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.  
   
  NMR4-03 
   
   
   
   
   
  Open Market 
   
  A One-Round D&D LIVING GREYHAWK® 
  Nyrond and Her Environs Metaregional Adventure 
  Version 1.1 
  by Glyn Dewey 
   
   
  Trade in rare and powerful items—some of them magical—is a fact of life in Greyhawk. In the course of their violent—
  and often brief—lives, adventurers come into contact with a lot of them.  Once they have found these items, there is 
  another challenge:  Selling them.  A Living Greyhawk Nyrond and Her Environs Metaregional adventure set in the 
  Theocracy of the Pale for APLs 2-14. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and record-
  keeping after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know and 
  can communicate to your players the special aspects of 
  playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold 
  italics. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  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 being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. 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.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  Open Market 
   
  Page 1 
  
  # 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 
  heavy, with him in the adventure and it will not 
  count 
  toward 
  the 
  APL 
  calculation. 
  3. 
  Sum the results of 1 and 2, and 
  divide by the number of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the 
  adventure begins whether they 
  would like to play a harder or easier 
  adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may 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 will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  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. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  three things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep 
  This is a standard one-round 
  Metaregional adventure, set in 
  the Nyrond and Her Environs 
  Metaregion.  Characters native 
  to the County of Urnst, the 
  Duchy of Urnst, the Theocracy 
  of the Pale, or the Kingdom of 
  Nyrond pay one Time Unit per 
  round, all others pay two Time 
  Units per round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy new spell component 
  pouches and healer’s kits, and may suffer other in-game 
  penalties (or possibly gain in-game benefits) as may be 
  detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Several days ago, the PCs defeated a wicked foe and 
  acquired a few magical items including a powerful flail. 
  Markets being what they are, they were unable to 
  immediately find a buyer willing to pay their price.  
   
  As the module begins, they put out word hoping that 
  someone somewhere wants to buy their loot from them. 
  This word comes to Morgan Baerth (LN male human 
  Exp6/Ari4) of the Baerth Trading Company in 
  Hawkburgh who does, in fact, know of such a buyer. 
   
  That buyer is Lord Brogan Astartes (LE Male human 
  Ftr8/Ari4) of Nyrond. Recently, Lord Astartes found 
  himself in hot water. A foolish Nyrondese follower of the 
  Archpaladin challenged him to a duel. No more than a 
  Open Market 
   
  Page 2 
  
  week after accepting the duel, a bandit with more 
  courage than common sense sundered his primary 
  weapon. There is not enough time to repair the 
  enhancements upon it before the duel so he has set out to 
  seek another flail--one that he hopes will enable him to 
  prevail in the duel. Contacting Morgan Baerth, he has 
  made a very generous offer on the magical flail in order 
  to make sure that he gets it swiftly and has traveled to 
  Hawkburgh to negotiate and inspect the goods himself. 
  As Lord Astartes left for Hawkburgh, Morgan dispatched 
  an agent to find the PCs in Hatherleigh. 
   
  Unknown to all of these people there is someone 
  who wants to ensure that the negotiations do not go 
  smoothly. Elspeth D'Chagnac (CG female human 
  Rog/Clr (Tritherion)) has always hated tyrants. She has 
  also hated Brogan Astartes since he cheated her 
  betrothed of his rightful inheritance a decade ago and 
  then he killed him in a duel. Following Lord Astartes into 
  the Pale, she learned of his difficulties and has resolved to 
  add to them. She hopes that, with luck and a little help 
  from her, Brogan Astartes will lose his honor and 
  hopefully his life in the duel with the Nyrondese knight. 
  Adventure Summary 
  Immediate Troubleshooting 
  It is possible that a PC may immediately hear the 
  properties of the flail and exclaim “I want that!” It is even 
  possible that said PC might have the money to buy it. It is 
  still reasonable for the PCs to investigate other options 
  and find out what price the flail can command on the 
  open market. 
  Encounter One: A Typical Sale 
  The PCs get a sense of the typical way that inexpensive 
  magical items are sold when Eiyenmai Inorien and her 
  cleric companion show up to buy the first magic item of 
  their loot: cloak of resistance. 
  Encounter Two: A Generous Offer 
  Days pass, and just when the PCs begin to wonder if 
  anyone will ever want to buy their magic flail, a 
  messenger from Morgan Baerth arrives, and tells them 
  that he has found a well-heeled buyer for the flail. He 
  invites the PCs come to his compound outside of 
  Hawkburgh within a week and negotiate a deal.  
   
  The PCs may wish to investigate Morgan’s 
  reputation before they leave, in which case they will find 
  that he has a sterling reputation. 
  Encounter Three: Riding Herd 
  On the road to Hawkburgh—a day out of Hatherleigh—
  the PCs encounter a group of Pale Riders herding several 
  thousand head of cattle to market in Hatherleigh.  These 
  cattle block the road ahead and the PCs will have a few 
  moments to interact with the riders before their danger 
  becomes apparent. 
  Encounter Four: Cause and Effect 
  A chimera appears panicking the cattle and causing them 
  to stampede over the PCs. 
   
  After avoiding the stampede, the PCs may decide to 
  take on the cause of the stampede—a powerful chimera 
  driven from its home in the Nutherwood. (Low APL 
  parties will be able to leave it alone without losing XP 
  since it is not interested in killing them but rather in 
  eating the cattle it killed). 
  Encounter Five: A Typical Pale Day 
  Freezing rain hampers the PCs' progress toward 
  Hawkburgh. 
  Encounter Six: An Offer You Can't Refuse 
  The PCs meet Lord Astartes and Morgan and are offered 
  much more gold than they could otherwise get for the 
  item. The only catch is that Morgan requires a short delay 
  for any deal he brokers to give him time to verify that the 
  funds are real and that the item is exactly as promised. 
  Note to Judges:  If the PCs refuse the offer, Lord 
  Astartes will hire some less than reputable adventurers 
  from Nyrond to attempt to steal the flail from the PCs. 
  Elspeth will warn the PCs of this and, if their reason for 
  refusing is an insight into Lord Astartes’ character, will 
  give them her favor even though she did not persuade 
  them to refuse Lord Astartes’ offer. If the PCs simply 
  wish some more time to make up their minds, Lord 
  Astartes is willing to wait until morning for their 
  decision. 
  Encounter Seven: Too Good to be True 
  Elspeth lies her way into the compound to warn the PCs 
  that Lord Astartes is a bad man and that the PCs should 
  not trade with him. The PCs are likely to question her 
  and may discover that she is a priestess of Tritherion, the 
  god of vengeance. 
  Note to Judges: There are several ways the adventure 
  could progress from here: 
  Encounter Eight-One: Breaking and Entry 
  This encounter should only be offered at APL 8+. 
   
  If the PCs have already signed the contract, but agree 
  with Elspeth and want to abrogate the deal then Elspeth 
  suggests that they break into Morgan’s strongbox and 
  swap Lord Astartes’ letters of Marque (his payment) with 
  forgeries. She predicts that Morgan will call off the deal 
  when he detects the forgeries. Lord Astartes will be 
  imprisoned 
  for 
  counterfeiting. 
  Thus 
  preventing 
  Open Market 
   
  Page 3 
  
  retribution on the PCs and pleasing Elspeth to no end.  
  Elspeth will help by providing a distraction. 
  Encounter Eight-Two: Breach of Contract 
  If the PCs have already signed the contract but agree with 
  Elspeth and choose to abrogate the contract directly, 
  Lord Astartes will be very angry. Normally, he would 
  challenge such oathbreakers to a duel, but owing to his 
  weaponless state, he will hire thieves to steal the flail 
  instead. 
   
  Morgan will also be displeased but can be mollified 
  if the PCs persuasively explain how they came to their 
  decision. 
  Encounter Eight-Three A: The Deal Stands 
  If the PCs express their intention to go ahead with the 
  deal anyway, Elspeth will be angry and it won't take a 
  very high Sense Motive check to tell that she intends to 
  stop the sale herself through underhanded means. 
   
  The PCs may or may not warn Morgan and Lord 
  Astartes about impending trouble, but they will still have 
  to help apprehend Elspeth when she attempts to sneak 
  into the compound to steal the flail. 
  Encounter Eight-Three B: Calling the Guard 
  The PCs go to the Hawkburgh church militant or a 
  similar organization and get them to arrest Elspeth. 
  (While Elspeth has not actually committed a crime, she is 
  a priestess of Tritherion (a heathen god of vengeance and 
  chaos) and the church militant does not need much of an 
  excuse to hold her for a few weeks "for questioning.")  
  She will ultimately be acquitted but not before the deal is 
  consummated. More practically minded PCs may simply 
  call for Morgan’s guards to take away the intruder. 
   
  Making an enemy of a priestess of Tritherion, 
  however, is risky business; after the sale goes down the 
  PCs will be visited by some called celestials (number and 
  levels depend upon the APL) intent upon punishing the 
  PCs for their (at least according to Elspeth and 
  Tritherion) ill-gotten gains. 
   
  At higher APLs, the PCs will be asked to bring 
  Elspeth in since the church militant doesn’t have anyone 
  skilled enough to do so available at a moment’s notice. 
  Conclusion 
  There are many ways this could pan out. If the PCs were 
  caught helping Elspeth switch the letters of Marque, they 
  will face legal consequences and Morgan Baerth will 
  refuse to trade with them. Similarly, if the PCs abrogate 
  their contract, Morgan Baerth may refuse to deal with 
  them in the future as well.  
   
  If they refuse to sell the weapon to Lord Astartes, 
  Elspeth will be grateful and will offer the services of a 
  friend of hers who will happily help heroes who serve 
  good rather than coin by enhancing their weapons or 
  items. 
   
  If the PCs switch the letters of Marque without 
  being caught, Lord Astartes will be blamed for fraud and 
  the PCs will gain the favor of Elspeth’s friend. Morgan 
  will apologize for the deal falling through and will offer 
  to broker other deals for them to make up for it.  
   
  If the PCs do not abrogate the contract, or patch up 
  their differences with Morgan after reneging on the 
  contract, and are not caught in any illegal activities, they 
  have made a valuable contact in Morgan Baerth. He will 
  be willing to broker deals for them to buy many magic 
  items he knows about (and thus the gain quite a bit of 
  access although his contacts change regularly, so most of 
  them will be frequency: adventure). If their actions result 
  in Elspeth’s captivity, however, they will earn the Enmity 
  of Elspeth’s Friends. 
  Introduction 
  Please read or paraphrase the following: 
  Yesterday, you killed a man.  He should have known better 
  than to attack you because you handily overcame him and 
  pried his flail and other possessions from his cold, dead 
  hands.  That is how you find yourself at the north gate of 
  Hatherleigh in the Theocracy of the Pale with a magic flail 
  and a magic cloak in your possession. 
   
  Now is a good time to pause and ask players to give a 
  brief physical description of their characters. 
   
  Once in Hatherleigh, you are able to get your two 
  magic items identified without much difficulty. For the 
  standard fee of 250gp per item, a member of the Pale’s 
  Arcanist Guild identifies your flail and cloak, places arcane 
  marks upon them, and provides notarized certificates of 
  identification detailing their magical properties. Such 
  certificates let your buyers know that your goods are really 
  what you say they are, and the arcane marks ensure that 
  the certificates refer to the particular items. Without the 
  certificates and corresponding marks, you would have 
  trouble making the sale. Now the only challenge is actually 
  selling them. 
  The Guild arcanist determines that the cloak is: 
  • 
  +1 cloak of resistance (all APLs) 
  While the flail is: 
  • 
  APL 2-6: +1 elf-bane heavy flail 
  • 
  APL 8: +1 adamantine elf-bane heavy flail 
  • 
  APL 10: +1 vicious elf-bane cold iron heavy flail 
  • 
  APL 12: +2 vicious elf-bane adamantine heavy 
  flail 
  Open Market 
   
  Page 4 
  
  • 
  APL 14: +2 vicious elf-bane heavy flail of 
  wounding 
  Immediate Troubleshooting: 
  It is possible that a PC may immediately hear the 
  properties of the flail and exclaim “I want that!” It’s even 
  possible that said PC might have the money to buy it. It is 
  still reasonable for the PCs to investigate other options 
  and find out what price the flail can command on the 
  open market. 
  Note to the Judge: The 500gp spent on identifying the 
  two items in box text should be considered a paper 
  transaction. It is subtracted from sale prices later in the 
  module and need not be noted on the PCs Adventure 
  Records. 
   
  This amount is more than an identify spell would 
  normally cost for several reasons.  First, adventurers 
  typically want multiple items identified at once and the 
  apprentice often does not have enough spell slots 
  available and has to use scrolls.  Second, he also has to 
  place an arcane mark on the item so that it can be 
  matched to mark on the certificate.  Third, he has to fill 
  out the certificate and pay a notary.  Finally, he knows the 
  value of his certificate.  Without it, or with a certificate 
  written by someone without a reputation for honesty 
  (even if the reputation is the Guild’s rather than his 
  personally), very few people would be willing to spend 
  thousands of gold pieces on an item the seller claimed was 
  magic). 
  Encounter One: A Typical Sale 
  You have sold items before and know how to let the right 
  people know what you have to sell.  It turns out that word 
  of a low order cloak of resistance generates some notice 
  among the well-to-do. A young lady of the urban patriciate 
  turned up to examine it yesterday. Helena Phillipe looked 
  at it, heard your price, sniffed, and left muttering something 
  about finding a cloak that would go with her summer 
  dresses. 
   
  As luck or Pholtus would have it, today you have 
  another shot at making the sale. A pretty elven woman 
  dressed in a Prelatal Army cloak and a simple white tunic 
  over a chain shirt greets you as you breakfast in the 
  common room. A tonsured young man in the robes of a 
  Pholtan acolyte follows her into the room as she speaks: 
  “Hello [Insert PC name with highest gather info score 
  here], my name is Eiyenmei; I’ve heard you’re selling a 
  cloak.” 
  �Eiyenmai Inorien: Female elf Ftr4; hp 28; see 
  Appendix One. 
   
  The PCs can barter with Eiyenmei; she will spend 
  some time examining the certificate of identification and 
  will ask the young priest (Lamek) to verify its 
  enhancement. She will then offer 900 gold glories for the 
  cloak. The PCs will probably haggle, and can talk her up 
  to 1100 gold glories. Either role play this briefly, or 
  resolve it as a Sense Motive vs. Eiyenmei’s Bluff (the 
  offer), a Bluff vs. Eiyenmei’s Sense Motive (the PC’s 
  counteroffer), and an opposed Diplomacy check 
  (negotiations). One success yields a price of 950 glories, 
  two successes yields a price of 1050 glories, and three 
  successes yields a price of 1100 glories. Three failures 
  give Eiyenmei the cloak for 900 glories. 
   
  After all is said and done, the PCs will get about 500 
  gp out of the deal . . . once they figure in paying 250gp for 
  the notarized certificate of identification, a few gold 
  pieces to spread the word to potential buyers, the cost of 
  the inn, and about 200gp for the Theocrat’s Fifth 
  (collected by the priest), they will have about 500gp in 
  profit. 
  Treasure 
   
  All APLs: L: 0 gp; C: 83 gp; M: 0 gp 
  Encounter Two: A Generous 
  Offer 
  A few days pass and still nobody has inquired about the 
  flail.  It is certainly a powerful weapon—and quite a 
  valuable one.  But both of those factors work against selling 
  it.  It is not a popular weapon in this part of Oerth—and is 
  made less popular by its association with the tyranny of 
  Hextor.  And, apparently, most people in this area who are 
  able to afford such a weapon either already have one or 
  have no interest in these particular enhancements.  Or 
  maybe they are waiting for you to get desperate and unload 
  the weapon at a discount. 
   
  Well, that is how it appeared until this afternoon.  As 
  you eat your afternoon meal, a middle-aged man swathed 
  in a greatcloak steps into the tavern.  He pauses for a 
  moment and looks around the room as he stamps his feet 
  and hangs his cloak on a peg before walking to the 
  bartender.  A few muttered questions and answers later, he 
  turns towards you and, reaching under his green and white 
  tabard, pulls out a letter.  “I’ve a message for you from 
  Morgan Baerth of the Baerth Trading Company.” 
  �Hans the messenger: Male Human Com 3. 
   
  Provide the players with a copy of Player Handout 
  #1.  Morgan sent Hans to Hatherleigh primarily to 
  deliver the message to the PCs. He does, however, have 
  other business with some of Morgan’s other contacts, 
  buyers, and sellers in Ogburg. 
   
  Hans is Morgan’s courier. He carries a stout mace 
  and PCs looking outside will see a heavy crossbow 
  hanging from his horse’s saddle. Hans can give the PCs 
  more precise directions to Morgan’s villa south of 
  Hawkburgh. If the PCs ask Hans nicely, he’ll give them 
  the names of some famous personages who do business 
  with Morgan.  One of these is Bahira—a powerful and 
  reputable wizard of the Arcanist Guild who has been 
  honored by the Theocrat himself—who once bought 
  Open Market 
   
  Page 5 
  
  • 
  DC 25: Morgan has a number of contacts in the 
  higher echelons of the Pale’s adventuring 
  society and has been known to use them to 
  recover goods stolen from him. A few years ago, 
  rumor has it that a thief stole a crystal ball he 
  was brokering for one of the masters of the 
  Arcanist Guild. Two days later, in Oldred, a 
  building was consumed by fire. For almost a 
  week after that, there were no thefts in Oldred 
  and crime took a month to get back to normal. 
  some spell components from him (though, due to recent 
  events in the Pale, she does not remember much of her 
  past and will not be able to tell them anything). 
  A Gather Information or Knowledge (Local-NMR) skill 
  check will also give the PCs the following information: 
  • 
  DC 10: (asking at the offices of the Pale Patrol 
  or Church Militant) Morgan Baerth is not 
  wanted for any crimes against the Theocracy. 
  • 
  DC 10: The Baerth Trading Company is located 
  near Hawkburgh and the Nyrondese border. 
   
  Characters who are members of the Pale Arcanist 
  Guild or the Church of the One True Path meta-orgs get a 
  +2 circumstance bonus to these rolls due to Morgan’s 
  extensive dealings with the Arcanist Guild and the 
  Church. Characters who paid for high or luxury lifestyle 
  may also apply their bonuses to the knowledge check. If 
  the characters decide to go to Hawkburgh before 
  gathering information, it will be slightly easier and they 
  get an additional +2 Circumstance bonus on Gather 
  Information checks. 
  • 
  DC 10: Morgan has a reputation for absolute 
  honesty. Well-to-do people like to deal through 
  him because he takes all the necessary 
  precautions to ensure that there is no deception 
  on either side and he provides good security for 
  both the goods and the payments. A Certificate 
  of Identification from the Arcanist’s Guild 
  might be good enough for a thousand gold piece 
  item but you want a little more assurance than 
  the word of an apprentice when you’re spending 
  thirty-six thousand gold pieces on a cloak—and 
  Morgan is the man to see if you want to deal in 
  rare and valuable items (magical or not). 
  Encounter Three:  Riding Herd 
  The following text assumes that the PCs are using 
  ordinary means to respond to Lord Astartes’ offer, if they 
  choose to Wind Walk, Shadow Walk, Teleport, or use 
  other unconventional means of travel, refer to Appendix 
  Nine: Troubleshooting and adapt this encounter as 
  needed. 
  • 
  DC 14: Morgan has a private villa to the south 
  of Hawkburgh. 
  • 
  DC 16: Many merchants find it advantageous in 
  terms of taxes and regulations to have their 
  main compound outside the city and maintain 
  only a small office in the city proper. 
   
  Use the “Stampede” map from Judge Map B for this 
  Encounter and Encounter Four. 
   
  The first half of the day of travel passes by 
  uneventfully.  The cold autumn wind whips your clothes 
  around you and though the bright sun does not warm you, 
  no clouds block its rays.  The road is wide and well 
  maintained and you pass by farmers, merchants, an army 
  patrol, and a small band of pilgrims on their way to 
  Wintershiven.  It is not until late in the day that you 
  encounter difficulty.  The road to Hawkburgh bends around 
  a rocky outcropping, atop which stands a clump of great 
  trees standing amid the landscape like the remnants of an 
  ancient wood in now-tamed land.  A stone bridge wide 
  enough for one cart crosses a gully that issues forth from the 
  outcropping and divides the fields to the north of the road.  
  Unfortunately at this narrow point, the road is far from 
  empty. 
  • 
  DC 18: Morgan places a very high value on 
  honesty and etiquette. 
  • 
  DC 20: Morgan has a number of contacts in the 
  higher echelons of the Pale’s adventuring 
  society and has been known to use them to 
  recover goods stolen from him.  
  • 
  DC 25: Morgan’s security is enhanced by his 
  numerous powerful contacts. A few years ago, 
  rumor has it that a thief stole a crystal ball he 
  was brokering for one of the masters of the 
  Arcanist Guild.  Two days later, in Oldred, a 
  building was consumed by fire. For almost a 
  week after that, there were no thefts in Oldred 
  and crime took a month to get back to normal. 
  Most thieves know not to mess with Morgan 
  Baerth. 
   
  A dust cloud obscures your vision to the south as well 
  as the distance ahead as a great herd of curve horned cattle 
  trudge toward you along the road from the south. Rangy 
  men on swift horses ride in and out of the herd, now and 
  again circling back to collect an errant steer that is straying 
  from the herd. Immediately ahead of you, a short, stocky 
  man with a scarred face sits astride a sturdy piebald horse 
  watching over the cattle. A whip hangs at his side and a 
  curved bow is at his saddlehorn. 
  Bardic Knowledge will also reveal: 
  • 
  DC 15: Morgan is a wealthy man and has a villa 
  south of Hawkburgh but is not an avid patron of 
  the arts. 
  • 
  DC 15: Morgan is known to deal in rare and 
  valuable items both magical and mundane. 
  �Chulga the Lame:  Male Human Rgr4/Exp6 
  Open Market 
   
  Page 6 
  
  �Pale Riders (12):  Male Human War 1/Exp 2 
  �Cattle (Bison):  2000 
   
  Trail-boss Chulga is leading this drive from 
  Newtown in Nyrond to the Eltison market via 
  Hatherleigh. As far as he’s concerned, the PCs are just 
  going to have to wait for his herd to get onto the road and 
  then ride through them or go east and find another way 
  across the gully. Even if he wanted to, his herd is half way 
  onto the road and it would take more time to turn around 
  than to finish. Of course, if the PCs don’t demand that he 
  get his cattle out of their way, he’ll be willing to have a 
  friendly chat with them. If asked why the Pale Riders are 
  herding Nyrondese cattle, he’ll explain that since they’re 
  going to a Pale market, they have to use Palish drovers to 
  get them there. 
  �Development: Allow the PCs a short time to chat 
  with Chulga before allowing a Spot check (DC 35 will 
  notice the Chimera through the dust before the cattle do; 
  it is diving out of the clouds toward the back of the herd; 
  DC 20 will notice the herd beginning to panic and buy 
  the PCs a surprise action before the herd begins to 
  stampede). 
  Encounter Four: Cause and 
  Effect 
  If the PCs fail their spot check to see the chimera (see the 
  Development section of Encounter 3), they will have no 
  warning of the following events. 
  Effect: 
  Suddenly, the chill air is filled with the bellowing of cattle 
  and the herd turns in a sea of twisting horns and begins 
  running. The shouts of the riders mingle with the bellowing 
  of the herd as panicked animals begin to run every which 
  way. 
   
  “Pholtus’ Staff!” exclaims Chulga as his horse springs 
  forward racing to match speed with the herd. “A Chimera!” 
   
  The herd is stampeding. Chulga is a cautious sort 
  and his fellow riders follow his lead, attempting to head 
  off and gain control of the herd before it crushes too 
  many travelers in the mad rush to escape the chimera.  
  APL 2 (EL 4) 
  �Stampeding Cattle: CR 4; organic; location trigger; 
  no reset; Reflex save (DC 18) half; (1d12/round 
  trample); Multiple targets; Init +0; Handle Animal (DC 
  30) 
  �Bison (2000); see MM 269-270 
  Tactics: Since the cattle spread out as they charge, no 
  more than 5 cattle will trample over any particular 
  character in one round, meaning that characters will take 
  1d12 points of damage (Ref half, (DC 18)). Because only a 
  fraction of the herd is ahead of the PCs (hundreds more 
  stampede towards the south and southeast), the stampede 
  will last for 3 rounds before all of the cattle have passed 
  the PCs position. 
  APL 4-14 (EL 6) 
  �Stampeding Cattle: CR 6; organic; location trigger; 
  no reset; Reflex save (DC 18) half; (2d12/round 
  trample); Multiple targets (all characters within a 30 
  foot path); Init +0; Handle Animal (DC 30)] 
  �Bison (2000); see MM 269-270 
  Tactics: The cattle are more closely packed together at 
  APL 4+ and ten of them will trample over any particular 
  character in one round, meaning that such characters will 
  take 2d12 points of damage (Ref ½, (DC 18). Because 
  only a fraction of the herd is ahead of the PCs (hundreds 
  more stampede towards the south and southeast), the 
  stampede will last for 3 rounds before all of the cattle 
  have passed the PCs position. 
   
  The cattle are double moving at 80 feet so a fast 
  character might be able to keep pace with them and avoid 
  being trampled. Even slower characters will often be able 
  to keep pace by running. (Characters who run will need 
  to maintain their run for two minutes until they are 
  either able to find a safe place or Chulga and the Pale 
  Riders get the herd under control; see PHB 144 for rules 
  on extended running). Characters who choose to move 
  towards the bridge in the stampede will find it more 
  challenging to evade the cattle (-2 penalty to the reflex 
  save) but will be able to avoid the stampede if they reach 
  any square that (1) is not in front of the bridge and (2) 
  would not be in the area of a cone starting at one of the 
  bridge’s corners. Characters could also avoid being 
  trampled by flying, moving behind a rock, moving into a 
  rope trick, using dimension door to reach safety, creating 
  a convincing illusion (the cattle have a will save of +1) of 
  a solid object to hide behind, or even jumping onto the 
  cows’ backs and riding them (effectively this is a DC 30 
  ride check to quick mount the cattle (including +5 for 
  riding without a saddle and an additional +5 ad-hoc 
  Circumstance modifier for riding an untrained, panicked 
  animal not normally used as a mount) and a DC 15 ride 
  check to remain seated on the cattle (including the above 
  Circumstance modifiers); a character might also mount 
  the cattle with a successful grapple check against the 
  cows’ grapple check of 11 (Grapple 13, -2 for their 
  frightened condition)). Characters may also attempt to 
  calm the cattle around them with a DC 20 wild empathy 
  check (with a –10 penalty to make a hurried check in one 
  round rather than one minute). A handle animal check 
  would allow the PCs to calm an animal as well (treat it as 
  pushing an animal). However, one check is insufficient 
  to stop the herd (technically, it would effect only a single 
  animal) so ten successful checks will be necessary in 
  order to stop the stampede. (This is what Chulga and the 
  Pale Riders are attempting). A calm animals spell will not 
  be effective in stopping the stampede since the presence 
  of a hungry predator (like a chimera) will break the spell. 
  Open Market 
   
  Page 7 
  
   
  There is a four foot tall drystone wall separating the 
  pastures to the north of the road from the road. Every 
  hundred feet or so, it is pierced with a stile. 
  �Development: If the PCs defeat the chimera, Chulga 
  and the Pale Riders are suitably impressed and will tell 
  the story in a dozen taverns on the way to Eltison. The 
  PCs receive the favor of Chulga the Lame. 
   
  Climbing over the fence requires a DC 12 climb 
  check (give characters who are significantly taller than 
  the wall a +2 circumstance bonus to the climb). 
  (Climbing over a style is DC 0). Jumping over it requires 
  a DC 16 jump check.  A character who attempts an 
  untrained Jump check will land prone unless he or she 
  beats the DC by five or more.  A mounted character’s 
  mount will clear the wall with a DC 16 jump or ride 
  check (whichever is better) but must succeed in a DC 15 
  ride check or fall off his mount as it leaps, taking at least 
  1d6 points of damage. (50% chance of landing on either 
  side of the wall). 
  The rest of the day will pass uneventfully but the next 
  day will be unpleasantly cold. 
  Encounter Five: A Typical Pale 
  Day 
  On the next day, a chill wind is blowing, scattering leaves 
  from the across the road.  The sky clouds over and 
  occasional drizzle dampens the dust of the road.  That night 
  temperatures drop precipitously and, when you wake, you 
  find a thin crust of ice on the surface of a farmer’s well and 
  clouds loom ominously on the horizon.  It was fortunate 
  that you found shelter.  
  Cause: 
   
  As the dust clears, you can see a massive three-headed 
  form standing athwart the bridge. Its giant wings are 
  stretched out wide; their occasional beating stirs up small 
  whirlwinds of dry leaves, dust, and pebbles. A sinister 
  substance drips from the tooth of its green-scaled draconic 
  head and sizzles as it strikes the stone. A lion’s head tears a 
  strip of flesh off of the smoking body of a dead steer. The 
  goat’s head reaches over and gulps down the flesh still 
  hanging out the side of the lion mouth. 
   
