TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network. 
   
  NAE6-04 
   
   
   
   
   
   
   
  A Fair Amount of Intrigue 
   
  A One-Round D&D LIVING GREYHAWK®  
  Naerie Regional Adventure 
  Version 1.8 
   
  Round 1 
   
  by Dan Hass 
  Circle Reviewer: Pieter Sleijpen 
  Naerie Triad reviewer: Sampo Haarlaa 
  Playtesters: Mikko Laine, Jonas Lehtonen, Jukka Särkijärvi, Jouni Kallio, Stefan Sauerland, Jani Kekkonen, Robert 
  Hambly, Richard Smart, Andrew Cowan, Marty Cross, Allan Greenfield, Stephen Daniels. 
  Thanks to: Jukka Särkijärvi. 
  Sources: NAE4-04 Prince of Idee [Dan Hass], NAEI5-02 Under the Raven’s Wing [Matt Koebl], NAEM6-01 Fun Fair [Pierre 
  van Rooden] 
   
   
  To celebrate the tenth anniversary of Naerie’s liberation Prince Barzhaan has announced a Royal Fair and Tournament 
  to be held near Naerie City. Anytime everyone ends up at the same event, something interesting is probably going to 
  happen. A role-playing intensive Naerie adventure for characters of level 1-13 (APL 2-10). 
   
   
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule 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. For your 
  convenience, that appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS OF 
  PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
   Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
   If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 
  Add each character’s animals separately. A single PC 
  may only bring four or fewer animals of this type, 
  and animals with different CRs are added separately.  
   
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round 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 would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 2 
  
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard 1-round regional adventure, set in 
  Naerie. Characters native to Naerie pay 1 Time Unit per 
  round. All other characters 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. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  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 favor 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 
  In 586 CY, Richtover was a young monk stationed in the 
  Obedient State of Idee under the tutelage of Elder 
  Brother Vasilek. Like the rest of the Scarlet Brethren, he 
  retreated from the region as Ahlissan troops invaded. 
  Though not technically evil, Richtover believes strongly 
  in the discipline and structure that the Scarlet 
  Brotherhood imposes on their domains. In 588 CY, he 
  infiltrated back to Naerie to monitor Royal Army activity 
  in Naerie City for the Scarlet Brotherhood.  
   
  At first he was sure that the polyglot society over 
  which Prince Barzhaan reigned would fall into chaos. It 
  had followers of Hextor and Heironeous filling the same 
  ranks in the military and non-humans and humans living 
  and working together. However, ten years have passed, 
  and although there has been some dissent, Naerie is 
  holding together quite well. Richtover has reached the 
  conclusion that the various factions are just too 
  incompetent to start a civil war on their own and has 
  been waiting for an opportunity to engineer one for 
  them. 
   
  Meanwhile, to celebrate the tenth year of liberation, 
  Prince 
  Barzhaan 
  announced 
  a 
  Royal 
  Fair 
  and 
  Tournament to be held in the vicinity of Naerie City. A 
  contingent of the Royal Army made camp in a large open 
  area roughly a half-day’s travel from the city. Once 
  secured, laborers and craftsmen erected a large tent 
  pavilion and a tournament ground. The affair is to last ten 
  days with the tournament as the culminating event on 
  the final day. The pavilion is available for the various 
  organizations that have strengthened Naerie over the 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 3 
  
  past decade to set up exhibits showcasing their 
  contributions. In the days before the fair’s opening, a 
  group of special magistrates were commissioned with the 
  authority to levy immediate fines for infractions at the 
  fair or bind over more severe criminals for a formal trial 
  after the festivities have concluded. The head of this 
  commission is Sir Ornish Haxx (cousin of Prince 
  Barzhaan). The clergy of both Heironeous and Hextor 
  have viewed the decision to use Zilchan magistrates 
  rather than them as an insult, especially considering that 
  most of the Royal Army charged with keeping the peace 
  are active members of those two faiths. 
   
  Richtover, like most Scarlet Brethren is averse to 
  direct action. This celebration is attended by numerous 
  travelers, and affords him the opportunity to bring in 
  top-notch assassins to help. He managed to contact his 
  superiors and they have arranged for two specialists, two 
  kobold assassins named Svar and Mzeev who normally 
  operate in Zelradton. They arrived disguised as gnomish 
  potters (Tingo and Binglesnit) the day before the fair 
  began.  
   
  Richtover would not meet directly with Svar and 
  Mzeev. He uses a message spell to deliver his instructions 
  from 100 feet away where no one can see him speaking 
  directly to the assassins.  
   
  However, Richtover did not use the assassins for his 
  first target. Richtover’s first target was Einhor, an officer 
  in the Royal Army as well as a follower of Hextor. Einhor 
  is well known as a participant in the massacre of the Idee 
  Volunteers at the Hollow Highlands. 
   
  In the days prior to the fair, Richtover noticed a 
  young Idee firebrand named Kal whose uncle and older 
  brother were massacred in the Hollow Highlands. Kal is 
  so reckless and vocal in his hatred for the Royal Army 
  that even the Idee Volunteers won’t extend him 
  membership. Again using message to avoid direct contact 
  with Kal, Richtover offered Kal three scrolls of arrow of 
  bone to be used to dispatch Einhor. Since Richtover knew 
  that Einhor was a far more skilled combatant than Kal, 
  Richtover urged the young Ideean to use all three scrolls, 
  and informed Kal that Einhor daily ritual started with a 
  pre-dawn walk.  
   
  Late in the evening, Kal found an arcane caster who 
  made the caster level checks to use the scrolls (which has 
  a duration of several hours), and waited near the Royal 
  Army’s camp for Einhor. In the predawn hours before 
  the opening day of the fair, Einhor started his day with 
  his predictable walk. At a point where there were no 
  witnesses, Kal struck. Einhor was not an easy target and 
  Kal required all arrows until Einhor finally died. Kal 
  immediately fled the fairgrounds.  
   
  Merchants preparing their booths found Einhor’s 
  body. As dawn broke for the opening day of the fair, the 
  body was taken back to Naerie City where clerics of 
  Hextor intend to resurrect Einhor, and word of the 
  murder began to circulate amongst the Royal Army and 
  the fair-goers. 
   
  Preparing for play 
  If any PC is a member of the Aishlak Clan (from NAE4-04 
  The Prince of Idee), their spouse is welcomed to attend the 
  fair. The statistics of the spouse are supplied in Appendix 
  1. The PC should give her spouse a proper name. The 
  spouse affects APL similar to how a CR 2 animal would 
  affect APL. If the spouse dies during the module, PC 
  loses his favor with Aishlak Clan. 
   
  Appendix 9 has some sample NPCs for you to use as extra 
  encounters when PCs wish to mingle with the fair goers. 
  It is suggested you use at least one of these. 
   
  The actual fair games are only barely touched upon 
  in this module. Naerie Mini-Module NAEM6-01 Fun Fair 
  offers a change for your players to play out fair events. 
  Contact Triad for more details. If any PC has rewards 
  from NAEM6-01 Fun Fair, such as ‘Silver Medal in 
  Nightingale Tournament’ and ends up with ‘Breaker of 
  Prince’s Peace’ from this scenario, you must cross off all 
  favors that PC might have earned from NAEM6-01. 
   
  There are no maps provided for encounters. All 
  fights happen either in the open (Hextorites & 
  Heironeans) or in the vicinity of small market stand 
  (Kobolds). It should be easy enough for the DM to 
  improvise terrain for these fights. 
   
  ADVENTURE SUMMARY 
  NAE6-04 A Fair Amount of Intrigue is a 1 round Naerie 
  regional set in the vicinity of Naerie City. It is relatively 
  free-flow, role-play intensive adventure set against the 
  background of a fair. It is especially designed for PCs 
  belonging to the Royal Army and the Church of 
  Heironeous as their meta-organization benefits allow 
  them to succeed in various tasks much easier than those 
  who are not members. The DM is encouraged to 
  improvise situations and grant circumstance bonuses as 
  appropriate since not all favors and such can be 
  accounted for. The general rule of thumb is that favors 
  with divine spellcaster and organizations of the right 
  religion grant a +1 circumstance bonus to rolls when 
  dealing with said people/church.  
    
  Introduction: The PCs get a description of the Royal 
  Fair and get the opportunity to introduce them selves. 
   
  Encounter 1 [Prince Barzhaan’s Fair]: The PCs can 
  explore various exhibitions. They may use their 
  Diplomacy, Gather Information or various role-playing 
  options to gain access to special items and discover plot 
  points.  
   
  Encounter 2 [Halfling Food]: The PCs may discover 
  Yara Pimble, a halfling who makes exceptionally good 
  food. 
   
  Encounter 3 [Hawking Goods]: The PCs may discover 
  Shaladar Hawking’s booth. He is a traveling merchant 
  with a variety of exceptional goods that he sells only to 
  favored customers. 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 4 
  
   
  Encounter 4 [The Potters]: The PCs may notice the 
  potters’ booth and investigate. If they check the potters, 
  they may notice Richtover giving his next set of 
  instructions to the assassins. 
   
  Encounter 5 [The Easy Way]: By late afternoon, patrols 
  of Hextor-worshippers from the Royal Army are actively 
  seeking out Ideean infiltrators who they are assuming are 
  responsible for Einhor’s assassination.  
   
  One such patrol is led by a cleric of Hextor. They 
  accost a butcher named Eber, who is an Idee Volunteer, 
  but is definitely not an assassin. The PCs have an 
  opportunity to intervene and make sure that justice is 
  served. While combat is a possibility anytime Hextorites 
  are on a crusade, the PCs have ample opportunity to find 
  a non-lethal resolution to situation. 
   
  Encounter 6 [The Re-Enactment’s Disturbance]: This 
  is a final chance for the PCs to draw the positive attention 
  of Ornish Haxx. A brawl breaks out during a 
  performance by the Aerdy Re-Enactment Company. The 
  PCs have an opportunity to settle the matter. If by the 
  end of this encounter, they have not drawn the attention 
  of Ornish Haxx, their adventure is over. 
   
  Encounter 7 [Judgment]: If at some point the PCs 
  violate the law they are called before the magistrates for 
  judgment. Alternatively, they may attempt to bring an 
  NPC to justice. Depending on the PCs actions, they may 
  be fined, or expelled from the fair, or merely ignored. 
  This is an encounter to rehabilitate the adventure if the 
  PCs engage in activities that would bring it to a 
  premature end. 
   
  Encounter 8 [Keeping Things Quiet]: Shortly after 
  nightfall, the assassins carry out Richtover’s next set of 
  instructions. He has selected Calmor as the target for the 
  assassins. Calmor is a worshipper of Heironeous and an 
  officer in the Royal Army. Svar and Mzeer strike, killing 
  Calmor and one other soldier. The third, Kimdal, is 
  nearly killed, but lives. 
   
  Fearing this latest assassination set off sectarian 
  violence within the Royal Army between worshippers of 
  Hextor and Heironeous, Ornish Haxx decides to keep 
  Calmor’s death a secret as long as he can, and try to find 
  the individuals responsible. This however, means he has 
  to go outside official channels. Having noticed the PCs 
  efficiency, he summons them to help. They have the 
  opportunity to be briefed on the situation as well as 
  interview Kimdal, the survivor of the second attack. 
   
  Encounter 9 [But Not Quiet for Long]: By morning, a 
  paladin of Heironeous and several worshippers who 
  serve in the Royal Army have heard rumor that Ornish 
  Haxx is conspiring to cover up the murder of Calmor. 
  Outraged, they confront Ornish with the intent of taking 
  him into custody for dereliction of duty and possible 
  conspiracy with Hextorites to kill Calmor. Further, the 
  paladin makes it clear that the Church of Heironeous 
  knows how to mete out justice and will definitely find 
  the Hextorites who have obviously carried out the 
  assassination in retaliation for Einhor’s murder. If things 
  go badly, the Royal Army’s provost marshals take over 
  judicial duties at the fair. 
   
  Encounter 10 [The Investigation]: The PCs may be 
  able to do additional investigation to discover the 
  identity of the assassins. 
   
  Encounter 11 [Finding the Real Culprits]: If the PCs 
  have noticed the odd “gnomish” potters, they may make 
  straight for the assassins and confront them. Otherwise 
  they have to set out through the fair to try and discover 
  the assassins. By now, Richtover has noted their 
  interference, and he has directed the assassins toward the 
  PCs. So one way or another, if the PCs have made it to 
  this point, a climactic battle with the assassins is in order. 
   
  Conclusion: The PCs should have enough first hand 
  evidence to indicate that the assassins were not 
  Hextorites, Heironeans, nor Idee Volunteers 
   
  The PCs have the option of bringing the assassins to 
  Ornish for prosecutions. Alternatively, the PCs may 
  conspire with the assassins to drive the wedge in the 
  Royal Army. In this case a summary of the activities that 
  non-evil characters are presumed to take in that effort is 
  presented. 
   
  If the PCs have completed the scenario without 
  being bound over for trial, they may continue on to the 
  adapted mini-module NAEM 6-01 Fun Fair as fair-going 
  activities at the DM’s discretion (if special permission has 
  been granted by the Nearie Triad). 
   
  INTRODUCTION 
  Read or paraphrase the following: 
  It has been ten years since the liberation of Naerie, 
  and Prince Barzhaan has announced a Royal Fair 
  and Tournament to celebrate the anniversary. No 
  doubt about it, that’s where the action will be. 
  Merchants, entertainers and curiosity-seekers from 
  across the Flaeness are in attendance. The 
  fairgrounds have been constructed about a half-
  day’s journey east of Naerie City. As fortune would 
  have it, your journey coincides with a handful of 
  individuals who look equally resourceful, and the 
  trek provides ample opportunity to make their 
  acquaintance. 
   
  PCs should introduce each other at this point. 
   
  If any PC is a member of Idee Sympathizers, read the 
  following as well but to that player only once 
  introductions have been done. 
   
  An agent of the Idee Volunteers named Fara 
  contacted you in Naerie City, asking you to keep 
  your eyes and ears open during the fair and if you 
  can, work for good of the Ideean cause. 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 5 
  
   
  If any PC is a member of the Scarlet Brotherhood from 
  COR4-04 Redtide, read the following brief to him alone 
  and skip the initial introduction. 
   
  Father Alionst Imuier, blessed be his name, 
  contacted you on your way to Naerie City: “Our 
  agent Richtover will be in the fair that is organized 
  in Naerie. See that his safety or that of his associates 
  is not endangered.” 
   
  As ordered, you made your way to the 
  fairgrounds and attached yourselves to few other 
  individuals of adventuring profession. 
   
   As PCs approach the fairgrounds it self, read or 
  paraphrase the following: 
  In what was once an open field a large tent has been 
  erected to serve as the main pavilion. Beside the 
  pavilion stands a smaller tent; the prominent 
  display of Prince Barzhaan’s coat of arms marks it as 
  the center of official business for the fair. Beside the 
  two main tents, grandstands are just being 
  completed for what will clearly be the tournament 
  grounds. The dais that will obviously serve as the 
  royal viewing area already has Prince Barzhaan’s 
  coat of arms emblazoned on a panel above it. 
  Surrounding the pavilion and tournament grounds 
  dozens, 
  perhaps 
  hundreds 
  of 
  traders 
  and 
  craftspeople 
  have 
  erected 
  small 
  but 
  well-
  constructed sales booths. Who knows what wonders 
  these booths hold?  
   
  Adjoining the fairgrounds to the north the 
  banners of the Royal Army clearly mark the 
  encampment of the security force entrusted with 
  maintaining order. Encircling the entire affair is a 
  variety of campsites as there is no formal inn. The 
  campsites range from the lavish silk tents marking 
  the members of upper society to common bedrolls 
  strewn around small campfires. Among the tents 
  and bedrolls, occasional ropes hang suspended in 
  mid air, opaque hemispheres of various colors rest, 
  small rustic huts set in odd locations and even a one 
  faintly shimmering door-shaped veil is nearby, with 
  the coat of arms of House Haxx displayed.  
   
  It is not hard to mark a piece of ground as your 
  own. 
   
  The ropes are rope tricks, the opaque spheres are Leomund’s 
  tiny huts, the rustic huts are Leomund’s secure shelters, and 
  the extra planar portal is the entrance to a Mordenkainen’s 
  magnificent mansion. The last is actually residence of 
  Prince Barzhaan and his court mages and bodyguards 
  (though the Prince is not present himself). These can be 
  identified with Spellcraft as per the rules. 
   
  Allow the PCs to make a camp, and arrange for 
  security. Many youths around the area are making 
  relatively good money (for orphans and beggars) by 
  simply agreeing to watch vacant camps and call for the 
  Royal Army if anyone tries to steal from them. It is not 
  hard to find a poor but trustworthy youth to provide this 
  service to the PCs. Due diligence reveals the youth to be 
  truthful in his commitment. 
   
  � Pimbroke: human Com1; hp 3. 
   
  Alternately, PCs can secure the casting of any spell listed 
  as Core in the LGCS at 9thth level caster (for example, 
  Leomund’s secure shelter) since few of Naeries most 
  powerful spellcasters (Eurynumos, Qita and so on) are 
  present or willing to cast these spells for total strangers.. 
   
  ENCOUNTER 1: 
  PRINCE BARZHAAN’S FAIR 
  The PCs likely return to this encounter several times 
  over the course of the adventure. It serves as a base 
  encounter for launching several others. 
   
  Read or paraphrase the following: 
  The fair has drawn hundreds of excited participants. 
  Each of the ruling families has an exhibit in the 
  main pavilion detailing their contribution to the 
  first ten years of Naerie independence. The major 
  Oeridian faiths, namely Heironeous, Zilchus, and 
  Hextor, also have exhibits in their own smaller 
  pavilions. 
   
  However, the real action is among the trade 
  booths that ring the pavilion and tournament 
  ground. Merchants harangue every passerby to 
  sample their merchandise. There are food vendors 
  of every persuasion; craftspeople offering a wide 
  variety of goods of varying quality; arcane and 
  divine casters offer their services with enthusiasm; 
  booths with games of skill and chance. A river of 
  fairgoers flows among the booths. People from every 
  sector of Naerie society are represented in the crowd 
  as well as many from abroad. 
   
  Among the crowd and vendors there are some 
  talk about a mysterious behavior and vigilance that 
  fair guards have displayed.  
   
  A Gather Information check (or other appropriate 
  mechanisms) reveals the following about the recent 
  murder. Remember that using the skill requires 1d4+1 
  hour and cost 1d4 gp. PCs can take 10 on this check, but 
  there is no time to take 20. 
  • 
  DC 10: Vendors arriving to set up their booths early 
  in the morning found an officer of the Royal Army 
  murdered. A single arrow wound to the chest killed 
  the victim (the second arrow merely hit Einhor and 
  was not lethal). The body was removed to Naerie 
  City to await resurrection since no willing casters of 
  sufficient level are present at the fair. Clerics can tell 
  that the arrow caused a death effect to Einhor . 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 6 
  
  • 
  DC 15: The victim was Einhor. Einhor was an officer 
  who participated in the massacre of the Idee 
  Volunteers in the Hollow Highlands in 592 CY. 
  Since someone was willing to use that many 
  resources in killing him, it was probably revenge by 
  Ideean terrorists. 
  • 
  DC 20: Einhor was a follower of Hextor and a 
  respected member of the Royal Army – especially 
  among other followers of Hextor who also serve in 
  the Royal Army. The fact that body was left open for 
  all to find was probably an open challenge or 
  warning to Royal Army. 
  • 
  DC 25: A young man named Kal is missing from the 
  fairgrounds as of the previous evening. Kal was last 
  seen shortly after midnight with an unknown 
  wizard.  
   
  Locations: The following locations can be seen clearly 
  from the edge of the fair ground. PCs can freely visit any 
  of them. While intended more as opportunity for PCs to 
  look around and learn about region, if they play well and 
  show proper respect for deities, you can grant 
  circumstance modifiers to Diplomacy & Gather 
  Information rolls PCs make later in module to simulate 
  the help PCs receive from friendly church members. 
   
  THE NIGHTINGALE TOURNAMENT  
  A fair distance away from the fairground, some sort of 
  hedge maze with walls that are approximately nine feet 
  tall dominates the area. A gnome is setting up a 
  registration booth in front of it. 
   
  This gnome is Jain Nockmottin, a ‘master of 
  ceremonies’ for the Nightingale Tournament. Teams of 
  four to six people are allowed to participate and the goal 
  is to solve various puzzles and obstacles within the maze. 
  Full rules are not given out yet to avoid other teams 
  getting an advantage. This is maze is fully dealt with in 
  NAEM6-01 Fun Fair and PCs should not try to spend 
  much time here. If someone does something silly, such 
  as using a fly spell to scout the hedge maze, feel free to 
  write 
  down 
  ‘unable 
  to 
  attend 
  the 
  Nightingale 
  Tournament’ on his AR due to cheating since in the 
  actual tournament, only 0 level spells are allowed.  
   
  Some PCs may have met Jain in NAEI5-02 Under the 
  Raven’s Wing where he was guarding an Idee Volunteer 
  hideout because he had no other job. Now he has 
  managed to get some freelance work in Naerie and got 
  himself hired as master of ceremonies for this 
  tournament. Jain might also serve as a potential red 
  herring later in the module due to his background. He 
  has forsaken all ties with Idee Volunteers though. 
   
  � Jain Nockmottin: Male gnome Exp4 (N). 
   
  Appearance: Jain is a gnome in neat clothing with a 
  black hooded cloak. He has a large ‘walrus’ moustache 
  and his hair is tied into a ponytail.  
   
  Personality: Quite likeable, willing to take almost any 
  job if in need of money. Decent actor. If PCs wish to 
  observe him during the festivities because they suspect 
  him due to previous meeting, he does leave the maze at 
  some point, looking slightly suspicious but he only goes 
  to buy a few bottles of wine (he does not want his wife, 
  who is elsewhere in the fair, to notice). 
   
  PAVILION OF HEIRONEOUS 
  The pavilion of Heironeous is in a blue tent. The inside is 
  filled with several Heironean warriors who demonstrate 
  their skill in arms to various onlookers and showcase the 
  success on how Naeries’ defenses were re-built and 
  borders secured against hostile nations, though some 
  dangers (such as Scarlet Brotherhood remnants in 
  Menowood remain). In addition, Sir Pellidon of Minetha 
  is on the corner giving a speech to several other 
  worshippers of Heironeous. 
   
  The main points of his speech are: 
  • 
  Ahlissa is the legimate successor to the Great 
  Kingdom. 
  • 
  The dark times of the Ivids must never return and 
  the only way to ensure that is to preserve the 
  stability of Ahlissa. 
  • 
  It is in some of the surrounding nations interests’ to 
  destabilize Ahlissa for their own short-term goals. 
  This in unacceptable and vigilance against them 
  must be maintained. He of course refers to Scarlet 
  Brotherhood and North Kingdom but foreign 
  agitators such as Tritheronites from Sunndi are 
  hinted at as well. 
  • 
  The church of Heironeous must do their best to 
  prevent the ideals of Idee Volunteers gaining 
  foothold within their ranks 
  • 
  The church of Heironeous must embrace the ideals 
  of the Knight Protectors and work towards their 
  goal: a strong and lawful kingdom under a just 
  monarch, which shall benefit all people of Flanaess. 
   
   
  If the PCs express an interest in joining the Knight 
  Protectors or the Church of Heironeous, Pellidon 
  welcomes all apparent lawful characters and instructs 
  them to contact the church. There the Church tests the 
  potential 
  candidate 
  before 
  granting 
  membership, 
  nothing personal of course, but the faith of Heironeous 
  has many enemies. In other words, PCs should print the 
  appropriate AR from Naerie website and have DM sign it. 
  Pellidon himself leaves shortly after the PCs visit this 
  place or else by the time PCs start investigating the 
  murders.  
   
  The Heironeans are not overtly worried by the 
  murder of the Hextor worshipping Einhor. If the PCs 
  visit after events described in Encounter 8, the 
  Heironeans are angry because some of their friends have 
  been murdered and they are now looking for ways to get 
  even with the Hextorites. 
   
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 7 
  
  � Pellidon 
  of 
  Minetha: 
  LN 
  Male 
  Human 
  Ari3/Ftr4/Knight Protector1;  
   
  Appearance: Pellidon is an Oeridian man with a hint 
  of Suel blood on him. He dresses in chain shirt that 
  shows a hand grasping a thunderbolt. He has a very short 
  and trimmed hair and only a faintest hint of beard on his 
  chin. He is slightly over 6 feet tall. A DC 15 Knowledge 
  (nobility & royalty), (the Splintered Suns) or Bardic 
  Knowledge tells that Pellidons family was originally from 
  Delaric and the family has been in self-imposed exile in 
  Idee for nearly a century. Succeeding by 10 or more 
  reveals Pellidon to be a member of Knight Protectors of 
  the Great Kingdom. 
   
