TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, 
  DUNGEON MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US 
  AND OTHER COUNTRIES. THIS MATERIAL IS PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF 
  AMERICA. ANY REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS 
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  WORK OF FICTION. ANY SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY 
  COINCIDENTAL. © 2005 WIZARDS OF THE COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  NYR7-M02 
   
   
   
  Entrell: The Sign of the Jackal 
  Entrell: Drerah nili Annynumil 
   
  A One-Round Dungeons & Dragons®  
  Living Greyhawk™ Regional Mini-Adventure  
  set in the Kingdom of Nyrond 
  Version 1.0 
   
  by Rene Ayala 
  Circle Reviewer: Colleen Simpson 
  Reviewers: Tom Kee, Don Brown 
  Playtesters: Dorian Ayala, Rod Bruce, Nick Lane, Jason Leonard, Michelle Lutz, Jeremiah McGuire, 
  Troy McNemar, Tim Pitcock, Chris Sanders, Thomas Sleeper, Russ Stanley, JB Talbott, Richard Whatley 
   
  Diac kept his weather-worn face covered deep behind scarred, trembling hands long after the screams 
  died out. “Gray Son guide me, Gray Son guide me”, Diac repeated through concealed sobs as he 
  unconsciously rocked himself like a child being comforted. He impulsively stood when the door to the 
  interviewing room opened. Director Heth emerged from within wiping his hands off on a dirty rag with 
  wrenching indifference. “The spoils from Entrell. Are they ready?” Heth questioned with impious fervor. 
  “Yes”, he stuttered in reply. “Bring them, the elf is first”. Diac retreated in predictable submission. "Three 
  days. No more”, Diac thought to himself. “Gray Son, guide me.” A one-round regional mini-adventure 
  scenario set in Nyrond for character levels 1 – 11 (APL 2 – 8). Recommended for elf-friendly characters. 
  Previous scenarios in the series: NYR6-M01 A Lament in Entrell, NYR6-09 The House of Entrell. 
   
  Resources for this adventure [and the authors of those works] include Complete Divine [David Noonan], 
  Complete Mage [Skip Williams, Penny Williams, et al.], Complete Warrior [Andy Collins, David Noonan, 
  Ed Stark],  Miniatures Handbook [Michael Donais, et al.], Players Handbook II [David Noonan], Races of 
  the Wild [Skip Williams], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], WGR4 The 
  Marklands [Carl Sargent], WoTC Map-a-Week, and the Nyrond web site Gazetteer (nyrond.org) [various].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
  Preparing for Play 
  To get the most out of this adventure, you need 
  copies of the following D&D rule books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in Appendix 1. For your convenience, that 
  appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
   Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1.  Determine the character level for each of the 
  PCs participating in the adventure. 
  2.  If PCs bring animals that have been trained 
  for combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 1 
  
  3.  Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round up to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional mini-
  adventure, set in Nyrond. Characters from Nyrond 
  pay one (1) Time Unit per round, while all other 
  characters pay two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  “Generations before the Walk in the Light of Truth, 
  ages before the Twin Cataclysms, when the 
  multiverse was young to planar travel, Dark 
  Crafters walked the Ocean Meadows of the West. 
  With affection like Death, cold, deliberate he laid a 
  keystone calling it The Bridge to Fate is Hope and 
  raised Ritual is Law Above All Else...” – 
  Translation from the Scrolls of History of High 
  Arcane (Solist ili Narath)  
   
  History of the Region 
  A keystone was laid down several millennia ago in 
  the region that was to become Old Aerdy West. 
  The resulting structure’s location, purpose, and 
  civilization are lost from present knowledge. From 
  the traces of old tread the footsteps of the first 
  elven settlers building homes and farms across 
  the forested hills and meadows of the South 
  Central Lands. 
   
  In 586 CY the restructuring of the states of 
  Nyrond turned the South Central Lands into the 
  Duchy of Korenflass. The Duchy is geographically 
  split into the Coast and the Northern Hills. The 
  King added the northern region during the 
  provincial reorganization, giving Korenflass both 
  the majority of the Anodan Hills and a large stretch 
  of arable farmland beyond the hills. 
   
  The Northern Hills region is farm country like 
  most of Nyrond. The population is willing to extend 
  a helping hand without regard for payment; they 
  are generally down to earth, friendly, and easy to 
  approach. The Entrell Estates is also located in 
  the Northern Hills region. The Entrell Estates is 
  unique because Lord Gelleflair Entrell, the only 
  elven noble in the Nyrond courts, rules there. Lord 
  Entrell, a high elf, maintains a respected militia of 
  rangers, light fighters and mages, most of whom 
  are high elven, or half-elven. 
   
  NYR6-M01 A Lament in Entrell 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 2 
  
  Within the Anodan Hills, smugglers discovered a 
  once hidden entrance to ancient tunnels. The 
  location was ideal for smuggling operations 
  between Oldred and Rel Mord. However, the 
  steady supply of merchandise has dried up in the 
  course of the region returning to a more lawful 
  nature following King Lywerd’s retaking of his 
  throne. The most brazen operatives turned to 
  raiding local villages while others left to establish 
  new locales. Among these brazen smugglers 
  turned raiders were jackal-folk. They recruited 
  human members into raiding parties to both 
  accumulate the wealth of the Anodan Hills and to 
  cater to a much elevated ego after a recent 
  discovery in the tunnels. 
   
  These jackal-folk raiders delved deeper into 
  the tunnels uncovering a civilization long forgotten. 
  They believed this discovery imparted a lost 
  civilization into their ancestry. Taking up the “Sign 
  of the Jackal,” they spread destruction to the 
  surrounding region with ever increasing recruits. 
   
  During the same time as the raids the 
  descendants of the original creators, once known 
  as Dark Crafters or Firana in elven, returned to the 
  tunnels they named Ritual is Law Above All Else. 
  They entered by another doorway to rededicate 
  the keystone called The Bridge to Fate is Hope. 
  The intrusion by the raiders’ presence interrupted 
  a ritual once conducted every 1,000 years.  
   
  Waiting for the ordered time to strike against 
  the raiders the Children of the Dark Crafters, or 
  Firanalyth in the elven tongue observed a group of 
  adventurers 
  entering 
  the 
  tunnels. 
  These 
  adventurers defeated the raiders and left the 
  tunnels but not before copying the runes the 
  Firana used in their ceremonies. According to the 
  words of the Prophet they set their sights on these 
  new intruders and those living in the region known 
  to the Firanalyth as Ocean Meadows of the West. 
   
  Weeks later three raiders returned to the 
  tunnels from Oldred with new recruits. The 
  Firanalyth overwhelmed this group in an ambush. 
  The Firanalyth’s leader known as Mystic noticed a 
  symbol worn on the wrist of these three raiders. A 
  symbol used by his master, Prophet, to distinguish 
  his clan apart from the others. The Mystic saw a 
  new opportunity to defeat their enemy. He 
  declared that only by pledging to the Sign of the 
  Jackal will they be spared. With the pledge came 
  submission to become new recruits as the 
  Mystic’s advance scouts. Many took the sign 
  instead of death.  These new recruits then fanned 
  out under command of directors to seek out all 
  who would submit to the Sign of the Jackal. 
   
  NYR6-09 The House of Entrell 
   
  Weeks passed once again while Eliqueavain 
  Alelis, the Keeper of the Lore for Entrell Estates, 
  researched 
  his 
  extensive 
  library 
  after 
  the 
  discovery of a jackal sign. In one very old 
  manuscript named the Scrolls of History of High 
  Arcane (Solist ili Narath) he discovered three 
  entries. These three entries were the Sign of the 
  Jackal, the Light of the Elves, and the Sword of 
  Dawn, but in particular he searched for information 
  into the appearance of the Sign of the Jackal. 
  Regrettably the texts did not disclose answers and 
  the Solist ili Narath was incomplete. He confided 
  to Lord Gelleflair the knowledge could not be 
  found with his limited resources and without 
  assistance he feared the answers might come too 
  late. 
   
  Gelleflair took council with the Houses of 
  Entrell Estates. They convened with a plan to send 
  envoys to the elven communities outside of 
  Nyrond. House Kethlanna would send an envoy to 
  Highfolk, House Rumnes to Celene, House 
  Azah’ali to Sunndi, and House Entrell committed 
  three, one to Greyhawk City, one to Rel Mord, and 
  the last to Breakrock Monastery.  
   
  Each envoy was tasked to seek consultation 
  from a Keeper of the Lore or research the libraries 
  of Greyhawk, Rel Mord, and Breakrock. All the 
  envoys 
  returned 
  except 
  one. 
  Along 
  the 
  borderlands of Almor an envoy was intercepted by 
  Sign of the Jackal recruits. They were bound and 
  taken to Silverwat to await Director Heth’s 
  interrogation. Whatever information they may have 
  discovered was lost. An immeasurable loss as 
  considered by Alelis and the Houses of Entrell 
  Estates. 
   
  In the gardened amphitheatre the envoys that 
  did return shared their finding with the council. The 
  envoy from Greyhawk discovered that in these last 
  four millennia a particular ceremony did not occur 
  because of the defeat suffered by the Dark 
  Crafters. The Nyrond-based envoys learned it was 
  House Lam’avelnis with the help of a Suel named 
  Nesur Joarena and his knights who battled against 
  the Firana that drove them back to their plane. The 
  Firana descendents known as Children of the 
  Dark Crafters or Firanalyth in the elven tongue 
  would have vengeance against the intruders. 
   
  The Nyrond envoy consisting of adventurers 
  presented 
  Gelleflair 
  with 
  a 
  sword 
  named 
  La’elimsha (The Eastern Sun) and told him of an 
  image of an elf wearing an illuminated jewel. 
  House Rumnes returned with a representative 
  from Celene who spoke of a vision seen by Queen 
  Yolande. The joy of Entrell’s victory against the 
  Sign of the Jackal the previous night did nothing 
  more than contrast the heavy burden on 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 3 
  
  Gelleflair’s shoulders in what lay ahead. Lord 
  Gelleflair prayed to The Protector for answers but 
  in the days that followed none came. 
  Moonday, Wealsun 10, 597 CY 
  In Silverwat, Director Heth delights in punishment 
  and interrogation. One recruit at Director Heth’s 
  disposal is Diac. Diac never lived an honorable 
  life, mostly eking out an existence through 
  burglary. A meeting with a bandit in Oldred 
  brought him to the Anodan Hills. He pledged 
  himself to the Sign of the Jackal after the ambush 
  at the tunnel entrance. His fear to die motivated 
  him to take the pledge and submit to the Sign.  
   
  His assignment in Oldred took him to the 
  worst parts of the city. He preyed on the desperate 
  with false promises of a better life and the greedy 
  with promises of riches. Throughout these weeks 
  he has seen the wickedness of Director Heth as 
  he disposed of those who would not take up the 
  Sign. Each new recruit Diac deceived brought new 
  loathing in what he has become, every soul slain 
  came a repulsion of what he is a part of, and of 
  these captives from Entrell came a wish that it is 
  not too late to rescue them in hopes that he can 
  redeem himself. 
   
  Starday, Wealsun 15, 597 CY 
  As prisoners of the Sign of the Jackal the lost 
  envoy faces a grim future. The elf ‘interrogated’ 
  during these days was not given the chance to 
  speak. Heth knew he would never betray his kind 
  so instead he deliberately took his time as this 
  opportunity was unique. Diac begged in prayers to 
  Zodal to show him the path to redemption but the 
  Gray Son did not reveal answers. 
   
  Starday, Wealsun 18, 597 CY 
  Diac manages to escape from under the watchful 
  eyes of Director Heth’s sentries. Taking advantage 
  of their ceremonial worship to Nerull during a new 
  Luna moon he flees. He notifies the local guard 
  who seem to take his words seriously. While 
  speaking to them he notices the trailing sentries 
  approach and he quickly disappears into the 
  alleys. Eluding the sentries Diac runs into an old 
  acquaintance who then contacts a former royal 
  guard of Nyrond dishonorably discharged for his 
  actions during the coup against King Lynwerd. 
  Diac believes this person has contacts that can 
  get him out of Nyrond to start a new life. What 
  Diac does not realize is the contact is a member of 
  the Grey Watch in good standing and the 
  dishonorable 
  discharge 
  story 
  is 
  a 
  cover. 
  Overwhelmed by the sentries Agent Mercer 
  retreats from Silverwat to Aldanad with Diac. 
  Inadvertently Diac reveals to Agent Mercer the 
  location of the Entrell envoy and the nature of the 
  Sign of the Jackal’s operations. Agent Mercer 
  dispatches an agent named Casphed to Entrell 
  Estates to inform Lord Gelleflair and to send aid. 
  Later that night Director Heth slew the elf. 
   
  Starday, Wealsun 16-19, 597 CY 
  Beaten many times to the point of death a half-orc 
  reveals the true nature of his task. Three humans 
  and a dwarf were still chained in their cell. What 
  information they had would be sent to the Mystic in 
  preparation for his battle against the elves of 
  Ocean Meadows of the West. 
   
  Waterday, Wealsun 21, 597 CY (Today) 
  Agent Casphed arrives in Entrell Estates and 
  takes council with Lord Gelleflair, Amalisyann and 
  Alelise. The High Priest, Aldanad, casts a Sending 
  to Aelise on a scouting mission to find the missing 
  envoy. He is ordered to locate the PCs in Mithat 
  and request their aid to secure Diac and recover 
  the envoy. 
   
  ADVENTURE SUMMARY 
  The PCs are in a tavern in Mithat listening to 
  stories of a ghost ship when an elf enters 
  searching for them. He informs them the lost 
  envoy was located and requests their aid to 
  recover them. The PCs decide whether to travel to 
  Aldanad to speak with Agent Mercer and Diac or 
  travel to Silverwat and search for the envoy. 
   
  In Aldanad the PCs find the safe house 
  compromised. All the agents are dead as are two 
  humans wearing the Sign of the Jackal tattoo. 
  Missing from the room is Diac. Two other Sign of 
  the Jackal recruits have lingered behind to capture 
  anyone who could lead them to Diac. The PCs can 
  use mundane or magic means to find Diac. 
  The PCs relocate Diac and learn of the 
  envoy’s cell location. He also tells them about the 
  operations in Oldred and Beetu. He does not know 
  confidential details about the operations but such 
  information can be obtained from Director Heth in 
  Silverwat. Diac give the PCs directions to the ‘den’ 
  where the envoy is being interrogated. 
   
  Sign of the Jackal recruits trail the PCs. They 
  ambush the PCs at the entrance to the ‘den’. 
  Bypassing the guards and entering the den is an 
  artificial success. Director Heth has knowledge of 
  the PCs and has set a trap. 
   
  After Heth’s defeat the PCs gain additional 
  knowledge about the Sign of the Jackal’s 
  operations. The most beneficial clue is there are a 
  series of tunnels in the structure where the raiders 
  operated in the Anodan Hills. 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 4 
  
   
  The PCs return to Entrell Estates with the 
  remainder of the envoy. They inform Lord 
  Gelleflair of the tunnel structure and the location of 
  other Sign of the Jackal operations. A funeral is 
  held for those lost. 
   
  PREPARATION FOR PLAY 
  This adventure is written with only enough 
  background information for the DM to run the 
  scenario. The intent is to give the DM a chance to 
  discover the story as a player in later scenarios 
  and avoid having the entire adventure series 
  background uncovered. Please keep this in mind 
  when running the adventure. If a player asks 
  questions not included in the adventure notes be 
  cautious. Do not provide ad hoc information as it 
  may take the players in the wrong direction. 
   
  Meta-Play Benefits: 
  If a PC is a member of the Entrell Militia (any rank) 
  they will gain free standard upkeep. Additionally, 
  they will gain a +1 circumstance bonus to 
  Diplomacy, Gather Information, and Intimidate 
  checks versus residents of the Entrell Estates as 
  an addition to any other circumstance modifiers 
  they have. Plus the same access as below for PCs 
  who have gained Gelleflair Entrell’s favor. 
   
  Previous Scenarios: 
  NYR6-M01 A Lament in Entrell 
  • 
  If the PC defeated the jackal creatures in the 
  final 
  encounter 
  the 
  PC 
  receives 
  +1 
  circumstance bonus to Diplomacy and Gather 
  Information checks versus elves in Entrell 
  Estates. 
   
  NYR6-09 The House of Entrell 
  • 
  The favor Hired Scholar or Monk does not 
  come into effect in this scenario. 
  • 
  For continuity, if possible, characters that have 
  the same Thronna (Knowledge) favors should 
  sit at the same table. These favors are 
  Thronna se Soliennuhar and Thronna se 
  Tialian. These favors identify which path was 
  chosen in the adventure. If the table is mixed 
  use the majority or DM choice in a tie. Once 
  the scenario starts all encounters must use 
  that particular path event throughout the 
  adventure. 
   
  INTRODUCTION 
  The PCs are in a tavern in Mithat listening to 
  embellished stories of a ghost ship when an elf 
  enters searching for them. He informs them the 
  lost envoy was located and requests their aid to 
  recover them. They are to travel to Aldanad to 
  speak with Agent Mercer and a former Sign of the 
  Jackal recruit, Diac.  
   