  A DC 15 Survival check will tell the PCs that the 
  temperature is likely to drop to nearly freezing levels 
  today. It is also likely to rain sporadically. (For every five 
  points they succeed by, they can predict the weather one 
  more day in advance—the cold snap will last three days). 
  All APLs (EL 4) 
  �Freezing Rain:  Cold and exposure deal nonlethal 
  damage to the victim. This nonlethal damage cannot be 
  recovered until the character gets out of the cold and 
  warms up again. Once a character is rendered 
  unconscious through the accumulation of nonlethal 
  damage, the cold and exposure begins to deal lethal 
  damage at the same rate. An unprotected character in 
  cold weather (below 40° F) must make a Fortitude save 
  each hour (DC 15, +1 per previous check) or take 1d6 
  points of nonlethal damage. A character who has the 
  Survival skill may receive a bonus on this saving throw 
  and may be able to apply this bonus to other characters as 
  well (see the skill Description). A character under the 
  effects of Endure Elements will suffer no ill effects. 
  APL 2-6 (EL 7) 
  �Chimera: hp 77; see Monster Manual page 191. 
  APL 8 (EL 10) 
  �Advanced Anarchic Chimera: hp 121; see Appendix 
  Five. 
  APL 10 (EL 12) 
  �Advanced Anarchic Chimera: hp 204; see Appendix 
  Six. 
  APL 12 (EL 14) 
  �Advanced Anarchic Chimera: hp 236; see Appendix 
  Seven. 
   
  The area is sparsely populated and characters who 
  are beginning to freeze to death will most likely be able 
  find a farmer or rancher willing to let them share his fire 
  for a few hours with a DC 10 Diplomacy check. Farm in 
  this area are three to six miles apart. Characters who stop 
  to speak with locals will be told something to the effect of 
  “Well, this weather’s likely to last out the rest of the 
  week, so you’d best get used to it.” 
  APL 14 (EL 16) 
  �Advanced Anarchic Chimera: hp 283; see Appendix 
  Eight. 
   
  APL 2 and 4 parties ought to avoid this encounter. 
  The chimera has its meal and will not pursue them. If 
  they seem about to attack it, one of the riders will yell to 
  them “leave it be! It’s beyond any of our skill.” If the party 
  insists on taking it on anyway, the chimera will be more 
  than happy to eat them. 
  �Development: In the unusual event that the PCs 
  actually fail to reach Morgan’s villa in a week, Lord 
  Astartes tires of waiting and leaves. The adventure is over 
  and the PCs will have to sell the flail at less than its value. 
   
  If the chimera wins, it will arbitrarily grab the 
  character most responsible for the debacle in one mouth, 
  grab cows in two other mouths, and fly off to devour his 
  kills in peace. Chulga will stabilize any characters who 
  are still alive two rounds after the chimera leaves. 
  Open Market 
   
  Page 8 
  
  Encounter Six: An Offer You 
  Can’t Refuse 
   
  What the PCs already may know about Lord 
  Astartes: 
  Knowledge (Local-NMR): 
  At long last you find the trail described in Morgan’s letter. 
  White quartz gravel lines a path between two verdant hills 
  leading back under the shadow of the Gamboge.  You follow 
  it for several hours and then the path ends abruptly.  A 
  massive, dark foggy mass utterly impenetrable to vision and 
  darkvision hovers before you.  Outside it, a wooden sign 
  surrounded by a small flowerbed reads, “House Baerth 
  Trading Company.” 
  • 
  DC 19: The Astartes family is an old Aerdi 
  family—they were never very important but 
  their line goes back to the early days of the 
  Great Kingdom. 
  • 
  DC 24: Brogan Astartes is the current head of 
  his family and has a minor fief in western 
  Nyrond—mostly in the Duchy of Woodwych. 
   
  A DC 25 Spellcraft check can identify the mass as 
  the effects of a Mordenkeinen’s private sanctum spell. 
  • 
  DC 29: Lord Astartes is reputed to be a harsh 
  ruler and he levies heavy taxes upon his 
  subjects. 
   
  At the PCs’ approach, a guard steps out of the fog and 
  asks their names. He will then summon another guard to 
  take care of the PCs’ animals and escort the PCs into the 
  villa proper. Once inside, he will ask the PCs how many 
  rooms they will need and show the PCs to the guest 
  rooms on the first floor and invite them to make 
  themselves comfortable. Inside the rooms, they will find 
  clean robes, hot water (for bathing) and dry towels. 
  Before he leaves, he will make sure to give them Player 
  Handout #2 which lists Morgan Baerth’s standard terms 
  and conditions of brokered sales. 
  Knowledge (Nobility and Royalty): 
  • 
  DC 15: The Astartes family is an old Aerdi 
  family—they were never very important but 
  their line goes back to the early days of the 
  Great Kingdom. 
  • 
  DC 20: Brogan Astartes is the current head of 
  his family and has a minor fief in western 
  Nyrond—mostly in the Duchy of Woodwych. 
   
  After the PCs have a chance to rest and refresh 
  themselves, Morgan will send a servant to invite them to 
  take supper with him.  
  • 
  DC 25: Lord Astartes is reputed to be a harsh 
  ruler and he levies heavy taxes upon his 
  subjects. 
   
  The sitting room upstairs is richly appointed.  Ornate 
  carvings line the pillars and the ceiling and the light 
  refracts through crystals hanging from a massive 
  candelabra in the center of the room and bounces off the 
  gold leaf covering the walls.  Overstuffed chairs covered in 
  burgundy velvet dot the room and, a choice array of meats, 
  cheeses, wine, and breads adorns a carved darkwood table.  
  Two men rise to greet you. 
  • 
  DC: 26: Lord Astartes’ inheritance of his fief 
  was initially disputed by his older cousin, but 
  the dispute was (for some reason—perhaps 
  bribes) initially ruled in his favor. It was 
  decisively settled later, when he killed that 
  cousin in a duel. 
  • 
  DC 28: Lord Astartes’ cousin was betrothed to 
  Elspeth D’Chagnac, a young noble woman from 
  a nearby family. 
   
  The first is a tall, thin man with thinning hair.  An 
  ermine cape and golden circlet complete a costume of 
  slashed velvet.  He introduces himself as Morgan Baerth.  
  “Before I go any further,” he says, “I must warn you that 
  this room has been consecrated to Pholtus. Should you speak 
  any lie, I shall discern it—and you will be able to likewise 
  discern any falsehood I or my other guest might speak.  As 
  the True Path says, true words profit a man much.” 
  • 
  DC 30: Lord Astartes’ loyalty to the king is 
  questioned in the church of Heironeous and 
  he’s been rumored to meet with some unsavory 
  people. 
  Bardic Knowledge: 
   
  “Of course, I should introduce my other guest.  This is 
  Lord Astartes of Nyrond, the lord who is interested in 
  purchasing your flail.” 
  • 
  DC 15: The Astartes family is an old Aerdi 
  family—they were never very important but 
  their line goes back to the early days of the 
  Great Kingdom. 
   
  Lord Astartes is a short, powerfully built man with 
  reddish brown hair and an elegantly parted beard.  His 
  clothes are cut simply but are richly embroidered and he 
  wears a mantle of argentvorax fur. 
  • 
  DC 20: Brogan Astartes is the current head of 
  his family and has a minor fief in western 
  Nyrond—mostly in the Duchy of Woodwych. 
  �Brogan Astartes: Male human Ftr8/Ari4; hp 86; see 
  Appendix One. 
  • 
  DC 25: Lord Astartes’ inheritance of his fief was 
  initially disputed by his older cousin but the 
  dispute was (for some reason—perhaps bribes) 
  initially ruled in his favor. The dispute was 
  �Morgan Baerth: Male human Exp6/Ari4; hp 57; see 
  Appendix One. 
  Open Market 
   
  Page 9 
  
  • 
  What are the terms of the sale? 
  decisively settled when he killed that cousin in 
  a duel. 
  Lord Astartes—I’m offering 120% of the item’s normal 
  market value (varies by APL—10,000gp at APLs 2-6, 
  13,600gp at APL 8, 24,400gp at APL 10, 42,000gp at APL 
  12, and 87,000gp at APL 14) in letters of marque 
  redeemable through the church of Zilchus in Nyrond. 
  (They’re also worth their full value in most trade 
  transactions in the Pale or Nyrond too since everyone 
  knows the Zilchans are good for their money).  
  • 
  DC 26: Lord Astartes’ cousin was betrothed to 
  Elspeth D’Chagnac, a young noble woman from 
  a nearby family. 
  • 
  DC 32: The bard who first composed the song 
  about Brogan’s theft of the Astartes estate was 
  tried for treason and executed shortly after 
  composing it. Some people suspect that Lord 
  Astartes framed him. 
   
  Lord Astartes can be negotiated up to 125% (with 
  successful opposed Bluff vs. Sense Motive, Sense Motive 
  vs. Bluff, and opposed Diplomacy checks as in Encounter 
  One) of the item’s value but he really doesn’t want to 
  bargain. He’s making an offer he knows to be generous 
  up front because he wants to get the weapon and leave in 
  the morning. 
   
  They will make some small talk, asking the PCs 
  about their journey and a few questions about their 
  previous adventures. Then they’ll get down to brass tacks. 
   
  After a bit of small talk, Morgan turns to the matter at 
  hand:  “Since this is the first time I have had the pleasure of 
  doing a transaction with you, I should explain how my 
  business works.  I am a broker, an intermediary…a ‘magic 
  item matchmaker’ if you will…and I like to think I am 
  one of the best in the land.  
  • 
  How will the verification process work? 
  Morgan—once Lord Astartes and you agree upon a price, 
  I will send a messenger to the Arcanist Guild in 
  Hawkburgh to fetch a senior brother. When he arrives on 
  the morrow, he shall attempt to dispel magic on both the 
  letters and the flail to eliminate any magic that might 
  have been placed there to deceive us. Then he will cast a 
  spell he calls analyze dweomer upon the both of them to 
  ensure that they are properly and accurately identified. I 
  will also send for an expert in documents who will 
  carefully examine the letters of marque to ensure that 
  they are genuine. If both analyses match what we claim 
  here tonight—and I am sure they will—I shall first 
  collect my fee and taxes, then Lord Astartes can have the 
  weapon that will save his honor, and you can have the 
  money that you deserve. 
   
  “I do two main things:  first, I make it my business to 
  know talented individuals, such as yourselves, who uncover 
  valuable rarities, as well as those people, such as Lord 
  Astartes, who appreciate the value of your discoveries.  I 
  hope that today is the first of many mutually-beneficial 
  transactions. 
   
  “I bring such parties together, whereupon I perform my 
  second major service:  I do whatever is within my power to 
  help the parties negotiate in comfort and confidence.  For 
  example, I provide this villa for discreet discussions and 
  before any transaction is completed, I bring in the best 
  experts to verify that both the items and the payment are 
  exactly what they are promised to be. 
   
  The Arcanist Guild has taught me over years of 
  collaboration that items to be analyzed must be prepared. 
  In particular, they must be allowed to sit undisturbed for 
  at least a day to allow any unnatural magical auras to fade.  
   
  “In return I charge a standard fee of 25%.  I also take 
  care of all the governmental forms, and I collect and deposit 
  the Theocrat’s fifth. 
   
  “I hope that explains my services clearly—and I hope 
  that today’s opportunity is the start of a long and profitable 
  relationship.  Before we begin, do you have any questions?  
  If not, Lord Astartes and I have a few questions:” 
   
  So once you agree upon a price we will place both 
  the weapon and the payment in a special strongbox I 
  acquired just for this purpose. It is made from a strange 
  green stone some acquaintances of mine found in the 
  Tenh. The material makes it impervious to extra-planar or 
  dimensional infiltration. This is in addition to magic 
  provided by some of my previous clients to render it 
  impervious to extra-planar or dimensional infiltration. It 
  is hallowed by its proximity to my chapel so as to keep 
  out any summoned creatures. Furthermore, I have been 
  able to place some rather nasty traps on it and the area in 
  order to deter theft. It is one of the most secure areas in 
  the region, if I do say so myself. 
  • 
  Do the PCs’ have the weapon? 
  • 
  To the best of their knowledge, what are its 
  qualities? 
  • 
  By what right do the PCs claim to own the 
  weapon? 
  The right of the victor to the spoils or something like that 
  is a perfectly sufficient answer—if put that way, Lord 
  Astartes might even respond “and that is the only secure 
  right in this world” 
   
  Secondly, it is a measure to promote trust and 
  cooperation. Since Lord Astartes’ letters of marque are 
  there, he has an interest in defending it against any 
  thieves. With your flail there, you will also have a similar 
  interest in defending it. That way both you and Lord 
  Astartes can be assured that it is defended, not only by 
   
  The PCs will probably have some questions of their 
  own. A few of them are answered below: 
  Open Market 
   
  Page 10 
  
  • 
  Do you support Prince Sewarndt?  
  my guards and me, but also by each other. Finally, in case 
  there are any magicks upon either item that are intended 
  to disguise their nature, this will give them a chance to 
  wear off.  
  I am loyal to the king of Nyrond. If that doesn’t satisfy 
  the PCs, he will say, “I have had no connection with 
  Prince Sewarndt since he betrayed the crown and were 
  his envoys to arrive at my castle, I would have them 
  executed for treason.” 
  • 
  What will happen if either the flail or the 
  money is stolen while in your custody? 
  • 
  Where are your holdings?  
  Morgan—in that unlikely event, I will offer temporary 
  compensation until such a time as I can ensure the 
  recovery of the weapon and the punishment of the 
  criminals. 
  Most of them are in the Duchy of Woodwych. 
  • 
  Do you plan to use the flail against the 
  Celadon Elves?  
  • 
  Why do you want the weapon?  
  I have no desire to start a war with the elves. And, if I did, 
  my gold would be better spent hiring mercenaries. One 
  flail, no matter how powerful could not equal the effect 
  of another legion on the field—or even the effect of a 
  moderately skilled wizard or two. 
  Lord Astartes—It is a bit of an embarrassing situation.  A 
  month ago, a matter of honor came between me and one 
  of the King’s (of Nyrond) knights. He challenged me to a 
  duel and I had no wish to refuse for he was clearly in the 
  wrong. We agreed to duel with magical weapons of our 
  choice until one of us yields on a date that is now two 
  weeks away. Unfortunately, bandits assailed me on the 
  road—the king is not very good at keeping the 
  countryside safe—and one of them, a hulking ogre with 
  more skill than sense, sundered my flail. Of course, I 
  have had it repaired but have not been able to find a 
  wizard or priest to restore its enchantments in time for 
  the duel. 
  • 
  Are you a follower of Hextor? 
  Lord Astartes—I honor all the gods of the Aerdi 
  according to their areas of authority; the divine do not 
  like to be denied their due. 
   
  If and when there is an agreement to sell the 
  weapon, Morgan will fetch some legal documents that 
  constitute a contract to sell the flail to Lord Astartes. (If 
  the PCs decide not to sell it or that they want to wait to 
  decide, Morgan will invite them to spend the night in the 
  guest rooms and take up the matter again in the 
  morning.) If the PCs wish to take more time to decide, 
  Morgan will understand but he will ask to keep the flail 
  in the strongbox anyway so that everyone can be sure 
  that it hasn’t been tampered with in the morning and so 
  as to better guarantee its safety.  Lord Astartes needs to 
  close the deal as soon as possible and leaving the flail in 
  Morgan’s strongbox overnight will ensure that it has had 
  adequate time for spell durations to expire so the entire 
  transaction can be completed tomorrow. 
  • 
  Why did the knight challenge you to a duel? 
  Lord Astartes—That is a rather personal matter and I’d 
  rather not discuss it. (That’s the truth; the reason the 
  paladin challenged him was that Brogan Astartes is a 
  harsh ruler though he had to find a point of personal 
  honor (which was rather easy, considering the “respect” 
  Lord Astartes accords Heironeous) in order to have an 
  excuse to challenge him.) 
   
  If pressed, Lord Astartes will explain that Sir 
  Vendros did not think he gave adequate respect to the 
  state religion and challenged him to a duel over some 
  words that passed between them. 
  Troubleshooting: 
  • 
  Who is this knight whom you are going to 
  duel? 
  If the PCs refuse to give Morgan custody of the weapon, 
  there will be no deal. No Diplomacy check or magic short 
  of domination will convince him to budge on this issue. 
  (Note that attempting to dominate Morgan would 
  constitute a serious criminal act—treat it as a grave 
  assault unless the Pale Triad releases legal code specifying 
  the penalties for domination.) The PCs gain the Enmity of 
  Morgan Baerth and are politely asked to leave. If they 
  refuse, they are asked again by Morgan’s guards. Go to 
  Encounter Eight-Two. 
  Vendros Brightshield—a young acolyte of valor with 
  more self-righteousness and honor than sense, respect, or 
  tact. 
  A skill check (Knowledge: Local-NMR DC 25 or 
  Knowledge: Nobility and Royalty DC 20 or Bardic lore 
  DC 28; +2 circumstance bonus for Nyrondese characters 
  and an additional +2 circumstance bonus for Knights of 
  the Realm, Acolytes of Valor, members of the Nyrondese, 
  Heironean clergy, or other appropriate Nyrond meta-
  orgs) will reveal that Vendros Brightshield is a skilled 
  half-elf warrior devoted to Heironeous. Vendros is 
  absolutely uncompromising and has earned more than a 
  few enemies by standing up for what he sees as right. He 
  is also quite traditional and was a vocal opponent of the 
  ban on dueling. 
   
  If the PCs are egregiously rude to Morgan or Lord 
  Astartes, the deal is off. The PCs gain the Enmity of 
  Morgan Baerth and are politely asked to leave. If they 
  refuse, they are asked again by Morgan’s guards.  Go to 
  Encounter Eight-Two. 
   
  If the PCs are undecided about the deal and wish to 
  keep the flail in their rooms while they consider it, 
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  She will be rather cautious, she wants to speak to 
  them about their current business, but isn’t certain that 
  they aren’t being spied upon, so she will ask the PCs to go 
  on a walk with her outside the villa. The judge should 
  adapt the following summary of her arguments to fit the 
  PCs’ appearance and/or reputation (she may well have 
  heard of the PCs with her knowledge of the Nyrond 
  Metaregion). She will appeal to the patriotism of 
  Nyrondese, the honor of Heironeans, the intolerance of 
  Pholtans for evil, the sense of justice of characters 
  committed to good, etc. 
  Morgan will suggest that, given the urgency of Lord 
  Astartes situation, they might consider leaving it in his 
  strongbox so that the waiting period can pass while they 
  consider.  If they don’t like that idea, however, they are 
  free to keep the flail themselves but he will ask them to 
  remain downstairs and avoid the hallway near the 
  strongbox as a sign of courtesy to Lord Astartes. He will 
  also station two elite guards and a dog in the hallway all 
  night and a veteran guard by the upstairs door.  If the PCs 
  then indicate to Elspeth that they intend to go through 
  with the deal (see Encounter Seven), she and her thugs 
  will sneak into their chambers rather than the strongbox 
  to steal it.  Use her thugs’ full abilities and there is no 
  automatic alert if the PCs don’t set watches. 
   
  On the walk, she will attempt to convince the PCs 
  not to sell the flail to Lord Astartes. He’s a villain; a 
  selfish, corrupt ruler who abuses his position as the 
  protector of his people to prey upon them. It’s even said 
  that he has a shrine to Hextor in his home. He wants the 
  weapon to ensure that he prevails in his duel with 
  Vendros Brightshield, a half-elven Acolyte of Valor who 
  challenged him to a duel over some of his remarks about 
  Heironeous. 
  Encounter Seven: Too Good to 
  Be True 
  When the PCs retire to their rooms, they will meet 
  Elspeth.  Elspeth has disguised herself as one of Morgan’s 
  servants. 
   
  She understands that it will be difficult to find 
  another buyer for the flail but, really, it would be better to 
  destroy it and forgo the treasure than to allow it to be put 
  to evil use. (And really, what other kind of use is there for 
  an elf-bane flail?) 
  �Elspeth:  Female human Rog8/Clr4 (Tritherion): hp 
  79, see Appendix One. 
  • 
  Personality: Elspeth is as driven as Lord 
  Astartes or Morgan though in a different cause. 
  Her cause is the furtherance of her peculiar 
  sense of justice and she will sacrifice anything 
  in order to see it done. She is kind and 
  courteous to those she does not know, generous 
  to friends and those who do good, and relentless 
  in her pursuit of villains. 
   
  After talking to Elspeth for a while, a character who 
  succeeds at a Sense Motive check (DC 23) will get the 
  idea that Elspeth probably won’t take “no” for an answer; 
  she’ll do whatever is in her power to stop Lord Astartes 
  from getting the flail. 
  • 
  You’re not really one of Morgan’s staff; how 
  did you get in here? 
  • 
  Description: Elspeth is an attractive blonde 
  woman of average height and lithe build. She 
  dresses to fit the occasion and will initially meet 
  the PCs wearing the neat but plain uniform of 
  one of Morgan’s maids. If she attempts to break 
  into the Baerth compound, she will replace that 
  with close-fitting darkened studded leather 
  armor suitable for hiding. 
  It’s quite simple really. I told the guards at the gate I was 
  visiting my cousin and then quickly changed into a 
  servant’s uniform and lied my way past the guards at the 
  door and the servants in the kitchen. If you’re a good liar, 
  it’s not that hard to do. 
  • 
  If you’re such a good liar, how can we trust 
  you? 
  • 
  Motivation and Goals: Elspeth wants to 
  ensure that Lord Astartes pays for the way he 
  rules his holdings with an iron fist. The PCs and 
  the paladin who challenged Lord Astartes seem 
  to be good tools toward that end. She has a 
  personal stake in Lord Astartes’ downfall as well: 
  she was once betrothed to the former heir of 
  Lord Astartes’ fief—a man who first lost his 
  inheritance to Lord Astartes’ corrupt political 
  maneuverings and then lost his life when he 
  attempted to duel Lord Astartes. Note that she 
  doesn’t just want Lord Astartes dead; she wants 
  him dishonored as well. His defeat in the duel 
  would demonstrate him to be unjust and an 
  accusation of fraud or forgery would stain his 
  honor. 
  Well, you’re clearly suspicious already and that makes it 
  hard for me to put one over on you. And, I imagine 
  you’ve met the Lord Astartes so you have some idea of the 
  kind of man he is. Still, I understand your concern. 
  Perhaps you have some truth magic that you’d like to use. 
  • 
  Isn’t dueling illegal in Nyrond? 
  Well, yes, but it only recently became illegal and Lord 
  Astartes observes the old customs—as does Vendros 
  Brightshield.  And nobody is really going to stop them—
  after all, Lord Astartes is the one responsible for 
  enforcing the King’s edicts on his own land. 
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  • 
  Why didn’t she contact the PCs before they 
  went in? 
   
  If the characters decide to go ahead and sell Lord 
  Astartes the flail anyway, go to Encounter Eight-Three: 
  The Deal Stands. 
  She found out about the flail and about Lord Astartes’ 
  interest in it a little over two weeks ago. She knew that 
  Morgan had sent a letter to the PCs by a fast horse 
  messenger but didn’t know where it was going. She’s 
  been hiding out by Morgan’s villa for a bit over a week 
  now and has seen a couple groups of adventurers go there 
  to buy, sell, and trade items. She stopped the first one to 
  talk about the flail, only to find that they didn’t have it. 
  Then Lord Astartes arrived with a gang of thugs he must 
  have hired in Nyrond (the Crimson Blade). He heard 
  what she was doing and they’ve been hunting for her. 
  She only just managed to evade them long enough to slip 
  into the villa and disguise herself as a servant. After that, 
  she had to bluff her way into the house to get to speak 
  with them. She can’t stay too long or she’ll be caught; 
  Morgan wouldn’t like people sneaking into his villa 
   
  If the characters run to get Lord Astartes’ guards to 
  turn Elspeth in as a thief and a trespasser, go to 
  Encounter Eight-Three: The Deal Stands. 
  �High APL Bonus Option: At APL 8 and above, 
  Elspeth will suggest to a party that seems like it might be 
  receptive and capable (i.e., a party that has a rogue) that if 
  they could sneak into Morgan’s treasure room and 
  replace Lord Astartes’ letters of marque with forgeries 
  (and then destroy the originals so that they couldn’t be 
  located with magic), then Morgan would nullify any 
  contract and turn Lord Astartes over to the Palish 
  authorities for fraud. Lord Astartes certainly deserves it. 
  �Development: If the characters choose to try stealing 
  Lord Astartes’ letters of marque and replacing them with 
  Elspeth’s fakes, go to Encounter Eight-One: Breaking and 
  Entry. 
  • 
  Why don’t you confront Lord Astartes 
  yourself?  
  Encounter Eight-One: Breaking 
  and Entry 
  It wouldn’t do any good. I’m no match for him in a duel 
  and justice wouldn’t be served if I killed him like an 
  assassin. Anyway, proper vengeance must stain his honor 
  so that everyone will know him for what he is—that’s 
  more important than seeing him dead. 
  If the PCs decide to follow Elspeth’s APL 8 and higher 
  only advice and break into the vault to plant false letters 
  of marque and steal then destroy the real ones, they will 
  have to defeat the precautions Morgan has taken in order 
  to prevent such events. 
  • 
  How do you know that Lord Astartes’ 
  replacement will be a more just ruler than 
  he is? 
  Lord Astartes has no heir so the king would appoint his 
  replacement. King Lynwerd is a good man and would 
  likewise appoint a just man to rule in Lord Astartes’ stead. 
   
  If, at any point, the PCs are discovered and the alarm 
  is raised, all of the guards will respond.  Refer to 
  Encounter Eight-Three for details upon how they are 
  likely to react. 
  • 
  Why don’t you come upstairs and meet with 
  Lord Astartes and we can match your words 
  against his where we can all detect lies? 
  All APLs (EL 13) 
  Note:  EL adjusted due to initial non-lethal tactics 
  Lord Astartes would invent some excuse not to come and 
  Morgan would kick me out of his house for lying my way 
  in—if I’m lucky. If not, Morgan might have his guards 
  subdue me and send me to a New Dawn Camp. (Elspeth’s 
  been guilty of theft in the past, Lord Astartes knows it, 
  and if there is one group of people Morgan hates, it is 
  thieves). 
  �House Baerth Novice Guards (4):  hp 9 each; see 
  Appendix One. 
  �Wardogs (2):  hp 13 each; see Monster Manual page 
  272 (Riding Dog). 
  �House Baerth Guards (4):  hp 18 each; see Appendix 
  One. 
  • 
  Why doesn’t she help the PCs break in and 
  steal the flail? 
  �House Baerth Fighters (4):  hp 40 each; see 
  Appendix One. 
  She’ll distract the guards for a few minutes when they 
  would normally make their regular patrol of the upstairs. 
  �Taren Takis: Male human Ftr9; see Appendix One. 
  �Morgan Baerth: Male human Exp6/Ari4; hp 57; see 
  Appendix One. 
  �Development:  If, upon learning of Lord Astartes’ 
  villainy, or having it confirmed, the PCs decide to renege 
  on their contract and refuse to sell Lord Astartes the flail, 
  go to Encounter Eight-Two: Breach of Contract. 
  �Brogan Astartes:  Male human Ftr8/Ari 4; hp 86; 
  see Appendix One. 
   
  If the characters never committed to selling Lord 
  Astartes the flail in the first place, use an adapted version 
  of Encounter Eight-Two: Breach of Contract. 
  The courtyard and the area around the house are lit by 
  heightened (level 4) continual flame torches and 
  patrolled by a pair of guards with a dog.  
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  All APLs (EL 4) 
  �House Baerth Novice Guard (1): hp 9; see Appendix 
  One. 
  �House Baerth Guard (1): hp 18; see Appendix One. 
  �Wardog (1): hp 13; see Monster Manual page 272 
  (Riding Dog). 
  The hallways are patrolled by a pair of guards with a dog 
  every fifteen minutes to half an hour.  One House Baerth 
  Novice Guard, one House Baerth Guard and one wardog 
  patrol the halls.  If the PCs asked Elspeth to help them, 
  she will distract these guards by striking up a 
  conversation with them about 15 when they are due to go 
  back inside. This will extend the time the PCs have to get 
  into and out of the chamber by 5 minutes. 
  All APLs (EL 4) 
  �House Baerth Novice Guard (1): hp 9; see Appendix 
  One. 
  �House Baerth Guard (1): hp 18; see Appendix One. 
  �Wardog (1): hp 13; see Monster Manual page 272 
  (Riding Dog). 
  The hallway next to the Treasure Chamber, Morgan 
  Baerth’s bedroom, and the Treasure Chamber itself are all 
  affected by a permanent dimensional lock spell (caster level 
  16). 
   