  Personality: Extremely lawful, sees the potential of 
  good within Ahlissa if the right development is 
  encouraged. However, he sees Prince Barzhaan as wiser 
  and more effective ruler than Xavener and admires him 
  greatly. 
   
  PAVILION OF HEXTOR 
  The pavilion of Hextor is in a green tent. As the PCs get 
  here for the first time, describe how there is much 
  shouting, a lot of shrill piping, shouts and after each 
  shout, reading of prayer, iron weapons are struck 
  together which form a cacophony of sounds. 
   
  Insides of the pavilion is decorated with various 
  paintings that show the following things: Cavalry of the 
  South Province fighting against Hepmonalanders 
  (victorious of course), mass executions of Scarlet 
  Brotherhood troops in Foelt, Hextorite soldiers tearing 
  down the relics of the Scarlet Brotherhood from a temple 
  (this actually shows the building which is currently the 
  temple of Hextor in Naerie). All paintings are suitably 
  graphic with people being run through, decapitated, and 
  so on The exhibit also shows a statue of Prince Reydrich 
  and various trophies from the war (mainly Scarlet 
  Brotherhood religious and martial icons).  
   
  When the PCs enter for the first time, there is a 
  religious service taking place. 
   
  “This pavilion has two dozen armored soldiers in 
  banded mail. Each of them wears the symbol of 
  Hextor clearly v sible. As you step inside, they kneel 
  in front of a raised podium. On top of it, is a statue 
  of a six-armed humanoid, each arm holding a 
  different weapon. A beautiful Suloise woman in 
  brightly shining scale mail stands in front of the 
  statue and finishes reading a prayer to the Herald of 
  Hell. A bull, obviously a prize animal, is secured 
  nearby. The woman steps next to it and with one 
  fluid move the creature’s neck is slashed open and 
  its lifeblood flows to the ground. 
  i
   
  “As the blood of the weak southern soldiers was 
  spilled, so shall we spill the blood of all who oppose 
  us!” the woman announces in a stern voice. “He 
  shall be obeyed” the soldiers mutter in unison as 
  they touch their holy symbols. The bull makes a few 
  more desperate attempts before finally dying.” 
   
  The statue is of course that of a Hextor, showing him in 
  his humanoid form. The woman leading the ceremony is 
  Annarin Heshun, second in line to inherit the leadership 
  of House Heshun. Note that she is not evil despite 
  appearances and is actually a very charming individual. 
  She stays in the fair for short time and PCs can talk to 
  her. 
   
  Annarin is a loyal supporter of Prince Barzhaan. If 
  talked to, use following philosophical points to form his 
  answers. 
  • 
  Many enemies such as the Scarlet Brotherhood, the 
  North Kingdom, and the Solnor Compact beset 
  Ahlissa. They make unreasonable demands of the 
  Overking and these demands are not settled by 
  speeches and compromises but by iron and blood. 
  • 
  Xavener and Barzhaan have done excellent work in 
  gaining the trust of Onnwal & Sunndi. This should 
  not be squandered. 
  • 
  People might not like Hextorites but they are a 
  ‘necessary evil’ if that is what they want to call 
  Hextor. It takes strength and order to keep Ahlissa 
  peaceful. Ultimately the surrounding nations will 
  see that as well. 
  • 
  Those guilty of Einhors murder will be found and 
  brought to justice. 
   
  � Annarin of House Heshun: LN Female human 
  Ran2/Ftr1/Clr3/Pious Templar3; 
   
  Appearance: Annarin is a tall Suel woman with bright 
  blue eyes. Has blond hair is braided and tucked under a 
  helmet to prevent it flowing freely. All in all, she has 
  quite militaristic appearance. 
   
  Personality: Very charming individual, loved by 
  soldiers under her command. Utterly ruthless towards 
  her enemies if need be. Loyal supporter of Prince 
  Barzhaan. Was sick in her childhood, which left her 
  seriously weakened and she is yet to recover fully (Con 
  10). As result, forced to wear amulet of health all the time. 
   
  PAVILION OF ZILCHUS 
  The pavilion of Zilchus is a large white tent with several 
  acolytes giving praise to Great Guildmaster. They are 
  talking about the stability that Zilchus brings to Ahlissa 
  by encouraging trade and making Ahlissa more 
  acceptable to surrounding nations while strengthening 
  the kingdom internally.  
   
  A very large painting (guarded by two soldiers) is on 
  display that shows two humans and an elf around a 
  negotiation table. They are surrounded by a large number 
  of courtiers, soldiers, nobles, and so on. They are signing 
  a piece of paper. A DC 15 Knowledge (the Splintered 
  Suns or history) check (or just asking the Zilchans) 
  identifies the painting as ‘an artistic vision’ about the 
  signing of the Naerie Compact. The Compact is the 
  treaty in which the Ahlissan pledged to aid Onnwal in 
  return for Sunndi and Onnwal acknowledging Ahlissan’s 
  claim to Idee. A DC 20 Knowledge (nobility & royalty, 
  history or the Splintered Suns) check identifies the 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 8 
  
  people in painting as Overking Xavener, King Hazendel 
  of Sunndi and Szek Jian Destron of Onnwal. Characters 
  hailing from any of the three countries receive +5 to their 
  rolls on these checks and can make them untrained. 
   
  The pavilion is currently overseen by a cleric named 
  Istivian. If asked about the fair, he can tell the following 
  things, in addition to any common news and rumors: 
  • 
  He is truly honored that the church of Zilchus has 
  been tasked in keeping order. 
  • 
  The murder that was recently committed is an 
  unfortunate incident and the Zilchans do their best 
  to solve the case. 
  • 
  He suspects that the Idee Volunteers are behind it 
  since Kal, the person missing from the fair, is known 
  to harbor sympathies towards them. 
   
  � Istivian: Male human Clr3; hp 21; See Appendix 1. 
   
  Appearance: Istivian is a Suel man who dresses in 
  well-cleaned priests’ robes.  
   
  Personality: Money talks. Has more loyalty to High 
  Priest Yarleven and the Royal Guild then anything else. 
  Slightly worried about dirt and as such bit worried about 
  any PC who is ‘living off the wild’ or not paying any 
  upkeep at all. 
   
  PAVILION OF WINDS 
  The pavilion of winds is a small, brown tent, removed 
  some distance away from the fair grounds. While many 
  commoners visit it, it has a noticeable lack of any 
  ‘important’ looking visitors. Inside four priests accept 
  thanks from farmers and similar people because of good 
  harvest, help that was given out and such things. Five 
  junior priests from temples of Atroa, Phyton, Sotillion, 
  Velnius & Wenta are present as clerics of Telchur usually 
  work with the army, where their grim view of the world 
  fits better. These clerics are here to celebrate the 
  achievements of the Velaerie during the occupation and 
  re-building but unfortunately such things tend to get 
  overlooked by historians.  
   
  � Munra (Female NG Cl3 of Atroa), Eligo (Male CG 
  Clr3 of Sotillion), Kevellis (Male CG Clr of Phyton), 
  Bruda (Female N Clr3 of Velnius) & Utir (Male Clr3 of 
  Wenta). 
   
  Appearance: All are clerics in their early 30s (all are 
  Oeridian, except Kevellis who is Suel) and dress in 
  simple clerics vestments. They have holy symbols of 
  their appropriate deities and sickles to symbolize the 
  renewal of the land.  
   
  Personality: Almost stereotypical followers of their 
  gods which is evident, among others, Utir serving free 
  pints of beer from the stocks of Wenta. However, all are 
  angry that they have been forgotten while military gods 
  get the center stage and servants of the money counter 
  reap the benefits.  
   
  Use the following arguments with them: Was it not 
  the clerics of Atroa who nursed prisoners of war back to 
  health? Was it not clerics of Sotillion who calmed the 
  situations in villages after vengeful population saw agents 
  of the Scarlet Brotherhood everywhere? Was it not 
  clerics of Velnius who helped re-build their homes after 
  the battles between Ahlissans and Scarlet Brotherhood 
  left nothing but ruin behind? Was it not clerics of 
  Phyton & Wenta who were first ones to help people to 
  re-plant their fields after Scarlet Brotherhood had burned 
  them as revenge for Ahlissan invasion?  
   
  DEVELOPMENTS 
  There are various options open to the PCs. 
   
  What’s that smell? To get to Encounter 2 the PCs must 
  notice that Yara Pimble is not actively soliciting 
  customers the way the rest of the food vendors are. Her 
  cooked goods are in such demand that she doesn’t need 
  to hire a barker to lure passersby.  
   
  There is no singular way for a PC to notice this, but 
  as guidelines for the DM, after an hour of touring the 
  fairgrounds a DC 20 Spot check notice that there is no 
  barker for her food booth; a DC 10 Gather Information 
  check gleans that Yara Pimble’s food is special; a DC 20 
  Knowledge (the Splintered Suns) recognizes the Pimble 
  family name; they are a family of halflings with a 
  reputation as exceptional cooks. If the PCs opt to stop by 
  Yara Pimble’s booth, move on to Encounter 2 and then 
  return to this Encounter when finished. 
   
  Where’s that music coming from? To get to 
  Encounter 3 the PCs must notice that Shaladar 
  Hawking’s booth actually appears to be closed. This is 
  somewhat easier to notice than Yara Pimble’s lack of a 
  barker, but he is not as widely known except among the 
  adventuring community.  
   
  The PCs may have a mechanism for becoming aware 
  of Shaladar that is not anticipated but as a guideline, to 
  become aware of Encounter 3 requires at least 1 hour of 
  browsing the trade booths. At the end a DC12 Spot check 
  allows the PCs to notice a tent that is closed rather than 
  open for business as all the other vendors are. A DC 25 
  Gather Information gleans that Shaladar Hawking is a 
  vendor with an unusual supply of goods he sells to 
  favored customers. A DC 25 Knowledge (the Splintered 
  Suns) or a DC 15 Knowledge (dungeoneering) recognizes 
  Shaladar Hawking’s reputation. If the PCs decide to visit 
  Shaladar Hawking proceed with Encounter 3 and return 
  to this encounter when finished. 
   
  Does that look right to you? To get to Encounter 4, the 
  PCs must notice that the “gnomish” potters do not quite 
  fit in at the fair. There is no singular way for a PC to 
  notice this, but as guidelines for the DM, after an hour of 
  touring the fairgrounds a DC 20 Spot check allows them 
  to note that there is no barker for their booth. A DC 15 
  Appraise check recognizes their pottery is of inferior 
  quality – really not worthy of being presented at a major 
  trade show. If the PCs notice the oddity of the potters, 
  move on to Encounter 4 and then return to this 
  encounter as necessary. 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 9 
  
   
  What’s that disturbance? As the day progresses, the 
  Hextor worshipping members of the Royal Army 
  become increasingly agitated over Einhor’s murder. They 
  start the morning with rather discrete inquiries to 
  suspicious fairgoers and merchants, but as the day 
  progresses, they become more overt and intrusive. By late 
  afternoon there is the noticeable menace of stalking 
  bands of Hextorite members of the Royal Army (often 
  accompanied by a priest of Hextor) throughout the fair. 
  Move on to Encounter 5. 
   
  The Opening Ceremony… Toward the end of the day, 
  proceed with Encounter 6. 
   
  ENCOUNTER 2: 
  HALFLING FOOD 
  If the PCs succeeded in becoming aware of Yara Pimble 
  in Encounter 1 and they decide to visit her proceed with 
  this encounter. 
   
  Read or paraphrase the following when a PC approaches 
  her booth: 
  All the food vendors have ample supplies of their 
  wares spread across tables in front of their tented 
  cooking areas, and barkers shout the praises of the 
  various breads, soups, tarts, meats and other 
  assorted foodstuffs. One booth is the exception. A 
  plump halfling woman works diligently in a tented 
  cooking area, but the tables in front of her tent are 
  bare.  
   
  Small groups of well-equipped people – many 
  obviously adventurers – loiter nearby in idle 
  conversation. They are clearly trying to avoid 
  looking anxious, but their anticipation is obvious.  
   
  A roguish looking man steps to the halfling’s 
  table and asks sheepishly, “Yara, will you have any 
  more of those spicy mixtures of thick broths, 
  today?” 
   
  The halfling looks up from her cooking and 
  replies,”Oh, yeah. Getting lots of broths today. 
  Shouldn’t be too long. Maybe an hour.” 
   
  A mailed woman with the holy symbol of 
  Heironeous prominently displayed shouts, “What 
  about more of those seafood surprise things, Mrs. 
  Pimble?” 
   
   
  “Oh, yeah, they’re next on my list,” she answers 
  as she presents a tray of pita bread stuffed with an 
  indiscernible filling onto her table. “Right now I’ve 
  got a mess of pocket bread stuffed with some sort of 
  fish for whoever’s interested.” 
  Several men and women with spell component 
  pouches rush to the table and practically throw 
  money at the halfling. They each grab a sandwich 
  and bite greedily into it. Most wince slightly at the 
  first bite, but then appear satisfied. 
   
  Each of Yara’s specially prepared dishes costs 300 gp. 
  Each dish tastes quite foul and leaves a terrible aftertaste, 
  but depending on the dish, each provides a +2 
  enchantment bonus to one ability score for 8 hours, so 
  they are in high demand despite the horrible assault to 
  the palate. A character may only be under the effect of a 
  single dish, so if a character consumes a “quiche which 
  might contain eggs” and then consumes a “seafood 
  surprise” the effect of the quiche is lost once the seafood 
  surprise is consumed. There is no means to preserve the 
  dishes, and they become stale after a couple days. The 
  available dishes are: 
  • 
  Some sort of jerky – possibly meat: +2 Str 
  • 
  Quiche which might contain eggs: +2 Con 
  • 
  Spicy mixture of thick broths: +2 Dex 
  • 
  Pocket bread stuffed with fishy filling: +2 Int 
  • 
  Seafood surprise: +2 Wis 
  • 
  Vaguely berrylike fruit tart: +2 Cha. 
   
  � Yara Pimble: N Female halfing Wiz3. 
   
  Appearance: Dresses in traditional wife’s clothing 
  with a thick belt full of rolling pins and assorted cooking 
  equipment. 
   
  Personality: Fancies herself as a good cook but 
  unfortunately is not very good. Was forced to become a 
  wizard after displaying some skills in it but wants 
  desperately to be a cook and therefore uses ‘brew potion’ 
  to make food ingredients. Unfortunately, she really is not 
  a good cook. 
   
  Development: If the PCs want to eat one of Yara’s 
  creations, they have to wait a while – 30 minutes to 2 
  hours (1d4/2 hours); there is always a queue for her food. 
  Any PC who waits for Yara’s food has ample opportunity 
  to become familiar with members of virtually all the 
  significant organizations at the fair. For example, you 
  could run role-playing encounters with Hanzor and 
  Patran (Encounters 5 and 8) where they politely interact 
  with PCs (however, they are both called away before they 
  have a chance to try any dishes). If they do this well 
  enough, DM should grant a +2 circumstance bonus to all 
  Diplomacy, Bluff, Gather Information & Knowledge (the 
  Splintered Suns) for the rest of the time that the PC’s 
  spend at the fair. 
   
  This also serves as an opportunity for the DM to 
  impart whatever information he feels is appropriate from 
  role-playing this encounter (see Encounter 1 for some 
  suggested nuggets of information). This is also a chance 
  to use visiting NPCs from Appendix 9.  
   
  There is always a member of the special magistrates 
  present, and the PCs may specifically take the 
  opportunity to make a favorable impression. Gelbon is an 
  example of one. His attitude toward the PCs is 
  Indifferent at first but PCs can switch him to Friendly 
  with proper behavior. If his attitude is turned to Hostile, 
  he arranges said PC(s) to be evicted from fair ground and 
  adventure ends for that character. 
   
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 10 
  
  � Junior Magistrate Gelbon:  LN Male Human 
  (Oeridian) Exp2. 
   
  Appearance: Dresses in robes of Zilchus. He is a 
  young Oeridian man with beard and mullet. When 
  working he has a gavel as a symbol of office. 
   
  Personality: Bit anxious about his important duty and 
  slightly on the edge. 
   
  Specific actions: DM may improvise a quick encounter 
  with few brawling drunkards (Com1) who are having a 
  fight and PCs can stop it. Praising the fair, Zilchus and so 
  on should grant +2 circumstance modifier Diplomacy 
  roll.  
   
  Once the PCs are finished with Yara, return to Encounter 
  1. 
   
  ENCOUNTER 3: 
  HAWKING GOODS 
  The PCs play this encounter if they become aware of 
  Shaladar Hawking’s special booth in Encounter 1 and 
  approach it. 
   
   
  Read or paraphrase the following: 
  While every trader in the merchants’ area has his 
  tent flaps pinned back to welcome passersby to 
  inspect their wares, one tent is noticeably closed. 
  Reclining casually in front of the tent is a lightly 
  armored Oeridian man who appears to be 
  composing songs with his lute. Occasionally a 
  particularly well-equipped fairgoer approaches the 
  Oeridian and engage in an apparently pleasant 
  conversation. Some of these fairgoers are admitted 
  to the tent, others are not. 
   
  The Oeridian is Shaladar Hawking. He is a trader who 
  specializes in exceptional merchandise. He is pleasant, 
  but the demand for his goods is high, and he chooses 
  only to deal with individuals whom he has a “good 
  feeling” about. He maintains extremely good ties to all of 
  Naerie’s noble families, and by using a favor (and thus 
  eliminating it) from any of the noble families, a PC is able 
  to find a prominent member of that noble family at the 
  fair to formally introduce his party to Hawking which 
  grants access automatically. Those with Celestial Scion or 
  Rustic Charm feat receive +2 bonus to their Charisma 
  checks with Hawking, which stacks with any of the other 
  modifiers earned. If PCs have some interesting items, 
  such as Small Iron Scepter (TSS3-04 Glory of Times Past), 
  and offer this in exchange for entry, they gain a +4 bonus 
  to the Diplomacy check. If the check fails, than Hawking 
  returns the item to the PC. 
   
  Further, as a bard, Hawking is a collector of heroic 
  stories. For any particularly interesting story they convey 
  to Hawking, they receive a +1 circumstance modifier to 
  any subsequent charisma based checks up to a maximum 
  of +4. All PCs who have taken “living off the wild” for this 
  scenario and wish to enter bring a cumulative –4 penalty 
  to Diplomacy check. 
   
  His initial attitude toward the PCs is Indifferent, and 
  his attitude must be moved to Friendly before he 
  presents his special equipment to the PCs inside his tent. 
   
  Hawking considers himself an impeccable judge of 
  character, and there’s no second chance to make a first 
  impression; after any formal introduction and initial 
  story telling, PCs have only a single chance to move him 
  to Helpful. 
   
  � Shaladar Hawking: N Male Human (Oeridian) 
  Brd4. 
   
  Appearance: Shaladar is a well-dressed Oeridian man 
  with well-groomed beard and short black hair. He is a bit 
  of a rough diamond but it makes him all the more 
  charming (Rustic Charm feat). 
   
  Personality: He has, mostly through good luck and 
  few well placed words, managed to get into good graces 
  with important people and well connected merchants of 
  the north (whose items he is selling, not that he reveals 
  this). As such he thinks himself as more important than 
  he really is. 
   
  Development: Whether the PCs gain access to 
  Hawking’s goods or not, as long as there is no violence, 
  return to Encounter 1 at the conclusion of this 
  encounter.  
   
  They gain access to the following items, but they still 
  must pay the normal price in gold for them. Favors with 
  anybody else but Shaladar do not allow to reduce the 
  prize of these items unless specifically mentioned. 
   
  APL2: 
   
  Brooch of Shielding (1,500 gp; DMG) 
   
  Longspoon thieves’ tools, masterwork (150 gp, CV) 
   
  APL4 (All of apl2 plus the following): 
   
  Candle of Truth (2,500 gp; DMG) 
    
  Badge of Valor (1,000 gp; CA) 
   
  APL6 (All of APL4 plus the following): 
   
  +1 dagger, last resort (8,302 gp; CW) 
   
  Equestrians Saddle (2,000 gp; AEG) 
   
  APL8 (All of APL6 plus the following): 
   
  Belt of Endurance (10,000 gp; AEG) 
   
  Javelin of Lightning (1,500 gp; DMG) 
   
  APL10 (All of APL8 plus the following): 
   
  Staff of fauna (19,406 gp; CD) 
   
  Attacking Hawking: If the PCs appear to be headed for 
  a violent confrontation with Hawking rather than using 
  techniques such as Diplomacy, charm person (remember 
  that this is a very serious offense that leads to the cutting 
  of the tongue), or even Intimidation, remind them that 
  they are attending a royal function and open displays of 
  violence are a high crime. If they insist, they overcome 
  Hawking (no need to roll it out) and can rob items, 
  gaining access to them (adventure access in this case 
  represents need to quickly get rid of them). However, 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 11 
  
  due to presence of elite soldiers and NPCs PCs are well 
  advised to flee the fair immediately. If they flee, their 
  adventure ends here and they receive AR entry Breaker 
  of the Prince’s Peace and move to Conclusion C. If they 
  go before the magistrates they have a chance to save the 
  adventure from a premature conclusion; in this case, 
  move to Encounter 7 and if they are successful return to 
  Encounter 1.  
   
   
  ENCOUNTER 4: 
  THE POTTERS 
  If the PCs become aware of the “gnomish” potters and 
  approach the booth they start this encounter. 
   
  Read or paraphrase the following: 
  Between the elven fletcher and the cobbler sits the 
  non-descript tent of two gnomish potters. While the 
  rest of the fair’s tradesmen are doing brisk business, 
  the potters appear to be making virtually no sales at 
  all. Further, the two gnomes seem completely 
  unfazed by this. Rather than hawk their goods 
  aggressively to the passersby, they lounge in the 
  deep shadows of their tent and appear content to 
  continue their mediocre sales. 
   
  Svar (Tingo) and Mzeev (Binglesnit) stay in the recesses 
  of the tent because of their light sensitivity. Each day they 
  assist each other and take 10 on a Disguise check yielding 
  results of: APL2: 30; APL4: 32; APL6 34; APL8 36; APL10 
  38. This includes modifiers from hat of disguise and as 
  such spells like arcane sight can help PCs to detect that 
  something is wrong. 
   
  A DC 12 Appraise check reveals the pottery to be 
  nothing better than what a clever but untrained person 
  would craft – as this is exactly what the pottery is – and is 
  quite overpriced for the quality. If PCs wish to buy the 
  pottery, examples of work would be clay jug from Players 
  Handbook. Neither Svar nor Mzeev is a trained potter, 
  and their pottery is the product of their unskilled Craft 
  (pottery). If they do manage to sell any pottery, it is 
  actually a nuisance to them, as they then have to spend 
  time making more pottery to maintain their cover. PCs 
  should roll opposed Sense Motive vs. the kobolds Bluff 
  check to realize the gnome is slightly annoyed by the 
  purchase or that they don’t sound really serious when 
  making a sale. 
   
  They hold firm at three times the listed price for any 
  piece of mundane pottery. If pressed, they use their Bluff 
  skills to offer justifications about the intrinsic artistic 
  value of their pottery, or other cover story. 
   
  If the PCs discretely observe the potters after buying 
  some of their material, any PC who speaks Gnome may 
  make a DC 15 Listen check to recognize that their 
  conversation is not gnomish; if the PC speaks Draconic, 
  the PC recognize the kobold uttering a quick curse in 
  Draconic when he fumbles with the pottery. If the PCs 
  suspect the gnomes and hence do anything else that 
  might cause the kobolds to utter a curse, let them. One 
  method might be casting create water on top of their tent. 
   
  Creatures: Refer to Encounter 11 for full details of the 
  kobolds and their treasure. The two kobolds appear as 
  gnomes with strangely long and thin faces. They also 
  have quite big noses. To conceal their armor they have 
  long leather overcoats with clay stains. As kobolds they 
  do not differ much from their usual race except slightly 
  lighter skin color because of repeated ‘jobs’ done in 
  human lands, which have forced them to spend too 
  much time outside. 
   
  Personality: Ruthless assassins but do everything to 
  fulfill the ‘contract’. 
   
  Development: If the PCs watch the potters for a short 
  time, a DC 15 Spot check notice Richtover pause near the 
  tent. A DC 15 Spellcraft recognizes message being cast. He 
  then points to each potter (part of the spell requirement) 
  and walks away to a location where he is not easily 
  observed (DC 20 Spot check). He apparently mumbles to 
  himself about “this evening” and “outside fairground”. It 
  is up to DM to dictate possible listen checks if PCs 
  shadow him. 
   
