TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  URD3-04 
   
   
   
   
   
  A Friend in Need 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Duchy of Urnst Regional Adventure 
  Version 1.0 
  Round 1 
  by Daniel Thomson 
   
   
  Rumors of dangerous beasts have drawn yourself and other adventures to Leukish like ants to a picnic. While in the city 
  an old acquaintance stands accused of murder. Can the PCs’ uncover the web of deception before time runs out? A 
  Living Greyhawk adventure for APLs 4 through 10 set in the Duchy of Urnst.  
  
  A Friend in Need 
  Round 1 
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  
  A Friend in Need 
  Round 1 
  Page 3 
  # 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 
  After voting, give the Scoring Packet to your event 
  coordinator.  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half 
  of the experience 
  points 
  awarded 
  for 
  the 
  adventure. 
  This 
  simulates 
  the 
  face that either 
  your 
  character 
  was 
  not 
  as 
  challenged 
  as 
  normal, or relied 
  on 
  help 
  by 
  higher-level 
  characters 
  to 
  reach 
  the 
  objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures are designed for APL 2 and higher. Three or 
  four, or sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are three things 
  that you can do to help even the score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Duchy of Urnst.  Characters native to the Duchy of 
  Urnst pay one Time Unit per round, all others pay two 
  Time Units per round.  Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit.  Rich Upkeep costs 50gp per 
  Time Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  
  A Friend in Need 
  Round 1 
  Page 4 
  Meta-org Considerations: 
   
  Players who are members of certain Duchy of Urnst 
  meta-orgs are afforded certain additional benefits in this 
  scenario over others. The following meta-orgs have the 
  listed benefits during this scenario: 
   
  Diplomatic Corps: If a member of this meta-org 
  possesses the Knowledge (Underworld) skill, they may 
  make a single check (DC 15), to contact shady characters 
  within Leukish. From them, they may make one Gather 
  Information Check (DC 15) to learn the following: 
  • 
  Something big is in the works in Leukish. Word 
  on the street has it there is going to be a big 
  shakedown with the merchants tonight 
   
  Ducal Guard: This scenario may count as a Ducal Guard 
  scenario for purposes of time units if the character has 
  East March as their home march. 
   
  Honored of the House: If a character has chosen 
  Leukish as the home city for their Noble House, they 
  incur no lifestyle costs as per the Honored of the House 
  meta-org document. 
   
  Merchant Trading Rights: If the character has a 
  certificate with House Faeldon, they receive a +2 
  circumstance bonus to all skill checks when dealing with 
  Darmin Faeldon during the scenario. Additional benefits 
  are listed where they apply. 
  Adventure Background 
  When Duke Justinian increased the taxes of the churches 
  and brought about the Temple Coalition revolt, the 
  Syrulites found a large percentage of their minor 
  schemes and plans disrupted within the duchy as many 
  members were routed from positions within prominent 
  rival faiths. With the collapse and subsequent 
  abandonment of the other churches, the cult of Syrul 
  suffered a terrible blow. 
   
  Now, decades later, the cult has finally repaired a lot 
  of the damage they suffered. Cultists are now situated in 
  positions of power within many of the renewed churches 
  within Urnst, as well as within a few of the more 
  powerful Merchant house. The recent collapse of House 
  Teranor has not hurt their cause either. 
   
  However, with their setback in the small village of 
  Thallin, the cult of Syrul has been able to recover their 
  financial losses and put their plans into motion later than 
  originally hoped. Through a few minor acts of piracy on 
  the Nyr Dyv, as well as acts of banditry both within the 
  duchy and outside, they are finally ready to implement 
  their plot against the duchy. 
   
  To aid in their plot to cripple the Duchy, Syrulites 
  have been operating in the lands held by Iuz as well as 
  some of the lawless regions of the once powerful Great 
  Kingdom. There, with the use of powerful magics, cult 
  members have been polymorphing dangerous monsters 
  and beasts into common animals: dogs, sheep, cattle, 
  horses, etc. Then, with the aid of their merchant insiders, 
  they have been bringing these animals into the Duchy 
  through Leukish with the Customs Officers unaware of 
  what the creatures truly were. 
   
  The animals were then sold to Noble houses, and 
  brought into temple property by Syrulites located 
  therein. To test the city’s defenses and to evaluate the 
  effectiveness of their plan, a few of the animals had the 
  powerful spells they were placed under dispelled. This 
  resulted in dire beasts, otyughs, and in one case even a 
  behir to appear quite suddenly well within the city. Most 
  of the creatures did minor damage before being captured 
  or killed (in the case of the behir it was quickly 
  dispatched by a band of adventurers who just happened 
  to be in the market at the time it ‘appeared’). 
   
  Now, with polymorphed creatures located across the 
  city, the Syrulites are nearly ready to implement their 
  plan. Just one more card needs to be played, and they will 
  have their revenge. They wish to completely upset trade 
  within Leukish so as to ensure the city collapses upon 
  itself. 
   
  The cult has kidnapped the head of nearly every 
  major merchant house within Leukish, and seeks to 
  sacrifice them to their goddess during the time when 
  both Celene and Luna are full: Midsummer’s Night, the 
  4
  th day of Richfest! 
  Adventure Summary  
  A Friend in Need is different from most other adventures 
  in that most of the encounters are fluid and can take 
  place in any order, or be returned to over and over. They 
  are listed below in no particular order. 
  Introduction: The PCs have been lured to Leukish by 
  the rumors of monsters and other creatures mysteriously 
  appearing in the midst of the city, and of the city watch’s 
  consternation at finding no evidence of where they come 
  from. They will have found there is little lodging 
  
  A Friend in Need 
  Round 1 
  Page 5 
  available in Leukish at this time due to travelers for 
  Richfest. 
  A Friend in Need: While the PCs are awaiting word 
  from the City Watch, they are noticed by a (hopefully) 
  old friend: Beal, a merchant from Nellix. Nellix informs 
  them he has recently seen Cern, the former sheriff of 
  Thallin. Cern’s wife, the Lady Nayln of House Faeldon 
  has been arrested recently for the murder of Kerwin 
  Faeldon. Perhaps the PCs should speak to Cern. 
  The City Watch: If the PCs choose not to visit with 
  Cern, and instead insist on speaking with the City 
  Watch, they will be informed that there has not been any 
  monster attacks in at least a couple of weeks, and they 
  believe whatever danger there was has passed, and they 
  no longer need the services of the PCs. They can ask 
  questions here about the murder of Kerwin Faeldon. 
  A Meeting with Cern: The PCs speak with Cern, and 
  learn the details of the crime to which his wife has been 
  charged. Cern says the PCs could either speak with the 
  Lydians (clergy of Lydia) who conducted the initial 
  investigation, or they speak with Darmin Faeldon, who 
  has succeeded to the head of the Merchant House. 
  The Church of Lydia: Investigations with the Lydian 
  clergy reveals they have used divinations and ascertained 
  the proof of the Lady Nayln’s guilt. The PCs are welcome 
  to provide whatever evidence they wish to provide of her 
  innocence, but it must pass magical scrutiny. The PCs can 
  even see the body of Kerwin, which is currently lying in 
  state here (he is not Suel, and thus not at the temple of 
  Wee-Jas) 
  Darmin Faeldon: Speaking with Darmin Faeldon reveals 
  a mild, unassuming man who despises Nayln. 
  Investigations with him will reveal he obviously has 
  something hide, and any attempts to read his thought or 
  perform other will result in the PC taking damage. A 
  successful investigation here will lead the PCs to search 
  the merchant House’s main warehouse in the docks. 
  Faeldon Warehouse: The Faeldon Warehouse is the site 
  of the Cult of Syrul. Investigations here will reveal many 
  erroneous shipments from across the Nyr Dyv. A Secret 
  entrance to part of the sewers can be located in the office. 
  The Temple of Syrul: Located under the Darmin 
  warehouse is the temple of Syrul within Leukish. 
  A: In the entrance to the Cult’s lair, the PCs will 
  encounter the initial temple guards, animated objects 
  constructed to appear as skeletons. 
  B: This chamber hides more temple guardians; Mimics 
  that act to stop the further trespasses of the party. 
  C: The final encounter culminates with the PCs entering 
  the temple proper as the High Priest begins the final 
  ceremony that will end with the mass sacrifice of the 
  merchant captives. 
  A New Mystery (optional): As the High priest is put 
  down, another figure which had fled from the ceremony 
  may be chased. Higher level Parties may succeed in 
  catching the figure. Otherwise, the figure escapes 
  Special DM’s Information 
   
  One of the major difficulties facing players in this 
  adventure will be dealing with the unprepared, especially 
  in-so-much as they are being thrust directly into 
  encounters they may not have properly prepared for. As a 
  result, this adventure will test the players’ ingenuity as 
  well as their characters’ abilities. Additionally, characters 
  will need to begin the adventure with spell selection 
  already chosen, and unless they have kept a spell slot 
  open, will need to complete the adventure with the spells 
  they have chosen. 
   
  During the course of this adventure, high-level 
  characters will have access to spells that could derail the 
  plot if not handled properly. Below are some spells that 
  could throw the plot off, and some suggestions on how to 
  handle them. 
  Augury (Clr 2): This spell can only provide information 
  up to one half-hour in the future, and then only for weal 
  or woe. DMs are free to adjudicate this spell as they see 
  fit. 
  Commune (Clr 5): This spell will only allow Yes/No 
  type answers. Some typical questions and their answers 
  are below: 
  Did Nayln commit the murder? Unclear. (This is a valid 
  answer as the gods are not omniscient. PH pg 186)  
  Is Darmin involved? Yes. 
  Is Cern involved? No. 
  Commune with Nature (Animal 5/Drd 5): No effect 
  within the city. 
  Contact Other Plane (Brd 5, Sor/Wiz 5): Agents of 
  Syrul will intercept this spell and all results pertaining to 
  questions about Nayln will be lies. As the cult has felt 
  Darmin has outlived his usefulness any answers to 
  questions about his involvement will be truthful. 
  Discern Lies (Clr 3/Pal 4): This spell will only discern 
  actual falsehoods. If the person being questioned truly 
  believes what they are saying (even if it is not true), this 
  spell will not detect that. I.E. an NPC sees an illusion of a 
  pink elephant, and fails his Will Save believing it to be a 
  
  A Friend in Need 
  Round 1 
  Page 6 
  real pink elephant. Discern Lies will not reveal the pink 
  elephant as false (even though it is) as the NPC truly 
  believes what he saw. 
  Divination (Clr 4/Knowledge 4): This spell works as 
  Augury, but with more information. Below are some 
  typical questions, and the answers PCs will receive if they 
  are successful: 
  Will Nayln die for the murder? 
   
  Under crates and down darkened holes, a fell rite 
  will lead to the guilty. (This is a clue to high priest who is 
  currently conducting a fell sacrifice to Syrul under the 
  Faeldon warehouse in the cult’s temple.) 
  Will we find the true murderer? 
   
  One who is both hairy and not knows the truth. 
  Lesser Planar Ally (Clr 4): The ally will have no 
  information pertaining to the plot. The cost is the same as 
  detailed in the Living Greyhawk Campaign Sourcebook. 
  Speak with Animals (Clr 2, Drd 2, Rgr 1): The players 
  will not be able to contact any animals who may have 
  been witness to the crime. 
  Speak with Dead (Clr3): Speaking with Kerwin’s body 
  will fail as he has already been subjected to the spell. 
  Zone of Truth (Clr 2): Any captured flunkies will know 
  nothing about the plot to kill Kerwin, as a result, there is 
  no truth to force out of them. They will still be evasive 
  and refuse to answer any questions. 
   
  For any spell not covered above, use the 
  aforementioned spells as a guideline.. 
  Introduction 
   
  Across the Duchy rumors tell of monsters and other 
  foul beasts mysterious appearing inside the city of 
  Leukish, causing much destruction before they are 
  quickly dealt with. Many of these rumors tell that the city 
  watch, frustrated by lack of evidence of where the beasts 
  come from has been requesting the aid of adventurers in 
  dealing with this threat facing the city. 
   
  Arriving at the city during the week of Richfest, 
  you are not surprised to find the city’s many inns and 
  boarding houses already full with celebrants and 
  merchants in town for the festivities. You have been 
  able to locate rooms at a smaller inn near the docks by 
  the name of The Torn Sail, and now you find yourself 
  on the morning of the 4
  th day of Richfest, having your 
  morning meal among a few other adventuring types 
  hoping today you may hear from the city watch 
  regarding some potential employment. 
   
  At this time the characters can introduce themselves 
  to one another, and it is likely that at higher APLs most 
  may already be known to each other. 
   
  Players can also take this time to make a Gather 
  Information check (taking 10 is allowed) to see what they 
  have learned about the recent situation in Leukish. The 
  DC the players beat will give them that level of 
  Information plus those of a lower level. 
  DC5: Monsters have been randomly popping up 
  in Leukish doing some damage before they are 
  killed or captured. 
  DC10: Some of the monsters are of a type that is 
  seldom if ever seen from around the Duchy. 
  One of the creatures was even a BEHIR! This 
  was the last incidence within the city, and that 
  was almost two weeks ago. 
  DC15: Some prominent members of the 
  Merchant guild have gone missing recently. 
  While it does seem strange to some they are 
  gone, officials within the guild have stated they 
  have gone to Greyhawk for some high-level 
  trade negotiations 
  DC20: Because it has been nearly two weeks 
  since the last monster attack, the city watch has 
  said they are no longer recruiting adventurers to 
  deal with attacks. Some still suspect the Guards 
  will still offer reward for information regarding 
  the attacks. 
  DC25+: Master Kerwin Faeldon was found 
  murdered in his chambers last night. Priests of 
  Lydia were summoned to the house and after 
  speaking with the man’s spirit have located his 
  murderer within the ranks of the house. 
  Encounter One: A Friend in 
  Need 
  Player(s) have played Never the Same Thing 
  Twice: 
   
  If any of the characters present have played Never 
  the Same Thing Twice, read the following text:  
   
  As you are awaiting word from the city watch on 
  whether there is still some employment available 
  within the city, a middle-aged man approaches your 
  table, a large hulking man follows closely behind. In 
  the dim light of the tavern you recognize the smiling 
  face as that of Beal, a merchant you had journeyed 
  with once while traveling to Nellix. Obviously the 
  
  A Friend in Need 
  Round 1 
  Page 7 
  large man behind him must then be Jerom, his ever-
  present bodyguard. 
   
