. 
  The guards allow farmers and other commoners to pass 
  without hindrance. Suspicious looking individuals (like 
  armed adventurers) are taken aside and briefly questioned 
  regarding their names, purpose of visit, where they plan to 
  stay, etc. Whilst in Ekehold, there is a 10% chance that any 
  character having dealings with local law enforcement who 
  is Wanted in Ahlissa, will be caught. Getting away with 
  bribes won’t be possible and the PC must face full penalties 
  for his crimes. All armed adventurers are also charged a 1 
  gp weapon-bearing fee (mark this on the Other Coin Spent 
  box on the AR). Members of the Ahlissan or Naerie 
  military don’t have to pay. Any characters wielding two-
  handed weapons are charged an additional 2 gp because of 
  ‘safety concerns’. 
  Because of the wedding the town has lots of visitors; 
  minor nobles, merchants and pickpockets. The city guard 
  has been reinforced by troops brought in from the 
  surrounding areas, and are visible throughout the city. See 
  DM Aid 1 for a map of Ekehold. 
  Encounter 3: 
  Pickpocket! 
  The PCs arrive here from Encounter 2. During this 
  encounter, one of the PCs gets a taste of city life. This thief 
  will always go for the last PC in marching order. 
   
  APL2-8 (EL 0) 
  � Sargh: hp 6; Sleight of Hand +8, see Appendix 5. 
   
  If the PCs don’t notice Sargh, read the following to victim:  
   
  Suddenly you realise your purse feels lighter than it did 
  this morning. Looks like one of the many pickpockets of 
  the city was faster than your eye. 
   
  Sargh does not manage to get that much money, just 6gp x 
  APL. Mark this on other coin spent on AR for that 
  particular PC.  
  If the PCs do notice Sargh, read the following: 
   
  Suddenly you notice that somebody has his hand in your 
  pocket, somebody being a small freckled Suel man. He 
  tries to flee but trips and goes down sparlling across the 
  cobbles.  
   
  Sargh will plead that he is just a simple man forced to steal 
  so he can survive (not exactly true, he is just an 
  opportunistic thief). If the PCs say they will hand him to 
  the city guard, he begs for mercy and offers to help them in 
  the future if they let him go. PCs receive ‘Sargh’ to their AR. 
   
  � Sargh: You gain an influence point with the Naerie Thieves’ 
  Guild. You also gain +2 bonus to Forgery, Gather Information or 
  Knowledge (the Splintered Sun) while in Ekehold or in any 
  module in which Sargh is encountered. 
   
  If they decide hand him over to the city guard, the 
  Redswords will thank them and say that “This man is 
  already quite familiar with our cells, and this time he won’t 
  
  When Nightingales Sing... 
   
  Page 10 
  escape some time in the labor camp…” 
  Locate object won’t help the PCs to get the money back 
  since Sargh puts it in a lead container. Tracking is not 
  possible in the city but if they have some other spell that 
  can be used to locate Sargh can be found in a small shack in 
  the poor quarter of the city. How you run this encounter is 
  up to you. 
   
  Development: 
  After 
  this 
  encounter, 
  move 
  to 
  Encounter 4.  
   
  Encounter 4: 
  The Black Bird 
  The PCs arrive here from Encounter 3. 
   
  The characters should start looking for Traneth and in 
  that case they find the ‘Black Bird’ quickly or if they have 
  missed the clue, someone will direct them to the ‘Black 
  Bird’ as potential lodgings.  
   
  The Black Bird is a better than average inn on the 
  western side of the city. The sign outside is actually an old 
  steel shield from the Bandit Kingdoms, bearing the arms of 
  Rookroost, a black bird on white background. A successful 
  DC 15 Knowledge (Iuz Border States), Knowledge 
  (heraldry) or Knowledge (geography) lets the PCs to know 
  this. The owner of the Inn, Kedie occasionally tells a tale of 
  visiting the Bandit Kingdoms. She actually got it as 
  payment for a bar tab from a visiting mercenary who got 
  the shield from a bandit he killed. 
   
  When the PCs enter the bar, read the following: 
   
  The Black Bird is full of people and just as you enter, the 
  crowd gives a round of applause to the bard standing on a 
  small, improvised stage. He bows and steps down. The 
  patrons seem well behaved and the interior is surprisingly 
  clean. A young Oeridian woman is serving drinks in the 
  bar, helped by two halflings. 
   
  APL2-8 (EL 0) 
  � Kedie: female, human Exp2; hp 10; Bluff +5, 
  Diplomacy +5, Profession +5, Intimidate +3, AC 10, +1 
  melee (1d6, club) 
  � Adolin: male human Brd2; hp 12; Perform (Oratory) 
  +10 (with Skill Focus and Charisma bonus), AC 16, +3 
  melee, (1d6+1/18-20, rapier) 
  Customers (15): human Com1; hp 4. Assume they have AC 
  10 and armed with daggers (1d4) with +0 melee if they 
  must fight. 
   
  The bard is Adolin and he is here making a nice profit from 
  wedding guests by telling stories of Berik and his exploits 
  during the liberation of Idee. 
  Speaking to Adolin, the PCs find him polite and he can 
  answer their questions about the city and Berik (see NPC 
  and Ekehold section above for information). He knows 
  some of the things about Berik such as his orders to take no 
  prisoners and minor details about the death of his wife. If 
  asked about recent events within the Principality of Naerie, 
  he can relate the following if the PCs ask about other 
  baronies. Naturally, he will also want to know what the PCs 
  have seen on their travels, so he can reap a profit with new 
  tales. 
  Monne: Tensions are running high after House Lyrthi 
  yet again refused to allow visitors into the Saint of Idee’s 
  burial site, citing the reason to be threat of ‘civil disorder’. 
  Ingmalt: Adolin does not know much more than the 
  players, but he does mention that soldiers have increased 
  their efforts to find safe houses of the Idee Volunteers and 
  have increased the reward for reporting such things. 
  Schwente: Breddol the Sage recently visited Sage Keep 
  and is trying to organise an expedition to the caverns on 
  Gefjon Isle. (Seen in NAEI3-01 Stone Strider). 
  Foelt: Adolin does not like going to Foelt since people 
  are rude, at least in his mind, and so does not have any 
  information from that Barony. 
  Traneth: Adolin remembers meeting him once and can 
  give a description. Traneth appeared to be quite a nice 
  person and said he had a room here. Adolin has not seen 
  him today though, although he might have moved his 
  accomodation. Kedie might have more information. 
  Naerie City: If none of the PCs have played NAE4-03 
  The Apprentice, Adolin knows that the wizard Eurynymos 
  has received a powerful magical item from northern 
  Ahlissa and is examining it. 
  General information: Sincethe Naerie Compact, there 
  has been a surge of new people visiting Naerie. Sunndians 
  especially have taken advantage of this change in policy 
  and are quite nice people. Adolin also mentions he plans to 
  visit New Keep and Pitchfield soon. 
  Theodora: If the PCs explicitly ask about a woman 
  named Theodora (NAE3-01 Daughter of Idee), Adolin 
  heard she married Darvander of House Haxx and Prince 
  Barzhaan held a great festival to celebrate cementing the 
  old ties between Ahlissa and the old ruling house of Idee. 
  Berik’s Family: Adolin can tell that Kanghes was on a 
  diplomatic mission to Sunndi two years ago. Being a 
  careless young man, he got into some trouble and was saved 
  from mugging or worse by group of friendly adventurers 
  (events in SND3-02 Harsh Words). Kanghes is now in 
  northern Ahlissa, in military training. 
  Aeslith & Euric: Adolin has heard that Aeslith will 
  arrive from Minetha sometime tomorrow and will stay at 
  his father’s guest-house in Ekehold. 
   
  Kedie is the owner and should be the one to talk. Portray 
  
  When Nightingales Sing... 
   
  Page 11 
  her as flirty bartender, though only because she wants to 
  get the PCs to drink some beer. If any Cha 16+ males are 
  present, in which case she asks them to come visit her in 
  couple of days (though this only leads to a one night stand).  
  If they ask after Traneth, Kedie tells that Traneth no 
  longer lives here and moved to the “Lords Delight”. This is 
  only partially true and she has no idea where Traneth is, but 
  a blond gentleman paid her well to say he moved to the 
  “Lord’s Delight” if anybody comes looking for him. Allow 
  the players Opposed Sense Motive/Bluff checks if they are 
  specifically on a lookout for lies. Paying some money (2 gp 
  x APL, record on other coin spent in AR) will let the PCs 
  know that Kedie was paid to say this. The PCs can also use 
  Intimidate or Diplomacy against Kedie and learn of it. 
  Offering money after a failed Intimidate check won’t help 
  but failed Diplomacy can be altered by money (4 gp x APL).  
  If the PCs ask for a room, Kedie says that the Inn is full 
  and most others will probably be as well, but they are 
  welcome to stay for food and drink. If the PCs don’t move 
  immediately to the Lord’s Delight, Adolin goes back on 
  stage and starts to tell another story.  
  Read the following: 
   
  The patrons stop talking as the bard Adolin takes the stage 
  again and begins telling a story in very grandiose fashion.  
  ‘Then Berik thought to journey, to the village of 
  Eregen, with his sword-friend, the loyal Brymar of the 
  Glittering Steel, to avenge his love’s murder, to avenge the 
  torture of the proud Aerdi and the troubles of the land.  
  These were the words of Berik: “Wait, yea wait, thou 
  bloody-handed Kesh, thou destroyer of my people. When I 
  meet thee in combat, I will slay thee and thy kindred, burn 
  thy house to ashes and cleanse the land with thy blood.’ 
  The story continues, graphically detailing the ensuing 
  battle and slaughter of the Brotherhood soldiers. The 
  audience is enthralled and many place coins in a small 
  basket that does the rounds of the tables of the inn. 
   
  A successful DC 14 Knowledge (history) or (Local-the 
  Splintered Sun) check lets the PCs know that this is a 
  highly colourful version of the Battle of Eregern where the 
  forces of Graf Reydrich of Ahlissa, under Berik’s leadership, 
  caught up with fleeing Brotherhood forces (commanded by 
  Kesh Nishar) and despite their attempt to surrender, troops 
  from the South Province decimated them in a pitched take-
  no-prisoners battle. This included non-combatants and 
  Berik was later quite anguished over it. After the story is 
  finished, Adolin leaves the Inn. The PCs can catch him 
  outside and talk to him as above if they have not yet done 
  so. 
  Development: If the PCs have asked any questions, it 
  should be quite clear that they should pay a visit to the 
  Lord’s Delight and move to Encounter 5. However, it is also 
  possible that they might want to purchase items first or pay 
  a visit to the cityguard or someone else. Let them do this. If 
  they seem to be completely lost you can allow them to 
  bump into Traneth elsewhere in the city. If absolutely 
  necessary, they can be introduced by Adolin at some point 
  if the PCs spoke to him. 
   
  Encounter 5: 
  Lord’s Delight 
  The PCs arrive here from Encounter 4.  
   
  Note: This encounter uses Map 2 if battle ensues.  
   
  The Lord’s Delight is on the northern side of town and 
  its depicts a fat looking noble holding a large tankard of 
  beer. On the outside it looks like an average inn, definitely 
  not as good as the Black Bird but not nearly as bad as some 
  in the docks in Naerie City or some low-class inns in the 
  poorer sections of Ekehold. When the PCs enter the bar, 
  read the following:  
   
  The Lord’s Delight seems to be a lower quality inn than 
  the Black Bird, but it still has plenty of customers, filling 
  about half of the tables. Sturdy stairs lead up and a young 
  man with a lute is sitting on them, occasionally playing a 
  few tunes.  Some drunks are sleeping it off at one of the 
  corner tables, while other customers are ordering drinks 
  from a blond barkeep or playing a game of Delleb’s Quills 
  in another corner.Special: At this point you should make a 
  Spot roll in secret for each PC against Nera’s Hide check. 
  Success indicates they can recognise Nera if they catch her 
  later when she shadows them on the street. This is not a 
  proper hide check, just to indicate if this particular woman 
  caught anyone’s eye when they entered. 
  The owners of the inn have been running the 
  establishment for four months now, and are actually Scarlet 
  Brotherhood agents, tasked with keeping an eye on events 
  in Ekehold, and reporting to visiting agents. If the PCs ask 
  other customers about this, they only know that the 
  previous owner sold it about six months ago.  
  Nera will sit in the corner with a couple of drunkards to 
  conceal her presence. Jolana will serve drinks and Dradan 
  will be in the kitchen, making food. Astalic sits on the stair, 
  occasionally going to talk with Jolana. The agents are 
  interested in knowing the whereabouts of Traneth as well 
  but if the PCs ask for him, they will say they have not seen 
  him, perhaps he would be in another inn such as the 
  Drunken Geese near the main gate.  
  Of course, they are lying. They know of Traneth and 
  would very much get their hands on him. An opposed 
  Sense Motive vs. Bluff check allows PCs to learn that Jolana 
  is lying. If the PCs decide to follow the Drunken Geese 
  
  When Nightingales Sing... 
   
  Page 12 
  lead, Nera will shadow them and see what they are doing. If 
  they spot her, she will move behind a corner and use the 
  disguise self spell to lose pursuers. 
  If the PCs nonetheless catch up with her, she will feign 
  ignorance and say she thought they were someone else. If 
  the PCs search her, they will find a holy symbol of Syrul (a 
  pair of lips with a forked tongue). Identifying it requires a 
  succesful DC 15 Knowledge (religion) check. Worshipping 
  Syrul is illegal in Naerie and the PCs can hand her over to 
  the city guard. She will be sentenced to death after the 
  wedding but that’s not something for the PCs to worry. 
  They can get the city guard to check out the Lord’s Delight 
  and they will sort out the Brotherhood agents. 
  If the PCs return to the Lord’s Delight later or call her 
  bluff, Jolana will agree to fetch Traneth and invites the PCs 
  into the kitchen while Nera or Draden is sent to fetch 
  Traneth (they go outside and return a bit later). Jolana will 
  try to offer the group drinks laced with oil of taggit (DC 15 
  0/unconsiousness. Full round action to wake up the PC).  
  Afterwards agents attack the PCs and try to capture some of 
  them alive. Of course opposed Bluff vs. Sense Motive 
  checks allow the PCs to know something is not right when 
  Jolana offers the drinks. 
   
  APL2-8 (EL 0) 
  � Customers (10): human Com1; hp 4. Assume they have 
  AC 10 and armed with daggers (1d4) with +0 to hit if they 
  must fight. 
   
  APL2 (EL 4) 
  � Sister Jolana: female human Mnk2; hp 15, see 
  appendix 1. 
  � Dradan: male human Ftr1; hp 12, see appendix 1. 
  � Nera: female human Clr1; hp 10, see appendix 1. 
  � Astalic: male human War1; hp 9, see appendix 1. 
   
  APL4 (EL 7) 
  � Sister Jolana: female human Mnk4; hp 27, see 
  appendix 2. 
  � Dradan: male human Ftr1/Rog1; hp 18, see appendix 2. 
  � Nera: female human Clr4; hp 34, see appendix 2. 
  � Astalic: male human Brd1/Ftr1; hp 16, see appendix 2. 
   
  APL6 (EL 9) 
  � Sister Jolana: female human Mnk6; hp 44, see 
  appendix 3. 
  � Dradan: male human Rog3/Ftr1; hp 32, see appendix 3. 
  � Nera: female human Clr6; hp 48, see appendix 3. 
  � Astalic: male human Brd1/Ftr3; hp 30, see appendix 3. 
   
  APL8 (EL 11) 
  � Sister Jolana: female human Mnk8; hp 56, see 
  appendix 4. 
  � Dradan: male human Rog3/Ftr3; hp 50, see appendix 4. 
  � Nera: female human Clr8; hp 62, see appendix 4 
  � Astalic: male human Brd1/Ftr5; hp 44, see appendix 4. 
   
  Tactics: The agents attempt to fight as a team. Astalic uses 
  bardic song to give bonuses and shoots with his crossbow 
  unless forced to melee. Dradan will try to disarm any 
  obvious fighter types, expect if he can get into flanking 
  position when he will use his Power Attack/sneak attack to 
  full effect. Nera will somehow conceal herself (obscuring 
  mist/invisibility) and then try to cast boosting spells and 
  summon monsters. If a PC drops, she will finish him off 
  with a death knell. Sister Jolana will try to grapple a weak 
  looking opponent and use ‘Earth’s Embrace’ to finish him 
  off quickly. The agents will try to flee when reduced to two 
  persons but will fight to the death if unable to do so. 
   
  Treasure: 
  APL 2: Loot: 30 gp; Coin: 24 gp; Magic: dose of medium 
  spider venom (12 gp), bracers of armour+1 (83 gp, moderate 
  conjuration), potion of enlarge person (20 gp, faint 
  transmutation), 2 x potion of cure light wounds (4 gp, faint 
  conjuration) 
   
  APL 4: Loot: 36 gp; Coin: 38 gp; Magic: dose of medium 
  spider venom (12 gp), bracers of armour+1 (83 gp, moderate 
  conjuration), potion of enlarge person (20 gp, faint 
  transmutation), 2 x potion of cure light wounds (4 gp, faint 
  conjuration); brooch of shielding (125 gp, faint abjuration) 
   
  APL 6: Loot: 38 gp; Coin: 58 gp; Magic:  bracers of armour+1 
  (83 gp, moderate conjuration), potion of enlarge person (20 
  gp, faint transmutation); 2 x potion of cure light wounds (4 
  gp, faint conjuration); brooch of shielding (125 gp, faint 
  abjuration); bracers of armour +2 (333gp, moderate 
  conjuration) 
   
  APL 8: Loot: 41 gp; Coin: 59 gp; Magic: bracers of armour +1 
  (83 gp, moderate conjuration), potion of enlarge person (20 
  gp, faint transmutation), 2 x potion of cure light wounds (4 
  gp, faint conjuration); brooch of shielding (125 gp, faint 
  abjuration); bracers of armour+2 (333 gp, moderate 
  conjuration); 
  monk’s 
  belt 
  (1083 
  gp, 
  moderate 
  transmutation) 
   
  Development: The PCs can deal with the agents by either 
  fighting them or reporting them to the city guard. Several 
  outcomes dictating how the next encounter starts are 
  detailed in Encounter 6: The man with the blue cloak. 
  
  When Nightingales Sing... 
   