  He is actually giving the assassins their target (for 
  tonight) of the follower of Heironeous, Calmor. 
   
  ALL APLS: 
  � Richtover: Male Human (Suel) Mnk1/Rog9/Sor1; 
  hp 58; See Appendix 1. 
   
  Appearance: Richtover is a Suel man in slightly better 
  than average clothing. He wields a quarterstaff as walking 
  stick with holy symbol of Fharlaghnan for disguise. 
   
  Richtover is not a criminal and casting a 0-level arcane 
  spell at the fair is not illegal. In fact, he is extremely well 
  connected. He will not subject himself to interrogation 
  or to such methods as zone of truth. If the PCs press him 
  for such an enquiry, he demands a hearing presided by 
  Ornish (whom he knows personally). Refer to Encounter 
  7 for more information.  
   
  It requires an opposed Diplomacy check to convince 
  Ornish that Richtover is untrustworthy. The PCs may 
  present whatever evidence they have (or can make up 
  with Bluff checks) to gain appropriate modifiers. For his 
  part, Richtover has a +4 circumstance modifier from his 
  personal relationship with Ornish. Additionally, on the 
  spur of the moment the following NPCs testify on his 
  behalf to grant him an additional +2 modifier each: a 
  cleric of Heironeous, a cleric of Hextor, an officer in the 
  Royal Army, a noble from House Haxx, and a noble from 
  House Arxx. The fact that he has opposing noble houses 
  and generally opposing religions testifying for him may 
  give the PCs some insight into his skills at manipulation. 
   
  If 
  the 
  PCs 
  manage 
  to 
  beat 
  Richtover’s  
  Diplomacy, Richtover is bound over for a full hearing 
  after to the Fair. However, the next morning from Naerie 
  City he manages to smuggle orders to the potters to kill 
  the PCs (proceed with the adventure), unless kobolds 
  were already apprehended. 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 12 
  
   
  Unmasking the kobolds: If their disguise is penetrated, 
  and the PCs “arrest” the kobolds, the kobolds insist on a 
  hearing before the magistrates. Go to Encounter 7.  
   
  There is no evidence of wrongdoing by the kobolds; 
  presenting oneself as a gnome is not a crime. The 
  magistrate almost certainly dismisses the notion of the 
  kobolds being a threat. While old County of Idee was 
  intolerant of humanoids such as orcs and kobolds, 
  current law does not forbid their peaceful presence in 
  Principality of Naerie. In fact, if PCs have been overtly 
  zealous and killed the kobolds, they are evicted from the 
  fair for breaking the peace. Kobolds are not afforded full 
  protection of the law and PCs are not charged with 
  murder in this case. Technically the adventure is a 
  success and you should award experience for dispatching 
  the kobolds but PCs probably don’t receive all possible 
  favors since few people are aware the danger they were 
  in. If there is time you can still Encounter 5 with 
  overzealous Hextorites before PCs leave the fair.  
   
  Further, a bystander who is a follower of Heironeous 
  (or other good aligned deity) note that the kobolds are 
  generally pursuing a course that is desirable – crafting 
  items for trade rather than raiding. The disguise is 
  troublesome, but it is understandable that kobolds would 
  prefer to present themselves as gnomes when doing 
  business. 
   
  The kobolds will be released to return to their 
  business. PCs could of course try to hide nearby and 
  follow the assassins when they go attempt to fulfill their 
  contract and possibly prevent the murders even taking 
  place. 
   
  If the PCs acquit themselves well before the 
  magistrates, however, they draw the favorable notice of 
  Ornish. 
   
  Helping the kobolds: If the PCs discover the true 
  nature of the kobolds, they may prefer to aid them in 
  driving the wedge in the Royal Army between the 
  Hextorites and Heironeans. This is acceptable so long as 
  the PCs do nothing overtly evil. They may cover for the 
  assassins with the magistrates or provide material aid, but 
  may not deliberately lure members of the Royal Army to 
  their death. The PCs are tiptoeing very close to the 
  acceptable line and it should be made very clear to them. 
   
  ENCOUNTER 5: 
  THE EASY WAY 
  As the day progresses and the Hextor followers become 
  more frustrated by their inability to ferret out Einhor’s 
  killers, their tactics become increasingly aggressive. If 
  possible, this encounter should take place after PCs visit 
  pavilion of Hextor. If they don’t then after this encounter 
  that Pavilion is closed from public. 
   
  Read or paraphrase the following: 
  Above the din of the fair crowd there is an 
  exclamation, “Caught you, vile assassin!” To the 
  right the crowd parts in surprise as a man wearing a 
  bloody apron is thrown over the table of cooked 
  meats that sets before the meat vendor’s tent and 
  scatters the goods across the ground. The man is 
  dazed by the impact. A man in full plate emblazoned 
  with Hextor’s symbol steps from the interior of the 
  tent flanked by three other combat ready humans 
  wearing the livery of the Royal Army – one in heavy 
  armor, two in light. The leader continues, “Einhor 
  was a loyal follower of Hextor, and Hextor’s justice 
  shall be meted upon you for his murder.” The 
  heavily armored Royal Army trooper roughly seizes 
  the man in the apron. 
   
   
  A DC 12 Listen check overhears various members of the 
  crowd exchanging muffled comments of the nature “I’m 
  pretty sure he’s just a butcher, but these Hextorites are on 
  a rampage and I’m not getting in their way. Too bad for 
  the poor butcher, though. He’ll be lucky if he ever sees a 
  real magistrate…” 
   
  A DC 15 Sense Motive check (or some other 
  relevant mechanic) clearly discerns that Hanzor is quite 
  agitated and overtly aggressive. 
   
  Hanzor, a cleric of Hextor, is leading a group of 
  followers of Hextor in an effort to find Einhor’s killers. 
  They are very frustrated from the long day’s fruitless 
  search. Eber is merely a butcher. If any PC is a member of 
  Idee Volunteer Sympathizers they easily recognize code 
  words and gestures from Eber identifying himself as an 
  Idee Volunteer in need. DM should slip a note to such 
  players so other characters are not aware in case of 
  conflicting loyalties. 
   
  Hanzor’s party began interrogating Eber a few 
  minutes ago. Hanzor’s Sense Motive skills quickly 
  determined that Eber was being less than truthful (at 
  least it determined it to the cleric’s satisfaction) and that 
  Eber is hostile towards the Royal Army (as Idee 
  Volunteers generally are). Additionally, Eber’s cutlery is 
  just the sort of easily concealed weapons that an assassin 
  would utilize, and many of his blades are bloody. While 
  this is expected in a butcher’s tent, it is also just the sort 
  of cover an assassin would use to justify his bloody 
  weapons. Hanzor intends to take Eber toward the 
  magistrate’s offices beside the main pavilion, but he is 
  pretty confident that he is able to engineer some action 
  on Eber’s part that justifies killing a prisoner who is 
  resisting lawful arrest. 
   
  Assuming the PCs intercede, any spell casting is 
  seen as an immediate attack and combat ensues. Barring 
  outright attack or spellcasting by the PCs, Hanzor is 
  initially Hostile to any interference but will not attack 
  unless Diplomacy is botched too badly. If the PCs are 
  able to move his attitude to Indifferent, they may 
  accompany the procession and thus insure Eber’s safe 
  arrival at the magistrates. If Hanzor’s attitude toward the 
  PCs is moved to Friendly, he turns Eber over to the PCs 
  for them to deal with. Favors with Temple of Hextor 
  maybe used to grant +5 modifier to Diplomacy check but 
  these must be used before the skill check is rolled. 
  Hanzor is not the ‘brightest candle in the chandelier’ and 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 13 
  
  if PCs actually mention that first murder was done by 
  arrow and not by knife, they get +10 to their diplomacy 
  rolls as Hanzor gets confused and tries to cover his own 
  cock-up. Intimidate can be used against Hanzor as well. 
  With success he relents and allows PCs to accompany 
  them to the pavilion. Failure means Hanzor and the 
  others attack. Succeeding in an opposed Bluff vs. Sense 
  Motive check against Hanzor prior to either check grants 
  further +5 bonus to roll. 
   
  Hanzor pauses only a few minutes before leaving 
  with Eber. If he is less than Indifferent toward the PCs 
  and the PCs attempt to accompany Hanzor and his party, 
  Hanzor issues one final warning. If the PCs still follow, 
  Hanzor assumes the PCs are collaborators who are setting 
  up an ambush and attacks the PCs. 
   
  If combat ensues, Eber escapes the first round of 
  combat and goes into hiding. (PCs earn the favor of the 
  Idee Volunteers.)  
   
  APL 2 (EL4) 
  � Hanzor: Male Human (Oeridian) Clr3; hp 24; See 
  Appendix 2. 
  � Grappler: Male Human (Oeridian) War1; hp 5; See 
  Appendix 2. 
  � Rogue: Male Human (Oeridian) Rog1; hp 7; See 
  Appendix 2. 
  � Caster: Male Human (Oeridian) Adp1; hp 8; See 
  Appendix 2. 
   
  APL 4 (EL6) 
  � Hanzor: Male Human (Oeridian) Clr5; hp 38; See 
  Appendix 3. 
  � Grappler: Male Human (Oeridian) Ftr1; hp 15; See 
  Appendix 3. 
  � Rogue: Male Human (Oeridian) Rog1; hp 7; See 
  Appendix 3. 
  � Caster: Male Human (Oeridian) Adp2; hp 18; See 
  Appendix 3. 
   
  APL 6 (EL8) 
  � Hanzor: Male Human (Oeridian) Clr7; hp 59; See 
  Appendix 4. 
  � Grappler: Male Human (Oeridian) Bbn1/Ftr2; hp 
  32; See Appendix 4. 
  � Rogue: Male Human (Oeridian) Rog3; hp 17; See 
  Appendix 4. 
  � Caster: Male Human (Oeridian) Adp2; hp 18; See 
  Appendix 4. 
   
  APL 8 (EL10) 
  � Hanzor: Male Human (Oeridian) Clr9; hp 75; See 
  Appendix 5. 
  � Grappler: Male Human (Oeridian) Brb1/Fgr4; hp 
  50; See Appendix 5. 
  � Rogue: Male Human (Oeridian) Rog5; hp 27; See 
  Appendix 5. 
  � Caster: Male Human (Oeridian) Warmage4; hp 22; 
  See Appendix 5. 
   
  APL 10 (EL12) 
  � Hanzor: Male Human (Oeridian) Clr11; hp 91; See 
  Appendix 6. 
  � Grappler: Male Human (Oeridian) Bbn1/Ftr6; hp 
  68; See Appendix 6. 
  � Rogue: Male Human (Oeridian) Rog7; hp 37; See 
  Appendix 6. 
  � Caster: Male Human (Oeridian) WrM6; hp 32; See 
  Appendix 6. 
   
  Tactics: Depending on how powerful the PCs appear, 
  you can have Hanzor cast spells with minute/level 
  duration spells such as magic vestment before combat, 
  which he has used to intimidate Eber.  
   
  In combat, Hanzor is the main battle tank. The 
  grappler and the rogue act together. The grappler 
  grapples a target (beginning with small PCs or apparent 
  casters) and the rogue uses his sneak attack once the 
  wrestlers are denied their Dexterity due to the grapple. 
  The caster remains at the rear and uses his spells and 
  wands in support. Hextorites initially use non-lethal 
  damage but if any of them takes lethal damage, they 
  resort to lethal attacks as well. 
   
  Treasure: If combat erupts and the PCs overcome 
  Hanzor and his party, they have only moments to grab 
  what treasure is to be had. Even if they do manage to get 
  anything of value, all the property reverts to either the 
  Royal Army or Church of Hextor, both of which take 
  whatever measures are necessary to retrieve any 
  scavenged loot. There is no treasure from this encounter 
  whatever the PCs actions. 
   
  Development: There are several likely outcomes to this 
  encounter. There may be some unanticipated outcome, 
  but the DM can use these as a guide to adjudicate them. 
   
  Too bad we can’t help… If the PCs choose not to 
  intervene, Hanzor and his party take Eber toward the 
  magistrates’ offices, but he never makes it. He is killed 
  while “resisting arrest”. The PCs get no xp or favor for the 
  encounter. 
   
  We have to stop this injustice … by negotiating… If 
  the PCs persuade Hanzor to release Eber into their 
  custody, they must decide what to do with Eber. If they 
  take him to the magistrates, refer to Encounter 7. If they 
  release him, he packs up and leaves the fair, and the PCs 
  gain the favor of the Idee Volunteers. 
   
  If the PCs accompany the Hextorites as they take 
  Eber to the magistrates, they taunt him along the way, 
  but grudgingly turn him over to the magistrates. He is 
  safely released from custody after a few hours. The PCs 
  gain the favor of the Idee Volunteers. 
   
  We have to stop this injustice … by force… If PCs 
  intercede with force Eber escapes the first round of 
  combat and the PCs gain the favor of the Idee 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 14 
  
  Volunteers. If the Hextorites overcome the PCs they are 
  taken before the magistrates (go to Encounter 7). If the 
  PCs overcome the Hextorites, the PCs have only a few 
  moments to decide a course of action before the Royal 
  Army responds in force. They can voluntarily go before 
  the magistrates (go to Encounter 7), or flee the fair as 
  fugitives. If they flee, the adventure ends here and they 
  receive the AR entry “Breaker of the Prince’s Peace”, 
  and move to Conclusion C. Note that killing any 
  Hextorite get said character(s) Wanted in Ahlissa for 
  murder. In addition, whether or not PCs used lethal or 
  non-lethal force, they end up with the Disfavor of 
  Church of Hextor. 
   
  ENCOUNTER 6: 
  THE RE−ENACTMENT’S 
  DISTURBANCE 
  Toward dusk of the first day of the fair, all other activities 
  are closed as Aerdy Re-Enactment Company is gracing the 
  fair with a performance to open the events. 
   
  Read or paraphrase the following: 
  As Pelor’s rays fade and lanterns are lit, activity 
  throughout the fairground subsides as merchants, 
  patrons and officials make their way to the 
  tournament grounds. The Aerdy Re-Enactment 
  Company, at Prince Barzhaan’s request, is gracing 
  the fair’s opening with a selection of re-enactments 
  honoring the final campaign that drove the Scarlet 
  Brotherhood from Naerie ten years ago. 
   
  As admission is free and refreshments highly 
  discounted, the grandstands are quickly packed. The 
  anticipation of the exciting re-enactments mixed 
  with the strength of the alcoholic refreshments turn 
  out to be a volatile mix. 
   
  To your right the crowd suddenly spreads to 
  form a ring around a hulking Oeridian man and a 
  wiry Suel man who are squaring off for combat.
   
  Just inside the ad hoc ring an attractive 
  Oeridian woman is repeatedly shouting, “Stop! 
  Please stop!” 
   
  The Oeridian man says, “That’s my wife you’re 
  eyeballing, Suel!” 
   
  The Suel replies, “Well, you and your wife look 
  like Idee rebel scum to me!” 
   
  Unless the PCs intercede, the two men taunt each other 
  in escalating tones for about thirty seconds (5 rounds) 
  and then begin fighting. Their fight spills over into the 
  drunk and anxious crowd in another 2 rounds and a full-
  fledged brawl erupts, completely ruining the re-
  enactment while elite guards try to restore order. 
   
  If the PCs preempt the brawl by means such as 
  Diplomacy (DC 15), Intimidation (the brawlers roll to 
  resist intimidation is equal to the APL), calm emotions, 
  charm person, or some other non-violent mechanic, rumor 
  of their actions reach Ornish Haxx, and he calls on them 
  for aid in Encounter 8. 
   
  As the brawl erupts, the PCs are free (and 
  encouraged) 
  to 
  duck 
  and 
  run 
  without 
  further 
  consequences. If the PCs opt to stay and participate in 
  the antics, as long as they use no lethal tactics, there is no 
  further consequence. If the PCs use lethal damage at any 
  point, regardless of the brawls outcome their only two 
  choices are fleeing the fair (Conclusion C – however, 
  because of the chaos of the fair, PCs do not receive the 
  AR entry of Breaker of the Prince’s Peace) or facing 
  justice and being bound over for trial. 
   
  APL 2-10 (EL9) 
  � Elite Guard (4): Male Human (Oeridian) Ftr4; hp 
  34; see Dungeon Master’s Guide page 117 
  � Dwarf Warrior (4): hp 10; see Monster Manual page 
  91. 
  � Elf Warriors (4): hp 8; see Monster Manual page 102. 
  � Gnome Warrior (4): hp 10; see Monster Manual page 
  132. 
  � Halfling Warrior (4): hp 9; see Monster Manual 
  page 149. 
   
  Tactics: So long as PCs do not use lethal tactics, all 
  participants use non-lethal techniques as well (such as 
  grappling, unarmed strikes, melee weapons used at -4 for 
  non-lethal damage), and it will be a free-for-all action 
  packed fight. However, if the PCs opt for lethal tactics, 
  the NPCs respond in kind, and concentrate against the 
  PCs in retaliation. 
   
  Development: If the PCs have gained the favorable 
  notice of Ornish Haxx, move to Encounter 8. If not, this 
  concludes the adventure for the PCs. In this case move to 
  Conclusion C. 
   
  ENCOUNTER 7: 
  JUDGMENT 
  The PCs arrive here if they need to go before the 
  magistrates. They could be bringing someone to be 
  judged (Eber or the kobolds are the most likely people) 
  or they could be facing the magistrates themselves (for 
  example, if they attacked Hawking).  Note that all have to 
  remove their weapons, wands and spell component 
  pouches at the entrance of the pavilion. 
   
  Read or paraphrase the following: 
  This large tent is bustling with activity. To the left 
  merchants register to sell at the fair and tax 
  evaluators collect the Prince’s percentage of the 
  sales. Toward the rear a line of six tables sets before 
  six serious looking men. Each table has a low bench 
  before it and on each bench sits those facing the 
  magistrates. A queue of offenders waits their turn 
  before a magistrate. Behind the first row sets a 
  larger, more imposing table, and behind it sits a 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 15 
  
  middle-aged man with an air of authority. There is 
  no bench before his table, as the defendants must 
  stand. Above this more prominent table is a panel 
  bearing the royal insignia of Prince Barzhaan.  
   
  Only the contingent from the Royal Army 
  stationed strategically around the room have 
  weapons or spell component pouches. 
   
   
  Most defendants take a seat at a bench before a 
  lower magistrate, hear the charges and evidence 
  against them, and when found guilty move to the 
  moneychanger to the extreme right to pay a fine 
  before returning to the fair. 
  However, some defendants are escorted from a 
  lower magistrate to stand before the higher 
  magistrate.  
   
  It is important that the PCs be allowed to distinguish 
  themselves so that Ornish calls upon them when he must 
  investigate Calmor’s death later in the adventure. 
   
  A junior magistrate hears the case. Junior 
  magistrates have three options – dismiss, levy a fine, or 
  refer the matter to Ornish, the chief magistrate. The trial 
  is an opposed Diplomacy check vs. the junior magistrate 
  (who has +11 Diplomacy modifier), but Profession 
  (lawyer) can also be used as well as opposed Bluff/Sense 
  Motive (remember to add appropriate modifiers 
  depending what kind of cover story PCs come up with). 
  If the PCs win, than the severity of a punishment is 
  reduced by one. For example, light fine becomes no fine 
  and so on.  
   
  Really serious crimes, such as worshipping an 
  outlawed deity or offering bribes to a magistrate, are 
  punished as normal though. If the junior magistrate’s 
  attitude is Helpful toward a defendant, he will not violate 
  this procedure – although, he might offer suggestions to 
  the PCs, reduce their fine to the lowest he feels possible, 
  or even speak to Ornish for leniency. 
   
  Any spell casting that Ornish notices draws his 
  immediate attention. If his Spellcraft does not recognize 
  the spell, or if he perceives the spell to be hostile or an 
  attempt to bias a magistrate’s decision (i.e. charm person) 
  the PCs is immediately taken into custody and bound 
  over for later trial (see below). If PCs appear to start 
  casting spells to influence the court the DM should make 
  them aware that interfering with the integrity of a person 
  through magical means is a serious crime in Ahlissa. 
   
  If there is no evidence, or the charge is completely 
  trivial the magistrate dismisses it entirely. A defendant 
  guilty of a minor infraction warrants only a fine. Some 
  examples would be stealing foods and such, overtly rude 
  gestures (such as dropping pants) in public, or groping a 
  common wench; these receive a fine of 1d6 sp, which 
  becomes 1d6 gp for adventurers and other wealthy 
  individuals. The DM should be the judge of this. Any 
  offense that could severely tarnish the fair’s reputation is 
  passed up to Ornish for decision. The lower magistrate 
  does not even decide innocence or guilt, only that it is a 
  higher crime. Some examples would be stealing a horse, 
  fighting, or groping a noblewoman.  
   
  For cases that go before Ornish, he can decide to 
  dismiss the case, levy a fine of 1d6x10 gp, or bind the 
  defendant over for a full trial after the fair. Defendants 
  bound over are removed from the fair to the city jail in 
  Naerie City. 
   
  If the PCs present themselves well here, Ornish 
  takes note, and later when Calmor’s murder is reported 
  he seeks them out.  
   
  ALL APLs 
  � Junior Magistrate Gelbon:  LN Male Human 
  (Oeridian) Exp2;  Bluff +11, Diplomacy +11. 
   
  Appearance: Dresses in robes of Zilchus. Young 
  Oeridian man with beard and mullet. When working in 
  duties, has a gavel as symbol of office.  
   
  Personality: Bit anxious about his important duty and 
  slightly on the edge. 
   
  � Ornish: Male Human (Oeridian) Ari3/Exp3; hp 35; 
  See Appendix 1. 
   
  Bound over… 
  If the PCs have done something egregious (like killing 
  someone) they are bound over for trial in Naerie City. 
  Move to Conclusions C and E. 
   
  Let’s fight our way out… 
  If the PCs find themselves before the magistrates, and 
  decide to violently oppose a ruling, the PCs should easily 
  overpower the guards. The PCs face a decision – stay or 
  run. Either way their adventure ends here.  
   
  If they stay they are met with overwhelming force 
  by the Royal Army garrison and many high level NPCs 
  attending the fair. Move to Conclusions C and E.  
   
  If they run they escape the fair and receive the 
  moniker “Breaker of the Prince’s Peace”. Move to 
  conclusion C. 
   
  Development: Presuming the PCs make a peaceful 
  resolution and are not bound over, they should return to 
  the encounter that brought them here. 
   
  ENCOUNTER 8: 
  KEEPING THINGS QUIET 
  To reach this encounter, the PCs must have 
  distinguished themselves in Ornish’s eyes as PCs he 
  could rely on if a matter requiring skill and discretion 
  were to arise. In the predawn hours of the second day, a 
  page seeks out the PCs with an urgent summons for the 
  PCs to come to the magistrates’ tent.  
   
  When the PCs arrive at the magistrates’ tent, read or 
  paraphrase the following: 
   
  The tax auditing tables and magistrates’ benches are 
  clear. Ornish, the chief magistrate and a twelve-
  member contingent of the Royal Army are the only 
  occupants of the tent at this early hour. On three 
  blankets are prostrate figures in the bloodied livery 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 16 
  
  of the Royal Army; two are completely motionless 
  and the third has extremely labored breathing. 
   
  The members of the Royal Army present are a mixture of 
  Heironeous-followers, Hextor-followers, and those with 
  no particular faith. They discovered the two dead 
  members of the Royal Army and the third unconscious 
  member on the fringe of the tournament grounds. They 
  brought them immediately to the magistrates’ tent, and 
  intended to send for medical help.  
   
  Ornish immediately recognized Calmor as a 
  prominent member of the Royal Army and a follower of 
  Heironeous. He was also one of the participants in the 
  Hollow 
  Highlands 
  campaign 
  against 
  the 
  Idee 
  Volunteers. He fears that this may be a reprisal by 
  followers of Hextor who believe that followers of 
  Heironeous are behind Einhor’s murder the previous 
  morning. He is afraid that this is the beginning of a wave 
  of sectarian violence between the two factions of the 
  Royal Army, and hopes to preempt a violent conflict by 
  finding Calmor’s killers quickly this morning. 
   
  Protocol dictates that he turn the matter over to the 
  Royal Army’s provost marshals for investigation and 
  prosecution since this is likely a matter of internal strife 
  in the Royal Army. Ornish is avoiding doing this for a 
  couple of reasons. First, having to turn over such an 
  important issue to the Royal Army would likely be seen 
  as a mark against Ornish by his superiors and would 
  severely damage his career. Second, Ornish is a loyal 
  vassal of Prince Barzhaan and he knows that a successful 
  fair will dramatically improve the Prince’s image - even 
  beyond Naerie’s borders. He sincerely hopes he can 
  diffuse the situation before it tarnishes the fair’s image. 
   