  Beal will be quite happy to meet the characters, and 
  will remember each of them by name. Jerom, quite out of 
  character for him, give each of those characters a great 
  bear-hug, ladies included. 
   
  After 
  any 
  unfamiliar 
  characters 
  have 
  been 
  introduced, Beal will briefly inquire how the characters 
  have been, where they have traveled and will generally 
  happy to see them again. Once everyone who has not 
  meet Beal has been introduced, continue with Beal’s 
  story below. 
   
  “I’m afraid I have some dire news. A good friend 
  of mine, and someone you know too I might add, has 
  been arrested for the murder of Master Kerwin 
  Faeldon of House Faeldon: the Lady Nayln.” 
   
  “You remember her? She oversaw House 
  Faeldon’s operations in the village of Thallin. Well, 
  after that horrible incident a while ago with the 
  doppelganger, her house recalled her back to 
  Leukish, and shut down their facilities in Thallin. It 
  was quite hard on the village, but the community still 
  survives. Cern, her paramour followed her to Leukish, 
  and they were wed.” 
   
  “Well, I saw Cern earlier this day when I was at 
  Faeldon’s Warehouse at the docks. He had just 
  spoken with the new Head of the House, Darmin 
  Faeldon. He told me he implored Darmin to speak 
  with the watch on behalf of his wife, to declare her 
  innocence of the charges, but Darmin refused him, 
  telling him the watch had irrefutable evidence of her 
  guilt in the crime.” 
   
  “Well, I empathized with Cern over his plight, 
  but I assumed until I saw you that there was little I 
  could do. Please my friends. You have saved my life 
  when I thought it was lost. I know Nayln cannot be 
  guilty of this crime, please save her. She is to be 
  executed for the crime at daybreak tomorrow.” 
   
  Once Beal has finished his tale, and the players 
  accept, proceed to Questions below. 
  Players have not played Never the Same Thing 
  Twice: 
   
  If no one in the party has meet Beal before today, 
  read the following: 
   
  As you are awaiting word from the city watch on 
  whether there is still some employment available 
  within the city, you notice a middle-aged man, with a 
  large hulking warrior following closely behind. The 
  man approaches the bar and orders a drink, and then 
  sullenly looks around the taproom before his eyes fall 
  on you. 
  After approaching your table, he clears his throat and 
  introduces himself. 
   
  “Good-day to you gentle sirs [and ladies], my 
  name is Beal. I am a merchant from Nellix. The man 
  behind me,” he gestures to the large figure behind 
  him, “is my bodyguard Jerom. You appear to be 
  honest folk, and I wonder if I might inquire of you a 
  small favor?” 
  After the players have given him leave to continue: 
   
  “Thank you noble sirs [and ladies], I am afraid I 
  have received some horrible news. A good friend of 
  mine these past few years has just told me of his wife 
  being arrested by members of the watch for the 
  murder of Master Kerwin Faeldon of the same 
  Merchant House.” 
   
  He takes a moment to collect himself before he 
  continues. 
   
   
  “As I was saying, a friend of mine has been 
  arrested for the murder of Master Kerwin Faeldon of 
  House Faeldon: the Lady Nayln of House Faeldon.” 
   
  “She oversaw House Faeldon’s operations in the 
  village of Thallin east of here. About a year ago, there 
  was a big scandal that rocked House Faeldon. A cult 
  of Nerull operated in the area, and with the help of a 
  doppelganger, they kidnapped merchants and then 
  sold their wares to House Faeldon, which had 
  operations in the area. 
   
  I was captured when I traveled through Thallin, 
  but a band of adventurers I was traveling with saw 
  through the ruse, and was able to defeat the cultists 
  and rescue me. Her house recalled her back to 
  Leukish, and shut down their facilities in Thallin. It 
  was quite hard on the village, but the community still 
  survives. The local Sheriff, and her paramour, Cern, 
  followed her Leukish, and they were wed.” 
   
  Well, I saw Cern earlier this day when I was at 
  Faeldon’s Warehouse at the docks. He had just 
  spoken with the new Head of the House, Darmin 
  Faeldon. He told me he implored Darmin to speak 
  with the watch on behalf of his wife, to declare her 
  innocence of the charges, but Darmin refused him, 
  telling him the watch had irrefutable evidence of her 
  guilt in the crime. 
   
  Well, I empathized with Cern over his plight, 
  and told him I would seek out some help for him, 
  though until I saw you I was without hope. Please my 
  
  A Friend in Need 
  Round 1 
  Page 8 
  friends. It was adventurers like you who saved my life 
  when I thought it was lost. I know Nayln cannot be 
  guilty of this crime, please save her. She is to be 
  executed for the crime at daybreak tomorrow. 
   
  Beal has little to offer the players at this time, and if 
  they seem reluctant he will play on their possible classes 
  if possible. For example: if a player is a cleric of 
  Heironeous, Pelor or St Cuthbert, he will strive to 
  impress upon the players his belief in Nayln innocence, 
  and that if they do not help, and innocent lady will die 
  for a crime she did not commit, and an evil person will 
  evade justice. 
   
  Ultimately though, the final choice is up to the 
  players. If they do not wish to take this job at this time, 
  and wish instead to see the city watch about the job 
  dealing with the monster attacks, proceed to Encounter 
  2. Beal tells the PCs they can find him here. 
   
  The players will likely have some questions. Here is 
  what Beal can tell them: 
  Who is Darmin Faeldon? 
   
  Darmin Faeldon was a lower ranking member of the 
  household. He has been placed in charge of the house.  
  If he is a low ranking member, why is he in charge? 
  Who was the heir? 
   
  Darmin’s cousin, Saria, is the heir to the house. She 
  has been vacant from the house for over a week now, and 
  is believed to be in Greyhawk on business with the 
  Merchant’s Guild. 
  What evidence is there against Nayln? 
   
  Beal does not know, but Cern can provide that 
  information. 
  Where can they find Cern? 
   
  Him and Nayln have a modest house near the docks. 
  Where can they find Darmin? 
   
  Darmin spends his days at the house’s offices just 
  down the street from the Faeldon Warehouse at the 
  docks. 
  Encounter Two: The City Watch 
   
  The main offices of the city watch are located just 
  across 
  from 
  the 
  formidable 
  Leukish 
  Castle. 
  Assembled in the small square before the main offices 
  are many other adventurers, all appearing to be quite 
  displeased with a note that has been tacked to a post 
  near the main doors. 
   
  When the players read the note, they find it states 
  the following: 
   
  Due to the lack of additional incidents of 
  creatures attacking the city, be it known that 
  forthwith there is no longer a call for persons of 
  ability to investigate these attacks. 
   
  If the players insist on still speaking with someone 
  regarding this avenue of employment, they will be left to 
  wait with no-one coming to see them. The watch has 
  grown tired of others bothering them seeking a job 
  where none is to be had. If a player tries to flex his 
  political clout (spend influence, flaunt his position in the 
  Ducal Guard, etc), it will not matter. There is no job with 
  the watch at this time. 
   
  If, on the other hand, they wish to speak with 
  someone regarding the arrest of Lady Nayln, their wait is 
  short before they are ushered in to speak with Captain 
  Berwon. 
   
  Asking to speak to with someone regarding the 
  arrest of Lady Nayln, you are ushered into the office 
  of Captain Berwon. 
   
  After a few minutes Berwon enters the office. He 
  is a typical Suel male, with his blonde hair cropped 
  short, and a short, neatly kept bear and mustache. His 
  eyes, a pale blue, are steely and hard, and take in each 
  of you in turn. He sits behind his desk, and then 
  looking at no-one in your group in particular states, 
  “You wish to ask about the arrest of one lady Nayln of 
  Faeldon?” 
   
  Berwon can the players the following information 
  about the arrest of Nayln: 
  • 
  She was arrested last night at her house after the 
  clerics of Lydia spoke with the spirit of Kerwin 
  Faeldon. 
  • 
  He does not know what information was obtained 
  from Kerwin’s body by magic. They would have to 
  speak with the Lydians for this information. 
  • 
  Cern has not been implicated at this time for aiding 
  in the murder, though he is being watched. 
  • 
  Under Ducal Law, Nayln has been found guilty for 
  the crime, and she will be executed in the morning. 
  • 
  Nayln’s only hope is for evidence to be brought 
  forward that proves her innocence beyond a doubt. 
  Such evidence must of course pass the most stringent 
  of magical inspection. 
  
  A Friend in Need 
  Round 1 
  Page 9 
  • 
  If the players wish to see the body, it is being held in 
  state at the Church of Lydia. Kerwin is not Suel, and so 
  not afforded the rites of the temple of Wee-Jas. 
  • 
  The players may not have access to the crime scene, 
  not matter what rank they pull (be it ducal guard, or 
  however much influence they are willing to spend). 
   
  After speaking with Captain Berwon, and exhausting 
  all information, the players can speak with Cern, Darmin 
  or the clerics of Lydia. 
  Encounter Three: A Meeting 
  with Cern 
   
  Following the directions given to you by Beal, 
  you easily locate the residence of Cern and Nayln, a 
  large, yet modest home only a few blocks from the 
  docks. 
   
  Knocking on the door, you only have a wait a few 
  seconds before the door is forcefully pulled open, a 
  somewhat surprised man stands on the other side. 
  His hair is matted and unkempt, and his chin is 
  covered with a day’s growth of stubble. Most 
  shocking of all are his eyes, which are puffy and red 
  rimmed. It is obvious he has been crying. You know 
  that the man standing before must be Cern 
   
  Cern will be somewhat surprised at seeing the PCs 
  (whether he has met any of them before or not), as he has 
  been anxiously awaiting word from either Beal, the city 
  watch, the clerics of Lydia, or anyone else for that matter 
  with any authority. After he takes a few minutes to 
  collect himself together, he will ask the party in. 
   
  Cern shows you into his home, and into a small 
  salon just to the side from the front entrance. After 
  offering you some refreshments, he takes a chair 
  closest to the door, and asks what he can do for you, 
  all the while anxiously looking back at the door every 
  few seconds. 
   
  Cern will remember any PCs who have played in 
  Never the Same Thing Twice, and he will direct almost 
  all conversation towards them, otherwise, he will speak at 
  whoever seems the most forceful member of the party 
  (have each PC make an Intimidate Check, making a note 
  of who scored the highest, if there is a tie for the highest, 
  re-roll so there is a winner), and thus, to his mind the 
  leader. 
   
  If Cern does remember any of the party, he will 
  launch into his story, imploring the party to help him, 
  otherwise, he will wait for them to tell him that they are 
  here to help him and his wife. 
   
  “I thank you for your help friends, and I will tell 
  you I know. It was in the middle of the night when 
  the watch arrived and invaded our home. They said 
  that my wife, my sweet Nayln, had murdered her 
  patron. She declared her innocence of course, as did 
  I, but they would not hear of it. They had infallible 
  proof they said of her guilt, that Kerwin’s spirit itself 
  spoke of her guilt, and that was all they needed.” 
   
  Cern stops speaking for a moment as he looks 
  towards the door, as if hoping at any moment his love 
  will walk through it. Letting a brief sob he turns back 
  to you. 
   
  “I know she could not have done so, as I was with 
  her all evening. We had dinner with Darmin, and 
  then took in a play at the theatre, and then came 
  home and retired for the evening. She was never away 
  from me long enough to do what it is claimed she has 
  done.” 
   
  “Please, I implore you, save my wife from this 
  crime and I will be forever in your debt!” 
   
  The party is free to ask Cern all manner of questions. He 
  is aware of the following: 
  • 
  They had dinner with Darmin. He did seem a little 
  preoccupied during the meal. 
  • 
  The went to see a recent play titled “The Fool on the 
  Road” about the comical travels of a Bard on the Road 
  of Skulls leading to Dorakaa, in the lands of Iuz. 
  • 
  After the play they returned home and went to bed. 
  • 
  The guards showed up around midnight and placed 
  Nayln arrest. 
  • 
  He spoke with Darmin first thing in the morning. 
  He appeared nonplused about Nayln’s arrest, and 
  claimed there was little he could do, though he 
  promised he would at least try. 
   
  If the PCs have already been to speak with the clerics 
  of Lydia, or return to speak with Cern after speaking with 
  them, Cern will recall that yes, Nayln had indeed spoken 
  with Kerwin earlier that day. It was concerning some 
  discrepancies on some shipping manifests, and she was 
  concerned about it. Kerwin had said he would look into it 
  today. He was in good health, and had asked the two of 
  them to dinner on the final night of Richfest 
  
  A Friend in Need 
  Round 1 
  Page 10 
  Encounter Four: The Church of 
  Lydia 
   
  By far the brightest and most well-attended of the 
  churches of Leukish, with so much stained glass you 
  wonder what holds the roof up. The effect is dazzling 
  to the eye, and the acoustics are also well-designed, as 
  you can hear the quiet singing of the single performer 
  from any part of the nave. 
   
  After a short wait, you are finally shown to side 
  chamber of the temple where you may speak with 
  Evenn Light, High Priestess of Lydia.  
   