  “‘Twas midnight. Cold and dark. Two days out 
  from port we were when it blew in. No, it was 
  felt first. The evil touched us with its foulness 
  before anyone saw it. The fog slowly closed in 
  all around us.” 
   
  You are in Mithat. The tavern fire is warm, 
  the 
  ale 
  overflowing 
  and 
  the 
  stories 
  entertaining. A bard enthralls the entire house 
  this evening with stories of danger and bravery 
  throughout the Kingdom of Nyrond. 
   
  He continues, “In the waters near the 
  County of Eventide we met the ghost ship. 
  Frozen in fear we were, all of us. The sails 
  glowed a sickly green and the deckhands were 
  from the graves of The Reaper himself. But 
  glory to the Sun Father the ship did not stop 
  for our souls. Into the fog it disappeared and 
  we were allowed to live another day.” Among 
  the patrons are adventurers sitting at the table 
  with you. 
   
  At this time have the players introduce their 
  characters then continue. 
   
  At the conclusion of the ghost story a palpable 
  relief falls among the gathering despite the 
  sanctuary of the tavern. The house cheers until 
  someone in the crowd yells, “what about the 
  elves? I heard they were dying and leaving 
  Nyrond for deeper forests.” 
   
  “The elves?” the bard repeats. “No, I have 
  heard some left for other regions in the 
  Flanaess but have returned.” Addressing the 
  crowd the bard asks, “Who has heard the 
  plight of Entrell?” 
   
  At this point any PC that participated in any of the 
  previous Entrell Estates scenarios can tell their 
  story. If no one has participated continue with the 
  box text below. 
   
  The door to the tavern opens revealing a high 
  elf wearing a mithral chainshirt and carrying a 
  longsword. He appears battered from hard 
  riding. He scans the faces in the tavern and 
  settles on you. Approaching he nods and 
  greets you in elven. “Uverni, I am Aelise of the 
  Entrell Militia. I bring greetings.” There is hush 
  as all attention is turned toward you. “Lord 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 5 
  
  Entrell requests your assistance in recovering 
  the lost envoy.” 
   
  It is 4 o’clock in the afternoon. Aelise asks for the 
  PCs to follow him outside. In the street are other 
  members of the militia. After a moment Aelise 
  continues:  
   
  “During our patrol to locate the lost envoy I 
  received a Sending by our High Priest. She 
  said I must find you here and request your aid. 
  Her words were, ‘Locate Friends in Mithat. 
  Jackal betrayer Diac has information. Agent 
  Mercer in Aldanad. Almor north road. Fire 
  House. Rescue envoy in Silverwat. Learn more 
  return.” 
   
  Aelise is a ranking leader of the Entrell Militia. He 
  has an insignia signifying he belongs to the rank of 
  Olv’nachani. On his livery is a green circle, 
  bordered in bronze with tree centered under a 
  silver Elven glyph. 
   
  A PC who participated in NYR6-M02 A Lament in 
  Entrell will recognize the patrol as those who 
  escorted them into Entrell Estates on the first day 
  of their arrival. The members are high elves and 
  are present except for one. 
  Ariavain has the insignia belonging to the rank of 
  Vol’tae, a green circle bordered in steel, tree 
  centered under a silver Elven glyph.  
   
  Gaellas has an insignia belonging to the rank of 
  T’alminyae, a green circle, bordered in red; tree 
  centered under a silver Elven glyph. 
   
  Pylyth has an insignia belonging to the rank of 
  Sil’zaeth, a green circle, bordered in white; tree 
  centered under a silver Elven glyph. 
   
  (Deceased)Ruevaryn, 
  formerly 
  the 
  rank 
  of 
  Vol’tae, was previously part of this patrol. He fell 
  under a blade in the attack by the Sign of the 
  Jackal weeks ago. 
   
  Aelise has military contacts in Mithat. He can 
  arrange light warhorses or light riding horses for 
  the party to use for the adventure. 
   
  ENCOUNTER 1: SAFE HOUSE 
  In Aldanad the PCs find the safe house 
  compromised. All the agents are dead as are two 
  humans wearing the Sign of the Jackal tattoo. 
  Missing from the room is Diac. Two Sign of the 
  Jackal recruits have lingered behind to capture 
  anyone who could lead them to Diac.  
   
  The town of Aldanad is nothing more than an 
  outlaying of mismatched one-story buildings. 
  Pedestrians are sparse and line the only 
  apparent main street in sporadic fashion. 
  Perpendicular 
  to 
  the 
  main 
  street 
  is 
  unmaintained trails leading to farm houses. 
   
  The borderland town of Aldanad is similar to any 
  other typical Almorian town, the construction is 
  old, worn and in many places crumbling. Despite 
  being near a trade route it does little to improve 
  the aesthetics and maintenance of the buildings 
  and infrastructure. Most trade currency goes 
  through Newtown instead of Aldanad. Because of 
  this the town stays small and off the map. This 
  feature is both beneficial and detrimental.  
   
  The good points are there is plenty of open 
  space and populace-related issues are not 
  present. The bad news is residents keep to 
  themselves. They care more about keeping 
  themselves safe from undead and fiends coming 
  out of Almor rather than the appearance of a new 
  human face time and again. For those who 
  deliberately want to stay away from public view 
  Aldanad grants those benefits as well. 
   
  Nyrond’s 
  army 
  generally 
  has 
  a 
  larger 
  presence in Almor as opposed to the other 
  regions. In and around Aldanad their presence is 
  rare because of the scarcity of residents and the 
  open layout created by many abandoned farms. 
  The safe house is located at an old farmstead 
  furthest away from the main road.  
   
  With the description given to the PCs by 
  Aelise of a ‘fire house’ the PCs have no trouble 
  locating the building.  
   
  At the periphery of Aldanad is a farmstead that 
  contrasts all others you have seen. Instead of 
  the customary patched boards, peeling paint, 
  and mud brick you find a well-built house that 
  was once painted red. The weather and rain 
  has worn away the color from the top, down to 
  middle of the house in large streaks. The effect 
  from a distance gives it the appearance of a 
  house on fire. 
   
  This house is in better repair than other 
  structures in Aldanad. The most dominate 
  features are a door of good quality and iron 
  bars on the windows. From a layman’s point of 
  view this building may serve as a storehouse 
  or residence with additional security. Neither 
  would be considered out of place given the 
  fiend and undead history of Almor. It is 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 6 
  
  apparent to you the house is not designed to 
  keep occupants safe more so than keeping 
  bystanders away. 
   
  Reinforced Wooden Door: 1 in. thick; hardness 
  5; hp 20; AC 5; Break DC 23; Open Lock DC 20. 
   
  Windows, iron-bars: 1 in. thick; hardness 10; hp 
  30; AC 5; Bend DC 24. The windows are covered 
  from the inside to prevent anyone from the outside 
  looking in. 
   
  This safe house is used for Grey Watch 
  operations for many reasons. One of those is to 
  keep agent comings and goings secret and 
  another is to watch the Almorian border. Agent 
  Mercer was assigned to this area to collect 
  information and report any movements that may 
  threaten Nyrond security. His cover served him 
  well to collect the names of many deserting 
  soldiers of the Black Prince inside Almor planning 
  nefarious schemes. Because of his success he 
  was assigned to command a newly recruited junior 
  agent and two low-key soldiers. Agent Mercer sent 
  Agent Casphed ahead to Entrell Estates after 
  hearing Diac’s revelation of the envoy and Director 
  Heth’s operations.  
   
  While Agent Casphed was away Agent Mercer 
  kept Diac hidden here. Mercer was not aware 
  Heth’s sentries tracked them to Aldanad. After 
  intimidations and two murders later the sentries 
  learned of five individuals occupying a house. One 
  of them was new to Aldanand. In a clever ambush 
  they overtook Mercer and the two soldiers. During 
  the ensuing combat Diac managed to flee once 
  again. The agents defeated Mercer and his 
  command 
  four 
  hours 
  ago. 
  Knowing 
  four 
  individuals, plus Diac, occupied this house they 
  remained inside waiting to overtake the missing 
  agent upon his return.  
   
  The front door is locked. The sentries do not 
  answer the door or answer any calls regardless of 
  what the PCs say or do. They take defensive 
  positions in the house. Upon the PCs entry they 
  yell out to state their name and rank in an attempt 
  to bluff them that they are friendly and taking a 
  defensive stand inside the house. They retell or 
  make up any story in an attempt to have the PCs 
  let their guard down. Make opposed Sense Motive 
  checks against the sentries’ Bluff check. If the 
  sentries win they engage the PCs in a discussion 
  while maneuvering into the best tactical position. 
   
  Gaining entry to the house you notice five 
  bodies lying on the floor. Two individuals are 
  at the opposite end of the house. Each are 
  armored and holding weapons in a defensive 
  fashion. One yells out, “What is your name and 
  rank?” 
   
  The sentries know the following and do their best 
  to use this information to bluff the PCs. If the judge 
  is inclined it is acceptable to give them a +2 
  circumstance modifier because of what they know 
  about Diac. Aubrey will let Hadran do all the 
  talking. 
  • 
  Diac was kept here while help arrived. 
  • 
  Another some time ago to seek aid and 
  has not been seen since. 
  • 
  We survived the attack but Diac fled. 
  • 
  We tried to find him but he was nowhere 
  to be found. 
  • 
  We remained here until further orders. 
  • 
  The attack occurred about four hours ago. 
  • 
  We didn’t touch the bodies because 
  sometime others want to examine them. 
   
  The sentries want to gain the following information 
  from the PCs. They ask these questions in as 
  casual manner as possible to not trigger 
  suspicion. 
  • 
  Would you be able to find Diac? 
  • 
  Did you see others coming by chance? 
  • 
  Who are you? 
  • 
  What is your interest in finding Diac? 
   
  Those deceased are Mercer, two soldiers and two 
  Sign of the Jackal sentry: 
   
  Junior Agent Mercer male human rogue 
  4/fighter 1 
   
  Danja female human warrior 1 
   
  Eanric male human warrior 1. 
   
  Sign of the Jackal Sentry (2) male human 
  rogue 1 
   
  APL 2 (EL 4) 
   
  Hadran: male human rogue 2; hp 9; Appendix 
  1.  
   
  Aubray: male human fighter 2; hp 16; 
  Appendix 1. 
   
  APL 4 (EL 6) 
   
  Hadran: male human rogue 3/cleric 1; hp 19; 
  Appendix 1.  
   
  Aubray: male human fighter 4; hp 42; 
  Appendix 1. 
   
   
  APL 6 (EL 8) 
   
  Hadran: 
  male 
  human 
  rogue 
  4/cleric 
  1/assassin 1; hp 28; Appendix 1.  
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 7 
  
   
  Aubray: male human fighter 6; hp 63; 
  Appendix 1. 
   
   
  APL 8 (EL 10) 
   
  Hadran: 
  male 
  human 
  rogue 
  4/cleric 
  1/assassin 3; hp 37; Appendix 1.  
   
  Aubray: male human fighter 8; hp 76; 
  Appendix 1. 
   
  Tactics: The sentries try to maneuver in a flank 
  position as much as possible. They attack one 
  combatant until he or she is down before moving 
  to another. At APL 6+ the assassin targets a 
  wizard or rogue type with his death attack to 
  paralyze the victim for later interrogation. 
   
   
  Treasure: The PCs are not expected to loot the 
  bodies of Mercer or the soldiers. The loot gained 
  from the sentries is included in the treasure 
  section. 
   
  Development: Keep all actions, movements and 
  conversation in initiative before and after the PCs 
  gain access to the room. Hadran fabricates 
  external danger and Aubray performs menial tasks 
  in an attempt to keep the PCs off balance. If the 
  PCs seem suspicious begin Bluff and Sense 
  Motive checks. On the third round they strike from 
  the best tactical advantage they can create. In 
  higher APLs Hadran will exclusively speak with 
  and give all attention to the target of his Death 
  Attack. He needs three rounds to study his target 
  and not have the PC consider him enemy. This is 
  achieved if the PCs believe their story from the 
  start or fail at Sense Motive check against 
  Hadran’s Bluff check. Hadran and Aubray hide 
  their tattoo under their shirt sleeve or armor. They 
  will not reveal their left inside wrist as this will 
  expose their jackal tattoo that distinguishes them 
  as Sign of the Jackal recruits. They will use Bluff 
  or ask divergent questions to avoid showing the 
  PCs their wrist. 
   
  ENCOUNTER 2: THE HUNT 
  The PCs reacquire Diac and learn of the envoy’s 
  cell location. He also tells them about the 
  operations in Oldred and Beetu. He does not know 
  confidential details about the operations but such 
  information can be obtained from Director Heth in 
  Silverwat. Diac give the PCs directions to the ‘den’ 
  where the envoy is being interrogated. Finding 
  Diac will require either speaking to the residents of 
  Aldanad or tracking him.  
   
  Gather Information 
  The residents start as Unfriendly. The DC is 
  lowered by 5 because of the recent intimidation 
  conducted by the sentries during their discovery of 
  the 
  safe 
  house. 
  Asking 
  the 
  residents 
  for 
  information 
  will 
  require 
  a 
  DC 
  20 
  Gather 
  Information check (1d4+1 hours per check). On a 
  successful check the PCs learn an unknown 
  person moved around the tall grasses and then 
  ran to the north. 
   
  Track 
  Locating Diac by tracking him will require a DC 15 
  Survival check if the character has the Track feat. 
  Diac fled the combat four (4) hours ago however 
  hid in the tall grasses for two (2) hours while the 
  sentries searched for him. He has been on the run 
  for the last two hours heading north. He moves a 
  rate of 30-feet per round. His current distance 
  from Aldanad is eight (8) miles. Without supplies 
  he begins to take frequents rests effectively having 
  a 15-foot movement rate for the next four (4) hours 
  until he rests for 10 hours and searches for water. 
   
  Search 
  If the PCs did not succeed at either of the checks 
  above they can locate Diac by choosing a 
  direction from the town to ride. Diac stays in a 
  northern direction by keeping the Flinty Hills in 
  front on him. Depending on the initial coordinal 
  direction chosen by the PCs they can locate him 
  quickly, take days or abandon the search entirely. 
  The following options are a guideline for the 
  duration in finding Diac roaming through the 
  Almorian wasteland. 
   
  Choosing North 
  The PCs searching for Diac by riding in the correct 
  coordinal direction (north) from the start will locate 
  him in eight (8) hours or the morning of the next 
  day if the PCs do not travel at night. 
   
  Choosing East or West  
  PC riding east or west first then eventually turn in 
  a northern direction will find Diac after 20 hours or 
  two days whichever is longer. 
   
  Choosing South 
  PCs riding south then double-back to ride north 
  will find Diac after four days. He is dehydrated and 
  exhausted. 
   
  If the PCs located Diac he tells them the following 
  information after being given water and food. He 
  knows his information is valuable and does not 
  succumb to “tell us first” tactics. He does this not 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 8 
  
  by being smug, arrogant or confrontational. He 
  behaves as someone whose mind is broken and 
  not intimidated easily. He provides the following 
  information once he knows his life is not in danger 
  from reprisals. This would involve the PCs 
  guaranteeing him passage out of Nyrond, out of 
  Almor and in the custody of a major faith church, 
  or taken to the western border and exiled. 
  I know of the envoy returning to Entrell 
  Estates. 
  It 
  was 
  captured 
  and 
  taken 
  to 
  Silverwat. They are being interrogated by my 
  former master named Director Heth. Director 
  Heth is a Sign of the Jackal commander who 
  directs the movements of the recruits and 
  deals out punishments. Another duty of his is 
  to give his final approval on any new recruits. 
  Those who don’t pass are not seen again. 
  Director Heth can be found in what is called 
  the ‘den’. It is located underneath a tavern 
  named Sentiis. A concealed door in the 
  storeroom is magically locked (arcane lock). To 
  bypass it you need this.” Diac hands you a 1-
  foot long mithral tube. “Strike this against the 
  door to enter.” 
   
   
  Diac: male human rogue 2 (Bluff +6, Sense 
  Motive +5). Oeridian with brown hair and brown 
  eyes. 
   
  Diac will not accompany the party back to 
  Silverwat. If the PCs persist in taking him he will 
  make it very difficult. Short of being bound and 
  unconscious he will complain and yell during the 
  entire trip. He will flee at his first opportunity. 
  Binding him in the safe house is another option. 
  Diac never led a noble life. His part to help locate 
  the envoy stops here. This is as far as his morals 
  reach. 
   
  ENCOUNTER 3: SILVERWAT 
  In Silverwat the PCs are spotted by Sign of the 
  Jackal recruits before they enter the tavern. They 
  ambush the PCs at the entrance to the ‘den’. 
  Bypassing the guards and entering the den is an 
  artificial success. Director Heth has knowledge of 
  the PCs and has set a trap. 
   
  The badlands of Almor conceal fiends, undead, 
  desperate souls and the lost envoy of Entrell. 
  Journeying 
  across 
  an 
  eroded, 
  somber 
  landscape does not present any conflicts. Like 
  Aldanad the town of Silverwat is in poor repair. 
  Worn 
  structures 
  give 
  way 
  to 
  newer 
  construction. 
  Unfortunately 
  many 
  of 
  the 
  building projects are partially completed while 
  others are abandoned entirely. 
   