  Ornish only has a few hours before news of Calmor’s 
  murder circulates and he is forced to hand over the case 
  to the military if he doesn’t have the villains in hand. 
  This would certainly dissolve the civil magistrates at the 
  fair and the Royal Army would bring in military judges. 
  The fair would effectively become a military affair. 
   
  The two dead victims are Calmor and Heinzior, his 
  aide. The third is Kimdal who is currently at -8 hit points 
  (but stable). He was near Calmor and Heinzior and 
  rushed to their aid only to be attacked himself. He would 
  have been killed, but the other Royal Army members 
  heard the fighting and came to see what was happening  
  before the assassins could finish him off. 
   
  For an account of the assassins’ attack on Calmor, 
  Heinzior, and Kimdal refer to Appendix 7 & 9 for details 
  of the attack. The PCs may use their resources to revive 
  Kimdal or speak with dead if a PC has prepared it (both 
  soldiers are LN with Will Save +3), as well as interview 
  the present members of the Royal Army to glean clues. 
  However, Ornish does not consent to bring in any more 
  people (i.e. outside clerics) to the activity for fear that the 
  word will spread. However, if the PCs have no way to 
  resuscitate Kimdal, Ornish has a potion of cure moderate 
  wounds that he consents to use on Kimdal to further the 
  investigation as well. However, Ornish can grant PCs the 
  authority to use mind-affecting spells such as charm 
  person during their investigations, which might be useful 
  in calming down Patran in Encounter 9. 
   
  Treasure: 
  Ornish has some resources available as a reward for 
  bringing in the persons responsible (this amount divided 
  between whole group): 
   
  APL2: Loot: 0 gp; Coin: 600 gp; Magic 0 gp. 
   
  APL4: Loot: 0 gp; Coin: 900 gp; Magic 0 gp. 
   
  APL6: Loot: 0 gp; Coin: 1200 gp; Magic 0 gp. 
   
  APL8: Loot: 0 gp; Coin: 1500 gp; Magic 0 gp. 
   
  APL10: Loot: 0 gp; Coin: 1800 gp; Magic 0 gp. 
   
  � Kimdal: Male Human (Suel) War1/Exp1; hp 10 
  (currently -5). 
   
  Appearance: Young Suel man with red hair. 
   
  Personality: He is a simple son of  a farmer, does not 
  question orders. 
   
  Development: Unknown to Ornish, word of Calmor’s 
  murder has already reached Patran, a Royal Army provost 
  marshal; he too is a follower of Heironeous and views 
  Ornish’s concealment of the crime as complicity in the 
  crime. As the PCs wrap up their activities in the 
  magistrates’ tent move to Encounter 9. 
   
  Troubleshooting: 
  If 
  PCs 
  interfere 
  in 
  actual 
  assassination (if they manage to follow kobolds initially), 
  then all assassination targets should be represented by 
  Ahlissan soldier found in appendix 1 and battle fought in 
  open terrain. 
   
  ENCOUNTER 9: 
  BUT NOT QUIET FOR LONG 
  As the PCs conclude their efforts in the magistrates’ tent 
  in Encounter 8, read or paraphrase the following: 
   
  As your inquiry proceeds, a booming voice shouts 
  from outside the tent, “Ornish! We know that you 
  are covering up the murder of Calmor, a loyal 
  follower of Heironeous. In the name of the Arch 
  paladin and Prince Barzhaan step out to be taken 
  into custody.” 
   
  None of the Royal Army present opposes Patran under 
  any circumstance short of domination. If Ornish is left to 
  his own devices, Patran takes him into custody. In that 
  case, the present members of the Royal Army serve as 
  Ornish’s captors under Patran’s direction. 
   
  Patran and his party members do not dismount or enter 
  the tent. They direct the Royal Army members to remove 
  Ornish. 
   
  APL 2 (EL 3) 
  � Patran: Human (Suel) Ftr2; hp 20; See Appendix 2. 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 17 
  
  � Mounted Archer (2): Human (Oeridian) War1; hp 
  5; See Appendix 2. 
   
  APL 4 (EL 5) 
  � Patran: Human (Suel) Ftr2/Pal2; hp 36; See 
  Appendix 3. 
  � Mounted Archer (2): Human (Oeridian) Ftr1; hp 
  11; See Appendix 3. 
   
  APL 6 (EL 7) 
  � Patran: Human (Suel) Ftr2/Pal4; hp 52; See 
  Appendix 4. 
  � Mounted Archer (2): Human (Oeridian) Ftr2; hp 
  18; See Appendix 4. 
   
  APL 8 (EL 9) 
  � Patran: Human (Suel) Ftr2/Pal6; hp 68; See 
  Appendix 5. 
  � Erlhin, paladins mount: hp 45; See Appendix 5. 
  � Mounted Archer (2): Human (Oeridian) Ftr4; hp 
  30; See Appendix 5. 
   
  APL 10 (EL 11) 
  � Patran: Human (Suel) Ftr2/Pal8; hp 84; See 
  Appendix 6. 
  � Erlhin, paladin’s mount: hp 68; See Appendix 6. 
  � Mounted Archer (2): Human (Oeridian) Ftr6; hp 
  44; See Appendix 6. 
   
  Tactics: Should combat ensue, the warhorses are used for 
  mobility, they do not fight, though Patran uses his 
  paladins mount when he has one. The provost and his 
  party are mounted combatants with a great deal of 
  experience. They keep distance to their best ability and 
  engage in close combat only if they cannot get range. 
  Patran does his damage with ride-by/spirited charge to 
  his best ability; the deputies establish range and use their 
  mounted archery; They won’t cop de grace anyone 
  though and do non-lethal damage when able to. 
   
  Treasure: Any items possessed by Patran or his party 
  would revert to the Church of Heironeous or the Royal 
  Army upon their death, and those entities would use 
  whatever means necessary to retrieve them. There is no 
  treasure for the PCs in this encounter. 
   
  Development: What happens next depends on how the 
  PCs approach the problem. 
   
   
  “You have a day…” Patran’s attitude toward the PCs and 
  Ornish begins as Unfriendly. If his attitude is moved to 
  Friendly, he agrees to give Ornish until dusk to resolve 
  the matter of the murders and also agree to keep any 
  other provost marshals from interfering with the 
  investigation during that time. He will not aid the 
  investigation; he either takes the case under his 
  jurisdiction or not at all. 
   
  There is no fixed time limit on negotiations; so 
  multiple attempts to sway Patran are possible.  
   
  If Patran detects any spell casting during 
  negotiations he views this as an act of naked aggression 
  and the negotiations fail. If any PC detects as evil, this 
  imposes a –10 circumstance penalty to Diplomacy 
  checks. 
   
  Favors with church of Heironeous or Ahlissan army 
  can be used to grant +5 modifier to Diplomacy check roll 
  but it must be used before dice is rolled. Divine 
  spellcasters of lawful and/or good aligned deities (except 
  Trithereon) also receive a further +5 bonus. While 
  Diplomacy is the most obvious and direct route to 
  swaying Patran to a friendly attitude, other means are not 
  precluded. For example, Patran does not enter the tent, so 
  a PC could cast charm person from the recesses of the tent 
  to immediately move him to Helpful; of course, if Patran 
  makes his save he realizes that something was pressing 
  against his Will and this would have a negative effect on 
  negotiations as previously noted… Also, PCs may have 
  favors or meta-organization benefits that help or hinder 
  their attempts. These can help PCs to use other methods 
  as well such as Bluffing Patran into believing that one of 
  the PCs is actually a higher ranking member of the 
  nobility/Royal Army. The point is that there is latitude 
  for the DM to reward creative PCs with options other 
  than Diplomacy and the DM should not feel constrained 
  into the Diplomacy mechanic as the only means by 
  which a party can move Patran to Helpful. Some of the 
  issues the DM should consider is that Patran is a paladin 
  of Heironeous; while the situation forces him to 
  cooperate with Hextorite followers who also serve in the 
  Royal Army, that doesn’t mean he likes the situation. As a 
  provost marshal, he is primarily dedicated to discipline 
  and order within the Royal Army ranks. 
   
  Standoff. Patran does not enter the magistrates’ tent, and 
  if the PCs and Ornish fortify it, there will be an 
  indefinite standoff. After a few hours the Royal Army is 
  called in and sides with Patran. The PCs can join Ornish 
  in custody or return to the fair. If they join Ornish, move 
  to conclusion C; if they return to the fair and continue 
  the investigation on Ornish’s behalf move to Encounter 
  10. If they return to the fair, but abandon the 
  investigation move to conclusion C. 
   
  Subduing Patran. If the PCs subdue Patran and his 
  party on Ornish’s behalf without killing anyone, the 
  subdued provost marshal and his party are taken into 
  custody by Ornish for obstructing justice. Lethal force 
  may be used, as long as no deaths occur. This ploy works 
  for only a few hours (until midday). The PCs have the 
  morning to find the assassins before the Royal Army 
  takes over all judicial duties at the fair and Ornish and his 
  magistrates are relieved in a disgrace. Move to Encounter 
  10 The Investigation. 
   
  In addition, whether or not PCs used lethal or non-lethal 
  force, they end up with the Disfavor of Temple of 
  Heironeous. 
   
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 18 
  
  Killing Patran (or members of his party). There is no 
  way that Ornish can cover this up for even for a short 
  time. The PCs must either be bound over for trial (move 
  to Conclusion C and E) or flee and receive the moniker 
  “Breaker of the Prince’s Peace” (move to Conclusion C). 
  Note that Ornish warns any PCs about the consequences 
  if they use lethal damage in this fight. 
   
  ENCOUNTER 10: 
  THE INVESTIGATION 
  The PCs arrive here from Encounter 9 if they are 
  investigating on Ornish’s behalf and if they subdued 
  Patran and his party without killing anyone. 
   
  Refer to Encounters 1 and 4 for adjudicating the PCs 
  efforts to unveil the assassins. 
   
  In the meantime, Richtover has learned of the PCs 
  aiding Ornish and directs the assassins (using the 
  mechanics described in Encounter 4) to kill the PCs. If 
  the PCs have not unveiled the assassins or negotiated 
  with the assassins to aid them in their efforts by midday, 
  the assassins risk their light sensitivity to try and eliminate 
  the PCs. If need be, they can try to trick PCs with some 
  sort of message that one of them delivers. To give a new 
  angle to a clichéd ‘Informant in danger’ situation you 
  could have one of the kobolds bringing a message from a 
  scared informant who wishes to talk near the hedge maze 
  of the Nightingale Tournament (see Encounter 1). Of 
  course the second assassin is waiting nearby to ambush 
  the PCs.  
    
  Presumably, the PCs use various skills to investigate 
  the murder. The following information should help the 
  DM adjudicate the investigation.  
   
  Kimdal could make out only that the assassins 
  appeared to be halflings, but he can describe the clothing 
  the halflings were wearing in pretty good detail 
  (chainshirt, thick boots). He’s extremely confident they 
  were halflings and not gnomes. If asked specifically 
  about kobolds disguised as halflings, he notes that they 
  would have to be pretty good at disguise. He has no 
  Spellcraft abilities, but he can relate the details of the 
  spell effect he witnessed so that it should be obvious that 
  it was obscuring mist or a similar spell. 
   
  A DC 0 Heal check on Calmor or Heinzior reveals 
  that both were killed by a single attack with a small sized 
  weapon. A DC 10 Heal check reveals that the masterful 
  strokes would have caused an instant death and that only 
  highly trained assassins are capable of (which should 
  alert PCs against the death attacks by assassins). 
   
  While Calmor did not see anything, Heinzior can 
  identify that attackers were either halflings or gnomes. If 
  PCs use raise dead or similar spells on him, he can come 
  along to fair and recognizes the gnomish potters. 
   
  If the area of the attack is examined, it may reveal 
  clues. It is only a DC 13 Track or Search check to identify 
  the small sized tracks of the assassins (soft ground = 10 + 
  1 for small size + 2 for hastily hiding trail) in the combat 
  area. However, the tracks blend into the heavily 
  trafficked fairgrounds upon exiting the arena providing a 
  +30 circumstance modifier (DC 43 Track) to actually 
  follow the tracks to the kobolds’ pottery shop. 
   
  However, even though the merchant area was 
  almost completely empty when the assassins left the 
  pottery shop, a handful of people did, in fact, notice 
  them. A DC 25 Gather Information check uncovers one 
  of these witnesses who can describe the “halflings” and 
  the description matches Kimdal’s description of his 
  attackers. 
   
  If the PCs search the vicinity of the pottery shop a 
  DC 20 Track or Search check reveals small sized 
  footprints in the vicinity of the pottery shop exactly to 
  those left by the assassins at the scene of the 
  assassination. 
   
  Searching the pottery shop (which the kobolds will 
  not consent to) produces the incriminating disguises and 
  other items. However, being invisible allow the PCs to 
  investigate the shop without interference. Hat of Disguise 
  also requires activation every 10 minutes so this can 
  reveal kobolds. Note that Ornish can actually send a 
  junior magistrate to force the kobolds to grant PCs access 
  to the tent but this of course alerts the kobolds and they 
  immediately start to prepare their death attacks against 
  the PCs. If the PCs have not earned disfavors with 
  church of Heironeous or Hextor, it is possible to ask 
  Ormish to send additional backup from his entourage 
  (see Appendix 1 for statistics of a common Ahlissan 
  soldier). If the PCs have such disfavors, then Ornish 
  must hold back due to fear of political repercussions that 
  sending soldiers whose church does not like PCs might 
  cause. 
   
  You can invent some red herrings to throw at PCs as 
  well. One example would be to spread rumors about Kal 
  (see background) and hint that he is still somewhere in 
  the fairgrounds, which is not true. 
    If midday arrives without the PCs unmasking the 
  kobolds, or as soon as the PCs unmask the kobolds, move 
  to Encounter 11. 
   
  ENCOUNTER 11: 
  FINDING THE REAL CULPRITS 
  The time has come for the PCs to deal with the assassins. 
  Richtover has warned the assassins that the PCs are 
  aiding Ornish, and if the PCs confront them with the 
  attitude of capturing them at this point, combat ensues. 
   
  If the PCs are inclined to aid the assassins, they must 
  discover their identity prior to midday in order to 
  negotiate with them. The assassins’ initial attitude is 
  Unfriendly. If their attitude is moved to Friendly they 
  trust that the PCs are their allies in their efforts, anything 
  less results in combat. 
   
  If the investigation lasts until midday, the assassins 
  stalk the PCs to a point where there are few bystanders 
  and strike. If the PCs intend to ally with the assassins, 
  they must detect the assassins stalking them or survive 
  the assassins long enough to negotiate with them.  
   
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 19 
  
  Creatures: The two kobolds appear as gnomes with 
  strangely long and thin faces. They also have quite big 
  noses. To conceal their armor they have long leather 
  overcoats with clay stains. As kobolds they do not differ 
  much from their usual race except slightly lighter skin 
  color because of repeated ‘jobs’ done in human lands, 
  which have forced them to spend too much time outside. 
   
  Personality: Ruthless assassins but do everything to 
  fulfill the ‘contract’. 
   
  APL2 (EL 5) 
  � Svar and Mzeev: Kobold Asn1/Exp3/War2; hp 22; 
  See Appendix 2. 
   
  APL4 (EL7) 
  � Svar and Mzeev: Kobold Asn3/Exp3/War2; hp 28; 
  See Appendix 3. 
   
  APL6 (EL9) 
  � Svar and Mzeev: Kobold Asn5/Exp3/War2; hp 34; 
  See Appendix 4. 
   
  APL8 (EL11) 
  � Svar and Mzeev: Kobold Asn7/Exp3/War2; hp 40; 
  See Appendix 5. 
   
  APL10 (EL13) 
  � Svar and Mzeev: Male Kobold Asn9/Exp3/War2; 
  hp 46; See Appendix 6. 
   
  Tactics: The assassins’ first priority is to set the initiative. 
  If they are attacked, one of them uses obscuring mist. They 
  use the concealment provided by the mist to hide or 
  become invisible (via their wands). Once they have the 
  ability to retreat, they do so and come back with 
  invisibility and fox’s cunning and whatever other buffs they 
  have. They study their target(s) and attempt death 
  attacks. The assassins try to have the arcane casters and 
  rogues identified and these are their first targets. 
  Remember that assassins can only study targets outside 
  the mist and only if they are standing on the edge of the 
  misty area as anything else provides concealment and 
  thus renders sneak/death attack useless. 
   
  The assassins avoid a toe-to-toe fight if possible using 
  their skills and spells to set up their death and sneak 
  attacks – strike, regain concealment, strike again. 
  Appendix 7 gives a round by round account of their 
  attack on Calmor and should give a good guide for their 
  combat style. 
   
  Only if they are quite certain of their ability to kill 
  their targets do they actually stay for melee. 
   
  If things turn badly for them, they attempt to retreat 
  and flee the fair. If they cannot they attempt to negotiate 
  saying anything they believe will aid their case. If one 
  drops and other has a chance to do it safely, they might 
  shoot each other to make sure neither talks about the 
  operation. 
   
  Treasure: 
  Looting the assassins: 
   
  APL2: Loot: 142 gp; Coin: 2 gp; Magic: 776 gp – (2) 
  Cloak of elvenkind (208 gp), (2) hat of disguise (150 gp), (2) 
  wand of fox's cunning (2 charges) (15gp), (2) wand of 
  invisibility (2 charges) (15 gp), (2) cloak of elvenkind (208 
  gp), (2) hat of disguise (150 gp).  
   
  APL4: Loot: 83 gp; Coin: 2 gp; Magic: 1318 gp – (2) 
  Cloak of elvenkind (208 gp), (2) hat of disguise (150 gp), (2) 
  +1 mithril chain shirt  (175 gp), (2) +1 light wooden shield (96 
  gp), (2) wand of fox's cunning (2 charges) (15 gp), (2) wand 
  of invisibility (2 charges) (15 gp), 
   
  APL6: Loot: 83 gp; Coin: 2 gp; Magic: 2158 gp (2) 
  cloak of elvenkind (208 gp), (2) hat of disguise (150 gp), (2) 
  gloves of Dexterity +2 (333 gp), (2) +1 light wooden shield 
  (96gp), (2) +1 mithril chain shirt (175 gp),  (2) oil of magic 
  weapon (4 gp), (2) ring of protection +1 (83 gp), (2) wand of 
  fox's cunning (2 charges) (15 gp), (2) wand of invisibility (2 
  charges) (15 gp). 
   
  APL8: Loot: 31 gp; Coin: 2 gp; Magic: 4542 gp – (2) 
  cloak of elvenkind (208 gp), (2) gloves of Dexterity +4 (1333 
  gp),  (2) hat of disguise (150 gp), (2) +1 light wooden shield  
  (96 gp), (2) +1 mithril chain shirt (175 gp),  (2) oil of magic 
  weapon (4 gp), (2) ring of protection +1 (83 gp), (2) +1 
  shortsword (192 gp), (2) wand of fox's cunning (2 charges) 
  (15 gp), (2) wand of invisibility (2 charges) (15 gp),. 
   
  APL10: Loot: 31 gp; Coin: 2 gp; Magic: 4542 gp – (2) 
  cloak of elvenkind (208 gp), (2) gloves of Dexterity +4 (1333 
  gp),  (2) hat of disguise (150 gp), (2) +1 light wooden shield (96 
  gp), (2) +1 mithril chain shirt (175 gp),  (2) oil of magic 
  weapon (4 gp), (2) ring of protection +1 (83 gp), (2) +1 
  shortsword (192 gp), (2) wand of fox's cunning (2 charges) (15 
  gp), (2) wand of invisibility (2 charges) (15 gp). 
   
  Detect magic results: Cloak of elvenkind (Faint 
  Illusion), 
  gloves 
  of 
  Dexterity 
  +2/+4 
  (Moderate 
  Transmutation), hat of disguise (Faint Illusion), +1 light 
  wooden shield (Faint Abjuration), +1 mithril chain shirt 
  (Faint 
  Abjuration), 
  oil 
  of 
  magic 
  weapon 
  (Faint 
  Transmutation), ring of protection +1 (Faint Abjuration), +1 
  shortsword (Faint Evocation), wand of fox's cunning (Faint 
  Transmutation), wand of invisibility (Faint Illusion).  
   
  Note: Treasure assumes wands to be equipped with 
  two charges, but for access purposes PCs can buy fully 
  charged wands. The Ahlissan army makes them available 
  to the PCs, no matter the outcome of the module. 
   
  Development: After the combat, move to conclusion 
  section. If the PCs bring the assassins to justice, move to 
  Conclusion A. This means that at least one kobold must 
  be brought into custody alive. Alternatively if both 
  kobolds are dead, they can still be brought to clerics of 
  Hextor & Heironeous for speak with dead. Ormish forces 
  them to cooperate each other long enough that both can 
  see there is no foul play on either ones part.  A single 
  dead body does not suffice as Richtover can spread 
  rumors that the bodies were merely planted as ploy by 
  House Haxx. 
   
  If the assassins elude justice, move to Conclusion B.  
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 20 
  
   
  If the PCs decide to aid the assassins and either 
  negotiate or overcome the assassins move to Conclusion 
  D.  
   
  If the assassins overcome the players, they hide the 
  bodies so that it is an additional 1d4+1 TUs before the PC 
  can be found for raise dead. Move to Conclusion C. 
   
  CONCLUSION 
  If the PCs bring the assassins to justice, move to 
  Conclusion A. This means that at least one kobold must 
  be brought into custody alive. Alternatively if both 
  kobolds are dead, they can still be brought to clerics of 
  Hextor & Heironeous for speak with dead. Ormish forces 
  them to cooperate each other long enough that both can 
  see there is no foul play on either ones part.  A single 
  dead body does not suffice as Richtover can spread 
  rumors that the bodies were merely planted as ploy by 
  House Haxx. 
   
  If the assassins elude justice, move to Conclusion B.  
   
  If the PCs decide to aid the assassins and either 
  negotiate or overcome the assassins move to Conclusion 
  D.  
   
  If the assassins overcome the players, they hide the 
  bodies so that it is an additional 1d4+1 TUs before the PC 
  can be found for raise dead. Move to Conclusion C. 
   
  CONCLUSION A: ASSASSINS BROUGHT 
  TO JUSTICE 
  The assassins are taken into custody and thoroughly 
  interrogated. Unfortunately, the only facts that can 
  be reliably extracted are that they were hired 
  externally by the Scarlet Brotherhood and reported 
  to a Scarlet Brotherhood agent at the fair. The 
  kobolds could not even give a physical description 
  of the local agent, as he contacted them through 
  magical means.  
   
  However, once it is proven that the murders 
  were not the result of factional rivalries within the 
  Royal Army, the tensions between the Royal Army's 
  Hextor followers and Heironeous followers ease 
  noticeably - as do the tensions between Ornish's 
  civilian magistrates and the Royal Army's provost 
  marshals. The swift and effective resolution of the 
  near crisis elevates Ornish's status with Prince 
  Barzhaan. The fair assumes a peaceful, productive, 
  and social atmosphere and is a boon to Naerie City's 
  economy and Prince Barzhaan's reputation.  
   
  The assault upon the two factions of the Royal 
  Army appears to give the factions a sense of a 
  common enemy to rally against, and by the fair's end 
  Royal Army moral is strengthened. 
   
  The PCs receive the Favor of House Haxx from Ornish. 
  They 
  also 
  gain 
  Favor 
  with 
  Church 
  of 
  Heironeous/Hextor, unless they have already earned a 
  disfavor with them in this adventure. 
   
  Additionally, if time permits, the DM players may 
  incorporate the adapted mini-module NAEM6-01 Fun Fair 
  as fair-going activities. 
   
  CONCLUSION B: ASSASSINS 
  REVEALED, BUT ESCAPED 
  The assassins were revealed, but managed to escape 
  (or killed). Who sent them and why remains a 
  mystery. The fair's judicial operations remain in 
  Ornish's hands, but there are serious questions 
  about his capabilities. The status of the division 
  between 
  Hextor 
  followers 
  and 
  Heironeous 
  followers 
  within 
  the 
  Royal 
  Army 
  remains 
  unchanged. Most suspicion falls on the Idee 
  Volunteers since both Calmor and Einhor were such 
  prominent 
  figures 
  in 
  the Hollow Highland 
  campaign. 
   
  The fair proves to be an economic boon to 
  Naerie's economy, but the assassinations are a black 
  mark. 
   
   
  The PCs do not receive Favor of House Haxx but gain 
  the reward from Ornish. The adventure is a partial 
  success. 
   
  Additionally, if time permits, the DM players may 
  incorporate the adapted mini-module NAEM 6-01 Fun 
  Fair as fair-going activities. 
   