  “Greetings,” she says in a melodic voice as she 
  arrives in the small chamber, a couple of temple 
  guards quietly to either side. “I am, Evenn Light. I 
  understand you are investigating the murder of 
  Kerwin Faeldon by the Lady Nayln. A most favored 
  woman she must be if strangers seek to prove her 
  innocence. I must assure you though, that we have 
  investigated this crime most diligently at the behest 
  of the city watch, and she is most certainly guilty of 
  the crime. 
   
  She then proceeds to tell of how last night she was 
  summoned to the estate of Kerwin Faeldon, and found 
  him slain. After speaking a small prayer over his body, 
  she infused the body with enough life that she may ask it 
  questions regarding his death. A scribe was present to 
  truthfully record the exchange and she will gladly allow 
  the party to make a copy of the transcripts. 
   
  After she hands the party the papers upon which the 
  conversation is recorded, she leaves the room, clearly 
  indicating the audience is over. 
   
  Give the players handout #1, which shows the 
  questions and the answers that where asked. 
  Do you know who it was who killed you? 
  Yes. 
  Who was it who killed you? 
  Nayln Faeldon. 
  How did she kill you? 
  She came to speak with me a second time tonight, 
  and when my back was turned, she stabbed me with 
  a poisoned blade. 
  Has she had reason in the past to kill you? 
  Not that I know of. 
  Does she live within the city? 
  Yes. 
  Do you wish to be brought back from death? 
  No. 
   
  After reading through the document, observant 
  players should note that Kerwin made reference to Nayln 
  having 
  already 
  spoken 
  with 
  him 
  about 
  some 
  inconsistencies with some shipping records. They can 
  speak with either Darmin or Cern about this. 
   
  If the party requests to be shown Kerwin’s body they 
  are taken to a small funerary chamber beneath the temple 
  where Kerwin’s body lies in state. Any attempts to speak 
  with dead will fail as the body has already been subjected 
  to that spell earlier that day. Players may try and 
  determine the type of poison used (with a detect poison 
  spell). If they are successful, the poison will be revealed 
  to be deathblade poison. 
   
  If the players ask about a weapon, they will be told 
  that none was found with the body. 
  Encounter Five: Darmin Faeldon 
   
  The offices of House Faeldon are located a few 
  blocks from the docks, and are quite well kept. The 
  building is not outlandish in its exterior décor, 
  though it is obviously different from its neighbors, 
  and the small yard is well tended.  
   
  Players may make a Knowledge (architecture and 
  engineering) check (DC 15) to tell that the house is not 
  done in typical Suel architecture, and a result of 20+ will 
  reveal that the architecture is more typical of the 
  kingdom of Aerdy (the Great Kingdom). 
   
  You are greeted at the door by a Flan servant, and 
  shown to a large office in the back, where you are met 
  by a small Oeridian man. His black hair is combed 
  neatly to one side in a vain attempt to hide his 
  balding pate. On his upper lip he sports a thick, bushy 
  mustache, rivaled in their bushiness by his eyebrows. 
  When he rises from his chair to greet you, he stands 
  barely taller than a dwarf, and you guess his height 
  being barely above five feet. 
   
  “Greetings,” he says in small, and meek voice, 
  “My name is Darmin Faeldon, I understand you are 
  looking into the murder of my Uncle.” 
   
  Darmin is a gracious host, and willing to answer any 
  and all questions put to him. He is quite good at bluffing, 
  and truly believes he can lie to the party about anything. 
  The only thing he has difficulty with is lying about 
  Nayln. Darmin hates Nayln to such an extent he suffers a 
  –5 penalty to his bluff checks when Nayln is involved. 
  Further, he has been placed under a psychic poison spell 
  (see Appendix II) this morning by the high priest of 
  
  A Friend in Need 
  Round 1 
  Page 11 
  Syrul, so he is not worried if the party casts any 
  divination spell on him. He can provide the following 
  information: 
  • 
  He has assumed control of the House until his 
  cousin Saria returns from Greyhawk. (Bluff 28) 
  • 
  He is quite saddened by Nayln murdering his Uncle 
  (Bluff 16) 
  • 
  He is doing everything he can to help Nayln (Bluff 
  16) 
  • 
  He is not involved in the murder of his uncle (Bluff 
  26) 
  • 
  DMs can use information provided in the 
  background to answer any other questions and make 
  any required bluff rolls if needed. 
   
  Whenever the conversation turns to Nayln, PCs can 
  make a Sense Motive check (DC 15), to notice that he 
  actually seems quite pleased by the situation she finds 
  herself in. 
   
  As the PCs are speaking with Darmin, (and 
  preferably before they cast any spell on him), a servant 
  will interrupt and inform Darmin that some merchants 
  from Nyrond are there to speak with him. Darmin will 
  excuse himself, and leave the players unattended in his 
  office for a few minutes. At this time, if the players 
  should want to search his desk, they can locate a small 
  journal (Search DC 15). They will not have time to read it 
  before they hear Darmin returning (Listen Check DC 5), 
  but they could take it. Inside the journal, are Darmin’s 
  thoughts, detailing his involvement with an evil cult (he 
  does not ever name it), as well as his committing the 
  murder of his uncle while magically disguised as the 
  Lady Nayln (give the PCs Player Handout #2). This 
  evidence is enough to halt the execution of Nayln, and 
  after a short investigation, prove her innocence. 
   
  If the PCs should cast either a mind-affecting spell 
  or divination spell on Darmin, they must make a will save 
  (DC 16), or suffer from the psychic poison spell that is 
  currently affecting him (see Appendix II for the effects of 
  the spell). 
   
  If the PCs should ultimately try to intimidate 
  Darmin (DC 16), to force any information out of him, he 
  will collapse into a shaking, fearful ball. He is not worried 
  about anything the PCs may claim they are able to do to 
  him, as he is more fearful of what the High Priest of Syrul 
  has said he would do to him. At this point there is little 
  more that can be gleaned from Darmin. 
  ALL APLS 
  � Darmin Faeldon: Male Human Exp6; Medium 
  Humanoid ; HD 6d6; hp 21; Init +0; Spd 30; AC 10; Atk 
  +4 (1d4, Dagger); AL NE; SV Fort +2, Ref +2, Will +9; STR 
  10, DEX 10, CON 10, INT 12, WIS 15, CHA 14. 
   
  Skills: Appraise +10, Bluff +13, Diplomacy +13, 
  Gather Information +11, Intimidate +11, Listen +11, 
  Sense Motive +13, Speak Language (Common, Dwarven, 
  Oeridian, Suel). Feats: Iron Will, Skill Focus: Bluff, Skill 
  Focus: Diplomacy, Skill Focus: Sense Motive. 
   
  Possessions: Dagger. 
  Encounter Six: Faeldon 
  Warehouse 
   
  Ultimately, the PCs investigations should lead them 
  here. If the PCs do not think of this on their own, have 
  Cern or Beal make the suggestion to the party. Even the 
  City Watch (if they turn Darmin over to the watch) can 
  ask the party if they found any evidence there as a hint. 
   
  The Faeldon warehouse is located a few buildings 
  back from the docks, those closer held either by long 
  established merchant houses, or the noble families 
  themselves. Oddly though, the warehouse seems 
  strangely silent given the other bustle on the docks. 
  There are only two entrances to the Faeldon warehouse: a 
  small side door on the western side, and the larger 
  double-doors on the north through which the wares are 
  brought in and out of the warehouse by. Both doors are 
  locked, but neither is trapped. If a player has trading 
  rights with House Faeldon, they are assumed to have a 
  key that will open the locks on the warehouse. 
  Locked side wooden door: 1 in. thick; hardness 5; hp 10; 
  AC 5; Break DC 18; Open Lock DC 20 
  Locked double wooden doors: 1 in. thick; hardness 5; 
  hp 10; AC 5; Break DC 18; Open Lock DC 20 
   
  Once the party has made their way into the 
  warehouse they will find there are four areas they can 
  search. 
  A. Main Storage: This large room is currently filled with 
  stacks of crates, barrels, chest, and other items familiar to 
  merchants. The party can search this room all they wish 
  (it would take hours to search every crate), but they will 
  find nothing of value. 
  B. Secondary Office: This small office is provided for 
  visiting merchants to complete paperwork, manifests, 
  and as a general waiting room. There is nothing of value 
  or of interest in this room. 
  
  A Friend in Need 
  Round 1 
  Page 12 
  C. File Room: This small closet houses the current year’s 
  records, shipping manifests, payroll and other important 
  documents. If characters take the current shipping 
  manifests from this room and compares them with the 
  manifests kept in Darmin’s office, they have a chance to 
  detect the discrepancies Nayln was concerned with. See 
  Darmin’s Office below for details.  
  D. Darmin’s Office: This office is located at the end of 
  the hall. The office contains a desk, chair, and bookshelf. 
   
  If the characters search the desk (DC 15), they find a 
  set of shipping manifests hidden in a false panel on the 
  side of the desk. These manifests can be compared to 
  those held in the File room (room C). If PCs do compare 
  them, allow them to make a Forgery skill check (DC 15), 
  to notice there is a discrepancy between the number of 
  animals that came in from ships arriving from Alhaster 
  (Bandit Kingdoms) and Radigast City. Players with trade 
  rights with House Faeldon get a +5 competence bonus to 
  reading these manifests. In addition, players with any of 
  the following profession can gain a cumulative +2 bonus 
  for each profession skill (Accounting, Bookkeeping, 
  Merchant) This evidence is enough for the city watch to 
  begin tracking down some of the monsters that arrived in 
  the city. 
   
  A successful search check (DC 20) will find the 
  secret trap door in the corner of Darwin’s office behind 
  his desk. The trap door is not locked or trapped. 
  Trap door: 1 in. thick; hardness 5; hp 10; AC 5; Break DC 
  18 
   
  Encounter Seven: The Temple of 
  Syrul 
   
  Underneath the Faeldon warehouse is the secret 
  temple of Syrul. The temple is a small area with only a 
  few permanent residents: the human guards and the 
  mimics. Tonight though, things are different. Almost all 
  members of the cult are present to participate in the 
  grand sacrifice of the merchants and other temple 
  captives to their goddess Syrul in the hopes she will grant 
  them a great boon for the onset of the grand scheme they 
  hope to begin tomorrow. 
   
  Opening the trap door reveals a ladder leading 
  down into the end of short corridor that ends at a 
  simple wooden door. 
  The door is neither locked nor trapped. Listening at door 
  reveals nothing about what lies beyond. 
  Locked wooden door: 1 in. thick; hardness 5; hp 10; AC 
  5; Break DC 18 
  A. Into Danger 
   
  The door swing open into a large chamber, a 
  single door across from you appears to be the only 
  exit from the room. Arrange around the perimeter of 
  the room stand 10 large skeletons, each holding a 
  sword as if in salute. 
   
  As soon as anyone steps more than 10 feet into the 
  room without uttering the phrase “Syrul Sees All”, some 
  (or possibly all) of the skeletons standing around the 
  edge of the room will ‘animate’ and advance upon the 
  party. 
   
  Creatures: The skeletons are in reality statues, 
  elaborately carved from alabaster. As a result any turn 
  undead attempt will fail, as will any other spell that 
  targets undead. Each round the PCs are in combat with 
  the ‘skeletons’ they may make a Spot Check (DC 20+APL) 
  to notice they are not really skeletons. If a PC has five or 
  more ranks in Knowledge, Undead, allow them a +2 
  synergy bonus to the spot check. Finally, if a PC is in 
  physical, melee combat with the Skeletons, allow them a 
  +5 bonus to their spot check to determine the ruse. At 
  APL 12, one of the statues is actually a stone golem, but is 
  otherwise identical to the others. 
   
  Tactics: At APL 6 and above, the animated statues 
  will be using the swords two handed, dealing extra 
  damage. Because of the deceptive construction of the 
  constructs and their use of weapons, the EL of this 
  encounter has been increased by 1. 
  APL 4 (EL 6) 
  � Large Skeletal Animated Objects (2): See Appendix 
  I. 
  APL 6 (EL 8) 
  � Large Skeletal Animated Objects (4): See Appendix 
  I. 
  APL 8 (EL 10) 
  � Large Skeletal Animated Objects (8): See Appendix 
  I. 
  APL 10 (EL 11) 
  � Large Skeletal Animated Objects (10): See Appendix 
  I. 
  
  A Friend in Need 
  Round 1 
  Page 13 
  APL 12 (EL 13) 
  � Large Skeletal Animated Objects (9): See Appendix 
  I. 
  Stone Golem: See Monster Manual. It fights with a huge 
  greatsword (+18/+13 melee, 2d8+13/19-20 damage). 
  B. Hidden Guards 
   
  Opening the door reveals a large chamber, the 
  flagstones painted a garish red. The room has little 
  furnishings; only an intricate wooden throne, before 
  which stands a large pulpit, an open tome sitting 
  upon it. Only a single door on the other side of the 
  room marks any other entrance. 
   
  The door on the other side of the chamber is a false 
  door, and once the players enter the room, they notice a 
  cabinet placed against the wall in behind the door. There 
  are two secret doors in the room (search DC 20), one on 
  both the north and south walls. 
   
  At the various APLs, the furniture is actually a 
  mimic(s), in the following order: 
  • 
  APL 4: Cabinet. 
  • 
  APL 6: Cabinet & Throne 
  • 
  APL 8: Cabinet, Throne & Pulpit 
  • 
  APL 10 and 12: Cabinet, Throne, Pulpit & False Door 
   
  The mimic(s) are aware of the PCs the moment the 
  door is opened. If any PC enters the room by more than 
  10 feet, it will form a mouth and begin to scream: Guards, 
  Intruders! Guards! This should be assumed by most PCs 
  to be a magic mouth spell, as that is what the mimics are 
  hoping for. GM’s can take this opportunity to make a 
  secret Spellcraft check (DC30) for PCs to determine that 
  the magic mouth seems a little odd, otherwise, Allow the 
  PCs each a chance to do one or two things; cast buff 
  spells, set up an ambush at the other door, etc. 
   