  The PCs can go directly to Sentiis or explore 
  Silverwat. Exploring Silverwat and/or making 
  Gather Information checks will not yield any new 
  information. Worst case is the lost time will 
  perhaps cause them to not save an envoy 
  member from death at the end of his interrogation.  
   
  Alarm Trap CR 1; magic device; proximity trigger 
  (alarm); automatic reset; spell effect (alarm); 
  Search DC 26; Disable Device DC 26. Cost: 500 
  gp. 
  The exterior of Sentiis gives every indication it 
  is a disgusting dive. The walls are ready to fall, 
  the floorboards making up the porch are loose 
  or entirely missing in places, the door hinges 
  are held together more by rust rather than 
  nails, and the windows are filthy concealing 
  anything or anyone that may be inside. A 
  guard is posted at the front door while another 
  stands at one corner of the tavern. 
   
   
   
  Wooden Door: 1 in. thick; hardness 2; hp 5; 
  AC 5; Break DC 5. 
   
  When the PCs are at 30-feet they may notice 
  Pirvu on the roof with a successful DC 14 (APL 
  2/4) or 16 (APL 4/6) Spot check. Pirvu spots 
  anyone approaching the tavern at 30-feet. 
   
  APL 2 (EL 3) 
   
  Stenar: male half-orc ranger 2; hp 16; 
  Appendix 1. 
   
  Pirvu: male human marshal 1; hp 8; Appendix 
  1. 
   
  Sign of the Jackal recruit: male human 
  warrior; hp 6; Appendix 1. 
   
  APL 4 (EL 5) 
   
  Stenar: male half-orc ranger 2/ barbarian 2; 
  hp 34; Appendix 1. 
   
  Pirvu: male human marshal 2; hp 16; 
  Appendix 1. 
   
  Sign of the Jackal recruit (2): male human 
  warrior; hp 6; Appendix 1. 
   
  APL 6 (EL 7) 
   
  Stenar: male half-orc ranger 2/ barbarian 
  2/fighter 2; hp 57; Appendix 1. 
   
  Pirvu: male human marshal 4; hp 24; 
  Appendix 1. 
   
  Sign of the Jackal recruit (3): male human 
  warrior; hp 6; Appendix 1. 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 9 
  
   
  APL 8 (EL 9) 
   
  Stenar: male half-orc ranger 2/ barbarian 
  2/fighter 2/occult slayer 2; hp 73; Appendix 1. 
   
  Pirvu: male human marshal 6; hp 42; 
  Appendix 1. 
   
  Sign of the Jackal recruit (4): male human 
  warrior; hp 6; Appendix 1. 
   
  Tactics: The Sign of the Jackal guards are newly 
  recruited. They are not wholly committed to the 
  cause and will flee as noted in Development. On 
  the roof of the Sentiis is Pirvu acting as a lookout. 
  When he spots the PCs approaching he sounds 
  an alarm to notify a guard inside. Stenar will exit to 
  prevent the PCs from gaining access. Bypassing 
  the guards and entering the den is an artificial 
  success. The alarm will also notify Heth. 
   
  Pirvu will active two alarms when he is aware 
  of the PCs approach or attack. The first is a 
  stomping his foot on the roof (move action, DC 
  7+distance Listen check). This will notify Stenar to 
  exit the tavern ready for combat. The second is 
  triggering an alarm spell trap on the roof (standard 
  action). This will notify Director Heth to make 
  preparations. Pirvu will stay on the roof to gain 
  cover from strategically placed boards (+4 cover, 
  not included in stats). Stenar will stay within 
  Pirvu’s auras to gain their benefit unless it is 
  foolhardy to do so. Stenar will target spell casters 
  if it is tactically beneficial. Pirvu will use items or 
  his bow to drop one PC at a time. Anyone who is 
  able to target him will be his first targets.  
   
  Treasure: The loot gained from the lookouts is 
  included in the treasure section. 
   
  Development: Pirvu is ‘Taking 20’ on his Hide 
  check (DC 20+distance, includes -4 armor check 
  and +4 cover). The warrior(s) will flee when half 
  their number is down or any damaging area of 
  effect spells is cast. Stenar and Pirvu will stay in 
  combat until they are at 25% or less of their hit 
  points. At that point they will retreat in different 
  directions into the streets of Silverwat. The PCs 
  can pursue for three (3) rounds. If they have not 
  disabled or defeated them begin making Dexterity 
  checks per DMG pg 30. If Stenar and/or Pirvu 
  survived they will return to the ‘den’ after ten 
  rounds hoping to surprise them from behind or in 
  combat with Director Heth. 
   
  ENCOUNTER 4: THE DEN 
  Director Heth has knowledge of the PCs and has 
  set a trap. After Heth’s defeat the PCs gain 
  additional knowledge about the Sign of the 
  Jackal’s operations. The most beneficial clue is 
  there are a series of tunnels in the structure where 
  the raiders operated in the Anodan Hills. 
   
  The guests of the Sentiis tavern are empty 
  barrels and broken furniture. Instead of music 
  creating the ambiance it is the smell of rotting 
  leftovers. A long table stands at the center of 
  the floor. On the opposite wall, to the right, is a 
  broken fireplace. To the left is a door that 
  appears to be recently installed and in good 
  condition.  
   
   
  Good Wooden Door: 1-½ in. thick; hardness 
  5; hp 15; AC 5; Break DC 18; Open Lock DC 20. 
   
   
  Concealed Door (arcane lock): 1 in. thick; 
  Break DC 28. 
   
  The storeroom shelves contain dust covered 
  jars filled with indistinguishable items floating 
  in a murky liquid. The dust on the wood floor is 
  disturbed in many areas, in particular at the far 
  end of the storeroom. 
   
  A concealed door on the floor is found on a DC 20. 
  If the PCs spoke with Diac they do not have any 
  problems finding it. The PCs can use the Chime of 
  Opening provided by Diac. Otherwise they will 
  need to bypass it using their own devices. The 
  trapdoor leads to a locked door. 
   
   
  Wooden Door: 1 in. thick; hardness 5; hp10; 
  AC 5; Break DC 18; Open Lock DC 20. 
   
  In the center of the 20’x20’ room is a stone 
  table stained dark red. Across the room is a 
  corridor that leads to another door. Streaks of 
  similar dark stains are seen on the floor 
  between the table and the door. 
   
  Envoy room 
  The number of prisoners alive depends on the 
  length of time it takes for the PCs to arrive. Refer 
  to DM Aid 1 to compare this time against Heth’s 
  interrogation schedule. Generally it is not possible 
  to save the elf and half-orc. Any remaining 
  prisoners are dehydrated, malnourished and have 
  infected injuries. A DC 15 Heal check will clean 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 10 
  
  the injuries. At least one point of magical healing 
  and rations will allow them to travel. 
   
  A converted wine cellar functions as a prison 
  for the lost envoy of Entrell Estates. Lying on 
  the ground or leaning on the walls are 
  (appropriate number) individuals in varying 
  states of injury. Some appear unconscious or 
  dead. 
   
  On Heth’s person is a map of a tunnel structure. 
  Characters that participated in NYR6-M02 A 
  Lament in Entrell will recognize the tunnels as the 
  same they found when confronting the raiders. A 
  different feature is the appearance of a new 5’x5’ 
  area. This feature is news to take to Entrell 
  Estates. (Give PCs Player Handout #2.) 
   
  APL 2 (EL 5) 
   
  Wymar male human (Touv) ranger 2; hp 14; 
  Appendix 1. 
   
  Sirida the Necromancer female human 
  (Flan) wizard 1; hp 4; Appendix 1. 
   
  Turold Elf-Slayer female half-orc barbarian 2; 
  hp 22; Appendix 1. 
   
  Director Heth male human (Oeridian) cleric 1; 
  hp 8; Appendix 1. 
   
  APL 4 (EL 7) 
   
  Wymar male human (Touv) ranger 2/scout 2; 
  hp 28; Appendix 1. 
   
  Sirida the Necromancer Female human 
  (Flan) wizard 2; hp 8; Appendix 1. 
   
  Turold Elf-Slayer female half-orc barbarian 4; 
  hp 44; Appendix 1. 
   
  Director Heth male human (Oeridian) cleric 2; 
  hp 16; Appendix 1. 
   
  APL 6 (EL 9) 
   
  Wymar male human (Touv) ranger 2/scout 4; 
  hp 42; Appendix 1. 
   
  Sirida the Necromancer Female human 
  (Flan) wizard 4; hp 16; Appendix 1. 
   
  Turold Elf-Slayer female half-orc barbarian 6; 
  hp 22; Appendix 1. 
   
  Director Heth male human (Oeridian) cleric 
  3/rogue 1; hp 30; Appendix 1. 
   
  APL 8 (EL 11) 
   
  Wymar male human (Touv) ranger 2/scout 
  4/OtBI 2; hp 64; Appendix 1. 
   
  Sirida the Necromancer female human 
  (Flan) wizard 6; hp 24; Appendix 1. 
   
  Turold Elf-Slayer female half-orc barbarian 6; 
  hp 80; Appendix 1. 
   
  Director Heth male human (Oeridian) cleric 
  3/rogue 1; hp 43; Appendix 1. 
   
  Tactics:  
  APL 2: Sirida has pre-cast mage armor. She will 
  cast color spray in the first round and follow up 
  with ray of enfeeblement. After that she retreats 
  into the corridor and casts any spell that will deal 
  damage. Turold will rage and attack the closest 
  elf. Wymar will stand in front of Heth at the corridor 
  and target elves or defend himself in melee. 
  Director Heth casts bane in the first round. He will 
  enter combat only by staying in the corridor to 
  avoid flanks. 
  APL 4: (Same as APL 2) except Sirida will not 
  hesitate to cast area effect spells with Turold in the 
  effect area because of the Spellguard Ring he is 
  wearing. 
  APL 6: (Same as APL 4) except Sirida will also 
  pre-cast mirror image and spectral hand. She will 
  also cast glitterdust instead of color spray on the 
  first round.  
  APL 8: (Same as APL 6) except Sirida will also 
  pre-cast mirror image and spectral hand. She will 
  also cast glitterdust instead of color spray on the 
  first round. Heth will use the at every opportunity. 
   
  Treasure: The loot gained from the lookouts is 
  included in the treasure section. 
   
  Development: At the sound of the alarm all 
  combatants begin to prepare or cast spells. 
  Director Heth will use his Death Attack for the day 
  on 
  the 
  envoy 
  individual 
  he 
  is 
  currently 
  interrogating. Turold will render another prisoner 
  unconscious. 
  Heth 
  keeps 
  the 
  unconscious 
  prisoner near his feet to prevent area of effect 
  spells. If the fight goes ill for Heth he will attempt 
  to retreat by casting sanctuary and invisibility (at 
  higher APLs). He will also take advantage of his 
  Domain spells in his retreat. 
  CONCLUSION 
  Determining Diac’s fate is open ended to the 
  series of events and the PCs actions. If Diac was 
  left at Aldanad Agent Casphed has returned and 
  takes custody. If he was left at any other location 
  on his own for more than three (3) hours he has 
  escaped. Taking Diac to any major faith temple as 
  amends for two weeks then leaves in the middle of 
  the night. If Diac is escorted to Entrell Estates he 
  is 
  interrogated 
  before 
  being 
  remanded 
  to 
  Nyrondese authority and put in prison. In Entrell 
  he reveals the locations of other 'dens' in Oldred 
  and Beetu. He also tells them he overheard 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 11 
  
  Director Heth speak of the runes in the tunnels as 
  a means to access a new area in the tunnels. 
   
  The PCs return to Entrell Estates with the 
  remaining envoy. They inform Lord Gelleflair of the 
  tunnel structure and the location of other Sign of 
  the Jackal operations. A funeral is held for the elf 
  lost to them. Any others who perished are given a 
  ceremony and sent to relatives for burial. Read or 
  paraphrase the following: 
   
  Amalisyann, the Guardian of Nature for Entrell 
  Estates, is speaking with you in his home. He 
  wears silk robes designed in colors of green 
  and sunlight. Completing his attire is a 
  platinum necklace dedicated to The Protector 
  and matching bracelets stylized in complex 
  vine patterns. “We have lost much but gained 
  much as well. Your continued presence here 
  signifies our troubles have not ended but also 
  comforts us to know we have friends.” 
   
  “I would like you to meet someone.” 
  Entering the room is another high elf. “May I 
  introduce to you Her Grace and High Priest 
  Selavain?” Selavain greets you with a deep 
  bow. “Good evening, I have prayed to The 
  Protector for guidance. He has replied. Please 
  follow me.” 
   
  Selavain leads you to the Gardens of 
  Radiance. The scores of flowers, trees and 
  vines in the gardens are blossoming creating 
  an overwhelming fragrance. “This is where the 
  Protector and Preserver of Life answered me. 
  Please bow your head while I pray.” Selavain 
  begins prayers to Correlon Larethian. As she 
  does she touches each of you on your 
  shoulder in turn. With the touch comes a 
  whisper in your mind speaking of blessing and 
  protection from the Creator of the Elves. 
  Satisfied Selavain concludes her prayers. “We 
  are grateful for your assistance. The blessing 
  received is to protect you in the days ahead.” 
   
  At this point Ruessa enters the gardens. “I 
  heard you returned. I was hoping to greet you 
  and thank you for bringing me here. I have 
  been asked to sing at a performance tonight. I 
  would like you to attend as my guests.” 
   
  If this is run prior to the interactive NYR7-I04 
  Entrell: The Light of the Elves and the Sword of 
  Dawn continue with the following: 
   
  Amalisyann continues, “On behalf of Lord 
  Entrell we hope that you remain to assist us in 
  the investigation of the new tunnel feature.” 
   
  End 
   
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 12 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
   
  Encounter 1: Safe House 
  Defeating the sentries 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  Encounter 2: The Hunt 
  Locating Diac 
  APL 2  
  60 XP 
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
   
  Encounter 3: Silverwat 
  Defeating the lookout 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  Encounter 4: The Den 
  Defeating Director Heth and Jackal members 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  Story Award 
  Recovering at least two envoy prisoners 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
   
  Total possible experience: 
  APL 2  
  225 XP 
  APL 4  
  337 XP 
  APL 6  
  450 XP 
  APL 8  
  562 XP 
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes.  Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions.  Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold.  If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot.  If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available.  A normal adventuring party can usually 
  gather this wealth in a round or so.  If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure.  Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it.  Other times they may attempt 
  to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field 
  of the adventure certificate.   
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. 
   
  Introduction 
   
  ALL APL: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp  
   
  Encounter 1:  Safe House 
   
  APL 2: Loot: 179 gp; Coin: 157 gp; Magic: 25 
  gp – potion cure moderate wounds (25 gp each). 
   
  APL 4: Loot: 292 gp; Coin: 257 gp; Magic: 273 
  gp – cloak of resistance +1 (83 gp), +1 heavy steel 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 13 
  
  shield (98 gp), potion cure moderate wounds (2) 
  (25 gp each), Qual’s Feather Token (whip) (42 
  gp).  
   
  APL 6: Loot: 139 gp; Coin: 325 gp; Magic: 791 
  gp – +1 buckler (97 gp each), cloak of resistance 
  +1 (83 gp), +1 full plate armor (221 gp each), +1 
  mithral chainshirt (175 gp each), +1 heavy steel 
  shield (98 gp), potion cure moderate wounds (2) 
  (25 gp each), potion of invisibility (25 gp), Qual’s 
  Feather Token (whip) (42 gp). 
   
  APL 8: Loot: 87 gp; Coin: 325 gp; Magic: 
  2,509 gp – +1 buckler (97 gp each), cloak of 
  resistance +1 (83 gp), +1 full plate armor (221 gp 
  each), +1 kukri (192 gp each), +1 mithral 
  chainshirt (175 gp each), +1 heavy steel shield (98 
  gp), longsword +1 (193 gp each), murderer's 
  gloves (1,333 gp each), potion cure moderate 
  wounds (2) (25 gp each), potion of invisibility (25 
  gp), Qual’s Feather Token (whip) (42 gp). 
   
  Encounter 2:  The Hunt 
   
  ALL APL: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp 
   
   
  Encounter 3:  Silverwat 
   
  APL 2: Loot: 78 gp; Coin: 50 gp; Magic: 46 gp 
  – dust of tracelessness (21 gp), potion cure 
  moderate wounds (2) (25 gp each). 
   
  APL 4: Loot: 58 gp; Coin: 50 gp; Magic: 200 
  gp – +1 chainshirt (104 gp), dust of tracelessness 
  (211 gp), potion cure moderate wounds (25 gp 
  each), potion shield of faith +4 (50 gp). 
   
  APL 6: Loot: 3 gp; Coin: 50 gp; Magic: 708 gp 
  – +1 breastplate (113 gp), +1 chainshirt (2) (104 
  gp each), cloak of elemental protection (83 gp 
  each), dust of tracelessness (211 gp), +1 falchion 
  (198 gp each), longbow +1 (115 gp each), potion 
  cure moderate wounds (25 gp each), potion shield 
  of faith +4 (50 gp). 
   