  CONCLUSION C: THE ROYAL ARMY 
  TAKES OVER 
  During the second day of the fair, the Royal Army 
  contingent is on the brink of splitting along 
  Hextor/Heironeous lines, and the Royal Army's 
  provost marshals seize control of the judicial 
  functions at the fair to insure order is maintained. 
  The fair continues, but the mood of the affair is 
  dark, and trade stifled. What was expected to be a 
  boon to the Naerie economy and Prince Barzhaan's 
  reputation becomes a maudlin event. Though order 
  is maintained, by the fair's end, it is clear that a rift 
  is forming within the Royal Army between the 
  followers of Hextor and Heironeous. 
   
  The PCs do not receive the reward from Ornish. 
   
  CONCLUSION D: THE WEDGE IS 
  DRIVEN 
  The second day of the fair, the Royal Army's provost 
  marshals take over judicia  functions in an effort to
  maintain order and discipline as the Royal Army 
  appears on the verge of factional violence. Order is 
  maintained, but barely so. Off-duty members of the 
  Royal Army are involved in frequent fights with 
  members of the different faction. Almost nightly 
  members of the Royal Army are assassinated - 
  usually members who were involved in the Hollow 
   
  l
   
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 21 
  
  Highlands campaign. The v ctims are almost evenly 
  split between followers of Hextor and Heironeous. 
  The members of the Royal Army become anxious of 
  the civilian fairgoers, and much more aggressive in 
  their police activities.  
  i
   
   
  Trade and goodwill is stifled. Prince Barzhaan 
  manages to hold the fair together until the 
  conclusion with heavy incentives to merchants and 
  exhibitors to maintain their presence. By the fair's 
  conclusion, it is clear that the affair has been a drain 
  on the Prince's coffers, has undermined his 
  reputation abroad, and damaged moral within the 
  Royal Army. 
  Ornish was initially blamed for the failure, but 
  by the fair's end, it is clear that a major conspiracy 
  was in place to weaken Naerie on the tenth 
  anniversary of independence.  
   
  The PCs do not receive the reward from Ornish. They 
  received Helped the Assassins to their AR. 
   
  CONCLUSION E: BOUND OVER FOR 
  TRIAL 
  You have been held for trial because you have 
  committed egregious offenses against the Prince's 
  peace at the fair.  
   
  PC must spend 2 TUs awaiting trial. Additionally, the PC 
  is sentenced to a term of four months (16 TUs) of hard 
  labor. Each may attempt a Diplomacy check to reduce 
  this (no assists, everyone is on trial separately); a DC 25 
  Diplomacy reduces it by 1 TU, and 1 TU for every five 
  that the PCs check beats the DC (DC 29 = 14 TUs, DC 33 
  = 13 TUs, and so on). The PC may score through favors 
  from any Royal House to reduce the sentence by 4 TUs 
  each. You may reduce the TU cost by 1 for every 200 gp 
  spent to reflect paying a fine instead of serving hard 
  labor. Sentences above assume the PCs did something 
  that caused confusion but not necessarily deaths (such as 
  busting out from magistrates tent). If they willingly 
  murdered someone, then they rot in prison for 26 TU 
  and lose their gear before escaping while they wait their 
  death sentence to be carried out. 
   
  Treasure: If PCs receive conclusion A. B or D then they 
  receive a reward either from Ornish or from the 
  ‘mysterious contributor’. 
   
   
  APL 2: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 150 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 200 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp 
   
  APL 10: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp 
   
  CAMPAIGN CONSEQUENCES: 
   
  1. 
  What was the result of the scenario? 
  2. 
  Did either of the Assassins survive? 
   
  All answers should be sent to sampo@haarlaa.fi 
  Comments about the scenario should be sent to 
  dan@dantechnology.com  
   
  The End 
   
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 22 
  
  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 
  role-playing) to each character. 
   
  Encounter 5: The easy way 
  The PCs prevented the Hextorites from killing Eber. 
  APL2  
  120 XP  
  APL4  
  180 XP  
  APL6  
  240 XP  
  APL8  
  300 XP 
  APL10 
  360 XP 
   
  Encounter 9: But Not Quiet for Long 
  The PCs kept Patrans from arresting Ornish. 
  APL2  
  90 XP  
  APL4  
  150 XP  
  APL6  
  210 XP  
  APL8  
  270 XP 
  APL10 
  330 XP 
   
  Encounter 11: Finding the Real Culprits 
  The PCs either brought the assassins to justice  (killing 
  both counts for this) or joined forces with them. Half if 
  one assassin escapes.  
  APL2  
  150 XP  
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP 
  APL10  
  390 XP 
   
  Discretionary Role-playing Award 
  APL2  
  30 XP  
  APL4  
  45 XP  
  APL6  
  60 XP  
  APL8  
  75 XP 
  APL10 
  90 XP 
  Prevented the brawl at the Re-Enactment or fought in it: 
  APL2  
  30 XP  
  APL4  
  45 XP  
  APL6  
  60 XP  
  APL8  
  75 XP 
  APL 10 
  90 XP 
  Interacted with people in the fair, except assassins, Yara 
  Pimble or Hawking. 
  APL2  
  30 XP  
  APL4  
  45 XP  
  APL6  
  60 XP  
  APL8  
  75 XP 
  APL10 
  90 XP 
  Total Possible Experience:  
   
  APL2  
  450 XP  
  APL4  
  675 XP  
  APL6  
  900 XP  
  APL8  
  1,125 XP 
  APL10 
  1, 350 XP 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it. Other times they may attempt to use 
  the item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
  Encounter 11: Finding the Real Culprits 
   
  APL2: Loot: 142 gp; Coin: 2 gp; Magic: 776 gp – (2) 
  Cloak of elvenkind (208gp), (2) hat of disguise (150gp), (2) 
  wand of fox's cunning (2 charges) (15gp), (2) wand of 
  invisibility (2 charges) (15gp), (2) cloak of elvenkind (208gp), 
  (2) hat of disguise (150gp).  
   
  APL4: Loot: 83 gp; Coin: 2 gp; Magic: 1318 gp – (2) 
  Cloak of elvenkind (208gp), (2) hat of disguise (150gp), (2) +1 
  mithril chain shirt  (175gp), (2) +1 light wooden shield 1 
  (96gp), (2) wand of fox's cunning (2 charges) (15gp), (2) 
  wand of invisibility (2 charges) (15gp), 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 23 
  
   
  APL6: Loot: 83 gp; Coin: 2 gp; Magic: 2158 gp (2) 
  cloak of elvenkind (208gp), (2) hat of disguise (150gp), (2) 
  gloves of Dexterity +2 (333gp), (2) +1 light wooden shield +1 
  (96gp), (2) +1 mithril chain shirt (175gp),  (2) oil of magic 
  weapon (4gp), (2) ring of protection +1 (83gp), (2) wand of 
  fox's cunning (2 charges) (15gp), (2) wand of invisibility (2 
  charges) (15gp), 
   
  APL8: Loot: 31 gp; Coin: 2 gp; Magic: 4542 gp – (2) 
  cloak of elvenkind (208gp), (2) gloves of Dexterity +4 (1333gp), 
   (2) hat of disguise (150gp), (2) light wooden shield +1 (96gp), 
  (2) +1 mithril chain shirt (175gp),  (2) oil of magic weapon 
  (4gp), (2) ring of protection +1 (83gp), (2) +1 shortsword 
  (192gp), (2) wand of fox's cunning (2 charges) (15gp), (2) 
  wand of invisibility (2 charges) (15gp). 
   
  APL10: Loot: 31 gp; Coin: 2 gp; Magic: 4542 gp – (2) 
  cloak of elvenkind (208gp), (2) gloves of Dexterity +4 (1333gp), 
   (2) hat of disguise (150gp), (2) light wooden shield +1 (96gp), 
  (2) +1 mithril chain shirt (175gp),  (2) oil of magic weapon 
  (4gp), (2) ring of protection +1 (83gp), (2) +1 shortsword 
  (192gp), (2) wand of fox's cunning (2 charges) (15gp), (2) 
  wand of invisibility (2 charges) (15gp). 
  Conclusion A:  
   
  APL 2: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 150 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 200 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp 
   
  APL 10: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp 
  Total Possible Treasure 
   
  APL 2: Loot: 142 gp; Coin: 102 gp; Magic: 776 gp. 
  Total 1020gp  (Max. 450gp)  
   
  APL 4: Loot: 83 gp; Coin: 152 gp; Magic: 1318 gp. 
  Total 1553gp (Max. 675gp) 
   
  APL 6: Loot: 83 gp; Coin: 202 gp; Magic: 2158 gp 
  Total 2443gp (Max. 900gp) 
   
  APL 8: Loot: 31 gp; Coin: 252 gp; Magic: 4542 gp 
  Total 4825gp (Max. 1300gp) 
   
  APL 10: Loot: 31 gp; Coin: 302 gp; Magic: 4542 gp 
  Total 4825gp  (Max. (2300gp) 
  Special 
  Breaker of the Prince’s Peace: You have broken the 
  peace declared by Prince Barzhaan for the Royal Fair. At 
  the end of each Naerie regional adventure, you must 
  make a Disguise check to see if anyone recognized and 
  reported you. The DC is 14+APL of the module played. If 
  you are recognized you are seized and must spend 26 TUs 
  in hard labor. You may then cross this entry off your AR. 
  Using a favor from House Haxx, or two favors from any 
  other noble houses of Naerie allows you to remove this 
  penalty. 
  Disfavor with Temple of Hextor/Heironeous: You 
  earned a disfavor with local temples. Until you spend a 
  favor with them, they will not supply you with any 
  spellcasting services [cross the faith it is not applicable 
  for]. 
  Helped Assassins: For helping the assassins, they teach 
  you how to resist deadly attacks more efficiently. In the 
  future, you may reroll a single failed saving throw that 
  would kill you outright (reducing to –10 hit points, death 
  attack, etc). Cross this favor off once used. 
  Favor of the Idee Volunteers: For aiding Eber, you 
  receive the favor of the Idee Volunteers. Members of 
  Idee Volunteer Sympathizers meta-organization receive 
  access to one of the following feats: Distracting Attack 
  (MH), Hurling Charge (MH), Powerful Charge (MH), 
  Inside Connection (Idee Sympathizer) (RD) 
  Favor of the Royal Army: This favor can be used as a 
  favor with either the temple of Hextor or Heironeous. 
  Members of the Royal Army meta-organization may use 
  it to gain access to one of the following feats: Distracting 
  Attack (MH), Hurling Charge (MH), Powerful Charge 
  (MH), Inside Connection (Royal Army) (RD) feat or the 
  Tactical Soldier prestige class.  
  Favor with Church of Hextor/Heironeous: You 
  earned a favor with local temples (cross off those which 
  do not apply). 
  Favor of House Haxx: Ormish is grateful of your help 
  in the fair. As result House Haxx owes you a favor. 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  ITEM ACCESS 
  APL 2 
  � Brooch of shielding* (Adventure; DMG) 
  � Camouflage kit (Adventure; CV) 
  � Cloak of elvenkind (Adventure; DMG) 
  � Hat of disguise (Adventure; DMG) 
  � Thieves’ 
  Tools 
  Longspoon, 
  Masterwork* 
  (Adventure; CV) 
  � Wand of fox’s cunning  (Adventure; DMG) 
  � Wand of invisibility (Adventure; DMG) 
   
  APL 4 (All of APL 2 plus the following) 
  � +1 mithril chain shirt (Adventure; DMG) 
  � Badge of valor* (Adventure; CV) 
  � Candle of truth* (Adventure; DMG) 
   
  APL 6 (All of APLs 2-4 plus the following) 
  � +1 dagger, last resort*  (Adventure; CW) 
  � Equestrians saddle* (Adventure; AEG) 
   
  APL 8 (All of APLs 2-6 plus the following) 
  � Belt of endurance* (Adventure; AEG) 
  � Gloves of dexterity +4 (Adventure; DMG) 
  � Javelin of lightning* (Adventure; DMG) 
   
  APL 10 (All of APLs 2-8 plus the following) 
  � Staff of fauna* (Adventure; CD)  
   
  * These items are only available through Hawking’s 
  Goods. This does not count as access for crafting. 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 24 
  
  APPENDIX 1: 
  ALL APLS 
  ENCOUNTER 4: THE POTTERS  
   
  Richtover: Male Human (Suel) Mnk1/Rog9/Sor1; CR 
  11; 
  Medium 
  Humanoid 
  (human); 
  HD 
  1d4+9d6+1d8+11; hp 58; Init +2; Spd 30 ft.; AC 17 
  (touch 17, flat-footed 17) [+2 Dex]; Base Atk +6; Grp 
  +10; Atk +6 melee (1d6, quarterstaff); Full Atk +6/+1 
  melee (1d6, quarterstaff) or +4/+4/-1 melee (1d6, 
  quarterstaff); SA Sneak attack +5d6; SQ Evasion, 
  improved uncanny dodge; AL LN; SV Fort +6, Ref +10, 
  Will +6; Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 21. 
   
  Skills and Feats: Bluff +30, Diplomacy +30, Gather 
  Information +25, Intimidate +23, Knowledge (arcana) 
  +5, Knowledge (nobility) +6, Sense Motive +15, 
  Spellcraft +6, Spot +5, Tumble +11, Use Magic Device 
  +22; Ascetic Mage, Improved Grapple, Improved 
  Unarmed StrikeB, Negotiator, Persuasive, Skill Focus 
  (Gather Information; Bluff). 
   
  Languages: Common, Ancient Suel. 
   
   
  Spells Known (5/4): 0–detect magic, message, 
  prestidigitation, ray of frost; 1st–charm person, unseen 
  servant. 
   
  Possessions: Quarterstaff, cloak of charisma +4, circlet of 
  persuasion, scroll of glibness. 
   
  ENCOUNTER 7: JUDGMENT 
   
   
  Junior Magistrate Gelbon: Male Human Exp2; CR 1; 
  Medium Humanoid (human); HD 2d6; hp 10; Init -1; 
  Spd 30 ft.; AC 11 (touch 9, flat-footed 11) [+2 armor, 
  Dex –1]; Base Atk +1; Grp +0; Atk +0 melee (1d4-1, light 
  mace (gavel); Full Atk +0 melee (1d4-1, light mace 
  (gavel); AL LN; SV Fort +0, Ref -1, Will +4; Str 8, Dex 9, 
  Con 10, Int 13, Wis 12, Cha 11. 
   
  Skills and Feats: Bluff +5, Diplomacy +11, 
  Intimidate +7, Knowledge (nobility) +6, Listen +6, 
  Sense Motive +11, Spellcraft +6, Spot +6; Negotiator, 
  Skill Focus (Sense Motive). 
   
  Languages: Common, Old Oeridian. 
   
  Possessions: Gavel (light mace), leather armor. 
   
  Ornish Haxx: Male Human (Oeridian) Ari3/Exp3; CR 
  6; Medium Humanoid (human); HD 3d6+3d8+6; hp 35; 
  Init +0; Spd 30 ft; AC 14 (touch 10, flat-footed 14) [+4 
  armor]; Base Atk +4; Grp +3; Atk +3 melee (1d4-1, light 
  hammer (gavel); Full Atk +3 melee (1d4-1, light 
  hammer (gavel); AL N; SV Fort +3, Ref +2, Will +8; Str 
  8, Dex 10, Con 12, Int 15, Wis 14, Cha 13. 
   
  Skills and Feats: Diplomacy +19, Forgery +11, 
  Gather Information +15, Intimidate +10, Knowledge 
  (local) +8, Knowledge (nobility) +11, Listen +8, Sense 
  Motive +16, Spot +11; Negotiator, Skill Focus 
  (Diplomacy; Gather Information; Sense Motive). 
   
  Languages: Common, Suel, Oeridian. 
   
  Possessions: Small hammer (gavel), chainshirt, noble 
  outfit. . 
   
  Spouse: Male/Female Human (Oeridian) Com3; 
  Medium Humanoid; CR 2; HD 3d4+3; hp 10; Init +0; 
  Spd 30 ft; AC 10 (touch 10, flat-footed 10); Base Atk +1; 
  Grp +2; Atk +2 (1d4+1/19-20, dagger); Full Atk +2 
  (1d4+1/19-20, dagger); AL N; SV Fort +2, Ref +1, Will 
  +2; Str 12, Dex 10, Con 12, Int 10, Wis 12, Cha 12; 
   
  Skills and Feats: Climb +3, Handle Animal +6, 
  Knowledge (local: Splintered Suns) +5, Listen +4, 
  Profession (miner) +8, Ride +3, Spot +4; Alertness, Skill 
  Focus (knowledge local: Splintered Suns), Skill Focus 
  (profession: miner). 
   
  Possessions: Clothing, dagger. Spouse can use any 
  items that you might give him/her. Remember that 
  he/she is non-proficient with typical adventuring 
  weapons. 
   
  Ahlissan Soldier: Male/Female Human (Oeridian) 
  War1/Exp1; Medium Humanoid (human); CR 1; HD 
  1d8+1d6+2; hp 10; Init +1; Spd 20 ft.; AC 17 (touch 11, 
  flat-footed 16) [+5 armor, +1 Dex, +1 shield]; Base Atk 
  +1; Grp +2; Atk +3 melee (1d8+1/19-20, longsword) or 
  +2 ranged (1d6+1, javelin); Full Atk +3 melee 
  (1d8+1/19-20, longsword) or +2 ranged (1d6+1, 
  javelin);; AL LN; SV Fort +3, Ref +1, Will +2; Str 12, 
  Dex 12, Con 12, Int 10, Wis 10, Cha 8; 
   
  Skills and Feats: Climb +5, Heal +3, Intimidate +3, 
  Knowledge (local: Splintered Suns) +2, Listen +3, 
  Profession (soldier) +1, Ride +2, Spot +3; Alertness, 
  weapon focus (longsword). 
   
  Possessions: Longsword, sap, javelin, light mace, 
  chainmail, light wooden shield, potion of cure light 
  wounds, oil of magic weapon. 
  NAE6-07 A Fair Amount of Intrigue 
   
  Page 25 
  
  APPENDIX 2: 
  APL 2 
  ENCOUNTER 5: THE EASY WAY 
     
  Hanzor: Male Human (Oeridian) Clr3; CR 3; Medium 
  Humanoid (human); HD 3d8+6; hp 24; Init +1; Spd 20 
  ft; AC 21 (touch 11, flat-footed 20) [+8 armor, +1 Dex, 
  +2 shield]; Base Atk +2; Grp +3; Atk +5 melee (1d8+1, 
  masterwork flail) or +4 ranged (1d8/19-20, light 
  crossbow); Full Atk +5 melee (1d8+1, masterwork flail) 
  or +4 ranged (1d8/19-20, light crossbow); SQ Rebuke 
  undead 3/day, spontaneous casting (inflict); AL LE; SV 
  Fort +5, Ref +2, Will +7; Str 13, Dex 12, Con 14, Int 8, 
  Wis 15, Cha 10. 
   
  Skills and Feats: Concentration +11 (+15 when 
  casting defensively), Knowledge (religion) +1, Sense 
  Motive +4; Combat Casting, Iron Will, Skill Focus 
  (concentration), Weapon Focus (Flail). 
   
  Languages: Common. 
   
  Spells Prepared (4/3/2; base DC = 12 + spell level): 
  0–detect magic, guidance, light, resistance; 1st–bless, cause fear 
  (2), magic weapon*; 2nd–hold person, sound burst, spiritual 
  weapon*.  
   
  *Domain 
  spell; 
  Deity: 
  Hextor; 
  Domains: 
  Destruction (smite an opponent 1/day, gaining a +4 
  bonus to attack and +3 to damage), War (free martial 
  weapon proficiency and weapon focus with flail). 
   
  Possessions: 
  Masterwork 
  flail, 
  dagger, 
  light 
  crossbow, 10 bolts, full plate, heavy wooden shield, 
  wand of cure light wounds (25 charges). 
   
  Grappler: Male Human (Oeridian) War1; CR ½; 
  Medium Humanoid (human); HD 1d8; hp 5; Init +1; 
  Spd 20 ft; AC 19 (touch 11, flat-footed 18) [+6, armor, 
  +1 Dex, +2 shield]; Base Atk +1; Grp +6; Atk +2 melee 
  (1d8+1/19-20, longsword) or +2 ranged (1d6+1, javelin); 
  Full Atk +2 melee(1d8+1/19-20, longsword) or +2 
  ranged (1d6+1, javelin); AL LE; SV Fort +2, Ref +1, Will 
  +0; Str 12, Dex 13, Con 11, Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +3, Jump -9; Improved 
  Unarmed Strike, Improved Grapple. 
   
  Languages: Common. 
   
  Possessions: Longsword, dagger, javelin (4), banded 
  mail, heavy wooden shield, potion of bull's strength. 
   
  Rogue: Male Human (Oeridian) Rog1; CR 1; Medium 
  Humanoid (human); HD 1d6+1; hp 7; Init +2; Spd 30 ft; 
  AC 17(touch 12, flat-footed 15) [+4 armor, +2 Dex, +1 
  shield]; Base Atk +0; Grp +2; Atk +3 melee (1d6+2/19-
  20, masterwork short sword) or +2 ranged (1d6/x3, 
  shortbow); 
  Full 
  Atk 
  +3 
  melee 
  (1d6+2/19-20, 
  masterwork short sword) or +2 ranged (1d6/x3, 
  shortbow); SA Sneak attack +1d6; AL N; SV Fort +1, 
  Ref +4, Will +2; Str 14, Dex 15, Con 13, Int 12, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Balance +5, Decipher Script +5, 
  Escape Artist +5, Gather Information +3, Hide +5, 
  Jump +5, Move Silently +5, Search +5, Spot +4, Tumble 
  +7; Iron Will, Shield Proficiency. 
   
  Languages: Common.  
   
  Possessions: Masterwork short sword, dagger, sap, 
  short bow, 20 arrows, masterwork chain shirt, 
  masterwork light wooden shield, potion of shield of faith 
  +2. 
   
  Caster: Male Human (Oeridian) Adp1; CR ½; Medium 
  Humanoid (human); HD 1d6+4; hp 8; Init +0; Spd 30 ft; 
  AC 14, touch 10, flat-footed 14; Base Atk +0; Grp +0; 
  Atk +0 melee (1d8/x3, longspear) or +0 ranged (1d6, 
  javelin); Full Atk +0 melee (1d8/x3, longspear) or +0 
  ranged (1d6, javelin); SA spells; AL LE; SV Fort +1, Ref 
  +0, Will +3; Str 10, Dex 11, Con 12, Int 8, Wis 13, Cha 9. 
   
  Skills and Feats: Concentration +5, Heal +5; Armor 
  Proficiency (light), Toughness. 
   
  Languages: Common. 
   
  Spells Prepared (3/2; base DC = 11 + spell level): 0–
  detect magic, guidance, light; 1st–cause fear, cure light 
  wounds. 
   
  Possessions: Longspear, dagger, javelin (4), chain 
  shirt, wand of burning hands (3 charges). 
   
  E8: BUT NOT QUIET FOR LONG  
   
  Patran: Male Human (Suel) Ftr2; CR 2; Medium 
  Humanoid (human); HD 2d10+4; hp 20; Init +1; Spd 20 
  ft; AC 19 (touch 11, flat-footed 18) [+8 armor, +1 Dex]; 
  Base Atk +2; Grp +4; Atk +4 melee (1d8+3/x3, lance) or 
  +3 ranged (1d6+2, javelin or +4 melee (2d6+3/19-20, 
  greatsword); Full Atk +4 melee (1d8+3/x3, lance) or +3 
  ranged (1d6+2, javelin) or +4 melee (2d6+3/19-20, 
  greatsword); AL LG; SV Fort +5, Ref +1, Will +1; Str 15, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Handle Animal +4, Jump -5, Ride 
  +8; Mounted Combat, Power Attack, Ride-By Attack, 
  Spirited Charge. 
   
  Languages: Common. 
   
  Possessions: Lance, greatsword, dagger, javelin (4), 
  full plate, light warhorse.  
   
  Mounted Archer (2): Male Human (Oeridian) War1; 
  CR 1/2; Medium Humanoid (human); HD 1d8; hp 5; 
  Init +1; Spd 30 ft; AC 16 (touch 11, flat-footed 15) [+4 
  armor, +1 Dex, +1 shield]; Base Atk +1; Grp +2; Atk +2 
  ranged (1d8+1/x3, mighty composite longbow) or +1 
  melee (2d6+1/19-20, greatsword); Full Atk +2 ranged 
  (1d8+1/x3, mighty composite longbow) or +1 melee 
  (2d6+1/19-20, greatsword); AL LG; SV Fort +2, Ref +1, 
  Will +0; Str 12, Dex 13, Con 11, Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +3, Ride +5; 
  Mounted Combat, Mounted Archery. 
   