  Tactics: This encounter can be extremely difficult to 
  handle in the proper way, and DMs are strongly 
  encouraged to follow the instructions given here 
   
  After each PC has had an opportunity to do 
  something (remember to include the less vocal PCs to 
  limit any ‘back-tracking’ of players complaining “I wanted 
  to do this”), the guards will open the secret door, players 
  should roll for initiative at this time, and combat will 
  start from that point. 
   
  There are three possible ways the mimic(s) will be 
  treated by PCs: 
  PCs will ignore the mimics and prepare for an 
  ambush, likely near the false door: 
   
  If PCs have not detected the mimic(s) (i.e. true 
  seeing), they will ready actions to attack PCs moving 
  through their threatened squares, casting spells, or using 
  ranged attacks within their threatened squares AFTER 
  COMBAT WITH THE FIGHTERS START. With this 
  ploy, the PCs will likely be caught unawares and will be 
  at a loss as to how to proceed. If after one or two rounds 
  (this is dependant on how the fighters are faring, and the 
  tactics PCs are employing), they will instead enter 
  combat at the top of the initiative round (pg 62 DMG) 
  taking action that is most debilitative to the players 
  (threatening spellcasters, closing the door to the hallway 
  and separating players, etc.) 
  PCs will hang back outside the room and try and use 
  magic on the on the ‘furniture’:  
   
  If the PCs are able to detect the mimics for what 
  they are, and immediately attack, talk about attack or 
  something similar (remember the mimics have a +11 to 
  their listen checks), they will yell out a warning for the 
  guards. 
  PCs will attack the furniture. 
   
  If after the mimic(s) start yelling out a warning, and 
  the players attack the ‘furniture’ in the room, the Guards 
  will enter combat at the start of the initiative order (pg. 
  62 DMG). 
   
  The fighters drink their potions and then after 
  leaving their room move to attack archers, seeking to 
  destroy their weapons through the use of their Sunder 
  feat. At higher APLs, they will try and bull rush archers 
  into the threatened areas of the mimic guards if possible, 
  otherwise they will seek to destroy bows, weapons, or any 
  other weapons (they feel the best offensive is to eliminate 
  their opponent’s ability to mount an offensive). They will 
  only make one or two attempts depending on their 
  opponent’s combat ability. If they are losing, they will try 
  and take down the biggest threat first. 
  APL 4 (EL 6) 
  � Mimic (1): hp 52; see Monster Manual. 
  � Guards, Ftr1 (4): hp 12 or 19; see Appendix I. 
  APL 6 (EL 8) 
  � Mimics (2): hp 52; see Monster Manual. 
  � Guards, Ftr2 (4): hp 20 or 27; see Appendix I. 
  
  A Friend in Need 
  Round 1 
  Page 14 
  APL 8 (EL 10) 
  � Mimics (3): hp 52; see Monster Manual. 
  � Guards, Ftr4 (4): hp 36 or 43; see Appendix I. 
  APL 10 (EL 12) 
  � Mimics, Advanced 10 HD (4): hp 75; see Appendix I. 
  � Guards, Ftr6 (4): hp 52 or 71; see Appendix I. 
  APL 12 (EL 13) 
  � Mimics, Advanced 10 HD (4): hp 75; see Appendix I. 
  � Guards, Ftr8 (4): hp 68 or 89; see Appendix I. 
  C. The Great Evil 
   
  The hallway beyond the secret door is paved with 
  more of the red flagstones, and the walls are carved 
  with bas-relief depictions of great hag astride a 
  nightmarish horse. Below her cities topple and fall, 
  while in some of the images a great being with bat 
  wings and wielding fire is also depicted. 
   
  The air here seems unnaturally cold. 
   
  The bas-relief shows images of Syrul toppling cities 
  through trickery and deceit, while the other being is her 
  sometime conspirator, Pyremius. A Knowledge (religion) 
  check of 15 will reveal the identity of the two (one check 
  for each). Worshippers of a Suel God get a +2 competence 
  bonus to this check. 
   
  The cold here is a result of the lingering evil of the 
  temple of Syrul beyond the great double doors. If a 
  character currently has a detect evil active at this time, 
  they will notice a fait aura of evil surrounding everything: 
  doors, floor, wall, ceilings, etc. 
   
  The doors are not locked, nor are they trapped. 
  Characters may make a Listen check (DC 10) to hear 
  Kelrith intoning the liturgy to Syrul that will culminate 
  in the sacrifice of the merchant heads. 
   
  Opening the double doors reveals a large 
  chamber, obviously a temple to some secret cult. At 
  the far end of the chamber a large statue of an old 
  crone dominates a dais, atop which stands a human 
  male, his arms raised to the idol. Before him, tightly 
  bound atop an altar lies a human female. Scattered 
  about the chamber are approximately a dozen other 
  humans, raising wicked daggers, bound captives 
  before them. 
   
  It appears at the moment that you have entered 
  the room undetected. 
   
  The characters have indeed surprised the clergy in 
  the middle of their rite, however, not all present are 
  unaware. Standing by each pillar is a single guard. These 
  guards were standing in the outer hall, when they heard 
  the mimic’s warning. The then drank their potions, and 
  moved quietly into the temple to take up a position to 
  protect the celebrants. The PCs will have to make a spot 
  check (DC 20), to quickly notice that there are four 
  people who do not seem distracted. Both the PCs and the 
  4 guards may make a single partial action. 
  APL 4 (EL 7) 
  � Kelrith, Clr4: hp 23; see Appendix I. 
  � Priests of Syrul, Clr2 (2): hp 15; see Appendix. 
  � Guards, Ftr1: hp 12 or 19; see Appendix I. 
  � Cultist (10): Com1; hp 4. Noncombatant. 
  APL 6 (EL 9) 
  � Kelrith, Clr6: hp 33; see Appendix I. 
  � Priests of Syrul, Clr4 (2): hp 27; see Appendix. 
  � Guards, Ftr2 (4): hp 20 or 27; see Appendix I. 
  � Cultist (10): Com1; hp 4. Noncombatant. 
  APL 8 (EL 11) 
  � Kelrith, Clr8: hp 43; see Appendix I. 
  � Priests of Syrul, Clr6 (2): hp 39; see Appendix 
  � Guards, Ftr4 (4): hp 36 or 43; see Appendix I. 
  � Cultist (10): Com1; hp 4. Noncombatant. 
  APL 10 (EL 7) 
  � Kelrith, Clr10: hp 53; see Appendix I. 
  � Priests of Syrul, Clr8 (2): hp 51 or 67; see Appendix I. 
  � Guards, Ftr6 (4): hp 52 or 71; see Appendix I. 
  � Cultist (10): Com1; hp 4. Noncombatant. 
  � Large Fire Elemental: hp 60; see Monster Manual; 
  summoned by lesser planar ally. 
  APL 12 (EL 7) 
  � Kelrith, Clr12: hp 63 or 101; see Appendix I. 
  � Priests of Syrul, Clr10 (2): hp 63 or 83; see Appendix 
  I. 
  � Guards, Ftr8 (4): hp 68 or 89; see Appendix I. 
  
  A Friend in Need 
  Round 1 
  Page 15 
  � Cultist (10): Com1; hp 4. Noncombatant. 
  � Large Fire Elemental: hp 60; see Monster Manual; 
  summoned by lesser planar ally. 
   
  Tactics: The guards will make an initial shot at the 
  first lightly armored person they see entering the room. 
  They will then rush to attack, forcing them out of the 
  room if they can. The guards will use their Sunder ability 
  to try and destroy weapons, bows etc. 
   
  Kelrith has already injured Saria (the victim on the 
  altar) to the point where she is bleeding to death, (at start 
  of combat at –3 hit points). As soon as he learns of an 
  attack, he will cast Death Knell on Saria. If he succeeds, 
  she fails the saving throw and the spell is successful. He 
  will then cast sanctuary, and then protection from good 
  upon himself, followed by other protective spells as he 
  can. As soon as he sees anyone cast a spell, he will cast 
  silence on either the pillars, or the doorway as needed to 
  hinder enemy casters. He will remain at the back casting 
  spells as needed, or if attacked, he will spontaneously 
  inflict wounds as needed. 
   
  The two lesser priests will stand back, cast protection 
  from good upon themselves, and then follow-up with 
  either bane or command as needed. The will also cast 
  silence where it will best hinder opponents. 
   
  The commoners, will attempt to flee past any PCs 
  back up to the city 
   
  At APL 10 and 12, Kelrith will have summoned a 
  lesser planar ally to be present for the grand rite. The ally 
  will fight, but will leave upon the death of Kelrith should 
  it survive longer than Kelrith. 
   
  As soon as Kelrith is struck an injury that will kill 
  him/drop him below 0 hp, he will utter the following, 
  directed at the PC that struck the final blow: 
   
  As a killing blow is dealt to the high Priest, his 
  face contorts with rage, hatred and contempt. Blood 
  frothing from his lips, he looks at [name of PC who 
  struck killing blow], his eyes almost glowing with 
  hatred and he speaks. “May the Oathbreaker forever 
  bring you only sorrow and betrayal for as long as her 
  unholy Fane in Seltaren stands!” 
   
  With his dying breath, he has cursed you, and 
  you see a dark shape seem to slip from his body and 
  envelop you. 
   
  At this point, the selected PC must make an 
  immediate Will Save (see The Curse of Kelrith) below 
  for details, or suffer the effects of the Curse. (APL 4 & 6: 
  DC 16, APL 8 & 10: DC 21) 
  The Curse of Kelrith 
   
  Kelrith, high priest of Syrul, is invested with evil and 
  Malignance from his patron god. So great is his evil, that 
  when he is slain, he is able to utter one final curse upon 
  the PC that has struck him down. The effect of his dying 
  curse is as follows: 
   
  While the curse is in effect, the character has a 
  harder time calling upon favors owed to him (must 
  expend 2 favors for every one favor require normally) and 
  is not able to earn any additional influence as he exudes 
  an aura of ‘distrust’ and no one will want to be associated 
  with him. Additionally, if the PC has the Leadership Feat, 
  his effective Leadership score has a –4 penalty. 
   
  So powerful is Kelrith's dying curse, that his soul has 
  bound the power of the curse to the PC, and will require 
  the intervention of a spellcaster of at least 15
  th level to 
  circumvent it by means of remove curse. It is also 
  considered 15
  th level for purposes of removal by break 
  enchantment or greater dispelling. Of course, a limited 
  wish, miracle or wish will also remove it. The curse is tied 
  to the power of the Altar of Syrul in Seltaren, and the 
  destruction of this altar can also remove the curse. This 
  option will be explored in a future adventure or 
  interactive mini-mission. 
   
  Development: During the combat, the players may 
  notice a shadowing figure flee down the western passage. 
  If they choose to follow, then proceed to A New 
  Mystery. 
  Optional Encounter (APLs 8-12 
  only): A New Mystery 
  Use DM Map #3 for this encounter. 
   
  As you were defeating the cultists, you noticed 
  another figure that was standing apart from the rest 
  near a passage that descends deeper into the earth. 
  Following the passage, you eventually come upon an 
  area where the passageway has been collapsed. It 
  appears that with a bit of work, the passage can be 
  cleared. 
   
  At APL 4 & 6, the work will prove fruitless and the 
  characters will not be able to continue. At APL 8 & 10, 
  the players can, with the expenditure of an additional 
  TU, clear the corridor and continue down. 
   
  Players that do continue will follow the passage 
  further down until the eventually come upon another 
  chamber, deeper within the depths of the earth under 
  Leukish. 
  
  A Friend in Need 
  Round 1 
  Page 16 
   
  After following the passage for a while as it winds 
  under the earth, you eventually see the soft glow of 
  light coming from ahead. 
   
  The players have this moment to buff, or prepare. 
  Advancing forward they see the light emanates from a 
  chamber at the end of the corridor. 
   
  The light comes from a lamp set atop a desk. 
  Seated at the desk is a man dressed in rich robes. 
  Standing a silent vigil around the chamber are eleven 
  humanoid being, their flesh wrapped with strips of 
  rotting cloth. 
   
  The figure is in reality an Avolakia (Monster Manual 
  II, see Appendices I and III). As the PCs approach, it will 
  begin to talk to what it determines to be the strongest 
  fighter type person in the group (wearing the heaviest 
  armor, usually in the lead, etc), and try to use it’s 
  quickened suggestion ability to suggest they are clearly 
  outnumbered and they would do better to flee and never 
  return. As soon as it has made a subject flee, it will revert 
  to it’s own form to combat, using it’s poison ability on 
  other foes, and then revert back to humanoid form and 
  use it’s suggestion ability on them. 
   