  Page 13 
   
  Troubleshooting: If the PCs decide to leave the inn, 
  thinking the people they spoke to are up to something, but 
  not necessarily anything they are concerned with, or fail 
  completely and leave thinking they where mistaken, have 
  Traneth bump into them outside and introduce himself. It 
  will be up to you then how things proceed. Reporting them 
  to the watch is probably the best option. 
   
  Encounter 6: 
  The man with the Blue Cloak 
  The PCs arrive here from Encounter 5.  
  This encounter deals with the PCs meeting up with 
  Traneth, a Knight of the Chase. Refer to the options below 
  to see how to introduce PCs to Traneth. 
  • PCs get captured by the Scarlet Brotherhood: In this 
  case, the PCs are tied up and left in one of the upstairs 
  rooms, guarded by one of the Brotherhood agents. The 
  characters are stripped of their equipment and money, 
  which is stored downstairs. Traneth reports the hideout, 
  and the city watch raids the place during the night, killing 
  the Brotherhood agents. The characters (and their gear) are 
  freed. Traneth introduces himself afterwards, and relates 
  that he reported the Brotherhood.  
  • PCs defeat the Scarlet Brotherhood: The city guard arrive 
  at the scene and try to arrest the PCs for public disturbance 
  (they will try to find out what really happened later). If the 
  PCs flee from them, Traneth will wait on a side street and 
  tell them to go through a nearby door. He will bluff the city 
  guard with the classic “they went that way” line and talk to 
  the PCs afterwards.  
  If they surrender to the city guard, their equipment will 
  be confiscated. If they cannot get themselves out of trouble 
  (your decision as DM), Traneth comes later in the evening 
  and asks the guard (an old friend of his) to release them 
  (using a forged document,). The PCs will get their 
  equipment back and Traneth will talk to them as detailed 
  below. They will probably ask who he is and he says only 
  that he represents the legitimate rulers of Naerie (i.e. its 
  people). If any PCs insist on staying behind bars, they will 
  miss the rest of the adventure. Traneth will not wait for 
  them.  
  • The PCs let the city guard sort it out or hand Nera to the 
  city guard: Traneth has been watching the PCs and saw 
  them going to the Lord’s Delight. When they hand in Nera, 
  he thinks he can trust them and will talk to them as 
  detailed below. The city guard will also reward the PCs with 
  the coin confiscated from the Brotherhood (see Encounter 
  5) 
  • The PCs burn down the Inn, or do some other very 
  stupid 
  thing 
  that 
  involves 
  the 
  city 
  getting 
  damaged/innocent people dying: In this case, the PCs will 
  be charged under Ahlissan law, as appropriate. Only a 
  succesful DC 18+APL Escape Artist check allows them to 
  escape the law (ie. execution), and even then they will be 
  Wanted in Ahlissa. 
  • Something unforeseen: If the PCs do something that is 
  not covered by these options, you should make your best 
  effort to team them up with Traneth. 
   
  When the PCs are away from trouble, Traneth will 
  introduce himself and thank them for dealing with the 
  Brotherhood agents (whatever their method might have 
  been). He will also be very interested if there was a special 
  reason for them to go into the Lords Delight. Assuming 
  they show him the letter/explain the situation, he will be 
  delighted to have run into such fine individuals and reveal 
  the following things. 
  • Somebody, most likely the Brotherhood, made an 
  attempt on his life yesterday. He quickly left the Black Bird 
  and went into hiding. 
  � He suspected that the Brotherhood might be operating 
  in the Lord’s Delight, and was about to send a message to a 
  guard member he knows. 
  • Berik Oedil has always been a staunch opponent of the 
  Brotherhood, so they might try to do something to him 
  before or after the wedding. 
  • There might be a traitor in the court who will help the 
  Brotherhood, but Traneth does not have solid evidence on 
  whom it might be.  
  • It is in the interests of the Knights to keep Berik alive. 
  As much as they hate nobles, even old Ideean nobles, they 
  would rather have a moderately just enemy of the 
  Brotherhood ruling Ingmalt, than one of the lesser noble 
  houses who would be much worse. Also, Aeslith will most 
  likely improve conditions immensely when she starts to 
  influence Berik. Besides, Traneth must avenge his friends 
  to the Brotherhood. 
  • Letter B could mean, among others, Brymar, guard 
  captain, Brelego, an old servant in the castle, Bergadin, a 
  middle-ranking priest of Zilchus or Barzal, the leader of the 
  miners guild. 
  � • The reference to “Old Friend” in the letter refers to a 
  time when Traneth was imprisoned in Minetha and Brymar 
  interrogated him. 
   
  Traneth will try to get the PCs to help him, appealing to 
  their patriotism (Ahlissan or Ideean, depending on their 
  allegiance) if nothing else helps. If they agree, he tells that 
  the Brotherhood will most likely strike within two days, 
  maybe even during the wedding. Traneth says he will move 
  to a safe house a couple of miles outside the city after 
  getting some more information, and the PCs should join 
  him there. The safe house is run by “Old Man” Braegan and 
  
  When Nightingales Sing... 
   
  Page 14 
  the answer to his question at the door is “Shadows grow 
  long.”  
  If the PCs want to help him gather information, 
  Traneth says that they could keep an eye on the Lord’s 
  Delight, just in case another Brotherhood agent arrives. 
  Traneth has to cash in a few favors from the cityguard to get 
  information, and it is quite unlikely that any PC would 
  have such connections in the military. 
  Under no circumstance will Traneth agree for the PCs 
  to accompany him, since the Brotherhood knows about 
  him, and if they were spotted, it would place them in 
  danger and alert the Brotherhood.  
  In any case, if Traneth is aware of the PCs causing the 
  deaths of innocents, he will not help them, but will ask 
  another adventuring group to help him. They will be 
  successful, and hailed as heroes of Ekehold. 
  Troubleshooting: If the PCs decide to follow the letter 
  “B” leads at this point, this is where the relevant NPCs are; 
  Bergadin (LN) is in the temple of Zilchus negotiating a 
  grain shipments deal between a Dwur merchant from the 
  Iron Hills and a representative of the Miller’s Guild of 
  Minetha. 
  Barzal (LE) is in his home, preparing for the festivities. 
  Brelago (N) can be found in Castle Vinge. Brymar is in the 
  main guard house, assigning guards to their duties, and will 
  not see anyone who is not on official business. A succesful 
  DC 25 Forgery check is necessary to gain an audience with 
  him. If the PCs do meet with him, he sends three full 
  squads of Redswords to arrest the Brotherhood agents (if 
  reported). He also arrests PCs for ‘questioning’ and detains 
  them until the wedding is over (PCs should receive half of 
  maximum XP for thwarting the assassination but won’t get 
  any other markings to their AR except Wrath of Brymar). 
  Alerting regular guards about the assassination plot will be 
  reported forward, with promises (and thanks) to 
  investigate. How you run other encounters is up to you. 
   
  Development: If the PCs want to move to the safe 
  house, move to Encounter 8. If they want to look for clues, 
  move to Encounter 7. 
   
   
   
   
   
   
   
        Encounter 7: 
  Looking for Clues 
  Read or paraphrase the following: 
   
  Traneth leaves you and you move back to the vicinity of 
  the Lord’s Delight. Time seems to crawl and nothing out of 
  the ordinary happens. After what seems like an eternity, 
  someone approaches the inn. It is a Suel man, dressed in 
  badly worn peasant clothing and he staggers towards the 
  door. 
   
  APL2-8 (EL 0) 
  � Brenk: human male NE Com2; hp 9; AC 10 +2 melee, 
  (1d3+2 subdual damage, fist) 
   
  This man is just a drunkard (though a nasty wife beater, so 
  detect evil marks him as evil) and has nothing to do with 
  the Scarlet Brotherhood, though he does have a bit of Suel 
  blood in him. However, it offers another chance for the PCs 
  to get in trouble with the law if they let their baser instincts 
  take over instead of using their brains. If the PCs threaten 
  him or lay their hands on him, he will scream for help like a 
  little girl and the city guard will soon arrive on the scene 
  and try to arrest the PCs for minor assault/disturbing the 
  peace, and Brenk for disturbing the peace. Brenk is well 
  known to the city guard and any claims he is a Brotherhood 
  agent will be met with raucous laughter. 
  If the PCs don’t do anything, Brenk will stagger past the 
  door, take a leak at the corner and move on. Allow the PCs 
  to get bored for another 30 sec-1min and then read the 
  following: 
   
  A pigeon flies over your head and lands on a window ledge 
  of the Lord’s Delight. It seems to have something tied to 
  its leg. 
   
  APL2-8 (EL 0) 
  � Pigeon (Raven): hp 1, see Monster Manual, page 278 
   
  Any PC can try to get the parchment with a successful DC 
  10 Handle Animal check. A Ranger or Druid can also use 
  Wild Empathy. Throwing breadcrumbs or similar grants a 
  +2 circumstance bonus to this check. The PCs can also just 
  kill the bird with ranged weaponry. If the pigeon survives 
  (yeah right...) the surprise round, it will try to fly away. 
  Assuming the PCs get the parchment, give them Player 
  Handout 2. 
  Development: If the PCs want to go to the safe house, 
  move to Encounter 8. Otherwise, they can get a room at the 
  Drunken Geese and lie low. Move to Encounter 9 and 
  adjust it as necessary. Naturally, they cannot get ‘Tested by 
  Braegan’ on their ARs now. 
   
  Encounter 8: 
  Safe House 
  The PCs arrive here from Encounter 6 or 7. If they were not 
  captured earlier, read the following:  
   
  You leave town and head north towards the brewery that 
  Traneth mentioned. A few people pass you on their way to 
  
  When Nightingales Sing... 
   
  Page 15 
  Ekehold, and an hour passes uneventfully before a group 
  of ten horsemen approach from the north. 
   
  APL2-8 (EL 0) 
  Baronial Guard (10): hp 22, see Appendix 5. 
  These guards will not pay any attention to the PCs unless 
  they deliberately want to cause trouble, in which case they 
  will be attacked. If the PCs ignore them, read the following: 
   
  The mounted soldiers pass you by without a second glance 
  and you keep walking. Soon you see the brewery a few 
  hundred feet away. A path, just large enough for carts leads 
  to front of the brewery. 
   
  If the PCs were captured, read the following: 
   
  You walk away from the city and head north where the 
  safe house should be. After an hour of quick marching you 
  see what must be it. A warm light shines from the window, 
  partly illuminating the small path leading to the front 
  door. 
   
  Once the players go to the door and knock as Traneth 
  instructed, read the following: 
   
  Muffled footsteps emanate from behind the door. A tiny 
  hatch opens and an old man peeks through and says 
  something in Old Oeridian. 
   
  Those who understand Old Oeridian understand the words 
  to be: “When Nightingales sing.” 
  This is “Old Man” Braegan. If none of the PCs 
  understand what he says, he switches to Common. He 
  expects the correct answer: “Shadows grow long”. If the PCs 
  don’t give it, he won’t let them enter. Once the PCs say the 
  password, read the following: 
   
  Braegan opens the door.  
  “Nice to see Traneth’s friends here, I usually get 
  vagrants trying to scrounge a free drink out of me. Come 
  on in, I have just the place for you.”  
  Breagan motions you to enter the brewery and leads 
  you to one of the back rooms. He opens a trapdoor in the 
  floor and says,  
  “You can wait down there. Food, drink and soft beds 
  are available.” 
   
  Braegan will not let anyone sleep outside the cellar, 
  insisting the other option is to sleep outside the front door. 
  An everburning torch illuminates the cellar.  
  Once everyone is down, Braegan will then move a carpet 
  and a barrel over the trapdoor. In the cellar, there are 
  barrels of water and beer for to drink, and bread and cheese 
  to eat. There are eight soft mattresses for PCs to sleep on. 
  Braegan takes any animal companions to a shed behind the 
  brewery. 
  If the PCs were not captured in Ekehold, they will have 
  enough time to rest and memorize spells before Traneth 
  arrives. However, at some point in the night a patrol stops 
  at the brewery, making a regular check for Idee Volunteers. 
  Read the following: 
   
  Suddenly you hear a stern voice from upstairs.  
  ‘In Baron Oedils name we will investigate this building 
  for possible outlaws.’  
  Braegan is quick to agree, ‘Yes, of course honorable sirs, 
  nothing illegal here, examine thoroughly.’  
  The sound of boots echoes upstairs as soldiers move 
  throughout the building. You can guess someone is right 
  above the trapdoor as floorboards creak and a small cloud 
  of dust falls from the ceiling as the soldier checks the 
  room. 
   
  Players won’t know it, but this inspection is just one of the 
  regular military patrols of Naerie, not a plot to find the PCs. 
  Braegan also knows this particular sertern as he 
  occasionally slips him a barrel of special beer. However, if 
  the PCs panic and try to break out, they will be in trouble. 
  If they wait, the soldiers soon leave, and the PCs can go 
  back to sleep. 
   
  APL2-8 (EL 0) 
  � Redswords (9): hp 9, see Appendix 5 
  � Sertern: hp 15, see Appendix 5 
   
  If the PCs try to break out, the barrel on the trapdoor will 
  fall over alerting the soldiers, who jump into action. The 
  first action for one of them will be to jump over the 
  trapdoor hatch so the PC coming out is isolated from his 
  allies. The remaining soldiers form a shield-wall and strike 
  anyone trying to climb up from the basement. The PCs can 
  surrender by throwing down their weapons; the soldiers 
  will take them into custody where they will be tried and 
  imprisoned. The adventure ends. However, if the PCs have 
  not done anything serious (like killing anyone) they will be 
  released soon enough and only lose 4 TU. If they are 
  Wanted in Ahlissa, their cover is blown and they will be 
  hanged. If the PCs attack the guards, Braegan will flee and 
  alert Traneth that the safe house has been compromised 
  and the adventure ends, since neither of them wants to 
  associate with these kinds of people. 
  Development: Assuming the PCs let the soldiers leave 
  without trouble, they can wait for the rest of the night and 
  move to encounter 9.  
  
  When Nightingales Sing... 
   
  Page 16 
   
  Encounter 9: 
  The guilty man 
  The PCs arrive here from encounter 8. Read the following: 
   
  In the morning you hear the barrel moving aside. The 
  trapdoor is opened and Braegan peeks in.  
  ‘Traneth is here. Come up and have some breakfast. 
  Oh, but take a quick wash out the back first’.” 
   
  Breagan has some ale, eggs, bacon and healthy porridge for 
  the PCs. Traneth will sit down for breakfast with the group. 
  Read the following: 
   
  Traneth hands you a piece of parchment.  
  ‘I returned to The Lords Delight and saw a carrier 
  pigeon bringing this’. I also got some other information 
  about the wedding from a sertern I know.”  
   
  Give out Player Handout 3. If they don’t yet have Player 
  Handout 2, hand that over as well. Adjust the box text 
  accordingly. 
  Compiling the data from Player Handouts 1, 2 & 3, the 
  players should know that Brymar might have something to 
  do with the assassination, or at least that the assassin will 
  strike after the wedding ceremony. If the players are 
  completely without a clue, have Traneth & Braegan drop 
  some hints. The players should somehow warn Berik and 
  for that they must return to Ekehold. If asked why he 
  would want to help a noble, Traneth repeats that it will be 
  easier to deal with a noble who is tempered by a cleric of 
  Atroa than some person of lesser quality who would replace 
  Berik. If asked, Traneth will not come forward to testify 
  against Brymar since by Ahlissan law he is guilty of sedition 
  and would be punished by death. In all cases, the PCs 
  should return to Ekehold and see what they can do. 
  Afterwards, Braegan will approach any PC who speaks 
  Old Oeridian or Ferral, one at a time. Braegan will ask the 
  following questions in Old Oeridian or Ferral from those 
  PCs. 
   
  Q: 
  What was the dream of Iron League? 
  A: 
  “Freedom from the Great Kingdom.” 
  If the player doesn’t know – allow the PC to make 
  a DC 15 Knowledge (history) check to get the 
  answer.  
   
  Q: 
  Who were the members of Iron League? 
  A: 
  “Irongate, Onnwal, Idee, Dwur of Iron Hills, 
  Sunndi and Lordship of the Isles” 
  If the player doesn’t know – allow the PC to make 
  a DC 15 Knowledge (history or geography) check 
  to get the answer. Braegan accepts missing one 
  member, scolding the PC with ‘You forgot _____ but 
  I can accept that answer.” 
   
  Q: 
  Who is our enemy? 
  A: 
  The 
  Scarlet 
  Brotherhood, 
  Scarlet 
  Sign, 
  Strawheads, all terms will suffice. 
  If the player doesn’t know – allow the PC to make 
  a DC 15 Knowledge (the Splintered Sun). 
   
  If the PC(s) answer correctly to all questions, they receive 
  ‘Tested by Braegan’ on their AR unless somebody reports 
  the safe house to Ahlissan officials.  
   
  � Tested by Braegan: You’ve been tested by Braegan and 
  found worthy. This grants you an influence point with the 
  Jade Mask or Idee Volunteers. 
   
  Development: There are several options available for the 
  PCs, and they are detailed in Encounter 10. All of them 
  however, require a return to Ekehold and you should move 
  to Encounter 10. 
   
  Encounter 10: 
  Back to Ekehold 
  The PCs arrive here from Encounter 9. Read the following: 
   
  The road has several travelers today, no doubt those who 
  were unable to find accommodations in the town and slept 
  in outlying villages. You soon arrive at the north gate of 
  Ekehold. 
   
  Getting into Ekehold will not be much of a problem. Those 
  who are wanted now only have 5% change of getting caught 
  however, any Suel PCs will be stopped by two clerics of 
  Velaeri for a random inspection. Using a zone of truth spell 
  (DC 15 will save), they will ask if the PC is member of the 
  Scarlet Brotherhood. If he actually is a member of the 
  Scarlet Brotherhood (possible to join in COR4-04 Red Tide) 
  and the priests find this out, the PC is arrested and taken 
  away for execution. Only a successful DC 30 Escape Artist 
  check saves the PC from death with no chance of 
  resurrection. No favor or bribe whatsoever can save the PC 
  if they fail to escape on their own. Even a successful escape 
  means that PC loses an extra 2 TU hiding away from the 
  law and making their way to the border. If the party has no 
  Suel, ignore this event. Once the PCs are safely inside 
  Ekehold, they have several options. 
   
  
  When Nightingales Sing... 
   