  The entry to House Baerth’s Treasure chamber 
  locked (DC 40), arcane locked (caster level 5), alarmed (by 
  Morgan—caster level 4 mental alarm version when the 
  door is opened), and trapped: 
  APL 8 (EL 10) 
  �Whirling Poisoned Blades:: CR 10; mechanical; 
  touch trigger; automatic reset; hidden lock bypass 
  (search (DC 35), open lock (DC 40)); Atk +18 melee 
  (1d4+4/19-20 plus poison, dagger); poison (dragon bile, 
  Fortitude save (DC 26 resists), 3d6 str/0); multiple 
  targets (all targets within the hallway); Search (DC 30); 
  Disable Device (DC 30). 
  APL 10 (EL 12) 
  �Whirling Poisoned Blades:: CR 12; mechanical; 
  touch trigger; automatic reset; hidden lock bypass 
  (search (DC 37), open lock (DC 40)); Atk +22 melee 
  (1d4+4/19-20 plus poison, dagger); poison (dragon bile, 
  Fortitude save (DC 26 resists), 3d6 str/0); multiple 
  targets (all targets within the hallway); Search (DC 32); 
  Disable Device (DC 32). 
  APL 12 (EL 14) 
  �Whirling Poisoned Blades:: CR 14; mechanical; 
  touch trigger; automatic reset; hidden lock bypass 
  (search (DC 37), open lock (DC 40)); Atk +22 melee 
  (1d4+4/19-20 plus poison, dagger); poison (dragon bile, 
  Fortitude save (DC 26 resists), 3d6 str/0); multiple 
  targets (all targets within the hallway); Search (DC 34); 
  Disable Device (DC 34). 
  APL 14 (EL 16) 
  �Whirling Poisoned Blades:: CR 16; mechanical; 
  touch trigger; automatic reset; hidden lock bypass 
  (search (DC 39), open lock (DC 40)); Atk +22/+22 
  melee (1d4+4/19-20 plus poison, dagger); poison 
  (dragon bile, Fortitude save (DC 26 resists), 3d6 str/0); 
  multiple targets (all targets within the hallway); Search 
  (DC 34); Disable Device (DC 34) 
  The green etherstone strongbox containing Brogan 
  Astartes’ letters of marque is also locked (DC 40), Arcane 
  Locked (caster level 8) and trapped: 
  APL 8 (EL 10) 
  �Forcecage and Summon Monster VIII trap: CR 
  10; magic device; touch trigger; automatic reset; 
  multiple traps (one forcecage trap and one summon 
  monster VIII trap that summons a Celestial dire bear); 
  spell effect (forcecage, 13th-level wizard), spell effect 
  (summon monster VIII, 15th-level wizard, Celestial Dire 
  Bear); Search DC 32; Disable Device DC 32. 
  APL 10 (EL 12) 
  �Forcecage, Energy Drain, and Summon Monster 
  VIII trap: CR 12; magic device; touch trigger; 
  automatic reset; multiple traps (one forcecage trap, one 
  energy drain trap, and one summon monster VIII trap that 
  summons a Celestial dire bear); spell effect (forcecage, 
  13th-level wizard), spell effect (energy drain, 17th level 
  wizard, 2d4 negative levels for 24 hours, DC 23 
  Fortitude save negate), spell effect (summon monster 
  VIII, 15th-level wizard, Celestial Dire Bear); Search DC 
  34; Disable Device DC 34. 
  APL 12 (EL 15) 
  �Empowered Maximized Scorching Ray trap: CR 
  15; magic device; touch trigger; automatic reset; spell 
  14th level caster, 3 rays at +7 ranged touch 
  (24+(4d6)x0.5 fire each); Search DC 32; Disable Device 
  DC 32. 
  APL 14 (EL 16) 
  �Multiple 
  Power 
  Word 
  Kill, 
  Blind, 
  and 
  Feeblemind trap: CR 16; magic device; touch trigger; 
  automatic reset; multiple traps, spell effects (power word 
  kill, 17th-level wizard), effect (power word blind, 13th-
  level wizard), effect (heightened feeblemind, DC 20 will 
  save negates, 13th-level wizard); multiple targets (up to 
  4 creatures in the treasure room); Search DC 34; 
  Disable Device DC 34. 
  Morgan has also used scrolls to place mental alarms 
  (caster level 4) on both the flail and the letters of marque. 
  �Development:  If the PCs attempt to keep Lord 
  Astartes’ letters of Marque, they will be discovered within 
  a few days and will suffer all of the normal penalties for 
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  fraud, breach of contract, and falsifying evidence of a 
  fraud (which is the same as for fraud). 
  �Development:  If the PCs are caught, they will face 
  legal consequences as detailed in Appendix Ten - The 
  Long Arm of the Law.  If PCs are killed attempting to 
  steal from Morgan, he will give them a decent burial (as 
  per Pholtan custom) but will not hand over their bodies 
  to be raised. 
  Treasure 
  None.  PCs who stop to loot the bodies of their 
  opponents will be likely caught. 
  Encounter Eight-Two:  Breach of 
  Contract 
  There are two ways of getting to this encounter:  
  1. 
  Refusing to sell the flail to Lord Astartes. 
  2. 
  Agreeing to sell the flail to Lord Astartes and then 
  backing out of the deal. 
   
  If the PCs refuse to sell the flail to Lord Astartes, 
  Lord Astartes will politely excuse himself to look for 
  another flail elsewhere. Instead of doing so, however, he 
  instructs the Crimson Blade to ambush the PCs on their 
  way back from the villa and to take the flail from them. 
  Morgan, on the other hand, will attempt to make some 
  good come out of his contact with the PCs and will offer 
  to broker some other deals with them while they are at 
  his villa. 
   
  On the other hand, if the PCs decide to renege on 
  the contract, Morgan will initially be rather upset and 
  will insist that the PCs pay Lord Astartes and himself 
  restitution equal to 25% of the value of the contract as 
  stipulated by Pale law. 
   
  The PCs can calm him down and convince him to 
  forgo restitution by making a case that they should not 
  sell a powerful weapon to an evil man like Lord Astartes. 
  This requires a DC 25 diplomacy check modified as 
  follows:  +2 if the character is an open follower of 
  Pholtus; +4 if the character is a cleric of Pholtus; –2 if the 
  character is a non-Pholtan cleric or invokes the name of a 
  deity other than Pholtus; –4 if the character is a cleric of 
  St. Cuthbert or a chaotic deity or invokes the name of 
  such deities.  (And, of course, you should assign a 
  circumstance bonus for a player who presents his or her 
  case well). 
   
  PCs who succeed at this check will gain access to 
  Morgan’s contacts despite having reneged on their 
  contract to him. Morgan will also be willing to forgo the 
  restitution to which he would otherwise be entitled.  
  Note: If the PCs fail this check and are required to pay 
  restitution, Morgan recognizes that they most likely do 
  not have that kind of money on their persons and is 
  willing to give the PCs a week or two to come up with the 
  money.  The net effect of this is that the restitution is a 
  paper transaction whereby ¼ the gp each PC would gain 
  from selling the flail to Lord Astartes is deducted from 
  the gp each PC gains from selling the flail at the reduced 
  price. 
   
  If the PCs make this case to Morgan, Lord Astartes 
  won’t wait for them to finish. As an evil man who has 
  offered sacrifices to Hextor in the past (even though he’s 
  not an exclusive follower of Hextor), he doesn’t think the 
  church of the One True Path will come down on his 
  side—even in a breach of contract case. So he makes a 
  polite excuse to avoid the proceedings and leaves to 
  contact the Crimson Blade and instruct them to ambush 
  the PCs on their way back to the main road. 
   
  In either case, Elspeth will be waiting just out of 
  sight of Morgan’s gates and will warn the PCs that she 
  saw Lord Astartes riding into the forest this morning and 
  that, when she followed him, she found him meeting 
  with a group of adventurers known as the Crimson 
  Blade—a group known for their questionable morality. If 
  the PCs press Elspeth about accompanying them, she 
  receives a sending from her friends in Nyrond and has to 
  leave on urgent business. 
   
  If the PCs set out into the forest in search of the 
  Crimson Blade, they can find them in one day with a DC 
  15 Survival check. (The PCs will find them watching the 
  road from the concealment of a copse of trees in the 
  forest). Otherwise, the Crimson Blade will find the PCs 
  on the road as they join the main road from Nyrond to 
  Hawkburgh.  Use the “Crossroads” map for this 
  encounter. 
  The Crimson Blade: 
  APL 2 (EL 4) 
  �Hired Thugs (2): hp 11 each; see Appendix Two. 
  �Crimson Blade Leader: hp 20; see Appendix Two. 
  �Crimson Blade Cleric: hp 8; see Appendix Two. 
  APL 4 (EL 6) 
  �Hired Thugs (2): hp 11 each; see Appendix Three. 
  �Crimson Blade Leader: hp 36; see Appendix Three. 
  �Crimson Blade Cleric: hp 17; see Appendix Three. 
  APL 6 (EL 8) 
  �Hired Thugs (2): hp 26 each; see Appendix Four. 
  �Crimson Blade Leader: hp 61; see Appendix Four. 
  �Crimson Blade Cleric: hp 38; see Appendix Four. 
  APL 8 (EL 10) 
  �Hired Thugs (2): hp 29 each; see Appendix Five. 
  �Crimson Blade Bard: hp 28; see Appendix Five. 
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  At APL 6 and above, the crimson blades’ leader is 
  keeping watch from the undergrowth at the top of the 
  northern hill (spot check DC 27 to notice him).  When 
  he spots the PCs (which he will do unless the PCs take 
  special care to hide as they travel back from Morgan’s 
  villa; if they do attempt to hide, see his stats for his spot 
  check). When he spots the PCs, he will signal the hired 
  thugs (and bards if present) who will move to the 
  undergrowth on the southern side of the trail. The cleric 
  will move to the top of the hill and cast spells upon 
  himself and the leader as appropriate for their APL. (At 
  higher APLs, he will have a number of long-duration 
  spells precast). The leader will then conceal himself in 
  the northeastern section of undergrowth and the cleric 
  will conceal himself by lying prone a bit further up the 
  hill behind a tree. The spot DC to notice the members of 
  the Crimson Blade is (APL 6-23, APL 8-26, APL 10-27, 
  APL 12-28, APL 14-28—note that the cleric will not take 
  any action during the surprise round and will have to 
  stand up in the first normal rounds so that he has line of 
  sight to the PCs; he knows that he would be unable to 
  hide effectively so he made sure that he couldn’t be seen 
  from the trail; unfortunately for him, it also meant that 
  he couldn’t see when the PCs arrived and take advantage 
  of the ambush in the same way that his allies do). 
  �Crimson Blade Leader: hp 75; see Appendix Five. 
  �Crimson Blade Cleric: hp 38; see Appendix Five. 
  APL 10 (EL 12) 
  �Hired Thugs (2): hp 41 each; see Appendix Six. 
  �Crimson Blade Bard: hp 38; see Appendix Six. 
  �Crimson Blade Leader: hp 89; see Appendix Six. 
  �Crimson Blade Cleric: hp 45; see Appendix Six. 
  APL 12 (EL 14) 
  �Hired Thugs (2): hp 48; see Appendix Seven. 
  �Crimson Blade Bards (2): hp 45 each; see Appendix 
  Seven. 
  �Crimson Blade Leader: hp 89; see Appendix Seven. 
  �Crimson Blade Cleric: hp 75; see Appendix Seven. 
  APL 14 (EL 16) 
  �Hired Thugs (3): hp 62 each; see Appendix Eight. 
  �Crimson Blade Bards (2): hp 45 each; see Appendix 
  Eight. 
   
  If the Crimson Blade win, they will stabilize any PCs 
  still alive with cure minor wounds spells or heal checks, 
  strip them of their gear, and sell them into slavery in the 
  North Kingdom. The PCs are assumed to escape 1d6+4 
  TUs later and may re-equip themselves with the charity 
  of friends rule as per the LGCS. 
  �Crimson Blade Leader: hp 105; see Appendix Eight. 
  �Crimson Blade Cleric: hp 77; see Appendix Eight. 
  Tactics:  All of these individuals have worked together 
  before and they act in concert to defeat the PCs. The 
  cleric will cast such hour/level and ten minute/level 
  buffs as he has upon the leader first and himself second 
  before attacking.  The bards will sing and buff their allies 
  or target enemies as appropriate.  If they have silence, 
  they may ready to disrupt PC spellcasting with it.  If 
  there are two bards (as at APL 12 and 14), one of them 
  will always ready to disrupt PC spellcasting with silence 
  unless the PCs do not appear to have any spellcasters. 
   
  Once the fight is over, clever PCs will be able to spot 
  a clear trail (search or track DC 10) leading to their camp 
  behind the northern hill. 
   
  In the camp, there are a few tents, a firepit, and some 
  bedrolls and backpacks with rations. A single ornate 
  chest with a red scimitar emblazoned on a brass panel 
  that must hold all of their valuables. 
  Trapped Chest: 
  At the Camp: If the PCs walk through the forest to find 
  them, they will find them all armed but not particularly 
  prepared in the camp area—except one who has climbed 
  a tree near the camp and is watching the trail for the PCs. 
   He makes Spot checks at -2 to notice any PCs sneaking 
  up on him because he is focused on the trail. 
  APL 2 (EL 4) 
  �Poison Needle Trap: CR 4; mechanical; touch 
  trigger; manual reset; Atk +5 ranged touch (nitharit 
  poison), Nitharit (contact DC 13, 0/3d6 con); Search 
  DC 22; Disable Device DC 20. 
  On the Road:  At APLs 2 and 4, the entire group remains 
  by the area where the road to Morgan’s villa meets the 
  main road, jumping from the underbrush on the 
  southern side of the trail like a posse in a Western movie 
  when the PCs reach about 20-25 feet from them (the end 
  of the turn in the trail).  They demand the flail and react 
  violently when it is not handed over immediately. 
  APL 4 (EL 6) 
  �Poison Needle Trap: CR 6; mechanical; touch 
  trigger; manual reset; Atk +7 ranged touch (nitharit 
  poison), Nitharit (contact DC 13, 0/3d6 con); Search 
  DC 25; Disable Device DC 22. 
  APL 6 (EL 8) 
   
  PCs may spot them earlier (20 feet before the turn in 
  the road) with a spot check of DC 15 at APL 2 or 12 at 
  APL 4. (Note that this is based on the villains’ hide check 
  penalties rather than scaling on the APL). 
  �Poison Needle Trap: CR 8; mechanical; touch 
  trigger; manual reset; Atk +15 ranged (1 plus wyvern 
  poison), wyvern poison (injury DC 17, 2d6 con/2d6 
  con); Search DC 26; Disable Device DC 24. 
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  APL 12: L: 429 gp; C: 0 gp; M: 1323 gp (386 gp – +1 
  rapier (x2); 333 gp – +2 cloak of resistance; 249 gp – +1 cloak of 
  resistance (x3); 208 gp – +1 chain shirt (x2); 62 gp – potion of 
  cure serious wounds; 62 gp – scroll of haste (x2); 50 gp – potion 
  of cure moderate wounds (x2); 31 gp – scroll of prayer; 4 gp – 
  scroll of cure light wounds (x2)). 
  APL 8 (EL 10) 
  �Poison Needle Trap: CR 10; mechanical; touch 
  trigger; manual reset; multiple traps; Atk +15 ranged (1 
  plus wyvern poison), wyvern poison (injury DC 17, 2d6 
  con/2d6 con) and +7 ranged touch (nitharit poison), 
  Nitharit (contact DC 13, 0/3d6 con); Search DC 29; 
  Disable Device DC 28. 
   
  APL 14: L: 394 gp; C: 500 gp; M: 2,188 gp (579 gp – +1 
  rapier (x3); 333 gp – +2 cloak of resistance; 249 gp – +1 cloak of 
  resistance (x3); 312 gp – +1 chain shirt (x3); 194 gp – +1 heavy 
  flail; 167 gp – amulet of natural armor (+1); 124 gp – potion of 
  cure serious wounds (x2); 62 gp – scroll of haste (x2); 75 gp – 
  potion of cure moderate wounds (x3); 58 gp – scroll of cure 
  critical wounds; 31 gp – scroll of prayer; 4 gp – scroll of cure light 
  wounds (x2)). 
  APL 10 (EL 12) 
  �Poison Needle Trap: CR 12; mechanical; touch 
  trigger; manual reset; Atk +7 ranged touch (black lotus 
  extract), black lotus extract (contact DC 20, 3d6 
  con/3d6 con); Search DC 29; Disable Device DC 28. 
  APL 12 (EL 14) 
  Encounter Eight-Three A: The 
  Deal Stands 
  �Poison Needle Trap: CR 14; mechanical; touch 
  trigger; manual reset; Atk +7 ranged touch (black lotus 
  extract), black lotus extract (contact DC 20, 3d6 
  con/3d6 con); Search DC 32; Disable Device DC 32. 
  If the PCs decide to go through with the deal despite 
  Elspeth’s warning, but do not have Elspeth arrested by 
  the Church militant or House Baerth guards, Elspeth will 
  attempt to break into Morgan’s villa and ruin the deal. 
  Specifically, her plan is to replace the flail in the 
  strongbox with the masterwork Nystul’s Magical Aura 
  flail that she has carried. If the PCs will deal with evil, she 
  thinks they should not be rewarded for it. 
  APL 14 (EL 16) 
  �Poison Needle Trap: CR 14; mechanical; touch 
  trigger; manual reset; multiple traps; Atk +7/+7 ranged 
  touch (black lotus extract), black lotus extract (contact 
  DC 20, 3d6 con/3d6 con); Search DC 34; Disable 
  Device DC 34. 
   
  If the PCs capture Elspeth or cause her to be 
  captured, they will earn the Enmity of Elspeth’s Friends 
  on the Adventure Record. 
  Inside the chest, the PCs will find a logbook detailing 
  some of their nefarious activities in Nyrond—extortion, 
  highway robbery, etc—as well as the recent deaths of 
  several members to licensed adventurers and the 
  recruitment of replacements. They also reflect a standing 
  offer from Lord Astartes to pay 125% of the normal 
  market value for the flail that the PCs refused to sell him. 
   
  If the PCs set up a watch, resolve it using normal 
  opposed spot vs. hide rolls; Elspeth and/or her helpers 
  will use bluff checks if necessary to create diversions to 
  move by PCs. Elspeth and her allies climb over the wall 
  by the garden and leave ropes there to facilitate a swift 
  exit, enter the library through the garden door, sneak up 
  the stairs and into the passageway.  They will use their 
  sleep poison bolts at low APLs.  At higher APLs, they will 
  have a silence spell active and will attempt to sap the PCs 
  before an alarm can be raised.  At all APLs, they will use 
  additionally use spells in order to nonlethally take out 
  any PCs standing in front of the doorway.  They will then 
  Take 20 searching the door to the treasure chamber, 
  dispel the alarm spell and the arcane lock, Take 20 opening 
  the lock, disarm the trap, and move into the treasure 
  chamber.  (They leave the door slightly ajar—this can be 
  noticed with a DC 20 spot check if the PCs are 
  patrolling).  They then move to the strongbox, take 20 
  searching it, find the traps, disarm the magic trap, place 
  the fake flail, and then set off the mental alarm by taking 
  the flail. 
  Treasure 
   
  APL 2: L: 58 gp; C: 0 gp; M: 8 gp (4 gp – potion of cure 
  light wounds; 2 gp – scroll of cure light wounds; 2 gp – scroll of 
  bless). 
   
  APL 4: L: 105 gp; C: 0 gp; M: 122 gp (83 gp – +1 cloak of 
  resistance; 25 gp – potion of cure moderate wounds; 12 gp – 
  scroll of cure moderate wounds; 12 gp – potion of cure light 
  wounds (x3); 2 gp – scroll of bless). 
   
  APL 6: L: 309 gp; C: 0 gp; M: 228 gp (83 gp – +1 cloak of 
  resistance; 62 gp – potion of cure serious wounds; 50 gp – potion 
  of cure moderate wounds (x2); 31 gp – scroll of cure serious 
  wounds; 2 gp – scroll of bless). 
   
  APL 8: L: 389 gp; C: 0 gp; M: 561 gp (333 gp – +2 cloak 
  of resistance; 83 gp – +1 cloak of resistance; 62 gp – potion of cure 
  serious wounds; 50 gp – potion of cure moderate wounds (x2); 31 
  gp – scroll of cure serious wounds; 2 gp – scroll of bless). 
   
  At APLs 2 through 6, Elspeth keeps watch for her 
  assistants and fights off the named NPCs while the PCs 
  deal with the assistants. This may mean that her 
  placement varies depending upon when the PCs 
  interrupt her plot. Don’t worry about it, her hide skill is 
  good enough to evade detection at these APLs (as long as 
  she rolls well and she is assumed to roll well). 
   
  APL 10: L: 369 gp; C: 0 gp; M: 665 gp (333 gp – +2 
  cloak of resistance; 104 gp – +1 chain shirt; 83 gp – +1 cloak of 
  resistance; 62 gp – potion of cure serious wounds; 50 gp – potion 
  of cure moderate wounds (x2); 31 gp – scroll of prayer; 2 gp – 
  scroll of cure light wounds). 
  Open Market 
   
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  • 
  The off duty guards move and open the doors to 
  the courtyard. 
   
  If the PCs did not set any kind of watch, the 
  following is a round by round breakdown of the default 
  occurrences: 
  Round 4 
  Round 1 
  • 
  Elspeth and her assistants attempt a fighting 
  withdrawal by jumping out of the sitting room 
  windows. 
  • 
  Elspeth closes the strongbox and moves into the 
  hallway.  
  • 
  Her allies move into the hallway; one retrieves a 
  scroll of hold portal. 
  • 
  Morgan continues to attempt to open his door 
  or joins the guards in attacking Elspeth and her 
  allies. 
  • 
  Morgan wakes up, stands up, and pulls the 
  alarm cord, ringing bells in the PCs rooms, Lord 
  Astartes’ room, and the guard chambers. 
  • 
  Lord Astartes moves into the sitting room. 
  • 
  The on-duty guards move to attack Elspeth and 
  her companions. 
  Round 2 
  • 
  One of Elspeth’s allies attempts to read the 
  scroll of hold portal to lock Morgan’s door. 
  Elspeth and her allies move out of the hallway 
  to the entry of Morgan’s sitting room. 
  • 
  The House Baerth Fighters move up the stairs 
  and join the melee. 
  • 
  Taren moves around behind the house to cut off 
  Elspeth and her companions’ escape. 
  • 
  Morgan draws his sword, and moves to his 
  room’s door. 
  • 
  The off duty guards either run into the house 
  and up the stairs or move around the house to 
  aid Taren depending upon the situation. 
  • 
  Lord Astartes stands up and calls his armor to 
  him. 
  Round 5 
  • 
  Taren wakes up, stands up, and grabs his heavy 
  poleaxe.  
  • 
  Elspeth and her assistants attempt to escape by 
  climbing over the wall in the back of the villa. 
  • 
  The guards on patrol (2 novice guards and 2 
  normal House Baerth guards) open the front 
  doors. 
  • 
  Everyone else tries to stop them. 
  If the PCs choose not to interfere at all, one of her 
  assistants is captured but Elspeth and the assistant 
  carrying the flail will get away.  If the PCs interfere, 
  modify the above reactions to account for the PCs actions 
  and to allow them to be the heroes who stop the thief 
  with the flail. 
  • 
  Two House Baerth fighters stand up and move 
  into the courtyard. (One was already standing 
  and opened the door of the guard chamber). 
  • 
  The off-duty guards (2 more Novice Guards, 2 
  normal House Baerth guards, 2 house Baerth 
  fighters, wake up and grab their weapons) 
  Note:  The ELs listed below have been reduced for 
  nonlethal tactics and NPC assistance. 
  Round 3 
  APL 2 (EL 4) 
  • 
  Elspeth and her assistants move to the windows 
  at the back of the sitting room. 
  �Hired Help:  hp 33; see Appendix Two. 
  �Hired Assistant (2): hp 13 each; see Appendix Two. 
  • 
  Morgan attempts to open his door and move out 
  into the sitting room (and probably fails). 
  APL 4 (EL 7) 
  • 
  Lord Astartes grabs his flail and moves to the 
  end of his hallway (adjacent to the staircase) 
  �Hired Help (4): hp 33 each; see Appendix Three. 
  APL 6 (EL 8) 
  • 
  Taren opens his door and moves to the Eastern 
  edge of the house. 
  �Competent Hired Help (3): hp 38 each; see 
  Appendix Four. 
  • 
  The guards at the entrance charge up the stairs 
  and into the sitting room. 
  APL 8 (EL 10) 
  �Elspeth: hp 79; see Appendix One. 
  • 
  The house Baerth fighters run into the entry 
  hall. 
  �Competent Hired Help (2): hp 38 each; see 
  Appendix Five. 
  Open Market 
   
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  APL 10 (EL 12) 
  �Elspeth: hp 79; see Appendix One. 
  �Competent Hired Help (2): hp 41 each; see 
  Appendix Six. 
  APL 12 (EL 14) 
  �Elspeth: hp 79; see Appendix One. 
  �Competent Hired Help (2): hp 67 each; see 
  Appendix Seven. 
  APL 14 (EL 16) 
  �Elspeth: hp 79; see Appendix One. 
  �Extremely Competent Hired Help (2): hp 93 
  each; see Appendix Eight. 
  Treasure 
   
  APL 2: L: 253 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 326 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 245 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 245 gp; C: 0 gp; M: 924 gp (348 gp – +2 
  studded leather armor; 194 gp – +1 rapier; 126 gp – potion of 
  cure serious wounds (x2); 98 gp – +1 buckler; 63 gp – scroll of 
  dispel magic (x2); 50 gp – potion of invisibility (x2); 25 gp – 
  potion of cure moderate wounds; 12 gp – scroll of silence; 8 gp – 
  oil of bless weapon). 
   
  APL 10: L: 245 gp; C: 0 gp; M: 924 gp (348 gp – +2 
  studded leather armor; 194 gp – +1 rapier; 126 gp – potion of 
  cure serious wounds (x2); 98 gp – +1 buckler; 63 gp – scroll of 
  dispel magic (x2); 50 gp – potion of invisibility (x2); 25 gp – 
  potion of cure moderate wounds; 12 gp – scroll of silence; 8 gp – 
  oil of bless weapon). 
   
  APL 12: L: 245 gp; C: 0 gp; M: 924 gp (348 gp – +2 
  studded leather armor; 194 gp – +1 rapier; 126 gp – potion of 
  cure serious wounds (x2); 98 gp – +1 buckler; 63 gp – scroll of 
  dispel magic (x2); 50 gp – potion of invisibility (x2); 25 gp – 
  potion of cure moderate wounds; 12 gp – scroll of silence; 8 gp – 
  oil of bless weapon). 
   
  APL 14: L: 245 gp; C: 0 gp; M: 924 gp (348 gp – +2 
  studded leather armor; 194 gp – +1 rapier; 126 gp – potion of 
  cure serious wounds (x2); 98 gp – +1 buckler; 63 gp – scroll of 
  dispel magic (x2); 50 gp – potion of invisibility (x2); 25 gp – 
  potion of cure moderate wounds; 12 gp – scroll of silence; 8 gp – 
  oil of bless weapon). 
  Encounter Eight-Three B: 
  Calling the Guard 
  If the PCs choose to stir up legal trouble for Elspeth 
  (simply going to Hawkburgh and telling the church 
  militant something to the effect that “there’s a cleric of 
  Tritherion running around the woods near the Baerth 
  villa and she seems like she might try to steal something 
  (you know how Tritherionites are)” would be sufficient to 
  have her detained for “questioning” for a few weeks), 
  Elspeth’s allies catch word of this and summon some 
  planar creatures to take vengeance on the PCs for both 
  hurting Elspeth and for giving an evil man an effective 
  weapon. Similarly, if the PCs simply call for Morgan’s 
  guards to subdue Elspeth, her allies summon celestials to 
  take vengeance. In all such cases, the PCs earn the 
  Enmity of Elspeth’s Friends. 
   
  At most APLs, the Celestials will only appear if the 
  PCs have turned Elspeth over to the Palish authorities. 
  They will strike when the PCs go to another merchant or 
  a temple to cash in their letters of marque. Since this 
  encounter is in a city, the battlefield will be a wide street 
  with tall steps going up to the temple or merchant house 
  where the PCs go to redeem their letters. 
   
  At APL 10+, parties which choose to stir up legal 
  trouble for Elspeth are asked to bring her in to the 
  church (all of their agents able to handle someone of 
  such power are currently on assignment) and will have to 
  face the foes from Encounter Eight-Three A.  Then, a few 
  days’ later, Elspeth’s allies find out what happened and 
  summon planar creatures to take vengeance. When the 
  PCs visit the temple of Zilchus to cash in their letters of 
  marque is a good time for the celestials to strike. 
   