  Languages: Common. 
  NAE6-07 A Fair Amount of Intrigue 
   
  Page 26 
  
   
  Possessions: Greatsword, dagger, mighty composite 
  longbow (+1 Str), 20 arrows, chain shirt, buckler 
  (penalties included above), light warhorse. 
   
  E11: FINDING THE REAL CULPRITS 
   
  Svar and Mzeev: Male Kobold Asn1/Exp3/War2; CR 
  3; Small Humanoid (reptilian); HD 4d6+2d8-6; hp 22; 
  Init +2; Spd 30 ft; AC 19 (touch 13, flat-footed 17) [+4 
  armor, +2 Dex, +1 natural, +1 shield, +1 size]; Base Atk 
  +4; Grp -2; Atk +9 melee (1d4-2/19-20, masterwork 
  short sword), or +7 ranged (1d6/19-20, light crossbow); 
  Full Atk +9 melee (1d4-2/19-20, masterwork short 
  sword), or +7 ranged (1d6/19-20, light crossbow); SQ 
  Darkvision 60ft, death attack, light sensitivity, poison 
  use, sneak attack +1d6; AL NE; SV Fort +3, Ref +5, Will 
  +2; Str 7, Dex 14, Con 8, Int 14, Wis 8, Cha 9. 
   
  Skills and Feats: Bluff +5, Diplomacy +4, Disguise 
  +10 (+20 with hat of disguise), Hide +24, Jump +4, Move 
  Silently +10, Spellcraft +6, Tumble +12; Skill Focus 
  (hide), Weapon Finesse, Weapon Focus (short sword). 
   
  Languages: Common, Draconic, Gnome.  
   
  Death Attack (Ex): If you study your victim for 3 
  rounds, attack that target within another 3 rounds, 
  then make a sneak attack with a melee weapon that 
  successfully deals damage, you can paralyze or kill the 
  target if they fail a Fortitude save (DC 13).  
   
  Light Sensitivity (Ex): Kobolds are dazzled (-1 
  penalty to attack, spot & search rolls) in bright sunlight 
  or within the radius of a daylight spell. 
   
  Poison Use: Assassins do not risk accidentally 
  poisoning yourself when applying poison to a blade.  
   
  Spells Known (1; base DC = 12 + spell level): 1st–
  obscuring mist, swift invisibility. 
   
  Possessions: 
  Masterwork 
  short 
  sword, 
  light 
  crossbow, 
  10 
  bolts, 
  masterwork 
  chain 
  shirt, 
  masterwork light wooden shield, disguise kit, 
  camouflage kit, cloak of elvenkind, hat of disguise, wand of 
  fox's cunning (2 charges), wand of invisibility (2 charges). 
   
  NAE6-07 A Fair Amount of Intrigue 
   
  Page 27 
  
  APPENDIX 3: 
  APL 4
  ENCOUNTER 5: THE EASY WAY   
   
  Hanzor: Male Human (Oeridian) Clr5; CR 5; Medium 
  Humanoid (Human); HD 5d8+10; hp 38; Init +1; Spd 
  20 ft; AC 23 (touch 11, flat-footed 22) [+9 armor, +1 
  Dex, +3 shield]; Base Atk +3; Grp +4; Atk +6 melee 
  (1d8+1, masterwork flail) or +4 ranged (1d8/19-20, light 
  crossbow); Full Atk +6 melee (1d8+1, masterwork flail) 
  or +4 ranged (1d8/19-20, light crossbow); SA Spells; SQ 
  Rebuke undead 3/day, spontaneous casting (inflict); 
  AL LE; SV Fort +6, Ref +2, Will +9; Str 13, Dex 12, Con 
  14, Int 8, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +13 (+17 when 
  casting defensively), Knowledge (religion) +3, Sense 
  Motive +5; Combat Casting, Iron Will, Skill Focus 
  (Concentration), Weapon Focus (FlailB). 
   
  Languages: Common.  
   
  Spells Prepared (5/4/3/2; base DC = 13 + spell level): 
  0–detect magic, guidance, light, purify food and drink, 
  resistance; 1st–bless, command, divine favor, magic weapon*, 
  shield of faith; 2nd–bull strength, hold person, sound burst, 
  spiritual weapon*; 3rd–dispel magic (2), magic vestment*, 
  prayer. 
   
  *Domain spell; Deity: Hextor; Destruction (you can 
  smite an opponent 1/day, gaining a +4 bonus to your 
  attack and +5 to damage) and War (Free Martial 
  Weapon Proficiency and Weapon Focus with Flail). 
   
  Possessions: 
  Masterwork 
  flail, 
  dagger, 
  light 
  crossbow, 10 bolts, +1 full plate, +1 heavy wooden shield, 
  wand of cure light wounds (25 charges). 
   
  Grappler: Male Human (Oeridian) Ftr1; CR 1; 
  Medium Humanoid (Human); HD 1d10+2 plus 3; hp 
  15; Init +1; Spd 20 ft; AC 19 (touch 11, flat-footed 18) 
  [+6 armor, +1 Dex, +2 shield]; Base Atk +1; Grp +7; Atk 
  +3 melee (1d8+2/19-20, longsword) or +2 ranged 
  (1d6+2, javelin); Full Atk +3 melee (1d8+2/19-20, 
  longsword) or +2 ranged (1d6+2, javelin); AL LE; SV 
  Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Climb -2, Intimidate +3, Jump -8; 
  Improved 
  Unarmed 
  Strike, 
  Improved 
  Grapple, 
  Toughness. 
   
  Languages: Common. 
   
  Possessions: Longsword, dagger, javelin (4), banded 
  mail, heavy wooden shield, potion of bull's strength. 
   
  Rogue: Male Human (Oeridian) Rog1; CR 1; Medium 
  Humanoid (Human); HD 1d6+1; hp 7; Init +2; Spd 30 
  ft; AC 17 (touch 12, flat-footed 15) [+4 armor, +2 Dex, 
  +1 shield]; Base Atk +0; Grp +2; Atk +3 melee 
  (1d6+2/19-20, masterwork short sword) or +2 ranged 
  (1d6/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 
  masterwork short sword) or +2 ranged (1d6/x3, 
  shortbow); SA Sneak attack +1d6; AL N; SV Fort +1, 
  Ref +4, Will +2; Str 14, Dex 15, Con 13, Int 12, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Balance +5, Decipher Script +5, 
  Escape Artist +5, Gather Information +3, Hide +5, 
  Jump +5, Move Silently +5, Search +5, Spot +4, Tumble 
  +7; Iron Will, Shield Proficiency. 
   
  Languages: Common.  
   
  Possessions: Masterwork short sword, dagger, sap, 
  short bow, 20 arrows, masterwork chain shirt, 
  masterwork light wooden shield, potion of shield of faith 
  +2. 
   
  Caster: Male Human (Oeridian) Adp2; CR 2; Medium 
  Humanoid (Human); HD 2d6+2 plus 3; hp 18; Init +0; 
  Spd 30 ft; AC 15 (touch 10, flat-footed 15) [+5 armor]; 
  Base Atk +1; Grp +1; Atk +1 melee (1d8/x3, longspear) 
  or +1 ranged (1d6, javelin); Full Atk +1 melee (1d8/x3, 
  longspear) or +1 ranged (1d6, javelin); SA spells; AL LE; 
  SV Fort +1, Ref +0, Will +4; Str 10, Dex 11, Con 12, Int 
  8, Wis 13, Cha 9. 
   
  Skills and Feats: Concentration +6, Heal +6; Armor 
  Proficiency (light), Toughness. 
   
  Languages: Common.  
   
  Spells Prepared (3/2; base DC = 11 + spell level): 0–
  detect magic, guidance, light; 1st–command, cure light 
  wounds. 
   
  Possessions: Longspear, dagger, javelin (4), +1 chain 
  shirt +1, wand of lightning bolt (3 charges). 
   
  E8: BUT NOT QUIET FOR LONG  
   
  Patran: Male Human (Suel) Ftr2/Pal2; CR 4; Medium 
  Humanoid (Human); HD 4d10+8; hp 36; Init +1; Spd 
  20 ft; AC 19 (touch 11, flat-footed 18) [+8 armor, +1 
  Dex]; Base Atk +4; Grp +7; Atk +8 melee (1d8+4/x3, 
  lance) or +7 melee (2d6+4/19-20, greatsword) or +5 
  ranged (1d6+3, javelin); Full Atk +8 melee (1d8+4/x3, 
  lance) or +7 melee (2d6+4/19-20, greatsword) or +5 
  ranged (1d6+3, javelin); SA Smite evil 1/day; SQ Detect 
  evil at will; AL LG; SV Fort +8, Ref +1, Will +1; Str 16, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Handle Animal +6, Jump -4, Ride 
  +10, Sense Motive +3; Mounted Combat, Ride-By 
  Attack, Spirited Charge, Power Attack, Weapon Focus 
  (Lance). 
   
  Languages: Common.  
   
  Possessions: Lance, javelin (4), greatsword, dagger, 
  sap, full plate, light warhorse. 
   
  Mounted Archer (2): Male Human (Oeridian) Ftr1; 
  CR 1; Medium Humanoid (Human); HD 1d10+1; hp 
  11; Init +2; Spd 30 ft; AC 16 (touch 12, flat-footed 15) 
  [+4 armor, +2 Dex]; Base Atk +1; Grp +3; Atk +4 ranged 
  (1d8+2/x3, mighty composite longbow) or +2 melee 
  (2d6+3/19-20, greatsword); Full Atk +4 ranged 
  (1d8+2/x3, mighty composite longbow) or +2 melee 
  (2d6+3/19-20, greatsword); AL LG; SV Fort +3, Ref +2, 
  Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8. 
  NAE6-07 A Fair Amount of Intrigue 
   
  Page 28 
  
   
  Skills and Feats: Handle Animal +3, Intimidate +3, 
  Ride +6; Mounted Combat, Mounted Archery, Weapon 
  Focus (Longbow, Composite). 
   
  Languages: Common. 
   
  Possessions: Mighty composite longbow (+2 Str), 
  greatsword, dagger, sap, 20 arrows, chain shirt, buckler 
  (penalties included above), light warhorse. 
   
  E11: FINDING THE REAL CULPRITS  
   
  Svar and Mzeev: Male Kobold Asn3/Exp3/War2; CR 
  5; Small Humanoid (Reptilian); HD 6d6+2d8-8; hp 28; 
  Init +2; Spd 30 ft; AC 21 (touch 13, flat-footed 21) [+5 
  armor, +2 Dex, +1 size, +1 natural, +2 shield]; Base Atk 
  +6; Grp +0; Atk +11 melee (1d4-2/19-20, masterwork 
  short sword) or +9 ranged (1d6/19-20, light crossbow); 
  Full Atk +11/+6 melee (1d4-2/19-20, masterwork short 
  sword) or +9 ranged (1d6/19-20, light crossbow); SA 
  Death attack, sneak attack +2d6; SQ Darkvision 60ft, 
  light sensitivity, poison resistance, poison use, 
  uncanny dodge; AL NE; SV Fort +4, Ref +6, Will +3; Str 
  7, Dex 14, Con 8, Int 15, Wis 8, Cha 9. 
   
  Skills and Feats: Bluff +9, Diplomacy +4, Disguise 
  +22, Hide +27, Jump +5, Move Silently +13, Spellcraft 
  +6, Tumble +13; Skill Focus (Hide), Weapon Finesse, 
  Weapon Focus (Sword, Short). 
   
  Languages: Common, Draconic, Gnome.  
   
  Death Attack (Ex): If you study your victim for 3 
  rounds, attack that target within another 3 rounds, 
  then make a sneak attack with a melee weapon that 
  successfully deals damage, you can paralyze or kill the 
  target if they fail a Fortitude save (DC 15).  
   
  Light Sensitivity(Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell.  
   
  Poison Resistance: Assassins have a +1 to all 
  saving throws against poison  
   
  Poison Use: Assassins do not risk accidentally 
  poisoning themselves when applying poison to a blade.  
   
  Spells Known (3/1; base DC = 12 + spell level): 1st–
  obscuring mist, swift invisibility, true strike; 2nd–cat’s grace, 
  invisibility. 
   
  Possessions: 
  Masterwork 
  shortsword, 
  light 
  crossbow, 10 bolts, disguise kit, camouflage kit, +1 
  mithril chain shirt, +1 light wooden shield, wand of fox's 
  cunning (2 charges), wand of invisibility (2 charges), cloak of 
  elvenkind, hat of disguise. 
   
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 29 
  
  APPENDIX 4: 
  APL 6 
  ENCOUNTER 5: THE EASY WAY  
    
  Hanzor: Male Human (Oeridian) Clr7; CR 7; Medium 
  Humanoid (Human); HD 7d8+14; hp 59 ; Init +1; Spd 
  20 ft; AC 25 (touch 12, flat-footed 24) [+9 armor, +1 
  Dex, +1 deflection, +1 natural, +3 shield]; Base Atk +5; 
  Grp +6; Atk +8 melee (1d8+1, masterwork flail) or +6 
  ranged (1d8/19-20, light crossbow); Full Atk +8 melee 
  (1d8+1, masterwork flail) or +6 ranged (1d8/19-20, light 
  crossbow); SA Spells; SQ  Rebuke undead 3/day, 
  spontaneous casting (inflict); AL LE; SV Fort +7, Ref 
  +3, Will +10; Str 13, Dex 12, Con 14, Int 8, Wis 16, Cha 
  10. 
   
  Skills and Feats: Concentration +15, (+19 when 
  casting defensively) Knowledge (religion) +5, Sense 
  Motive +5; Combat Casting, Iron Will, Skill Focus 
  (Concentration), Weapon Focus (FlailB), Improved 
  Toughness. 
  Languages: Common.  
   
  Spells Prepared (6/5/4/3/1 base DC = 13 + spell 
  level): 0–detect magic, guidance (2), light, purify food and 
  drink, resistance; 1st–bless, command (2), divine favor, magic 
  weapon*, shield of faith; 2nd–bulls strength, hold person (2), 
  sound burst, spiritual weapon*; 3rd–cure serious wounds, 
  dispel magic, magical vestment*, prayer; 4th–divine power*, 
  freedom of movement. 
   
  * 
  Domain 
  spell; 
  Deity: 
  Hextor; 
  Domains: 
  Destruction (smite an opponent 1/day, gaining a +4 
  bonus to your attack and +7 to damage) and War (Free 
  Martial Weapon Proficiency and Weapon Focus with 
  Flail) 
   
  Possessions: 
  Masterwork 
  flail, 
  dagger, 
  light 
  crossbow, 10 bolts, +1 full plate, +1 heavy wooden shield, 
  wand of cure light wounds (25 charges), ring of protection 
  +1, amulet of natural armor +1. 
   
  Grappler: Male Human (Oeridian) Bbn1/Ftr2; CR 3; 
  Medium Humanoid (Human); HD 2d10+1d12+6; hp 
  32; Init +1; Spd 20 ft; AC 21 ( touch 11, flat-footed 20) 
  [+8 armor, +1 Dex, +2 shield]; Base Atk +3; Grp +9; Atk 
  +5 melee (1d8+2/19-20, longsword) or +4 ranged 
  (1d6+2, javelin); Full Atk +5 melee (1d8+2/19-20, 
  longsword) or +4 ranged (1d6+2, javelin); SQ Fast 
  movement (not usable), rage; AL NE; SV Fort +7, Ref 
  +1, Will +3; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats: Climb +0, Intimidate +5, Jump -6, 
  Survival +3; Improved Unarmed Strike, Improved 
  Grapple, 
  Iron 
  Will, 
  Weapon 
  Focus 
  (Grapple), 
  Improved Toughness. 
   
  Languages: Common.  
   
  Possessions: Longsword, dagger, sap, javelin (4), full 
  plate, heavy wooden shield, potion of bull's strength. 
   
  Rogue: Male Human (Oeridian) Rog3; CR 3; Medium 
  Humanoid (Human); HD 3d6+3; hp 17; Init +2; Spd 30 
  ft; AC 17 (touch 12, flat-footed 15) [+4 armor, +2 Dex, 
  +1 shield]; Base Atk +2; Grp +4; Atk +6 melee 
  (1d6+2/19-20, masterwork short sword) or +4 ranged 
  (1d6/x3, shortbow); Full Atk +6 melee (1d6+2/19-20, 
  masterwork short sword) or +4 ranged (1d6/x3, 
  shortbow); SA Sneak attack +2d6; SQ Evasion; AL N; 
  SV Fort +2, Ref +5, Will +3; Str 14, Dex 15, Con 13, Int 
  12, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +9, Decipher Script +7, 
  Escape Artist +7, Gather Information +5, Hide +7, 
  Jump +9, Move Silently +7, Search +7, Spot +6, Tumble 
  +11; Iron Will, Shield Proficiency, Weapon Focus 
  (Sword, Short). 
   
  Languages: Common.  
   
  Possessions: Masterwork short sword, dagger, sap, 
  short bow, 20 arrows, masterwork chain shirt, 
  masterwork light wooden shield, potion of shield of faith 
  +2. 
   
  Caster: Male Human (Oeridian) Adp2; CR 2; Medium 
  Humanoid (Human); HD 2d6+2 plus 3; hp 18; Init +0; 
  Spd 30 ft; AC 15 (touch 10, flat-footed 15) [+5 armor]; 
  Base Atk +1; Grp +1; Atk +1 melee (1d8/x3, longspear) 
  or +1 ranged (1d6, javelin); Full Atk +1 melee (1d8/x3, 
  longspear) or +1 ranged (1d6, javelin); SA Spells; AL 
  LE; SV Fort +1, Ref +0, Will +4; Str 10, Dex 11, Con 12, 
  Int 8, Wis 13, Cha 9. 
   
  Skills and Feats: Concentration +6, Heal +6; Armor 
  Proficiency (light), Toughness. 
   
  Languages: Common. 
   
  Spells Prepared (3/2; base DC = 11 + spell level): 0–
  detect magic, guidance, light; 1st–command, cure light 
  wounds. 
   
  Possessions: Longspear, dagger, javelin (4), +1 chain 
  shirt, wand of lightning bolt (3 charges). 
   
  E8: BUT NOT QUIET FOR LONG   
   
  Patran: Male Human (Suel) Ftr2/Pal4; CR 6; Medium 
  Humanoid (Human); HD 6d10+12; hp 52; Init +1; Spd 
  20 ft/; AC 20 (touch 11, flat-footed 19) [+8 armor, +1 
  Dex, +1 shield]; Base Atk +6; Grp +9; Atk +10 melee 
  (1d8+4/x3, 
  lance) 
  or 
  +9 
  melee 
  (2d6+4/19-20, 
  greatsword) or +7 ranged (1d6+3/x2, javelin); Full Atk 
  +10/+5 melee (1d8+4/x3, lance) or +9/+4 melee 
  (2d6+4/19-20, greatsword) or +7/+2 ranged (1d6+3/x2, 
  javelin); SA Spells, smite evil, turn undead 2/day; SQ 
  Aura of courage, aura of good, code of conduct, detect 
  evil, divine health; AL LG; SV Fort +9, Ref +2, Will +2; 
  Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Handle Animal +8, Jump -4, Ride 
  +15, Sense Motive +5; Mounted Combat, Ride-By 
  Attack, Spirited Charge, Power Attack, Skill Focus 
  (Ride), Weapon Focus (Lance). 
   
  Languages: Common.  
   
  Spells Prepared (1): 1st–divine favor. 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 30 
  
   
  Possessions: Lance, javelin (4), greatsword, dagger, 
  sap, full plate, light warhorse. 
   
  Mounted Archer (2): Male Human (Oeridian) Ftr2; 
  CR 2; Medium Humanoid (Human); HD 2d10+2; hp 
  18; Init +2; Spd 30 ft; AC 17 (touch 12, flat-footed 15) 
  [+4 armor, +2 Dex, +1 shield; Base Atk +2; Grp +4; Atk 
  +4 ranged (1d8+2/x3, mighty composite longbow) or 
  +3 melee (2d6+3/19-20, greatsword); Full Atk +4 
  ranged (1d8+2/x3, mighty composite longbow) or +3 
  melee (2d6+3/19-20, greatsword); AL LG; SV Fort +4, 
  Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Handle Animal +4, Intimidate +4, 
  Ride +9; Mounted Combat, Mounted Archery, Point 
  Blank Shot, Rapid Shot. 
   
  Languages: Common. 
   
  Possessions: Mighty composite longbow (+2 Str), 
  greatsword, 20 arrows, dagger, sap, chain shirt, buckler 
  (penalties included above), light warhorse. 
   
  E11: FINDING THE REAL CULPRITS 
   
  Svar and Mzeev: Male Kobold Asn5/Exp3/War2; CR 
  7; Small Humanoid (Reptilian); HD 8d6+2d8-10; hp 34; 
  Init +3; Spd 30 ft; AC 23 (touch 15, flat-footed 23) [+5 
  armor, +3 Dex, +2 shield, +1 deflection, +1 natural, +1 
  size]; Base Atk +7; Grp +1; Atk +13 melee (1d4-2/19-20, 
  masterwork short sword) or +11 ranged (1d6/19-20, 
  light crossbow); Full Atk +13/+8 melee (1d4-2/19-20, 
  masterwork short sword) or +11 ranged (1d6/19-20, 
  light crossbow); SA Death attack, sneak attack +3d6; SQ 
  Darkvision 60ft, improved uncanny dodge, light 
  sensitivity, poison resistance, poison use, uncanny 
  dodge; AL NE; SV Fort +4, Ref +8, Will +3; Str 7, Dex 
  16, Con 8, Int 15, Wis 8, Cha 9. 
   
  Skills and Feats: Bluff +12, Diplomacy +5, Disguise 
  +24, Hide +30, Jump +5, Move Silently +16, Spellcraft 
  +6, Tumble +17; Dodge, Skill Focus (Hide), Weapon 
  Finesse, Weapon Focus (Sword, Short). 
   
  Languages: Common, Draconic, Gnome.  
   
  Death Attack (Ex): If assassin studies his victim 
  for 3 rounds, attack that target within another 3 
  rounds, then make a sneak attack with a melee weapon 
  that successfully deals damage, you can paralyze or kill 
  the target if they fail a Fortitude save (DC 17).  
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Poison Resistance: Assassins have a +2 to all 
  saving throws against poison  
   
  Poison Use: Assassins do not risk accidentally 
  poisoning yourself when applying poison to a blade.  
   
  Spells Known (4/3; base DC = 12 + spell level): 1st–
  disguise self, obscuring mist, swift invisibility, true strike; 2nd–
  cat’s grace, darkness, invisibility, pass without trace. 
   
  Possessions: 
  Masterwork 
  shortsword, 
  light 
  crossbow, 10 bolts, +1 chain shirt, +1 light wooden shield, 
  disguise kit, camouflage kit, oil of magic weapon, wand of 
  fox's cunning (2 charges), wand of invisibility (2 charges), 
  gloves of Dexterity +2, ring of protection +1, cloak of 
  elvenkind, hat of disguise. 
   
   
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 31 
  
  APPENDIX 5: 
  APL 8 
  ENCOUNTER 5: THE EASY WAY  
    
  Hanzor: Male Human (Oeridian) Clr9; CR 9; Medium 
  Humanoid (Human); HD 9d8+18; hp 75; Init +5; Spd 
  20 ft; AC 25 (touch 12, flat-footed 24) [+9 armor, +1 
  Dex, +3 shield, +1 deflection, +1 natural]; Base Atk +6; 
  Grp +7; Atk +9 melee (1d8+1, masterwork flail) or +7 
  ranged (1d8/19-20, light crossbow); Full Atk +9/+4 
  melee (1d8+1, masterwork flail) or +7 ranged (1d8/19-
  20, light crossbow); SA Spells; SQ Rebuke undead 
  3/day, spontaneous casting (inflict); AL LE; SV Fort +8, 
  Ref +4, Will +12; Str 13, Dex 12, Con 14, Int 8, Wis 19, 
  Cha 10. 
   
  Skills and Feats: Concentration +19 (+23 when 
  casting defensively), Knowledge (religion) +7, Sense 
  Motive +6; Combat Casting, Improved Initiative, Iron 
  Will, Skill Focus (Concentration), Weapon Focus 
  (Flail)B, Improved Toughness. 
  Languages: Common.  
   
  Spells Prepared (6/5/5/4/3/1; base DC = 14 + spell 
  level): 0–detect magic, guidance (2), light, purify food and 
  drink, resistance; 1st–bless, command (2), divine favor, magic 
  weapon*, shield of faith; 2nd–bull strength, hold person (2), 
  sound burst (2), spiritual weapon*; 3rd–cure serious wounds, 
  dispel magic (2), magical vestment*, prayer; 4th–cure critical 
  wounds, divine power*, freedom of movement, poison ; 5th–
  flame strike*, slay living . 
   