  Page 17 
  • Go to the city guard. The PCs can give their proof to the 
  authorities who will report the situation to the Baronial 
  Guard. They will investigate the situation during the 
  wedding, just to be sure, and surprise “The Hand”, who will 
  escape, but Berik is safe for now. The PCs will be called to 
  Berik after the wedding. Move to Encounter 11 but adjust 
  events accordingly to show it is after the wedding. 
   
  • Break into Brymar’s residence and look for more 
  evidence. See Map 3 for details. The X on the map indicates 
  a guard (use Redsword statistics). It is up to you what you 
  add to this house, but you should remind the players that if 
  they are caught, punishment will be severe. Windows will 
  be the best way to enter the house. All are locked but can be 
  opened by a successful DC 12 Open Lock check. At the 
  moment the house is empty, except for the stable boy and 
  three guards outside. Locations in the house are detailed 
  below. 
   
  1. 
  This is the stable where Brymar keeps his well-
  bred warhorses. At the moment one horse is 
  present and tended by a stable lad, Obin (Com1). 
  2. 
  This is a large lobby with enough space to 
  receive several guests at the same time. It has 
  beautiful tapestries of landscapes, which have 
  been imported from Sunndi. 
  3. 
  Main ballroom. This is a sparsely furnished 
  room where Brymar organizes parties for lesser 
  nobles. 
  His 
  long 
  friendship 
  with 
  Berik 
  practically ensures that nobles consider Brymar 
  their equal.  
  4. 
  Bedroom. A large bed and several wardrobes 
  dominate this room.  
  5. 
  Meeting room. This room has a suite of leather 
  furniture and beautiful red tapestries. Brymar 
  uses this room to receive his personal guests. 
  6. 
  Main study. This room is dominated by a large 
  wooden table filled with parchments (with 
  guard details, timetables and reports), two ink 
  bottles and several quill pens. A safe has been 
  built into the wall with a very sturdy lock, 
  requiring a successful DC 30 Open Lock check 
  to open. It is possible to take 10 or 20 in this 
  check but taking 20 also requires a contested 
  Move Silently/Listen check to avoid drawing 
  anyone’s attention.  
  The safe has a large bag of coins (which Brymar will use to 
  pay “The Hand” after the assassination) and Brymar’s Diary. 
   
  Treasure: 
  APL 2-8:   
  Coin: 100 gp; Diary of Brymar. 
   
  Brymar’s diary reveals his anguish over losing Aeslith, his 
  plan to ask the Brotherhood for help, and his own dark and 
  twisted poetry. This is damning evidence and presenting it 
  will grant an automatic audience with Berik as well a hefty 
  bonus to diplomacy checks. See Encounter 11 for details. 
   
  7: Training hall. This room has several wooden dolls 
  dressed in old armour, and a variety of weapons in racks. 
  Brymar occasionally brings city guard members to receive 
  personal training from him. 
   
  • Go to Lord Euric & Aeslith. If they can adjust the attitude 
  of his aide to friendly with Diplomacy skill, they can 
  receive an audience. The aide’s initial attitude depends on 
  the following things; if the PCs have disfavour of House 
  Arxx, starting attitude is unfriendly. If they have favour of 
  House Arxx, his attitude is friendly. If any PC has the 
  Celestial Scion feat, the aide is friendly straight away. In 
  other cases, his attitude is indifferent. Favour of Damar 
  Rocharion (from NAE4-03 The Apprentice) can be used to 
  remove a disfavor if necessary. 
  In this case, a servant mentions hearing from Damar 
  that these persons are trustworthy. Euric will agree to bring 
  their information to Berik. Since Berik has known Brymar 
  for many years, Euric will suggest acquiring evidence from 
  his house so there is no question whatsoever about his 
  guilt. He will also write a letter of recommendation that 
  they can show to Berik, asking permission for the PCs 
  (accompanied by few Baronial Guards, of course, to prevent 
  foul play) to investigate the house. 
   
  • Ask for personal audience with Berik. It will be hard to 
  gain an audience with Berik at this point, requiring a 
  successful DC 15 Diplomacy check or the Celestial Scion 
  feat (if they don’t have letter from Euric) and will also 
  require the PCs to invest in noble clothing and jewelry. If 
  they get the audience, they can try to convince Berik using 
  their proof (see Encounter 11) or ask for permission to 
  investigate Brymar’s residence. Without a letter of 
  recommendation from Euric or Celestial Scion feat he will 
  not agree to the request.  
   
  One exception: If any PC has favour of House Oedil from 
  SND3-M02 Harsh Words then Diplomacy checks are 
  unnecessary as Berik thanks PCs for saving his ‘no good 
  son’ and is willing to have them check Brymar’s place. 
   
  �• Get into the Castle and look for ‘The Hand’. This should a 
  difficult thing to do and has been left undetailed. It will be 
  up to you as DM how you run this, but it should be a 
  difficult task, requiring either powerful magic or high 
  
  When Nightingales Sing... 
   
  Page 18 
  Move Silently/Hide checks. The Hand will eventually 
  arrive in the bedchamber and the PCs can attack him. 
  Defeating him (alive or dead does not matter) grants the 
  PCs the same things as conclusion B and forces Brymar to 
  resign for incompetence. 
   
  Troubleshooting: It is also possible to use Forgery skill 
  to gain required documents for audience/house search. 
  Only one attempt is allowed and the DM should roll a 
  secret DC 30 Forgery check. 
   
  Development: If the PCs manage to do any of these, 
  proceed to encounter 11. 
   
  Encounter 11: 
  Judgment of Brymar 
  The PCs arrive here from Encounter 10.  
   
  Note: For this encounter you should describe a situation 
  where the players try to convince Berik. Of course, the hall 
  will have several Baronial Guards, lesser nobles and 
  advisors. Nobles and advisors will try to get involved and 
  comment on evidence, offer support for the PCs or Brymar 
  in the best tradition of court intrigue. Several outcomes are 
  possible:  
   
  • If the PCs can supply Berik with Brymar’s diary, it will 
  serve as damning evidence but some advisors might say it is 
  a forgery, hence only the bonuses for Diplomacy checks 
  apply, though, unless the PCs are very uncharismatic 
  bunch, it should be enough to at least guarantee a resign 
  result. 
  •If the PCs went to the cityguard, Berik will summon them 
  after the wedding and ask them where they came up with 
  the information and can try to convince Berik as detailed 
  below. 
  • If the PCs fail to present the diary as evidence, they can 
  still try to convince Berik if they received a personal 
  audience.  They must present all Players Handouts and also 
  make a Diplomacy check to convince Berik. Berik’s starting 
  attitude will be indifferent in this matter. Complete success 
  of course will be difficult, since without the diary they will 
  probably have only circumstantial evidence and a few 
  hastily scribbled notes - one of which is from a member of 
  an outlawed separatist organization. Apply the following 
  modifiers. All bonuses are cumulative. 
  • Talked to Aeslith or Euric: +2 
  �• Brymar’s Diary: +15 
  • Good/Bad roleplaying: +2/-2 Good = Player makes a 
  nice speech. Bad = “I just roll for Diplomacy. Will he 
  believe me?” 
  • Proof of Scarlet Brotherhood (reporting them to city 
  guard): +2 
  • Favor of House Oedil from SND3-M02: +8 
  • “The Hand” spotted by Royal Guards: +4 
  • PC doing the talking is a Paladin or Cleric of a Lawful 
  deity: +1 
  �• PC doing the talking is a member of the Ahlissan 
  military or has their favor (TSS4-04): +2 
  �• PC doing the talking has “free travel through Ahlissa” 
  (TSS3-02): +2 
  • Revealing the location of the safe house: +4  
  • PC doing the talking is a Barbarian: -2 
  • Each PC who is a servant of Trithereon: -2 
  • Every Olman PC: -1 
  • PC doing the talking is a Knight of the Chase and he 
  reveals it = Gallows for him. 
  • PC doing the talking is a Half-Orc: -2 
  • For each PC that was imprisoned by the city guard: -1 
  • Celestial Scion feat: +4 
  • Every bandit or Sargh handed over to Redswords: +1 
  • Pureblooded Suel feat: -2 
   
  Result of the Diplomacy check: 
   
  • DC 30: Berik’s attitude becomes helpful. Berik is 
  convinced and orders the imprisonment and execution 
  of Brymar, who will escape. Move to encounter 12. 
  • DC 15: Berik’s attitude becomes friendly.  Berik is 
  quite convinced and Brymar is forced to resign from 
  his duties. Move to Conclusion B. 
  • Attitude stays indifferent or becomes unhelpful: PCs 
  are laughed out of the audience hall. Move to 
  Conclusion C.  
   
  After a Diplomacy check, you can also ask if the PCs 
  want to give out the location of the Jade Mask safe 
  house (if they’ve not already done so). PCs who do it, 
  receive “Safehouse reported” on their AR but no player 
  can then receive “Traneth” or “Tested by Braegan” on 
  their AR. If this is enough to push Berik’s attitude, 
  refer to developments above.  
   
  Encounter 12: 
  Hunt for Brymar 
  This encounter uses Map 4. The PCs arrive here from 
  Encounter 11.  
   
  Berik listens to your explanations and reads the evidence. 
  Suddenly he rips off a piece of chair and flings it away. 
  Turning towards his bodyguards, he bellows: 
   “Bring Brymar here and quickly. He shall learn what 
  the penalty is for treason and he will regret that he ever 
  
  When Nightingales Sing... 
   
  Page 19 
  stood against me!’  
  The guards disappear and you are left alone with Berik 
  who slowly calms down. Nobody in the hall utters a word 
  and time seems to pass forever.  
  Finally a guard comes running into the hall;  
  “My lord, my lord! Brymar attacked us and fled before 
  we could stop him!’  
  Everyone waits for another fit of rage from Berik but 
  instead he calmly stands up and walks towards the door. 
   ‘Then we shall hunt him down like we hunted the 
  Brotherhood scum! Give horses to these heroes and let 
  them join the hunt.” 
   
  If needed, the PCs receive standard horses with military 
  saddles (these must be returned!). The PCs will then 
  operate as an independent group, as Berik and others 
  spread out across the countryside. They are given a horn, 
  which they can blow if they run into trouble. 
  Brymar will head towards the Iron Hills through 
  Sarwych forest, trying to alert some of his lackeys on the 
  way. Tracking Brymar will not be easy and will require 
  talking to people on the way. If the PCs don’t have anyone 
  with the Track feat and they let Sargh go, you can have 
  them run into him at this point and accompany them. If he 
  dies during the hunt, scratch ‘Sargh’ from AR. The pursuit 
  will proceed as follows: 
  Near Ekehold: Information is given that Brymar was 
  seen riding towards northwest. A successful DC 8 
  Knowledge (the splintered suns/geography) or DC 12 
  Intelligence check, allows the PCs to know that Sarwych 
  Forest is in that direction and he might be going there. 
  Near Sarwych Forest: The PCs will come across a 
  peasant carrying a suit of chainmail armor. If questioned, 
  he will tell that he helped an armored knight to don his full 
  plate and that knight gave his chainmail as reward. A 
  successful DC 5 Diplomacy check or 1 gp bribe (mark to 
  other coin spent) means the peasant will show where the 
  man entered the forest. 
  Sarwych Forest: A successful DC 19 Track check is 
  required or Brymar escapes. The DC includes a –5 penalty 
  for tracking at normal speed, it is possible that this penalty 
  might not apply in case of Bloodhounds, high-level rangers, 
  etc. Any slower and Brymar will automatically escape. 
  If the group doesn’t have anyone with the Track feat or 
  they fail (taking 10 is not allowed in any of these checks) 
  any of these checks, they will eventually get to Sarwych 
  Forest but they will only encounter the ogres and Brymar 
  will escape.   
  If they succeed in tracking Brymar, read the following: 
   
  You move quickly through Sarwych Forest - the tracks 
  appearing fresher and fresher all the time. You conclude 
  they cannot be older than one hour.  
  Suddenly you hear screams and the sound of battle 
  ahead. Moving on, you see a small forest clearing, the 
  bodies of men, most likely bandits, are on the ground as 
  well as that of a warhorse, pierced with many arrows. In 
  the center is an armored man, wielding a large polearm.  
  “The irony of it all, prevented from escaping by 
  bandits. Come then, let us see who is better on the field of 
  battle” 
   
  APL2 (EL 4) 
  � Brymar: male human Ftr4; hp 36, see Appendix 1  
   
  APL4 (EL 6) 
  � Brymar: male human Ftr6; hp 52, see Appendix 2 
   
  APL6 (EL 8) 
  �  Brymar: human male Ftr8; hp 68, see Appendix 3 
   
  APL8 (EL 10) 
  �  Brymar: human male Ftr8/Clr2, hp 82, see Appendix 4. 
   
  Treasure: 
  APL 2: Loot: 151 gp; Coin: 9 gp; Magic: potion of cure 
  moderate wounds: (25 gp) 
  APL 4: Loot: 1 gp; Coin: 9 gp; Magic:  450 gp : +1 full plate 
  (208 gp),  +1 guisarme (192 gp), potion of cure moderate 
  wounds (25 gp), potion of enlarge person (25 gp) 
  APL 6: Loot: 1 gp; Coin: 9 gp; Magic:  1129 gp : +1 full plate 
  mail apell resistance 13 (887 gp),  +1 guisarme (192 gp), 
  potion of cure moderate wounds (25 gp), potion of enlarge 
  person (25 gp) 
  APL 8: Loot: 1 gp; Coin: 9 gp; Magic:  1629 gp: +1 full plate 
  mail spell resistance 13 (887 gp),  +1 bane (human) 
  guisarme (692 gp), potion of cure moderate wounds (25 gp), 
  potion of enlarge person (25 gp) 
   
  Tactics: If the PCs retreat back into the forest and try to use 
  their missile weapons, Brymar flees the area. It will be up to 
  you as DM how you handle this pursuit. You may allow the 
  PCs to run into the ogres if Brymar flees. Brymar will try 
  use his reach and Whirlwind Attack abilities to hit as many 
  PCs as possible per round. He will always allocate at least 1 
  point to Combat Expertise and to Power Attack (if he has 
  the feat). He will use his improved trip on attacks of 
  opportunity or if he can only attack one PC at the time. 
  Brymar will fight to the death and if possible, coup de grace 
  any players or hit them on the ground with his Whirlwind 
  Attack. If he has the potion of enlarge person, he will drink 
  it on the first turn. If he has cleric domains, he will use 
  destruction with Whirlwind attack to hit as many targets as 
  possible and will save the luck domain granted power to 
  
  When Nightingales Sing... 
   
  Page 20 
  use against any spell which would somehow make him 
  helpless.  
  At APL8 he will also have several cleric spells when the 
  fighting starts (rounds after the name indicate how long 
  the spell lasts). These are: shield of faith (4 rounds), 
  protection from law (5 rounds), entropic shield (6 rounds). 
  (shield of faith’s +2 AC has already been included in his 
  statistics). protection from law grants a further +2 AC 
  against Lawful PCs (to base AC of 25) and entropic shield 
  grants a 20% miss change to all ranged attacks against 
  Brymar. Note that at APL8 the Guisarme does 2d6 extra 
  damage against humans and when enlarged, the Guisarme 
  does 2d6 points of damage. 
   
  The C:s on the map are bandit corpses with various 
  weapons and low quality armor. 
   
  Development: If the PCs failed to track Brymar, move to 
  encounter 13. If they kill Brymar, move to conclusion A. 
   
  Encounter 13: 
  Ace in the Hole 
  The PCs arrive here from Encounter 12 if they don’t catch 
  Brymar. Read or paraphrase the following: 
   
  You are following the tracks through Sarwych Forest but 
  you have a feeling that Brymar is getting away. Finally you 
  enter a small open area - the ground is rocky, and the 
  tracks seem to vanish.” 
  Have the group roll opposed Spot/Hide checks vs. the 
  hired fists (who take 10). With all the bonuses/penalties 
  this requires a spot DC 10 to avoid the ambush. If the PCs 
  succeed, they notice monsters before reaching the ambush 
  site. If they fail, they will be surprised. If PCs want, they 
  can try to sneak up on the enemy, in which case you should 
  make opposed Move Silently/Listen checks as moving 
  concealed through the forest is quite easy. They can also 
  head back after seeing monsters, in which case monsters 
  will leg it after Brymar and disappear as well. Another 
  option is to go around but as earlier, Brymar is already gone. 
   
  In any case, read the following once the monsters get 
  their turn in combat.  
  “Bryime sez bash all pursuers so we bash!” 
   
   
  APL2 (EL 4) 
  �    Ogre: hp 26, see Monster Manual page 199 
  �    Orc (2): hp 8 each, see Monster Manual page 203 
   
  APL4 (EL 6) 
  �    Ogre (2): hp 26, see Monster Manual page 199 
  �    Orc (6): hp 8 each, see Monster Manual page 203 
  Orcs have greataxes instead of falchions, doing 1d12+4/x3 
  points of damage instead of 2d4+4/18-20. 
   
  APL6 (EL 8) 
  �    Ogre (6): hp 26, see Monster Manual page 199 
   
  APL8 (EL 10) 
  �    Ogre barbarian (3): hp 79, see Monster Manual page 
  199 
   
  Treasure: Ogres have some loot, as bandit bodies have some 
  as well. 
  APL 2: Loot: 25 gp; Coin: 20 gp;  
  APL 4: Loot: 25 gp; Coin: 40 gp;  
  APL 6: Loot: 25 gp; Coin: 80 gp;  
  APL 8: Loot: 25 gp; Coin: 80 gp; Magic:  324 gp:  3 x +1 large 
  greatclub (108gp) 
   
  These monsters were to be Brymar’s ‘ace in the hole’ to be 
  used after he took over, but now they are just here to enable 
  him to escape. If captured alive, they just say Brymar rode 
  into the Iron Hills. The PCs will not find tracks and Brymar 
  escapes. 
   
  Tactics: The monsters will start by throwing javelins 
  (or casting spells) and then move to close combat where 
  they will fight to the death. On APL8 they don’t bother 
  with Javelins but start their rage and charge straight on. 
  They always do a full power attack for a total damage of 
  2d8+23 (2d8+25 when raging) and if they miss (if either hits 
  when full attacking, they don’t stop), they reduce it by one. 
  Remember that it is possible for a PC to suffer instant death 
  from massive damage on APL8. 
  Development: Assuming the PCs win, move to 
  conclusion D. 
  Conclusion A: 
  If the players succeeded in defeating Brymar, read the 
  following. 
  You have defeated Brymar and can congratulate yourself of 
  a job well done. Baronial guards soon find you and escort 
  you back to Ekehold to receive your reward from Berik. 
  You can guarantee there will be grand festivities in Castle 
  Vinge this night. 
  The PCs receive following to their ARs: 
  �    Favor of House Oedil: This favor can be saved for 
  future or exchanged for one time access (frequency: any) to 
  bane (human) weapon enchanment. 
  