  They will stride confidently towards the PCs in fully 
  buffed with these words: “You have been judged; because 
  of your greed and misplaced honor, a good man will die 
  and a good woman suffers in prison. Prepare to feel the 
  Summoner’s wrath.” At APL 14, the Eladrin will teleport 
  to the PCs’ location rather than walking but will 
  introduce the encounter with the same words. 
  APL 2 (EL 5) 
  �Aasmar Avenger Caster: hp 24; see Appendix Two. 
  �Aasmar Avenger Fighter: hp 28; see Appendix Two. 
  APL 4 (EL 7) 
  �Bralani Eladrin: hp 45; see Monster Manual page 93 
  (equipped with masterwork weapons). 
  �Aasmar Avenger Fighter: hp 36; see Appendix Three. 
  APL 6 (EL 8) 
  �Bralani Eladrin (2); see Monster Manual page 93 
  (equipped with masterwork weapons). 
  APL 8 (EL 10) 
  �Advanced Bralani Eladrin (2): hp 104 each; see 
  Appendix Five. 
  APL 10 (EL 12) 
  �Advanced Bralani Eladrin Fighters (2): hp 139 
  each; see Appendix Six. 
  Open Market 
   
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  APL 14: The Eladrin buff with bull’s strength, protection 
  from law, shield of faith, spell immunity, spell resistance, etc. In 
  the first round, the fighter will cast word of chaos and the 
  cleric holy word (followed by a quickened shatter spell using 
  the area version to destroy potions that the party might 
  use and light any PCs carrying vials of alchemist’s fire on 
  fire).  They will then subdue anyone left with a 
  combination of Tritherion’s clenched fist, righteous might, 
  quickened divine favor, and Improved Trip.  Should the PCs 
  begin to effectively resist dealing lethal damage; the 
  Eladrin will divide the battlefield with walls of force and 
  hit the PCs with prismatic spray and chain lightning spells. 
  If any wizard or lightly armored PC is present, he will be 
  targeted by the Eladrin Fighter’s quickened spiritual 
  weapon. 
  APL 12 (EL 14) 
  �Advanced Bralani Eladrin Fighters (2): hp 139 
  each; see Appendix Seven. 
  �Tritherionite Ghaele Eladrin: hp 65; see Appendix 
  Seven. 
  APL 14 (EL 16) 
  �Ghaele Eladrin Cleric: hp 97; see Appendix Eight. 
  �Ghaele Eladrin Fighter: hp 99; see Appendix Eight. 
  If the PCs immediately volunteer to hand over their ill-
  gotten gains, the celestials will accept the letters of 
  marque and leave (giving the money to the poor and/or 
  worthy NPCs in Nyrond). 
  Treasure 
   
  If the characters went through with the deal only 
  because they had given their word and stopped Elspeth 
  as she was trying to steal the flail, the outsiders will make 
  a good faith attempt to avoid killing the PCs (i.e., if they 
  don’t have merciful weapons, they’ll deal some nonlethal 
  damage when they think they can get away with it and 
  hope the PCs drop unconscious rather than dying). If, on 
  the other hand, the PCs turned Elspeth over to the 
  church militant so they could get their money, the 
  outsiders will be out for blood. Tritherion is, after all, a 
  god of vengeance and retribution. Either way, if the 
  Celestials win, they will stabilize PCs who are still alive 
  and bleeding out (using Cure Minor Wounds spells if 
  available and heal checks or Lay on Hands if Cure Minor 
  Wounds is not available, starting with good characters; 
  lawful neutral characters will be the last ones stabilized 
  and if they bleed out before the celestials get there, oh 
  well). They will then take the money the party earned 
  from the sale of the elf-bane flail and from possibly the 
  sale of Elspeth’s equipment (if the PCs actually fought 
  her), and leave. 
   
  APL 2: L: 47 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 126 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 252 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 77 gp; C: 0 gp; M: 720 gp (720 gp – +1 
  merciful scimitar (x2)). 
   
  APL 10: L: 2 gp; C: 0 gp; M: 1,202 gp (720 gp – +1 
  merciful scimitar (x2), 482 gp – +1 mighty [+4] composite 
  longbow (x2)). 
   
  APL 12: L: 12 gp; C: 0 gp; M: 1,562 gp (1,080 gp – +1 
  merciful scimitar (x3), 482 gp – +1 mighty [+4] composite 
  longbow (x2)). 
   
  APL 14: L: 17 gp; C: 0 gp; M: 720 gp (720 gp – +1 
  merciful scimitar (x2)). 
  Conclusion 
  There are many ways this could pan out. 
  Tactics: 
  Captured! 
  APL 2: The caster attempts to stun as many PCs as 
  possible with his sound bursts, leaving it to the fighter to 
  deal a bit of nonlethal damage to ensure that the PCs 
  don’t die. Both Aasmar will wield longspears to get 
  attacks of opportunity as their foes close and then the 
  fighter will switch to longsword and buckler. 
  If the PCs were caught helping Elspeth switch the letters 
  of marque, they will face legal consequences and Morgan 
  Baerth will refuse to trade with them. They earn the 
  Greater Enmity of Morgan Baerth and a stay in the New 
  Dawn Camp whose length will depend upon whether or 
  not they were caught before taking the letters of marque, 
  and whether or not they injured or killed any guards in 
  the process of their attempted theft.  (See Appendix Ten - 
  The Long Arm of the Law and apply all applicable 
  penalties). If they are caught with the letters of marque, 
  the TU penalty for Grand Theft (normally dependent 
  upon the value of the items stolen) will be capped at 52 
  TU. If they have not reached the letters of marque when 
  they are captured, they will not be charged with Grand 
  Theft instead. 
  APLs 4-8: The Bralani prepare for battle with blur and 
  mirror image. 
  APL 10: The Bralani prepare for battle with bless, blur, and 
  mirror image. 
  APL 12: The Eladrin opens up with word of chaos 
  (followed by a quickened shatter spell targeted next to any 
  PC openly carrying potions or vials of alchemist’s fire) 
  and follows up the next round with holy word. 
  Meanwhile, the Bralani will attack those remaining. 
  Should the PCs begin to mount an effective resistance to 
  the Bralani, the Eladrin will divide them with wall of force 
  or let loose with prismatic spray or chain lightning. 
  Your trial is swift and the verdict is not in your favor.  
  With the crack of a gavel upon his bench the priest declares 
  the sentence: Guilty on all counts.  From now on, you may 
  Open Market 
   
  Page 20 
  
  mark the days of your sentence in charcoal on the side of the 
  drafty bunkhouses of a New Dawn Camp.  The monotony 
  of the landscape and the dull backbreaking labor are 
  punctuated only by meals of strong stew and enthusiastic 
  sermons inculcating respect for the law, Pholtus, and the 
  One True Path.  Months later, you are released and only 
  time will tell what impact the events have had upon you. 
  Virtue Has Its Rewards 
  If they refuse to sell the flail to Brogan Astartes, Elspeth 
  will be grateful and will offer the services of a friend of 
  hers who will happily help heroes who serve good rather 
  than coin by enhancing their weapons or items.  
   
  Elspeth is true to her word and the friend she referred 
  to turns out to be a powerful priest of Tritherion in Nyrond. 
  As some point in the future, his skill in magic may prove 
  useful to you. 
  Buyer’s Market 
  Since Lord Astartes is the only person in this part of the 
  Flanaess who appears to be interested in the weapon, 
  however, the PCs will have to settle for selling it at a 
  reduced price. Such is the life of the conscientious 
  adventurer. 
   
  Unfortunately, after the deal with Lord Astartes falls 
  through, you are unable to find another who both desires 
  the elf-bane flail and is willing to pay for it.  Eventually 
  you sell it at a substantial discount to a wizard who plans to 
  distil Arcane Quintessence from it to power his spells or 
  some such nonsense.  At least selling it for less means you 
  don’t pay as much in taxes. 
  Crime Pays (But Not Too Well) 
  If the PCs switch the letters of marque without being 
  caught, Lord Astartes will be blamed for fraud and the 
  PCs will gain the favor of Elspeth’s friend. Morgan will 
  apologize for the deal falling through and will offer to 
  broker other deals for them to make up for it. 
  Vitamin C: Connections 
  If the PCs do not abrogate the contract, or patch up their 
  differences with Morgan after reneging on the contract, 
  and are not caught in any illegal activities, they have 
  made a valuable contact in Morgan Baerth--he will be 
  willing to broker deals for them to buy many magic items 
  he knows about (and thus the gain quite a bit of access--
  although since his contacts change regularly, most of 
  them will be frequency: adventure). 
   
  If the PCs abrogate their contract, Morgan Baerth 
  may refuse to deal with them in the future as well. Check 
  the conditions of the Enmity of Morgan Baerth entry on 
  the Adventure Record. 
   
  If nothing else, however, you have gained a valuable 
  contact in Morgan Baerth and his trading company.  
  Though he does not maintain a large stock of any sort of 
  items, he seems to know everything that is going on in 
  Nyrond, the Pale, the Urnst States, and even Ratik and the 
  Bone March.  Consequently, he is able to broker many deals 
  for you that would otherwise not be possible.  Perhaps you 
  will even take advantage of his services some time in the 
  future. 
  Treasure 
  Selling the Flail to Brogan Astartes 
   
  APL 2: L: 0 gp; C: 917 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 917 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 917 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 1247 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 2237 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 3850 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 7975 gp; M: 0 gp 
  Selling the Flail at a Discount  
   
  APL 2: L: 0 gp; C: 347 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 347 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 347 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 472 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 847 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 1513 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 3014 gp; M: 0 gp 
  Awarding Items on the Adventure Record 
  Access to many items on the Adventure Record is 
  obtained through Morgan Baerth and his contacts.  The 
  following items on the Adventure Record should only be 
  awarded at the appropriate APLs and only if the PCs did 
  not incur either the Enmity of Morgan Baerth or the 
  Greater Enmity of Morgan Baerth: 
  • 
  Masterwork Heavy Poleaxe 
  • 
  Masterwork Composite Greatbow 
  • 
  Ring of Feather Falling 
  • 
  Hat of Disguise 
  • 
  Phylactery of Undead Turning 
  • 
  Figurine of Wondrous Power: Bronze Griffon 
  • 
  Heward's Handy Haversack 
  • 
  Cape of the Monteback 
  • 
  Boots of Speed 
  • 
  Adamantine Fullplate 
  Open Market 
   
  Page 21 
  
  • 
  Ring of Freedom of Movement 
   
  APL 10 360xp 
   
  APL 12 450xp 
  • 
  Sunblade 
   
  APL 14 480xp 
  The following is only obtainable if the PCs defeat the 
  Crimson Blade Leader in Encounter Eight-Two: 
  Encounter Eight-Two:  Breach of Contract 
  • 
  Masterwork Warmace 
  Defeating the Crimson Blade adventurers 
  The following is only obtainable at APL 8 and higher if 
  the PCs defeat the creatures in Encounter Eight-Three B: 
   
  APL 2 120 xp 
   
  APL 4 180xp 
  • 
  +1 Merciful Scimitar 
   
  APL 6 240xp 
  The End 
   
  APL 8 300xp 
   
  APL 10 360xp 
  Experience Point Summary 
   
  APL 12 420xp 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  APL 14 480xp 
  Defeating the trapped chest 
   
  APL 2 120 xp 
  Encounter Four: Cause and Effect 
   
  APL 4 180xp 
  Surviving the stampede 
   
  APL 6 240xp 
   
  APL2 120 xp 
   
  APL 8 300xp 
   
  APL4-APL14 180 xp 
   
  APL 10 360xp 
  Defeating the Chimera 
   
  APL 12 420xp 
   
  APL2-APL6 240 xp 
   
  APL 14 480xp 
   
  APL8 300 xp 
  Encounter Eight-Three A: The Deal Stands 
   
  APL10 360 xp 
  Defeating Elspeth 
   
  APL12 420 xp 
   
  APL 2 120 xp 
   
  APL 14 450 
   
  APL 4 210xp 
  Encounter Five: A Typical Pale Day 
   
  APL 6 240xp 
  Surviving the Inclement Weather 
   
  APL 8 300xp 
   
  APL2-APL14 120 xp 
   
  APL 10 360xp 
  Encounter Eight-One: Breaking and Entry 
   
  APL 12 420xp 
  Evading the guards on patrol 
   
  APL 14 480xp 
   
  APL2-APL14 120 xp 
  Encounter Eight-Three B: Calling the Guard 
  Defeating the traps on the treasure room door 
  Thwarting the revenge of Elspeth’s allies 
   
  APL2-APL6 240 xp 
   
  APL 2 150 xp 
   
  APL8 300 xp 
   
  APL 4 210xp 
   
  APL 10 360xp 
   
  APL 6 240xp 
   
  APL 12 420xp 
   
  APL 8 300xp 
   
  APL 14 480xp 
   
  APL 10 360xp 
  Defeating the traps on etherstone strongbox 
   
  APL 12 420xp 
   
  APL2-APL6 240 xp 
   
  APL 14 480xp 
   
  APL8 300 xp 
  Open Market 
   
  Page 22 
  
   
  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. 
  Discretionary roleplaying award 
   
  APL2 90 xp 
   
  APL4 130 xp 
   
  APL6 180 xp 
   
  APL8 225 xp 
   
  APL 10 270 xp 
   
  APL 12 315 xp 
   
  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. 
   
  APL 14 360 xp 
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1,125 xp 
  Note:  The section “Awarding Items on the Adventure 
  Record” in the Conclusion will be helpful in determining 
  to which items the PCs have obtained access. 
   
  APL 10 1,350 xp 
   
  APL 12 1,575 xp 
   
  APL 14 1,800 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Note:  The totals are less than the sum of all possible 
  experience awards above. This reflects the fact that some 
  parties will skip some of the encounters and that players 
  choices directly impact the shape of Encounter Eight. 
  Encounter One:   
   
  All APLs: L: 0 gp; C: 83 gp; M: 0 gp 
  Encounter Eight-Two:  Breach of Contract 
  Treasure Summary 
   
  APL 2: L: 58 gp; C: 0 gp; M: 8 gp 
  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. 
   
  APL 4: L: 105 gp; C: 0 gp; M: 122 gp 
   
  APL 6: L: 309 gp; C: 0 gp; M: 228 gp 
   
  APL 8: L: 389 gp; C: 0 gp; M: 561 gp 
   
  APL 10: L: 369 gp; C: 0 gp; M: 665 gp 
   
  APL 12: L: 429 gp; C: 0 gp; M: 1,323 gp 
   
  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. 
   
  APL 14: L: 394 gp; C: 500 gp; M: 2,188 gp 
  Encounter Eight-Three A: The Deal Stands 
   
  APL 2: L: 253 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 326 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 245 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 245 gp; C: 0 gp; M: 924 gp 
   
  APL 10: L: 245 gp; C: 0 gp; M: 924 gp 
   
  APL 12: L: 245 gp; C: 0 gp; M: 924 gp 
   
  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. 
   
  APL 14: L: 245 gp; C: 0 gp; M: 924 gp 
  Encounter Eight-Three B: Calling the Guard 
   
  APL 2: L: 47 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 126 gp; C: 0 gp; M: 0 gp 
  Open Market 
   
  Page 23 
  
   
  APL 6: L: 252 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 77 gp; C: 0 gp; M: 720 gp 
   
  APL 10: L: 2 gp; C: 0 gp; M: 1,202 gp 
   
  APL 12: L: 12 gp; C: 0 gp; M: 1,562 gp 
   
  APL 14: L: 17 gp; C: 0 gp; M: 720 gp 
  Conclusion:  Selling the Flail to Brogan Astartes 
   
  APL 2: L: 0 gp; C: 917 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 917 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 917 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 1247 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 2237 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 3850 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 7975 gp; M: 0 gp 
  Conclusion: Selling the Flail at a Discount  
   
  APL 2: L: 0 gp; C: 347 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 347 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 347 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 472 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 847 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 1513 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 3014 gp; M: 0 gp 
  Total Possible Treasure 
   
  APL 2: 450gp 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1300 gp 
   
  APL 10: 2300 gp 
   
  APL 12: 3300 gp 
   
  APL 14: 6600 gp 
  Special 
  � Studying the Elfbane Flail:  You studied the flail 
  that you won.  You have access to craft the following 
  weapon properties: 
   
  APL 2+:  Elf-bane 
   
  APL 10+:  Vicious 
   
  APL 12+:  +2 Enhancement bonus 
   
  APL 14+:  Wounding 
  � Favor of Elspeth D’Chagnac: Elspeth has contacts in 
  the clergy of Tritherion who will reward adventurers 
  who value right more than gold. The PC may use this to 
  make one of the following upgrades at normal cost: 
  • 
  Weapon upgrade:  Holy (DMG) 
  • 
  Armor upgrade:  +3 enhancement bonus 
  (DMG) 
  • 
  Belt of Giant Strength upgrade:  +4 to +6 
  (DMG) 
  • 
  Amulet of Health upgrade:  +2 to +4 (DMG) 
  • 
  Periapt of Wisdom upgrade:  +2 to +4 (DMG) 
  • 
  Cloak of Resistance:  + 1, +2 or +3 to +3, +4 or 
  +5 
  Mark this favor “Used” and strike it through after it has 
  been redeemed. 
  � Commendation of Chulga the Lame:  You aided 
  Chulga and his riders by defeating a monstrous menace.  
  This confers a +1 Circumstance bonus to Diplomacy, 
  Gather Information, and Intimidate checks to influence 
  ranchers and herdsmen in the Pale. 
  � Enmity of Morgan Baerth:  You have reneged on 
  your contract with Morgan or otherwise insulted him 
  (and not mollified him afterwards).  Morgan will not deal 
  with you in the future. This may be removed by gaining 
  the favor of Morgan in a future scenario or by spending 
  four favors of the Pale church of Pholtus getting 
  influential people to speak on your behalf. 
  � Greater Enmity of Morgan Baerth: You were 
  caught attempting to steal from Morgan and are lucky to 
  have lived through the experience.  Morgan will not deal 
  with or help you under any circumstances.  This may not 
  be removed by normal favors. 
  � Enmity of Elspeth’s Friends: Your actions resulted 
  in the imprisonment of Elspeth D’Chagnac.  Her friends 
  have long memories but exactly what they will do next 
  remains to be seen. 
  Items for the Adventure Record 
  Note:  The section “Awarding Items on the Adventure 
  Record” in the Conclusion will be helpful in determining 
  to which items the PCs have obtained access. 
  APL 2: 
  • 
  Wand of Cure Light Wounds (Adventure; 
  DMG; 750 gp) 
  • 
  Masterwork Heavy Poleaxe (Metaregional; 
  Complete Warrior; 320 gp) 
  • 
  Masterwork Warmace (Metaregional; Complete 
  Warrior; 325 gp) 
  Open Market 
   
  Page 24 
  
  • 
  Masterwork 
  Composite 
  Greatbow 
  (Metaregional; Complete Warrior; 500 gp) 
  • 
  Pearl of Power I (Adventure; DMG; 1,000 gp) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Ring of Feather Falling (Adventure; DMG; 2,200 
  gp) 
  • 
  Hat of Disguise (Adventure; DMG 1,800 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Phylactery of Undead Turning (Adventure; 
  DMG; 11,000 gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Figurine of Wondrous Power: Bronze Griffon 
  (Adventure; DMG; 10,000 gp) 
  • 
  +1 Merciful Scimitar (Adventure; DMG; 8,315 
  gp) 
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Heward’s Handy Haversack (Adventure; DMG; 
  2,000 gp) 
  • 
  Cape of the Montebank (Metaregional; DMG; 
  10,080 gp) 
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Boots of Speed (Metaregional; DMG; 12,000 gp) 
  • 
  Adamantine Fullplate (Adventure; DMG; 16,300 
  gp) 
  APL 14 (all of APLs 2-12 plus the following): 
  • 
  Ring of Free Action (Metaregional; DMG; 
  40,000 gp) 
  • 
  Sunblade (Metaregional; DMG; 50,335 gp) 
   
   
  Open Market 
   
  Page 25 
  
  Appendix One – Untiered NPCs 
  Encounter One: A Typical Sale 
  Encounter Six: An Offer You Can’t Refuse 
  �Eiyenmai Inorien: Female elf Ftr4; HP 28; Init +4; 
  AC 18 (+4 dex, +4 chain shirt); BAB: +4; Grap: +7; Atk 
  +7 (1d6+4 quarterstaff) or +9 (1d8+6 masterwork 
  doublesword); 
  Full 
  Atk: 
  +5/+5 
  (1d6+3/1d6+1quarterstaff as double weapon) or +7/+7 
  (1d8+5/1d8+3 masterwork doublesword); SQ: Elven 
  Qualities; AL: NG (LG) ; SV: Fort +4, Ref +5, Will +0; 
  Str 16, Dex 18, Con 10, Int 11, Wis 9, Cha 13.  
  � Brogan Astartes: Male human Ftr8/Ari4; CR 11; 
  Medium-size Humanoid; HD 4d8+8d10+12; hp 86; Init 
  +1; Spd 20 ft; AC 24 (touch 13, flat-footed 23) [+1 Dex, 
  +11 fullplate, +2 deflection]; BAB +11; Grap +15; Atk: 
  +18 melee (1d10+8/17-20 Heavy Flail), or +13 ranged 
  (1d4+5 dagger); Full Atk: +18/+13/+8 (1d10+8/17-20 
  heavy flail); AL LE*; SV Fort +10, Ref +6, Will +11; Str 
  18, Dex 12, Con 12, Int 13, Wis 13, Cha 12. 
   
  Skills and Feats: Appraise +8, Bluff +10, Diplomacy 
  +12, Handle Animal +6, Intimidate +20, Ride +17, 
  Sense Motive +16; Combat Expertise, Greater Weapon 
  Focus: Heavy Flail, Improved Critical: Heavy Flail, 
  Improved Trip, Iron Will, Mounted Combat, Ride By 
  Attack, Spirited Charge, Skill Focus: Sense Motive, 
  Weapon Focus: Heavy Flail, Weapon Specialization: 
  Heavy Flail. 
   
  Skills and Feats: Bluff: +1, Diplomacy: +4, Handle 
  Animal: +6, Knowledge: Religion +1, Ride +7, Sense 
  Motive -1; Exotic Weapon Proficiency: Double Sword, 
  Power Attack, Two Weapon Fighting, Weapon Focus: 
  Double Sword, Weapon Specialization: Double Sword. 
   
  Equipment: Masterwork Chain Shirt, Masterwork 
  doublesword, quarterstaff, kukri, longbow, 20 arrows, 
  cold weather outfit, Prelatal Army cloak, wooden holy 
  symbol of Pholtus, potion of cure moderate wounds, 2 
  potions of cure light wounds, oil of bless weapon, 
  1200gp. 
   
  Equipment: Heavy Warhorse with military saddle, 
  masterwork heavy flail, Ring of Mind Shielding, signet 
  ring, +3 called fullplate of light fortification, +2 ring of 
  protection, +2 cloak of resistance, +1 dagger, Noble’s 
  outfit. 
   
  History: Eiyenmai is a curious contradiction. An elf 
  from the Gamboge forest, she came to the Theocracy of 
  the Pale seeking adventure and found some by joining 
  the Prelatal Army during the Greyhawk wars. Fortune 
  favored her during those wars and she emerged from 
  them without suffering any serious injuries but, after 
  her discharge from the army, as she made her way back 
  to Wintershiven, she was attacked and slain by trolls 
  from the fens. Upon being brought back from the dead 
  by a Pholtan priest, she decided to show her thanks by 
  abandoning all other gods and exclusively following 
  Pholtus. 
   
  Personality: Lord Astartes is arrogant and extremely 
  conscious of class and appearances. He is, however, 
  capable of appearing kind, reasonable and diplomatic 
  and does so when dealing with people he considers his 
  equals or people who (like the PCs) have something he 
  wants. He is somewhat shorter than average and 
  despite his strength, is sensitive about this. He is 
  unlikely to forget a debt he owes—whether it is a debt 
  of gratitude or of vengeance—and pursues grudges 
  past the point of reason. 
  Eiyenmai came to Ogburg a year ago to learn more 
  about her new faith and has just taken up the 
  adventuring life once more. She recently completed an 
  assignment for the Pale Patrol and has saved enough 
  money to buy a cloak to protect her from hostile magic. 
   
  Description: Lord Astartes is a short, stocky man 
  and is at ease in his armor. He has an elegantly parted 
  full beard and reddish brown hair. 
   
  Motivation and Goals: Lord Astartes wants to attain 
  a weapon that will enable him to prevail in his 
  upcoming duel against the Nyrondese acolyte of valor. 
  He is prepared either to pay extravagantly for such a 
  weapon or to do whatever else is necessary to get it. 
   
  Personality: Eiyenmai is friendly and adventurous 
  though recent events have made her more cautious. 
   
  Description: Eiyenmai is about five foot two inches 
  tall with golden hair and green eyes. She dresses 
  simply and usually carries a simple staff when she’s in 
  town. Today is different. Since she’s carrying most of 
  her savings, she decided to bring her doublesword just 
  in case. 
   
  *Special: Although Brogan is lawful evil, his ring 
  of Mind Shielding prevents him from being detected 
  as either lawful or evil. 
  � Morgan Baerth: Male human Exp6/Ari4; CR 9; 
  Medium-size Humanoid; HD 6d6+4d8; hp 57; Init +0; 
  Spd 30 ft; AC 10 (touch 10, flat-footed 10); BAB +7; 
  Grap +8; Atk: +9 melee (1d8+2/17-20 longsword), or +8 
  ranged (1d4+2 dagger); Full Atk: +9/+4 (1d8+2/17-20 
  longsword); AL LN; SV Fort +3, Ref +3, Will +14; Str 
  13, Dex 10, Con 11, Int 16, Wis 16, Cha 13 (15). 
   
  Motivation and Goals: Eiyenmai wants to buy a 
  cloak of resistance that will give her a chance of 
  resisting the magic she knows she will face in her 
  future adventures. She would also like to have enough 
  money left over to buy some platinum rings for when 
  she travels with a cleric. 
  Open Market 
   
  Page 26 
  
   
  Skills and Feats: Appraise +18, Bluff +20, Decipher 
  Script +6, Diplomacy +24, Gather Information +20, 
  Handle Animal +10, Knowledge Local-NMR +16, 
  Intimidate +20, Profession: Merchant +19, Ride +2, 
  Sense Motive +21, Spellcraft +4, Use Magic Device +14; 
  Diligent, Iron Will, Negotiator, Skill Focus: Profession 
  Merchant, Skill Focus: Sense Motive. 
   
  Equipment: Greater Amulet of Proof against 
  Detection and Location, Ring of Mind Shielding, 
  circlet of persuasion, +2 cloak of charisma, +1 keen 
  longsword, +1 dagger, scroll of Detect magic, scroll of 
  Identify. 
   
  Languages: Common, Draconic, Dwarven, Elven, 
  Flan, Suloise  
   
  Personality: Morgan is an intense and driven but 
  somewhat cold man. He cultivates a well-deserved 
  reputation for absolute honesty and discretion. He is 
  also rather non-judgmental, seeing people neither as 
  good nor bad but simply as clients. 
   
  Description: Morgan is slightly taller than average 
  and his hair has thinned to a Picard-like fringe around 
  the sides and back. He dresses the part of a successful 
  merchant wearing a slashed black velvet doublet an 
  ermine cape, and gold accoutrements. (A cloak of 
  charisma, circlet of persuasion, and ring of mind-
  shielding are all part of this get-up). 
   
  Motivation and Goals: Morgan quite simply wants 
  to sell the PCs’ item for a good price and to ensure that 
  the bargain is kept honestly by all sides and that his 
  reputation as an honest broker is not tarnished. 
  Encounter Seven: Too Good to Be True 
  � Elspeth D’Chaganac:  Female human Rog8/Clr4; 
  CR 12; Medium-size Humanoid; HD 8d6+4d8+24; hp 
  79; Init +8; Spd 30 ft; AC 21 (touch 14, flat-footed 21) 
  [+4 Dex, +5 fullplate, +2 buckler]; BAB +9; Grap +10; 
  Atk: +14 melee (1d6+2/18-20 Rapier), or +14 ranged 
  (1d4 plus poison hand crossbow); Full Atk: +14/+9 
  (1d6+2/18-20 rapier); SA: Sneak attack +4d6; SQ: 
  Evasion, Uncanny Dodge, Improved Uncanny Dodge, 
  Trap Sense +2, Turn Undead 4/day; AL CG; SV Fort +8, 
  Ref +11, Will +10; Str 13, Dex 18, Con 14, Int 14, Wis 
  14, Cha 12. 
   