  APL 8: Loot: 3 gp; Coin: 50 gp; Magic: 1,542 
  gp – +1 breastplate (113 gp), +1 chainshirt (2) 
  (104 gp each), dust of tracelessness (211 gp), +1 
  bane (elf) falchion (698 gp each), longbow +1 (115 
  gp each), potion cure moderate wounds (25 gp 
  each), potion shield of faith +4 (50 gp), ring of 
  counterspells (333 gp each). 
   
  Encounter 4:  The Den 
  APL 2: Loot: 153 gp; Coin: 219 gp; Magic: 89 gp – 
  pearl of power (1st) (83 gp), scroll magic missile 
  (3) (2 gp each). 
   
  APL 4: Loot: 80 gp; Coin: 219 gp; Magic: 771 
  gp – +1 breastplate (113 gp), +1 composite 
  longbow (+2 Str) (21 gp), pearl of power (1st) (83 
  gp), potion of lesser restoration (25 gp), scroll 
  magic missile (3) (2 gp each), spellguard rings 
  (333 gp). 
   
  APL 6: Loot: 130 gp; Coin: 254 gp; Magic: 
  2,167 gp – amulet of natural armor +1 (167 gp 
  each), bracers of armor +1 (83 gp each), +1 
  breastplate (113 gp), +1 composite longbow (+2 
  Str) (21 gp), gloves of dexterity +2 (333 gp each), 
  metamagic wandgrip (500 gp each), pearl of 
  power 1st (83 gp each), potion of lesser 
  restoration (25 gp), scroll magic missile (3) (2 gp 
  each), spellguard rings (333 gp each), wand of 
  magic missile (5th) (313 gp each). 
   
  APL 8: Loot: 130 gp; Coin: 254 gp; Magic: 
  2,979 gp – amulet of natural armor +1 (167 gp 
  each), bracers of archery (lesser) (417 gp each), 
  bracers of armor +1 (83 gp each), +1 breastplate 
  (2) (113 gp), +1 composite longbow (+2 Str) (21 
  gp), gloves of dexterity +2 (333 gp each), 
  headband 
  of 
  intellect 
  +2 
  (333 
  gp 
  each), 
  metamagic wandgrip (500 gp each), pearl of 
  power 1st (83 gp each), potion of lesser 
  restoration (25 gp), scroll of invisibility purge (31 
  gp each), scroll magic missile (3) (2 gp each), 
  scroll of searing light (31 gp each), spellguard 
  rings (333 gp each), wand of magic missile (5th) 
  (313 gp each). 
   
  Conclusion 
   
  ALL APL: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp 
   
   
  Total Possible Treasure 
   
  APL 2: Loot: 411 gp; Coin: 426 gp; Magic: 160 
  gp; Total: 997 gp 
   
  APL 4: Loot: 429 gp; Coin: 526 gp; Magic: 
  1,244 gp; Total: 2,199 gp 
   
  APL 6: Loot: 272 gp; Coin: 629 gp; Magic: 
  3,666 gp; Total: 4,567 gp 
   
  APL 8: Loot: 220 gp; Coin: 629 gp; Magic: 
  7,030 gp; Total: 7,879 gp 
   
  Special 
  Favor of Gelleflair Entrell: For recovering the lost 
  envoy you have performed a valuable service for 
  the Entrell Estates and have earned the favor of 
  Gelleflair Entrell. You are granted access to 
  upgrade any one (1) armor, shield or weapon with 
  a +1 bonus special ability from tables 7-5, 7-6, 7-
  14, and 7-15 in the DMG. If you gained Gelleflair’s 
  favor in NYR6-09 The House of Entrell this favor is 
  upgraded to a +2 bonus. 
  (Cross off this favor once used.) 
   
  Sirida the Necromancer’s Spellbook 
  Entrell Estates requests taking possession of the 
  recovered spellbook. Before surrendering it Alelis 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 14 
  
  grants you access to scribe spells into your 
  spellbook. On this AR you may scribe spells as 
  permitted per the scribing guidelines. Afterward, 
  you may spend one (1) TU to travel to Entrell 
  Estates to copy additional spells per the scribing 
  guidelines. 
  • 
  Ring of Counterspells (Adventure; 4,000 gp; 
  DMG) 
  • 
  Murderer's Gloves (Adventure; 16,000 gp; 
  Complete Mage) 
   
   
  3rd: curse of impending blades (mass), fireball, 
  haste, vampiric touch,  
  2nd: false life, glitter dust, mirror image, spectral 
  hand;  
  1st: mage armor, ray of enfeeblement, chill touch, 
  color spray, cause fear, shocking grasp 
   
  Blessing of Corellon Larethian 
  You have received the blessing of Corellon 
  Larethian while standing in the Gardens of 
  Radiance. As an immediate action you can call 
  upon this blessing to receive one (1) of the 
  following benefits. For elves and half-elves the 
  spell is Empowered as the feat. 
  APL 2: cure light wounds (1d8+5) 
  APL 4: cure moderate wounds (2d8+10) 
  APL 6: cure serious wounds (3d8+15) 
  APL 8: cure critical wounds (4d8+20) 
  (Cross off this favor once used.) 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Item Access 
  APL 2: 
  • 
  Chime of Opening (2 charges) (Adventure; 
  600 gp; DMG) 
  • 
  Pearl of Power 1st (Adventure; 1,000 gp; 
  DMG) 
  • 
  Sirida’s Spellbook (Adventure; see above) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Spellguard 
  Rings 
  (Adventure; 
  4,000; 
  Complete Mage) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Cloak of Elemental Protection (Adventure; 
  1,000 gp; Miniatures Handbook) 
  • 
  Metamagic Wandgrip (Adventure; 6,000 gp; 
  Complete Mage) 
  • 
  Wand of Magic Missile (5th) (Adventure; 3,750 
  gp; DMG) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Bracers of Archery, lesser (Adventure; 5,000 
  gp; DMG) 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 15 
  
  APPENDIX 1: ALL APL
  ENCOUNTER 3: SILVERWAT 
  S I G N  O F  T H E  J AC K AL  R E C R U I T S              CR  
  1/2 
  Male human warrior 1 
  NE Medium humanoid (human - Oeridian) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common 
  AC 16, touch 10, flat-footed 16 
    (+0 Dex, +4 armor, +2 shield) 
  hp 6 (1 HD); 
  Fort +3, Ref +2, Will +2 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft.;  
  Melee longsword +x (1d8+1) or 
  Ranged spear +x (1d8+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +x 
  Atk Options none 
  Combat Gear none 
  Abilities Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8  
  SQ none 
  Feats Iron Will, Lightning Reflexes  
  Skills Climb +3, Jump +3 
  Possessions combat gear plus chainshirt 
  armor, 
  longsword, 
  large 
  wooden 
  shield, 
  shortbow w/ 20 arrows. 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 16 
  
  APPENDIX 1: APL 2
  ENCOUNTER 1: SAFEHOUSE  
   
  H ADRAN 
  CR  2 
  Male human rogue 2 
  NE Medium humanoid (human - Oeridian) 
  Init +1; Senses Listen +7, Spot +3 
  Languages Common, Orc 
  AC 15, touch 11, flat-footed 14 
    (+1 Dex, +3 armor, +1 buckler) 
  hp 9 (2 HD); 
  Fort +0, Ref +4, Will +4 
  Weakness  
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft.;  
  Melee masterwork kukri +4 (1d4+2 plus 1d6 sneak 
  attack) or 
  Ranged masterwork composite shortbow (+2 Str) +3 
  (1d6+2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options +1d6 sneak attack 
  Combat Gear potion cure moderate wounds 
  Abilities Str 15, Dex 13, Con 10, Int 12, Wis 14, Cha 
  8  
  SQ Evasion, trapfinding 
  Feats Iron Will, Martial Weapon Proficiency (kukri)  
  Skills Bluff +4, Concentration +2, Disable Device +6, 
  Disguise +6,Hide +6, Listen +7, Move Silently +6, 
  Open Lock +8, Search +5, Spot +3, Tumble +6, 
  Possessions combat gear plus masterwork studded 
  leather armor, masterwork buckler, masterwork 
  kukri (2), masterwork composite shortbow (+2 Str) 
  w/ 20 arrows, masterwork thieves tools, silver holy 
  symbol (Erythnul), 107 g.p. 
   
  AUBRAY 
  CR  2 
  Male human fighter 2 
  NE Medium humanoid (human - Oeridian) 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common 
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +5 armor, +2 shield) 
  hp 19 (2HD); 
  Fort +5, Ref +1, Will +1 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.;  
  Melee masterwork longsword +5 (1d8+2) or 
  Ranged dagger +3 (1d4+2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Power Attack  
  Combat Gear none 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8  
  Feats Combat Reflexes, Improved Initiative, Power 
  Attack, Weapon Focus (longsword)   
  Skills Climb +3, Intimidate +4, Jump +3; 
  Possessions 
  combat 
  gear 
  plus 
  masterwork 
  breastplate armor, masterwork heavy steel shield, 
  longsword, daggers (3), 50 g.p. 
   
  ENCOUNTER 3: SILVERWAT 
   
   
  P I RV U 
  CR  1 
  Male human marshal 1 
  CN Medium humanoid (human - Oeridian) 
  Init +5; Senses Listen -1, Spot +3 
  Languages Common, Orc  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 armor) 
  hp 8 (1 HD); 
  Fort +4, Ref +1, Will +1 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.;  
  Melee longsword +0 (1d8) or 
  Ranged longbow +1 (1d8)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Atk Options Point Blank Shot 
  Combat Gear none 
  Abilities Str 10, Dex 13, Con 14, Int 12, Wis 8, Cha 
  15  
  SQ Minor Aura (Motivate Dexterity) 
  Feats Improved Initiative, Point Blank Shot, Skill focus 
  (diplomacy), 
  Skills Bluff +6, Diplomacy +9, Intimidate +6, 
  Knowledge (nobility) +5, Sense Motive +3, Spot +3; 
  Possessions combat gear plus breastplate armor, 
  longsword, masterwork longbow w/20 arrows, dust 
  of tracelessness 
   
  S T E N AR 
  CR  2 
  Male half-orc ranger 2 
  NE Medium humanoid (half-orc) 
  Init +5; Senses Listen -1, Spot -1 
  Languages Common, Draconic, Orc 
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 16 (2 HD);  
  Fort +5, Ref +4, Will +1 
   Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft., other movement mode XX ft.;  
  Melee falchion +6 (2d4+3) or 
  Melee scimitar and kukri +3/+3 (1d6+3/1d4+3) or 
  Ranged spear +3 (1d8+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5 
  Atk Options two-weapon fighting 
  Combat Gear potion cure moderate wounds 
  Abilities Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 6  
  SQ favored enemy (elf), track, wild empathy 
  Feats Improved Initiative, 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 17 
  
  Skills 
  Knowledge 
  (arcana) 
  +1, 
  Knowledge 
  (geography) +4, Knowledge (nature) +4, Spellcraft 
  +1, Survival +6 
  Possessions 
  combat 
  gear 
  plus 
  masterwork 
  chainshirt, masterwork falchion, scimitar, kukri, 
  spear, 50 g.p. 
   
  ENCOUNTER 4: THE DEN 
   
   
  W Y M AR 
  CR  2 
  Male human ranger 2 
  CN Medium Humanoid (human - Touv) 
  Init +2; Senses Listen +4, Spot +4 
  Languages Common  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor)  
  hp 14 (2 HD);  
  Fort +4, Ref +5, Will +1 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft.;  
  Melee longsword +4 (1d8+2 plus 2 against elves) or 
  Ranged longbow (+2 Str) +6 (1d8+2 plus 2 against 
  elves)  
  Ranged longbow (+2 Str) +4/+4 (1d8+2 plus 2 against 
  elves) with Rapid Shot 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Rapid Shot 
  Combat Gear anti-toxin (2), tanglefoot bag (2) 
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 
  8  
  SQ 1st favored enemy (elf), Track, wild empathy 
  Feats Point Blank Shot, Precise Shot,  
  Skills Craft (bowmaking) +5, Knowledge (geography) 
  +5, Knowledge (nature) +5, Knowledge (religion) 
  +2, Listen +4, Search +5, Spot +4, Suvival +6, 
  Possessions combat gear plus chainshirt, longsword, 
  masterwork longbow (+2 Str) w/ 20 arrows, 14 g.p. 
   
  S I RI DA T H E  N E C R O M AN C E R 
  CR  1 
  Female human wizard 1 
  NE Medium Humanoid (human – Flan) 
  Init +6; Senses Listen +3, Spot +3 
  Languages Common, Draconic, Goblin  
  AC 16, touch 16, flat-footed 14 
   (+2 Dex, +0 armor, +4 mage armor) 
  hp 7 (1 HD);  
  Fort +1, Ref +2, Will +3 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft.;  
  Melee dagger -1 (1d4-1) or 
  Ranged dagger +2 (1d4-1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -1 
  Combat Gear scroll magic missile (3), scroll mage 
  armor, 
  Wizard Spells Prepared (CL 1st): 
   1st—chill touchB(DC 14), color spray(DC 13), ray of 
  enfeeblement,  
   0— acid splash, prestidigitation, ray of frost 
  �Already cast 
  Abilities Str 8, Dex 14, Con 13, Int 15, Wis 12, Cha 
  10  
  SQ Summon Familiar (toad) 
  Feats Feat, Improved Initiative, Scribe Scroll, Spell 
  Focus (Necromancy), 
  Skills Concentration + 
  5, Knowledge (arcana) +6, 
  Knowledge (history) +6, Knowledge (the planes) 
  +6, Spellcraft +4, 
  Possessions combat gear plus dagger (2), pearl of 
  power 1st, 150 g.p. 
  Spellbook spells prepared plus 0— mage armor, ray 
  of enfeeblement, chill touch, color spray, 
   
  T U R O L D  E L F- S L AY E R 
  CR  2 
  Female half-orc barbarian 2 
  NE Medium humanoid (orc) 
  Init +1; Senses Listen +6, Spot +1 
  Languages Common, Orc  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 armor) 
  hp 22 (2 HD);  
  Fort +5, Ref +1, Will +1 
  Speed 40 ft. in medium armor (6 squares), base 
  movement 30 ft., fast movement 10 ft.;  
  Melee masterwork orc double axe +6 (1d8+3) or 
  Ranged light crossbow +3 (1d8)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Rage (1/day) 
  Combat Gear none 
  Abilities Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 6  
  SQ fast movement, illiteracy, rage 1/day, uncanny 
  dodge 
  Feats Exotic Weapon Proficiency (orc double axe), 
  Skills Intimidate +3, Listen +6, Survival +6: 
  Possessions 
  combat 
  gear 
  plus 
  masterwork 
  breastplate, masterwork orc double axe, crossbow 
  w/ 10 bolts, sap, 55 g.p. 
   
  P O W E R- U P  S U I T E  (RAGE) 
  T U R O L D  E L F- S L AY E R 
  AC 14, touch 9, flat-footed 13 
   (+1 Dex, +5 armor, -2 rage) 
  hp 30 (2 HD); 
  Fort +5, Ref +1, Will +3 
  Melee masterwork orc double axe +8 (1d8+5) 
  Atk Options Rage (1/day) 
  Abilities Str 21, Dex 13, Con 18, Int 8, Wis 12, Cha 6  
   
  D I RE CTO R H E T H 
  CR  1 
  Male human cleric 1 
  NE Medium humanoid (human - Oeridian) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+0 size, +1 Dex, +4 armor) 
  hp 8 (1 HD);  
  Fort +4 , Ref +1, Will +6 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 18 
  
  Speed 40 ft. in light armor (6 squares), base 
  movement 30 ft., Celerity Domain 10 ft.;  
  Melee kukri +0 (1d4) or 
  Ranged light crossbow +1 (1d8)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Atk Options none 
  Combat Gear none 
  Class Spells Prepared (CL 1st): 
   
  1st (DC 13)— Bane, Burning HandsD, 
  Sanctuary,  
    0— Virture (3) 
  �Already cast 
  D: Domain spell. Deity: Huhueteotl. Domains: Celerity, 
  Fire 
  Abilities Str 10, Dex 13, Con 14, Int 12, Wis 15, Cha 
  8  
  SQ Rebuke Undead 
  Feats Iron Will, Martial Weapon Proficiency (kukri) 
  Skills Concentration +6, HIde +1, Knowledge 
  (religion) +5, Move Silently +1, 
  Possessions combat gear plus chain shirt armor, 
  kukri, light crossbow w/ 10 bolts 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 19 
  
  APL 4 
  ENCOUNTER 1: SAFEHOUSE  
   
  H ADRAN 
  CR  4 
  Male human rogue 3/cleric 1 
  NE Medium humanoid (human - Oeridian) 
  Init +1; Senses Listen +8, Spot +3 
  Languages Common, Orc 
  AC 15, touch 11, flat-footed 14 
    (+1 Dex, +3 armor, +1 buckler) 
  hp 19 (4 HD); 
  Fort +4, Ref +5, Will +8 
   Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft.;  
  Melee masterwork kukri +6 (1d4+3 plus 2d6 sneak 
  attack) or 
  Ranged masterwork composite shortbow (+3 Str) +4 
  (1d6+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5 
  Atk Options +2d6 sneak attack, smite +4 atk/+1 dmg 
  Combat Gear potion cure moderate wounds 
  Class Spells Prepared (CL 1st): 
   
  1st— Disguise SelfD�, Doom 
    0— Guidance, Inflict Minor Wounds, Resistance 
  �Already cast 
  D: 
  Domain 
  spell. 
  Deity: 
  Erythnul. 
  Domains: 
  Destruction, Trickery  
  Abilities Str 16, Dex 13, Con 10, Int 12, Wis 14, Cha 
  8  
  SQ evasion, rebuke undead, trapfinding, trapsense +1 
  Feats Iron Will, Martial Weapon Proficiency (kukri), 
  Telling Blow 
  Skills Bluff +5, Concentration +3, Disable Device +7, 
  Disguise +7,Hide +8, Listen +8, Move Silently +7, 
  Open Lock +9, Search +6, Spot +3, Tumble +7. 
  Possessions combat gear plus masterwork studded 
  leather armor, masterwork buckler, masterwork 
  kukri (2), masterwork composite shortbow (+3 Str) 
  w/ 20 arrows, cloak of resistance +1, masterwork 
  thieves tools, silver holy symbol (Erythnul), 107 g.p. 
   