  The figures wrapped in cloth appear to all be 
  mummies. Only one of them is in fact a mummy, the rest 
  are actually ghouls or wights (depending on APL), 
  dressed in the wrapped cloth to add to their frightening 
  effect. The mummy will move to attack first creatures 
  frozen with fear, dealing a single attack to them, before 
  moving on to fight others. Players will need to make a 
  will save upon first seeing the mummy. 
  APL 8 (EL 12) 
  � Ghouls, Advanced 3 HD (10): hp 24; see Appendix I. 
  � Mummy: hp 45; see Monster Manual. 
  � Avolakia: hp 83; see Appendix I. 
  APL 10 (EL 13) 
  � Wights, Advanced 8 HD (10): hp 56; see Appendix I. 
  � Mummy, Advanced 12 HD: hp 87; see Appendix I. 
  � Avolakia: hp 83; see Appendix I. 
  APL 12 (EL 14) 
  � Wights, Advanced 8 HD (10): hp 56; see Appendix I. 
  � Mummy, Advanced 12 HD: hp 87; see Appendix I. 
  � Avolakia Cleric: hp 120; see Appendix I. 
  Development: The tunnel leads further into the 
  Underdark, and is not covered in the scope of this 
  adventure. After following the tunnel for a short ways, it 
  opens into a large underground lake with no visible 
  means to cross. This area will be explored further in 
  future adventures. 
  Treasure: The avolakia has a considerable hoard of gold, 
  platinum, and art objects, valued as stated in the treasure 
  summary. 
  Conclusion 
   
  After the players have defeated the cultists, they are 
  able to rescue the bound captives. They will discover that 
  the young girl was Saria Faeldon (Knowledge Nobility, 
  Duchy of Urnst DC 18). If no-one in the group is able to 
  tell who she is, the other captives will be able to do so. 
  The merchants, thankful for being rescued, will provide 
  the characters with any needed healing, raise dead, or 
  resurrection they may need at the end of the adventure, 
  or if not needed at the moment, they will pay for such 
  one time in the future. They will also provide players 
  with item access as an additional reward (sold at full cost 
  of course). See Additional Rewards below. 
   
  The players should be able to hand over to the Guard 
  the conflicting shipping manifests to the city watch. This 
  will go a long way to explaining the recent influx of 
  monster within the city, and will aid the watch in 
  rounding up some of them (but not all). The watch will 
  grant the PCs some small reward for their actions, even 
  though they were not hired (see treasure for total 
  amount). 
   
  If the PCs also hand over Darmin’s journal, they 
  succeed in saving the life of Nayln, and Darmin is found 
  guilty of the crime of Murder, and executed for his 
  crimes. 
   
  The temple of Syrul in Leukish is shattered, the 
  servants scattered, and will take a long while to recover, 
  but there is still the mention of the Fane of Syrul in 
  Seltaren, as well as the mysterious creature that was 
  seen/defeated deep beneath Leukish. 
   
  Cern, Nayln and Beal, thankful for the efforts of the 
  PCs will gladly reward them by providing contacts with 
  the wizards of Leukish for the purpose of upgrading 
  magic items. 
   
  The End 
  
  A Friend in Need 
  Round 1 
  Page 17 
  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 Seven, Room A 
  Defeat the skeletal statues 
  APL4 180 xp; APL6 240 xp; APL8 300 xp; APL10 330 xp; 
  APL12 390 xp   
   
  Encounter Seven, Room B 
  Defeat the guards and mimics 
  APL4 180 xp; APL6 240 xp; APL8 300 xp; APL10 360 xp; 
  APL12 390 xp  
  Encounter Seven, Room C 
  Defeat the clerics of Syrul 
  APL4 210 xp; APL6 270 xp; APL8 330 xp; APL10 390 xp; 
  APL12 450 xp 
   
  Story Award 
  Turned Darmin and his files over to City Watch: 
  APL4 75 xp; APL6 100 xp; APL8 125 xp; APL10 150 xp; 
  APL12 175 xp 
  Discretionary roleplaying award 
  APL4 60 xp; APL6 80 xp; APL8 100 xp; APL10 120 xp; 
  APL 12 140 xp  
  Total possible experience:  
   
  APL4 675 xp; APL6 900 xp; APL8 1125; APL10 1350 xp; 
  APL12 1545 xp 
   
  Optional Encounter (APL 8-12, only, 1 TU) 
  Defeat the avolakia: 
  APL8 360 xp; APL10 390 xp; APL12 420 xp   
   
  Discretionary roleplaying award 
  APL8 112 xp; APL10 135 xp; APL12 157 xp  
  Total possible experience:  
   
  APL8 472 xp; APL10 525 xp; APL12 577 xp 
  Total 
  possible 
  experience 
  with 
  optional 
  encounter included: 
  APL8 1597 xp; APL10 1875 xp; APL12 2122 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  
  A Friend in Need 
  Round 1 
  Page 18 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Seven, Room A:  Into Danger 
   
  APL 4: L: 42 gp 
   
  APL 6: L: 63 gp 
   
  APL 8: L: 63 gp 
   
  APL 10: L: 63 gp 
   
  APL 12: L: 63 gp 
  Encounter Seven, Room B: Hidden Guards  
   
  APL 4: L: 107 gp 
   
  APL 6: L: 107 gp 
   
  APL 8: L: 207 gp 
   
  APL 10: L: 307 gp 
   
  APL 12: L: 241 gp; M: 4 suits of +1 banded mail (117 
  gp each per suit, 468 gp each total) 
  Encounter Seven, Room C:  The Great Evil 
   
  APL 4: L: 182 gp; M: +1 heavy mace (193 gp each) 
   
  APL 6: L: 174 gp; M: +1 heavy mace (193 gp each), +1 
  banded mail (117 gp each) 
   
  APL 8: L: 274 gp; M: +1 heavy mace (193 gp each), +1 
  banded mail (117 gp each), 2 suits of +1 chainmail (108 gp 
  each per suit, 216 gp each total) 
   
  APL 10: L: 307 gp; M: 3 +1 heavy maces (193 gp each 
  per mace, 579 gp), +1 banded mail (117 gp each), +1 large 
  steel shield (98 gp each), 2 suits of +1 chainmail (108 gp 
  each per suit, 216 gp each total), 2 +1 small wooden 
  shields (96 gp each per shield, 192 gp each total) 
   
  APL 12: L: 241 gp; M: +2 heavy mace (693 gp each), 
  +1 banded mail (117 gp each), +1 large steel shield (98 gp 
  each), 2 +1 heavy maces (193 gp each per mace, 386 gp), 2 
  suits of +1 chainmail (108 gp each per suit, 216 gp each 
  total), 2 +1 small wooden shields (96 gp each per shield, 
  192 gp each total) 
  Conclusion 
   
  APL 4: C: 50 gp 
   
  APL 6: C: 100 gp 
   
  APL 8: C: 150 gp 
   
  APL 10: C: 200 gp 
   
  APL 12: C: 250 gp 
  Total Possible Treasure 
  APL 4: L: 342 gp; 50 gp; M: 182 gp  – Total: 574 gp 
  APL 6: L: 363 gp; C: 100 gp; M: 291 gp  – Total: 754 
  gp 
  APL 8: L: 463 gp; C: 150 gp; M: 607 gp  –- Total: 1220 
  gp 
  APL 10: L: 949 gp; C: 200 gp; M: 930 gp  – Total: 2079 
  gp 
  APL 12: L: 997 gp; C: 250 gp; M: 1718 gp  – Total: 
  2965 gp 
   
  Optional Encounter (APL 8-12 only, 1 TU) 
   
   
  APL 8: C: 100 gp; M: cloak of resistance +2 (333 
  gp each), brooch of shielding (120 gp each, subtract 4 gp 
  for each 5 hp absorbed) 
   
   
  APL 10: C: 250 gp; M: cloak of resistance +2 (333 
  gp each), brooch of shielding (120 gp each, subtract 4 gp 
  for each 5 hp absorbed) 
   
   
  APL 12: C: 500 gp; M: cloak of resistance +2 (333 
  gp each), brooch of shielding (120 gp each, subtract 4 gp 
  for each 5 hp absorbed) 
  Total Possible Treasure with Optional Encounter 
  Included 
  APL 8: L: 463 gp; C: 250 gp; M: 1060 gp  –- Total: 
  1773 gp 
  APL 10: L: 949 gp; C: 450 gp; M: 1383 gp  – Total: 
  2782 gp 
  APL 12: L: 997 gp; C: 750 gp; M: 2171 gp  – Total: 
  3918 gp 
  Special 
  Favor of the Leukish Merchants: Having been rescued 
  from certain death, the merchant heads of Leukish find 
  themselves in your debt. At a future date or immediately 
  after this adventure, they are willing to use their 
  influence on your behalf to procure the casting of 
  powerful magic, free of charge. This favor may be 
  redeemed for the casting of any of the following spells, at 
  the minimum caster level except where noted: break 
  enchantment (11
  th level), flesh with stone, greater 
  dispelling, 
  greater 
  restoration, 
  heal, 
  raise 
  dead, 
  regenerate, remove curse (11
  th level), resurrection or 
  stone to flesh. 
   
  The spell in question must be acquired in the city of 
  Leukish. This favor may only be redeemed in scenarios 
  set in the Duchy of Urnst. Redemption outside of the city 
  
  A Friend in Need 
  Round 1 
  Page 19 
  of Leukish requires the expenditure of 1 TU in travel 
  time. 
   
  Optionally, this favored may be redeemed to act as 
  the favor of any Duchy of Urnst merchant or noble 
  merchant house of the player’s choice, but only for the 
  purposes of redeeming favors or for accessing 
  metagaming opportunities that require multiple favors of 
  the same house or favors of specific houses. This use of 
  the favor does not require travel. 
  Gratitude of the Merchant Beal: In return for your aid, 
  Beal, Cern and Nayln have introduced you to a pair of 
  powerful wizards in Leukish. These wizards will upgrade 
  magical items for you, charging the full price difference 
  between the original item and the upgrade item. Note: 
  this is not a favor or influence point, and cannot be used 
  as such. 
  The Curse of Kelrith 
   
  Kelrith, high priest of Syrul, has cursed you with his 
  dying breath. 
   
  While the curse is in effect, you character have a 
  harder time calling upon favors owed to you, and must 
  expend two favors for every one favored that would 
  normally be required to gain a benefit. You are also 
  unable to earn any additional influence as you exude an 
  aura of “distrust” and few want to be associated with you. 
  Additionally, if you have the Leadership Feat, your 
  effective Leadership score has a –4 penalty. 
   
  So powerful is Kelrith's dying curse that his soul has 
  bound the power of the curse to you, and it requires the 
  intervention of a spellcaster of at least 15
  th level to 
  circumvent it by means of remove curse. It is also 
  considered 15
  th level for purposes of removal by break 
  enchantment or greater dispelling. Of course, a limited 
  wish, miracle or wish will also remove it. The curse is tied 
  to the power of the Altar of Syrul in Seltaren, and the 
  destruction of this altar can also remove the curse. 
  Items for the Adventure Record 
  Item Access  
   
   
   
   
  APL 4: 
   
  Upgrade existing +1 weapon to +2 (regional) 
   
  Upgrade existing +1 armor or shield to +2 (regional) 
   
  Upgrade existing +1 amulet of natural armor, +1 
  bracers of armor, or +1 cloak of protection to +2 (regional) 
  APL 6: 
   
  APL 4 Items 
  APL 8: 
   
  APL 4 & 6 Items 
   
  +2 cloak of resistance (adventure) 
   
  Brooch of shielding (adventure) 
  APL 10: 
   
  APL 4, 6 & 8 Items 
   
  Upgrade existing +2 bracers of health, cloak of 
  charisma, gloves of dexterity, headband of intellect or 
  periapt of wisdom to +4 (regional) 
  APL 12 
   
  APL 4, 6, 8 & 10 Items 
   
  +2 heavy mace (adventure) 
   
   
  
  A Friend in Need 
  Round 1 
  Page 20 
  Appendix I: Stat Blocks 
  APL 4 
  Encounter Seven, Room A 
   
   
  � Large Skeletal Animated Objects (2): CR 3; Large 
  Construct; HD 4d10; hp 22 (each); Init +0; Spd 30 ft.; AC 
  15 (touch 9, flat-footed 15); Atk +5 melee (2d6+3/19-20, 
  greatsword);Face/Reach 5 ft. by 5 ft./10 ft.; AL N; SQ 
  Hardness; SV Fort +1, Ref +1, Will -4; Str 16, Dex 10, Con 
  –, Init –, Wis 1, Cha 1. 
   
  Possessions: Greatsword (used one-handed). 
   
  Hardness (Ex): The constructs are hardness 8 
  (alabaster). 
   
  Encounter Seven, Room B 
   
   
  � Guards (4): Suel human Ftr1; CR 1; Medium-size 
  humanoid; HD 1d10+2; hp 12 (each); Init +1; Spd 20 ft.; 
  AC 19 (touch 11, flat-footed 18); Atk +4 melee (1d8+3/19-
  20, longsword); or +2 ranged (1d10/19-20, heavy 
  crossbow); AL NE; SV Fort +4, Ref +1, Will +0; Str 16, 
  Dex 12, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +3, Jump +0, Listen 
  +2; Expertise, Power Attack, Sunder. 
   
  Possessions: Longsword, heavy crossbow, 20 bolts, 
  banded mail, large wooden shield, potion of aid. 
   
  Special: Adjust the guard’s statistics as follows after 
  they have consumed their potions of aid: hp 19; Atk +5 
  melee; +3 ranged; +1 moral bonus to saves vs. fear effects. 
  Encounter 7, Room C  
   
   
  � Kelrith: Male Suel human Clr4; CR 4; Medium-size 
  humanoid; HD 4d8; hp 25; Init +1, Spd 20 ft.; AC 19 
  (touch 11, flat-footed 18); Atk +4 melee (1d8+1, +1 heavy 
  mace); SA Rebuke undead 5/day; AL NE; SV Fort +4, Ref 
  +2, Will +7; Str 10, Dex 12, Con 10, Int 12, Wis 17, Cha 
  14. 
   
  Skills and Feats: Bluff +4, Concentration +7, 
  Knowledge (arcana) +4, Knowledge (religion) +8, 
  Spellcraft +8; Combat Casting, Empower Spell, Skill 
  Focus: Bluff. 
   