  Skills and Feats: Bluff + 14, Diplomacy: +11, Disable 
  Device +15, Gather Information +14, Hide +15, 
  Knowledge: Local-NMR +13, Knowledge: Arcana +3, 
  Knowledge: Religion +7, Listen +13, Move Silently 
  +15, Open Lock +17, Search +13, Sense Motive +13, 
  Spellcraft +7, Spot +13; Dodge, Elusive Target, 
  Improved Initiative, Mobility, Spring Attack, Weapon 
  Finesse. 
   
  Equipment: Noble’s outfit, signet ring, masterwork 
  cold iron dagger, masterwork sap, +1 rapier, 
  masterwork covered hand crossbow with 3 poison 
  arrows 
  (Drow 
  sleep 
  poison 
  DC 
  13 
  1 
  min 
  unconsciousness/2d4 hours unconsciousness). +2 
  studded leather armor, +1 buckler, potion of cure 
  serious wounds x2, potion of cure moderate wounds, 
  oil of bless weapon, potion of invisibility x2, scroll of 
  silence, 2 scrolls of Dispel Magic, masterwork thieves’ 
  tools, holy symbol of Tritherion. 
   
  Spells Prepared (5/4+1/3+1 base DC 12+spell level): 
  0-Detect Magic, Guidance (3), Light; 1st—Commandx2, 
  Entropic Shield, Obscuring Mist, Protection from 
  Law*; 2nd—Fog Cloud, Hold Person, Shatter*, Silence. 
  *Domain Spell; Chaos and Good domains (Casts Chaos 
  and Good spells at +1 clvl) 
   
  Personality: Elspeth is as driven as Lord Astartes or 
  Morgan though in a different cause. Her cause is the 
  furtherance of her peculiar sense of justice and she will 
  sacrifice anything in order to see it done. She is kind 
  and courteous to those she does not know, generous to 
  friends and those who do good, and relentless in her 
  pursuit of villains. 
   
  Description: Elspeth is an attractive blonde woman 
  of average height and lithe build. She dresses to fit the 
  occasion and will initially meet the PCs wearing 
  somewhat elegant clothes suitable for traveling 
  aristocracy. If she attempts to break into the Baerth 
  compound, she will replace that with close-fitting 
  darkened studded leather armor suitable for hiding. 
   
  Motivation and Goals: Elspeth wants to ensure that 
  Lord Astartes pays for the way he rules his with an iron 
  fist. The PCs and the paladin who challenged Lord 
  Astartes seem to be good tools toward that end. She has 
  a personal stake in Lord Astartes’ downfall as well: she 
  was once betrothed to the former heir of Lord Astartes’ 
  fief—a man who first lost his inheritance to Lord 
  Astartes’ corrupt political maneuverings and then lost 
  his life when he attempted to duel Lord Astartes. Note 
  that she doesn’t just want Lord Astartes dead, she wants 
  him dishonored as well. His defeat in the duel would 
  demonstrate him to be unjust and an accusation of 
  fraud or forgery would stain his honor. 
  Encounter Eight-One: Breaking and Entry 
  � Brogan Astartes:  See above in Encounter Six. 
  � Morgan Baerth:  See above in Encounter Six. 
  � 
  House 
  Baerth 
  Novice 
  Guard: 
  Human 
  War1/Com1; CR 1; Medium-size Humanoid; HD 
  1d8+1d4+2; hp 9; Init +1; Spd 20 ft.; AC 16 (touch 11, 
  flat-footed 15) [+1 Dex, +5 breastplate]; BAB +1; Grap 
  +2; Atk/Full Atk: +3 melee (1d8+1/19-20 longsword), 
  or +4 melee (1d6+1 nonlethal, sap), or +4 ranged 
  (1d8/19-20, light crossbow), or +0 ranged touch (net); 
  AL LN or LG; SV Fort +4, Ref +1, Will +1; Str 13, Dex 
  12, Con 12, Int 10, Wis 13, Cha 11. 
  Open Market 
   
  Page 27 
  
   
  Skills and Feats: Handle Animal +5, Listen +7, Sense 
  Motive +1, Spot +7; Alertness, Weapon Focus 
  (longsword). 
   
  Equipment: Breastplate, longsword, sap, dagger, 
  light crossbow, bull’s-eye lantern, 20 bolts, 2 pints of 
  oil, net, tube of glowpowder. 
  � House Baerth Guard: Human War2/Com2; CR 3; 
  Medium-size Humanoid; HD 2d8+2d4+4; hp 18; Init 
  +1; Spd 20 ft.; AC 16 (touch 11, flat-footed 15) [+1 Dex, 
  +5 breastplate]; BAB +3; Grap +4; Atk/Full Atk: +6 
  melee (1d8+1/19-20 longsword), or +4 melee (1d6+1 
  nonlethal, sap), or +4 ranged (1d8/19-20, light 
  crossbow), or +0 ranged touch (net); AL LN or LG; SV 
  Fort +4, Ref +1, Will +1; Str 13, Dex 12, Con 12, Int 10, 
  Wis 13, Cha 11. 
   
  Skills and Feats: Handle Animal +7, Listen +9, Sense 
  Motive +4, Spot +9; Alertness, Skill Focus: Sense 
  Motive, Weapon Focus (longsword). 
   
  Equipment: Breastplate, masterwork longsword, 
  sap, dagger, light crossbow, bull’s-eye lantern, 20 bolts, 
  2 pints of oil, net, 2 tubes of glowpowder. 
  � House Baerth Fighters: Human Ftr4; CR 4; 
  Medium-size Humanoid; HD 4d10+12; hp 40; Init +2; 
  Spd 30 ft.; AC 18 (touch 13, flat-footed 15) [+2 Dex, +5 
  chain shirt, +1 deflection]; BAB +4; Grap +7; Atk/Full 
  Atk: +9 melee (2d4+7/18-20 Falchion), or +8 melee 
  (1d6+3 nonlethal, sap), or +7 ranged (1d8+3, composite 
  longbow), or +2 ranged touch (net); AL LN or LG; SV 
  Fort +8, Ref +4, Will +5; Str 16, Dex 14, Con 16, Int 11, 
  Wis 13, Cha 9. 
   
  Skills and Feats: Handle Animal +4, Jump +3, 
  Intimidate +6, Ride +11; Close Quarters Fighting, 
  Dodge, Iron Will, Power Attack, Weapon Focus: 
  Falchion, Weapon Specialization: Falchion. 
   
  Equipment: +1 chain shirt, +1 falchion, masterwork 
  sap, kukri, +1 ring of protection, everburning torch, 
  mighty [+3] composite longbow, 20 masterwork 
  arrows, net, oil of Bless Weapon, potion of cure 
  moderate wounds, potion of cure light wounds, 2 tubes 
  of glowpowder. 
  � Taren Takis: Male human Ftr9; CR 9; Medium-size 
  Humanoid; ; HD 9d10+18; hp 76; Init +2; Spd 30 ft; AC 
  20 (touch 13, flat-footed 18) [+2 Dex, +6 chain shirt, +1 
  deflection, +1 natural]; BAB +9; Grap +13; Atk: +15 
  melee (2d6+9/19-20 x3 Heavy Poleaxe), or +12 ranged 
  (1d8+4 composite longbow); Full Atk: +15/+10 
  (2d6+9/19-20 x3 heavy poleaxe) or +12/+7 (1d8+4 
  composite longbow); AL LN; SV Fort +9, Ref +6, Will 
  +6; Str 18, Dex 14, Con 15, Int 11, Wis 10, Cha 12. 
   
  Skills and Feats: Craft Weaponsmithing +3, 
  Diplomacy +6, Intimidate +10, Profession: Soldier +3, 
  Ride +5, Sense Motive +6; Combat Reflexes, Dodge, 
  Exotic Weapon Proficiency: Heavy Poleaxe, Improved 
  Critical: Heavy Poleaxe, Iron Will, Mobility, Spring 
  Attack, Weapon Focus: Heavy Poleaxe, Weapon 
  Specialization: Heavy Poleaxe. 
   
  Equipment: +1 heavy poleaxe, +1 amulet of natural 
  armor, +2 chain shirt, +1 ring of protection, +1 cloak of 
  resistance, masterwork dagger, masterwork mighty 
  [+4] composite longbow, 20 arrows, holy symbol of 
  Pholtus, potion of cure serious wounds, potion of fly, 
  potion of invisibility purge, cold weather outfit. 
   
  Personality: Taren is gruff and assertive. His take-
  charge manner is abrasive to some people. He is also an 
  ascetic of sorts. He sleeps in his armor—even when at 
  home, rises an hour before dawn to pray, and refuses 
  any alcoholic drink or rich food. He’s been known to 
  volunteer his own time and money equipping and 
  training the militias of small towns but has not asked 
  for a leave of absence to do so in the last year. 
   
  Description: Taren is a tall, well muscled man 
  rapidly approaching middle age. His hair is thinning at 
  the temples and his close-trimmed beard is grizzled. 
  He bears the scars of a hard campaigner and his 
  sleeveless chain shirt reveals the tattoos of a former 
  sergeant in the Prelatal Army. 
   
  Motivation and Goals: Taren is loyal to Morgan who 
  pays him well to lead his guards. He wants to ensure 
  that Morgan, Morgan’s family, and Morgan’s contracts 
  and possessions are safe. He also enjoys every 
  opportunity he gets to beat on a thief. 
  Open Market 
   
  Page 28 
  
  Appendix Two – APL 2 
  Encounter Eight-Two:  Breach of Contract 
  Encounter Eight-Three A: The Deal Stands 
  � Hired Thug: Male human War1; CR 1/2; Medium-
  size Humanoid; HD 1d8+5; hp 11; Init +1; Spd 30 ft; 
  AC 16 (touch 11, flat-footed 15) [+1 Dex, +3 studded 
  leather, +2 heavy wooden]; BAB +1; Grap +3; Atk/Full 
  Atk: +4 melee (1d6+2/18-20 Scimitar), or +2 ranged 
  (1d4+2 light hammer); AL NE; SV Fort +4, Ref +1, Will 
  +0; Str 15, Dex 12, Con 14, Int 10, Wis 10, Cha 8. 
  � Hired Help: Male human Rog3/Exp2; CR 4; 
  Medium-size Humanoid; HD 5d6+10; hp 33; Init +3; 
  Spd 30 ft; AC 17 (touch 13, flat-footed 17) [+3 Dex, +3 
  studded leather, +1 buckler]; BAB +3; Grap +4; Atk/Full 
  Atk: +7 melee (1d6+1/18-20 Rapier), or +7 melee 
  (1d6+1 sap); SA: Sneak attack +2d6; SQ: Evasion, Trap 
  Sense +1; AL CN; SV Fort +2, Ref +6, Will +6; Str 13, 
  Dex 16, Con 14, Int 10, Wis 11, Cha 14. 
   
  Skills and Feats: Climb +6, Jump +6, Ride +5; 
  Toughness, Weapon Focus: Scimitar. 
   
  Skills and Feats: Bluff: +8, Climb +9, Disable Device 
  +12, Hide +9, Listen +6, Move Silently +9, Open Lock 
  +15, Search +8, Spot +6, Tumble +11; Iron Will, Nimble 
  Fingers, Weapon Finesse. 
   
  Equipment: 
  Studded 
  Leather 
  Armor, 
  Kukri, 
  Scimitar, heavy wooden shield, 2 light hammers. 
  � Crimson Blade Leader: Male human Ftr2; CR 2; 
  Medium-size Humanoid; HD 2d10+4; hp 20; Init +2; 
  Spd 20 ft; AC 18 (touch 12, flat-footed 16) [+2 Dex, +5 
  Chain Mail, +2 heavy shield, -1 warmace]; BAB +2; 
  Grap +4; Atk/Full Atk: +6 melee 1d12+2 warmace or +4 
  ranged 1d6+2 javelin; AL LE; SV Fort +4, Ref +4, Will 
  +1; Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 13. 
   
  Equipment: Masterwork Rapier, Masterwork Sap, 
  dagger, 
  Masterwork 
  studded 
  leather 
  armor, 
  masterwork thieves’ tools. Masterwork heavy flail with 
  Nystul’s magic aura cast upon it. 
  � Hired Assistant: Male human Rog1/Exp2; CR 1; 
  Medium-size Humanoid; HD 2d6+4; hp 13; Init +3; 
  Spd 30 ft; AC 17 (touch 13, flat-footed 17) [+3 Dex, +3 
  studded leather, +1 buckler]; BAB +0; Grap +2; Atk/Full 
  Atk: +2 melee (1d6+2/19-20 shortsword), or +2 melee 
  (1d6+1 sap); SA: Sneak attack +1d6; AL CN; SV Fort +2, 
  Ref +5, Will +2; Str 13, Dex 16, Con 14, Int 10, Wis 11, 
  Cha 14. 
   
  Skills and Feats: Climb +10, Intimidate +8, Jump +8, 
  Swim +5; Close Quarters Fighting, Exotic Weapon 
  Proficiency: Warmace, Lightning Reflexes, Weapon 
  Focus: Warmace.  
   
  Equipment: Masterwork Warmace, Chain Mail, 
  Heavy Wooden Shield, kukri, 3 javelins, potion of cure 
  light wounds. 
   
  Skills and Feats: Bluff: +8, Climb +9, Disable Device 
  +12, Hide +9, Listen +6, Move Silently +9, Open Lock 
  +15, Search +8, Spot +6, Tumble +11; Iron Will, Nimble 
  Fingers, Weapon Finesse. 
  � Crimson Blade Cleric: Male human Clr1 (Hextor); 
  HD 1d8+2; hp 8; Init +0; Spd 20 ft.; AC 14 (touch 10, 
  flat-footed 14) [+4 Scale Mail]; BAB +0, Grap +3; 
  Atk/Full Atk: +4 melee (1d10+4 Heavy Flail); SQ: 
  Command Undead 3/day; AL LE; SV Fort +4, Ref +0, 
  Will +4; Str 16, Dex 11, Con 14, Int 10, Wis 14, Cha 11. 
  Height 5 ft. 11 in. 
   
  Equipment: Masterwork Rapier, Masterwork Sap, 
  dagger, 
  Masterwork 
  studded 
  leather 
  armor, 
  masterwork thieves’ tools. 
  Encounter Eight-Three B: Calling the 
  Guard 
   
  Skills and Feats: Concentration +6, Knowledge: 
  Religion +4, Spellcraft +4; Cleave, Martial Weapon: 
  Heavy Flail, Power Attack, Weapon Focus (Heavy 
  Flail). 
  � Aasmar Avenger Caster: Male Aasmar Clr3 
  (Tritherion); CR 3; Medium-size Outsider; HD 3d8+6; 
  hp 24; Init +0; Spd 20 ft; AC 16 (touch 10, flat-footed 
  16) [+6 banded mail]; BAB +2; Grap +4; Atk/Full Atk: 
  +4 melee (1d8+3/x3 longspear), or +4 melee (1d8+3 
  Heavy Mace); SA: Daylight, Turn Undead 4/day; SQ: 
  Darkvision 60’, Domain Abilities, Resistance to acid 5, 
  cold 5, and electricity 5; AL CN; SV Fort +5, Ref +1, 
  Will +7; Str 14, Dex 10, Con 14, Int 10, Wis 18, Cha 14. 
   
  Spells Prepared (3/2+1); base DC = 12 + spell level): 
  0—Cure Minor Wounds x2, Guidance; 1st—Cure 
  Light Wounds, Enlarge Person*, Protection From 
  Good. 
   
  *Domain 
  spell. 
  Domains: 
  [Strength 
  (+1 
  enhancement bonus to strength for 1 round/day); War 
  (Weapon Proficiency and Focus: Heavy Flail)]. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (Religion) +5,  Listen +6, Spellcraft +1, Spot +6; Skill 
  Focus: Concentration, Spell Focus: Evocation. 
   
  Equipment: Heavy Flail, Scale Mail, dagger, 
  (un)holy symbol, backpack, bedroll, waterskin, 2 days’ 
  rations, scroll of cure light wounds, scroll of bless. 
   
  Spells Prepared (4/3+/2+11); base DC = 14 + spell 
  level; 15+spell level Evocation): 0—Detect Magic, 
  Guidance(x2), Virtue; 1st—Bless, Divine Favor, 
  Open Market 
   
  Page 29 
  
  Protection from Law*, Shield of Faith; 2nd—Bull’s 
  Strength, Sound Burst(x2). 
   
  *Domain 
  spell. 
  Domains: 
  [Strength 
  (+3 
  enhancement bonus to strength for 1 round/day); 
  Chaos (+1 clvl on [chaotic] spells]. 
   
  Equipment: Wooden Holy symbol of Tritherion, 
  dagger, javelin, heavy mace, longspear, banded mail, 
  spell component pouch. 
   
  Daylight (Sp): An aasimar can use daylight once 
  per day as a 1st-level caster or a caster of his class levels, 
  whichever is higher. 
   
  Skills: An aasimar has a +2 racial bonus on Spot 
  and Listen checks. 
  � Aasmar Avenger Fighter: Male Aasmar Ftr3; CR 3; 
  Medium-size Outsider; HD 3d10+6; hp 28; Init +1; Spd 
  20 ft; AC 18 (touch 11, flat-footed 17) [+6 banded mail, 
  +1 dex, +1 buckler]; BAB +3; Grap +6; Atk/Full Atk: +5 
  melee (1d8+4 lonspear), or +7 melee (1d8+3 
  longsword), or +6 melee (1d6+3 sap), or +4 ranged 
  (1d6+3 javelin); SA: Daylight, Turn Undead 4/day; SQ: 
  Darkvision 60’, Domain Abilities, Resistance to acid 5, 
  cold 5, and electricity 5; AL CN; SV Fort +5, Ref +2, 
  Will +4; Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 12. 
   
  Skills and Feats: Intimidate +7, Jump +9, Listen +5, 
  Spot +5; Cleave, Combat Reflexes, Power Attack, 
  Weapon Focus: Longsword. 
   
  Equipment: Wooden Holy symbol of Tritherion, 
  dagger, javelin, longspear, longsword, sap, buckler, 
  banded mail. 
   
  Daylight (Sp): An aasimar can use daylight once 
  per day as a 1st-level caster or a caster of his class levels, 
  whichever is higher. 
   
  Skills: An aasimar has a +2 racial bonus on Spot 
  and Listen checks. 
  Open Market 
   
  Page 30 
  
  Appendix Three – APL 4 
  Encounter Eight-Two:  Breach of Contract 
  � Hired Thug: Male human War1; CR 1/2; Medium-
  size Humanoid; HD 1d8+5; hp 11; Init +1; Spd 30 ft; 
  AC 16 (touch 11, flat-footed 15) [+1 Dex, +3 studded 
  leather, +2 heavy wooden]; BAB +1; Grap +3; Atk/Full 
  Atk: +4 melee (1d6+2/18-20 Scimitar), or +2 ranged 
  (1d4+2 light hammer); AL NE; SV Fort +4, Ref +1, Will 
  +0; Str 15, Dex 12, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +6, Jump +6, Ride +5; 
  Toughness, Weapon Focus: Scimitar. 
   
  Equipment: 
  Studded 
  Leather 
  Armor, 
  Kukri, 
  Scimitar, heavy wooden shield, 2 light hammers, 
  potion of cure light wounds. 
  � Crimson Blade Leader: Male human Ftr4; CR 4; 
  Medium-size Humanoid; HD 4d10+8; hp 36; Init +2; 
  Spd 20 ft; AC 18 (touch 12, flat-footed 16) [+2 Dex, +5 
  Breastplate, +2 heavy shield, -1 warmace]; BAB +4; Grap 
  +7; Atk/Full Atk: +9 melee 1d12+5 warmace or +7 
  ranged 1d6+3 javelin; AL LE; SV Fort +7, Ref +6, Will 
  +3; Str 16, Dex 15, Con 14, Int 10, Wis 12, Cha 13. 
   
  Skills and Feats: Climb +10, Intimidate +8, Jump +8, 
  Swim +5; Close Quarters Fighting, Exotic Weapon 
  Proficiency: Warmace, Lightning Reflexes, Prone 
  Attack, 
  Weapon 
  Focus: 
  Warmace, 
  Weapon 
  Specialization: Warmace.  
   
  Equipment: Masterwork Warmace, Breastplate, 
  Heavy Wooden Shield, kukri, 3 javelins, +1 cloak of 
  resistance, potion of cure moderate wounds, potion of 
  cure light wounds. 
  � Crimson Blade Cleric: Male human Clr2 (Hextor); 
  HD 2d8+4; hp 17; Init +0; Spd 20 ft.; AC 16 (touch 10, 
  flat-footed 16) [+6 Splint Mail]; BAB +1, Grap +4; 
  Atk/Full Atk: +6 melee (1d10+4 Heavy Flail); SQ: 
  Command Undead 3/day; AL LE; SV Fort +5, Ref +0, 
  Will +5; Str 16, Dex 11, Con 14, Int 10, Wis 14, Cha 11. 
  Height 5 ft. 11 in. 
   
  Skills and Feats: Concentration +7, Knowledge: 
  Religion +4, Spellcraft +4; Cleave, Martial Weapon: 
  Heavy Flail, Power Attack, Weapon Focus (Heavy 
  Flail). 
   
  Spells Prepared (4/3+1); base DC = 12 + spell level): 
  0—Cure Minor Wounds x2, Detect Magic, Guidance; 
  1st—Cure 
  Light 
  Woundsx2, 
  Enlarge 
  Person*, 
  Protection From Good. 
   
  *Domain 
  spell. 
  Domains: 
  [Strength 
  (+2 
  enhancement bonus to strength for 1 round/day); War 
  (Weapon Proficiency and Focus: Heavy Flail)]. 
   
  Equipment: Masterwork Heavy Flail, Splint Mail, 
  dagger, (un)holy symbol, backpack, bedroll, waterskin, 
  2 days’ rations, scroll of bless, scroll of cure moderate 
  wounds. 
  Encounter Eight-Three A: The Deal Stands 
  � Hired Help: Male human Rog3/Exp2; CR 4; 
  Medium-size Humanoid; HD 5d6+10; hp 33; Init +3; 
  Spd 30 ft; AC 17 (touch 13, flat-footed 17) [+3 Dex, +3 
  studded leather, +1 buckler]; BAB +3; Grap +4; Atk/Full 
  Atk: +7 melee (1d6+1/18-20 Rapier), or +7 melee 
  (1d6+1 sap); SA: Sneak attack +2d6; SQ: Evasion, Trap 
  Sense +1; AL CN; SV Fort +2, Ref +6, Will +6; Str 13, 
  Dex 16, Con 14, Int 10, Wis 11, Cha 14. 
   
  Skills and Feats: Bluff: +8, Climb +9, Disable Device 
  +12, Hide +9, Listen +6, Move Silently +9, Open Lock 
  +15, Search +8, Spot +6, Tumble +11; Iron Will, Nimble 
  Fingers, Weapon Finesse. 
   
  Equipment: Masterwork Rapier, Masterwork Sap, 
  dagger, 
  Masterwork 
  studded 
  leather 
  armor, 
  masterwork thieves’ tools. One of them also has a 
  masterwork heavy flail with Nystul’s magic aura cast 
  upon it. 
  Encounter Eight-Three B: Calling the 
  Guard 
  � Aasmar Avenger Fighter: Male Aasmar Ftr4 
  (Tritherion); CR 4; Medium-size Outsider; HD 4d10+8; 
  hp 36; Init +1; Spd 20 ft; AC 18 (touch 11, flat-footed 
  17) [+6 banded mail, +1 dex, +1 buckler]; BAB +4; Grap 
  +7; Atk/Full Atk: +5 melee (1d8+4 lonspear), or +7 
  melee (1d8+5 longsword), or +6 melee (1d6+3 sap), or 
  +4 ranged (1d6+3 javelin); SA: Daylight, Turn Undead 
  4/day; SQ: Darkvision 60’, Domain Abilities, Resistance 
  to acid 5, cold 5, and electricity 5; AL CN; SV Fort +6, 
  Ref +2, Will +4; Str 17, Dex 12, Con 14, Int 10, Wis 16, 
  Cha 12. 
   
  Skills and Feats: Intimidate +7, Jump +9, Listen +5, 
  Spot +5; Cleave, Combat Reflexes, Power Attack, 
  Weapon Focus: Longsword, Weapon Specialization: 
  Longsword 
   
  Equipment: Wooden Holy symbol of Tritherion, 
  dagger, javelin, longspear, longsword, sap, buckler, 
  banded mail. 
   
  Daylight (Sp): An aasimar can use daylight once 
  per day as a 1st-level caster or a caster of his class levels, 
  whichever is higher. 
   
  Skills: An aasimar has a +2 racial bonus on Spot 
  and Listen checks. 
  Open Market 
   
  Page 31 
  
  Appendix Four – APL 6
  Encounter Eight-Two:  Breach of Contract 
  � Hired Thug: Male human Rog2/War1; CR 2; 
  Medium-size Humanoid; HD 2d6+1d8+11; hp 26; Init 
  +7; Spd 30 ft; AC 17 (touch 13, flat-footed 17) [+3 Dex, 
  +3 studded leather, +1 buckler]; BAB +3; Grap +4; 
  Atk/Full Atk: +7 melee (1d6+1/18-20 Rapier), or +7 
  ranged (1d6+1 composite shortbow); SA: Sneak attack 
  +1d6; SQ: Evasion, Trap Sense +1; AL NE; SV Fort +4, 
  Ref +6, Will +0; Str 12, Dex 16, Con 14, Int 10, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Climb +7, Disable Device +7, Hide 
  +9, Listen +5, Move Silently +8, Open Lock +10, Search 
  +5, Spot +5, Tumble +8; Improved Initiative, 
  Toughness, Weapon Finesse. 
   
  Equipment: 
  Masterwork 
  Rapier, 
  Masterwork 
  Buckler, Mighty [+1] composite shortbow, 20 
  masterwork arrows, dagger, Masterwork studded 
  leather armor, masterwork thieves’ tools, potion of cure 
  moderate wounds. 
  � 
  Crimson 
  Blade 
  Leader: 
  Male 
  human 
  Ftr4/Rgr2/War1; CR 6; Medium-size Humanoid; HD 
  4d10+3d8+14; hp 61; Init +3; Spd 30 ft; AC 17 (touch 
  13, flat-footed 14) [+3 Dex, +4 Chain Shirt]; BAB +7; 
  Grap +9; Atk: +11 melee 1d6+5 quarterstaff or +12 
  ranged 1d6+2 javelin; Full Atk: +11/+6 melee (1d6+5 
  quarterstaff), or +9/+4 melee (1d6+4 quarterstaff) and 
  +9/+4 (1d6+3 quarterstaff) two weapon fighting, or 
  +10/+10/+5 ranged (1d8+2 composite longbow); SA: 
  Favored Enemy: Human +2; SQ: Wild Empathy; AL 
  LE; SV Fort +15, Ref +10, Will +5; Str 14, Dex 17, Con 
  14, Int 10, Wis 12, Cha 13. 
   
  Skills and Feats: Climb +6, Hide +7, Jump +6, Listen 
  +6, Move Silently +7, Search +5, Spot +6, Survival +6 
  (+8 tracking), Tumble +10; Cleave, Endurance (ranger), 
  Improved Two Weapon Fighting, Iron Will, Power 
  Attack, Rapid Shot (ranger), Track, Two Weapon 
  Fighting, Weapon Focus: Quarterstaff, Weapon 
  Specialization: Quarterstaff,  
   
  Equipment: Masterwork Quarterstaff, masterwork 
  Chain Shirt, 2 throwing axes, 20 arrows, masterwork 
  mighty [+2] composite longbow, potion of cure serious 
  wounds, +1 cloak of resistance. 
   
  Spells Prepared (1 base DC 11+spell level): 1st—
  Entangle 
  � Crimson Blade Cleric: Male half-orc Clr4 
  (Hextor); HD 4d8+12; hp 38; Init +0; Spd 30 ft.; AC 14 
  (touch 10, flat-footed 14) [+4 chain shirt]; BAB +3, Grap 
  + 6; Atk/Full Atk: +8 melee (1d10+4 Heavy Flail); SQ: 
  Command Undead 1/day; AL LE; SV Fort +6, Ref +1, 
  Will +7; Str 16, Dex 11, Con 14, Int 9, Wis 17, Cha 7. 
  Height 5 ft. 11 in. 
   
  Skills and Feats: Concentration +9; Greater Spell 
  Focus: Evocation, Martial Weapon: Heavy Flail, Spell 
  Focus: Evocation, Weapon Focus (Heavy Flail). 
   
  Spells Prepared (4/4+1/3+1); base DC = 13 + spell 
  level, 15+spell level evocation): 0—Cure Minor 
  Wounds x2, Detect Magic, Guidance; 1st—Cure Light 
  Woundsx2, Enlarge Person*, Protection From Good x2; 
  2nd—Cure Moderate Wounds, Shatter*, Silence, 
  Sound Burstx2. 
   