  AUBRAY 
  CR  4 
  Male human fighter 4 
  NE Medium humanoid (human - Oeridian) 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common 
  AC 22, touch 11, flat-footed 21 
   (+1 Dex, +8 armor, +3 shield) 
  hp 42 (4HD); 
  Fort +6, Ref +2, Will +2 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.;  
  Melee masterwork longsword +9 (1d8+3) or 
  Ranged dagger +5 (1d4+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options Power Attack, Cleave 
  Combat Gear potion cure moderate wounds 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8  
  Feats Cleave, Combat Reflexes, Improved Initiative, 
  Improved Toughness, Power Attack, Weapon 
  Focus (longsword) ,  
  Skills Climb +2, Intimidate +6, Jump +2; 
  Possessions combat gear plus Full plate armor, +1 
  heavy steel shield, masterwork longsword, daggers 
  (3), Qual’s Feather Token (whip), 150 g.p. 
   
  ENCOUNTER 3: SILVERWAT 
   
   
  P I RV U 
  CR  2 
  Male human marshal 2 
  CN Medium humanoid (human - Oeridian) 
  Init +5; Senses Listen -1, Spot +4 
  Languages Common, Orc  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 armor) 
  hp 16 (2 HD); 
  Fort +5, Ref +1, Will +2 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.;  
  Melee longsword +1 (1d8) or 
  Ranged masterwork longbow +3 (1d8)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +1 
  Atk Options Point Blank Shot 
  Combat Gear none 
  Abilities Str 10, Dex 13, Con 14, Int 12, Wis 8, Cha 
  15  
  SQ Minor Aura (Motivate Dexterity) 
  Feats Improved Initiative, Point Blank Shot, Skill focus 
  (diplomacy) 
  Skills Bluff +7, Diplomacy +10, Intimidate +7, 
  Knowledge (nobility) +6, Sense Motive +4,  Spot 
  +4; 
  Possessions combat gear plus breastplate armor, 
  longsword, masterwork longbow w/20 arrows, dust 
  of tracelessness 
   
  S T E N AR 
  CR  4 
  Male half-orc ranger 2/ barbarian 2 
  NE Medium humanoid (half-orc) 
  Init +5; Senses Listen -1, Spot -1 
  Languages Common, Draconic, Orc 
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 armor) 
  hp 38 (4 HD);  
  Fort +8, Ref +4, Will +1 
   Speed 40 ft. in light armor (6 squares), base 
  movement 30 ft., other movement mode 10 ft.;  
  Melee masterwork falchion +9 (2d4+3) or 
  Melee scimitar and kukri +5/+5 (1d6+3/1d4+3) or 
  Ranged spear +5 (1d8+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options two-weapon fighting 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 20 
  
  Combat Gear potion cure moderate wounds, potion 
  shield of faith +4 
  Abilities Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 6  
  SQ favored enemy (elf), track, wild empathy 
  Feats Improved Initiative, Weapon Focus (falchion)  
  Skills 
  Knowledge 
  (arcana) 
  +2, 
  Knowledge 
  (geography) +4, Knowledge (nature) +4, Spellcraft 
  +2, Survival +8 
  Possessions combat gear plus +1 chainshirt, 
  masterwork falchion, scimitar, kukri, spear, 50 g.p. 
   
  P O W E R- U P  S U I T E  (RAGE) 
  S T E N AR 
  AC 14, touch 9, flat-footed 13 
   (+1 Dex, +5 armor, -2 rage) 
  hp 46 (4 HD); 
  Fort +8, Ref +4, Will +1 
  Melee masterwork falchion +11 (2d4+5) or 
  Melee scimitar and kukri +7/+7 (1d6+5/1d4+5) or 
  Ranged spear +7 (1d8+5) 
  Atk Options Rage (2/day) 
  Abilities Str 19, Dex 13, Con 16, Int 8, Wis 12, Cha 6 
   
  ENCOUNTER 4: THE DEN 
   
   
  W Y M AR 
  CR  4 
  Male Human ranger 2/scout 2 
  CN Medium Humanoid (human - Touv) 
  Init +4; Senses Listen +6, Spot +6 
  Languages Common, Elf 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor)  
  hp 28 (4 HD);  
  Fort +5, Ref +9, Will +1 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft., other movement mode XX ft.;  
  Melee longsword +5 (1d8+2 plus 2 against elves) or 
  Ranged longbow (+2 Str) +10 (1d8+2 plus 2 against 
  elves)  
  Ranged longbow (+2 Str) +8/+8 (1d8+2 plus 2 against 
  elves) with Rapid Shot 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Rapid Shot, skirmish (+1d6) 
  Combat Gear anti-toxin (2), tanglefoot bag (2) 
  Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 
  8  
  SQ 1st favored enemy (elf), battle fortitude +1, Track, 
  trapfinding, uncanny dodge, wild empathy 
  Feats Point Blank Shot, Precise Shot, Weapon Focus 
  (composite longbow)  
  Skills Balance +4, Craft (bowmaking) +5, Knowledge 
  (geography) 
  +7, 
  Knowledge 
  (nature) 
  +7, 
  Knowledge (religion) +2, Listen +6, Search +7, 
  Speak Language +1, Spot +  
  6, 
  Suvival 
  +8, 
  Tumble +6, 
  Possessions combat gear plus masterwork 
  chainshirt, longsword, +1 composite longbow 
  (+2 Str) w/ 20 arrows, 14 g.p. 
   
  S I RI DA T H E  N E C R O M AN C E R 
  CR  2 
  Female human wizard 2 
  NE Medium Humanoid (human – Flan) 
  Init +6; Senses Listen +3, Spot +3 
  Languages Common, Draconic, Goblin  
  AC 16, touch 16, flat-footed 14 
   (+2 Dex, +0 armor, +4 mage armor) 
  hp 11 (2 HD);  
  Fort +1, Ref +2, Will +4 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft.;  
  Melee dagger +0 (1d4-1) or 
  Ranged dagger +3 (1d4-1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +0 
  Combat Gear scroll magic missile (3), scroll 
  mage armor�,   
  Wizard Spells Prepared (CL 2nd): 
   1st—chill touchB(DC 14), color spray(DC 13), 
  shocking grasp 
   0— acid splash, prestidigitation, ray of frost, touch 
  of fatigue 
  �Already cast 
  Abilities Str 8, Dex 14, Con 13, Int 15, Wis 12, Cha 
  10  
  SQ Summon Familiar (toad) 
  Feats Feat, Improved Initiative, Scribe Scroll, Spell 
  Focus (Necromancy)  
  Skills Concentration + 
  6, Knowledge (arcana) +7, 
  Knowledge (history) +7, Knowledge (the planes) 
  +7, Spellcraft +5, 
  Possessions combat gear plus dagger (2), pearl of 
  power 1st, Spellguard Ring, 50 g.p. 
  Spellbook spells prepared plus 0— mage armor, ray 
  of enfeeblement, chill touch, color spray, cause 
  fear, shocking grasp 
   
  T U R O L D  E L F- S L AY E R 
  CR  4 
  Female half-orc barbarian 4 
  NE Medium humanoid (orc) 
  Init +1; Senses Listen +8, Spot +1 
  Languages Common, Orc  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor) 
  hp 44 (4 HD); 
  Fort +6, Ref +2, Will +2 
  Speed 40 ft. in medium armor (6 squares), base 
  movement 30 ft., fast movement 10 ft.;  
  Melee masterwork orc double axe +10 (1d8+4) or 
  Ranged light crossbow +5 (1d8)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8 
  Atk Options Rage (2/day) 
  Combat Gear potion lesser restoration 
  Abilities Str 18, Dex 13, Con 14, Int 8, Wis 12, Cha 6  
  SQ fast movement, illiteracy, rage 1/day, trapsense 
  +1, uncanny dodge 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 21 
  
  Feats Exotic Weapon Proficiency (orc double axe), 
  Weapon Focus (orc double axe)  
  Skills Intimidate +5, Listen +8, Survival +8: 
  Possessions combat gear plus +1 breastplate, 
  masterwork orc double axe, Spellguard Ring, 
  crossbow w/ 10 bolts, sap, 55 g.p. 
   
  P O W E R- U P  S U I T E  (RAGE) 
  T U R O L D  E L F- S L AY E R 
  AC 14, touch 9, flat-footed 13 
   (+1 Dex, +5 armor, -2 rage) 
  hp 50 (4 HD); 
  Fort +6, Ref +2, Will +4 
  Melee masterwork orc double axe +12 (1d8+6) 
  Atk Options Rage (2/day) 
  Abilities Str 22, Dex 13, Con 18, Int 8, Wis 12, 
  Cha 6 
   
  D I RE CTO R H E T H 
  CR  2 
  Male human cleric 2 
  NE Medium humanoid (human - Oeridian) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+0 size, +1 Dex, +4 armor) 
  hp 16 (2 HD);  
  Fort +5 , Ref +1, Will +7 
  Speed 40 ft. in light armor (6 squares), base 
  movement 30 ft., Celerity Domain 10 ft.;  
  Melee kukri +1 (1d4) or 
  Ranged light crossbow +2 (1d8)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +1 
  Atk Options none 
  Combat Gear none 
  Class Spells Prepared (CL 2nd): 
  1st— Bane, Burning HandsD, Deathwatch, 
  Sanctuary,  
    0— Virtue (4) 
  �Already cast 
  D: Domain spell. Deity: Huhueteotl. Domains: Celerity, 
  Fire 
  Abilities Str 10, Dex 13, Con 14, Int 12, Wis 15, Cha 
  8  
  SQ Rebuke Undead 
  Feats Iron Will, Martial Weapon Proficiency (kukri),  
  Skills Concentration +7, HIde +1, Knowledge 
  (religion) +6, Move Silently +1, 
  Possessions combat gear plus chain shirt 
  armor, kukri, light crossbow w/ 10 bolts 
   
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 22 
  
  APL 6
  ENCOUNTER 1: SAFEHOUSE  
   
  H ADRAN 
  CR  6 
  Male human rogue 4/cleric 1/Assassin 1 
  NE Medium humanoid (human - Oeridian) 
  Init +1; Senses Listen +10, Spot +5 
  Languages Common, Orc 
  AC 18, touch 11, flat-footed 17 
    (+1 Dex, +5 armor, +2 buckler) 
  hp 28 (6 HD); 
  Fort +4, Ref +8, Will +8 
   Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft.;  
  Melee kukri +7 (1d4+3 plus 3d6 sneak attack) or 
  Ranged masterwork composite shortbow (+3 Str) +5 
  (1d6+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Atk Options +3d6 sneak attack, smite +4 atk/+3 dmg 
  Combat Gear potion cure moderate wounds, potion 
  of invisibility 
  Cleric Spells Prepared (CL 1st): 
   
  1st— Disguise SelfD�, Doom 
    0— Guidance, Inflict Minor Wounds, Resistance 
  �Already cast 
  D: 
  Domain 
  spell. 
  Deity: 
  Erythnul. 
  Domains: 
  Destruction, Trickery  
  Assassin Spells Known (CL 1st): 
   
  1st (1/day)— Blade of Blood, Critical Strike 
  Abilities Str 16, Dex 13, Con 10, Int 12, Wis 14, Cha 
  8  
  SQ evasion, death attack, poison use, rebuke 
  undead, spells, trapfinding, trapsense +1, uncanny 
  dodge 
  Feats Iron Will, Martial Weapon Proficiency (kukri), 
  Telling Blow, Victor’s Luck 
  Skills Bluff +7, Concentration +3, Disable Device +9, 
  Disguise +9,Hide +10, Listen +10, Move Silently 
  +10, Open Lock +9, Search +8, Spot +5, Tumble 
  +10. 
  Possessions combat gear plus +1 mithral chain 
  shirt, +1 buckler, masterwork kukri, masterwork 
  composite shortbow (+3 Str) w/ 20 arrows, cloak 
  of resistance +1, masterwork thieves tools, silver 
  holy symbol (Erythnul), 175 g.p. 
   
  AUBRAY 
  CR  6 
  Male human fighter 6 
  NE Medium humanoid (human - Oeridian) 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common 
  AC 22, touch 11, flat-footed 21 
   (+1 Dex, +8 armor, +3 shield) 
  hp 63 (6HD); 
  Fort +6, Ref +2, Will +2 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.;  
  Melee masterwork longsword +11/+6 (1d8+3) or 
  Ranged dagger +7+2 (1d4+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Power Attack, Cleave 
  Combat Gear potion cure moderate wounds 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8  
  Feats Adaptable Flanker, Cleave, Combat Reflexes, 
  Improved Initiative, Improved Toughness, Power 
  Attack, Vexing Flanker, Weapon Focus (longsword) 
  ,  
  Skills Climb +5, Intimidate +8, Jump +5; 
  Possessions combat gear plus +1 Full plate 
  armor, +1 heavy steel shield, masterwork 
  longsword, daggers (3), Qual’s Feather Token 
  (whip), 150 g.p. 
   
  ENCOUNTER 3: SILVERWAT 
   
   
  P I RV U 
  CR  4 
  Male human marshal 4 
  CN Medium humanoid (human - Oeridian) 
  Init +5; Senses Listen -1, Spot +6 
  Languages Common, Orc  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor) 
  hp 24 (4 HD); DR 1/- (major aura) 
  Fort +6, Ref +2, Will +4 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.;  
  Melee longsword +3 (1d8) or 
  Ranged masterwork longbow +6 (1d8)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Atk Options Grant Move Action (1/day), Point Blank 
  Shot, Precise Shot 
  Special Actions cloak of elemental protection 
  Combat Gear potion cure of moderate wounds 
  Abilities Str 10, Dex 14, Con 14, Int 12, Wis 8, Cha 
  15  
  SQ Minor Auras (Motivate Dexterity) and (Accurate 
  Strike); Major Aura (Motivate Care) 
  Feats Improved Initiative, Point Blank Shot, Precise 
  Shot, Skill focus (diplomacy)  
  Skills Bluff +9, Diplomacy +12, Intimidate +9, 
  Knowledge (nobility) +8, Sense Motive +6,  Spot 
  +6; 
  Possessions combat gear plus +1 breastplate armor, 
  longsword, +1 longbow w/20 arrows, dust of 
  tracelessness, cloak of elemental protection 
   
  W Y M AR 
  CR  6 
  Male half-orc ranger 2/ barbarian 2/fighter 2 
  NE Medium humanoid (half-orc) 
  Init +5; Senses Listen -1, Spot -1 
  Languages Common, Draconic, Orc 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 23 
  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 armor) 
  hp 57 (6 HD);  
  Fort +8, Ref +4, Will +1 
   Speed 40 ft. in light armor (6 squares), base 
  movement 30 ft., other movement mode 10 ft.;  
  Melee +1 falchion +9/+4 (2d4+4) or 
  Melee 
  scimitar 
  and 
  kukri 
  +6/+6/+1 
  (1d6+3/1d4+3/1d6+3) or 
  Ranged spear +7/+2 (1d8+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options rage (1/day), two-weapon fighting 
  Combat Gear potion cure moderate wounds, potion 
  shield of faith +4 
  Abilities Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 6  
  SQ fast movement, favored enemy (elf), illiteracy, 
  track, uncanny dodge, wild empathy 
  Feats Favored Power Attack, Improved Initiative, 
  Power Attack, Quick Draw, Weapon Focus 
  (falchion),  
  Skills 
  Knowledge 
  (arcana) 
  +3, 
  Knowledge 
  (geography) +4, Knowledge (nature) +4, Spellcraft 
  +3, Survival +8 
  Possessions combat gear plus +1 chainshirt, 
  +1 falchion, scimitar, kukri, spear, 50 g.p. 
   