  *Domain 
  spell; 
  Deity: 
  Hextor; 
  Domains: 
  Destruction (smite an opponent 1/day, gaining a +4 
  bonus to your attack and +9 to damage) and War (Free 
  Martial Weapon Proficiency and Weapon Focus with 
  Flail). 
   
  Possessions: 
  Masterwork 
  flail, 
  dagger, 
  light 
  crossbow, 10 bolts, +1 full plate, +1 heavy wooden shield, 
  wand of cure light wounds (25 charges), ring of 
  protection +1, amulet of natural armor +1, periapt of wisdom 
  +2. 
   
  Grappler: Male Human (Oeridian) Bbn1/Ftr4; CR 5; 
  Medium Humanoid (Human); HD 4d10+1d12+10; hp 
  50; Init +1; Spd 20 ft; AC 22 (touch 11, flat-footed 21) 
  [+9 armor, +1 Dex, +2 shield]; Base Atk +5; Grp +12; Atk 
  +9 melee (1d8+3/19-20, masterwork longsword) or +6 
  ranged (1d6+3, javelin); Full Atk +9 melee (1d8+3/19-
  20, masterwork longsword) or +6 ranged (1d6+3, 
  javelin); SQ Fast movement (not usable), rage; AL NE; 
  SV Fort +8, Ref +2, Will +4; Str 16, Dex 13, Con 14, Int 
  10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +4, Intimidate +7, Jump -2, 
  Survival +3; Improved Unarmed Strike, Improved 
  Grapple, Iron Will, Weapon Focus (Grapple), Weapon 
  Specialization (Grapple), Improved Toughness. 
   
  Languages: Common.  
   
  Possessions: Masterwork longsword, dagger, sap, 
  javelin (4), +1 full plate, heavy wooden shield, potion of 
  bull's strength. 
   
  Rogue: Male Human (Oeridian) Rog5; CR 5; Medium 
  Humanoid (Human); HD 5d6+5; hp 27; Init +2; Spd 30 
  ft; AC 18 (touch 13, flat-footed 16) [+4 armor, +1 
  deflection +2 Dex, +1 shield]; Base Atk +3; Grp +6; Atk 
  +8 Melee (1d6+3/19-20, masterwork short sword), or +5 
  ranged (1d6/x3, shortbow); Full Atk +8 Melee 
  (1d6+3/19-20, masterwork short sword), or +5 ranged 
  (1d6/x3, shortbow); SA Sneak attack +3d6; SQ Evasion 
  uncanny dodge; AL N; SV Fort +2, Ref +6, Will +3; Str 
  16, Dex 14, Con 13, Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +11, Decipher Script +9, 
  Escape Artist +9, Gather Information +7, Hide +9, 
  Jump +12, Move Silently +9, Search +9, Spot +8, 
  Tumble +13; Iron Will, Shield Proficiency, Weapon 
  Focus (Sword, Short). 
   
  Languages: Common. 
   
  Possessions: Masterwork short sword, dagger, sap, 
  shortbow, 
  20 
  arrows, 
  masterwork 
  chain 
  shirt, 
  masterwork light wooden shield, potion of shield of faith, 
  ring of protection +1. 
   
  Caster: Male Human (Oeridian) Warmage4; CR 4; 
  Medium Humanoid (Human); HD 4d6+4; hp 22; Init 
  +5; Spd 20 ft; AC 16 (touch 11, flat-footed 15) [+5 
  armor, +1 Dex]; Base Atk +2; Grp +1; Atk +1 melee (1d8-
  1/x3, longspear) or +3 ranged (1d8/19-20, light 
  crossbow); Full Atk +1 melee (1d8-1/x3, longspear) or 
  +3 ranged (1d8/19-20, light crossbow); SQ advanced 
  learning, armored mage, warmage edge; AL LE; SV Fort 
  +2, Ref +2, Will +4; Str 8, Dex 12, Con 13, Int 16, Wis 
  10, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +11, 
  Craft 
  (Alchemy) +4, Intimidate +9, Knowledge (arcana) +10, 
  Knowledge (history) +10, Spellcraft +12; Improved 
  Initiative, Skill Focus (Concentration), Extra Edge. 
   
  Languages: Common. 
   
  Advanced Learning (Ex): You may add a new 
  spell to your list, provided it is an evocation spell 
  normally found on the Wizard's spell list. The spell 
  must be of a level no higher than that of the highest-
  level spell you already know.  
   
  Armored Mage (Ex): You may wear light armor 
  and light shields with no chance of arcane spell failure.  
   
  Warmage Edge (Ex): Whenever you cast a spell 
  that deals hit point damage, you add +5 to the amount 
  of total damage dealt.  
   
  Spells known (6/7/4 base DC = 12 +spell level): See 
  warmage spell list in appendix 8. 
   
  Possessions: Longspear, light crossbow, 10 bolts, +1 
  chain shirt, wand of Evard's black tentacles (2 charges). 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 32 
  
   
  E8: BUT NOT QUIET FOR LONG  
   
  Patran: Male Human (Suel) Ftr2/Pal6; CR 8; Medium 
  Humanoid (Human); HD 8d10+16; hp 68; Init +1; Spd 
  20 ft; AC 19 (touch 11, flat-footed 18) [+8 armor, +1 
  Dex]; Base Atk +8; Grp +11; Atk +12 melee (1d8+4/x3, 
  lance) or +11 melee (2d6+4/19-20, greatsword); or +9 
  ranged (1d6+3, javelin); Full Atk +12/+7 melee 
  (1d8+4/x3, lance) or +11/+6 melee (2d6+4/19-20, 
  greatsword); or +9/+4 ranged (1d6+3, javelin); SA Smite 
  evil 2/day, spells; SQ Aura of courage, detect evil at will, 
  divine health, remove disease 1/day, turn undead 
  2/day; AL LG; SV Fort +10, Ref +3, Will +3; Str 17, Dex 
  13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Handle Animal +8, Jump -4, Ride 
  +17, Sense Motive +9; Mounted Combat, Ride-By 
  Attack, Spirited Charge, Power Attack, Skill Focus 
  (Ride), Weapon Focus (Lance). 
   
  Languages: Common.  
   
  Paladin Spells Prepared (2): 1st–cure light wounds, 
  divine favor. 
   
  Possessions: Lance, dagger, sap, javelins (4), 
  greatsword, full plate. 
   
  Erlhin: Large Magical Beast (augmented Animal); CR -
  ; HD 6d8+18; hp 45; Init +1; Spd 50 ft.; AC 21, touch 10, 
  flat-footed 20 [+3 armor, +1 Dex, +7 natural]; Base Atk: 
  +4; Grp: +12; Atk +7 melee (1d6+4, hoof); Full Atk +7 
  melee (1d6+4, 2 hoofs) and +5 melee (1d4+2, bite); low-
  light vision, scent, emphatic link, improved evasion, 
  share spells, share saving throws; AL LG; SV Fort +8, 
  Ref +6, Will +3; Str 19, Dex 13, Con 17, Int 6, Wis 13, 
  Cha 6. 
           Skills and Feats: Jump +15, Listen +4, Spot +4; 
  Endurance, Run, Multiattack. 
   
  Possessions: Masterwork studded leather barding. 
   
  Mounted Archer: Male Human (Oeridian) Ftr2/Rgr2; 
  CR 4; Medium Humanoid (Human); HD 2d8+2d10+4; 
  hp 30; Init +3; Spd 30 ft; AC 18 (touch 13, flat-footed 
  15) [+4 armor, +3 Dex, +1 shield]; Base Atk +4; Grp +6; 
  Atk +8 ranged (1d8+2/x3, mighty composite longbow) 
  or +5 melee (2d6+3/19-20, greatsword); Full Atk +8 
  ranged (1d8+2/x3, mighty composite longbow) or +5 
  melee (2d6+3/19-20, greatsword); SQ Favored enemy 
  (human +2), wild empathy; AL LG; SV Fort +7, Ref +6, 
  Will +1; Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +2, Handle Animal 
  +6, Heal +3, Intimidate +4, Ride +12, Spot +8; Mounted 
  Combat, Mounted Archery, Point Blank Shot, Precise 
  Shot, Rapid ShotB, TrackB, Weapon Focus (Longbow, 
  Composite). 
   
  Languages: Common.  
   
  Possessions: Mighty composite longbow (+2 Str), 
  greatsword, 20 arrows, dagger, sap, chainshirt, buckler, 
  light warhorse. 
   
  ENCOUNTER 11: FINDING THE REAL 
  CULPRITS 
  Svar and Mzeev: Male Kobold Asn7/Exp3/War2; CR 
  9; Small Humanoid (Reptilian); HD 10d6+2d8-12; hp 
  40; Init +4; Spd 30 ft; AC 24 (touch 16, flat-footed 24) 
  [+5 armor, +4 Dex, +2 shield, natural +1, +1 deflection, 
  +1 size]; Base Atk +9; Grp +3; Atk +17 melee (1d4-1/19-
  20, +1 shortsword) or +14 ranged (1d6/19-20, light 
  crossbow); Full Atk +17/+12 melee (1d4-1/19-20, +1 
  shortsword) or +14 ranged (1d6/19-20, light crossbow); 
  SA Death attack, sneak attack +4d6; SQ Darkvision 
  60ft, improved uncanny dodge, light sensitivity, poison 
  resistance, poison use, uncanny dodge; AL NE; SV Fort 
  +5, Ref +10, Will +4; Str 7, Dex 18, Con 8, Int 16, Wis 8, 
  Cha 9. 
   
  Skills and Feats: Bluff +14, Diplomacy +8, Disguise 
  +26, Hide +35, Jump +5, Move Silently +21, Spellcraft 
  +7, Tumble +19; Dodge, Skill Focus (Hide), Stealthy, 
  Weapon Finesse, Weapon Focus (Sword, Short). 
   
  Languages: Common, Draconic, Gnome.  
   
  Death Attack: If you study your victim for 3 
  rounds, attack that target within another 3 rounds, 
  then make a sneak attack with a melee weapon that 
  successfully deals damage, you can paralyze or kill the 
  target if they fail a Fortitude save (DC 20).  
   
  Light Sensitivity(Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Poison Resistance: Assassins have a +3 to all 
  saving throws against poison  
   
  Poison Use: Assassins do not risk accidentally 
  poisoning yourself when applying poison to a blade.  
   
  Spells Known (4/4/3; base DC = 13 + spell level): 
  1st–disguise self, obscuring mist, swift invisibility true strike; 
  2nd–cat’s grace, darkness, invisibility, pass without trace; 3rd–
  deeper darkness, magic circle against good, nondetection. 
   
  Possessions: +1 shortsword, dagger, light crossbow, 10 
  bolts, +1 chain shirt, +1 light wooden shield, disguise kit, 
  camouflage kit, wand of fox's cunning (2 charges), oil of 
  magic weapon, wand of invisibility (2 charges), gloves of 
  Dexterity +4, ring of protection +1, cloak of elvenkind, hat of 
  disguise. 
   
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 33 
  
   
  APPENDIX 6: 
  APL 10 
  ENCOUNTER 5: THE EASY WAY  
   
  Hanzor: Male Human (Oeridian) Clr11; CR 11; 
  Medium Humanoid (Human); HD 11d8+22; hp 91; 
  Init +5; Spd 20 ft; AC 25 (touch 12, flat-footed 24) [+9 
  armor, +1 Dex, +3 shield, +1 natural, +1 deflection]; 
  Base Atk +8; Grp; +9; Atk +11 melee (1d8+1, 
  masterwork flail) or +9 ranged (1d8/19-20, light 
  crossbow); Full Atk +11/+6 melee (1d8+1, masterwork 
  flail) or +9 ranged (1d8/19-20, light crossbow); SQ  
  Rebuke undead 3/day, spontaneous casting (inflict); 
  AL LE; SV Fort +9, Ref +4, Will +14; Str 13, Dex 12, Con 
  14, Int 8, Wis 21, Cha 10. 
   
  Skills and Feats: Concentration +19, Knowledge 
  (religion) +9, Sense Motive +7; Combat Casting, 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Skill 
  Focus 
  (Concentration), Weapon Focus (FlailB), Improved 
  Toughness. 
   
  Languages: Common.  
   
  Spells Prepared (6/7/5/5/4/3; base DC = 15 + spell 
  level): 0–detect magic, guidance (2), light, purify food and 
  drink, resistance; 1st–bless, command (4), divine favor, magic 
  weapon*, shield of faith; 2nd–bull strength, hold person (2), 
  sound burst (2), spiritual weapon*; 3rd–cure serious wounds 
  (2), dispel magic (2), magic vestment*, prayer; 4th–cure 
  critical wounds, divine power*, freedom of movement, poison 
  (2); 5th–flame strike* (2), slay living (2); 5th–greater dispel 
  magic, harm*. 
   
  * 
  Domain 
  spell; 
  Deity: 
  Hextor; 
  Domains: 
  Destruction (smite an opponent 1/day, gaining a +4 
  bonus to your attack and +11 to damage) and War (Free 
  Martial Weapon Proficiency and Weapon Focus with 
  Flail) 
   
  Possessions: 
  Masterwork 
  flail, 
  dagger, 
  light 
  crossbow, 10 bolts, +1 full plate, heavy wooden shield +1, 
  wand of cure light wounds (25 charges), ring of protection 
  +1, amulet of natural armor +1, periapt of wisdom +4. 
   
  Grappler: Male Human (Oeridian) Bbn1/Ftr6; CR 7; 
  Medium Humanoid (Human); HD 6d10+1d12+14; hp 
  68; Init +5; Spd 20 ft; AC 24 (touch 12, flat-footed 23) 
  [+9 armor, +1 Dex, +3 shield, +1 natural, +1 
  deflection];Base Atk +7; Grp +14; Atk +11 melee 
  (1d8+3/19-20, masterwork longsword) or +8 ranged 
  (1d6+3, javelin); Full Atk +11/+6 melee (1d8+3/19-20, 
  masterwork longsword) or +8/+3 ranged (1d6+3, 
  javelin); SQ Fast movement (not usable), Rage; AL NE; 
  SV Fort +9, Ref +3, Will +5; Str 16, Dex 13, Con 14, Int 
  10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +6, Intimidate +9, Jump +0, 
  Survival +3; Improved Initiative, Improved Unarmed 
  Strike, Improved Grapple, Iron Will, Power Attack, 
  Weapon Focus (Grapple), Weapon Specialization 
  (Grapple), Improved Toughness. 
   
  Languages: Common.  
   
  Possessions: Masterwork longsword, dagger, sap, 
  javelin (4), +1 full plate, heavy wooden shield, potion of 
  bull's strength, ring of protection +1, amulet of natural armor 
  +1. 
   
  Rogue: Male Human (Oeridian) Rog7; CR 7; Medium 
  Humanoid (Human); HD 7d6+7; hp 37; Init +6; Spd 30 
  ft; AC 17 (touch 13, flat-footed 15) [+4 armor, +2 Dex, 
  +1 deflection]; Base Atk +5; Grp +8; Atk +10 melee 
  (1d6+3/19-20, 
  masterwork 
  short 
  sword) 
  or 
  +7 
  ranged(1d6/x3, shortbow); Full Atk +10 melee 
  (1d6+3/19-20, masterwork short sword) or +7 ranged 
  (1d6/x3, shortbow); SA Sneak attack +4d6; SQ Evasion, 
  uncanny dodge; AL N; SV Fort +3, Ref +7, Will +4; Str 
  16, Dex 14, Con 13, Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +13, Decipher Script +11, 
  Escape Artist +11, Gather Information +9, Hide +11, 
  Jump +14, Move Silently +11, Search +11, Spot +10, 
  Tumble +15; Improved Initiative, Iron Will, Shield 
  Proficiency, Weapon Focus (Sword, Short). 
   
  Languages: Common.  
   
  Possessions: Masterwork short sword, dagger, sap, 
  short bow, 20 arrows, masterwork chain shirt, 
  masterwork light wooden shield, potion of shield of faith, 
  ring of protection +1, necklace of Fireballs (1x10d6 sphere). 
   
  Caster: Male Human (Oeridian) Warmage6; CR 6; 
  Medium Humanoid (Human); HD 6d6+6; hp 32; Init 
  +5; Spd 20 ft; AC 17 (touch 11, flat-footed 16) [+6 
  armor, +1 Dex]; Base Atk +3; Grp +2; Atk +2 melee (1d8-
  1/x3, longspear) or +4 ranged (1d8/19-20, light 
  crossbow); Full Atk +2 melee (1d8-1/x3, longspear) or 
  +4 ranged (1d8/19-20, light crossbow); SQ Advanced 
  learning, armored mage, warmage edge; AL LE; SV Fort 
  +3, Ref +3, Will +5; Str 8, Dex 12, Con 13, Int 16, Wis 
  10, Cha 14. 
   
  Skills and Feats: Concentration +13, Craft (alchemy) 
  +6, 
  Intimidate 
  +11, 
  Knowledge 
  (arcana) 
  +12, 
  Knowledge (history) +12, Spellcraft +14; Combat 
  Casting, 
  Improved 
  Initiative, 
  Skill 
  Focus 
  (Concentration), Extra Edge. 
   
  Languages: Common. 
   
  Advanced Learning (Ex): You may add a new 
  spell to your list, provided it is an evocation spell 
  normally found on the Wizard's spell list. The spell 
  must be of a level no higher than that of the highest-
  level spell you already know.  
   
  Armored Mage (Ex): You may wear light armor 
  and light shields with no chance of arcane spell failure.  
   
  Warmage Edge (Ex): Whenever you cast a spell 
  that deals hit point damage, you add +5 to the amount 
  of total damage dealt.  
   
  Spells known (6/7/6/4; base DC = 12 + spell level): 
  See warmage spell list in appendix 8. 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 34 
  
   
  Possessions: Longspear, dagger, light crossbow, 10 
  bolts, +2 chainshirt, wand of Evard's black tentacles (2 
  charges). 
   
  E8: BUT NOT QUIET FOR LONG  
   
  Patran: Male Human (Suel) Ftr2/Pal8; CR 10; Medium 
  Humanoid (Human); HD 10d10+20; hp 84; Init +1; Spd 
  20 ft; AC 19 (touch 11, flat-footed 18) [+8 armor, +1 
  Dex]; ; Base Atk +10; Grp +13; Atk +14 melee 
  (1d8+4/19-20/x3, lance) or +11 ranged (1d6+, javelin) 
  or +13 melee (2d6+4/19-20, greatsword); Full Atk 
  +14/+9 melee (1d8+4/19-20/x3, lance) or +11 ranged 
  (1d6+3, javelin) or +13/+8 melee (2d6+4/19-20, 
  greatsword); SA Smite evil 2/day, spells; SQ Aura of 
  courage, detect evil at will, divine health, remove disease 
  1/week, turn undead 2/day; AL LG; SV Fort +11, Ref 
  +3, Will +3; Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats: Handle Animal +8, Jump -4, Ride 
  +19, Sense Motive +13; Improved Critical (lance), 
  Mounted Combat, Ride-By Attack, Spirited Charge, 
  Power Attack, Skill Focus (ride), Weapon Focus 
  (lance). 
   
  Languages: Common. 
   
  Spells Prepared (2): 1st–cure light wounds, divine favor. 
   
  Possessions: lance, javelin (4), greatsword, dagger, 
  sap, full plate. 
   
  Erlhin: Large Magical Beast (augmented animal); CR -; 
  HD 8d8+32; hp 68; Init +1; Spd 60 ft.; AC 23 (touch 10, 
  flat-footed 22) [+3 armor, +1 Dex, +9 natural]; Base Atk: 
  +6; Grp: +15; Atk +10 melee (1d6+5, hoof); Full Atk +10 
  melee (1d6+5, 2 hoofs) and +8 melee (1d4+2, bite); low-
  light vision, scent, emphatic link, Improved evasion, 
  share spells, share saving throws; AL LG; SV Fort +10, 
  Ref +7, Will +3; Str 20, Dex 13, Con 18, Int 7, Wis 13, 
  Cha 6. 
           Skills and Feats: Jump +15, Listen +5, Spot +4; 
  Endurance, Run, Multiattack. 
   
  Possessions: Masterwork studded leather barding.  
   
  Mounted Archer (2): Male Human (Oeridian) 
  Ftr4/Rgr2; CR 6; Medium Humanoid (Human); HD 
  2d8+4d10+6; hp 44; Init +3; Spd 30 ft; AC 18 (touch 13, 
  flat-footed 15) [+5 armor, +3 Dex]; Base Atk; +6 Grp +8; 
  Full Atk +10/+5 ranged (1d8+4/x3, mighty composite 
  longbow) or +7/+2 melee (2d6+3/19-20, greatsword); 
  SQ Favored enemy (human +2), Wild Empathy; AL LG; 
  SV Fort +8, Ref +7, Will +2; Str 14, Dex 16, Con 13, Int 
  10, Wis 12, Cha 8. 
   
  Skills and Feats: Handle Animal +8, Intimidate +4, 
  Jump +3, Ride +14, Spot +8, Survival +2; Mounted 
  Combat, Mounted Archery, Point Blank Shot, Precise 
  Shot, Rapid ShotB, TrackB, Weapon Focus (Longbow, 
  Composite), 
  Weapon 
  Specialization 
  (Longbow, 
  Composite), Improved Mounted Archery. 
   
  Languages: Common. 
   
  Possessions: Mighty composite longbow (+2 Str), 
  greatsword, 20 arrows, dagger, sap, chainshirt, buckler, 
  light warhorse. 
   
  E11: FINDING THE REAL CULPRITS 
   
  Svar and Mzeev: Male Kobold Asn9/Exp3/War2; CR 
  11; Small Humanoid (Reptilian); HD 12d6+2d8-14; hp 
  46; Init +4; Spd 30 ft; AC 24 (touch 16, flat-footed 25) 
  [+5 armor, +4 Dex, +1 deflection, +1 natural, +1 size, +2 
  shield]; Base Atk +10; Grp +4; Atk +18 melee (1d4-1/19-
  20, +1 short sword) or +15 ranged (1d6/19-20, light 
  crossbow); Full Atk +18/+13 melee (1d4-1/19-20, +1 
  short sword) or +15 ranged (1d6/19-20, light crossbow); 
  SA Death attack, sneak attack +5d6; SQ Darkvision 
  60ft, hide in plain sight, improved uncanny dodge, 
  light sensitivity, poison resistance, poison use, 
  uncanny dodge; AL NE; SV Fort +6, Ref +11, Will +5; 
  Str 7, Dex 18, Con 8, Int 16, Wis 8, Cha 9. 
   
  Skills and Feats: Bluff +16, Diplomacy +12, Disguise 
  +18 (+28 with hat of disguise), Hide +37, Jump +5, Move 
  Silently +23, Spellcraft +7, Tumble +21; Dodge, Skill 
  Focus (Hide), Stealthy, Weapon Finesse, Weapon 
  Focus (Sword, Short). 
   
  Languages: Common, Draconic, Gnome.  
   
  Death Attack (Ex): If you study your victim for 3 
  rounds, attack that target within another 3 rounds, 
  then make a sneak attack with a melee weapon that 
  successfully deals damage, you can paralyze or kill the 
  target if they fail a Fortitude save (DC 22).  
   
  Hide in Plain Sight (Su): You can use the Hide 
  skill even while being observed, as long as you are 
  within 10 feet of some sort of shadow.  
   
  Improved Uncanny Dodge (Ex): You can no 
  longer be flanked, except by a level 13 rogue.  
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Poison Resistance: Assassins have a +4 to all 
  saving throws against poison. 
   
  Poison Use: Assassins do not risk accidentally 
  poisoning yourself when applying poison to a blade.  
   
  Spells Known (4/4/4/2; base DC = 13 + spell level) 
  1st–disguise self, swift invisibility, obscuring mist, true strike; 
  2nd–cat’s grace, darkness, invisibility, pass without trace; 3rd–
  deeper darkness, false life, magic circle against good, 
  nondetection; 4th–dimension door, freedom of movement, 
  greater invisibility. 
   
  Possessions: +1 short sword, light crossbow, 10 bolts, 
  +1 chainshirt, +1 light wooden shield, disguise kit, 
  camouflage kit, gloves of Dexterity +4, ring of protection +1, 
  cloak of elvenkind, hat of disguise, oil of magic weapon, wand 
  of fox's cunning (2 charges), wand of invisibility (2 
  charges). 
   
   
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 35 
  
  APPENDIX 7 
  ASSASSIN ATTACK ON CALMOR 
  The kobolds disguised themselves (taking 10) as 
  halflings after dusk  and set out to find Calmor. 
   