  *Domain 
  spell. 
  Domains: 
  [Strength 
  (+4 
  enhancement bonus to strength for 1 round/day); War 
  (Weapon Proficiency and Focus: Heavy Flail)]. 
   
  Equipment: Masterwork Heavy Flail, chain shirt, 
  dagger, (un)holy symbol, backpack, bedroll, waterskin, 
  2 days’ rations, scroll of bless, scroll of cure serious 
  wounds. 
  Encounter Eight-Three A: The Deal Stands 
  � Competent Hired Help: Male human Rog6; CR 6; 
  Medium-size Humanoid; HD 6d6+12; hp 38; Init +3; 
  Spd 30 ft; AC 18 (touch 13, flat-footed 18) [+4 Dex, +3 
  studded leather, +1 buckler]; BAB +4; Grap +5; Atk/Full 
  Atk: +9 melee (1d6+1/18-20 Rapier), or +9 melee 
  (1d6+1 sap); SA: Sneak attack +3d6; SQ: Evasion, 
  Uncanny Dodge, Trap Sense +2; AL CN; SV Fort +3, 
  Ref +8, Will +2; Str 13, Dex 18, Con 14, Int 13, Wis 11, 
  Cha 8. 
   
  Skills and Feats: Bluff +9, Climb +10, Disable Device 
  +14, Hide +14, Listen +9, Move Silently +14, Open 
  Lock +18, Search +9, Spot +9, Tumble +12; Nimble 
  Fingers, Stealthy, Weapon Finesse, Weapon Focus: 
  Rapier. 
   
  Equipment: Masterwork Rapier, Masterwork Sap, 
  dagger, 
  Masterwork 
  studded 
  leather 
  armor, 
  masterwork thieves’ tools. One of them also has a 
  masterwork heavy flail with Nystul’s magic aura cast 
  upon it. 
  Open Market 
   
  Page 32 
  
  Appendix Five – APL 8
  Encounter Four: Cause and Effect 
  � Advanced Anarchic Chimera: Large magical beast; 
  CR 10; HD 13d10+39; hp 121; Init +1 (dex); Spd 30 ft., 
  fly 50 ft (clumsy); AC 19 (touch 10, flat-footed 18) [-1 
  size, +1 dex, +9 natural]; BAB: +13; Grap: +23; Atk +19 
  melee (2d6+6 bite); Full Atk + 19 melee (bite 2d6+6) 
  and +19 melee (bite 1d8+6) and gore +19 melee (1d8+4) 
  and 2 claws +17 melee (1d6+3); Face/Reach: 10 ft/5 ft.; 
  SA: Breath Weapon, Smite Law; SQ: Acid, cold, 
  electricity, fire, and sonic resistance 5, Darkvision, DR 
  5/Magic, Fast Healing 5, Immune to polymorphing 
  and petrification, Low-light vision, Scent; AL CE; SV 
  Fort +11, Ref +9, Will +7; Str 20 23, Dex 13 15, Con 18 
  17, Int 4, Wis 13, Cha 10. 
   
  Skills: Hide +2, Listen +11, Spot +11; Ability Focus: 
  Breath Weapon, Hover, Iron Will, Mutli-attack 
   
  Breath Weapon (Su): A chimera’s breath weapon 
  depends upon the color of its dragon head (In this case, 
  green (20’ cone of acid); It is usable once every 1d4 
  rounds, deals 3d8 points of damage and allows a DC 20 
  reflex save (this save is constitution based).  
   
  Smite Law (Su): Once per day the chimera may 
  make a melee attack, which, if it hits, deals an extra 13 
  points of damage to a lawful target.  
  Encounter Eight-Two:  Breach of Contract 
  � Hired Thug: Male human Rog4; CR 4; Medium 
  humanoid; HD 4d6+11; hp 29; Init +7; Spd 30 ft; AC 17 
  (touch 13, flat-footed 17) [+3 Dex, +3 studded leather, 
  +1 buckler]; BAB +3; Grap +4; Atk/Full Atk: +7 melee 
  (1d6+1/18-20 Rapier), or +7 ranged (1d6+1 composite 
  shortbow); SA: Sneak attack +2d6; SQ: Evasion, 
  Uncanny Dodge, Trap Sense +1; AL NE; SV Fort +3, 
  Ref +7, Will +1; Str 13, Dex 16, Con 14, Int 10, Wis 11, 
  Cha 8. 
   
  Skills and Feats: Climb +8, Disable Device +9, Hide 
  +10, Listen +7, Move Silently +10, Open Lock +12, 
  Search +7, Spot +7, Tumble +10; Improved Initiative, 
  Toughness, Weapon Finesse. 
   
  Equipment 
  Masterwork 
  Rapier, 
  Masterwork 
  Buckler, Mighty [+1] composite shortbow, 20 
  masterwork arrows, dagger, Masterwork studded 
  leather armor, masterwork thieves’ tools, potion of cure 
  moderate wounds. 
  � Crimson Blade Bard: Male human Brd4; CR 4; 
  Medium-size Humanoid; HD 4d6+8; hp 28; Init +3; 
  Spd 30 ft; AC 17 (touch 12, flat-footed 15) [+2 Dex, +4 
  chain shirt, +1 buckler]; BAB +3; Grap +4; Atk: +4 
  melee (1d8+1/19-20 longsword), or +6 ranged (1d6+1 
  composite shortbow); SQ: Bardic Music 4/day, Inspire 
  Courage +1, Countersong, Fascinate, Suggestion, 
  Bardic Knowledge; AL NE; SV Fort +6, Ref +7, Will +5; 
  Str 12, Dex 14, Con 14, Int 10, Wis 10, Cha 16 
   
  Skills and Feats: Hide +8, Listen +7, Move Silently 
  +8, Open Lock +11, Perform: Oratory +10, Search +7, 
  Tumble +8; Great Fortitude, Point Blank Shot, Precise 
  Shot, Spell Focus: Enchantment. 
   
  Equipment: Longsword, Mighty [+1] Composite 
  shortbow, 20 masterwork arrows, dagger, masterwork 
  Chain Shirt, masterwork thieves’ tools, scroll of cure 
  light wounds. 
   
  Spells Per Day (3/3/1 base DC 13+spell level, 
  14+spell level enchantment) 
   
  Spells Known: 6/3/2; 0th-Dancing Lights, Mending, 
  Message, Open/Close, Prestidigitation, Read Magic; 
  1st—Cure Light Wounds, Lesser Confusion, Tasha’s 
  Hideous 
  Laughter; 
  2nd—Blindness/Deafness, 
  Glitterdust. 
  � 
  Crimson 
  Blade 
  Leader: 
  Male 
  human 
  Ftr4/Rgr4/War1; CR 8; Medium-size Humanoid; HD 
  4d10+5d8+18; hp 75; Init +4; Spd 30 ft; AC 18 (touch 
  14, flat-footed 14) [+4 Dex, +4 Chain Shirt]; BAB +9; 
  Grap +11; Atk: +13 melee 1d6+5 quarterstaff or +14 
  ranged 1d6+2 javelin; Full Atk: +13/+8 melee (1d6+5 
  quarterstaff), or +11/+6 melee (1d6+4 quarterstaff) and 
  +11/+6 (1d6+3 quarterstaff) two weapon fighting, or 
  +12/+12/+7 ranged (1d6+2 javelin) or +9/+4 melee 
  (1d6+4 quarterstaff) and +9/+4 (1d6+3 quarterstaff) and 
  +10 ranged (1d6+2 javelin) two weapon fighting and 
  rapid shot; SA: Favored Enemy: Human +2; SQ: Wild 
  Empathy; AL LE; SV Fort +16, Ref +11, Will +6; Str 14, 
  Dex 18, Con 14, Int 10, Wis 12, Cha 13. 
   
  Skills and Feats: Climb +6, Hide +10, Jump +6, 
  Listen +8, Move Silently +10, Search +5, Spot +7, 
  Survival +10 (+12 tracking), Tumble +11; Cleave, 
  Endurance (ranger), Improved Two Weapon Fighting, 
  Iron Will, Power Attack, Quickdraw, Rapid Shot 
  (ranger), Track, Two Weapon Fighting, Weapon Focus: 
  Quarterstaff, Weapon Specialization: Quarterstaff,  
   
  Equipment: Masterwork Quarterstaff, masterwork 
  Chain Shirt, 2 throwing axes, 6 masterwork javelins, 
  Potion of cure serious wounds, +2 cloak of resistance. 
   
  Spells Prepared (1 base DC 11+spell level): 1st—
  Entangle 
  � Animal Companion: Riding dog; medium animal; 
  HD 4d8+8; hp 34; Init +3; Spd 40 ft; AC 18 (touch 12, 
  flat-footed 16) [+2 Dex, +4 Natural, +2 leather]; BAB: +1, 
  Grap +3, Atk/Full Atk: +3 melee (1d6+3 bite); SA: Trip; 
  SQ: Low light vision, scent, evasion, link, share spells; 
  AL N; SV Fort +7, Ref +8, Will +2; Str 15, Dex 15, Con 
  15, Int s, Wis 12, Cha 6 
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  Skills and Feats: Jump +8, Listen +5, Spot +5, Swim 
  +3, Survival +1; Alertness, Track. 
  � Crimson Blade Cleric: Male half-orc Clr4 
  (Hextor); HD 4d8+12; hp 38; Init +0; Spd 30 ft.; AC 14 
  (touch 10, flat-footed 14) [+4 chain shirt]; BAB +3, Grap 
  + 6; Atk/Full Atk: +8 melee (1d10+4 Heavy Flail); SQ: 
  Command Undead 1/day; AL LE; SV Fort +7, Ref +2, 
  Will +8; Str 16, Dex 11, Con 14, Int 9, Wis 17, Cha 7. 
  Height 5 ft. 11 in. 
   
  Skills and Feats: Concentration +9; Greater Spell 
  Focus: Evocation, Martial Weapon: Heavy Flail, Spell 
  Focus: Evocation, Weapon Focus (Heavy Flail). 
   
  Spells Prepared (4/4+1/3+1); base DC = 13 + spell 
  level, 15+spell level evocation): 0—Cure Minor 
  Wounds x2, Detect Magic, Guidance; 1st—Cure Light 
  Woundsx2, Enlarge Person*, Protection From Good x2; 
  2nd—Cure Moderate Wounds, Shatter*, Silence, 
  Sound Burstx2. 
   
  *Domain 
  spell. 
  Domains: 
  [Strength 
  (+4 
  enhancement bonus to strength for 1 round/day); War 
  (Weapon Proficiency and Focus: Heavy Flail)]. 
   
  Equipment: Masterwork Heavy Flail, chain shirt, 
  dagger, (un)holy symbol, backpack, bedroll, waterskin, 
  2 days’ rations, scroll of bless, scroll of Cure Serious 
  Wounds, +1 cloak of resistance. 
  Encounter Eight-Three A: The Deal Stands 
  � Competent Hired Help: Male human Rog6; CR 6; 
  Medium-size Humanoid; HD 6d6+12; hp 38; Init +3; 
  Spd 30 ft; AC 18 (touch 13, flat-footed 18) [+4 Dex, +3 
  studded leather, +1 buckler]; BAB +4; Grap +5; Atk/Full 
  Atk: +9 melee (1d6+1/18-20 Rapier), or +9 melee 
  (1d6+1 sap); SA: Sneak attack +3d6; SQ: Evasion, 
  Uncanny Dodge, Trap Sense +2; AL CN; SV Fort +3, 
  Ref +8, Will +2; Str 13, Dex 18, Con 14, Int 13, Wis 11, 
  Cha 8. 
   
  Skills and Feats: Bluff +9, Climb +10, Disable Device 
  +14, Hide +14, Listen +9, Move Silently +14, Open 
  Lock +18, Search +9, Spot +9, Tumble +12; Nimble 
  Fingers, Stealthy, Weapon Finesse, Weapon Focus: 
  Rapier. 
   
  Equipment: Masterwork Rapier, Masterwork Sap, 
  dagger, 
  Masterwork 
  studded 
  leather 
  armor, 
  masterwork thieves’ tools. One of them also has a 
  masterwork heavy flail with Nystul’s magic aura cast 
  upon it. 
  Encounter Eight-Three B: Calling the 
  Guard 
  � Advanced Bralani Eladrin Fighter: Medium 
  outsider (Chaotic, Eladrin, Extraplanar, Good); CR 8; 
  HD 8d8+1d10+54; HP 104; Init: +9; Spd: 40 ft, fly 100 
  ft. (perfect); AC: 24 (14 touch, 20 flatfooted) [+4 dex, +4 
  chain shirt, +6 natural]; BAB +9; Grap +15; Atk: +17 
  melee (1d6+10 +1d6/15-20 scimitar) or +15 ranged 
  (1d8+5/x3 composite longbow) or +15 melee (1d6+6 
  slam); Full Atk: +17/+12 (1d6+10 +1d6/15-20 scimitar) 
  or +15/+10 (1d8+4/x3 composite longbow) or slam +10 
  melee (1d6+4); SA: Spell like abilities, whirlwind blast; 
  SQ: Alternate form, DR 10/cold iron or evil; darkvision 
  60 ft, immune to electricity and petrification, low-light 
  vision, resistance to cold 10 and fire 10, SR 17, tongues; 
  AL: CG; SV: Fort +13, Ref +10, Will +7; Str 22, Dex 21, 
  Con 22, Int 11, Wis 14, Cha 16 
   
  Skills and Feats: Concentration +15, Diplomacy +7, 
  Escape Artist +13, Handle Animal +11, Hide +13, 
  Intimidate +5, Jump +12, Listen +11, Move Silently 
  +11, Ride +7, Sense Motive +9, Spot +12, Tumble +15, 
  Use Rope +5 (+7 with bindings); Blind-fight, Improved 
  Critical: Scimitar, Improved Initiative, Power Attack, 
  Weapon Focus: Scimitar. 
   
  Equipment: +1 merciful scimitar, masterwork 
  mighty [+4] composite longbow, masterwork chain 
  shirt. 
   
  Spell-like abilities: At will—blur, charm person (DC 
  14), gust of wind (DC 15), Mirror Image, Wind Wall; 
  2/day—lightning bolt (DC 16), Cure Serious Wounds 
  (DC 16) clvl 6. The save DCs are charisma based. 
   
  Whirlwind blast (Su): When in whirlwind form, a 
  bralani can attack with a scouring blast of wind, 
  dealing 3d6 points of damage in a 20-foot-long line 
  (Reflex DC 19 for half). The save DC is Constitution 
  based. 
   
  Alternate Form (Su): A bralani can shift between its 
  humanoid and whirlwind forms as a standard action. 
  In humanoid form it cannot fly or use its whirlwind 
  blast, but it can use its spell-like abilities and its 
  weapons. In whirlwind form, it can fly, make slam 
  attacks, and whirlwind blast attacks, and use spell-like 
  abilities. 
   
  A bralani remains in one form until it chooses to 
  assume a new one. A change in form cannot be 
  dispelled, nor does the bralani revert to any particular 
  form when killed. A true seeing spell, however, reveals 
  both forms simultaneously. 
   
   
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  Appendix Six – APL 10
  Encounter Four: Cause and Effect 
  � Advanced Anarchic Chimera: Huge magical 
  beast; CR 12; HD 17d10+102; hp 204; Init +1 dex; Spd 
  30 ft, fly 50 ft (clumsy); AC 22 (touch 9, flat-footed 21) 
  [-2 size, +1 dex, +13 natural]; BAB: +21; Grap: +37; Atk: 
  +27 melee (3d6+8 bite); Full Atk + 27 melee (bite 
  3d6+8) and +27 melee (bite 2d6+8) and gore +27 melee 
  (2d6+8) and 2 claws +25 melee (1d8+4); Face/Reach: 15 
  ft/10 ft; SA: Breath Weapon, Smite Law; SQ: Acid, cold, 
  electricity, fire, and sonic resistance 5, Darkvision, DR 
  5/Magic, Fast Healing 5, Immune to polymorphing 
  and petrification, Low-light vision, Scent; AL CE; SV 
  Fort +16, Ref +11, Will +8; Str 27, Dex 12, Con 22, Int 4, 
  Wis 13, Cha 10. 
   
  Skills: Hide -4, Listen +11, Spot +11; Ability Focus: 
  Breath Weapon, Hover, Improved Natural Armor, Iron 
  Will, Mutli-attack, Wingover. 
   
  Breath Weapon (Su): A chimera’s breath weapon 
  depends upon the color of its dragon head (In this case, 
  green (20’ cone of acid); It is usable once every 1d4 
  rounds, deals 3d8 points of damage and allows a DC 22 
  reflex save (this save is constitution based).  
   
  Smite Law (Su): Once per day the chimera may 
  make a melee attack, which, if it hits, deals an extra 17 
  points of damage to a lawful target. 
  Eight-Two: Breach of Contract 
  � Hired Thug: Male human Rog6; CR 6; medium 
  humanoid; HD 6d6+15; hp 41; Init +7; Spd 30 ft; AC 17 
  (touch 13, flat-footed 17) [+3 Dex, +3 studded leather, 
  +1 buckler]; BAB +4; Grap +5; Atk/Full Atk: +9 melee 
  (1d6+1/18-20 Rapier), or +7 melee (1d6+1 composite 
  shortbow); SA: Sneak attack +3d6; SQ: Evasion, 
  Uncanny Dodge, Trap Sense +2; AL NE; SV Fort +4, 
  Ref +8, Will +2; Str 13, Dex 16, Con 14, Int 10, Wis 11, 
  Cha 8. 
   
  Skills and Feats: Climb +10, Disable Device +11, 
  Hide +12, Listen +9, Move Silently +12, Open Lock 
  +14, Search +9, Spot +9, Tumble +12; Improved 
  Initiative Toughness, Weapon Finesse, Weapon Focus: 
  Rapier. 
   
  Equipment: 
  Masterwork 
  Rapier, 
  Masterwork 
  Buckler, Mighty [+1] composite shortbow, 20 
  masterwork arrows, dagger, Masterwork studded 
  leather armor, masterwork thieves’ tools, potion of cure 
  moderate wounds. 
  � Crimson Blade Bard: Male human Brd6; CR 6; 
  medium humanoid; HD 6d6+12; hp 38; Init +3; Spd 30 
  ft; AC 17 (touch 11, flat-footed 15) [+1 Dex, +5 chain 
  shirt, +1 buckler]; BAB +4; Grap +5; Atk/Full Atk: +5 
  melee (1d8+1/19-20 longsword), or +8 ranged (1d6+1 
  composite shortbow); SQ: Bardic Music 6/day, Inspire 
  Courage +1, Countersong, Fascinate, Suggestion, 
  Bardic Knowledge; AL NE; SV Fort +6, Ref +7, Will +5; 
  Str 12, Dex 15, Con 14, Int 10, Wis 10, Cha 16 
   
  Skills and Feats: Hide +11, Listen +9, Move Silently 
  +11, Open Lock +14, Perform: Oratory +12, Search +9, 
  Tumble +10; Great Fortitude, Point Blank Shot, Precise 
  Shot, Spell Focus: Enchantment. 
   
  Equipment: Longsword, Mighty [+1] Composite 
  shortbow, 20 masterwork arrows, dagger, +1 Chain 
  Shirt, masterwork thieves’ tools, scroll of cure light 
  wounds. 
   
  Spells Per Day (3/4/3 base DC 13+spell level, 
  14+spell level: enchantment) 
   
  Spells Known: 6/4/3; 0th-Dancing Lights, Mending, 
  Message, Open/Close, Prestidigitation, Read Magic; 
  1st—Cure Light Wounds, Lesser Confusion, Tasha’s 
  Hideous Laughter, Undetectable Alignment; 2nd—
  Blindness/Deafness, Glitterdust, Silence. 
  � 
  Crimson 
  Blade 
  Leader: 
  Male 
  human 
  Ftr4/Rgr6/War1; CR 8; Medium-size Humanoid; HD 
  4d10+7d8+22; hp 89; Init +4; Spd 30 ft; AC 18 (touch 
  14, flat-footed 14) [+4 Dex, +4 Chain Shirt]; BAB +11; 
  Grap +13; Atk: +15 melee 1d6+5 quarterstaff or +16 
  ranged 1d6+2 javelin; Full Atk: +17/+10/+5 melee 
  (1d6+5 quarterstaff), or +13/+8/+3 melee (1d6+4 
  quarterstaff) and +13/+8 (1d6+3 quarterstaff) two 
  weapon fighting, or +14/+14/+9 ranged (1d6+2 javelin) 
  or +11/+6/+1 melee (1d6+4 quarterstaff) and +11/+6 
  (1d6+3 quarterstaff) and +12 ranged (1d6+2 javelin) two 
  weapon fighting and rapid shot; SA: Favored Enemy: 
  Human +4, Elf +2; SQ: Animal Companion, Wild 
  Empathy; AL LE; SV Fort +17, Ref +12, Will +7; Str 14, 
  Dex 18, Con 14, Int 10, Wis 12, Cha 13. 
   
  Skills and Feats: Climb +6, Hide +12, Jump +6, 
  Listen +10, Move Silently +12, Search +5, Spot +9, 
  Survival +14 (+16 tracking), Tumble +12; Cleave, 
  Endurance (ranger), Improved Two Weapon Fighting, 
  Iron Will, Manyshot, Power Attack, Quickdraw, Rapid 
  Shot (ranger), Track, Two Weapon Fighting, Weapon 
  Focus: 
  Quarterstaff, 
  Weapon 
  Specialization: 
  Quarterstaff,  
   
  Equipment: Masterwork Quarterstaff, masterwork 
  Chain Shirt, 2 throwing axes, 6 masterwork javelins, 
  potion of cure serious wounds, +2 cloak of resistance. 
   
  Spells Prepared (2 base DC 11+spell level): 1st—
  Entangle, Longstrider 
  � Animal Companion: Riding dog; medium animal; 
  HD 4d8+8; hp 34; Init +3; Spd 40 ft; AC 21 (touch 13, 
  flat-footed 18) [+3 dex, +6 natural, +2 leather]; BAB: +3, 
  Grap +6, Atk/Full Atk: +7 melee (1d6+4 bite); SA: Trip; 
  SQ: Low light vision, scent, evasion, link, share spells; 
  Open Market 
   
  Page 35 
  
  AL N; SV Fort +7, Ref +8, Will +2; Str 16, Dex 16, Con 
  15, Int s, Wis 12, Cha 6 
   
  Skills and Feats: Jump +11, Listen +5, Spot +5, Swim 
  +4, Survival +1; Alertness, Track, Weapon Focus: bite. 
  � Crimson Blade Cleric: Male half-orc Clr6 
  (Hextor); HD 6d8+12; hp 45; Init +0; Spd 30 ft.; AC 14 
  (touch 10, flat-footed 14) [+4 chain shirt]; BAB +4, Grap 
  + 7; Atk/Full Atk: +9 melee (1d10+4 Heavy Flail); SQ: 
  Command Undead 1/day; AL LE; SV Fort +8, Ref +3, 
  Will +9; Str 16, Dex 11, Con 14, Int 9, Wis 17, Cha 7. 
  Height 5 ft. 11 in. 
   
  Skills and Feats: Concentration +11; Greater Spell 
  Focus: Evocation, Martial Weapon: Heavy Flail, Power 
  Attack, Spell Focus: Evocation, Weapon Focus (Heavy 
  Flail). 
   
  Spells Prepared (5/4+1/4+1/3+1); base DC = 13 + 
  spell level, 15+spell level evocation): 0—Create Water, 
  Cure Minor Wounds x2, Detect Magic, Guidance; 
  1st—Cure Light Woundsx2, Enlarge Person*, Shield of 
  Faith x2; 2nd—Cure Moderate Wounds, Shatter*, 
  Silence, Sound Burst, Spiritual Weapon; 3rd—Dispel 
  Magic, Magic Vestment*, Cure Serious Wounds, 
  Searing Light 
   
  *Domain 
  spell. 
  Domains: 
  [Strength 
  (+6 
  enhancement bonus to strength for 1 round/day); War 
  (Weapon Proficiency and Focus: Heavy Flail)]. 
   
  Equipment: Masterwork Heavy Flail, chain shirt, 
  dagger, (un)holy symbol, backpack, bedroll, waterskin, 
  2 days’ rations, scroll of prayer, +1 cloak of resistance. 
   
  Precasting tactics: Magic vestment upon the leader’s 
  armor. 
  Encounter Eight-Three A: The Deal Stands 
  � Competent Hired Help: Male human Rog6; CR 6; 
  Medium-size Humanoid; HD 6d6+15; hp 41; Init +3; 
  Spd 30 ft; AC 17 (touch 13, flat-footed 17) [+3 Dex, +3 
  studded leather, +1 buckler]; BAB +4; Grap +5; Atk/Full 
  Atk: +8 melee (1d6+1/18-20 Rapier), or +8 melee 
  (1d6+1 sap); SA: Sneak attack +3d6; SQ: Evasion, 
  Uncanny Dodge, Trap Sense +2; AL CN; SV Fort +3, 
  Ref +8, Will +2; Str 13, Dex 16, Con 14, Int 10, Wis 11, 
  Cha 8. 
   
  Skills and Feats: Bluff +11, Climb +9, Disable Device 
  +11, Hide +14, Listen +7, Move Silently +14, Open 
  Lock +11, Search +9, Spot +7, Tumble +12; Skill Focus: 
  Bluff, Stealthy, Toughness, Weapon Finesse. 
   
  Equipment: Masterwork Rapier, Masterwork Sap, 
  dagger, 
  Masterwork 
  studded 
  leather 
  armor, 
  masterwork thieves’ tools. 
  Encounter Eight-Three B: Calling the 
  Guard 
  � Advanced Bralani Eladrin Fighter: Medium 
  outsider (Chaotic, Eladrin, Extraplanar, Good); CR 10; 
  HD 10d8+2d10+66; HP 132; Init: +10; Spd: 40 ft, fly 100 
  ft. (perfect); AC: 24 (16 touch, 18 flatfooted) [+6 dex, +2 
  leather armor, +6 natural]; BAB +12; Grap +18; Atk: +20 
  melee (1d6+10 +1d6/15-20 scimitar) or +19 ranged 
  (1d8+5/x3 composite longbow) or +18 melee (1d6+4 
  slam); Full Atk: +20/+15/+10 (1d6+10 +1d6/15-20 
  scimitar) 
  or 
  +19/+14/+9 
  (1d8+5/x3 
  composite 
  longbow) or slam +18/+13/+8 melee (1d6+6); SA: Spell 
  like abilities, whirlwind blast; SQ: Alternate form, DR 
  10/cold iron or evil; darkvision 60 ft, immune to 
  electricity and petrification, low-light vision, resistance 
  to cold 10 and fire 10, SR 17, tongues; AL: CG; SV: Fort 
  +15, Ref +12, Will +8; Str 22, Dex 22, Con 22, Int 11, 
  Wis 14, Cha 16 
   
  Skills and Feats: Concentration +17, Diplomacy +9, 
  Escape Artist +15, Handle Animal +11, Hide +15, 
  Intimidate +7, Jump +12, Listen +13, Move Silently 
  +13, Ride +7, Sense Motive +11, Spot +14, Tumble +15, 
  Use Rope +5 (+7 with bindings); Blind-fight, Close 
  Quarters Fighting, Combat Reflexes, Improved 
  Critical: Scimitar, Improved Initiative, Power Attack, 
  Weapon Focus: Scimitar. 
   
  Equipment: +1 merciful scimitar, +1 mighty [+4] 
  composite longbow, masterwork chain shirt. 
   
  Spell-like abilities: At will—blur, charm person (DC 
  14), gust of wind (DC 15), Mirror Image, Wind Wall; 
  2/day—lightning bolt (DC 16), Cure Serious Wounds 
  (DC 16) clvl 6. The save DCs are charisma based. 
   
  Whirlwind Blast (Su): When in whirlwind form, 
  a bralani can attack with a scouring blast of wind, 
  dealing 3d6 points of damage in a 20-foot-long line 
  (Reflex DC 19 for half). The save DC is Constitution 
  based. 
   
  Alternate Form (Su): A bralani can shift between 
  its humanoid and whirlwind forms as a standard 
  action. In humanoid form it cannot fly or use its 
  whirlwind blast, but it can use its spell-like abilities and 
  its weapons. In whirlwind form, it can fly, make slam 
  attacks, and whirlwind blast attacks, and use spell-like 
  abilities. 
   
  A bralani remains in one form until it chooses to 
  assume a new one. A change in form cannot be 
  dispelled, nor does the bralani revert to any particular 
  form when killed. A true seeing spell, however, reveals 
  both forms simultaneously. 
   