  Cleric spells prepared (5/5/4; base DC = 13 + spell 
  level): 0 – detect magic, guidance (2), resistance (2); 1
  st – 
  bane, cause fear, protection from good*, sanctuary, shield 
  of faith; 2
  nd – bull’s strength, calm emotions, death knell, 
  invisibility*. 
   
  * Domain spell. Deity: Syrul. Domains: Evil (Evil 
  spell cast at +1 caster level), Trickery (Bluff, Disguise, and 
  Hide are class skills). 
   
  Possessions: +1 heavy mace, masterwork banded 
  mail, masterwork large steel shield. 
   
  Special: Kelrith has precast bull’s strength, altering 
  his statistics as follows: Atk +5 melee (1d8+2, +1 heavy 
  mace); Str 13. 
  � Priests of Syrul (2): Suel human Clr2; CR 2; Medium-
  size humanoid; HD 2d8+2; hp 15; Init +0; Spd 20 ft.; AC 
  16 (touch 10, flat-footed 16); Atk +2 melee (1d8+1, heavy 
  mace); SA Rebuke undead 4/day; AL NE; SV Fort +6, Ref 
  +0, Will +5; Str 12, Dex 10, Con 12, Int 10, Wis 14, Cha 
  12. 
   
  Skills and Feats: Concentration +6, Knowledge 
  (arcana) +2, Spellcraft +5; Combat Casting, Great 
  Fortitude. 
   
  Cleric spells prepared (4/4; base DC = 12 + spell 
  level): 0 – cure minor wounds, detect magic, guidance, 
  resistance; 1
  st – bane, command, entropic shield, 
  protection from good*. 
   
  * Domain spell. Deity: Syrul. Domains: Evil (Evil 
  spell cast at +1 caster level), Trickery (Bluff, Disguise, and 
  Hide are class skills). 
   
  Possessions: Heavy mace, chainmail, small wooden 
  shield. 
  � Guards (4): Suel human Ftr1; CR 1; Medium-size 
  humanoid; HD 1d10+2; hp 12 (each); Init +1; Spd 20 ft.; 
  AC 19 (touch 11, flat-footed 18); Atk +4 melee (1d8+3/19-
  20, longsword); or +2 ranged (1d10/19-20, heavy 
  crossbow); AL NE; SV Fort +4, Ref +1, Will +0; Str 16, 
  Dex 12, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +3, Jump +0, Listen 
  +2; Expertise, Power Attack, Sunder. 
   
  Possessions: Longsword, heavy crossbow, 20 bolts, 
  banded mail, large wooden shield, potion of aid. 
   
  Special: Adjust the guard’s statistics as follows after 
  they have consumed their potions of aid: hp 19; Atk +5 
  melee; +3 ranged; +1 moral bonus to saves vs. fear effects. 
  � Cultists (10): Com1; hp 4. Noncombatant. 
   
  
  A Friend in Need 
  Round 1 
  Page 21 
  APL 6 
  Encounter Seven, Room A 
   
   
  � Large Skeletal Animated Objects (4): CR 3; Large 
  Construct; HD 4d10; hp 22 (each); Init +0; Spd 30 ft.; AC 
  14 (touch 9, flat-footed 14); Atk +5 melee (2d8+4/19-20, 
  huge greatsword);Face/Reach 5 ft. by 5 ft./10 ft.; AL N; 
  SQ Hardness; SV Fort +1, Ref +1, Will -4; Str 16, Dex 10, 
  Con –, Init –, Wis 1, Cha 1. 
   
  Possessions: Huge greatsword. 
   
  Hardness (Ex): The constructs are hardness 8 
  (alabaster). 
  Encounter Seven, Room B 
   
   
  � Guards (4): Suel human Ftr2; CR 2; Medium-size 
  humanoid; HD 2d10+4; hp 20 (each); Init +1; Spd 20 ft.; 
  AC 19 (touch 11, flat-footed 18); Atk +5 melee (1d8+3/19-
  20, longsword); or +3 ranged (1d10/19-20, heavy 
  crossbow); AL NE; SV Fort +5, Ref +1, Will +0; Str 16, 
  Dex 12, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +4, Jump +1, Listen 
  +2; Expertise, Improved Trip, Power Attack, Sunder. 
   
  Possessions: Longsword, heavy crossbow, 20 bolts, 
  banded mail, large wooden shield, potion of aid, potion of 
  bull’s strength. 
   
  Special: Adjust the guard’s statistics as follows after 
  they have consumed their potions of aid and bull’s 
  strength: hp 27; Atk +8 melee (1d8+5/19-20, longsword); 
  +4 ranged; Str 20; Jump +3; +1 moral bonus to saves vs. 
  fear effects. 
  
  A Friend in Need 
  Round 1 
  Page 22 
  Encounter 7, Room C  
   
   
  � Kelrith: Male Suel human Clr6; CR 6; Medium-size 
  humanoid; HD 6d8; hp 35; Init +1, Spd 20 ft.; AC 20 
  (touch 11, flat-footed 19); Atk +5 melee (1d8+1, +1 heavy 
  mace); SA Rebuke undead 5/day; AL NE; SV Fort +5, Ref 
  +3, Will +8; Str 10, Dex 12, Con 10, Int 12, Wis 17, Cha 
  14. 
   
  Skills and Feats: Bluff +10, Concentration +9, 
  Knowledge (arcana) +4, Knowledge (religion) +8, 
  Spellcraft +8; Combat Casting, Empower Spell, Skill 
  Focus: Bluff, Spell Focus: Enchantment. 
   
  Cleric spells prepared (5/5/5/4; base DC = 13 + spell 
  level; 15 + spell level for Enchantments): 0 – detect 
  magic, guidance (2), resistance (2); 1
  st – bane, cause fear, 
  protection from good*, sanctuary, shield of faith; 2
  nd – 
  bull’s strength, calm emotions, death knell, invisibility*, 
  silence; 3
  rd – blindness/deafness, dispel magic, magic 
  circle against good*, magic vestment. 
   
  * Domain spell. Deity: Syrul. Domains: Evil (Evil 
  spell cast at +1 caster level), Trickery (Bluff, Disguise, and 
  Hide are class skills). 
   
  Possessions: +1 heavy mace, +1 banded mail, 
  masterwork large steel shield. 
   
  Special: Kelrith has precast bull’s strength and 
  magic vestment (on his shield), altering his statistics as 
  follows: AC 22 (touch 11, flat-footed 22); Atk +6 melee 
  (1d8+2, +1 heavy mace); Str 13. 
  � Priests of Syrul (2): Suel human Clr4; CR 4; Medium-
  size humanoid; HD 4d8+4; hp 27; Init +0; Spd 20 ft.; AC 
  16 (touch 10, flat-footed 16); Atk +5 melee (1d8+1, 
  masterwork heavy mace); SA Rebuke undead 4/day; AL 
  NE; SV Fort +7, Ref +3, Will +6; Str 12, Dex 10, Con 12, 
  Int 10, Wis 15, Cha 12. 
   
  Skills and Feats: Concentration +8, Knowledge 
  (arcana) +3, Spellcraft +7; Combat Casting, Great 
  Fortitude, Lightning Reflexes. 
   
  Cleric spells prepared (5/4/4; base DC = 12 + spell 
  level): 0 – cure minor wounds, detect magic, guidance, 
  resistance (2); 1
  st – bane, command, endure elements, 
  entropic shield, protection from good*; 2
  nd – darkness, 
  desecrate*, hold person, silence. 
   
  * Domain spell. Deity: Syrul. Domains: Evil (Evil 
  spell cast at +1 caster level), Trickery (Bluff, Disguise, and 
  Hide are class skills). 
   
  Possessions: Masterwork heavy mace, chainmail, 
  small wooden shield. 
   
  Special: The clerics have precast endure elements 
  (fire) on themselves. 
  � Guards (4): Suel human Ftr2; CR 2; Medium-size 
  humanoid; HD 2d10+4; hp 20 (each); Init +1; Spd 20 ft.; 
  AC 19 (touch 11, flat-footed 18); Atk +5 melee (1d8+3/19-
  20, longsword); or +3 ranged (1d10/19-20, heavy 
  crossbow); AL NE; SV Fort +5, Ref +1, Will +0; Str 16, 
  Dex 12, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +4, Jump +1, Listen 
  +2; Expertise, Improved Trip, Power Attack, Sunder. 
   
  Possessions: Longsword, heavy crossbow, 20 bolts, 
  banded mail, large wooden shield, potion of aid, potion of 
  bull’s strength. 
   
  Special: Adjust the guard’s statistics as follows after 
  they have consumed their potions of aid and bull’s 
  strength: hp 27; Atk +8 melee (1d8+5/19-20, longsword); 
  +4 ranged; Str 20; Jump +3; +1 moral bonus to saves vs. 
  fear effects. 
  � Cultists (10): Com1; hp 4. Noncombatant. 
  
  A Friend in Need 
  Round 1 
  Page 23 
  APL 8 
  Encounter Seven, Room A 
   
   
  � Large Skeletal Animated Objects (8): CR 3; Large 
  Construct; HD 4d10; hp 22 (each); Init +0; Spd 30 ft.; AC 
  14 (touch 9, flat-footed 14); Atk +5 melee (2d8+4/19-20, 
  huge greatsword) Face/Reach 5 ft. by 5 ft./10 ft.; AL N; 
  SQ Hardness; SV Fort +1, Ref +1, Will -4; Str 16, Dex 10, 
  Con –, Init –, Wis 1, Cha 1. 
   
  Possessions: Huge greatsword. 
   
  Hardness (Ex): The constructs are hardness 8 
  (alabaster). 
   
  Encounter Seven, Room B 
   
   
  � Guards (4): Suel human Ftr4; CR 4; Medium-size 
  humanoid; HD 4d10+8; hp 36 (each); Init +1; Spd 20 ft.; 
  AC 19 (touch 11, flat-footed 18); Atk +8 melee (1d8+3/19-
  20, masterwork longsword); or +5 ranged (1d10/19-20, 
  heavy crossbow); AL NE; SV Fort +6, Ref +2, Will +3; Str 
  17, Dex 12, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +6, Jump +3, Listen 
  +3; Expertise, Improved Disarm, Improved Trip, Iron 
  Will, Power Attack, Sunder. 
   
  Possessions: 
  Masterwork 
  longsword, 
  heavy 
  crossbow, 20 bolts, banded mail, large wooden shield, 
  potion of aid, potion of bull’s strength, potion of heroism. 
   
  Special: Adjust the guard’s statistics as follows after 
  they have consumed their potions of aid, bull’s strength 
  and heroism: hp 43; Atk +13 melee (1d8+5/19-20, 
  longsword); +7 ranged; SV Fort +8, Ref +4, Will +5; Str 21; 
  Handle Animal +8, Jump +7, Listen +5; +1 moral bonus to 
  saves vs. fear effects. 
   
  
  A Friend in Need 
  Round 1 
  Page 24 
  Encounter 7, Room C  
   
   
  � Kelrith: Male Suel human Clr8; CR 8; Medium-size 
  humanoid; HD 8d8; hp 45; Init +1, Spd 20 ft.; AC 20 
  (touch 11, flat-footed 19); Atk +7/+2 melee (1d8+1, +1 
  heavy mace); SA Rebuke undead 5/day; AL NE; SV Fort 
  +6, Ref +3, Will +10; Str 10, Dex 12, Con 10, Int 12, Wis 
  18, Cha 14. 
   
  Skills and Feats: Bluff +10, Concentration +9, Hide 
  +2, Knowledge (arcana) +4, Knowledge (religion) +8, 
  Spellcraft +8; Combat Casting, Empower Spell, Skill 
  Focus: Bluff, Spell Focus: Enchantment. 
   
  Cleric spells prepared (6/6/5/5/4; base DC = 14 + 
  spell level; 16 + spell level for Enchantments): 0 – cure 
  minor wounds, detect magic, guidance (2), resistance (2); 
  1
  st – bane, cause fear, cure light wounds, protection from 
  good*, sanctuary, shield of faith; 2
  nd – bull’s strength, calm 
  emotions, death knell, invisibility*, silence; 3
  rd – 
  blindness/deafness, dispel magic, invisibility purge, 
  magic circle against good*, magic vestment; 4
  th – 
  dismissal, divine power, poison, unholy blight*. 
   
  * Domain spell. Deity: Syrul. Domains: Evil (Evil 
  spell cast at +1 caster level), Trickery (Bluff, Disguise, and 
  Hide are class skills). 
   
  Possessions: +1 heavy mace, +1 banded mail, 
  masterwork large steel shield. 
   
  Special: Kelrith has precast bull’s strength and 
  magic vestment (on his shield), altering his statistics as 
  follows: AC 22 (touch 11, flat-footed 21); Atk +8/+3 melee 
  (1d8+2, +1 heavy mace); Str 13. 
  � Priests of Syrul (2): Suel human Clr6; CR 6; Medium-
  size humanoid; HD 6d8+6; hp 39; Init +0; Spd 20 ft.; AC 
  17 (touch 10, flat-footed 17); Atk +6 melee (1d8+1, 
  masterwork heavy mace); SA Rebuke undead 4/day; AL 
  NE; SV Fort +8, Ref +4, Will +7; Str 12, Dex 10, Con 12, 
  Int 10, Wis 15, Cha 12. 
   
  Skills and Feats: Concentration +10, Knowledge 
  (arcana) +4, Spellcraft +9; Combat Casting, Great 
  Fortitude, Lightning Reflexes. 
   
  Cleric spells prepared (5/5/5/3; base DC = 12 + spell 
  level): 0 – cure minor wounds, detect magic, guidance, 
  resistance (2); 1
  st – bane, command, endure elements, 
  entropic shield, protection from good*; 2
  nd – darkness, 
  desecrate*, hold person, silence, sound burst; 3
  rd – dispel 
  magic, magic circle against good*, magic vestment. 
   