  When Nightingales Sing... 
   
  Page 21 
   
  �   Favor of House Arxx: Two favours from House Arxx 
  grant access to the shock weapon enchantments. 
  (Frequency. Any). The Naerie Triad may determine further 
  uses for house favors in the future and notifications will be 
  made in Naerie page. 
   
  �   Favored by Berik Oedil:. You always have free luxury 
  upkeep in modules starting in the Barony of Ingmalt. In 
  addition, you gain a +2 bonus to all Charisma based skills 
  when dealing with Ahlissan nobles. This favor is only 
  available to those who have played module SND3-02 Harsh 
  Words. 
  The End 
   
  Conclusion B: 
   
  Berik listens as you present the evidence. Finally he waves 
  his hand and the court falls silent. He approaches you and 
  takes the documents.  
   
  “I will consider this matter very carefully. In the 
  meantime, please enjoy my hospitality” he says.  
   
  Baronial guards escort you to accomodations where 
  you can stay and enjoy fine food, drink and company.  
   
  After a few days, you learn that Berik has ordered his 
  guard captain Brymar to resign from his duties. Nasty 
  rumours indicate that he quickly put his house for sale and 
  left Ekehold and nobody knows where. But Berik is safe, at 
  least for now, and you are responsible for that. 
   
   The PCs will receive following to their ARs: 
  �    Favor of House Oedil: This favor can be saved for 
  future or exchanged for one time access (frequency: any) to 
  bane (human) weapon enchanment. 
   
  �   Favor of House Arxx: Two favours from House Arxx 
  grant access to the shock weapon enchantments. 
  (Frequency. Any). The Naerie Triad may determine further 
  uses for house favors in the future and notifications will be 
  made in Naerie page. 
   
  �   Favored by Berik Oedil:. You always have free luxury 
  upkeep in modules starting in the Barony of Ingmalt. In 
  addition, you gain a +2 bonus to all Charisma based skills 
  when dealing with Ahlissan nobles. This favor is only 
  available to those who have played module SND3-02 Harsh 
  Words. 
  Conclusion C: 
  Berik listens your evidence with amusement and finally 
  rips it to pieces.  
   
  ‘You have been very entertaining but I’m a very busy 
  man so I think it best that you leave now’, he says.  
   
  With those words royal guards escort you out the 
  castle and indeed, out of Ekehold. Humiliated, you know 
  you will not be welcome there for a while. Few days later, 
  you learn that an attempt has been made on Berik’s life, 
  but there is no report of his condition is available. 
  The PCs will receive following to their ARs: 
   
  �   Wrath of Brymar: Should you ever meet Brymar again, 
  he will consider you his mortal enemy. 
   
  The End 
   
  Conclusion D: 
   
  The clearing falls silent as last enemy falls. Despite your 
  best efforts, Brymar has escaped and it’s certain he will try 
  to exact bloody revenge on you. 
  The PCs will receive following to their ARs: 
  �    Favor of House Oedil: This favor can be saved for 
  future or exchanged for one time access (frequency: any) to 
  bane (human) weapon enchanment. 
   
  �   Favor of House Arxx: Two favours from House Arxx 
  grant access to the shock weapon enchantments. 
  (Frequency. Any). The Naerie Triad may determine further 
  uses for house favors in the future and notifications will be 
  made in Naerie page. 
   
  �   Favored by Berik Oedil:. You always have free luxury 
  upkeep in modules starting in the Barony of Ingmalt. In 
  addition, you gain a +2 bonus to all Charisma based skills 
  when dealing with Ahlissan nobles. This favor is only 
  available to those who have played module SND3-02 Harsh 
  Words. 
   
  �   Wrath of Brymar: Should you ever meet Brymar again, 
  he will consider you his mortal enemy. 
   
  
  When Nightingales Sing... 
   
  Page 22 
  If the PCs reported the safehouse to the Ahlissans, read the 
  following before the module ends: 
   
  Two men are lying in a small prison cell, the taller of them, 
  dressed in blue cloak, is badly beaten. A rattle of keys alerts 
  the second, older man, and he looks up. Two guards enter, 
  carrying a scroll.  
   
  “Traneth Etali, Braegan of Felten, you have been 
  found guilty of treasonous activity and will be punished 
  according to the law of Ahlissa and are to be beheaded. 
  Baron Oedil, in his mercy, has granted you a pardon and 
  instead, you will hang from the neck until you are dead. 
  Execution will be carried out tomorrow.”  
   
  The two men watch wearily as guards leave.  
   
  “What we will do Traneth?”, the older man asks. 
   
  “Strength my friend, what must happen will happen. 
  Trithereon protects. If we are to survive, we survive.” 
   
  The clatter of keys interrupts him. “And even though 
  we may die, I can still call in a few favours before that time 
  and get a message out about those who betrayed us.” 
   
  The PCs receive Safe House Reported to their Ars. 
   
  �   Safe House Reported: You have reported the existence 
  of a Jade Mask safe house and proven yourself a loyal 
  servant of Ahlissa. This gives you a single favour with any 
  noble house or removes a single disfavor. However, you 
  lose all favours with the Jade Mask you currently have and 
  cannot gain influence with them anymore. 
   
  If they did not report it, they receive the following: 
   
  �   Traneth: For helping Traneth, you have earned an 
  influence point with the Knights of the Chase or the 
  Church of Trithereon. 
   
  The End 
   
  Campaign  
  Consequences 
   
  Please send information about critical events to author at 
  sampo@haarlaa.fi. This will have impact on the future 
  scenarios. Comments about module are also welcomed. 
   
  1: Was Brymar killed, forced to resign, or did he escape? 
  Specify which option. 
   
  2: Were the PCs laughed out of the audience chamber? 
   
  3: Did the PCs report the safe house? 
   
  4: Did any of the Brotherhood agents survive? 
   
  5: Did the PCs kill the Ogres/Orcs? 
   
  
  When Nightingales Sing... 
   
  Page 23 
  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. 
   
  [To award XP for an encounter the DM should award 30xp 
  per EL defeated in the encounter. So at APL2 the party 
  defeats a monster at EL4 and gets 120xp, while at APL 4 the 
  monster is EL6 awarding the party 180xp. Each APL will be 
  written for no more than 5 times the APL in EL’s, so at 
  APL4, the highest possible XP awarded would be 600 
  (4*5*30 xp.) Up to 20% of the total xp may be used for story 
  and/or role-playing awards. So in the APL 4 example, there 
  could be 480xp for specific encounters, 60xp for a story 
  award and 60xp for role-playing.] 
   
  Encounter 1: The Rider 
  Defeating bandits 
  APL2  
   120 XP  
  APL4  
   150 XP  
  APL6  
   
   
   
   
  200 XP 
  APL8 
   
   
   
   
  260 XP 
   
  Encounter 5: Lord’s Delight 
  Defeating the Brotherhood agents or reporting them to the 
  city watch. 
  APL2  
   
   
   
                   120 XP  
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP 
   
  Encounter 11/12: Brymar 
  Defeating Brymar or handing out proof that forces him to 
  resign (Conclusion B) 
  APL2  
  120 XP  
  APL4  
  180 XP  
  APL6  
   
   
   
                   240 XP 
  APL8 
   
   
   
                   300 XP 
   
  Encounter 13: Ace in the Hole 
  Defeating the monsters 
  APL2  
  120 XP  
  APL4  
  180 XP  
  APL6   
   
   
   
                   240 XP 
  APL8 
   
   
   
                   300 XP 
   
  Discretionary Role-playing Award 
  (Note,: awarding this is up to GM to those who played their 
  characters well instead of those who just meta-gamed) 
  APL2  
              90 XP  
  APL4                                                                                135 XP  
  APL6                                                                                180 XP  
  APL8                                                                                225 XP 
   
  Total Possible Experience:  
   
  APL2  
  450 XP  
  APL4  
  675 XP  
  APL6  
  900 XP 
  APL8 
  1,125XP  
   
   
   
  Treasure Summary 
  During an adventure, characters encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes per 
  every 5 enemies, and if the characters cannot take the time to 
  loot the bodies, they do not gain this gold. If you feel it is 
  reasonable that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, and 
  so on), characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure. Many 
  times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it. Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate. Because this is a 
  Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  
  When Nightingales Sing... 
   
  Page 24 
  after the adventure so this total may be modified by other 
  circumstances.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 1: The Rider 
  APL 2: Loot: 20 gp; Coin: 19 gp; Magic: Warmace 
  APL 2: Loot: 70 gp; Coin: 24 gp; Magic: MW Warmace 
  APL 6: Loot: 96 gp; Coin: 44 gp; Magic: MW Warmace 
  APL 8: Loot: 108 gp; Coin: 51 gp; Magic:  MW Warmace 
   
  Encounter 5: Lord’s Delight 
  APL 2: Loot: 30 gp; Coin: 24 gp; Magic: dose of medium 
  spider venom (12 gp), bracers of armour+1 (83 gp, moderate 
  conjuration), potion of enlarge person (20 gp, faint 
  transmutation), 2 x potion of cure light wounds (4 gp, faint 
  conjuration) 
  APL 4: Loot: 36 gp; Coin: 38 gp; Magic: dose of medium 
  spider venom (12 gp), bracers of armour+1 (83 gp, moderate 
  conjuration), potion of enlarge person (20 gp, faint 
  transmutation), 2 x potion of cure light wounds (4 gp, faint 
  conjuration); brooch of shielding (125 gp, faint abjuration) 
  APL 6: Loot: 38 gp; Coin: 58 gp; Magic:  bracers of armour+1 
  (83 gp, moderate conjuration), potion of enlarge person (20 
  gp, faint transmutation); 2 x potion of cure light wounds (4 
  gp, faint conjuration); brooch of shielding (125 gp, faint 
  abjuration); bracers of armour +2 (333gp, moderate 
  conjuration) 
  APL 8: Loot: 41 gp; Coin: 59 gp; Magic: bracers of armour +1 
  (83 gp, moderate conjuration), potion of enlarge person (20 
  gp, faint transmutation), 2 x potion of cure light wounds (4 
  gp, faint conjuration); brooch of shielding (125 gp, faint 
  abjuration); bracers of armour+2 (333 gp, moderate 
  conjuration); 
  monk’s 
  belt 
  (1083 
  gp, 
  moderate 
  transmutation) 
   
  Encounter 10: Back to Ekehold 
  APL 2: Coin: 100 gp;  
  APL 4: Coin: 100 gp;  
  APL 6: Coin: 100 gp;  
  APL 8: Coin: 100 gp;  
   
  Encounter 12: Hunt for Brymar 
  APL 2: Loot: 151 gp; Coin: 9 gp; Magic: potion of cure 
  moderate wounds: (25 gp) 
  APL 4: Loot: 1 gp; Coin: 9 gp; Magic:  450 gp : +1 full plate 
  (208 gp),  +1 guisarme (192 gp), potion of cure moderate 
  wounds (25 gp), potion of enlarge person (25 gp) 
  APL 6: Loot: 1 gp; Coin: 9 gp; Magic:  1129 gp : +1 full plate 
  mail apell resistance 13 (887 gp),  +1 guisarme (192 gp), 
  potion of cure moderate wounds (25 gp), potion of enlarge 
  person (25 gp) 
  APL 8: Loot: 1 gp; Coin: 9 gp; Magic:  1629 gp: +1 full plate 
  mail spell resistance 13 (887 gp),  +1 bane (human) 
  guisarme (692 gp), potion of cure moderate wounds (25 gp), 
  potion of enlarge person (25 gp) 
   
  Encounter 13: Ace in the Hole 
  APL 2: Loot: 25 gp; Coin: 20 gp;  
  APL 4: Loot: 25 gp; Coin: 40 gp;  
  APL 6: Loot: 25 gp; Coin: 80 gp;  
  APL 8: Loot: 25 gp; Coin: 80 gp; Magic:  324 gp:  3 x +1 large 
  greatclub (108gp) 
   
   
  Total Possible Treasure 
  APL 2: Loot: 238 gp; Coin: 172 gp; Magic: 141 gp - Total: 551 
  gp; Cap: 450 gp 
  APL 4: Loot: 144 gp; Coin: 211 gp; Magic: 667 gp - Total: 
  1022 gp; Cap: 650 gp 
  APL 6: Loot: 172 gp; Coin: 291 gp; Magic: 1614 gp - Total: 
  2077 gp; Cap: 900 gp 
  APL 8: Loot: 187 gp; Coin: 305 gp; Magic: 3596 gp - Total: 
  4082 gp; Cap: 1,300 gp 
   
  Special 
  � Favor of House Oedil: This favor can be saved for 
  future or exchanged for one time access (frequency: any) to 
  Bane (Human) weapon enchanment. 
  � Favor of House Arxx: Two favours from House Arxx 
  grant access to the Shock weapon enchantments. 
  (Frequency. Any). Naerie Triad may determine further uses 
  for house favors in the future and notifications will be 
  made in Naerie page. 
   
  � Favored by Berik Oedil:. You always have free luxury 
  upkeep in modules starting in Barony of Ingmalt. In 
  addition, you gain +2 bonus to all charisma based skills 
  when dealing with Ahlissan nobles. This favor is only 
  available to those who have played module SND3-M02 
  Harsh Words. 
   
  � Traneth: For helping Traneth, you have earned an 
  influence point with Knights of the Chase or Church of 
  Trithereon. 
   
  � Wanted in Ahlissa: If a PC is Wanted in Ahlissa, give 
  them the special Wanted in Ahlissa AR, avialbale from the 
  Spintered Sun website or your triad.  
   
  � Tested by Braegan: You’ve been tested by Braegan and 
  found worthy. This grants you an influence point with Jade 
  Mask or Idee Volunteers. 
   
  
  When Nightingales Sing... 
   
  Page 25 
  � Safe house reported: You have reported the existence 
  of Jade Mask safe house and proven yourself a loyal servant 
  of Ahlissa. This gives you a single favour with any noble 
  house or removes a single disfavor. However, you lose all 
  favours with Jade Mask you currently have and cannot gain 
  influence with them anymore. 
   
  � Medium spider venom: Injury, Fort save DC 14; 1d4str 
  initial/secondary; Price: 150 gp; frequency: adventure. 
   
  � Sargh: You have influence point with Naerie thieves 
  guild. You also gain +2 bonus to Forgery, Gather 
  Information or Knowledge (Splintered Suns) while in 
  Ekehold  or in any module Sargh is encountered. 
   
  � Wrath of Brymar: Should you ever meet Brymar again, 
  he will consider you his mortal enemy. 
   
   
   
   
   
   
   
   
   
   
   
  Items for the Adventure Record 
   
   
  Item Access 
  APL 2 
  � Medium spider venom (Adventure, 150 gp, DMG) 
  � Warmace (Adventure, 50 gp, CW) 
   
  APL 4 (All of APL 2 plus the following)  
  � brooch of shielding (Adventure, DMG) 
  � Masterwork warmace (Adventure, CW) 
   
  APL 6 (All of APLs 2-4 plus the following) 
  � bracers of armour +2 (Adventure, DMG) 
  � +1 spell resistance 13 full plate (Adventure, DMG) 
   
  APL 8 (All of APLs 2-6 plus the following) 
   
  � monk’s belt (Any, DMG) 
  � +1 bane (human) guisarme (Adventure, DMG) 
  � +1 large greatclub (Adventure, DMG) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  � Tested by Braegan: You’ve been tested by Braegan and found 
  worthy. This grants you an influence point with Jade Mask or Idee 
  Volunteers. 
   
  � Safe house reported: You have reported the existence of Jade 
  Mask safe house and proven yourself a loyal servant of Ahlissa. 
  This gives you a single favour with any noble house or removes a 
  single disfavor. However, you lose all favours with Jade Mask and 
  Idee Volunteers you currently have and cannot gain influence 
  with them anymore. 
   
  � Sargh: You have influence point with Naerie thieves’ guild. 
  You also gain +2 bonus to Forgery, Gather Information or 
  Knowledge (the Splintered Sun) while in Ekehold or in any 
  module Sargh is encountered. 
   
  � Wrath of Brymar: Should you ever meet Brymar again, he 
  will consider you his mortal enemy. 
  � Favor of House Oedil: This favor can be saved for future or
  exchanged for one time access (frequency: Any) to bane (human)
  weapon enchantment. 
  � Favor of House Arxx: Two favours from House Arxx grant
  access to the shock weapon enchantments. (Frequency: Any). 
  Naerie Triad may determine further uses for house favors in the
  future.  
   
  � Favored by Berik Oedil:. You always have free luxury
  upkeep in modules starting in Barony of Ingmalt and permanent
  influence point with House Oedil. In addition, you gain +2 bonus 
  to all Charisma based skills when dealing with Ahlissan nobles.
  This favor is only available to those who have played module
  SND3-02 Harsh Words. 
   
  � Traneth: For helping Traneth, you have earned an influence
  point with Knights of the Chase or Church of Trithereon. 
  
  Return to Gefjon 
   
  Page 26 
  Appendix 1: 
  APL 2 
  Encounter 1: The Rider 
   
  Aday: Male human Ftr1; CR 1; medium humanoid 
  human; HD 1d10+1; hp 14; Init +2; Spd 20 ft.; AC 18 
  (touch 12, flat-footed 16) (dexterity +2, heavy wooden 
  shield +2, scale mail +4); Base Atk +1; Grp +3; Atk +3 
  melee (1d12+2, warmace): Full Atk: +3 melee (1d12+2, 
  warmace); SA; SQ; AL NE; SV Fort +3, Ref +2, Will +1; 
  Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Climb+2, Intimidate+2, Listen+2, 
  Jump +1, Ride+1, Spot+1; Dodge, Exotic weapon 
  profiency (warmace),  Toughness,  
   
  Possessions: Dagger, heavy wooden shield, scale 
  mail, warmace•, smokestick.   
   
  Physical Description: Tall Oeridian man in a 
  loosely fitting scale mail. 
  •New feat/weapon. See Appendix 7. 
   