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  Appendix Seven – APL 12 
  Encounter Four: Cause and Effect 
  � Advanced Anarchic Chimera: Huge magical 
  beast; CR 14; HD 21d10+105; hp 236; Init +4; Spd 30 ft., 
  fly 50 ft (clumsy); AC 23 (touch 8, flat-footed 23) [-2 
  size, +15 natural]; BAB: +27; Grap: +44; Atk +34 melee 
  (3d6+9 bite); Full Atk + 34 melee (bite 3d6+9) and +34 
  melee (bite 2d6+9) and gore +34 melee (2d6+9) and 2 
  claws +32 melee (1d8+4); Face/Reach: 15 ft/10 ft.; SA: 
  Breath Weapon, Smite Law; SQ: Acid, cold, electricity, 
  fire, and sonic resistance 5, Darkvision, DR 5/Magic, 
  Fast Healing 5, Immune to polymorphing and 
  petrification, Low-light vision, Scent; AL CE; SV Fort 
  +17, Ref +12, Will +10; Str 28, Dex 11, Con 20, Int 4, 
  Wis 13, Cha 10. 
   
  Skills: Hide -4, Listen +12, Spot +13; Improved 
  Initiative, Improved Natural Armor x3, Hover, Iron 
  Will, Mutli-attack, Wingover. 
   
  Breath Weapon (Su): A chimera’s breath weapon 
  depends upon the color of its dragon head (In this case, 
  green (20’ cone of acid); It is usable once every 1d4 
  rounds, deals 3d8 points of damage and allows a DC 20 
  reflex save (this save is constitution based).  
   
  Smite Law (Su): Once per day the chimera may 
  make a melee attack, which, if it hits, deals an extra 20 
  points of damage to a lawful target.  
  Encounter Eight-Two:  Breach of Contract 
  � Hired Thug: Male human Rog8; CR 8; Medium-
  size Humanoid; HD 8d6+16; hp 48; Init +7; Spd 30 ft; 
  AC 17 (touch 13, flat-footed 17) [+3 Dex, +3 studded 
  leather, +1 buckler]; BAB +6; Grap +7; Atk: +11 melee 
  (1d6+2/18-20 Rapier) or +10 ranged (1d6+1 composite 
  shortbow); Full Atk: +11/+5 (1d6+2/18-20 Rapier) or 
  +10/+5 ranged (1d6+1 composite shortbow); SA: Sneak 
  attack +4d6; SQ: Evasion, Uncanny Dodge, Improved 
  Uncanny Dodge, Trap Sense +2; AL NE; SV Fort +4, 
  Ref +9, Will +4; Str 13, Dex 17, Con 14, Int 10, Wis 11, 
  Cha 8. 
   
  Skills and Feats: Climb +12, Disable Device +13, 
  Hide +14, Listen +11, Move Silently +14, Open Lock 
  +16, Search +11, Spot +11, Tumble +14; Improved 
  Initiative Iron Will, Weapon Finesse, Weapon Focus: 
  Rapier. 
   
  Equipment: +1 Rapier, Masterwork Sap, 3 daggers, 
  Masterwork studded leather armor, masterwork 
  thieves’ tools, Masterwork Buckler, Mighty [+1] 
  composite shortbow, 20 masterwork arrows, potion of 
  cure moderate wounds. 
  � Crimson Blade Bard: Male Human Brd8; CR 8; 
  Medium-size Humanoid; HD 8d6+16; hp 45; Init +3; 
  Spd 30 ft; AC 19 (touch 13, flat-footed 15) [+3 Dex, +5 
  chain shirt, +1 buckler]; BAB +6; Grap +7; Atk: +7 
  melee (1d8+1/19-20 longsword), or +10 ranged (1d6+1 
  composite 
  shortbow); 
  Full 
  Atk: 
  +7/+2 
  melee 
  (1d8+1/19-20 longsword) or +8/+8/+3 ranged (1d6+1 
  composite shortbow); SQ: Bardic Music 8/day, Inspire 
  Courage +2, Countersong, Fascinate, Suggestion, 
  Bardic Knowledge; AL NE; SV Fort +7, Ref +9, Will +7; 
  Str 12, Dex 16, Con 14, Int 10, Wis 10, Cha 16 
   
  Skills and Feats: Hide +13, Listen +11, Move 
  Silently +13, Open Lock +16, Perform: Oratory +14, 
  Search +11, Tumble +13; Great Fortitude, Point Blank 
  Shot, Precise Shot, Rapid Shot. 
   
  Equipment: Longsword, Mighty [+1] Composite 
  shortbow, 20 masterwork arrows, dagger, +1 Chain 
  Shirt, +1 cloak of resistance masterwork thieves’ tools, 
  scroll of cure light wounds, scroll of Haste. 
   
  Spells Per Day (3/4/4/3 base DC 13+spell level); 
  Spells Known: 6/4/4/3; 0th-Dancing Lights, Mending, 
  Message, Open/Close, Prestidigitation, Read Magic; 
  1st—Cure Light Wounds, Lesser Confusion, Tasha’s 
  Hideous Laughter, Undetectable Alignment; 2nd—
  Blindness/Deafness, Glitterdust, Rage, Silence; 3rd—
  Confusion, Cure Serious Wounds, Displacement. 
  � 
  Crimson 
  Blade 
  Leader: 
  Male 
  human 
  Ftr4/Rgr6/War1; CR 10; Medium-size Humanoid; HD 
  4d10+7d8+22; hp 89; Init +4; Spd 30 ft; AC 18 (touch 
  14, flat-footed 14) [+4 Dex, +4 Chain Shirt]; BAB +11; 
  Grap +13; Atk: +15 melee 1d6+5 quarterstaff or +16 
  ranged 1d6+2 javelin; Full Atk: +17/+10/+5 melee 
  (1d6+5 quarterstaff), or +13/+8/+3 melee (1d6+4 
  quarterstaff) and +13/+8 (1d6+3 quarterstaff) two 
  weapon fighting, or +14/+14/+9/+4 ranged (1d6+2 
  javelin) or +11/+6/+1 melee (1d6+4 quarterstaff) and 
  +11/+6 (1d6+3 quarterstaff) and +12 ranged (1d6+2 
  javelin) two weapon fighting and rapid shot; SA: 
  Favored Enemy: Human +4, Elf +2; SQ: Animal 
  Companion, Wild Empathy; AL LE; SV Fort +17, Ref 
  +12, Will +7; Str 14, Dex 18, Con 14, Int 10, Wis 12, 
  Cha 13. 
   
  Skills and Feats: Climb +6, Hide +12, Jump +6, 
  Listen +10, Move Silently +12, Search +5, Spot +9, 
  Survival +14 (+16 tracking), Tumble +12; Cleave, 
  Endurance (ranger), Improved Two Weapon Fighting, 
  Iron Will, Manyshot, Power Attack, Quickdraw, Rapid 
  Shot (ranger), Track, Two Weapon Fighting, Weapon 
  Focus: 
  Quarterstaff, 
  Weapon 
  Specialization: 
  Quarterstaff,  
   
  Equipment: Masterwork Quarterstaff, masterwork 
  Chain Shirt, 2 throwing axes, 6 masterwork javelins, 
  potion of cure serious wounds, +2 cloak of resistance. 
   
  Spells Prepared (2 base DC 11+spell level): 1st—
  Entangle, Longstrider 
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  Precasting tactics: Longstrider upon himself. 
  � Animal Companion: Riding dog; medium animal; 
  HD 4d8+8; hp 34; Init +3; Spd 40 ft; AC 21 (touch 13, 
  flat-footed 18) [+3 dex, +6 natural, +2 leather]; BAB: +3, 
  Grap +6, Atk/Full Atk +7 melee (1d6+4 bite); SA: Trip; 
  SQ: Low light vision, scent, evasion, link, share spells; 
  AL N; SV Fort +7, Ref +8, Will +2; Str 16, Dex 16, Con 
  15, Int s, Wis 12, Cha 6 
   
  Skills and Feats: Jump +11, Listen +5, Spot +5, Swim 
  +4, Survival +1; Alertness, Track, Weapon Focus: bite. 
  � Crimson Blade Cleric: Male half-orc Clr10 
  (Hextor); HD 10d8+20; hp 75; Init +0; Spd 30 ft.; AC 14 
  (touch 10, flat-footed 14) [+4 chain shirt]; BAB +7, Grap 
  + 10; Atk: +12 melee (1d10+4 Heavy Flail); Atk: +12/+7 
  melee (1d10+4 Heavy Flail); SQ: Command Undead 
  1/day; AL LE; SV Fort +10, Ref +4, Will +12; Str 16, Dex 
  11, Con 14, Int 9, Wis 18, Cha 7. Height 5 ft. 11 in. 
   
  Skills and Feats: Concentration +15; Cleave, Greater 
  Spell Focus: Evocation, Martial Weapon: Heavy Flail, 
  Power Attack, Spell Focus: Evocation, Weapon Focus 
  (Heavy Flail). 
   
  Spells Prepared (6/5+1/5+1/4+1/4+1/2+1); base DC 
  = 14 + spell level, 16+spell level evocation): 0—Create 
  Water, Cure Minor Wounds x2, Detect Magic, 
  Guidance x2; 1st—Cure Light Woundsx2, Enlarge 
  Person*, Shield of Faith x2; 2nd—Aid, Bull’s Strength*, 
  Shatter, Silence, Sound Burst, Spiritual Weapon; 3rd—
  Dispel Magic x2, Magic Vestment*, Cure Serious 
  Wounds, Searing Light; 4th—Cure Critical Wounds, 
  Divine Power*, Freedom of Movement, Greater Magic 
  Weapon x2; 5th—Flame Strike x2, Righteous Might* 
   
  *Domain 
  spell. 
  Domains: 
  [Strength 
  (+10 
  enhancement bonus to strength for 1 round/day); War 
  (Weapon Proficiency and Focus: Heavy Flail)]. 
   
  Equipment: Masterwork Heavy Flail, chain shirt, 
  dagger, (un)holy symbol, backpack, bedroll, waterskin, 
  2 days’ rations, scroll of prayer, +1 cloak of resistance. 
   
  Precasting tactics: Greater Magic Weapon on both 
  ends of the leader’s quarterstaff, Magic vestment upon 
  the leader’s armor, Freedom of Movement upon the 
  leader. 
  Encounter Eight-Three A: The Deal Stands 
  � Competent Hired Help: Male human Rog10; CR 
  10; Medium-size Humanoid; HD 10d6+23; hp 67; Init 
  +3; Spd 30 ft; AC 17 (touch 13, flat-footed 17) [+3 Dex, 
  +3 studded leather, +1 buckler]; BAB +7; Grap +8; Atk: 
  +11 melee (1d6+1/18-20 Rapier), or +10 melee (1d6+1 
  sap) Full Atk; +11/+6 melee (1d6+1/18-20 Rapier), or 
  +10/+5 melee (1d6+1 sap); SA: Sneak attack +4d6; SQ: 
  Evasion, Uncanny Dodge, Improved Uncanny Dodge, 
  Trap Sense +2, Slippery Mind; AL CN; SV Fort +4, Ref 
  +10, Will +5; Str 13, Dex 17, Con 14, Int 10, Wis 11, 
  Cha 8. 
   
  Skills and Feats: Bluff +11, Climb +13, Disable 
  Device +15, Hide +18, Listen +11, Move Silently +18, 
  Open Lock +15, Search +13, Spot +11, Tumble +16; 
  Skill Focus: Bluff, Iron Will, Stealthy, Toughness, 
  Weapon Finesse. 
   
  Equipment: Masterwork Rapier, Masterwork Sap, 
  dagger, 
  Masterwork 
  studded 
  leather 
  armor, 
  masterwork thieves’ tools. 
  Encounter Eight-Three B: Calling the 
  Guard 
  � Advanced Bralani Eladrin Fighter: Medium 
  outsider (Chaotic, Eladrin, Extraplanar, Good); CR 10; 
  HD 10d8+2d10+66; HP 132; Init: +10; Spd: 40 ft, fly 100 
  ft. (perfect); AC: 24 (16 touch, 18 flatfooted) [+6 dex, +2 
  leather armor, +6 natural]; BAB +12; Grap +18; Atk: +20 
  melee (1d6+10 +1d6/15-20 scimitar) or +19 ranged 
  (1d8+5/x3 composite longbow) or +18 melee (1d6+4 
  slam); Full Atk: +20/+15/+10 (1d6+10 +1d6/15-20 
  scimitar) 
  or 
  +19/+14/+9 
  (1d8+5/x3 
  composite 
  longbow) or slam +18/+13/+8 melee (1d6+6); SA: Spell 
  like abilities, whirlwind blast; SQ: Alternate form, DR 
  10/cold iron or evil; darkvision 60 ft, immune to 
  electricity and petrification, low-light vision, resistance 
  to cold 10 and fire 10, SR 17, tongues; AL: CG; SV: Fort 
  +15, Ref +12, Will +8; Str 22, Dex 22, Con 22, Int 11, 
  Wis 14, Cha 16 
   
  Skills and Feats: Concentration +17, Diplomacy +9, 
  Escape Artist +15, Handle Animal +11, Hide +15, 
  Intimidate +7, Jump +12, Listen +13, Move Silently 
  +13, Ride +7, Sense Motive +11, Spot +14, Tumble +15, 
  Use Rope +5 (+7 with bindings); Blind-fight, Close 
  Quarters Fighting, Combat Reflexes, Improved 
  Critical: Scimitar, Improved Initiative, Power Attack, 
  Weapon Focus: Scimitar. 
   
  Equipment: +1 merciful scimitar, +1 mighty [+4] 
  composite longbow, masterwork chain shirt. 
   
  Spell-like abilities: At will—blur, charm person (DC 
  14), gust of wind (DC 15), Mirror Image, Wind Wall; 
  2/day—lightning bolt (DC 16), Cure Serious Wounds 
  (DC 16) clvl 6. The save DCs are charisma based. 
   
  Whirlwind Blast (Su): When in whirlwind form, 
  a bralani can attack with a scouring blast of wind, 
  dealing 3d6 points of damage in a 20-foot-long line 
  (Reflex DC 19 for half). The save DC is Constitution 
  based. 
   
  Alternate Form (Su): A bralani can shift between 
  its humanoid and whirlwind forms as a standard 
  action. In humanoid form it cannot fly or use its 
  whirlwind blast, but it can use its spell-like abilities and 
  its weapons. In whirlwind form, it can fly, make slam 
  attacks, and whirlwind blast attacks, and use spell-like 
  abilities. 
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  A bralani remains in one form until it chooses to 
  assume a new one. A change in form cannot be 
  dispelled, nor does the bralani revert to any particular 
  form when killed. A true seeing spell, however, reveals 
  both forms simultaneously. 
  � Tritherionite Ghaele Eladrin: Medium outsider 
  (Chaotic, Eladrin, Extraplanar, Good); CR 13; HD 
  10d8+20; HP 65; Initiative +5; Spd 50 ft, fly 150 ft 
  (perfect); AC: 25 (touch 11, flatfooted 24) [+1 dex, +14 
  natural); BAB +10; Grap +17; Atk: +18 melee (1d6+11 
  +1d6/18-20 +1 merciful scimitar) or +10 ranged touch 
  (2d12); Full Atk: +18/+13 melee (1d6+11+1d6/18-20 +1 
  merciful scimitar) or +10/+10 ranged touch (2d12 light 
  ray); SA: Spell-like abilities, gaze; SQ: Alternate form, 
  DR 10/evil and cold iron, darkvision 60 ft, immunity to 
  electricity and petrification, low-light vision, protective 
  aura, resistance to cold 10 and fire 10, SR 28, Tounges; 
  AL CG; SV: Fort +9, Ref +8, Will +10; Str 25, Dex 12, 
  Con 15, Int 16, Wis 17, Cha 16 
   
  Skills and Feats: Concentration +15, Diplomacy +5, 
  Escape Artist +14, Handle Animal +15, Hide +14, 
  Knowledge(Arcana) +16, Knowledge(Religion) +16, 
  Listen +16, Move Silently +14, Ride +16, Sense Motive 
  +17, Spot +16, Use Rope +1 (+3 with bindings); Combat 
  Expertise, Improved Trip, Power Attack, Quicken 
  Spell. 
   
  Equipment +1 merciful scimitar, Holy symbol of 
  Tritherion. 
   
  Spell-like Abilities: At Will—aid, charm monster 
  (DC 17), Color Spray (DC 14), Comprehend Languages, 
  Continual Flame, cure light wounds, (DC 14), dancing 
  lights, detect evil, detect thoughts (DC 15), disguise 
  self, dispel magic, hold monster (DC 18), greater 
  invisibility (self only), major image (DC 16), see 
  invisibility, greater teleport (self plus 50 pounds of 
  objects only); 1/day—chain lightning (DC 19), 
  prismatic spray (DC 20), wall of force. Caster level 12th. 
  The save DCs are Charisma based. 
   
  Spells: Ghaeles in humanoid form can cast divine 
  spells as clerics. 
   
  Spells Prepared (6/6+1/6+1/6+1/ 4+1/3+1/3+1/2+1); 
  base DC=13+spell level): 0—Create Water, Detect 
  Magic x2, Guidance x3; 1st—Bane, Divine Favor x2, 
  Entropic Shield*, Shield of Faith x2, Sanctuary x2; 
  2nd—Bear’s Endurance, Bull’s Strength*, Remove 
  Paralysis, Resist Energy x2, Shatter, Spiritual Weapon; 
  3rd—Bestow Curse, Daylight, Magic Vestment*, Prayer 
  x2, Remove Curse, Searing Light; 4th—Air Walk, Chaos 
  Hammer*, Death Ward, Freedom of Movement, Spell 
  Immunity; 5th—Dispel Law*, Flame Strike, Quickened 
  Divine Favor, Righteous Might, True Seeing; 6th—
  Quickened Bull’s Strength*, Greater Dispelling, Heal; 
  7th— Holy Word, Word of Chaos*  
   
  *Domain 
  spell. 
  Domains: 
  [Strength 
  (+14 
  enhancement bonus to strength for 1 round/day); 
  Chaos (+1 clvl on [Chaos] spells)]. 
  Open Market 
   
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  Appendix Eight – APL 14
  Encounter Four: Cause and Effect 
  � Advanced Anarchic Chimera; Huge magical 
  beast; CR 16; HD 27d10+135; hp 283; Init +4; Spd 30 ft., 
  fly 50 ft (clumsy); AC 23 (touch 8, flat-footed 23) [-2 
  size, +15 natural]; BAB: +27; Grap: +44; Atk +34 melee 
  (3d6+9 bite); Full Atk + 34 melee (bite 3d6+9) and +34 
  melee (bite 2d6+9) and gore +34 melee (2d6+9) and 2 
  claws +32 melee (1d8+4); Face/Reach: 15 ft/10 ft.; SA: 
  Breath Weapon, Smite Law +20 damage 1/day; SQ: 
  Acid, Cold, Electricity, Fire, and Sonic Resistance 5, 
  Darkvision 60’, DR 5/magic, Fast Healing 5, Immune 
  to Polymorph and Petrification, Low-light vision, 
  Scent; AL CE; SV Fort +20, Ref +15, Will +12; Str 28, 
  Dex 11, Con 21, Int 4, Wis 13, Cha 10. 
   
  Skills: Hide -4, Listen +15, Spot +16; Ability Focus: 
  Breath Weapon, Fly by Attack, Improved Initiative, 
  Improved Natural Armor x3, Hover, Iron Will, Mutli-
  attack, Wingover. 
   
  Breath Weapon (Su): A chimera’s breath weapon 
  depends upon the color of its dragon head (In this case, 
  green (20’ cone of acid); It is usable once every 1d4 
  rounds, deals 3d8 points of damage and allows a DC 22 
  reflex save (this save is constitution based).  
   
  Smite Law (Su): Once per day the chimera may 
  make a melee attack, which, if it hits, deals an extra 20 
  points of damage to a lawful target.  
  Encounter Eight-Two:  Breach of Contract 
  � Hired Thug: Male human Rog10; CR 10; Medium-
  size Humanoid; HD 10d6+20; hp 62; Init +8; Spd 30 ft; 
  AC 18 (touch 14, flat-footed 17) [+4 Dex, +3 studded 
  leather, +1 buckler]; BAB +9; Grap +10; Atk: +14 melee 
  (1d6+2/18-20 Rapier), or +13 ranged (1d6+1 composite 
  shortbow); Full Atk: +14/+9 (1d6+2/18-20 Rapier), or 
  +13/+8 (1d6+1 composite shortbow); SA: Sneak attack 
  +5d6; SQ: Evasion, Uncanny Dodge, Improved 
  Uncanny Dodge, Trap Sense +3, Opportunist; AL NE; 
  SV Fort +7, Ref +10, Will +5; Str 13, Dex 18, Con 14, Int 
  10, Wis 11, Cha 8. 
   
  Skills and Feats: Climb +14, Disable Device +15, 
  Hide +16, Listen +13, Move Silently +16, Open Lock 
  +18, Search +13, Spot +13, Tumble +16; Great Fortitude, 
  Improved Initiative, Iron Will, Weapon Finesse, 
  Weapon Focus: Rapier. 
   
  Equipment: +1 Rapier, Sap, masterwork buckler, 
  mighty [+1] composite shortbow, 20 masterwork 
  arrows, 3 daggers, Masterwork studded leather armor, 
  masterwork thieves’ tools, potion of cure moderate 
  wounds. 
  � Crimson Blade Bard: Male Human Brd8; CR 8; 
  Medium-size Humanoid; HD 8d6+16; hp 45; Init +3; 
  Spd 30 ft; AC 19 (touch 13, flat-footed 15) [+3 Dex, +5 
  chain shirt, +1 buckler]; BAB +6; Grap +7; Atk: +7 
  melee (1d8+1/19-20 longsword), or +10 ranged (1d6+1 
  composite 
  shortbow); 
  Full 
  Atk: 
  +7/+2 
  melee 
  (1d8+1/19-20 longsword) or +8/+8/+3 ranged (1d6+1 
  composite shortbow); SQ: Bardic Music 8/day, Inspire 
  Courage +2, Countersong, Fascinate, Suggestion, 
  Bardic Knowledge; AL NE; SV Fort +7, Ref +9, Will +7; 
  Str 12, Dex 16, Con 14, Int 10, Wis 10, Cha 16 
   
  Skills and Feats: Hide +13, Listen +11, Move 
  Silently +13, Open Lock +16, Perform: Oratory +14, 
  Search +11, Tumble +13; Great Fortitude, Point Blank 
  Shot, Precise Shot, Rapid Shot. 
   
  Equipment: Longsword, Mighty [+1] Composite 
  shortbow, 20 masterwork arrows, dagger, +1 Chain 
  Shirt, +1 cloak of resistance, masterwork thieves’ tools, 
  scroll of cure light wounds, scroll of Haste. 
   
  Spells Per Day (3/4/4/3 base DC 13+spell level) 
   
  Spells 
  Known: 
  6/4/4/3; 
  0th-Dancing 
  Lights, 
  Mending, Message, Open/Close, Prestidigitation, Read 
  Magic; 1st—Cure Light Wounds, Lesser Confusion, 
  Tasha’s Hideous Laughter, Undetectable Alignment; 
  2nd—Blindness/Deafness, Glitterdust, Rage, Silence; 
  3rd—Confusion, Cure Serious Wounds, Displacement. 
  � 
  Crimson 
  Blade 
  Leader: 
  Male 
  human 
  Ftr6/Rgr6/War1; CR 12; medium humanoid; HD 
  6d10+7d8+26; hp 105; Init +4; Spd 30 ft; AC 19 (touch 
  14, flat-footed 14) [+4 Dex, +4 Chain Shirt, +1 natural]; 
  BAB +13; Grap +15; Atk: +17 melee 1d6+5/19-20 
  quarterstaff or +18 ranged 1d6+2 javelin; Full Atk: 
  +17/+12/+7 melee (1d6+5/19-20 quarterstaff), or 
  +15/+10/+5 melee (1d6+4/19-20 quarterstaff) and 
  +15/+10/+5 (1d6+3/19-20 quarterstaff) two weapon 
  fighting, or +16/+16/+11/+6 ranged (1d6+2 javelin) or 
  +13/+8/+3 melee (1d6+4/19-20 quarterstaff) and 
  +13/+8/+3 (1d6+3/10-20 quarterstaff) and +14 ranged 
  (1d6+2 javelin) two weapon fighting and rapid shot; 
  SA: Favored Enemy: Human +4, Elf +2; SQ: Animal 
  Companion, Wild Empathy; AL LE; SV Fort +18, Ref 
  +13, Will +8; Str 14, Dex 19, Con 14, Int 10, Wis 12, 
  Cha 13. 
   
  Skills and Feats: Climb +6, Hide +12, Jump +6, 
  Listen +10, Move Silently +12, Search +5, Spot +9, 
  Survival +14 (+16 tracking), Tumble +12; Cleave, 
  Endurance (ranger), Greater Two Weapon Fighting, 
  Improved Critical: Quarterstaff, Improved Two 
  Weapon Fighting, Iron Will, Manyshot, Power Attack, 
  Quickdraw, Rapid Shot (ranger), Track, Two Weapon 
  Fighting, Weapon Focus: Quarterstaff, Weapon 
  Specialization: Quarterstaff,  
   
  Equipment: Masterwork Quarterstaff, masterwork 
  Chain Shirt, 2 throwing axes, 6 masterwork javelins, +1 
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  Page 40 
  
  amulet of natural armor, +2 cloak of resistance, 2 
  potions of cure serious wounds. 
   
  Spells Prepared (2 base DC 11+spell level): 1st—
  Entangle, Longstrider 
   
  Precasting tactics: Longstrider 
  � Animal Companion: Riding dog; medium animal; 
  HD 4d8+8; hp 34; Init +3; Spd 40 ft; AC 21 (touch 13, 
  flat-footed 18) [+3 dex, +6 natural, +2 leather]; BAB: +3, 
  Grap +6, Atk/Full Atk +7 melee (1d6+4 bite); SA: Trip; 
  SQ: Low light vision, scent, evasion, link, share spells; 
  AL N; SV Fort +7, Ref +8, Will +2; Str 16, Dex 16, Con 
  15, Int s, Wis 12, Cha 6 
   
  Skills and Feats: Jump +11, Listen +5, Spot +5, Swim 
  +4, Survival +1; Alertness, Track, Weapon Focus: bite. 
  � Crimson Blade Cleric: Male half-orc Clr12 
  (Hextor); HD 12d8+24; hp 77; Init +1; Spd 30 ft.; AC 16 
  (touch 11, flat-footed 15) [+1 dex, +5 chain shirt]; BAB 
  +9, Grap +12; Atk: +14 melee (1d10+5/17-20 Heavy 
  Flail); Atk: +14/+9 melee (1d10+5/17-20 Heavy Flail); 
  SQ: Command Undead 1/day; AL LE; SV Fort +11, Ref 
  +6, Will +13; Str 16, Dex 12, Con 14, Int 9, Wis 18, Cha 
  7. Height 5 ft. 11 in. 
   
  Skills and Feats: Concentration +17; Cleave, Greater 
  Spell Focus: Evocation, Improved Critical: Heavy Flail, 
  Martial Weapon: Heavy Flail, Power Attack, Spell 
  Focus: Evocation, Weapon Focus (Heavy Flail). 
   
  Spells Prepared (6/6+1 /5+1 /5+1 /4+1 /3+1 /2+1); 
  base DC = 14 + spell level, 16+spell level evocation): 
  0—Create Water, Cure Minor Wounds x2, Detect 
  Magic, Guidance x2; 1st—Cure Light Woundsx2, 
  Enlarge Person*, Shield of Faith x3; 2nd—Aid, Bull’s 
  Strength*, Remove Paralysis, Silence, Sound Burst, 
  Spiritual Weapon; 3rd—Dispel Magic x2, Magic 
  Vestment*, Cure Serious Wounds, Searing Light x2; 
  4th—Cure Critical Wounds, Divine Power*, Freedom 
  of Movement, Greater Magic Weapon x2; 5th—Dispel 
  Good, Flame Strike x2, Righteous Might*; 6th—Blade 
  Barrier, Heal, Stoneskin* 
   
  *Domain 
  spell. 
  Domains: 
  [Strength 
  (+12 
  enhancement bonus to strength for 1 round/day); War 
  (Weapon Proficiency and Focus: Heavy Flail)]. 
   
  Equipment: +1 Heavy Flail, +1 chain shirt, +1 cloak 
  of resistance, dagger, (un)holy symbol, backpack, 
  bedroll, waterskin, 2 days’ rations, scroll of prayer, 
  scroll of cure critical wounds, 500gp of diamond dust. 
   