  P O W E R- U P  S U I T E  (RAGE) 
  W Y M AR 
  AC 14, touch 9, flat-footed 13 
   (+1 Dex, +5 armor, -2 rage) 
  hp 69 (6 HD); 
  Fort +10, Ref +4, Will +3 
  Melee +1 falchion +11/+6 (2d4+6) or 
  Melee 
  scimitar 
  and 
  kukri 
  +6/+6/+1 
  (1d6+5/1d4+5/1d6+5) 
  Ranged spear +9/+4 (1d8+5) 
  Atk Options Rage (2/day) 
  Abilities Str 19, Dex 13, Con 64, Int 8, Wis 12, 
  Cha 6 
    
  ENCOUNTER 4: THE DEN 
   
   
  S T E N AR 
  CR  6 
  Male Human ranger 2/scout 4 
  CN Medium Humanoid (human - Touv) 
  Init +4; Senses Listen +8, Spot +8 
  Languages Common, Elf  
  AC 17, touch 13, flat-footed 15 
   (+3 Dex, +4 armor, +1 natural)  
  hp 42 (6 HD);  
  Fort +6, Ref +10, Will +2 
  Speed 40 ft. in light armor (6 squares), base 
  movement 30 ft., fast movement 10 ft.;  
  Melee longsword +7 (1d8+2 plus 4 against elves or 2 
  against animals) or 
  Ranged longbow (+2 Str) +12 (1d8+2 plus 4 against 
  elves or 2 against animals)  
  Ranged longbow (+2 Str) +10/+10 (1d8+2 plus 4 
  against elves or 2 against animals) with Rapid Shot 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Atk Options Rapid Shot, skirmish (+2d6. AC +1) 
  Combat Gear anti-toxin (2), tanglefoot bag (2) 
  Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 
  8  
  SQ 1st favored enemy (elf), 2nd favored enemy 
  (animal), battle fortitude +1, Track, trackless step, 
  trapfinding, uncanny dodge, wild empathy 
  Feats Point Blank Shot, Precise Shot, Quick Draw, 
  Swift Hunter Weapon Focus (composite longbow)  
  Skills Balance +8, Craft (bowmaking) +5, Knowledge 
  (geography) 
  +9, 
  Knowledge 
  (nature) 
  +9, 
  Knowledge (religion) +2, Listen +8, Search +9, 
  Speak Language +1, Spot +8, Suvival +10, Tumble 
  +8, 
  Possessions combat gear plus masterwork 
  chainshirt, longsword, +1 composite longbow 
  (+2 Str) w/ 20 arrows, amulet of natural armor 
  +1, 74 g.p. 
   
  S I RI DA T H E  N E C R O M AN C E R 
  CR  4 
  Female human wizard 4 
  NE Medium Humanoid (human – Flan) 
  Init +6; Senses Listen +3, Spot +3 
  Languages Common, Draconic, Goblin  
  AC 17, touch 16, flat-footed 15 
   (+2 Dex, +1 armor, +4 mage armor) 
  hp 28 (4 HD);  
  Fort +2, Ref +3, Will +5 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft.;  
  Melee dagger +2 (1d4-1) or 
  Ranged dagger +5 (1d4-1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1 
  Attack Options Metamagic Wandgrip (wand of magic 
  missile) 
  Combat Gear scroll magic missile (3), scroll 
  mage armor�, wand of magic missile (5th) 
  Wizard Spells Prepared (CL 4th): 
  2nd—false life(9hp)�, glitter dust(DC 15), mirror 
  image�, spectral handB,  
   1st—chill touchB(DC 15), color spray(DC 14), ray of 
  enfeeblement, shocking grasp (2),  
   0— acid splash, prestidigitation, ray of frost, touch 
  of fatigue 
  �Already cast 
  Abilities Str 8, Dex 14, Con 13, Int 16, Wis 12, Cha 
  10  
  SQ Summon Familiar (toad) 
  Feats Empower Spell, Improved Initiative, Scribe 
  Scroll, Spell Focus (Necromancy) 
  Skills Concentration + 
  8, 
  Knowledge 
  (arcana) 
  +10, Knowledge (history) +10, Knowledge (the 
  planes) +10, Spellcraft +10, 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 24 
  
   (+0 size, +1 Dex, +4 armor) 
  Possessions combat gear plus masterwork dagger 
  (2), bracers of armor +1, Spellguard Ring, pearl of 
  power 1st , 125 g.p. 
  hp 30 (4 HD);  
  Fort +6, Ref +4, Will +9 
  Spellbook spells prepared plus 0— 2nd: false 
  life, glitter dust, mirror image, spectral hand; 1st: 
  mage armor, ray of enfeeblement, chill touch, 
  color spray, cause fear, shocking grasp 
  Speed 40 ft. in light armor (6 squares), base 
  movement 30 ft., Celerity Domain 10 ft.;  
  Melee kukri +1 (1d4  plus sneak attack) or 
  Ranged light crossbow +2 (1d8)  
  Space 5 ft.; Reach 5 ft. 
   
  Base Atk +3; Grp +3 
  T U R O L D  E L F- S L AY E R 
  CR  6 
  Atk Options +1d6 sneak attack 
  Female half-orc barbarian 6 
  Combat Gear none 
  NE Medium humanoid (orc) 
  Class Spells Prepared (CL 3rd): 
  Init +1; Senses Listen +10, Spot +1 
   
  2nd— Produce FlameD, Zone of Truth 
  Languages Common, Orc  
   
  1st— Bane, Burning HandsD, Sanctuary,  
  AC 18, touch 12, flat-footed 16 
    0— Virtue (4) 
   (+2 Dex, +6 armor) 
  �Already cast 
  hp 66 (6 HD); 
  D: Domain spell. Deity: Huhueteotl. Domains: Celerity, 
  Fire 
  Fort +6, Ref +3, Will +2 
  Speed 40 ft. in medium armor (6 squares), base 
  movement 30 ft., fast movement 10 ft.;  
  Abilities Str 10, Dex 13, Con 14, Int 12, Wis 15, Cha 
  8  
  Melee masterwork orc double axe +12 (1d8+4) or 
  SQ Rebuke Undead, trapfinding 
  Melee masterwork orc double axe +12/+7 (1d8+4) or  
  Feats Feat, Iron Will, Martial Weapon Proficiency 
  (kukri), Spontaneous Wounder  
  Melee masterwork orc double axe +10/+10/+5 
  (1d8+4) or 
  Skills Concentration +8, HIde +6, Knowledge 
  (religion) +8, Move Silently +6, 
  Ranged light crossbow +8 (1d8)  
  Space 5 ft.; Reach 5 ft. 
  Possessions combat gear plus chain shirt 
  armor, kukri, light crossbow w/ 10 bolts, 
  Base Atk +6; Grp +10 
  Atk Options Rage (2/day) 
  Combat Gear potion of lesser restoration 
   
   
  Abilities Str 18, Dex 15, Con 14, Int 8, Wis 12, Cha 6  
  SQ fast movement, illiteracy, rage 2/day, trapsense 
  +1, uncanny dodge 
  Feats Exotic Weapon Proficiency (orc double axe), 
  Two-weapon fighting, Weapon Focus (orc double 
  axe),   
  Skills Intimidate +7, Listen +10, Survival +10: 
  Possessions combat gear plus +1 breastplate, 
  masterwork orc double axe, gloves of dexterity +2, 
  Spellguard Ring, crossbow w/ 10 bolts, sap, 55 g.p. 
   
  P O W E R- U P  S U I T E  (RAGE) 
  T U R O L D  E L F- S L AY E R 
  AC 16, touch 10, flat-footed 14 
   (+2 Dex, +6 armor, -2 rage) 
  hp 90 (6 HD); 
  Fort +8, Ref +4, Will +5 
  Melee masterwork orc double axe +14 (1d8+6) or 
  Melee masterwork orc double axe +14/+9 (1d8+6) or 
  Melee masterwork orc double axe +12/+12/+7 
  (1d8+6) 
  Atk Options Rage (2/day) 
  Abilities Str 22, Dex 13, Con 18, Int 8, Wis 12, 
  Cha 6 
   
  D I RE CTO R H E T H 
  CR  4 
  Male human cleric 3/rogue 1 
  NE Medium humanoid (human - Oeridian) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
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  APL 8 
  ENCOUNTER 1: SAFEHOUSE  
   
  H ADRAN 
  CR  8 
  Male human rogue 4/cleric 1/Assassin 3 
  NE Medium humanoid (human - Oeridian) 
  Init +1; Senses Listen +10, Spot +7 
  Languages Common, Orc 
  AC 19, touch 12, flat-footed 17 
    (+2 Dex, +5 armor, +2 buckler) 
  hp 37 (6 HD); 
  Fort +5 (+1 save vs. poison), Ref +9, Will +9 
   Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft.;  
  Melee +1 kukri +9 (1d4+4 plus 4d6 sneak attack) or 
  Ranged masterwork composite shortbow (+3 Str) +8 
  (1d6+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Atk Options +4d6 sneak attack, smite +4 atk/+3 dmg 
  Combat 
  Gear 
  murderer’s 
  gloves, 
  potion 
  cure 
  moderate wounds, potion of invisibility 
  Cleric Spells Prepared (CL 1st): 
   
  1st— Disguise SelfD�, Doom 
    0— Guidance, Inflict Minor Wounds, Resistance 
  �Already cast 
  D: 
  Domain 
  spell. 
  Deity: 
  Erythnul. 
  Domains: 
  Destruction, Trickery  
  Assassin Spells Prepared (CL 3rd): 
   
  2nd (1/day) — Absorb Weapon� 
   
  1st (2/day) — Blade of Blood, Critical Strike, True 
  Strike 
  Abilities Str 16, Dex 14, Con 10, Int 12, Wis 14, Cha 
  8  
  SQ evasion, death attack, poison use, rebuke 
  undead, spells, trapfinding, trapsense +1, uncanny 
  dodge 
  Feats Iron Will, Martial Weapon Proficiency (kukri), 
  Telling Blow, Victor’s Luck 
  Skills Bluff +9, Concentration +3, Disable Device +9, 
  Disguise +11,Hide +13, Listen +10, Move Silently 
  +11, Open Lock +10, Search +10, Spot +7, Tumble 
  +13. 
  Possessions combat gear plus +1 mithral chain 
  shirt, +1 buckler, +1 kukri, masterwork kukri, 
  masterwork composite shortbow (+3 Str) w/ 20 
  arrows, cloak of resistance +1, murderer’s 
  gloves, masterwork thieves tools, silver holy 
  symbol (Erythnul), 175 g.p. 
   
  AUBRAY 
  CR  8 
  Male human fighter 8 
  NE Medium humanoid (human - Oeridian) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common 
  AC 22, touch 11, flat-footed 21 
   (+1 Dex, +8 armor, +3 shield) 
  hp 76 (8HD); 
  Fort +6, Ref +2, Will +2 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.;  
  Melee +1 longsword +14/+9 (1d8+7) or 
  Ranged dagger +9/+5 (1d4+4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +12 
  Atk Options Power Attack, Cleave 
  Combat Gear potion cure moderate wounds 
  Abilities Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 
  8  
  Feats Adaptable Flanker, Cleave, Combat Reflexes, 
  Improved Initiative, Improved Toughness, Power 
  Attack, Vexing Flanker, Weapon Focus (longsword) 
  ,  Weapon Specialization (longsword)  
  Skills Climb +5, Intimidate +10, Jump +7; 
  Possessions combat gear plus +1 Full plate 
  armor, +1 heavy steel shield, +1 longsword, 
  daggers (3), Qual’s Feather Token (whip), 
  gauntlets of ogre power, 150 g.p. 
   
  ENCOUNTER 3: SILVERWAT 
   
   
  P I RV U 
  CR  6 
  Male human marshal 6 
  CN Medium humanoid (human - Oeridian) 
  Init +5; Senses Listen -1, Spot +3 
  Languages Common, Orc  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor) 
  hp 42 (6 HD); DR 1/- (major aura) 
  Fort +7, Ref +3, Will +4 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.;  
  Melee longsword +4 (1d8) or 
  Ranged +1 longbow +8 (1d8) or 
  Ranged +1 longbow +6/+6 (1d8)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options Grant Move Action (1/day), Point Blank 
  Shot, Precise Shot 
  Special Actions cloak of elemental protection 
  Combat Gear potion cure of moderate wounds 
  Abilities Str 10, Dex 14, Con 14, Int 12, Wis 8, Cha 
  15  
  SQ Minor: (Accurate Strike), (Motivate Dexterity), 
  (Force of Will) Major: (Motivate Care), (Steady 
  Hand) 
  Feats Improved Initiative, Point Blank Shot, Precise 
  Shot, Rapid ShotSkill focus (diplomacy),  
  Skills Bluff +11, Diplomacy +14, Intimidate +11, 
  Knowledge (nobility) +10, Sense Motive +8,  Spot 
  +8; 
  Possessions combat gear plus +1 breastplate armor, 
  longsword, +1 longbow w/20 arrows, dust of 
  tracelessness, cloak of elemental protection 
   
  NYR7-M02 Entrell: The Sign of the Jackal 
   
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  W Y M AR 
  CR  8 
  Male half-orc ranger 2/ barbarian 2/fighter 2/occult 
  slayer 2 
  NE Medium humanoid (half-orc) 
  Init +5; Senses Listen -1, Spot -1 
  Languages Common, Draconic, Orc 
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 armor) 
  hp 73 (8 HD);  
  Fort +8, Ref +4, Will +1 (+1 against spells and spell-
  like abilities) 
   Speed 40 ft. in light armor (6 squares), base 
  movement 30 ft., other movement mode 10 ft.;  
  Melee +1 bane (elf) falchion +14 (2d4+5 plus 1d6 
  against spellcasters and creatures with spell-like 
  abilities plus 2d6 against elves) or 
  Melee scimitar and kukri +10/+10 (2d4+4) or 
  Ranged spear +9 (1d8+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +12 
  Atk Options favored power attack, rage (1/day), two-
  weapon fighting, vicious strike 
  Special Actions mind over magic 1/day 
  Combat Gear potion cure moderate wounds 
  Abilities Str 18, Dex 13, Con 14, Int 8, Wis 12, Cha 6  
  SQ fast movement, favored enemy (elf), illiteracy, 
  track, uncanny dodge, weapon bond, wild empathy 
  Feats Favored Power Attack, Improved Initiative, 
  Power Attack, Quick Draw, Weapon Focus 
  (falchion),  
  Skills 
  Knowledge 
  (arcana) 
  +3, 
  Knowledge 
  (geography) +4, Knowledge (nature) +4, Spellcraft 
  +5, Survival +8 
  Possessions combat gear plus +1 chainshirt, 
  +1 bane (elf) falchion, scimitar, kukri, spear, 50 
  g.p., ring of counterspells (ray of enfeeblement) 
   
  P O W E R- U P  S U I T E  (RAGE) 
  W Y M AR 
  AC 14, touch 9, flat-footed 13 
   (+1 Dex, +5 armor, -2 rage) 
  hp 69 (6 HD); 
  Fort +10, Ref +4, Will +3 (+1 against spells and spell-
  like abilities) 
  Melee +1 bane (elf) falchion +14 (2d4+5 plus 1d6 
  against spellcasters and creatures with spell-like 
  abilities plus 2d6 against elves) or 
  Melee scimitar and kukri +10/+10 (2d4+4) or 
  Ranged spear +9 (1d8+3)  
  Atk Options Rage (2/day) 
  Abilities Str 18, Dex 13, Con 14, Int 8, Wis 12, 
  Cha 6 
   
  ENCOUNTER 4: THE DEN 
   
   
  S T E N AR 
  CR  8 
  Male Human ranger 2/scout 4/order of the bow initiate 
  2 
  CN Medium Humanoid (human - Touv) 
  Init +4; Senses Listen +8, Spot +10 
  Languages Common, Elf  
  AC 17, touch 13, flat-footed 15 
   (+3 Dex, +4 armor, +1 natural)  
  hp 64 (8 HD);  
  Fort +7, Ref +12, Will +4 
  Speed 40 ft. in light armor (6 squares), base 
  movement 30 ft., fast movement 10 ft.;  
  Melee longsword +9 (1d8+2 plus 4 against elves or 2 
  against animals) or 
  Ranged longbow (+2 Str) +15 (1d8+2 plus 4 against 
  elves or 2 against animals)  
  Ranged longbow (+2 Str) +13/+13 (1d8+2 plus 4 
  against elves or 2 against animals) with Rapid Shot 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9 
  Atk Options Close combat shot, Range precision 
  +1d8, Rapid Shot, skirmish (+2d6. AC +1) 
  Combat Gear anti-toxin (2), tanglefoot bag (2) 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 
  8  
  SQ 1st favored enemy (elf), 2nd favored enemy 
  (animal), battle fortitude +1, Track, trackless step, 
  trapfinding, uncanny dodge, wild empathy 
  Feats Point Blank Shot, Precise Shot, Quick Draw, 
  Swift Hunter Weapon Focus (composite longbow)  
  Skills Balance +8, Craft (bowmaking) +5, Knowledge 
  (geography) 
  +9, 
  Knowledge 
  (nature) 
  +9, 
  Knowledge (religion) +2, Listen +8, Search +9, 
  Speak Language +1, Spot +10, Suvival +10, 
  Tumble +9, 
  Possessions combat gear plus masterwork 
  chainshirt, longsword, +1 composite longbow 
  (+2 Str) w/ 20 arrows, amulet of natural armor 
  +1, bracers of archery (lesser), 74 g.p. 
   