  Payrid: Male human Ftr1; CR 1; medium humanoid 
  human; HD 1d10+1; hp 11; Init +2; Spd 30 ft.; AC 15 
  (touch 12, flat-footed 13) (dexterity +2, studded leather 
  armour +3); Base Atk +1; Grp +3; Atk +4 melee (1d6+2, 
  trident) or +3 ranged (net); Full Atk; +4 melee (1d6+2, 
  trident) or +3 ranged (net); SA none; SQ none; SR -; AL 
  CN; SV Fort +4, Ref +2, Will –1; Str 14, Dex 15, Con 13, 
  Int 12, Wis 8, Cha 10.  
   
  Skills and Feats: Climb+1, Handle Animal+1, 
  Intimidate+4, Hide+2, Profession (pit fighter)+2, Spot 
  +2; Exotic weapon profiency (net), Two-weapon 
  fighting, Weapon Focus (trident) 
   
  Possessions: 2 daggers, Net,  Studded leather 
  armour, Trident, tanglefoot bag, smokestick. 
   
  Physical Description: Tall Flan man with tribal 
  tattoos and studded leather armour. Has letters MPF 
  tattooed to his right arm, along with 5 notches 
  (markings of Sunndian pit fighter). 
   
  Bandit (3): Male/Female human War1; CR ½; medium 
  humanoid human; HD 1d8; hp 8; Init +0; Spd 30 ft.; AC 
  13 (touch 10, flat-footed 12) (dexterity +1, leather 
  armour +2); Base Atk +1; Grp +2; Atk +2 melee 
  (1d6+1/19-20, shortsword) or +3 ranged (1d6/x3, 
  shortbow); 
  Full 
  Atk; 
  +2 
  melee 
  (1d6+1/19-20, 
  shortsword) or +3 ranged (1d6/x3, shortbow) SA; SQ; 
  SR; AL NE; SV Fort +2, Ref +1, Will +0; Str 13, Dex 12, 
  Con 11, Int 9, Wis 10, Cha 8.  
   
  Skills and Feats: Climb+2, Hide+1, Jump+2, Spot 
  +1; Point Blank shot, Weapon Focus – Shortbow.  
   
  Possessions: Leather armour, light wooden shield, 
  shortbow, shortsword, Simple clothing, 10 arrows, 
  smokestick. 
   
  Physical Description: Men/Women bandits under 
  Adays control. Have simple equipment and low-quality 
  clothing.  
   
  Encounter 5: Lord’s Delight 
   
  Sister Jolana: Female human Mnk2; CR 2; medium 
  humanoid human; HD 2d8+2; hp 15; Init +6; Spd 30 ft.; 
  AC 14 (touch 13, flat-footed 13) (Bracers+1, Dexterity 
  +1, Wisdom bonus +2); Base Atk +1; Grp +7; Atk +3 
  melee (1d6+2, unarmed): Full Atk: +1/+1 melee (1d6+2, 
  flurry of blows [unarmed]) or +3 melee (1d6+2, 
  unarmed); SA Flurry of blows; SQ Evasion; AL LE; SV 
  Fort +4, Ref +4, Will +5; Str 15, Dex 13, Con 12, Int 8, 
  Wis 15, Cha 10.  
   
  Skills and Feats: Bluff +2, Escape Artist +4, Jump 
  +5, Spot +2, Tumble +5; Deflect Arrows, Dodge, 
  Improved Initiative, Improved Grapple, Improved 
  Unarmed Strike. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows Jolana to attempt a Reflex saving 
  throw for half damage, Jolana takes no damage with a 
  successful saving throw. 
   
  Flurry of Blows (Ex): Using the full attack action, 
  Jolana can make one additional attack per round with 
  unarmed strikes. This extra attack is made at his 
  highest attack bonus, but each attack in the round 
  takes a -2 penalty on the attack roll 
   
  Possessions:  bracers of armour +1, potion of cure 
  light wounds, potion of enlarge person, simple clothes. 
   
  Physical Description: Lightly tanned beautiful 
  Suloise woman. 
   
  Dradan: Male human Ftr1; CR 1; medium humanoid 
  human; HD 1d10+2; hp 12; Init +1; Spd 30 ft.; AC 14 
  (touch 11, flat-footed 13) (dexterity +1, studded leather 
  armour +3); Base Atk +1; Grp +3; Atk +4 melee 
  (1d10+3/19-20, heavy flail) or +2 ranged (1d8/19-20, 
  light crossbow); Full Atk; +4 melee (1d10+3/19-20, 
  heavy flail) or +2 ranged (1d8/19-20, light crossbow) SA 
  ; SQ; AL N; SV Fort +4, Ref +1, Will +1; Str 14, Dex 13, 
  Con 15, Int 13, Wis 12, Cha 8.  
   
  Skills and Feats: Bluff +1, Climb +3, Jump +3, 
  Tumble +1, Spot +1, Listen +1; Combat expertise, 
  Improved Disarms, Weapon Focus – Heavy Flail.   
   
  Possessions: light crossbow,  potion of cure light 
  wounds, Heavy flail, dagger, simple clothes, Studded 
  leather armour,  10 crossbow bolts 
   
  Physical Description: Suel man 
  
  Return to Gefjon 
   
  Page 27 
   
  Nera: Female human Clr1 of Suryl; CR 1; medium 
  humanoid human; HD 1d8+2; hp 10; Init +5; Spd 20 ft.; 
  AC 17 (touch 11, flat-footed 16) (Dexterity +1, Scale 
  mail +4, shield +2); Base Atk +0; Grp +2; Atk +2 melee 
  (1d8+2, morningstar) or +1 ranged (1d8/19-20, light 
  crossbow); Full Atk; +2 melee (1d8+2, morningstar) or 
  +1 ranged (1d8/19-20, light crossbow) SA; SQ; AL NE; 
  SV Fort +3, Ref +1, Will +4; Str 14, Dex 13, Con 12, Int 
  10, Wis 15, Cha 12.  
   
  Skills and Feats: Diplomacy +2, Bluff +2, Disguise 
  +2, Hide +2, Listen +1, Sense Motive +1, Spot +1; 
  Improved Initiative, Scribe Scroll.   
   
  Possessions: Alchemist fire heavy wooden shield, 
  light crossbow, Morningstar, scale mail , simple 
  clothes, 10 crossbow bolts, wooden holy symbol of 
  Syrul. 
   
  Cleric Spells prepared (3/2+1; Base DC 12+spell 
  level) 0-cure minor wounds, create water, read magic; 
  1
  st-bless, disguise self*, obscuring mist. 
  *Domain spells. Deity Syrul. Domains; Knowledge (add 
  all Knowledge skills to your list of cleric class skills), 
  Trickery (add Bluff, Disguise and Hide to your list of 
  cleric’s class skills). 
   
  Physical Description: Suel Woman 
   
  Astalic: Male human War1; CR 1/2; medium 
  humanoid human; HD 1d8+1; hp 9; Init +6; Spd 30 ft.; 
  AC 14 (touch 12, flat-footed 12) (Dexterity +2,  leather 
  armour +2); Base Atk +1; Grp +2; Atk +2 melee 
  (1d6+1/18-20, scimitar) or +3 ranged (1d4+1, dart); Full 
  Atk; +2 melee (1d8+1/18-20, scimitar) or +3 ranged 
  (1d4+1, dart) SA -; SQ none; SR -; AL CN; SV Fort +3, 
  Ref +2, Will +0; Str 13, Dex 14, Con 12, Int 8, Wis 10, 
  Cha 15.  
   
  Skills and Feats: Climb+1, Handle animal +1, 
  Intimidate +1, Perform – string instrument +2, Swim 
  +1; Dodge, Improved initiative.   
   
  Possessions: Leather armour, 4 darts, Dose of 
  medium spider venom, scimitar, Entertainer’s outfit, 
  lute. 
   
  Physical Description: Oeridian/Suel man in 
  entertainers 
  outfit. 
  Collaborator 
  in 
  service 
  of 
  Brotherhood.  
   
   
  Encounter 12: Hunt for Brymar 
   
  Brymar: Male human Ftr4; CR 4; medium humanoid 
  human; HD 4d10+8; hp 36; Init +5; Spd 20 ft.; AC 19 
  (touch 11, flat-footed 18) (Full Plate +8, dexterity +1); 
  Base Atk +4; Grp +6; Atk +7 melee (2d4+3/x3, 
  Guisarme); Full Atk; +7 melee (2d4+3/x3, Guisarme); 
  SA; SQ; SR; AL CN; SV Fort +6, Ref +2, Will +2; Str 15, 
  Dex 13, Con 15, Int 10, Wis 12, Cha 13.  
   
  Skills and Feats: Bluff +1, Climb +3, Handle 
  Animal +1, Intimidate +3,  Ride +1, Swim +3, Tumble 
  +3; Combat expertise, Dodge, Mobility, Improved 
  initiative, Improved Trip, spring attack. 
   
  Possessions: 
  Full 
  Plate 
  mail, 
  masterwork 
  Guisarme, spiked gauntlet, locked gauntlet, longsword, 
  potion of cure moderate wounds. 
   
   
  Physical Description: Brymar is a 6 ft. tall, 
  handsome but pale nobleman with a shoulder length 
  black hair and grey eyes. 
   
   
  
  When Nightingales Sing 
   
  Page 28 
  Appendix 2: 
  APL 4 
  Encounter 1: The rider 
   
  Aday: Male human Ftr2; CR 2; medium humanoid 
  human; HD 2d10+5; hp 21; Init +2; Spd 20 ft.; AC 19 
  (touch 13, flat-footed 16) (Chainmail+5, Dexterity +2, 
  Heavy Wooden Shield +2); Base Atk +2; Grp +4; Atk +6 
  melee (1d12+2, warmace): Full Atk: +6 melee (1d12+2, 
  warmace); SA none; SQ none; SR -; AL NE; SV Fort +4, 
  Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, 
  Cha 8.  
   
  Skills and Feats: Climb+2, Intimidate+3, Listen+2, 
  Jump +2, Ride+2, Spot+1; Dodge, Exotic Weapon 
  profiency - warmace, Toughness, Weapon Focus – 
  warmace 
   
  Possessions: Dagger, Chain Mail, heavy steel shiel, 
  Masterwork warmace•.  
   
  Physical Description: Tall Oeridian man in a 
  loosely fitting chainmail, smokestick. 
  • New feat/weapon on Appendix 2 
   
  Payrid: Male human Ftr2; CR 2; medium humanoid 
  human; HD 2d10+2; hp 18; Init +2; Spd 30 ft.; AC 15 
  (touch 12, flat-footed 13) (Dexterity +2, studded leather 
  armour +3); Base Atk +2; Grp +4; Atk +5 melee (1d6+2, 
  trident) or +4 ranged (net); Full Atk; +5 melee (1d6+2, 
  trident) or +4 ranged (net) SA; SQ; AL CN; SV Fort +4, 
  Ref +2, Will -1; Str 14, Dex 15, Con 13, Int 12, Wis 8, 
  Cha 10.  
   
  Skills and Feats: Climb+1, Handle Animal+1, 
  Intimidate+5, Hide+2, Profession (pit fighter)+3, Spot 
  +3; Exotic weapon profiency (net), Net & Trident 
  Style•, Two-weapon fighting, Weapon Focus (trident) 
   
  Possessions: Studded leather armour, Trident, Net, 
  2 daggers, smokestick. 
   
  Physical Description: Tall Flan man with tribal 
  tattoos and studded leather armour. Has letters MPF 
  tattooed to his right arm, along with 5 notches 
  (markings of Sunndian pit fighter). 
  • New feat/weapon. See appendix 7 
   
  Bandits (5): Male/Female human war1; CR 1/2; 
  medium humanoid human; HD 1d8; hp 8; Init +1; Spd 
  30 ft.; AC 14 (touch 11, flat-footed 13) (dex +1, studded 
  leather armour +3); Base Atk +1; Grp +2; Atk +2 melee 
  (1d6+1/19-20, shortsword) or +3 ranged (1d6/x3, 
  shortbow); 
  Full 
  Atk; 
  +2 
  melee 
  (1d6+1/19-20, 
  shortsword) or +3 ranged (1d6/x3, shortbow) SA none; 
  SQ none; SR -; AL CN/NE; SV Fort +2, Ref +1, Will +0; 
  Str 13, Dex 12, Con 11, Int 9, Wis 10, Cha 8.  
   
  Skills and Feats: Climb+2, Hide+2, Spot +2; Point 
  blank shot, weapon focus – shortbow. 
   
  Possessions: 
  Light 
  wooden 
  shield, 
  Dagger, 
  Studded leather armour, shortbow, 10 arrows, 
  shortsword, simple clothing, smokestick. 
   
  Physical Description: Men/Woman bandits under 
  command of Aday.  
   
  Encounter 5: Lord’s Delight 
   
  Sister Jolana: Female human Mnk4; CR 4; medium 
  humanoid human; HD 4d8+4; hp 27; Init +7; Spd 40 ft.; 
  AC 15 (touch 15, flat-footed 13) (Bracers +1, Dexterity 
  +2, Wisdom bonus +2); Base Atk +3; Grp +9; Atk +5 
  melee (1d8+2, unarmed); Full Atk: +3/+3 melee (1d8+2, 
  flurry of blows [unarmed]) or +5 melee (1d8+2, 
  unarmed); SA Flurry of Blows; SQ; AL LE; SV Fort +5, 
  Ref +6, Will +6; Str 15, Dex 14, Con 12, Int 8, Wis 16, 
  Cha 10.  
   
  Skills and Feats: Balance +4, Escape Artist +7, 
  Listen+2, Jump +7, Spot+7, Tumble+7; Deflect Arrows, 
  Dodge, Earth’s Embrace •, Improved grapple, 
  Improved Initiative, Improved unarmed strike. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows Jolana to attempt a Reflex saving 
  throw for half damage, Jolana takes no damage with a 
  successful saving throw. 
   
  Flurry of Blows (Ex): Using the full attack action, 
  Jolana can make one additional attack per round with 
  unarmed strikes. This extra attack is made at his 
  highest attack bonus, but each attack in the round 
  takes a -2 penalty on the attack roll. 
   
  Ki Strike (Su): Jolanas unarmed strikes are 
  considered magical when determing damage against 
  creatures with damage reduction. 
  Slow Fall (Ex): Jolana can use her hands to slow her fall 
  by 20ft if next to a wall or other such surface. 
   
  Still Mind (Ex): Jolana receives +2 bonus to saving 
  throws against spells and effects from enchantment 
  school. 
   
  Possessions: bracers of armour+1, potion of cure 
  light wounds, potion of enlarge person, simple 
  clothing.  
   
  Physical Description: Lightly tanned beautiful 
  Suel woman  
  • New feat/weapon. See Appendix 2 
   
   
  Dradan: Male human Ftr1/Rog1; CR 2; medium 
  humanoid human; HD 1d10+1d6+4; hp 18; Init +1; Spd 
  30 ft.; AC 14 (touch 11, flat-footed 13) (Dexterity +1, 
  Studded leather armour +3); Base Atk +1; Grp +3; Atk 
  +4 melee (1d10+3/19-20, heavy flail) or +2 ranged 
  
  When Nightingales Sing 
   
  Page 29 
  (1d8/19-20, light crossbow); Full Atk; +4 melee 
  (1d10+3/19-20, heavy flail) or (1d8/19-20, light 
  crossbow); SA Sneak attack+1d6; SQ; AL N; SV Fort +4, 
  Ref +3, Will +1; Str 14, Dex 13, Con 15, Int 13, Wis 12, 
  Cha 8 
   
  Skills and Feats: Bluff +5, Climb +5, Jump +3, 
  Tumble +5, Spot +1, Listen +1; Combat Expertise, 
  Improved disarm, Weapon Focus (Heavy Flail)  
   
  Possessions: Brooch of Shielding, Dagger, potion 
  of cure light wounds,  heavy flail, simple clothing,  
  Studded Leather Armour (worn under clothing), light 
  crossbow, 12 bolts. 
   
  Physical Description: Suel man in bar outfit. 
   
  Nera: Female human Clr4 of Suryl; CR 4; medium 
  humanoid human; HD 4d8+8; hp 34; Init +5; Spd 20 ft.; 
  AC 17 (touch 11, flat-footed 16) (Dexterity +1, Scale 
  mail +4, Shield +2); Base Atk +3; Grp +5; Atk +6 melee 
  (1d8+2, morningstar) or +4 ranged (1d8/19-20, light 
  crossbow); Full Atk; +6 melee (1d8+2, morningstar) or 
  +4 ranged (1d8/19-20, light crossbow) SA ; SQ; SR; AL 
  NE; SV Fort +6, Ref +2, Will +6; Str 14, Dex 13, Con 12, 
  Int 10, Wis 16, Cha 12.  
   
  Skills and Feats: Diplomacy +4, Bluff +4, Disguise 
  +2, Hide +3, Listen +2, Sense Motive +3, Spot+1; 
  Improved initiative, Scribe scroll, Weapon Focus 
  (morningstar).   
   
  Possessions: Alchemist fire, heavy wooden shield,  
  light crossbow, Morningstar, Scale mail, simple 
  clothes, 10 crossbow bolts, wooden holy symbol of 
  Syrul. 
   
  Spells prepared (5/4+1/3+1; Base DC 13+spell 
  level) 0- Cure Minor Wounds, Create water, Detect 
  Magic; Read Magic, Virtue; 1- Bless, Cure Light 
  Wounds, 
  Deathwatch, 
  Disguise 
  Self*, 
  Summon 
  Monster I, 2- Death Knell, invisibility*, Sound Burst, 
  Summon Monster II. 
  *Domain spells. Deity Syrul. Domains; Knowledge (add 
  all Knowledge skills to your list of cleric class skills), 
  Trickery (add Bluff, Disguise and Hide to your list of 
  cleric’s class skills). 
   
  Physical Description: Suel Woman. 
   
  Astalic: Male human Brd1/ftr1; CR 2; medium 
  humanoid human; HD 1d10+1d6+2; hp 16; Init +6; Spd 
  30 ft.; AC 14 (touch 12, flat-footed 12) (Dexterity +2,  
  leather armour +2); Base Atk +1; Grp +2; Atk +3 melee 
  (1d6+1/18-20, scimitar) or +3 ranged (1d8/19-20, light 
  crossbow) Full Atk; +3 melee (1d8+1/18-20, scimitar) or 
  +3 ranged (1d8/19-20, light crossbow) SA; SQ bardic 
  music, bardic knowledge, countersong, fascinate,; AL 
  CN; SV Fort +3, Ref +4, Will +2; Str 13, Dex 14, Con 12, 
  Int 8, Wis 10, Cha 15.  
   