  The kobolds used their invisibility to shadow 
  Calmor and Heinzior as they left the feast they were 
  attending 
  and 
  returning 
  to 
  the 
  Royal Army 
  encampment. As they approached the tournament 
  ground, the assassins realized it would be an ideal place 
  for an attack since it was empty. They cast fox’s cunning 
  and closed in.  
   
  In the surprise round, Svar cast obscuring mist (thus 
  never becoming visible), and Mzeev used his death 
  attack against Calmor. Calmor made his Fort save. 
  Heinzior who was more than 5 ft away couldn’t see 
  what happened, only heard Calmor scream.  
   
  The kobolds had initiative on both Calmor and 
  Heinzior. In round 1, Svar used his death attack on 
  Calmor, and this time Calmor failed his Fort save. With 
  his move action Svar used the obscuring mist’s total 
  concealment to hide on the edge of the mist, as did 
  Mzeev. Heinzior moved up to Calmor’s body on his 
  turn and swung his sword into the mist. Kimdal who 
  was quite a distance away, thought he heard 
  something, but was unsure. Still he began to move 
  toward the tournament grounds. 
   
  On round two, under the cover of their high Hide 
  checks, Svar and Mzeev began to studying Heinzior for 
  a death attack from the edge of the mist. Heinzior 
  attacked a square where he though he saw something 
  and missed.  
   
  On round three, Svar and Mzeev positioned 
  themselves into flank according to predetermined 
  tactics for just such an occasion. Heinzior saw a 
  halfling appear in front of him before a blade hit him 
  in the back and killed him. Kimdal saw the obscuring 
  mist and moved toward it. 
   
  On round four, Svar and Mzeev assumed that 
  Kimdal was a relatively unskilled warrior and didn’t 
  want to wait three rounds for death attack. They moved 
  into flanking position and attacked. Kimdal survived 
  the attacks, but knew he was outmatched as he was 
  dropped to 0 hit points, avoiding AoOs due to 
  concealment. After completing his move, he collapsed 
  at -1 hp, some distance from the obscuring mist.  
   
  Svar and Mzeev could hear large force of Royal 
  Army troopers coming. They didn’t want to risk 
  combating that many since it would be impossible to 
  silence them all, so they withdrew hastily trying to 
  obscure their footprints on the way out. It took a few 
  rounds for the troopers to find Kimdal and stabilize 
  him at -5. 
   
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 36 
  
  APPENDIX 8 
  NEW ITEMS 
   
  FEATS 
    
  Ascetic Mage  
   
  You practice an unusual martial art that mixes self-
  taught spellcasting and melee attacks to great effect. 
   
  Prerequisite: Improved Unarmed Strike , Ability 
  to Spontaneously cast 2nd level arcane spells. 
   
  Benefit: As a swift action that doesn’t provoke 
  attacks of opportunity, you can sacrifice one of your 
  daily allotment of spells to add a bonus to your 
  unarmed strike attack rolls and damage rolls for 1 
  round. The bonus is equal to the level of the spell 
  sacrificed. The spell is lost as if you had cast it.  
   
  If you have levels in sorcerer and monk, those 
  levels stack for the purpose of determining your AC 
  bonus. For example, a human 4th-level sorcerer/1st level 
  monk would have +1 bonus to AC as if she were a 5th-
  level monk. If you would normally be allowed to add 
  your wisdom bonus to AC (such as for unarmored, 
  unencumbered monk), you instead add your charisma 
  modifier to your AC. 
   
  In addition you can multiclass freely between the 
  sorcerer and monk classes. You must still remain 
  lawful in order to continue advancing as monk. You 
  still face normal XP penalties for having multiple 
  classes more than one level apart. 
   
  Source: Complete Adventurer, page. 105 
   
  Extra Edge  
   
  Your ability to deal spell damage is particularly 
  striking. 
   
  Prerequisite: Warmage level 4th. 
   
  Benefit: You gain +1 bonus on you warmage edge, 
  plus an additional +1 bonus per four warmage levels. 
  For 
  instance, 
  an 
  8th-level 
  warmage 
  with 
  18 
  Intelligence gets a +7 bonus on the damage dealt by 
  any spell that deals hit point damage. 
   
  Normal: A character's warmage edge is equal to 
  his intelligence modifier. 
   
  Source: Complete Arcane, page 79 
   
  Improved Toughness [General]  
   
  You are significantly tougher than normal. 
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefits: 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 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
   
  Source: Complete Warrior, page 101 
   
  SPELLS 
   
   
   
   
   
  Accuracy  
  Transmutation 
  Level: Warmage 1, wu jen 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: One thrown weapon/level touched or one 
  projectile weapon touched 
  Duration: 10 min./level 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless object) 
   
  When you cast this spell, you enhance one or 
  more thrown weapons or one projectile weapon to 
  improve its chance of hitting distant targets. For the 
  duration of the spell, the range increment for the 
  affected weapon or weapons is doubled. 
   
  Material Component: Ink used to scribe a mystical 
  character on each weapon affected by the spell. 
   
  Source: Complete Arcane, page 96 
   
  Blades of Fire 
  Conjuration (Creation) [Fire] 
  Level: Ranger 2, sorcerer/wizard 2, warmage 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Touch 
  Targets: Up to two melee weapons you are wielding 
  Duration: 1 round 
  Saving Throw: None 
  Spell Resistance: No 
  Your melee weapons each deal an extra 1d8 points of 
  fire damage. This damage stacks with any energy 
  damage your weapons already deal. 
   
  Source: Spell Compendium, page 31 
   
  Fireburst 
  Evocation [Fire) 
  Level: Sorcerer/wizard 2, warmage2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Effect: Burst of fire extending 10 ft. from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Fireburst causes a powerful explosion of flame to 
  burst from you, damaging anyone within 10 feet of 
  you. All creatures and objects within that area, except 
  for you and any creatures or objects that share your 
  space, take 1d8 points of fire damage per caster level 
  (maximum 5d8). 
   
  Material Component: A bit of sulfur. 
   
  Source: Spell Compendium, page 93 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 37 
   
  
   
  Hail of Stone 
  Conjuration (Creation) [Earth] 
  Level: Sorcerer/wizard 1, wu jen 1 (earth), warmage 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Cylinder (5-ft. radius, 40 ft. high) 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  You create a rain of stones that deals 1d4 points of 
  damage per caster level (maximum 5d4) to creatures 
  and objects within the area. 
   
  Material Component: A piece of jade worth 5 gp. 
   
  Source: Spell Compendium, page 108 
   
  Ice Knife  
  Conjuration (Creation) [Cold] 
  Level: Assassin 2, sorcerer/wizard 2, wu jen 2 (water), 
  warmage 2 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Effect: One icy missile 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial or Reflex half; see 
  text 
  Spell Resistance: Yes 
  You must succeed on a normal ranged attack to hit 
  (with a +2 bonus on the attack roll for every two caster 
  levels). If it hits, an ice knife deals 2d8 points of cold 
  damage and 2 points of Dexterity damage (a successful 
  Fortitude save negates the Dexterity damage). 
  Creatures that have immunity to cold also take no 
  Dexterity damage automatically. 
   
  A knife that misses creates a shower of ice crystals 
  in a 10- foot-radius burst (see Missing with a Thrown 
  Weapon, PH 158, to determine where the shard hits). 
  The icy burst deals 1d8 points of cold damage to all 
  creatures within the area (Reflex half). 
   
  Material Component: A drop of water or piece of ice. 
   
  Source: Spell Compendium, page 119 
   
  Invisibility, Swift 
  Illusion (Glamour) 
  Level: Assassin 2, bard 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  This spell functions like invisibility (PH 245), except as 
  noted above. 
   
  Source: Spell Compendium, page 125 
   
  Orb of Acid  
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
  An orb of acid about 3 inches across shoots from your 
  palm at its target, dealing 1d6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target. 
   
  A creature struck by the orb takes damage and 
  becomes sickened by the acid’s noxious fumes for 1 
  round. A successful Fortitude save negates the 
  sickened effect but does not reduce the damage. 
   
  Source: Spell Compendium, page 150 
   
  Orb of Acid, Lesser 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2Ievels) 
   Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of acid damage. 
  You must succeed on a ranged touch attack to hit your 
  target. 
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum of 5d8 at 9th level or higher. 
   
  Source: Spell Compendium, page150 
   
  Orb of Cold  
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of cold 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
  This spell functions like orb of acid, except that it deals 
  cold damage. In addition, a creature struck by an orb of 
  cold must make a Fortitude save or be blinded for 1 
  round instead of being sickened. 
   
  Source: Spell Compendium, page 151 
   
  Orb of Cold, Lesser 
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of cold 
  This spell functions like lesser orb of acid, except 
  that it deals cold damage. 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 38 
   
  
   
  Source: Spell Compendium, page 151 
   
  Orb of Electricity 
  Conjuration (Creation) [Electricity] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of electricity 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
  This spell functions like orb of acid, except that it 
  deals electricity damage. In addition, a creature 
  wearing metal armor struck by an orb of electricity 
  must make a Fortitude save or be entangled for 1 round 
  instead of being sickened. 
   
  Source: Spell Compendium, page 151 
   
  Orb of Electricity, Lesser 
  Conjuration (Creation) [Electricity] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of electricity 
  This spell functions like lesser orb of acid, except 
  that it deals electricity damage. 
   
  Source: Spell Compendium, page 151 
   
  Orb of Fire  
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 level) 
  Effect: One orb of fire 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
  This spell functions like orb of acid, except that it 
  deals fire damage. In addition, a creature struck by an 
  orb of fire must make a Fortitude save or be dazed for 
  1 round instead of being sickened. 
   
  Source: Spell Compendium, page 151 
   
  Orb of Fire, Lesser 
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of fire 
  This spell functions like lesser orb of acid, except it deals 
  fire damage. 
   
  Source: Spell Compendium, page 151 
   
  Orb of Force 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One orb of force 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  You create a globe of force 3 inches across, which 
  streaks from your palm forward your target. You must 
  succeed on a ranged touch attack to hit the target. The 
  orb deals 1d6 points of damage per caster level 
  (maximum 10d6). 
   
  Source: Spell Compendium, page 151 
   
  Orb of Sound 
  Conjuration (Creation) [Sonic] 
  Level: Sorcerer/wizard 4, warmage4 
  Components: V, 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels 
  Effect: One orb of Sound Energy 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
  This spell functions like orb of acid, except that it 
  deals 1d4 points of sonic damage per level (maximum 
  15d4). In addition, a creature struck by an orb of 
  sound must make a Fortitude save or be deafened for 1 
  round instead of being sickened. 
   
  Source: Spell Compendium, page 151 
   
  Orb of Sound, Lesser 
  Conjuration (Creation) [Sonic] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of sonic energy 
  This spell functions like lesser orb of acid, except 
  that it deals 1d6 points of sonic damage, plus an 
  additional 1d6 points of damage per two caster levels 
  beyond 1st: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th 
  level, and the maximum of 5d6 at 9th level or higher. 
   
  Source: Spell Compendium, page 151 
   
  Ring of Blades  
  Conjuration (Creation) 
  Level: Cleric 3, warmage 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  This spell conjures a horizontal ring of swirling metal 
  blades around you. The ring extends 5 feet from you, 
  into any squares adjacent to your space, and it moves 
  with you as you move. Each round, at the beginning of 
  your turn, and also when you cast the spell, the blades 
  deal 1d6 points of damage +1 point per caster level 
  (maximum +10) to all creatures in the affected area. 
   
  Spell resistance does not apply to the damage 
  dealt, but a creature’s damage reduction does apply. 
  The blades are treated as magic, silvered, and slashing 
  for the purpose of overcoming damage reduction. 
   
  Material Component: A small dagger 
   
  Source: Spell Compendium, page 177 
   
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 39 
   
  
  CLASSES 
   
   
   
   
   
  Warmage (CA p10-14) 
  Warmages have the following game statistics. 
   
  Abilities: Charisma determines how powerful a 
  spell a warmage can cast, how many spells a warm age 
  can cast per day, and how hard those spells are to resist 
  (see Spells, below). A warmage's Intelligence bonus is 
  added to damage dealt by spells through his warmage 
  edge ability. Like a sorcerer or wizard, a warmage 
  benefits from high Dexterity and Constitution scores. 
   
  Alignment: Any. 
   
  Hit Die: d6. 
   
  Class Skills 
  The warmage's class skills (and the key ability for each 
  skill) are Concentration (Can), Craft (1m), Intimidate 
  (Cha), Knowledge (arcana) (Int), Knowledge (history) 
  (Int), Profession (Wis), and Spellcraft (Int). 
   
  Skill Points at 1st Level: (2 + 1m modifier) X 4. 
   
  Skill Points at Each Additional Level: 2 + Int 
  modifier. 
   
  Class Features 
  All the following are class features of the warmage. 
   
  Weapon and Armor Proficiency: Warmages are 
  proficient with all simple weapons, light armor, and 
  light shields. At 8th level, a warmage gains proficiency 
  with medium armor (see Armored Mage, below). 
   
  Spells: A warmage casts arcane spells (the same 
  type of spells available to sorcerers and wizards), which 
  are drawn from the warmage spell list given below. He 
  can cast any spell he knows without preparing it ahead 
  of time the way a cleric or wizard must. When a 
  warmage gains access to a new level of spells, he 
  automatically knows all the spells for that level listed 
  on the warmage's spell list. Essentially, his spell list is 
  the same as his spells known list. Warmages also have 
  the option of adding to their existing spell list through 
  their advanced learning ability as they increase in level 
  (see below). See page 90 for the Warmage's spell list. 
  To cast a spell, a warmage must have a Charisma score 
  of 10 + the spell's level (Cha 10 for o-level spells, Cha 11 
  for 1st level spells, and so forth). The Difficulty Class 
  for a saving throw against a warmage's spell is 10 + the 
  spell's level + the warmage's Charisma modifier. Like 
  other spellcasters, a warmage can cast only a certain 
  number of spells of each spell level per day. His base 
  daily spell allotment is given on Table 1-1: The 
  Warmage. In addition, he receives bonus spells for a 
  high Charisma score (see Table 1-1, page 8 of the 
  Player’s Handbook). 
  Unlike a cleric or a wizard, a warmage need not prepare 
  his spells in advance. He can cast any spell he knows at 
  any time, assuming he has not yet used up his spells 
  per day for that spell level. 
   
  Armored Mage (Ex): Normally, armor of any type 
  interferes with an arcane spel1caster's gestures, which 
  can cause his spells to fail (if those spells have somatic 
  components). 
  A 
  warmage's 
  limited 
  focus 
  and 
  specialized training, however, allows him to avoid 
  arcane spell failure as long as he sticks to light armor 
  and light shields. This training does not extend to 
  medium or heavier armors, nor to heavy shields. Nor 
  does this ability apply to spells gained from a different 
  spell casting class. 
   
  At 8th level, a warmage learns to use medium 
  armor with no chance of arcane spell failure. 
   
  Warmage Edge (Ex): A warmage is specialized in 
  dealing damage with his spells. Whenever a warmage 
  casts a spell that deals hit point damage, he adds his 
  Intelligence bonus (if any) to the amount of damage 
  dealt. For instance, if a 1st-level warmage with 17 
  Intelligence casts magic missile, he deals ld4+1 points 
  of damage normally, plus an extra 3 points of damage 
  due to his Intelligence bonus. The bonus from the 
  warmage edge special ability applies only to spells that 
  he casts as a warmage, not to those he might have by 
  virtue of levels in another class. 
   
  A single spell can never gain this extra damage 
  more than once per casting. For instance, a fireball 
  deals the extra damage to all creatures in the area it 
  affects. However, if a 3rd-level warmage casts magic 
  missile and produces two missiles, only one of them (of 
  the warmage's choice) gains the extra damage, even if 
  both missiles are directed at the same target. If a spell 
  deals damage for more than 1 round, it deals this extra 
  damage in each round. 
   
  Scrolls scribed by a warmage do not gain in any 
  benefit from warmage edge. Scrolls activated by a 
  warmage also gain no benefit from warmage edge. The 
  same is true for most other magic items, such as wands 
  and potions. However, staffs activated by a warmage 
  use not only the warmage's caster level but also gain 
  the benefits of the warmage edge, if applicable. 
   
  Advanced Learning (Ex): At 3d, 6th, 11th, and 
  16th level, a warmage can add a new spell to his list, 
  representing the result of personal study and 
  experimentation. The spell must be a wizard spell of 
  the evocation school, and of a level no higher than that 
  of the highest-level spell the warmage already knows. 
  Once a new spell is selected, it is forever added to that 
  warmage's spell list and can be cast just like any other 
  spell on the warmage's list. 
   
  Sudden Empower: At 7th level, a warmage gains 
  Sudden Empower (described in Chapter 3) as a bonus 
  feat. If he already has the feat, he can choose a different 
  metamagic feat. 
   
  Sudden Enlarge: At 10th level, a warm age gains 
  Sudden Enlarge (described in Chapter 3) as a bonus 
  feat. If he already has the feat, he can choose a different 
  metamagic feat. 
   
  Sudden Widen: At 15th level, a warmage gains 
  Sudden Widen (described in Chapter 3) as a bonus feat. 
  If he already has the feat, he can choose a different 
  metamagic feat. 
   
  Sudden Maximize: At 20th level a warmage gains 
  Sudden Maximize (described in Chapter 3) as a bonus 
  feat. If he already has the feat, he can choose a different 
  metamagic feat. 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 40 
   
  
   
  Warmage Spells 
  0-level (cantrips): Acid Splash, Disrupt Undead, 
  Light, Ray of Frost. 
   
  1st: Accuracy, Chill Touch, Fist of Stone, Magic Missile, 
  Orb of Acid, Lesser, Orb of Cold, Lesser, Orb of Electricity, 
  Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser, Shocking 
  Grasp, True Strike. 
   
  2nd: Blades of Fire, Continual Flame, Fire Trap, 
  Fireburst, Flaming Sphere, Ice Knife, Melf's Acid Arrow, 
  Pyrotechnics, Scorching Ray, Shatter, Whirling Blade. 
   
  3rd: Fire Shield, Fireball, Gust of Wind, Ice Storm, 
  Lightning Bolt, Poison, Ring of Blades, Sleet Storm, Stinking 
  Cloud, 
   
  4th: Blast of Flame, Evard's Black Tentacles, Orb of 
  Acid, Orb of Cold, Orb of Electricity, Orb of Fire, Orb of 
  Force, Orb of Sound, Phantasmal Killer, Shout, Wall of Fire,. 
   
  5th: Arc of Lightning, Cloudkill, Cone of Cold, Fire 
  Shield, Mass, Fireburst, Greater, Flame Strike, Prismatic Ray. 
   
  6th: Acid Fog, Blade Barrier, Circle of Death, 
  Disintegrate, Fire Seeds, Otiluke's Freezing Sphere, Tenser's 
  Transformation. 
   
  7th: Delayed Blast Fireball, Earthquake, Finger of 
  Death, Fire Storm, Mordenkainen's Sword, Prismatic Spray, 
  Sunbeam, Waves of Exhaustion. 
   
  8th: Horrid Wilting, Incendiary Cloud, Polar Ray, 
  Prismatic wall, Scintillating Pattern, Shout, Greater, 
  Sunburst. 
   
  9th: Elemental Swarm, Implosion, Meteor Swarm, 
  Prismatic 
  Sphere, 
  Wail 
  of 
  the 
  Banshee, 
  Weird.
   
  The Warmage 
  Spells per Day 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  0 
  1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Armored 
  mage 
  (light), 
  warmage edge 
  5 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  2nd 
  +1 
  +0 
  +0 
  +3 
   
  6 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Advanced learning 
  6 
  5 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  4th 
  +2 
  +1 
  +1 
  +4 
   
  6 
  6 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  5th 
  +2 
  +1 
  +1 
  +4 
   
  6 
  6 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  6th 
  +3 
  +2 
  +2 
  +5 
  Advanced learning 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  7th 
  +3 
  +2 
  +2 
  +5 
  Sudden Empower 
  6 
  6 
  6 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  8th 
  +4 
  +2 
  +2 
  +6 
  Armored mage (medium) 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  – 
  9th 
  +4 
  +3 
  +3 
  +6 
   
  6 
  6 
  6 
  6 
  4 
  – 
  – 
  – 
  – 
  – 
  10th 
  +5 
  +3 
  +3 
  +7 
  Sudden Enlarge 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  11th 
  +5 
  +3 
  +3 
  +7 
  Advanced learning 
  6 
  6 
  6 
  6 
  6 
  4 
  – 
  – 
  – 
  – 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
   
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
   
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  – 
  – 
  – 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
   
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  Sudden Widen 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  – 
  – 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  Advanced learning 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  – 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  20th 
  +10/+5 +6 
  +6 
  +12 
  Sudden Maximize 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 41 
   
  
   APPENDIX 9:  
  SAMPLE FAIR GOERS 
   
  Garem Stonehome (LN male dwarf Exp3/Ftr1) 
  Garem is a visitor from clan hold of Durmin (ESA6-01 Knife’s Edge). He is here to see if he can find anything useful to he 
  could take back to his clan and trying to make connections with other fair goers. He wears leather armor. 
   
  Brennen (LN male human Oeridian-Flan War2) 
  Brennen is a soldier from Sunndi who has been sent to observe the situation in Naerie. He is quite confused and finds it 
  hard to fit in. He is dressed in explorers outfit. 
   
  Umorak (N male human Flan Bar4) 
  Umorak is a tall flan man with long dark hair from Felten. He is here to take part in some of the physical fair contests as 
  he is an enthusiastic wrestler. Characters who have played NAE4-03 The Apprentice might have faced him previously if 
  they fought in unarmed competion on APL2-4. Umorak will regard such characters kindly. His assistance against 
  kobolds can be requested by anyone having “winner of richfest tournament (unarmed) entry in their AR from NAE4-03 
  Apprentice. Succeeding in DC20 Diplomacy check means he comes to assist PCs. Umorak speaks Common and Flan. 
   
  Umorak: Male Human (Flan) Bbn4; CR 4; Medium Humanoid (human); HD 4d12+8; hp 41; Init +2; Spd 40 ft; AC 14 
  (touch 12, flat-footed 12) [+2 armor, +2 Dex]; Base Atk +4; Grp +10; Atk +7 melee (1d3+2, unarmed); Full Atk +7 melee 
  (1d3+2, unarmed); SQ Rage 2/day, Uncanny Dodge; AL CG; SV Fort +6, Ref +3, Will +0; Str 15, Dex 14, Con 14, Int 10, 
  Wis 8, Cha 12. 
   
  Skills and Feats: Escape Artist +5, Handle Animal +4, Intimidate +3 Jump +7, Listen +5, Survival +1, Swim +4, Tumble 
  +7; Improved Grapple, Improved Unarmed Strike, Weapon Focus (Unarmed). 
   
  Possessions: Leather armor. 
   
  Gigar Dorkin (CN male gnome Brd2) 
  Gigar recently became a freelance from Aerdy Re-Enactment Company. He is here to earn money from fairgoers, learn 
  new songs and find rumors where he might find some ‘trouble’ (= adventure). He dresses in bright colored clothing, has 
  a nicely trimmed beard and carries a lute. 
   
  Elsin Havelas (LN female human Oeridian Ftr2/Exp1) 
  Elsin is a member of the Nasranite Watch who has been sent by Captain Belva to keep an eye on few troublemakers 
  who promised to ’raise some hell’ in the fair. So far they have not. Elsin has brown hair and green eyes and is plain 
  looking woman otherwise (Cha11) 
   
  Tojerman (N male human Suel Exp3) 
  Tojerman is a young sage who is in fair handing out pamphlets that advertise his new book ‘On Gods of Oerth and their 
  motivations’. The pamphlet has a collection of rambling texts and is hard to read. Nonetheless, it grants +1 circumstance 
  bonus to knowledge (religion) checks during this module if PCs buy it. It costs 1gp. 
   
  Rismart (N female Oeridian-Suel Com2) 
  Rismar is one of the many common vendors of the fair, selling his homemade bread here for few coppers. 
   
  Seraster of House Heshun (LE male Oeridian Wiz8) 
  Seraster is the heir of oh House Heshun. He is rugged looking Oeridian man in wizard’s robes. He has short unkempt 
  beard and definite attitude problem towards ‘lower classes’. Those who played NAE4-03 Apprentice at APL6+ might 
  remember battling him in magical duel during the module. He should not interact with PCs that much and his 
  appearance should happen near Hawking's goods (he is accompanied by 4 half-orc bodyguards). 
  NAE6-04 A Fair Amount of Intrigue 
   
  Page 42 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ahlissa (Naerie)/596/Normal Scenarios/NAE6-04 - A Fair Amount of Intrigue (APL 2-10)/NAE6-04 - A Fair Amount of Intrigue.pdf