  S I RI DA T H E  N E C R O M AN C E R 
  CR  6 
  Female human wizard 6 
  NE Medium Humanoid (human – Flan) 
  Init +6; Senses Listen +3, Spot +3 
  Languages Common, Draconic, Goblin  
  AC 17, touch 16, flat-footed 15 
   (+2 Dex, +1 armor, +4 mage armor) 
  hp 38 (6 HD);  
  Fort +3, Ref +4, Will +6 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft.;  
  Melee dagger +3 (1d4-1) or 
  Ranged dagger +5 (1d4-1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Attack Options Metamagic Wandgrip (wand of magic 
  missile 5th), Sudden Maximize 
  Combat Gear scroll magic missile (3), scroll mage 
  armor (2), wand of magic missiles (5th) (30 
  charges) 
  Wizard Spells Prepared (CL 6th): 
   3rd— curse of impending blades (mass), fireball 
  (DC 17), haste, vampiric touchB
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 27 
  
   2nd—false life(11hp)�, glitter dust(2)(DC 16), 
  mirror image�, spectral handB
  P O W E R- U P  S U I T E  (RAGE) 
  T U R O L D  E L F- S L AY E R 
   1st—chill touchB(DC 17), color spray(DC 15), ray of 
  enfeeblement, shocking grasp (2),  
  AC 14, touch 13, flat-footed 11 
   (+3 Dex, +5 armor, -4 rage) 
   0— acid splash, prestidigitation, ray of frost, touch 
  of fatigue 
  hp 120 (8 HD); 
  Atk Options Rage (3/day); Swing Blindly 
  �Already cast 
  Fort +11, Ref +5, Will +5 
  Abilities Str 8, Dex 14, Con 13, Int 18, Wis 12, Cha 
  10  
  Melee masterwork orc double axe +24 (1d8+8) or 
  Melee masterwork orc double axe +24/+17 (1d8+8) or 
  SQ Summon Familiar (toad) 
  Melee masterwork orc double axe +22/+22/+17 
  (1d8+8) 
  Feats 
  Empower 
  Spell, 
  Greater 
  Spell 
  Focus 
  (necromancy), Improved Initiative, Scribe Scroll, 
  Spell Focus (Necromancy), Sudden Maximize  
  Atk Options Rage (3/day) 
  Abilities Str 26, Dex 16, Con 18, Int 8, Wis 12, 
  Cha 6 
  Skills Concentration + 
  8, 
  Knowledge 
  (arcana) 
  +11, Knowledge (history) +11, Knowledge (the 
  planes) +11, Spellcraft +11, 
   
  D I RE CTO R H E T H 
  CR  6 
  Possessions combat gear plus masterwork dagger 
  (2), bracers of armor +1, headband of intellect +2, 
  pearl of power 1st , Metamagic Wandgrip, 125 g.p. 
  Male human cleric 3/rogue 2/black flame zealot 1 
  NE Medium humanoid (human - Oeridian) 
  Init +5; Senses Listen +2, Spot +2 
  Spellbook spells prepared plus 0— 3rd: curse 
  of impending blades (mass), fireball, haste, 
  vampiric touch, 2nd: false life, glitter dust, mirror 
  image, spectral hand; 1st: mage armor, ray of 
  enfeeblement, chill touch, color spray, cause 
  fear, shocking grasp 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+0 size, +1 Dex, +4 armor) 
  hp 43 (6 HD);  
  Fort +6, Ref +7, Will +11 
  Speed 40 ft. in light armor (6 squares), base 
  movement 30 ft., Celerity Domain 10 ft.;  
   
  T U R O L D  E L F- S L AY E R 
  CR  8 
  Melee kukri +4 (1d4  plus sneak attack) or 
  Female half-orc barbarian 6/Eye of Gruumsh 2 
  Ranged light crossbow +5 (1d8)  
  NE Medium humanoid (orc) 
  Space 5 ft.; Reach 5 ft. 
  Init +1; Senses Listen +10, Spot +1 
  Base Atk +4; Grp +4 
  Languages Common, Orc  
  Atk Options +1d6 sneak attack 
  AC 19, touch 13, flat-footed 16 
  Combat Gear scroll of invisibility purge, scroll of 
  searing light,  
   (+3 Dex, +6 armor) 
  hp 88 (8 HD); DR 1/ - 
  Class Spells Prepared (CL 3rd): 
   
  2nd— Produce FlameD, Zone of Truth 
  Fort +9, Ref +4, Will +2 
  Speed 40 ft. in medium armor (6 squares), base 
  movement 30 ft., fast movement 10 ft.;  
   
  1st— Bane, Burning HandsD, Sanctuary,  
    0— Virtue (4) 
  �Already cast 
  Melee masterwork orc double axe +14 (1d8+4) or 
  Melee masterwork orc double axe +14/+9 (1d8+4) or 
  D: Domain spell. Deity: Huhueteotl. Domains: Celerity, 
  Fire 
  Melee masterwork orc double axe +12/+12/+7 
  (1d8+4) or 
  Abilities Str 10, Dex 13, Con 14, Int 12, Wis 15, Cha 
  8  
  Ranged light crossbow +11 (1d8)  
  Space 5 ft.; Reach 5 ft. 
  SQevasion, death attack, rebuke undead, trapfinding, 
  zealous heart 
  Base Atk +8; Grp +12 
  Atk Options Rage (3/day); Swing Blindly 
  Feats Improved Initiative, Iron Will, Martial Weapon 
  Proficiency (kukri), Spontaneous Wounder  
  Special Actions Command the Horde 
  Combat Gear none 
  Skills Concentration +9, HIde +8, Knowledge 
  (religion) +10, Move Silently +8, Use Magic Device 
  +6, 
  Abilities Str 18, Dex 16, Con 14, Int 8, Wis 12, Cha 6  
  SQ fast movement, illiteracy, rage 2/day, trapsense 
  +1, uncanny dodge 
  Possessions combat gear plus chain shirt 
  armor, kukri, light crossbow w/ 10 bolts, 33 g.p. 
  Feats Blind-Fight, Exotic Weapon Proficiency (orc 
  double axe), Two-weapon fighting, Weapon Focus 
  (orc double axe),   
  Skills Intimidate +7, Listen +10, Survival +12: 
  Possessions combat gear plus +1 breastplate, 
  masterwork orc double axe, gloves of dexterity +2, 
  Spellguard Ring, crossbow w/ 10 bolts, sap, 55 g.p. 
   
   
  NYR7-M02 Entrell: The Sign of the Jackal 
   
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  APPENDIX 2: NEW RULES 
  FEATS 
  ADAPTABLE FLANKER [PLAYERS HANDBOOK II PG 71]   
  When you and an ally team up against a foe, you know how to maximize the threat your ally poses to ruin 
  your target’s defenses. 
  Prerequisites: Combat Reflexes, Vexing Flanker, base attack bonus +4. 
  Benefit: As a swift action, you designate a single opponent as the target of this feat. When you are 
  adjacent to the chosen target , you can choose to count as occupying any other squire you threaten for 
  purposes of determining flanking bonuses for you and your allies. You also occupy your current square 
  for flanking an opponent. 
  Special: A fighter can select Adaptable Flanker as one of his fighter bonus feats. 
   
  FAVORED POWER ATTACK [COMPLETE WARRIOR PG 98] 
  You are able to deal more damage against your favored enemies. 
  Prerequisites: Favored enemy ability, Power Attack, base attack +4. 
  Benefit: When you use the Power Attack feat against a favored enemy, you may subtract a number from 
  your melee attack rolls and add twice that number to your melee damage rolls. If you attack with a 
  weapon in two hands, ass three times the number. The normal restrictions of the Power Attack feat apply. 
   
  SWIFT HUNTER [COMPLETE SCOUNDREL PG 81] 
  You have applied the hit-and-run tactics learned from scouting to your strong hunting abilities. 
  Prerequisites: Favored enemy, skirmish +1d6/+1 AC. 
  Benefit: Your ranger and scout levels stack for the purposes of determining the extra damage and bonus 
  to Armor Class granted when skirmishing. For example, a 4th-level scout/1st-level ranger would deal an 
  extra 2d6 points of damage and gain and +1 competence bonus to AC when skirmishing, as if she were a 
  5th-level scout. 
   
  Your ranger and scout levels also stack for the purposes of determining when you select additional 
  favored enemies, as well as the total bonus granted against your favored enemies. For extra, a 4th-level 
  scout/1st-level ranger would have two favored enemies and could allocate an extra +2 bonus against one 
  of those favored enemies, as if she were a 5th-level ranger. 
   
  In addition, your skirmish extra damage applies against any creature you have selected as a favored 
  enemy, even if it is normally immune to extra damage from critical hits or skirmish attacks. 
  Special: A scout can select Swift Hunter as one of her bonus feats (Complete Adventurer 13). 
   
  TELLING BLOW [PLAYERS HANDBOOK II PG 83] 
  When you strike an opponent’s vital areas, you draw on you ability to land crippling blows to make the 
  most of your attack. 
  Prerequisite: Skirmish or sneak attack ability 
  Benefit: When you score a critical hit against a target, you deal your skirmish or sneak attack damage in 
  addition to the damage from your critical hit. Your critical multiplier applies only to your normal damage, 
  not your skirmish or sneak attack damage. This benefit affects both melee and ranged attacks. 
   
  VEXING FLANKER [PLAYERS HANDBOOK II PG 85] 
  You excel at picking apart an opponent’s defenses when your allies also threaten him. 
  Prerequisites: Combat Reflexes 
  Benefit: You gain a +4 bonus on you attack rolls when flanking. 
  Normal: Flanking grants a +2 bonus on attack rolls. 
  Special: A fighter can select Vexing Flanker as one of his fighter bonus feats. 
   
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 29 
  
  VICTOR’S LUCK [COMPLETE SCOUNDREL PG 82] 
  You strike with devastating accuracy more often. 
   
  Benefit: You can expend one luck reroll as a swift action to reroll a critical threat confirmation roll. 
   
  You gain one luck reroll per day. 
   
  SPELLS 
  ABSORB WEAPON [SPELL COMPENDIUM PG 6] 
  Transmutation 
  Level: Assassin 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One touched weapon not in another creature’s possession 
  Duration: 1 hour/level 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
   
  You can harmlessly absorb a weapon you are touching (even a poisoned one) into you arm, as long as it 
  is not in another creature’s possession. The weapon must be a light weapon for you at the time you cast 
  the spell. The absorbed weapon cannot be felt under the skin and doesn’t restrict your range of motion in 
  any way. An absorbed weapon cannot be detected with even a careful search, although detect magic 
  reveals the presence of a magical aura. The only evidence of its presence is a faint blotch on your skin 
  shaped vaguely like the weapon. When you touch the spot (an action equivalent to drawing a weapon), or 
  when the spell duration expires, the weapon appears in your hand and the spell ends. If you attack with 
  the weapon in the same round that you retrieve it from its hiding place, you can attempt a Bluff check to 
  feint in combat as a free action, and you gain a +4 bonus on the Bluff check. An intelligent magic weapon 
  gets a saving throw against this spell, but other weapons do not. 
   
  BLADE OF BLOOD [PLAYERS HANDBOOK II] 
  Necromancy 
  Level: Assassin 1, blackguard 1, cleric 1, duskblade 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Touch 
  Target: Weapon Touched 
  Duration: 1 round/level or until discharged 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell infuses the weapon touched with baleful energy. The next time this weapon strikes a living 
  creature, blade of blood discharges. The spell deals an extra 1d6 points of damage against the target of 
  the attack. You can voluntarily take 5 hit points of damage to empower the weapon to deal an extra 2d6 
  points of damage (for a total of 3d6 points of extra damage). The weapon loses this property if its wielder 
  drops it or otherwise loses contact with it. 
   
  CRITICAL STRIKE [SPELL COMPENDIUM PG 56] 
  Divination 
  Level: Assassin 1, bard 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
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  Page 30 
  
  Duration: 1 round 
   
  Whenever you make a melee attack against a flanked foe or against a foe denied its Dexterity bonus, you 
  deal an extra 1d6 points of damage, your weapon’s threat range is doubled (as if under the effects of 
  keen edge), and you gain a +4 insight bonus on rolls made to confirm critical hits. The increased threat 
  range granted by this spell doesn’t stack with any other effect that increases your weapon’s threat range. 
  Creatures immune to sneak attacks are immune to the extra damage dealt by your attacks. 
   
  CURSE OF IMPENDING BLADES  [SPELL COMPENDIUM PG 56] 
  Necromancy 
  Level: Bard 2, ranger 2, sorcerer/wizard 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. +10 ft./level) 
  Target: One creature  
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  The target of this spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm’s 
  way. The subject takes a -2 penalty to AC. The curse cannot be dispelled, but it can be removed with a 
  break enchantment, limited wish, miracle, remove curse or wish spell. 
   
  Arcane Material Component: A nail through a piece of leather. 
   
  CURSE OF IMPENDING BLADES, MASS [SPELL COMPENDIUM PG 57] 
  Necromancy 
  Level: Bard 3, ranger 3, sorcerer/wizard 3 
  Targets: Enemies in a 20-ft radius burst 
   
  This spell functions like curse of impending blades, expect that it affects multiple enemies. 
   
  ITEMS 
  CLOAK OF ELEMENTAL PROTECTION (MINIATURES HANDBOOK PG 43) 
  This cloak, woven with threads of various colors, protects the wearer from energy attacks. Once per day, 
  as a swift action, the wearer can activate the cloak and gain resistance 10 against a type of energy of the 
  wearer’s choice (acid, cold, electricity, fire or sonic). The wearer can activate the cloak when it is not his 
  turn. The wearer can therefore respond to an energy attack by immediately activating the cloak and 
  choosing the attack’s energy type. The cloak can be used only after being worn continuously for 24 
  hours. If it is taken off, it becomes inactive until it is again donned and worn for a full 24 hours. 
  Faint abjuration; CL 3rd; Craft Wondrous Item, resist energy; Price 1,000 gp. 
   
  METAMAGIC WANDGRIP 
  This copper wand-sized handgrip allows you to apply your metamagic feats to wands. 
  Description: A metamagic wandgrip is made of copper. It is unadorned except for a single magical rune 
  carved out of the handgrip, so that the wielder’s skin is exposed to the magic item through that rune. 
   
  The hallow rune glows whenever the item is used, through its position inside the closed hand makes 
  this difficult to see (Spot DC 15). 
  Activation: Activating a metamagic wandgrip is subsumed in the activation of the wand. It functions only 
  three times per day. Placing a wand into the wandgrip (or removing a wand from it) requires a move 
  action. 
  Effect: You can apply any one metamagic feat you know to a wand placed within the wandgrip. Doing 
  this drains and additional number of charges from the item equal to the normal cost of that feat in spell 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 31 
  
  slots. For instance, Extend Spell normal raises the cost of a spell by one level, so using Extend Spell on a 
  wand or staff would drain one additional charge (on top of the cost of the spell being cast) from the item. 
   
  In all other ways, this item functions as if you had the Metamagic Spell Trigger feat (see page 45). 
  Aura/Caster Level: Moderate transmutation. CL 6th. 
  Construction: Craft Wonderous Item, Metamagic Spell Trigger (page 45), 3,000 gp, 240 XP, 6 days. 
  Price: 6,000 gp. 
   
  MURDERER’S GLOVES 
  These thin gloves allow a killer to escape undetected, causing him to disappear upon making a 
  successful attack. 
  Description: These gloves, always found in pairs, appear to be made of very thin deer- or lambskin 
  leather. They are dyed black and seem well worn, feeling soft and supple to the touch. 
  Prerequisite: Murderer’s Gloves function only for wearers who have the sneak attack, skirmish, or sudden 
  strike ability. 
  Activation: Activating murderer’s gloves is a swift action. They can only be activated upon making a 
  successful sneak attacks, skirmish attack, or sudden strike. The gloves function three times per day. 
  Effect: The instant the wearer had delivered his sneak attack, skirmish attack, or sudden strike, he turns 
  invisible for 1 round (as the invisibility spell, PH 245). 
  Aura/Caster Level: Moderate illusion. CL7th. 
  Construction: Craft Wondrous Item, unseen strike (page 122), 8,000, 640 XP, 16 days. 
  Weight: 1 lb. 
  Price: 16,000 gp. 
   
  SPELLGAURD RINGS 
  This pair of rings allows a spellcaster to designate an ally temporarily immune to his magic. 
  Description: Both of a pair of spellguard rings are ornate bands; one is forged of gold, the other of 
  bronze. Draconic writing around the interior of both rings translates roughly as “Let no friend of mine ever 
  feel the sting of my magic.” 
  Activation: A spellcaster activates the power of spellguard rings as a free action in conjunction with 
  casting a spell. They function up to three times per day. 
  Effect: In order for them to function, both spellguard rings must be worn – the gold ring by a spellcaster, 
  the bronze one by anyone else. When the rings are activated, the wearer of the bronze ring becomes 
  immune to any spell castg by the wearer of the gold ring, as long as that spell is cast within one round. 
  The rings can be useful for pulling off certain tactical maneuvers, such as letting the spellcaster lob a 
  fireball into the midst of a horde of orcs, even though his paladin companion stands right in the center of 
  them. 
  The construction costs and price below are for a pair of matched rings. If one ring of a pair is lost or 
  destroyed, the other becomes useless. 
  Aura/Caster Level: Moderate abjuration. CL 7th. 
  Construction: Forge Ring, Otiluke’s suppressing field (page 112), 2,000, 160 XP, 4 days. 
  Price: 4,000 gp. 
   