  Skills and Feats: Climb+1, Diplomacy +3, Handle 
  animal +1, Intimidate +2, Perform – string instrument 
  +5, Swim +2; Dodge, Improved initiative,  weapon 
  focus (scimitar).   
   
  Possessions: Leather armour, 4 darts, Dose of 
  medium spider venom, scimitar, Entertainer’s outfit, 
  lute. 
   
  Spells Known  (3/; base DC = 12 + spell level): 0—
  [Daze, Detect Magic, Flare, Open/Close, Read Magic];  
  Physical 
  Description: 
  Oeridian/Suel 
  man 
  in 
  entertainers 
  outfit. 
  Collaborator 
  in 
  service 
  of 
  Brotherhood. 
   
  Encounter 12: Hunt for Brymar 
   
  Brymar: Male human Ftr6; CR 6; medium humanoid 
  human; HD 6d10+12; hp 52; Init +5; Spd 20 ft.; AC 20 
  (touch 11, flat-footed 19) (+1 Full Plate +9, dexterity 
  +1); Base Atk +6/+1; Grp +8; Atk +9 melee (2d4+4/x3, 
  +1Guisarme); 
  Full 
  Atk; 
  +9 
  melee 
  (2d4+4/x3, 
  +1Guisarme) and +4 melee (2d4+4/x3, +1Guisarme); 
  SA; SQ; AL CN; SV Fort +7, Ref +3, Will +3; Str 15, Dex 
  13, Con 15, Int 10, Wis 12, Cha 13.  
   
  Skills and Feats: Bluff +1, Climb +3, Handle 
  Animal +1, Intimidate +3,  Ride +1, Swim +3, Tumble 
  +5; Combat expertise, Dodge, Mobility, Improved 
  initiative, Improved Trip, Power Attack, Spring Attack, 
  Whirlwind Attack. 
   
  Possessions: +1 Full Plate mail, +1 Guisarme, 
  spiked gauntlet, locked gauntlet, longsword, potion of 
  cure moderate wounds, potion of enlarge person. 
   
   
  Physical Description: Brymar is a 6 ft. tall, 
  handsome but pale nobleman with a shoulder length 
  black hair and grey eyes. 
  
  When Nightingales Sing 
   
  Page 30 
  Appendix 3: 
  APL 6 
  Encounter 1: The rider 
   
  Aday: Male human Ftr2/Brb1; CR 3; medium 
  humanoid human; HD 2d10+1d12+9; hp 32; Init +2; 
  Spd 20 ft.; AC 19 (touch 13, flat-footed 16) 
  (Chainmail+5, Dexterity +2, Heavy Wooden Shield +2); 
  Base Atk +2; Grp +4; Atk +6 melee (1d12+2, warmace): 
  Full Atk: +6 melee (1d12+2, warmace); SA none; SQ 
  none; SR -; AL NE; SV Fort +4, Ref +2, Will +1; Str 14, 
  Dex 15, Con 14, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Climb+2, Hide +3, Intimidate+3, 
  Listen+2, Jump +4, Ride+2, Spot+2; Dodge, Exotic 
  Weapon 
  profiency 
  - 
  warmace, 
  Power 
  Attack, 
  Toughness, Weapon Focus – warmace 
   
  Possessions: Dagger, Spiked Gauntlet, Chain Mail, 
  heavy steel shield, Masterwork warmace•,  smokestick. 
  Rage (Ex): Aday can enter a berserk frenzy; He gains +4 
  to Str and Con (Strength 18, Constitution 18), +2 bonus 
  to Will saves and –2 to AC (AC 17) and gains 6 extra 
  hitpoints (total 27). While Raging Aday has +8 to hit 
  and does 1d12+4 damage. This rage lasts for 7 rounds 
  and afterwards he is fatigued. 
   
  Physical Description: Tall Oeridian man in a 
  loosely fitting chainmail. 
  Rage (Ex): Aday can enter a berserk frenzy; He gains +4 
  to Str and Con (Strength 18, Constitution 18), +2 bonus 
  to Will saves and –2 to AC (AC 14). This rage lasts for 7 
  rounds and afterwards he is fatigued. 
   � New feat/weapon. See appendix 7 
   
  Payrid: Male human Ftr3; CR 3; medium humanoid 
  human; HD 3d10+3; hp 25; Init +2; Spd 30 ft.; AC 15 
  (touch 12, flat-footed 13) (dex +2, studded leather 
  armour +3); Base Atk +3; Grp +5; Atk +6 melee (1d6+2, 
  trident) or +5 ranged (net); Full Atk; +6 melee (1d6+2, 
  trident) or +5 ranged (net) SA none; SQ none; SR -; AL 
  CN; SV Fort +5, Ref +3, Will +0; Str 14, Dex 15, Con 13, 
  Int 12, Wis 8, Cha 10.  
   
  Skills and Feats: Climb+2, Handle Animal+2,  
  Hide+2, 
  Intimidate+6, 
  Listen+1, 
  Profession 
  (pit 
  fighter)+3, Spot +3; Close-Quarters fighting �, Exotic 
  weapon profiency (net), Net & Trident Style �, Two-
  weapon fighting, Weapon Focus (trident) 
   
  Possessions: Studded leather armour, Trident, Net, 
  2 daggers, tanglefoot bag, smokestick. 
   
  Physical Description: Tall flan man with tribal 
  tattoos and studded leather armour. Has letters MPF 
  tattooed to his right arm, along with 5 notches 
  (markings of Sunndian pit fighter). 
  � New feat/weapon. See appendix 7 
   
  Bandits (3): Male/Female human Ftr2/Rng1; CR 3; 
  medium humanoid human; HD 2d10+1d8+6; hp 27; 
  Init +2; Spd 20 ft.; AC 16 (touch 12, flat-footed 14) (dex 
  +2, scale mail+4); Base Atk +3; Grp +5; Atk +5 melee 
  (1d8+2/19-20, longsword) or +6 ranged (1d8+1/x3, 
  longbow); Full Atk; +5 melee (1d8+2/19-20, longsword) 
  or +6 ranged (1d8+1/x3, longbow) or +4/+4 ranged 
  (1d8+1/x3, longbow); SA none; SQ Favorite enemy; SR 
  -; AL NE; SV Fort +6, Ref +4, Will +0; Str 14, Dex 14, 
  Con 12, Int 10, Wis 11, Cha 10.  
   
  Skills and Feats: Climb+2, Escape Artist +3, 
  Hide+5, Listen+4, Spot +4, Tumble +3,; Point Blank 
  Shot, Precise Shot, Rapid shot, Track, Toughness, 
  Weapon Focus – Longbow. 
   
  Possessions: Dagger x 2, scale mail, composite 
  longbow (+1 str), 10 arrows, longsword, small wooden 
  shield, simple clothing,  smokestick. 
   
  Favourite Enemy: Bandits gain +2 on their Sense 
  Motive, Bluff, Listen, Spot & Survival against Humans. 
  They also do 2 extra points of damage against humans. 
   
  Physical Description: Army deserters from various 
  parts of Ahlissa. 
   
  Encounter 5: Lord’s Delight 
   
  Sister Jolana: Female human Mnk6; CR 6; medium 
  humanoid human; HD 6d8+6; hp 44; Init +7; Spd 40 ft.; 
  AC 16 (touch 16, flat-footed 14) (Bracers +2, Dexterity 
  +2, Wisdom bonus +2); Base Atk +4; Grp +10; Atk +7 
  melee (1d8+2, unarmed); Full Atk: +5/+5 melee (1d8+2, 
  flurry of blows [unarmed]) or +7 melee (1d8+2, 
  unarmed); SA Flurry of Blows; SQ; AL LE; SV Fort +6, 
  Ref +7, Will +8; Str 15, Dex 14, Con 12, Int 8, Wis 16, 
  Cha 10.  
   
  Skills and Feats: Balance +4, Escape Atist +8, 
  Listen+2, Jump +7, Spot+7, Tumble+7; Deflect Arrows, 
  Dodge, Earth’s Embrace �, Improved grapple, Improved 
  Initiative, Improved Trip, Improved unarmed strike, 
  weapon focus (unarmed) 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows Jolana to attempt a Reflex saving 
  throw for half damage, Jolana takes no damage with a 
  successful saving throw. 
   
  Flurry of Blows (Ex): Using the full attack action, 
  Jolana can make one additional attack per round with 
  unarmed strikes. This extra attack is made at his 
  highest attack bonus, but each attack in the round 
  takes a -2 penalty on the attack roll. 
  
  When Nightingales Sing 
   
  Page 31 
   
  Ki Strike (Su): Jolanas unarmed strikes are 
  considered magical when determing damage against 
  creatures with damage reduction. 
   
  Purity of Body (Su): Jolana is immune to all 
  diseases expect supernatural and magical diseases. 
   
  Slow Fall (Ex): Jolana can use her hands to slow 
  her fall by 40ft if next to a wall or other such surface. 
   
  Still Mind (Ex): Jolana receives +2 bonus to saving 
  throws against spells and effects from enchantment 
  school. 
   
  Possessions: bracers of armour+2 potion of cure 
  light wounds, potion of enlarge person,  simple 
  clothing.  
   
  Physical Description: Lightly tanned beautiful 
  Suel woman  
  � New feat/weapon. See appendix 7 
   
   
  Dradan: Male human Ftr1/Rog3; CR 4; medium 
  humanoid human; HD 1d10+3d6+12; hp 32; Init +1; 
  Spd 30 ft.; AC 15 (touch 11, flat-footed 13) (Dexterity 
  +1, chainshirt +4); Base Atk +3; Grp +5; Atk +6 melee 
  (1d10+3/19-20, heavy flail) or +4 ranged (1d8/19-20, 
  light crossbow); Full Atk; +6 melee (1d10+3/19-20, 
  heavy flail) or +4 ranged (1d8/19-20, light crossbow); 
  SA Sneak attack+2d6; SQ evasion; AL N; SV Fort +6, 
  Ref +6, Will +2; Str 14, Dex 13, Con 16, Int 13, Wis 12, 
  Cha 8 
   
  Skills and Feats: Bluff +5, Climb +5, Jump +5, 
  Tumble +7, Spot +6, Listen +5; Combat Expertise, 
  Improved disarm, Power Attack, Weapon Focus 
  (Heavy Flail)  
   
  Possessions: Brooch of Shielding, Dagger, potion 
  of cure light wounds,  heavy flail, simple clothing,  
  chainshirt (worn under clothing), light crossbow, 12 
  bolts. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows Dradan to attempt a Reflex saving 
  throw for half damage, Dradan takes no damage with a 
  successful saving throw. 
  Physical Description: Suel man in bar outfit. 
   
  Physical Description: Suel man in bar outfits. 
   
  Nera: Female human Clr6 of Suryl; CR 6; medium 
  humanoid human; HD 6d8+12; hp 48; Init +5; Spd 20 
  ft.; AC 17 (touch 11, flat-footed 16) (Dexterity +1, Scale 
  mail +4, Shield +2); Base Atk +4; Grp +6; Atk +7 melee 
  (1d8+2, morningstar) or +5 ranged (1d8/19-20, light 
  crossbow); Full Atk; +7 melee (1d8+2, morningstar) or 
  +5 ranged (1d8/19-20, light crossbow) SA; SQ; AL NE; 
  SV Fort +6, Ref +3, Will +8; Str 14, Dex 13, Con 12, Int 
  10, Wis 16, Cha 12.  
   
  Skills and Feats: Diplomacy +4, Bluff +4,  Hide +4, 
  Disguise +2, Hide +4, Listen +1, Sense Motive +1, 
  Spot+1; Dodge, Improved initiative, Scribe scroll, 
  Weapon Focus (morningstar).   
   
  Possessions: Alchemist fire, heavy wooden shield,  
  light crossbow, Morningstar, Scale mail, simple 
  clothes, 10 crossbow bolts, wooden holy symbol of 
  Syrul. 
   
  Spells prepared (5/4+1/4+1/3+1; Base DC 13+spell 
  level) 0- Cure Minor Wounds, Create water, Detect 
  Magic; Read Magic, Virtue; 1- Bless, Cure Light 
  Wounds, 
  Deathwatch, 
  Disguise 
  Self*, 
  Summon 
  Monster I, 2- Death Knell, Inflict Moderate wounds, 
  invisibility*, Sound Burst, Summon Monster II. 3- 
  Inflict 
  serious 
  wounds, 
  Nondetection*, 
  Prayer, 
  Summon Monster III. 
  *Domain spells. Deity Syrul. Domains; Knowledge (add 
  all Knowledge skills to your list of cleric class skills), 
  Trickery (add Bluff, Disguise and Hide to your list of 
  cleric’s class skills). 
   
  Physical Description: Suel Woman. 
   
  Astalic: Male human Brd1/ftr3; CR 4; medium 
  humanoid human; HD 3d10+1d6+4; hp 30; Init +6; Spd 
  30 ft.; AC 14 (touch 12, flat-footed 12) (Dexterity +2,  
  leather armour +2); Base Atk +1; Grp +2; Atk +3 melee 
  (1d6+1/18-20, scimitar) or +3 ranged (1d8/19-20, light 
  crossbow) Full Atk; +3 melee (1d8+1/18-20, scimitar) or 
  +3 ranged (1d8/19-20, light crossbow) SA; SQ bardic 
  music, bardic knowledge, countersong, fascinate; AL 
  CN; SV Fort +4, Ref +4, Will +2; Str 13, Dex 14, Con 12, 
  Int 8, Wis 10, Cha 15.  
   
  Skills and Feats: Climb+2, Diplomacy +3, Handle 
  animal +1, Intimidate +2, Perform – string instrument 
  +6, Swim +2; Dodge, Improved initiative, Point blank 
  shot, precise shot,  weapon focus (scimitar).   
   
  Possessions: Leather armour, 4 darts, Dose of 
  medium spider venom, scimitar, Entertainer’s outfit, 
  lute. 
   
  Spells Known  (3/; base DC = 12 + spell level): 0—
  [Daze, Detect Magic, Flare, Open/Close, Read Magic];  
  Physical 
  Description: 
  Oeridian/Suel 
  man 
  in 
  entertainers 
  outfit. 
  Collaborator 
  in 
  service 
  of 
  Brotherhood. 
   
  
  When Nightingales Sing 
   
  Page 32 
  Encounter 12: Hunt for Brymar 
   
  Brymar: Male human Ftr8; CR 8; medium humanoid 
  human; HD 8d10+16; hp 68; Init +5; Spd 20 ft.; AC 21 
  (touch 11, flat-footed 19) (+1 Full Plate +9, dexterity 
  +1); Base Atk +8/+3; Grp +11; Atk +13 melee (2d4+5/x3, 
  +1 Guisarme); Full Atk; +13 melee (2d4+5/x3, +1 
  Guisarme) and +8 melee (2d4+5/x3, +1Guisarme); SA; 
  SQ; SR 13; AL CN; SV Fort +8, Ref +3, Will +3; Str 16, 
  Dex 13, Con 15, Int 10, Wis 12, Cha 13.  
   
  Skills and Feats: Bluff +2, Climb +3, Handle 
  Animal +1, Intimidate +4,  Ride +1, Swim +3, Tumble 
  +7; Combat expertise, Dodge, Mobility, Improved 
  initiative, Improved Trip, Power Attack, Spring Attack, 
  Weapon Focus – Guisarme, Whirlwind Attack. 
   
  Possessions: +1 Full Plate mail with spell 
  resistance 13, +1 Guisarme, spiked gauntlet, locked 
  gauntlet, longsword, potion of cure moderate wounds, 
  potion of enlarge person. 
   
   
  Physical Description: Brymar is a 6 ft. tall, 
  handsome but pale nobleman with a shoulder length 
  black 
  hair 
  and 
  grey 
  eyes.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  When Nightingales Sing 
   
  Page 33 
  Appendix 4: 
  APL 8 
  Encounter 1: The rider 
   
  Aday: Male human Ftr4/Brb1; CR 5; medium 
  humanoid human; HD 4d10+1d12+13; hp 48; Init +2; 
  Spd 20 ft.; AC 19 (touch 13, flat-footed 16) 
  (Chainmail+5, Dexterity +2, Heavy Wooden Shield +2); 
  Base Atk +5; Grp +7; Atk +8 melee (1d12+4, warmace): 
  Full Atk: +8 melee (1d12+4, warmace); SA none; SQ 
  none; SR -; AL NE; SV Fort +6, Ref +3, Will +2; Str 15, 
  Dex 15, Con 14, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Climb+2, Hide +3, Intimidate+5, 
  Listen+2, Jump +4, Ride+2, Spot+3; Dodge, Exotic 
  Weapon 
  profiency 
  - 
  warmace, 
  Power 
  Attack, 
  Toughness, Weapon Focus – warmace, Weapon 
  spesialisation – warmace. 
   
  Possessions: Dagger x2, Spiked Gauntlet, Chain 
  Mail, heavy steel shield, Masterwork warmace•, 
  smokestick.  
   
  Rage (Ex): Aday can enter a berserk frenzy; He 
  gains +4 to Str and Con (Strength 18, Constitution 18), 
  +2 bonus to Will saves and –2 to AC (AC 17) and gains 
  10 extra hitpoints (total 58). While Raging Aday has +8 
  to hit and does 1d12+6 damage. This rage lasts for 7 
  rounds and afterwards he is fatigued. 
   
  Physical Description: Tall Oeridian man in a 
  loosely fitting chainmail. 
   � New feat/weapon. See appendix 7 
   
  Payrid: Male human Ftr5; CR 5; medium humanoid 
  human; HD 5d10+5; hp 44; Init +2; Spd 30 ft.; AC 15 
  (touch 12, flat-footed 13) (dexterity +2, studded leather 
  armour +3); Base Atk +5; Grp +7; Atk +8 melee (1d6+4, 
  trident) or +7 ranged (net); Full Atk; +8 melee (1d6+4, 
  trident) or +7 ranged (net) SA; SQ; SR; AL CN; SV Fort 
  +6, Ref +3, Will +0; Str 14, Dex 15, Con 14, Int 12, Wis 
  8, Cha 10.  
   