  Precasting tactics: Magic Vestment upon the leader’s 
  armor, Greater Magic Weapon on both sides of his 
  quarterstaff, Freedom of Movement upon himself, 
  Stoneskin on the leader. 
  Encounter Eight-Three A: The Deal Stands 
  � Extremely Competent Hired Help: Male human 
  Rog14; CR 14; medium humanoid; HD 14d6+31; hp 93; 
  Init +4; Spd 30 ft; AC 18 (touch 14, flat-footed 18) [+4 
  Dex, +3 studded leather, +1 buckler]; BAB +10; Grap 
  +11; Atk: +15 melee (1d6+1/18-20 Rapier), or +15 melee 
  (1d6+1 sap); Full Atk +15/+10 melee (1d6+1/18-20 
  Rapier), or +15/+10 melee (1d6+1 sap); SA: Sneak 
  attack +7d6; SQ: Evasion, Uncanny Dodge, Improved 
  Uncanny Dodge, Crippling Strike, Slippery Mind, Trap 
  Sense +3; AL CN; SV Fort +7, Ref +13, Will +6; Str 13, 
  Dex 18, Con 14, Int 10, Wis 11, Cha 8. 
   
  Skills and Feats: Bluff +15, Climb +17, Disable 
  Device +19, Hide +23, Listen +15, Move Silently +23, 
  Open Lock +15, Search +17, Spot +15, Tumble +21; 
  Great Fortitude, Iron Will, Skill Focus: Bluff, Stealthy, 
  Toughness, Weapon Finesse. 
   
  Equipment: Masterwork Rapier, Masterwork Sap, 
  dagger, 
  Masterwork 
  studded 
  leather 
  armor, 
  masterwork thieves’ tools. 
  Encounter Eight-Three B: Calling the 
  Guard 
  � Ghaele Eladrin Clr1: Medium-size Outsider 
  (Chaotic, Eladrin, Extraplanar, Good); CR 14; HD 
  10d8+1d8+44; HP 97; Initiative +6; Spd 50 ft, fly 150 ft 
  (perfect); AC: 30 (touch 12, flatfooted 28) [+2 dex, +4 
  chain shirt, +14 natural); BAB +10; Grap +20; Atk: +21 
  melee (1d6+16(+1d6)/18-20 +1 merciful scimitar) or 
  +11 ranged touch (2d12); Full Atk: +21/+16 melee 
  (1d6+17 +1d6/18-20 +1 merciful scimitar) or +11/+11 
  ranged touch (2d12 light ray); SA: Spell-like abilities, 
  gaze; SQ: Alternate form, DR 10/evil and cold iron, 
  darkvision 60 ft, immunity to electricity and 
  petrification, 
  low-light 
  vision, 
  protective 
  aura, 
  resistance to cold 10 and fire 10, SR 28, Tounges; AL 
  CG; SV: Fort +13, Ref +9, Will +13; Str 30, Dex 14, Con 
  18, Int 16, Wis 20, Cha 14 
   
  Skills and Feats: Concentration +18, Diplomacy +8, 
  Escape Artist +15, Handle Animal +15, Hide +15, 
  Knowledge (Arcana) +17, Knowledge (Religion) +17, 
  Listen +18, Move Silently +15, Ride +17, Sense Motive 
  +19, Spot +18, Use Rope +2 (+4 with bindings); Combat 
  Expertise, Improved Disarm, Improved Initiative, 
  Improved Trip. 
   
  Equipment  +1 merciful scimitar, Chain Shirt, Holy 
  symbol of Tritherion. 
   
  Spell-like Abilities: At Will—aid, charm monster 
  (DC 16), Color Spray (DC 13), Comprehend Languages, 
  Continual Flame, cure light wounds, (DC 13), dancing 
  lights, detect evil, detect thoughts (DC 14), disguise 
  self, dispel magic, hold monster (DC 17), greater 
  invisibility (self only), major image (DC 15), see 
  invisibility, greater teleport (self plus 50 pounds of 
  objects only); 1/day—chain lightning (DC 18), 
  prismatic spray (DC 19), wall of force. Caster level 12th. 
  The save DCs are Charisma based. 
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  Spells: Ghaeles in humanoid form can cast divine 
  spells as clerics. 
   
  Spells Prepared (6/7+1 /6+1 /6+1 /5+1 /5+1 
  /3+1/2+1/1+1); base DC = 15 + spell level): 0—Create 
  Water, Detect Magic x2, Guidance x3; 1st—Bane, 
  Divine Favor x2, Protection From Law*, Shield of Faith 
  x2, Sanctuary x2; 2nd—Bear’s Endurance, Bull’s 
  Strength*, Remove Paralysis, Resist Energy x2, Shatter, 
  Spiritual Weapon; 3rd—Bestow Curse, Daylight, Magic 
  Vestment*, Prayer x2, Remove Curse, Searing Light; 
  4th—Air Walk, Chaos Hammer*, Death Ward, 
  Dismissal, Freedom of Movement, Spell Immunity; 
  5th—Dispel Law*, Flame Strikex2, Righteous Might, 
  True 
  Seeing; 
  6th—Animate 
  Objects*, 
  Greater 
  Dispelling, Heal x2; 7th—Holy Word, Tritherion’s 
  Grasping Hand*, Word of Chaos, 8th—Cloak of Chaos, 
  Tritherion’s Clenched Fist*  
   
  *Domain 
  spell. 
  Domains: 
  [Strength 
  (+15 
  enhancement bonus to strength for 1 round/day); 
  Chaos (+1 clvl on [Chaos] spells)]. 
   
  Gaze (Su): In humanoid form—slay evil creatures 
  of 5 or less HD< range 60 feet, Will DC 18 negates. 
  Even if the save succeeds, the creature is affected as 
  though by a fear spell for 2d10 rounds. Non-evil 
  creatures and evil creatures with more than 5 HD, 
  must succeed on a DC 18 will save or suffer the fear 
  effect. The save DCs are Charisma based. 
   
  Light Ray (Ex): A ghaele in globe form can 
  project light rays with a range of 300 feet. This attack 
  overcomes damage reduction of any type. 
   
  Alternate Form (Su): A ghaele can shift between 
  its humanoid and globe forms as a standard action. In 
  humanoid form, it cannot fly or use its light rays, but it 
  can use its gaze attack and spell-like abilities, make 
  physical attacks, and cast spells. In globe form, it can 
  fly, use its light rays, and use spell-like abilities. The 
  globe form is incorporeal, and the ghaele has no 
  Strength score while in that form. 
   
  A ghaele remains in one form until it chooses to 
  assume a new one. A change in form cannot be 
  dispelled, nor does the ghaele revert to any particular 
  form when killed. A true seeing  spell or ability, 
  however, reveals both forms simultaneously. 
   
  Protective Aura (Su): Against attacks or effects 
  created by evil creatures, this ability provides a +4 
  deflection bonus to AC and a +4 resistance bonus on 
  saving throws to anyone within 20 feet of the ghaele. 
  Otherwise, it functions as a magic circle against evil 
  effect and a lesser globe of invulnerability, both with a 
  radius of 20 feet (caster level equals ghael’s HD). (The 
  defensive benefits from the circle are not included in a 
  ghaele’s stat block). 
  � Ghaele Eladrin Ftr1: Medium outsider (Chaotic, 
  Eladrin, Extraplanar, Good); CR 14; HD 10d8+1d10+44; 
  HP 99; Initiative +6; Spd 50 ft, fly 150 ft (perfect); AC: 
  30 (touch 12, flatfooted 28) [+2 dex, +4 chain shirt, +14 
  natural); BAB +11; Grap +21; Atk: +22 melee (1d6+16 
  +1d6/18-20 +1 merciful scimitar) or +11 ranged touch 
  (2d12); Full Atk: +22/+17/+12 melee (1d6+16(+1d6)/18-
  20 +1 merciful scimitar) or +11/+11 ranged touch (2d12 
  light ray); SA: Spell-like abilities, gaze; SQ: Alternate 
  form, DR 10/evil and cold iron, darkvision 60 ft, 
  immunity to electricity and petrification, low-light 
  vision, protective aura, resistance to cold 10 and fire 10, 
  SR 28, Tounges; AL CG; SV: Fort +13, Ref +9, Will +10; 
  Str 30, Dex 14, Con 18, Int 16, Wis 18, Cha 16 
   
  Skills and Feats: Concentration +17, Diplomacy +5, 
  Escape Artist +15, Handle Animal +15, Hide +15, 
  Intimidate +8, Knowledge (Arcana) +16, Knowledge 
  (Religion) +16, Listen +17, Move Silently +15, Ride 
  +17, Sense Motive +18, Spot +17, Use Rope +2 (+4 with 
  bindings); Combat Expertise, Improved Disarm, 
  Improved Trip, Power Attack, Quicken Spell. 
   
  Equipment  +1 merciful scimitar, Chain Shirt, Holy 
  symbol of Tritherion. 
   
  Spell-like Abilities: At Will—aid, charm monster 
  (DC 17), Color Spray (DC 14), Comprehend Languages, 
  Continual Flame, cure light wounds, (DC 14), dancing 
  lights, detect evil, detect thoughts (DC 15), disguise 
  self, dispel magic, hold monster (DC 18), greater 
  invisibility (self only), major image (DC 16), see 
  invisibility, greater teleport (self plus 50 pounds of 
  objects only); 1/day—chain lightning (DC 19), 
  prismatic spray (DC 20), wall of force. Caster level 12th. 
  The save DCs are Charisma based. 
   
  Spells: Ghaeles in humanoid form can cast divine 
  spells as clerics. 
   
  Spells Prepared (6/6+1 /6+1 /6+1 /5+1 /3+1 
  /3+1/2+1); base DC = 14 + spell level): 0—Create 
  Water, Detect Magic x2, Guidance x3; 1st—Bane, 
  Divine Favor x2, Entropic Shield*, Shield of Faith x2, 
  Sanctuary x2; 2nd—Bear’s Endurance, Bull’s Strength*, 
  Remove Paralysis, Resist Energy x2, Shatter, Spiritual 
  Weapon; 
  3rd—Bestow 
  Curse, 
  Daylight, 
  Magic 
  Vestment*, Prayer x2, Remove Curse, Searing Light; 
  4th—Air Walk, Chaos Hammer*, Death Ward, 
  Dismissal, Freedom of Movement, Spell Immunity; 
  5th—Dispel Law*, Flame Strike, Quickened Divine 
  Favor, Righteous Might, True Seeing; 6th—Quickened 
  Shatter*, Greater Dispelling, Quickened Spiritual 
  Weapon; 7th— Quickened Searing Light, Word of 
  Chaos*  
   
  *Domain 
  spell. 
  Domains: 
  [Strength 
  (+14 
  enhancement bonus to strength for 1 round/day); 
  Chaos (+1 clvl on [Chaos] spells)]. 
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  Appendix Nine – Troubleshooting:  Administering Problematic 
  Spells 
   
  Detect Evil: 
  Brogan is wearing a ring of mind shielding which 
  prevents spells from detecting his evil. 
  Augury: 
  Augury is limited to 30 minutes in the future. Since the 
  meeting with Morgan and Brogan is likely to take 
  more than 30 minutes of negotiations, preparations, 
  etc, it’s unlikely that the PCs would have cause to 
  regret any decision they might make before 30 minutes 
  had elapsed. Since Elspeth will meet with the PCs 
  shortly after they conclude their deal, a successful 
  augury taken during the negotiations will, if successful, 
  come up with “Weal and Woe” for a good cleric who 
  asks about selling the weapon (he would receive a 
  promise of generous payment but would have cause to 
  regret his bargain) and no answer for a good cleric 
  inquiring about refusing to sell it (Brogan won’t take 
  action against them until the time limit is up and 
  Elspeth will not do anything immediately helpful for 
  the PCs either). A particularly greedy neutral cleric of a 
  neutral god would simply get “weal” on a successful 
  inquiry about selling the weapon. 
  Divination: 
  There are many times that the PCs might attempt to 
  divine the best course of action. The beginning of the 
  adventure is one point where they might attempt this. 
   
  A few possible questions: 
  “How might we best act upon this offer?” 
   
  For neutral deities: “Ware deception and guard 
  yourself, what thieves attempt to steal is wealth.” 
   
  For a Heironean: “To act without knowledge is not 
  valor, seek the lady’s wisdom at the Prelate’s Table in 
  the city of the Hawk.” 
   
  For a Pholtan: “To deal with evil is as bad as to 
  cause chaos; heed the warning of the heathen at the 
  Prelate’s Table in Hawkburg, but do not listen to her 
  plans.” 
   
  For a follower of Tritherion: “Honor and power 
  may hide great evil; seek my servant at the Prelate’s 
  Table in the city of the Hawk.” 
   
  The city of the Hawk is Hawkburgh. The Prelate’s 
  Table is an alehouse there. If the PCs pick up on this, 
  Elspeth will meet them at the Prelate’s Table. She is 
  one of three women there when the PCs’ arrive and is 
  the only one who looks reasonably wealthy. A spot 
  check (DC 20) will notice that she is wearing a holy 
  symbol of Tritherion though she has made some effort 
  to disguise it. A spot check (DC 5) will notice that the 
  other two women wear symbols of Photus. 
  “Will the consequences of selling this weapon to 
  Brogan be good?” 
   
  “For coin in your purse a good man will die.” 
  “Will we do well to aid Elspeth in replacing the notes 
  of marque with fakes?” 
   
  Pholtus or Saint Cuthbert: “Better to go back on 
  your word than to flirt with chaos; Pray to the 
  Summoner for aid for you shall get none from me.” 
   
  Any other lawful deity: “The path of convenience 
  imperils the soul; honesty is worth its cost.” 
   
  Other deities: “Through stealth and past traps that 
  course does lie; be discovered and then you must fly.” 
  Shadow Walk: 
  This will get the party to Morgan’s villa early enough to 
  avoid the storm. Fortunately, or unfortunately, 
  depending upon the PCs perspective, it will also avoid 
  the stampede and Chimera encounters and any 
  experience that might have resulted from them. 
  Teleport: 
  Morgan is no fool and has taken precautions to ward 
  his villa against teleportation. (Otherwise it would be 
  easy to simply teleport in and steal the magic that 
  frequently 
  crosses 
  his 
  door). 
  A 
  permanent 
  Mordenkeinen’s 
  Private 
  Sanctum 
  is 
  in 
  effect 
  throughout the entire villa. He is personally warded 
  against scrying by his greater amulet of proof against 
  detection and location. Should PCs attempt to teleport 
  blindly to his villa--something which would be 
  impossible unless they had somehow visited it in 
  another scenario (this is possible since he may feature 
  in future scenarios and players may play scenarios in 
  orders other than the one in which they’re written)—
  Morgan will be quite upset. 
   
  A more productive method would be to teleport to 
  Hawkburg (it’s reasonable to assume that PCs high 
  enough level to teleport have passed through 
  Hawkburg enough times on their way in or out of the 
  Pale that they may use the “seen casually” table for the 
  city gates or park. From there, it is a couple of hours to 
  Morgan’s villa. PCs using this method bypass the storm 
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  encounter but will encounter the cattle stampede and 
  the monster that caused it on the road from Hawkburg 
  to Nyrond before they turn off to go to the villa. (In 
  this event, Chulga is driving a herd up from Nyrond). 
   
  The PCs could also choose to leave the villa via 
  Teleport. This is no real obstacle to either of the 
  characters that will cause trouble for the PCs. Brogan’s 
  thieves will take a few days to locate the PCs and try 
  later than Brogan had hoped. The celestial servants of 
  Tritherion summoned by Elspeth’s allies, of course, 
  will have no more difficulty finding PCs who 
  teleported than PCs who walked. 
   
  Wind Walk: 
  Assuming that the characters follow the road so as to 
  avoid losing their way, wind walkers will observe the 
  stampede and have the opportunity to intervene. 
   
  Like Shadow walking and Teleporting characters, 
  wind walkers will avoid the storm. 
   
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  Appendix Ten – The Long Arm of the Law 
  7. 
  Grand Theft—successful or attempted is a 
  crime punishable by at least 3 TUs in a New 
  Dawn Camp.  The exact sentence depends on 
  the amount of property stolen, the formula 
  works out to 1 TU per 100 gp stolen with a 
  minimum sentence of 3 TU to ensure the 
  culprit has time to repent his sin and learn 
  the laws of the Pale as well as repay the 
  victim. 
  In the course of this adventure, it is possible that the 
  PCs will end up fighting Morgan Baerth’s guards, 
  being caught in an attempt to steal Brogan’s letters of 
  marque, renege on their contract, or attempt to stir up 
  trouble for Brogan and/or Elspeth with the church 
  militant. Some of the consequences are detailed below 
  (note that this is not an exhaustive list of the Pale’s 
  laws: 
  1. 
  Intentional murder of an innocent (whether 
  or not it is convenient to a character’s goal) or 
  an official of the church or government is an 
  evil act and will result in the offending 
  characters’ death by execution if captured. 
  Any PC escaping (getting away with the 
  crime) has his or her alignment shift one step 
  towards evil. Characters becoming evil are 
  removed from play permanently. 
  8. 
  It is illegal for non-Pholtan clerics to 
  proselytize in the Pale. Any cleric violating 
  this law will be sentenced to 1 TU in a New 
  Dawn Camp. 
  9. 
  Chaotic clerics proselytizing in the Pale will 
  serve an additional 1 TU in addition to the 
  standard 1 TU in a New Dawn Camp; this is a 
  total of 2 TUs in a New Dawn Camp.  Clerics 
  of St. Cuthbert are currently considered to be 
  chaotic in the Theocracy—both for the 
  historical connection of St. Cuthbert with the 
  burning of Old Wintershiven and the recent 
  connection of heretical Cuthbertites with the 
  cult of Hextor. Clerics of St. Cuthbert are cut 
  no slack with regard to any offense, and are 
  generally treated poorly. 
  2. 
  The killing of a citizen of the Pale in hot 
  blood (such as killing a guard when 
  discovered attempting to steal into secure 
  areas of Morgan’s villa) is also punishable by 
  death. If the character is identified by 
  witnesses, or the victim’s corpse is left in a 
  condition amenable to a raise dead spell 
  (which will then permit the victim to identify 
  his killer), the offending character will be 
  executed. As one might expect, clerics of 
  Pholtus will refuse any requests to resurrect 
  such an individual. 
  10. Evil clerics proselytizing in the Theocracy are 
  sentenced to 1 month in a New Dawn Camp 
  immediately. While they serve their sentence, 
  the Church will also investigate the greater 
  charge of Consorting with Fiends, which is 
  usually easily proved in the case of evil clerics. 
  Those found guilty of this greater charge are 
  sentenced to death by burning. 
  3. 
  The killing of a citizen of the Pale even 
  accidental in nature is also punishable.  
  Anyone allowing the death of an innocent 
  citizen of the Theocracy through their actions 
  will be arrested and put on trial (the trial 
  alone costs 1 TU).  If found guilty of being 
  responsible by action or lack of action for the 
  death of the citizen, the accused will be 
  sentenced to 10 TUs in a New Dawn Camp. 
  4. 
  Deadly assaults upon common citizens of the 
  Pale (attacks that deal real damage) are also a 
  very serious offense and will result in 
  imprisonment for a period of 6 TUs in a New 
  Dawn Camp.  
  5. 
  Assaults upon citizens of the Pale (attacks that 
  deal only nonlethal damage) are still serious 
  offenses 
  and 
  will 
  usually 
  result 
  in 
  imprisonment for a period of 4 TUs in a New 
  Dawn Camp.  
  6. 
  Breaking and entering is a crime punishable 
  by at least 3 TUs in a New Dawn Camp. The 
  crime may be compounded if anything was 
  actually stolen; see Grand Theft below. 
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  Appendix Eleven – New Rules
  From COMPLETE WARRIOR: 
  Feats: 
  Close Quarters Fighting [General] 
  You are skilled at fighting at close range and resisting 
  grapple attempts 
  Prerequisites: Base attack bonus +3 
  Benefit: You gain an attack of opportunity whenever an 
  enemy attempts to grapple you, even if the enemy has a 
  feat or special ability that would normally bypass the 
  attack. If you deal damage with this attack, the enemy 
  fails to start the grapple unless it has the Improved 
  Grapple feat or a special ability such as Improved Grab. 
  If the enemy has such an ability, you may add the 
  damage you deal as a bonus on your opposed grapple 
  check to resist being grappled. This feat does not give 
  you extra attacks of opportunity during a round or 
  allow you to make an attack of opportunity when you 
  would be denied one for being surprised, helpless, or 
  in a similar situation. 
   
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a 
  grapple. Then an ankheg—a creature with the 
  improved grab special ability—attempts to grapple 
  Tordek. He takes an attack of opportunity, hits, and 
  deals 10 points of damage to the creature. Tordek then 
  adds +10 to his opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, 
  Improved Grab, or similar feats or special abilities do 
  not provoke attacks of opportunity when they attempt 
  to start a grapple. 
   
  Special: A fighter may select Close Quarters 
  Fighting as one of his fighter bonus feats. 
   
  Elusive Target [Tactical] 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foe gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll. 
   
  Diverting Defense: To use this maneuver, you must 
  be flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat. The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes an 
  attack roll normally, and its ally is considered 
  flatfooted. If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against his foe, and the foe 
  does not get a chance to trip you if your attempt fails. 
   
  Prone Attack [General] 
  You can attack from a prone position without penalty. 
   
  Prerequisites: Dex 15, Lightning Reflexes, base 
  attack bonus +2 
   
  Benefit: You can make an attack from the prone 
  position and take no penalty on your attack roll. If your 
  attack roll is successful, you may regain your feet 
  immediately as a free action. Opponents gain no bonus 
  on melee attacks against you while you are prone. 
   
  Special: A fighter may select Prone Attack as one 
  of his fighter bonus feats. 
   
  Weapons: 
  Heavy Poleaxe 
  Two Handed Exotic Weapon; 20gp; Dmg (s) 1d10; 
  Dmg (m) 2d6; Critical: x3; 15lb; Piercing or Slashing; 
  Reach Weapon 
  A heavy poleaxe has reach; you can strike opponents 10 
  feet away with it, but you can’t use it against an 
  adjacent foe. Normally, you strike with the heavy 
  poleaxe’s axe head, but the spike on the end is useful 
  against charging opponents. If you use a ready action 
  to set a heavy poleaxe against a charge, you deal double 
  damage if you score a hit against a charging creature. 
   
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  Warmace 
  One-handed Exotic Weapon; 25gp; Dmg (s) 1d10; Dmg 
  (m) 1d12; Critical: x2; 10lb; Bludgeoning 
  Anyone wielding a warmace takes a –1 penalty to 
  Armor Class because the weight of the weapon makes 
  it difficult to recover quickly from swinging it. A 
  warmace is too large to use in one hand without special 
  training (the appropriate Exotic Weapon Proficiency 
  feat). A character can use a warmace two handed as a 
  martial weapon. 
   
  From the MANUAL OF THE PLANES: 
  Anarchic Creatures: 
  Anarchic creatures dwell in planes of chaos, the realms 
  of disorder.  Although they may resemble creatures 
  from the Material Plane, they appear less finished their 
  features more rough and uneven, their fur or scales 
  blotched and tattered, their appearance more ragged 
  and horrific.  They are also called the Unfinished, and 
  some say they were first drafts, abandoned to the 
  roiling planes of chaos by forgotten creators. 
  Creating an Anarchic Creature 
  “Anarchic” is a template that can be added to any 
  corporeal creature of chaotic or neutral alignment that 
  is native to the Material Plane.  Animals with this 
  template become magical beasts, but otherwise the 
  creature type is unchanged.  The template uses all the 
  base creature’s statistics and special abilities except as 
  noted here. 
   
  Special Attacks:  An anarchic creature retains all 
  the special attacks of the base creature and also gains 
  the following. 
   
  Smite Law (Su):  Once per day the creature can 
  make a normal attack to deal additional damage equal 
  to its HD total (maximum of +20) against a lawful 
  opponent. 
   
  Special Qualities:  An anarchic creature retains 
  all the special qualities of the base creature and also 
  gains the following ones: 
  • 
  Darkvision with a range of 60 feet. 
  • 
  Acid, cold, electricity, fire, and sonic 
  resistance 5 
  • 
  Immune to polymorphing and petrification 
  • 
  Fast healing 5 for creatures of 12 HD or more 
  • 
  Damage reduction of 5/magic for creatures of 
  12 HD or more 
  If the base creature already has one or more of these 
  special qualities, use the better value. 
   
  Saves:  Same as the base creature. 
   
  Abilities:  Same as the base creature, but 
  Intelligence is at least 3. 
   
  Skills:  Same as the base creature. 
   
  Feats:  Same as the base creature. 
   
  Climate/Terrain:  Any land and underground. 
   
  Organization:  Same as the base creature. 
   
  Challenge Rating:  Up to 3 HD, same as the base 
  creature. 
  3 HD to 7 HD, same as the base creature +1. 
  8+ HD, same as the base creature +2. 
   
  Treasure:  Same as the base creature. 
   
  Alignment:  Always chaotic (any). 
   
  Advancement:  Same as the base creature. 
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  Judge Aid A – Travel In the Pale 
   
  From 
  To 
  Miles 
  Days 
  On 
  Foot 
  Days 
  Riding 
  Mounted 
   
   
  Rakervale 
  Tristor 
  80 
  3.5 
  2.5 
  Rakervale 
  Wintershiven 
  185 
  8 
  6 
  Rakervale 
  Landrigard 
  310 
  13 
  10 
  Wintershiven 
  Atherstone 
  50 
  2 
  1.5 
  Wintershiven 
  Holdworthy 
  65 
  3 
  2 
  Wintershiven 
  Hatherleigh 
  120 
  5 
  4 
  Wintershiven 
  Landrigard 
  240 
  10 
  7.5 
  Holdworthy 
  Hatherleigh 
  100 
  4.5 
  3 
  Holdworthy 
  Hawkburgh 
  115 
  5 
  3.5 
  Holdworthy 
  Eltison 
  185 
  8 
  6 
  Holdworthy 
  Ogburg 
  240 
  10 
  7.5 
  Holdworthy 
  Stradsett 
  195 
  8.5 
  6 
  Hatherleigh 
  Hawkburgh 
  75 
  3.5 
  2.5 
  Hawkburgh 
  Stradsett 
  120 
  5 
  4 
  Stradsett 
  Ogburg 
  170 
  7 
  5.5 
  Ogburg 
  Eltison 
  65 
  3 
  2 
  Eltison 
  Landrigard 
  50 
  2 
  1.5 
  Eltison 
  Stradsett 
  150 
  6.5 
  5 
   
   
   
  Key 
   
  1. 
  Rakervale 
  2. 
  Tristor 
  3. 
  Atherstone 
  4. 
  Spiral 
  5. 
  Wintershiven 
  6. 
  Holdworthy 
  7. 
  Coldriver 
  8. 
  Landrigard 
  9. 
  Hatherleigh 
  10. Eltison 
  11. Hawkburgh 
  12. Ogburg 
  13. Stradsett 
  14. Woodsedge 
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  Judge Aid B – Map of Stampede Area 
   
   
   
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  Judge Map C – Map of Morgan’s Villa 
   
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  Judge Aid D – Map of the Crossroads 
   
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  Judge Aid E – Adventure Flowchart 
   
   
  Open Market 
   
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  Player Handout #1 
   
   
   
  Open Market 
   
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  Player Handout #2 
  Baerth Trading Company Conditions of Brokerage: 
  1. No items valued at less than 1,500gp will be brokered except as a part of a 
  package deal involving more valuable items. 
  2. House Baerth Trading Company will not broker deals for any items forbidden 
  in the Theocracy of the Pale and will cooperate fully with the Church Militant 
  in investigating any traffic in forbidden items. 
  3. The House Baerth Trading company charges a commission of 25% of the final 
  price on all brokered sales. This fee includes security and identification fees, 
  etc. House Baerth will also collect and report the Theocrat’s Fifth. 
  4. Individual items of 2000gp or more will be left in the strongbox for a period of 
  16 hours in order to allow the duration of any misleading spells to expire. They 
  will then be subject to a Dispel Magic and an Identify spell cast by an Arcanist 
  of the Guild. 
  5. Individual items valued at 8000gp or more will be left in the strongbox for a 
  period of 16 hours in order to allow the duration of any misleading spells to 
  expire. They will then be subject to a Dispel Magic and an Analyze Dweomer 
  spell cast by a ranking Arcanist of the guild. 
  6. Nonmagical items of value will be evaluated by the broker for quality and 
  value. They will also be isolated in the strongbox for a 24 hour waiting period 
  and magical detection in order to ensure that the quality of the goods is not 
  obscured by magic. 
  7. Nonmagical items of 5,000gp  or more in value will be dispelled after the 24 
  hour waiting period in order to ensure that their quality is not obscured by 
  magic. 
  8. All payments will be subject to the same security procedures as items. 
  9. Payments in gems and jewelry will be evaluated by the broker for quality and 
  value. 
  10. Payments in letters of marque or other forms of credit will be examined by a 
  church certified expert in documentation. 
  Open Market 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/NMR (Nyrond and her environs Metaregion)/NMR4-03 Open Market (3E).pdf