  NEW CLASS 
  MARSHAL [MINITURES HANDBOOK] PG 11 
  Sometimes it is not enough to be a conquering warrior, a champion of all that's right, an experienced 
  sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers 
  and situations. Sometimes the circumstances demand a marshal. 
  Marshals inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, 
  dangerous battlefields, and haunted catacombs along with those under their command. With a look, they 
  can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A 
  marshal has a tactician's mind, a cartographer's overview of the disputed landscape (or dungeon warren), 
  and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out. 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
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  Alignment: Marshals may be of any alignment. Good-aligned marshals are often crusading leaders who 
  seek out and fight evil. Lawful-aligned marshals accept commissions from people who face invasion by 
  foreign aggressors. Chaotic-aligned marshals lead mercenaries to wherever the pay is best. Evil-aligned 
  marshals tend to lead forces of foreign aggressors set on invasion and plunder. 
  Religion: Marshals often worship Heironeous (god of valor) or Kord (god of strength). Some worship St. 
  Cuthbert (god of retribution), Hextor (god of tyranny), or Erythnul (god of slaughter). 
  Game Rule Information 
  Marshals have the following game statistics. 
  Abilities: Charisma is especially important for marshals because it improves their standing with those 
  they lead, as well as permitting them to magnify the efforts of the group. Constitution is important for a 
  marshal's staying power. Intelligence is important for the many skills required by marshals to complete 
  their commissions. 
  Alignment: Any. 
  Hit Die: d8. 
  Class Skills 
  The marshal's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Handle 
  Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive 
  (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str). Skill Points at 1st Level: (4 + Int 
  modifier)x4. Skill Points at Each Additional Level: 4 + Int modifier. 
  Class Features 
  All of the following are class features of the marshal. 
  Weapon and Armor Proficiency: Marshals are proficient with all simple and martial weapons, with all 
  types of armor (heavy, medium, and light), and with shields (except tower shields). 
  Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different 
  effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 
  2nd level) one major aura at a time. 
  Projecting an aura is a swift action (see Chapter 2: Magic). The aura remains in effect until the marshal 
  uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can 
  have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even 
  before the marshal takes his first turn. 
  Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A 
  marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do 
  their best. 
  Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear 
  the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the 
  marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be heard or understood by his allies. 
  A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains 
  access to new auras, as indicated on Table 1-5: The Marshal. 
  All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other. 
  Minor Aura (relevant to scenario): A minor aura lets allies add the marshal's Charisma bonus (if any) to 
  certain rolls. 
  Accurate Strike: Bonus on rolls made to confirm critical hits.  
  Force of Will: Bonus on Will saves.  
  Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.  
  Major Aura (relevant to scenario): Beginning at 2nd level, a marshal can project a major aura in 
  addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 
  7th, 14th, and 20th level. 
  Motivate Care: Bonus to Armor Class.  
  Steady Hand: Bonus on ranged attack rolls.  
  NYR7-M02 Entrell: The Sign of the Jackal 
   
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  Skill Focus (Diplomacy): Because a marshal has a way with people, he gains this feat as a bonus feat. 
  If the marshal already has the feat, he can choose a different one. 
  Grant Move Action (Ex): Starting at 4th level, a marshal can direct and motivate his allies to act 
  immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his 
  allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action 
  immediately, acting in their current initiative order. This extra action does not affect the allies' initiative 
  count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an 
  ally whose initiative count immediately follows the marshal's may get an extra move action from the 
  marshal, followed directly by a full round worth of actions on the ally's turn.) 
  At 8th level, a marshal gains the ability to grant an extra move action to his allies twice per day. The 
  frequency increases to three times per day at 12th level, four times per day at 16th level, and five times 
  per day at 20th level. 
  A character can take only one extra move action per round. (In other words, two marshals can't use this 
  ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost. 
   
  Auras Known 
  Level 
  BaseAttack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  Minor 
  Major 
  1st 
  +0 
  +2 
  +0 
  +2 
  Skill Focus (Diplomacy), minor aura 
  1 
  0 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Major aura +1 
  1 
  1 
  3rd 
  +2 
  +3 
  +1 
  +3 
  - 
  2 
  1 
  4th 
  +3 
  +4 
  +1 
  +4 
  Grant move action 1/day 
  2 
  1 
  5th 
  +3 
  +4 
  +1 
  +4 
  - 
  3 
  2 
  6th 
  +4 
  +5 
  +2 
  +5 
  - 
  3 
  2 
   
  EYE OF GRUUMSH (COMPLETE WARRIOR P31-34) 
  Most people think they have seen the worst that orcs can breed when an orc barbarian comes raging 
  over a hilltop-until they see a one-eyed orc barbarian come raging over a hilltop. This creature may well 
  be an eye of Gruumsh, an orc so devoted to his evil deity that he has disfigured himself in Gruumsh’s 
  name. 
  In an epic battle at the dawn of time, the elven deity Corellon Larethian stabbed out Gruumsh’s left eye. 
  Filled with rage and hatred, the orc deity called for followers loyal enough to serve in his image. Those 
  who heed this call are known as the eyes of Gruumsh. They sacrifice their right eyes instead of their left 
  ones so that their impaired vision complements that of their deity. Thus, symbolically at least, eyes of 
  Gruumsh can see what Gruumsh cannot. These living martyrs are some of the toughest orcs and half-
  orcs in the world. 
  The eye of Gruumsh is a true prestige class in the sense that all orcs respect those who achieve it. If a 
  candidate proves capable with the orc double axe and has no moral code to stand in the way of his 
  service, only the test remains – to put out his own right eye in a special ceremony. This is a bloody and 
  painful ritual, the details of which are best left undescribed. If the candidate makes a sound during the 
  process, he fails the rest. No consequences for failure exist, except that the candidate can never 
  thereafter become an eye of Gruumsh- and he has lost an eye. 
  Barbarians gain the most value from this prestige class, since it encourages raging as a fighting style. 
  Fighters, clerics, rangers, and even rogues also heed this calling. Some orc tribes whisper of barbarians 
  from other races who have adopted this mantle. Of course, these may just be legends meant to inspire 
  young orcs to jealous rage. 
  Hit Die: d12. 
  Requirements 
  To qualify to become an eye of Gruumsh, a character must fulfill all of the following criteria. 
  Race: Orc or half-orc 
  Alignment: Chaotic evil, chaotic neutral, or neutral evil. 
  Base Attack Bonus: +6. 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 34 
  
  Feats: Exotic Weapon Proficiency (orc double axe), Weapon Focus (orc double axe). 
  Special: The character must be a worshiper of Gruumsh and must put out his own right eye in a special 
  ritual. None of the eye of Gruumsh’s special abilities function if the character regains sight in both eyes. 
  Class Skills 
  The eye of Gruumsh’s class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), 
  Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str). See Chapter 4: Skills in the Players Handbook for 
  skill descriptions. 
  Skill Points at Each Level: 2 + Int Modifier 
  Class Features 
  All of the following are class features of the eye of Gruumsh prestige class. 
  Weapon and Armor Proficiency: Eyes of Gruumsh gain no proficiency with any weapon or armor. 
  Blind-Fight: An eye of Gruumsh gains Blind-Fight as a bonus feat. In addition, he suffers no adverse 
  effects from the loss of one of his eyes. 
  Command the Horde (Ex): An eye of Gruumsh can direct the actions of any nongood orcs or half-orcs 
  that are within 30 feet of him and whose Hit Dice are lower than his character level. Those who follow the 
  character’s orders gain a +2 morale bonus on Will saves. Any eligible orc or half-orc that willingly goes 
  against the eye of Gruumsh’s directions loses this bonus immediately. 
  Rage (Ex): An eye of Gruumsh can fly into a rage just as a barbarian can, with all the same benefits and 
  drawbacks (see page 25 of the Player’s Handbook). An eye of Gruumsh’s class levels stack with his 
  barbarian levels (if any) for determining the number of times per day he can use his rage ability. Add 
  together the character’s levels in the eye of Gruumsh and barbarian classes and refer to Table 3-3: The 
  Barbarian on page 25 of the Player’s Handbook to determine the number of rages per day. For example, 
  a 6th-level barbarian/2nd-level eye of Gruumsh could rage three times per day (the same as an 8th-level 
  barbarian), while a 4th-level eye of Gruumsh with no levels in barbarian could rage twice per day (the 
  same as a 4th-level barbarian). 
  Swing Blindly (Ex): An eye of Gruumsh’s rage becomes more powerful when he reaches 2nd level, but 
  at the cost of lowered defenses. The character adds an extra +4 to Strength while in a rage, but his 
  Armor Class penalty goes from -2 to -4. 
  Ritual Scarring (Ex): Through frequent disfiguration of his own skin, an eye of Gruumsh’s natural armor 
  bonus improves by +1 at 3rd level (or to +1 if he didn’t already have a natural armor bonus). This bonus 
  increases by another +1 for every three eye of Gruumsh levels gained thereafter. 
   
  Level 
  Base Attack 
  Bonus 
  Fort Save 
  Ref 
  Save 
  Will Save Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Blind-Fight, command the horde, rage 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Swing blindly 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Ritual scarring +1 
   
  ORDER OF THE BOW INITIATE [COMPLETE WARRIOR P68-70] 
  When asked, "What is Truth?", an initiate of the Order of the Bow picks up his bow, fires an arrow and, 
  without saying a word, lets his mastery of the weapon serve as the gauge of the archer's progress along 
  the way. By learning the meditative art of the Way of the Bow, the archer improves his discipline, 
  precision, and spirituality. Order of the Bow initiates see their weapons as extensions of their being and 
  the use of the bow as a spiritual experience. 
   
  Fighters are the most common initiates of the Order of the Bow. Rangers, paladins, and even 
  barbarians utilize these skills and philosophies as well. Some rogues and bards have been known to 
  enter the order, but they are rare indeed. 
   
  NPC initiates are most often encountered teaching others the ways of archery or wandering the lands 
  looking for true challenges for their skill. 
  Hit Die: d8. 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 35 
  
   
   
  Requirements 
  To qualify to become an Order of the Bow initiate, a character must fulfill all the following criteria. 
  Base Attack Bonus: +5. 
  Skills: Craft (bowmaking) 5 ranks, Knowledge (religion) 2 ranks. 
  Feats: Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow, shortbow, or the composite 
  version of either). 
   
  Class Skills 
  The Order of the Bow initiate's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), 
  Knowledge (religion) (Int), Ride (Dex), Spot (Wis), and Swim (Str). 
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All of the following are class features of the Order of the Bow initiate prestige class. 
  Weapon and Armor Proficiency: Order of the Bow initiates gain no proficiency with any weapon or 
  armor. 
  Ranged Precision (Ex): As a standard action, an initiate may make a single precisely aimed attack with 
  a ranged weapon, dealing an extra 1d8 points of damage if the attack hits. When making a ranged 
  precision attack, an initiate must be within 30 feet of his target. An initiate's ranged precision attack only 
  works against living creatures with discernable anatomies. Any creature that is immune to critical hits 
  (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a ranged 
  precision attack, and any item or ability that protects a creature from critical hits (such as armor with the 
  fortification special ability) also protects a creature from the extra damage. 
   
  Unlike with a rogue's sneak attack, the initiate's target does not have to be flat-footed or denied its 
  Dexterity bonus, but if it is, the initiate's extra precision damage stacks with sneak attack damage. Treat 
  the initiate's ranged precision attack as a sneak attack in all other ways. 
  The initiate's bonus to damage on ranged precision attacks increases by +1d8 every two levels. 
  An initiate can only use this ability with a ranged weapon for which he has taken the Weapon Focus feat. 
  Close Combat Shot (Ex): At 2nd level, an initiate can attack with a ranged weapon while in a threatened 
  square and not provoke an attack of opportunity. 
  Greater Weapon Focus (Ex): At 4th level, an Order of the Bow initiate gains the Greater Weapon Focus 
  feat with a single ranged weapon for which he has taken the Weapon Focus feat even if he has not 
  attained 8th level as a fighter. 
  Sharp-Shooting: At 6th level, an initiate gains the Sharp-Shooting feat (see below) even if he does not 
  meet the prerequisites. 
  Extended Precision (Su): A 10th-level Order of the Bow initiate's senses and feel for "the shot" become 
  so attuned that he may make ranged precision attacks (and sneak attacks, if he has the ability) at a range 
  of up to 60 feet. 
   
  Level 
  Base 
  Attack 
  Bonus 
  Fort Save 
  Ref 
  Save 
  Will Save Special 
  1st
  +1 
  +0 
  +2 
  +2 
  Ranged precision +1d8 
  2nd
  +2 
  +0 
  +3 
  +3 
  Close combat shot 
  3rd
  +3 
  +1 
  +3 
  +3 
  Ranged precision +2d8 
   
  NYR7-M02 Entrell: The Sign of the Jackal 
   
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  DM AID 1 
  Sequence of Events 
  Wealsun 5: Envoy is captured and taken to Silverwat 
  Wealsun 10: Director Heth and Diac leave Oldred for Silverwat 
   
  Wealsun (con’t) – rest of calendar 
  Starday 
  Sunday 
  Moonday 
  Godsday 
  Waterday 
  Earthday 
  Freeday 
  15 
    
  Envoy is 
  brought to 
  Director 
  Heth 
  16 
   
   
   
  17 
   
   
   
  18 ● 
   
  Diac flees 
  Silverwat 
   
  Elf is slain 
  19 
   
  Diac arrives 
  in Aldanad 
   
  Half-orc 
  interrogated 
  20 
   
   
   
  21 
   
  Agent 
  Casphus 
  arrives in 
  Entrell. 
  Aelise 
  contacts 
  PCs. 
  22 
   
  Half-orc 
  slain 
   
  23 
   
  Human 
  interrogated  
  24 
   
   
  25 ☽  
   
  26 
   
  Human slain
  27 
   
  Dwarf 
  interrogated* 
  28 
  Richfest (Midsummer) 
  Starday 
  Sunday 
  Moonday 
  Godsday 
  Waterday 
  Earthday 
  Freeday 
  1 
  2 
  3 
  4  
  5 
   
   
  6 
  7 
  Reaping (High Summer) 
  Starday 
  Sunday 
  Moonday 
  Godsday 
  Waterday 
  Earthday 
  Freeday 
  1 
  2 
  3 
  4  
  5 
   
   
  6 
  7 
  *The dwarf is interrogated and on the third day slain. Director Heth follows the same method for the last three 
  members of the envoy, all human. 
   
  Distances (in miles) 
   
  Silverwat 
  Aldanad 
  Entrell Estates 
  Mithat 
  Silverwat 
  0 
  58 
  130 
  94 
  Aldanad 
  58 
  0 
  80 
  55 
  Entrell Estates 
  130 
  80 
  0 
  40 
  Mithat 
  94 
  55 
  40 
  0 
  See page PHB pgs 162-164 for Movement and Overland Movement 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 37 
  
  DM AID 1 
  Safe house in Aldanad 
   
   
  A
  W
   
  Location of sentries 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 38 
  
  DM AID 2 
  Sentiis Tavern and the Den 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  T 
  W 
  S 
  DH 
  Envoy Cell 
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 39 
  
  PLAYER HANDOUT 1 
  Message from Sending spell sent to Aelise ordering him to locate the PCs and request their aid. 
   
  Locate Friends in Mithat. Jackal betrayer Diac has information. Agent Mercer in Aldanad. Almor north 
  road. Fire House. Rescue envoy in Silverwat. Learn more return.
   
  NYR7-M02 Entrell: The Sign of the Jackal 
   
  Page 40 
  
  PLAYER HANDOUT 2 
  Map found on Director Heth of the tunnels in the Anodan Hills. 
   
   
  NYR7-M02 Entrell: The Sign of the Jackal 
   
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  PLAYER HANDOUT 3 
  The following are the elven words used throughout the scenario and its Common translation.  
   
  Aesil'es: Whisper from the Lost Mountain  
  Ama'aith: Beautiful Home  
  Feranesti: Elf Champion  
  Ferani’ethar: Champion and Friend  
  FERIK, FERIK NILI ESTI!: Mighty Victory, Mighty Victory of the Elves!  
  Firana: Dark Crafters  
  Firanalyth: Children of the Dark Crafters  
  Fisanuhesti: The Light of the Elves  
  Hei-Corellon shar-shelevu: Corellon, may your grace grant us...  
  La’elimsha: The Eastern Sun  
  Lam’avelnis: The Eastern Sword of Dawn  
  Lam'emar: Honor from the East  
  Lam'imilemar: Sword of Honor in the East  
  Lymah: Wolf Mage  
  Soliennuhar: The History of Wisdom and Hope  
  Solist ili Feranisti: The History of an Elf Champion  
  Solist ili Firnetia: Ancient Scrolls of Dark Magic  
  Solist ili Narath: The Scrolls of History of High Arcane  
  Tahlnis: The Sword of Dawn  
  Thronna se Soliennuhar: Knowledge from the Histories of the Monastery  
  Thronna se Tialian: Knowledge from the Magical Scholars Guild  
  Thronna: Knowledge  
  Tialian: The Master of Magic  
  Uverni: May Peace Find You  
   
   
  NYR7-M02 Entrell: The Sign of the Jackal 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR7-M02 - The Sign of the Jackal.pdf