  Skills and Feats: Climb+3, Handle Animal+2,  
  Hide+2, 
  Intimidate+6, 
  Listen+2, 
  Profession 
  (pit 
  fighter)+4, Spot +3; Close-Quarters fighting*, Exotic 
  weapon profiency (net), Net & Trident Style*, Two-
  weapon fighting, Weapon Focus (trident), Weapon 
  specialization (trident). 
   
  Possessions: Studded leather armour, Trident, Net, 
  2 daggers, tanglefoot bag, smokestick. 
   
  Physical Description: Tall flan man with tribal 
  tattoos and studded leather armour. Has letters MPF 
  tattooed to his right arm, along with 5 notches 
  (markings of Sunndian pit fighter). 
  • 
  New feat/weapon. See appendix 6 
   
  Bandits (3): Male/Female human Ftr4/Rng1; CR 5; 
  medium humanoid human; HD 4d10+1d8+10; hp 43; 
  Init +2; Spd 20 ft.; AC 16 (touch 12, flat-footed 14) (dex 
  +2, scale mail+4); Base Atk +5; Grp +7; Atk +7 melee 
  (1d8+2/19-20, longsword) or +8 ranged (1d8+3/x3, 
  longbow); Full Atk; +7 melee (1d8+2/19-20, longsword) 
  or +8 ranged (1d8+3/x3, longbow) or +6/+6 ranged 
  (1d8+3/x3, longbow); SA none; SQ Favorite enemy; SR 
  -; AL NE; SV Fort +6, Ref +4, Will +0; Str 14, Dex 15, 
  Con 14, Int 10, Wis 11, Cha 10.  
   
  Skills and Feats: Climb+3, Escape Artist +3, 
  Hide+6, Listen+5, Spot +4, Tumble +3; Point Blank 
  Shot, Precise Shot, Rapid shot, Track, Toughness, 
  Weapon Focus – Longbow, weapon spesialisation – 
  longbow. 
   
  Possessions: Dagger x 2, scale mail, composite 
  longbow (+1 str), 10 arrows, longsword, small wooden 
  shield, simple clothing,  smokestick. 
   
  Favourite Enemy: Bandits gain +2 on their Sense 
  Motive, Bluff, Listen, Spot & Survival against Humans. 
  They also do 2 extra points of damage against humans. 
   
  Physical Description: Army deserters from various 
  parts of Ahlissa. 
   
  Encounter 5: Lord’s Delight 
   
  Sister Jolana: Female human Mnk8; CR 8; medium 
  humanoid human; HD 8d8+8; hp 56; Init +7; Spd 80 ft.; 
  AC 18 (touch 18, flat-footed 16) (Bracers +2, Dexterity 
  +2, Monk Bonus +2, Wisdom bonus +2); Base Atk 
  +6/+1; Grp +13; Atk +10 melee (2d6+2, unarmed); Full 
  Atk: +8/+8 melee (2d6+2, flurry of blows [unarmed]) or 
  +10 melee (2d6+2, unarmed); SA Flurry of Blows; SQ 
  Wholeness of Body; AL LE; SV Fort +7, Ref +8, Will +9; 
  Str 16, Dex 14, Con 12, Int 8, Wis 16, Cha 10.  
   
  Skills and Feats: Balance +4, Escape Artist +11, 
  Listen+2, Jump +8, Spot+8, Tumble+8; Deflect Arrows, 
  Dodge, Earth’s Embrace �, Improved grapple, Improved 
  Initiative, Improved Trip, Improved unarmed strike, 
  weapon focus (unarmed) 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows Jolana to attempt a Reflex saving 
  throw for half damage, Jolana takes no damage with a 
  successful saving throw. 
   
  Flurry of Blows (Ex): Using the full attack action, 
  Jolana can make one additional attack per round with 
  unarmed strikes. This extra attack is made at his 
  highest attack bonus, but each attack in the round 
  takes a -2 penalty on the attack roll. 
  
  When Nightingales Sing 
   
  Page 34 
   
  Ki Strike (Su): Jolanas unarmed strikes are 
  considered magical when determing damage against 
  creatures with damage reduction. 
   
  Purity of Body (Su): Jolana is immune to all 
  diseases expect supernatural and magical diseases. 
   
  Slow Fall (Ex): Jolana can use her hands to slow 
  her fall by 40ft if next to a wall or other such surface. 
   
  Still Mind (Ex): Jolana receives +2 bonus to saving 
  throws against spells and effects from enchantment 
  school. 
   
  Wholeness of Body (Su): Jolana can heal up to 16 
  points of damage from himself/1day 
   
  Possessions: bracers of armour+2, potion of cure 
  light wounds, potion of enlarge person, Monk’s belt, 
  simple clothing.  
   
  Physical Description: Lightly tanned beautiful 
  Suel woman  
  � New feat/weapon. See appendix 6 
   
   
  Dradan: Male human Ftr3/Rog3; CR 6; medium 
  humanoid human; HD 3d10+3d6+18; hp 50; Init +1; 
  Spd 30 ft.; AC 15 (touch 11, flat-footed 13) (Dexterity 
  +1, chainshirt +4); Base Atk +5; Grp +7; Atk +8 melee 
  (1d10+3/19-20, heavy flail) or +6 ranged (1d8/19-20, 
  light crossbow); Full Atk; +8 melee (1d10+3/19-20, 
  heavy flail) or +6 ranged (1d8/19-20, light crossbow); 
  SA Sneak attack+2d6; SQ evasion; AL N; SV Fort +6, 
  Ref +6, Will +2; Str 14, Dex 13, Con 16, Int 13, Wis 12, 
  Cha 8 
   
  Skills and Feats: Bluff +5, Climb +7, Intimidate +4, 
  Jump +7, Tumble +7, Spot +6, Listen +5; Combat 
  Expertise, Improved disarm, Power Attack, Weapon 
  Focus (Heavy Flail)  
   
  Possessions: Brooch of Shielding, Dagger, potion 
  of cure light wounds,  heavy flail, simple clothing,  
  chainshirt (worn under clothing), light crossbow, 12 
  bolts. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows Dradan to attempt a Reflex saving 
  throw for half damage, Dradan takes no damage with a 
  successful saving throw. 
  Physical Description: Suel man in bar outfit. 
   
  Nera: Female human Clr8 of Suryl; CR 6; medium 
  humanoid human; HD 8d8+16; hp 62; Init +5; Spd 20 
  ft.; AC 18 (touch 12, flat-footed 16) (Dexterity +2, Scale 
  mail +4, Shield +2); Base Atk +6/+1; Grp +8; Atk +9 
  melee (1d8+2, morningstar) or +8 ranged (1d8/19-20, 
  light crossbow); Full Atk; +9/+4 melee (1d8+2, 
  morningstar) or +8/+3 ranged (1d8/19-20, light 
  crossbow) SA; SQ; AL NE; SV Fort +7, Ref +4, Will +9; 
  Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 12.  
   
  Skills and Feats: Diplomacy +5, Bluff +5,  Hide +8, 
  Disguise +2, Hide +4, Listen +1, Sense Motive +1, 
  Spot+1; Dodge, Improved initiative, Scribe scroll, 
  Weapon Focus (morningstar).   
   
  Possessions: Alchemist fire, heavy wooden shield,  
  light crossbow, Morningstar, Scale mail, simple 
  clothes, 10 crossbow bolts, wooden holy symbol of 
  Syrul. 
   
  Spells prepared (6/5+1/4+1/4+1/2+1; Base DC 
  13+spell level) 0- Cure Minor Wounds, Create water, 
  Detect Magic, Guidance, Read Magic, Virtue; 1- Bless, 
  Cure Light Wounds x2, Deathwatch, Disguise Self*, 
  Summon Monster I, 2- Death Knell, Inflict Moderate 
  wounds, invisibility*, Sound Burst, Summon Monster 
  II. 3- Inflict serious wounds, Nondetection*, Prayer, 
  Summon Monster III x2. 4- Confusion*, Divine Power, 
  Inflict Critical Wounds, Summon Monster IV 
  *Domain spells. Deity Syrul. Domains; Knowledge (add 
  all Knowledge skills to your list of cleric class skills), 
  Trickery (add Bluff, Disguise and Hide to your list of 
  cleric’s class skills). 
   
  Physical Description: Suel Woman. 
   
  Astalic: Male human Brd1/Ftr5; CR 6; medium 
  humanoid human; HD 5d10+1d6+6; hp 44; Init +6; Spd 
  30 ft.; AC 14 (touch 12, flat-footed 12) (Dexterity +2,  
  leather armour +2); Base Atk +5; Grp +6; Atk +6 melee 
  (1d6+1/18-20, scimitar) or +7 ranged (1d8+1/19-20, 
  light crossbow) Full Atk; +5 melee (1d8+1/18-20, 
  scimitar) or +7 ranged (1d8+2/19-20, light crossbow) 
  SA; SQ bardic music, bardic knowledge, countersong, 
  fascinate,; AL CN; SV Fort +5, Ref +5, Will +3; Str 13, 
  Dex 14, Con 12, Int 8, Wis 10, Cha 15.  
   
  Skills and Feats: Climb+2, Diplomacy +3, Handle 
  animal +3, Intimidate +3, Perform – string instrument 
  +6, Swim +2; Dodge, Improved initiative, Point blank 
  shot, precise shot,  weapon focus (scimitar), weapon 
  focus (crossbow), weapon spesialisation (crossbow)   
   
  Possessions: Leather armour, 4 darts, Dose of 
  medium spider venom, scimitar, Entertainer’s outfit, 
  lute. 
   
  Spells Known  (3/; base DC = 12 + spell level): 0—
  [Daze, Detect Magic, Flare, Open/Close, Read Magic];  
  Physical 
  Description: 
  Oeridian/Suel 
  man 
  in 
  entertainers 
  outfit. 
  Collaborator 
  in 
  service 
  of 
  Brotherhood. 
   
   
  Encounter 12: Hunt for Brymar 
   
  Brymar: Male human Ftr8/Clr2; CR 10; medium 
  humanoid human; HD 8d10+2d8+20; hp 82; Init +5; 
  
  When Nightingales Sing 
   
  Page 35 
  Spd 20 ft.; AC 23 (touch 13, flat-footed 21) (+1 Full 
  Plate +9, dexterity +1. +2 Shield of Faith); Base Atk 
  +9/+4; Grp +12; Atk +14 melee (2d4+6/x3, +1 
  Guisarme); Full Atk; +14 melee (2d4+6/x3, +1 
  Guisarme) and +9 melee (2d4+6/x3, +1Guisarme); SA; 
  SQ; SR 13; AL CN; SV Fort +11, Ref +3, Will +6; Str 16, 
  Dex 13, Con 15, Int 10, Wis 12, Cha 13.  
   
  Skills and Feats: Bluff +2, Climb +3, Handle 
  Animal +1, Intimidate +4,  Ride +1, Swim +3, Tumble 
  +8; Combat expertise, Cleave, Dodge, Mobility, 
  Improved initiative, Improved Trip, Power Attack, 
  Spring Attack, Weapon Focus – Guisarme, Weapon 
  specialisation-Guisarme, Whirlwind Attack. 
   
  Possessions: +1 Full Plate mail with spell 
  resistance 13, +1 Bane (human) Guisarme, spiked 
  gauntlet, locked gauntlet, longsword, potion of cure 
  moderate wounds, potion of enlarge person.  
   
  Cleric Spells prepared (4/3+1; Base DC 11+spell 
  level) 0-cure minor wounds x 2, create water, detect 
  magic; 1
  st- Cure Light wounds, Entropic Shield*, 
  Protection from Law, Shield of Faith. 
   
  *Domain 
  spell. 
  Deity 
  Ralishaz. 
  Domains; 
  Destruction (You gain the smite power, the 
  supernatural ability to make a single melee attack with 
  a +4 bonus on attack rolls and a bonus on damage rolls 
  equal to your cleric level (if you hit). You must declare 
  the smite before making the attack. This ability is 
  usable once per day.), Luck (You gain the power of 
  good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll that 
  you have just made before the DM declares whether 
  the roll results in success or failure. You must take the 
  result of the reroll, even if it’s worse than the original 
  roll.) 
  Physical Description: Brymar is a 6 ft. tall, handsome 
  but pale nobleman with a shoulder length black hair 
  and grey eyes. 
  Special: Against human targets, Guisarme does 2d6 
  extra points of damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  When Nightingales Sing 
   
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  Appendix 5: 
  Important NPCs 
   
  Redsword: Human War1; CR 1/2; medium humanoid 
  human; HD 1d8+1; hp 9; Init +0; Spd 20 ft.; AC 16 
  (touch 10, flat-footed 16) (Scale mail+4, shield+2); Base 
  Atk +1; Grp +2; Atk +3 melee (1d6+1/19-20, 
  shortsword) or +1 ranged (1d8/19-20, light crossbow) 
  or +1 ranged (1d6+1, javelin); Full Atk +3 melee (1d6+1, 
  shortsword) or +1 ranged (1d8/19-20, light crossbow) 
  or +1 ranged (1d6+1, javelin);  SA; SQ; AL LN/N/LE; 
  SV Fort +3, Ref +0, Will +0; Str 13, Dex 11, Con 12, Int 
  10, Wis 11, Cha 10.  
   
  Skills and Feats: Climb+3, Handle-animal+1, 
  Intimidate+3, Jump +2, Profession  (Guard)+1, Ride+1; 
  Phalanx fighting , Weapon Focus (Shortsword)  
  Possessions: Dagger, heavy wooden shield, scale mail, 
  shortsword, javelin. Outside city duty each one 
  replaces javelin with a light crossbow and 10 bolts. 
   
  Physical Description: Men/Women in service of 
  Baron Oedil. Wear scale mail, carry large shield and 
  shortsword. A long dagger is their sidearm. Organised 
  into units of 9, led by 1 Sertern. 
  � New feat/weapon. See appendix 6 
   
  Sertern: Human War2; CR 1; medium humanoid 
  human; HD 2d8+2; hp 15; Init +0; Spd 20 ft.; AC 16 
  (touch 10, flat-footed 16) (Scale mail+4, shield+2); Base 
  Atk +2; Grp +3; Atk +4 melee (1d6+1/19-20, 
  shortsword) or +2 ranged (1d8/19-20, light crossbow) 
  or +2 ranged (1d6+1, javelin); Full Atk +4 melee (1d6+1, 
  shortsword) or +2 ranged (1d8/19-20, light crossbow) 
  or +2 ranged (1d6+1, javelin);  SA; SQ; AL LN/N/LE; 
  SV Fort +4, Ref +0, Will +0; Str 13, Dex 11, Con 12, Int 
  10, Wis 11, Cha 10.  
   
  Skills and Feats: Climb+3, Handle-animal+1, 
  Intimidate+4, Jump +2, Profession  (Guard)+2, Ride+1; 
  Phalanx fighting , Weapon Focus (Shortsword)  
  Possessions: Dagger, heavy wooden shield, scale mail, 
  shortsword, javelin. Outside city duty each one 
  replaces javelin with a light crossbow and 10 bolts. 
   
  Physical Description: Men/Women in service of 
  Baron Oedil. Wear scale mail, carry large shield and 
  shortsword. A long dagger is their sidearm. Organised 
  into units of 9, led by 1 Sertern. 
  � New feat/weapon. See appendix 6 
   
   
  Baronial Guard: Male/Female human War3; CR 2; 
  medium humanoid human; HD 3d8+2; hp 22; Init +2; 
  Spd 20 ft.; AC 19 (touch 12, flat-footed 17) 
  (Chainmail+5, shield+2, dex+2); Atk +6 melee (1d8+2, 
  longsword); Full Atk +6 melee (1d8+2, longsword); SA 
  none; SQ; SR -; AL LN; SV Fort +5, Ref +3, Will +2; Str 
  15, Dex 14, Con 13, Int 11, Wis 12, Cha 10.  
   
  Skills and Feats: Climb+3, Intimidate+4, Jump+2, 
  Profession (Soldier)+4, Ride+5; Mounted Combat, 
  Ride-by attack, Weapon Focus (Longsword)  
   
  Possessions: shortsword, heavy wooden shield, 
  chainmail, longsword. Outside city also carries a light 
  lance, 3 javelins and is mounted on light warhorse with 
  leather barding. 
   
  Physical Description: Men/Women in service of 
  Baron Oedil. Wear chainmail, carry large shield and 
  longsword. A shortsword is their sidearm. 
   
  Sargh: Male human Rog1; CR 1; medium humanoid 
  human; HD 1d6; hp 6; Init +1; Spd 30 ft.; AC 13 (touch 
  11, flat-footed 12) (Leather armour+2, dex+1); Atk +0 
  melee (1d4, dagger) or +1 ranged (1d4, dart); Full Atk 
  +0 melee (1d4, dagger) or +1 ranged (1d4, dart);  SA 
  Sneak attack +1d6; SQ; SR -; AL NE; SV Fort +0, Ref +3, 
  Will +0; Str 10, Dex 12, Con 11, Int 13, Wis 11, Cha 12.  
   
  Skills and Feats: Appraise +4, Escape Artist +4, 
  Forgery +4, Gather Information +4, Knowledge 
  (Splintered Suns) +4, Sleight of hand+7 (with Skill 
  Focus), Survival+4; Skill focus – Sleight of Hand, 
  Track.  
   
  Possessions: Dagger, 20 arrows, shortbow, sap, 
  light mace, leather armour, thieves tools.  
   
  Physical Description: Pickpocket, dressed in 
  leather armour and armed with a nasty curved dagger, 
  bow & light mace 
   
  The Hand, Brotherhood Assassin: Male human 
  Ftr2/Rog3/Asa1; CR 6; medium humanoid human; HD 
  2d10+4d6+18; hp 50; Init +7; Spd 30 ft.; AC 16 (touch 
  13, flat-footed 13) (Dex+3, leather armour +1, natural 
  armour +1); Base Atk +4; Grp +6; Atk +8 melee 
  (1d6+2/19-20 plus poison, short sword) or +7 ranged 
  (1d4+2/19-20 plus poison, dagger); Full Atk; +8 melee 
  (1d6+2/19-20 plus poison, shortsword) or +6 melee 
  (1d6+2/19-20 plus poison, 1d6+1/19-20 plus poison, 
  short sword) or +7 ranged (1d4+2/19-20 plus poison, 
  dagger); SA Poison, sneak attack +3d6; SQ Evasion; SR 
  none; AL LN; SV Fort +6, Ref +7, Will +1; Str 14, Dex 
  16, Con 14, Int 12, Wis 11, Cha 8.  
   