  * Domain spell. Deity: Syrul. Domains: Evil (Evil 
  spell cast at +1 caster level), Trickery (Bluff, Disguise, and 
  Hide are class skills). 
   
  Possessions: Masterwork heavy mace, +1 chainmail, 
  small wooden shield. 
   
  Special: The clerics have precast endure elements 
  (fire) on themselves and magic vestment on their shields, 
  altering their statistics as follows: AC 19 (touch 10, flat-
  footed 19). 
  � Guards (4): Suel human Ftr4; CR 4; Medium-size 
  humanoid; HD 4d10+8; hp 36 (each); Init +1; Spd 20 ft.; 
  AC 19 (touch 11, flat-footed 18); Atk +8 melee (1d8+3/19-
  20, masterwork longsword); or +5 ranged (1d10/19-20, 
  heavy crossbow); AL NE; SV Fort +6, Ref +2, Will +3; Str 
  17, Dex 12, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +6, Jump +3, Listen 
  +3; Expertise, Improved Disarm, Improved Trip, Iron 
  Will, Power Attack, Sunder. 
   
  Possessions: 
  Masterwork 
  longsword, 
  heavy 
  crossbow, 20 bolts, banded mail, large wooden shield, 
  potion of aid, potion of bull’s strength, potion of heroism. 
   
  Special: Adjust the guard’s statistics as follows after 
  they have consumed their potions of aid, bull’s strength 
  and heroism: hp 43; Atk +13 melee (1d8+5/19-20, 
  longsword); +7 ranged; SV Fort +8, Ref +4, Will +5; Str 21; 
  Handle Animal +8, Jump +7, Listen +5; +1 moral bonus to 
  saves vs. fear effects. 
  � Cultists (10): Com1; hp 4. Noncombatant. 
   
  
  A Friend in Need 
  Round 1 
  Page 25 
  Optional Encounter  
   
   
  � Ghouls, Advanced 3 HD (10): CR 2; Medium-size 
  undead; HD 3d12; hp 24; Init +2; Spd 30 ft.; AC 14 (touch 
  12, flat-footed 12); Atk +3 melee (1d6+1 and paralysis, 
  bite), +0 melee (1d3 and paralysis, 2 claws); SA Paralysis, 
  create spawn; SQ Undead, +2 turn resistance; SV Fort +1, 
  Ref +3, Will +5; Str 13, Dex 15, Con –, Int 13, Wis 14, Cha 
  16. 
   
  Skills and Feats: Climb +6, Escape Artist +7, Hide +7, 
  Intuit Direction +3, Jump +6, Listen +8, Move Silently +7, 
  Search +6, Spot +8; Multiattack, Weapon Finesse (bite). 
   
  See the Monster Manual for information on the 
  ghouls’ special abilities. 
  � Avolakia: CR 10; Large aberration; HD 10d8+30; hp 
  83; Init +3; Spd 20 ft.; AC 18 (touch 18, flat-footed 15); 
  Atk +10 melee (2d6+4 plus poison, bite), +8 melee (1d4+2, 
  8 claws); Reach 10 ft.; SA Poison, spell-like abilities, 
  suggestion; SQ Darkvision 60 ft., defensive aura, fire 
  resistance 10, immunities, regeneration 4, SR 21; SV Fort 
  +8, Ref +8, Will +14; Str 19, Dex 16, Con 17, Int 16, Wis 
  21, Cha 22. 
   
  Skills and Feats: Bluff +14, Concentration +14, 
  Diplomacy +18, Intimidate +8, Sense Motive +18, 
  Spellcraft +11; Combat Casting, Combat Reflexes, Dodge, 
  Multiattack, Quicken Spell-like Ability. 
   
  Languages: Avolakia, Common, Undercommon, 
  Suloise. 
   
  Poison (Ex): An Avolakia delivers its poison (Fort 
  save DC 18) with each successful bite attack. The initial 
  damage is 1d6 Wisdom damage, and the secondary 
  damage is 2d6 Wisdom damage. 
   
  Spell-like Abilities: At will – chill touch, cause fear, 
  detect magic, disrupt undead, gentle repose, ghoul touch, 
  halt undead, mage hand, polymorph self (humanoid form 
  only), read magic, spectral hand; 3/day – animate dead, 
  create undead, enervation, vampiric touch. Caster level 
  14
  th; Save DC 16 + spell level. 
   
  Suggestion (Sp): When in humanoid form, an 
  avolakia has a melodic and hypnotic voice. By speaking 
  soothingly to any one creature in range that understands 
  its spoken words, the avolakia can create an effect 
  identical to that of a quickened suggestion spell (caster 
  level 10
  th; Will save DC 19). An opponent in eye contact 
  with the creature while it makes its suggestion takes a –2 
  penalty on the saving throw. The avolakia can use this 
  ability a number of times a day equal to it’s charisma 
  modifier (usually 6 times per day). 
   
  Defensive Aura (Sp): an avolakia has a +6 deflection 
  bonus to its Armor Class. This ability is always in effect. 
   
  Fire Resistance (Ex): The slime that an avolakia 
  constantly exudes grants it fire resistance 10. It also helps 
  the creature escape more easily (see Skills, below). 
   
  Immunities (Su): Because of its close association 
  with undead, the avolakia has developed immunity to 
  cold, disease, energy drain, and paralysis. 
   
  Regeneration (Ex): An avolakia takes normal 
  damage from acid, fire, and electricity. 
   
  Skills: Because of the slime it constantly exudes, an 
  avolakia gains a +10 competence bonus on Escape Artist 
  checks. 
   
  Possessions: brooch of shielding, cloak of resistance 
  +2. 
  
  A Friend in Need 
  Round 1 
  Page 26 
  APL 10 
  Encounter Seven, Room A 
   
   
  � Large Skeletal Animated Objects (10): CR 3; Large 
  Construct; HD 4d10; hp 22 (each); Init +0; Spd 30 ft.; AC 
  14 (touch 9, flat-footed 14); Atk +5 melee (2d8+4/19-20, 
  huge greatsword) Face/Reach 5 ft. by 5 ft./10 ft.; AL N; 
  SQ Hardness; SV Fort +1, Ref +1, Will -4; Str 16, Dex 10, 
  Con –, Init –, Wis 1, Cha 1. 
   
  Possessions: Huge greatsword. 
   
  Hardness (Ex): The constructs are hardness 8 
  (alabaster). 
  Encounter Seven, Room B 
   
   
  � Mimics, Advanced 10 HD (4): CR 5; Large 
  aberration; HD 10d8+30; hp 75 (each); Init +1; Spd 10 ft.; 
  AC 13 (touch 10, flat-footed 12); Atk +10 melee (1d8+6, 
  slam); Reach 10 ft.; SA Adhesive; SQ Mimic shape, acid 
  immunity; AL N; SV Fort +6, Ref +4, Will +8; Str 19, Dex 
  12, Con 17, Int 10, Wis 13, Cha 10. 
   
  Skills and Feats: Climb +9, Disguise +14, Listen +13, 
  Spot +9; Skill Focus (Disguise). 
   
  See the Monster Manual for information on the 
  mimics’ special abilities. 
  � Guards (4): Suel human Ftr6; CR 6; Medium-size 
  humanoid; HD 6d10+12; hp 52 (each); Init +1; Spd 20 ft.; 
  AC 19 (touch 11, flat-footed 18); Atk +10/+5 melee 
  (1d8+3/19-20, masterwork longsword); or +8 ranged 
  (1d10/19-20, heavy crossbow); AL NE; SV Fort +7, Ref +3, 
  Will +4; Str 17, Dex 12, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +8, Jump +5, Listen 
  +4; Expertise, Improved Disarm, Improved Trip, Iron 
  Will, Knockdown*, Power Attack, Sunder. 
   
  Possessions: Masterwork longsword, masterwork 
  heavy crossbow, 20 bolts, banded mail, large wooden 
  shield, potion of aid, potion of bull’s strength, potion of 
  heroism, potion of endurance. 
   
  Special: Adjust the guard’s statistics as follows after 
  they have consumed their potions of aid, bull’s strength, 
  endurance and heroism: hp 71; Atk +15/+10 melee 
  (1d8+5/19-20, longsword); +11 ranged; SV Fort +11, Ref 
  +5, Will +6; Str 21, Con 19; Handle Animal +10, Jump +9, 
  Listen +6; +1 moral bonus to saves vs. fear effects. 
   
  * See Appendix II for details on this feat. 
  
  A Friend in Need 
  Round 1 
  Page 27 
  Encounter 7, Room C  
   
   
  � Kelrith: Male Suel human Clr10; CR 10; Medium-size 
  humanoid; HD 10d8; hp 55; Init +1, Spd 20 ft.; AC 21 
  (touch 11, flat-footed 19); Atk +8/+3 melee (1d8+1, +1 
  heavy mace); SA Rebuke undead 5/day; AL NE; SV Fort 
  +7, Ref +4, Will +11; Str 10, Dex 12, Con 10, Int 12, Wis 
  18, Cha 14. 
   
  Skills and Feats: Bluff +11, Concentration +11, Hide 
  +6, Knowledge (arcana) +4, Knowledge (religion) +8, 
  Spellcraft +9; Chain Spell**, Combat Casting, Empower 
  Spell, Skill Focus: Bluff, Spell Focus: Enchantment. 
   
  Cleric spells prepared (6/6/6/5/5/4; base DC = 14 + 
  spell level; 16 + spell level for Enchantments): 0 – cure 
  minor wounds, detect magic, guidance (2), resistance (2); 
  1
  st – bane, cause fear, cure light wounds, protection from 
  good*, sanctuary, shield of faith; 2
  nd – bull’s strength, calm 
  emotions, death knell, invisibility*, silence (2); 3
  rd – 
  blindness/deafness, dispel magic, invisibility purge, 
  magic circle against good*, magic vestment; 4
  th – 
  dismissal, divine power, lesser planar ally, poison, unholy 
  blight*; 5
  th – chained hold person, dispel good*, healing 
  circle. 
   
  * Domain spell. Deity: Syrul. Domains: Evil (Evil 
  spell cast at +1 caster level), Trickery (Bluff, Disguise, and 
  Hide are class skills). 
   
  ** See Appendix II for details on this feat. 
   
  Possessions: +1 heavy mace, +1 banded mail, +1 large 
  steel shield. 
   
  Special: Kelrith has precast bull’s strength and 
  magic vestment (on his armor), altering his statistics as 
  follows: AC 23 (touch 11, flat-footed 23); Atk +9/+4 melee 
  (1d8+2, +1 heavy mace); Str 13. He has also summoned a 
  large fire elemental by casting lesser planar ally. 
  � Priests of Syrul (2): Suel human Clr8; CR 8; Medium-
  size humanoid; HD 8d8+8; hp 51; Init +0; Spd 20 ft.; AC 
  18 (touch 10, flat-footed 18); Atk +8/+3 melee (1d8+2, +1 
  heavy mace); SA Rebuke undead 4/day; AL NE; SV Fort 
  +9, Ref +4, Will +9; Str 12, Dex 10, Con 12, Int 10, Wis 16, 
  Cha 12. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (arcana) +5, Spellcraft +11; Combat Casting, Empower 
  Spell, Great Fortitude, Lightning Reflexes. 
   
  Cleric spells prepared (6/6/5/5/3; base DC = 13 + 
  spell level): 0 – cure minor wounds, detect magic, 
  guidance, light, resistance (2); 1
  st – bane, command, 
  endure elements, entropic shield, magic weapon, 
  protection from good*; 2
  nd – darkness, desecrate*, hold 
  person, silence, sound burst; 3
  rd – contagion, dispel 
  magic, magic circle against good*, magic vestment, meld 
  into stone; 4
  th – empowered endurance, freedom of 
  movement, unholy blight*. 
   
  * Domain spell. Deity: Syrul. Domains: Evil (Evil 
  spell cast at +1 caster level), Trickery (Bluff, Disguise, and 
  Hide are class skills). 
   
  Possessions: +1 heavy mace, +1 chainmail, +1 small 
  wooden shield. 
   
  Special: The clerics have precast endure elements 
  (fire) and empowered endurance on themselves and 
  magic vestment on their armor, altering their statistics as 
  follows: hp 67; AC 19 (touch 10, flat-footed 19); SV Fort 
  +11; Con 14; Concentration +14. 
  � Guards (4): Suel human Ftr6; CR 6; Medium-size 
  humanoid; HD 6d10+12; hp 52 (each); Init +1; Spd 20 ft.; 
  AC 19 (touch 11, flat-footed 18); Atk +10/+5 melee 
  (1d8+3/19-20, masterwork longsword); or +8 ranged 
  (1d10/19-20, heavy crossbow); AL NE; SV Fort +7, Ref +3, 
  Will +4; Str 17, Dex 12, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +8, Jump +5, Listen 
  +4; Expertise, Improved Disarm, Improved Trip, Iron 
  Will, Knockdown*, Power Attack, Sunder. 
   
  Possessions: Masterwork longsword, masterwork 
  heavy crossbow, 20 bolts, banded mail, large wooden 
  shield, potion of aid, potion of bull’s strength, potion of 
  heroism, potion of endurance. 
   
  Special: Adjust the guard’s statistics as follows after 
  they have consumed their potions of aid, bull’s strength, 
  endurance and heroism: hp 71; Atk +15/+10 melee 
  (1d8+5/19-20, longsword); +11 ranged; SV Fort +11, Ref 
  +5, Will +6; Str 21, Con 19; Handle Animal +10, Jump +9, 
  Listen +6; +1 moral bonus to saves vs. fear effects. 
   