  Skills and Feats: Balance +5, Disguise +6, Escape 
  Artist +9, Hide +8, Move Silently +8, Spot +7, Tumble 
  +8; Dodge, Improved Initiative, Two-Weapon Fighting, 
  Improved Toughness (see new feats at appendix 2), 
  Weapon Focus (short sword), Weapon Finesse. 
  
  When Nightingales Sing 
   
  Page 37 
   
  Possessions: Leather armour, short sword with 
  Wyvern Poison (DC 17 fort 2d6con/2d6con) (2), 
  amulet of natural armour +1, dagger with Carrena (DC 
  25 fort 3d6con/3d6con) (2). 
   
  Physical Description: “The Hand” is a 5ft 6in tall 
  Suel man with deep blue eyes and short blond hair. 
  Assassin Spells Prepared (1/; base DC = 11 + spell 
  level): 1
  st—true strike. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  When Nightingales Sing 
   
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  Appendix 6: 
  New Feats & Weapons: 
  This scenario features several non-core feats & equipment used by NPCs. These include: 
   
  Close-Quarters Fighting (General) 
  You are skilled at fighting close range and resisting grapple attempts. 
  Prerequisites: Base attack bonus +3 
  Benefit: You gain an attack of opportunity whenever an opponent attempts to grapple you, even if the enemy has a 
  special ability or feat that would normally bypass the attack. If you deal damage with this attack, the enemy fails to start 
  the grapple unless he has Improved Grablle feat or a special ability such as Improved Grab. If the enemy has such an 
  ability, you may add you’re the damage you deal as a bonus to your opposed check to resist being grappled. This feat 
  does not give you extra attacks of opportunity during a round or allows you to make an attack of opportunity when you 
  would be denied one for being surprised, helpless or in a similar situation. For example, an ogre tries to grapple Tordek. 
  Trodek takes attack of opportunity, hits and causes damage. Since an Ogre does not have any special grappling ability, it 
  fails to start a grapple. Then an Ankheg – a creature with Improved Grab attempts to grapple Tordek. He takes an attack 
  of opportunity, hit and deals 10 points of damage to the Ankheg. Tordek then adds +10 to his opposed check to resist 
  being grappled. 
  Normal: Creatures with Improved Grapple, improved grab or similar feats do not provoke attacks of opportunity when 
  they attempt to start a grapple. 
  Special: A fighter may select Close-Quarters Fighting as one of his bonus feats. 
  Source: Complete Warrior, page 97. 
   
  Improved Toughness (General) 
  You are significantly tougher than normal. 
  Prerequisite: Base Fortitude save bonus +2 
  Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD (such as by gaining a 
  level), you gain one additional hit point. If you lose HD (such as losing a level), you lose 1 hit point permanently. 
  Special: A fighter may select Improved Toughness as one his bonus feats. 
  Source: Complete Warrior, page 101. 
   
  Elusive Target (tactical) 
  Trying to hit you can be a maddening experience. 
  Prequisites: Dodge, Mobility, base attack bonus +6 
  Benefit: The Elusive Target allows you the use of three tactical maneuvers. 
  Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your dodge feat. If that 
  foe uses a power attack against you, the foe gains no bonus on his damage rolls but still takes the corresponding penalty 
  on attack roll. 
  Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the flanking creatures to 
  be affected by your dodge feat. The first attack of the round from designated for automatically misses and may strike the 
  other flanking foe instead; the attacking creature makes an attack roll normally, and its ally is considered flat footed. If 
  the designated attacker is making a full attack against you, it’s second and subsequent attacks function normally, 
  Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a 
  threatened square. If the foe misses you, you can make a free trip attempt against this and the foe does not get a change 
  to trip you if your attempt fails. 
  Source: Complete Warrior, page 110  
   
  
  When Nightingales Sing... 
   
  Page 39 
   
  Earth’s Embrace (General) 
  You can crush your opponents when you grapple them. 
  Prerequisites: Str 15, Improved Grapple or Improved Grab, Improved Unarmed Strike. 
  Benefit: While grappling, if you pin your opponent you deal extra 1d12 points of damage in each round that you 
  maintain the pin. You must hold your opponent down immobile as normal (with an opposed grapple check), but you 
  must also remain immobile, giving opponents (other than you are pinning) +4 bonus on attack rolls against you (but 
  you are not helpless). You do not gain this damage against creatures that are immune to critical hits. 
  Normal: You may deal normal damage to a pinned opponent by making a successful grapple check. 
  Source: Complete Warrior, page 97. 
   
  Net & Trident Style (Style) 
  You are a master of fighting with the net and trident, and have learned to quickly follow up succesful net throw with a 
  deadly jab of the trident. 
  Prequisites: Dex 15, Exotic Weapon Profiency (net), Two weapon fighting, Weapon Focus (trident). 
  Benefit: As a full round action, you can make a combined attack with your net and trident. First you throw your net; If 
  you hit and succesfully control your foe by winning the opposed strength check, you may immediately take a 5-foot step 
  toward your opponent and make a full attack with your trident. 
  Source: Complete Warrior, page 114. 
   
  Phalanx Fighting (General) 
  You are trained in fighting in close formation with your allies. 
  Prequisites: Profiency with heavy shield, Base Attack Bonus +1 
  Benefit: If you are using a heavy shield and a light weapon, you gain a +1 bonus to your armour class. In addition, if you 
  are within 5ft of an ally who is using heavy shield and light weapon and also has this feat, you may form a shield wall. 
  Shield wall provides an extra +2 bonus to AC and extra +1 on reflex saves to all eligible characters participating in  the 
  shield wall. For example, a single character with this feat gains +1 bonus to his armour class. If two or more characters 
  who also have this feat are adjancent, they each gain +2 to AC (for a total +3) and a +1 bonus to reflex saves 
  Source: Complete Warrior, page 103 
   
  Warmace (exotic weapon) 
  One handed exotic melee weapon; Cost 25gp; Damage; (medium) D12; critical x2; weight 10lb; type: Bludgeoning. 
  Anyone wielding a warmace takes –1 penalty to armour class because the weight of the weapon makes it difficult to 
  recover quickly from swinging it. A warmace is too large to be used in one-hand without special training (the 
  appropriate exotic weapon profiency feat). A character can use a warmace as two-handed martial weapon. 
  Source: Complete Warrior, page 127 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  When Nightingales Sing... 
   
  Page 40 
   
  Appendix 7: 
  Law In The United Kingdom of 
  Ahlissa 
  In recent years, Imperial Law was of little importance; 
  with the chaos that spread throughout the Great 
  Kingdom with Ivid’s fall local rulers administered such 
  affairs as they saw fit. Now however, with the 
  resumption of a central authority laws are once again 
  being enforced throughout the United Kingdom of 
  Ahlissa on a fairly standardized basis.  
  Such laws are harsh, with crimes against property 
  punished much more severely than crimes against the 
  person; unless the person injured is an aristocrat, a 
  person of influence or merchant of note.  
  During the period of Aerdy’s greatness, it boasted 
  a legal code the envy of many other nations. Rulers 
  appointed their own Magistrates and Justices of the 
  Peace to deal with minor offences. The office of the 
  Prime issued directives regarding penalties, fines and 
  sentences and the magistrates could issue penalties 
  within those guidelines. In the United Kingdom today, 
  Magistrates and Justices of the Peace still deal with 
  minor offenses. 
  For more serious crimes, including murder, 
  sedition, arson and major theft, the Judges of the 
  Sessions rule at regular court meetings known as 
  assizes. Directly appointed by the Prime, historically 
  they were priests of Lawful deities such as Pholtus but 
  in the United Kingdom today the accused are more 
  likely to stand before a follower of Zilchus or Hextor to 
  answer for their transgressions. 
  Important Note 
  In all cases if legal sanctions are mentioned in a Meta-
  Regional or Regional module those notes take 
  precedence over those presented here. The laws 
  presented here are upheld throughout the United 
  Kingdom of Ahlissa. This includes the Principality of 
  Naerie, the Marchland of the Adri Forest and the 
  Principality of Innspa. 
  In some cases individuals may wish to appeal their 
  sentence. Such appeals are only hear if the guilty party 
  can pay 500 gp in court fees. Payment of such fees is in 
  no way a guarantee of being declared exonerated. 
   
  Serious Crimes 
  The following crimes are viewed as serious crimes 
  within the framework of the United Kingdom’s legal 
  system. As such individuals accused of such will stand 
  before a Judge of the Sessions to answer for their 
  alleged actions. 
   
  Arson: Death; Labour [11-20, 7-12 or 5-8 year 
  sentence depending on severity of offence]; Enormous 
  Fine. 
   
  Assault (Grievous): Mutilation; Labour [7-12, 5-8, 
  1-4 year sentence]; Enormous Fine; Heavy Fine; 
  Standard Fine. 
   
  Blackmail: 
  Death; 
  Permanent 
  Exile 
  and 
  Banishment; Labour [Life, 11-20, 7-12, 5-8, 1-4 year 
  sentence]; Enormous Fine; Heavy Fine.   
   
  Bribery of a Government Official: Labour [11-20, 
  7-12, 5-8, 1-4 year sentence]; Enormous Fine; Heavy 
  Fine; Standard Fine. 
   
  Burglary: Mutilation; Labour [5-8, 1-4 year 
  sentence]; Enormous Fine; Heavy Fine; Standard Fine. 
   
  Burglary of a Government Building: Mutilation; 
  Labour [7-12, 5-8, 1-4 year sentence]; Enormous Fine; 
  Heavy Fine; Standard Fine. 
   
  Damage to Property: Labour [11-20, 7-12, 5-8, 1-4 
  year sentence]; Enormous Fine; Heavy Fine; Standard 
  Fine. 
   
  Embezzlement: Permanent Exile and Banishment; 
   Labour [Life, 11-20, 7-12, 5-8, 1-4 year sentence]; 
  Enormous Fine; Heavy Fine. 
   
  Fraud: Permanent Exile and Banishment;  Labour 
  [Life, 11-20, 7-12, 5-8, 1-4 year sentence]; Enormous 
  Fine; Heavy Fine. 
   
  Impersonation of a Government Official: Labour 
  [5-8, 1-4 year sentence]; Enormous Fine; Heavy Fine, 
  Standard Fine. 
   
  Importation/Ownership of Controlled Items: 
  Permanent Exile and Banishment; Enormous Fine. 
   
  Incitement to Riot: Permanent Exile and 
  Banishment; Labour [7-12, 5-8, 1-4 year sentence].   
   
  Looting: Death; Mutilation; Labour [5-8, 1-4 year 
  sentence]; Enormous Fine; Heavy Fine; Standard Fine. 
   
  Magical Interference with the Integrity of a 
  Person: Permanent Exile and Banishment; Mutilation. 
   
  Manslaughter: Permanent Exile and Banishment; 
  Labour [11-20, 7-12, 5-8, 1-4 year sentence]. 
   
  Mass Murder: Death. 
   
  Murder: Death; Labour [Life sentence]. 
   
  Perjury: Labour [7-12, 5-8, 1-4 year sentence]; 
  Enormous Fine; Heavy Fine. 
   
  Poaching: Mutilation; Labour [7-12, 5-8, 1-4 year 
  sentence]. 
   
  Possessing Unlicensed Monsters: Heavy Fine. 
   
  Rioting and Affray: Permanent Exile and 
  Banishment; Labour [7-12, 5-8, 1-4 year sentence]; 
  Enormous Fine; Heavy Fine, Standard Fine. 
   
  Robbery: Mutilation; Labour [5-8, 1-4 year 
  sentence]; Enormous Fine; Heavy Fine, Standard Fine. 
  
  When Nightingales Sing... 
   
  Page 41 
   
   
  Sedition: 
  Death; 
  Permanent 
  Exile 
  and 
  Banishment; Mutilation; Labour [Life; 11-20 year 
  sentence]. 
   
  Tax Evasion: Heavy Fine; Standard Fine. 
   
  Tomb Robbing: Permanent Exile and Banishment; 
  Labour [7-12, 5-8, 1-4 year sentence]; Enormous Fine; 
  Heavy Fine; Standard Fine. 
   
  Treason: Death. 
   
  Vandalism: Labour [5-8, 1-4 year sentence]; 
  Enormous Fine; Heavy Fine; Standard Fine. 
   
  Witchcraft: Death. 
   
  Minor Crimes 
  The following crimes are viewed as minor crimes 
  within the framework of the United Kingdom’s legal 
  system. As such individuals accused of such will stand 
  before a Magistrate to answer for their alleged actions.  
   
  Sentences for the below typically include: Labour 
  [14 days/ 2 TU]; Light Fine. 
   
  � Assault (minor) 
  � Blasphemy against a priest 
  � Blasphemy against a temple 
  � Dangerous conveyance of a vehicle in a public 
  place 
  � Dangerous navigation on the waterways of 
  the kingdom 
  � Disturbance of the peace 
  � Drunkenness and disorderly conduct 
  � Offences against public property 
  � Producing, brandishing or holding with 
  intent an unlicensed weapon 
  � Receiving, possessing or fencing stolen 
  property 
  � Slander or libel 
  � Unlicensed slavery or procurement of slaves 
  � Tax evasion (under 50 gp) 
  � Trespass and violation of privacy 
  � Unlawful hindrance of business 
  � Use of magic in a public place without due 
  cause 
   
  Sentences 
  The following text explains the effects of sentences 
  detailed above. 
   
  Death: The individual is beheaded, or for 
  particularly heinous crimes burnt; it is not possible to 
  be brought back to life.  
   
  Permanent Exile and Banishment: The individual 
  is forever more banished from all parts of the United 
  Kingdom of Ahlissa. If caught within the precincts of 
  the Kingdom again the offender will be slain or will 
  suffer an Enormous Fine. If caught a second time he 
  will be slain. 
   
  Mutilation: Typically, the guilty party has some 
  symbolic part of their body. For example, a thief might 
  have his hand cut off. 
   
  Labour: In all instances the period of labor is 
  detailed with the charge. If the period is not Life the 
  individual may give all his possessions in trust to 
  another to hold for him. Many individuals will have 
  lengthy legal agreements drawn up to smoothly dictate 
  this passage of goods.  
   
  Fine: There are several different levels of fine 
  within the legal system. The exact level of fine is 
  decided by the presiding official, but must remain 
  within the prescribed limits. 
   
  Enormous Fine: 90-95% of total worth. 
   
  Heavy Fine: 60-80% of total worth. 
   
  Standard Fine: 25-40% of total worth. 
        Light Fine: 1-20% of total worth. 
  
  When Nightingales Sing... 
   
  Page 42 
   
  Player Handout #1 
  A hastily written letter: 
   
   
   
   
   
   
  May Trithereon walk with you Traneth! 
   
  We don’t have much time - the scum have surrounded us. Sares is dead and so are Errol & Reysey. We managed to 
  catch one of the Hochebi as they fled and interrogated it (before disposing of it). It seems that they are planning 
  something in Ekehold and we got the names of your “old friend” Brymar, Berik Oedil and some other “blond 
  gentleman”. That term would not suit either of the two very well, don’t you agree? I’ll send Yeif with our last horse and 
  try to buy him some time. You must find out what is going on. I also suggest you move out from the ‘Black Bird’. The 
  strawheads might know of you as well. 
   
  Don’t send help. I know the next setting of Pelor I see will be my last. 
   
  Sevrus. 
   
  
  When Nightingales Sing... 
   
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  Player Handout # 2 
  A letter found from carrier pigeon 
  There is a change of plans. 
  I will have the room inspected for the last time in the afternoon, so The Hand won’t move into position until then. 
  After the operation, the gates will be closed so you should hide him if he comes to you. I will see that any witnesses 
  are silenced. The Hand can collect his payment from my house. 
  B. 
  
  When Nightingales Sing... 
   
  Page 44 
   
   
  Player Handout # 3 
  Schedule of the wedding: 
   
  1: Aeslith arrives from Minetha later this day. She will stay in her father’s house in Ekehold. 
  2: Around midday tomorrow, Baron Oedil will ride to the temple of Dweoltan with five royal guards. Aeslith will arrive 
  afterwards with her father, escorted by Knights of House Arxx and five Oedil royal guards. 
  3: High priest of Atroa, Cedrimond, performs the wedding.  
  4: Cedrimond and Zyric, high priest of Zilchus, will perform a coronation for Aeslith and officially make her a baroness 
  of house Oedil. Royal orchestra performs a fanfare for Berik & Aeslith. 
  5: Berik & Aeslith will ride to Castle Vinge in a carriage, surround by a mounted honor guard. 
  6: There will be a royal feast at castle Vinge. Meanwhile bonfires will be lit around Ekehold and twelve roasted oxen and 
  beer will be made available to the commoners. 
  7: Afterwards Baron & Baroness will retire to bedchamber while five royal guards keep watch outside the door. 
  8: In the morning, Baron & Baroness will move to mansion of House Arxx. 
   
  Information about the wedding: 
   
  1: All security is being handled by a captain of the city guard, Berik’s longtime friend Brymar 
  2: Brymar has increased authority within the city and temporary command of troops which have been brought in from 
  outside the city. 
  3: Fifteen out of twenty royal guards have been sent to protect Aeslith on her trip from Minetha. 
  4: Before the wedding, Berik is always accompanied by at least two royal guards, though usually by all five. 
  5: As a security measure, roofs will be inspected and monitored so that each roof has at least a single member of 
  Redswords watching it. 
  6: Brymar ensures that no uninvited person, expect nobles, gets near Berik. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  When Nightingales Sing... 
   
  Page 45 
   
   
  Encounter Map 1: 
  The Rider 
   
   
   
   
   
   
   
   
   
   
   
   
  
  When Nightingales Sing... 
   
  Page 46 
   
   
   
  
  When Nightingales Sing... 
   
  Page 47 
   
  Encounter Map 2: 
  Lord’s Delight 
   
  
  When Nightingales Sing... 
   
  Page 48 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Encounter Map 3: 
  Brymar’s House 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  When Nightingales Sing... 
   
  Page 49 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Encounter Map 4: 
  Clearing in Sarwych Forest 
   
   
   
   
   
   
  
  When Nightingales Sing... 
   
  Page 50 
   
   
  
  When Nightingales Sing... 
   
  Page 51 
   
  Map 5: 
  Ekehold Map 
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ahlissa (Naerie)/595/Normal Scenarios/NAE5-01 - When Nightingales Sing (APL 2-8)/NAE5-01 - When Nightingales Sing.pdf