  * See Appendix II for details on this feat. 
  � Cultists (10): Com1; hp 4. Noncombatant. 
  
  A Friend in Need 
  Round 1 
  Page 28 
  Optional Encounter  
   
   
  � Wights, Advanced 8 HD (10): CR 5; Medium-size 
  undead; HD 8d12; hp 56; Init +1; Spd 30 ft.; AC 15 (touch 
  11, flat-footed 14); Atk +6 melee (1d4+1 and energy drain, 
  slam); SA Energy drain, create spawn; SQ Undead; AL 
  LE; SV Fort +2, Ref +3, Will +7; Str 12, Dex 12, Con –, Int 
  11, Wis 13, Cha 15. 
   
  Skills and Feats: Climb +7, Hide +10, Listen +10, 
  Move Silently +16, Search +7, Spot +10; Blind-fight, 
  Weapon Focus (slam). 
   
  See the Monster Manual for information on the 
  wights’ special abilities. The Fortitude save to remove the 
  negative levels from their slam attacks has a DC of 16. 
  � Mummy, Advanced 12 HD: CR 5; Medium-size 
  undead; HD 12d12+3; hp 87; Init -1; Spd 20 ft.; AC 17 
  (touch 9, flat-footed 17); Atk +9 melee (1d6+4 and 
  mummy rot, slam); SA Despair, mummy rot; SQ Undead, 
  resistant to blows, damage reduction 5/+1, fire 
  vulnerability; AL LE; SV Fort +4, Ref +5, Will +10; Str 17, 
  Dex 8, Con –, Int 6, Wis 14, Cha 15. 
   
  Skills and Feats: Hide +11, Listen +12, Move Silently 
  +11, Spot +12; Alertness, Lightning Reflexes, Toughness. 
   
  See the Monster Manual for information on the 
  mummy’s special abilities. The Will save against the 
  mummy’s despair effect has a DC of 18. 
  � Avolakia: CR 10; Large aberration; HD 10d8+30; hp 
  83; Init +3; Spd 20 ft.; AC 18 (touch 18, flat-footed 15); 
  Atk +10 melee (2d6+4 plus poison, bite), +8 melee (1d4+2, 
  8 claws); Reach 10 ft.; SA Poison, spell-like abilities, 
  suggestion; SQ Darkvision 60 ft., defensive aura, fire 
  resistance 10, immunities, regeneration 4, SR 21; SV Fort 
  +8, Ref +8, Will +14; Str 19, Dex 16, Con 17, Int 16, Wis 
  21, Cha 22. 
   
  Skills and Feats: Bluff +14, Concentration +14, 
  Diplomacy +18, Intimidate +8, Sense Motive +18, 
  Spellcraft +11; Combat Casting, Combat Reflexes, Dodge, 
  Multiattack, Quicken Spell-like Ability. 
   
  Languages: Avolakia, Common, Undercommon, 
  Suloise. 
   
  Poison (Ex): An Avolakia delivers its poison (Fort 
  save DC 18) with each successful bite attack. The initial 
  damage is 1d6 Wisdom damage, and the secondary 
  damage is 2d6 Wisdom damage. 
   
  Spell-like Abilities: At will – chill touch, cause fear, 
  detect magic, disrupt undead, gentle repose, ghoul touch, 
  halt undead, mage hand, polymorph self (humanoid form 
  only), read magic, spectral hand; 3/day – animate dead, 
  create undead, enervation, vampiric touch. Caster level 
  14
  th; Save DC 16 + spell level. 
   
  Suggestion (Sp): When in humanoid form, an 
  avolakia has a melodic and hypnotic voice. By speaking 
  soothingly to any one creature in range that understands 
  its spoken words, the avolakia can create an effect 
  identical to that of a quickened suggestion spell (caster 
  level 10
  th; Will save DC 19). An opponent in eye contact 
  with the creature while it makes its suggestion takes a –2 
  penalty on the saving throw. The avolakia can use this 
  ability a number of times a day equal to it’s charisma 
  modifier (usually 6 times per day). 
   
  Defensive Aura (Sp): an avolakia has a +6 deflection 
  bonus to its Armor Class. This ability is always in effect. 
   
  Fire Resistance (Ex): The slime that an avolakia 
  constantly exudes grants it fire resistance 10. It also helps 
  the creature escape more easily (see Skills, below). 
   
  Immunities (Su): Because of its close association 
  with undead, the avolakia has developed immunity to 
  cold, disease, energy drain, and paralysis. 
   
  Regeneration (Ex): An avolakia takes normal 
  damage from acid, fire, and electricity. 
   
  Skills: Because of the slime it constantly exudes, an 
  avolakia gains a +10 competence bonus on Escape Artist 
  checks. 
   
  Possessions: brooch of shielding, cloak of resistance 
  +2. 
  . 
   
  
  A Friend in Need 
  Round 1 
  Page 29 
  APL 12 
  Encounter Seven, Room A 
   
   
  � Large Skeletal Animated Objects (9): CR 3; Large 
  Construct; HD 4d10; hp 22 (each); Init +0; Spd 30 ft.; AC 
  14 (touch 9, flat-footed 14); Atk +5 melee (2d8+4/19-20, 
  huge greatsword) Face/Reach 5 ft. by 5 ft./10 ft.; AL N; 
  SQ Hardness; SV Fort +1, Ref +1, Will -4; Str 16, Dex 10, 
  Con –, Init –, Wis 1, Cha 1. 
   
  Possessions: Huge greatsword. 
   
  Hardness (Ex): The constructs are hardness 8 
  (alabaster). 
  Encounter Seven, Room B 
   
   
  � Mimics, Advanced 10 HD (4): See stats for APL 12. 
  � Guards (4): Suel human Ftr8; CR 8; Medium-size 
  humanoid; HD 8d10+16; hp 68 (each); Init +1; Spd 20 ft.; 
  AC 20 (touch 11, flat-footed 19); Atk +13/+8 melee 
  (1d8+4/19-20, masterwork longsword); or +10 ranged 
  (1d10/19-20, heavy crossbow); AL NE; SV Fort +8, Ref +5, 
  Will +4; Str 18, Dex 12, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +10, Jump +8, Listen 
  +5; Expertise, Improved Disarm, Improved Trip, Iron 
  Will, Knockdown*, Lightning Reflexes, Power Attack, 
  Sunder. 
   
  Possessions: Masterwork longsword, masterwork 
  heavy crossbow, 20 bolts, +1 banded mail, large wooden 
  shield, potion of aid, potion of bull’s strength, potion of 
  heroism, potion of endurance. 
   
  Special: Adjust the guard’s statistics as follows after 
  they have consumed their potions of aid, bull’s strength, 
  endurance and heroism: hp 89; Atk +17/+12 melee 
  (1d8+6/19-20, longsword); +12 ranged; SV Fort +15, Ref 
  +7, Will +6; Str 22, Con 19; Handle Animal +12, Jump 
  +12, Listen +7; +1 moral bonus to saves vs. fear effects. 
   
  * See Appendix II for details on this feat. 
  
  A Friend in Need 
  Round 1 
  Page 30 
  Encounter 7, Room C  
   
   
  � Kelrith: Male Suel human Clr12; CR 12; Medium-size 
  humanoid; HD 12d8; hp 65; Init +1, Spd 20 ft.; AC 21 
  (touch 11, flat-footed 21); Atk +11/+5 melee (1d8+2, +2 
  heavy mace); SA Rebuke undead 5/day; AL NE; SV Fort 
  +8, Ref +7, Will +12; Str 10, Dex 12, Con 10, Int 12, Wis 
  19, Cha 14. 
   
  Skills and Feats: Bluff +12, Concentration +13, Hide 
  +7, Knowledge (arcana) +5, Knowledge (religion) +9, 
  Spellcraft +10; Chain Spell**, Combat Casting, Empower 
  Spell, Lightning Reflexes, Skill Focus: Bluff, Spell Focus: 
  Enchantment. 
   
  Cleric spells prepared (6/7/6/6/5/4/3; base DC = 14 
  + spell level; 16 + spell level for Enchantments): 0 – cure 
  minor wounds, detect magic, guidance (2), resistance (2); 
  1
  st – bane, cause fear, cure light wounds (2), protection 
  from good*, sanctuary, shield of faith; 2
  nd – bull’s 
  strength, calm emotions, death knell, invisibility*, silence 
  (2); 3
  rd – blindness/deafness, dispel magic, invisibility 
  purge, magic circle against good*, magic vestment, 
  prayer; 4
  th – dismissal, divine power, lesser planar ally, 
  poison, unholy blight*; 5
  th – chained hold person, dispel 
  good*, healing circle, slay living; 6
  th – empowered (twice) 
  endurance, harm, mislead*. 
   
  * Domain spell. Deity: Syrul. Domains: Evil (Evil 
  spell cast at +1 caster level), Trickery (Bluff, Disguise, and 
  Hide are class skills). 
   
  ** See Appendix II for details on this feat. 
   
  Possessions: +2 heavy mace, +1 banded mail, +1 large 
  steel shield. 
   
  Special: Kelrith has precast bull’s strength, 
  empowered (twice) endurance and magic vestment (on 
  his armor), altering his statistics as follows: hp 101; AC 25 
  (touch 11, flat-footed 25); Atk +12/+6 melee (1d8+3, +1 
  heavy mace); SV Fort +11; Str 13, Con 17. He has also 
  summoned a large fire elemental by casting lesser planar 
  ally. 
  � Priests of Syrul (2): Suel human Clr10; CR 10; 
  Medium-size humanoid; HD 10d8+10; hp 63; Init +0; Spd 
  20 ft.; AC 18 (touch 10, flat-footed 18); Atk +9/+4 melee 
  (1d8+2, +1 heavy mace); SA Rebuke undead 4/day; AL 
  NE; SV Fort +10, Ref +5, Will +10; Str 12, Dex 10, Con 12, 
  Int 10, Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +14, Knowledge 
  (arcana) +6, Spellcraft +12; Combat Casting, Great 
  Fortitude, 
  Lightning 
  Reflexes, 
  Spell 
  Focus 
  (Necromancy). 
   
  Cleric spells prepared (6/6/6/5/4/3; base DC = 13 + 
  spell level, Necromantic spells 15 + spell level): 0 – cure 
  minor wounds, detect magic, guidance, light, resistance 
  (2); 1
  st – bane, command, endure elements, entropic 
  shield, magic weapon, protection from good*; 2
  nd – bull’s 
  strength, darkness, desecrate*, hold person, silence, 
  sound burst; 3
  rd – contagion, dispel magic, magic circle 
  against good*, magic vestment, meld into stone; 4
  th – 
  empowered endurance, freedom of movement, greater 
  magic weapon, unholy blight*; 5
  th – dispel good*, healing 
  circle, righteous might. 
   
  * Domain spell. Deity: Syrul. Domains: Evil (Evil 
  spell cast at +1 caster level), Trickery (Bluff, Disguise, and 
  Hide are class skills). 
   
  Possessions: +1 heavy mace, +1 chainmail, +1 small 
  wood shield. 
   
  Special: The clerics have precast bull’s strength, 
  endure elements (fire) and empowered endurance on 
  themselves, greater magic weapon on their maces and 
  magic vestment on their armor, altering their statistics as 
  follows: hp 83; AC 20 (touch 10, flat-footed 20); Atk 
  +12/+7 melee (1d8+6, +3 heavy mace);SV Fort +12; Str 14, 
  Con 16; Concentration +16. 
  � Guards (4): Suel human Ftr8; CR 8; Medium-size 
  humanoid; HD 8d10+16; hp 68 (each); Init +1; Spd 20 ft.; 
  AC 20 (touch 11, flat-footed 19); Atk +13/+8 melee 
  (1d8+4/19-20, masterwork longsword); or +10 ranged 
  (1d10/19-20, heavy crossbow); AL NE; SV Fort +8, Ref +5, 
  Will +4; Str 18, Dex 12, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +10, Jump +8, Listen 
  +5; Expertise, Improved Disarm, Improved Trip, Iron 
  Will, Knockdown*, Lightning Reflexes, Power Attack, 
  Sunder. 
   
  Possessions: Masterwork longsword, masterwork 
  heavy crossbow, 20 bolts, +1 banded mail, large wooden 
  shield, potion of aid, potion of bull’s strength, potion of 
  heroism, potion of endurance. 
   
  Special: Adjust the guard’s statistics as follows after 
  they have consumed their potions of aid, bull’s strength, 
  endurance and heroism: hp 89; Atk +17/+12 melee 
  (1d8+6/19-20, longsword); +12 ranged; SV Fort +15, Ref 
  +7, Will +6; Str 22, Con 19; Handle Animal +12, Jump 
  +12, Listen +7; +1 moral bonus to saves vs. fear effects. 
   
  * See Appendix II for details on this feat. 
  � Cultists (10): Com1; hp 4. Noncombatant. 
  
  A Friend in Need 
  Round 1 
  Page 31 
  Optional Encounter  
   
   
  � Wights, Advanced 8 HD (10): CR 5; Medium-size 
  undead; HD 8d12; hp 56; Init +1; Spd 30 ft.; AC 15 (touch 
  11, flat-footed 14); Atk +6 melee (1d4+1 and energy drain, 
  slam); SA Energy drain, create spawn; SQ Undead; AL 
  LE; SV Fort +2, Ref +3, Will +7; Str 12, Dex 12, Con –, Int 
  11, Wis 13, Cha 15. 
   
  Skills and Feats: Climb +7, Hide +10, Listen +10, 
  Move Silently +16, Search +7, Spot +10; Blind-fight, 
  Weapon Focus (slam). 
   
  See the Monster Manual for information on the 
  wights’ special abilities. The Fortitude save to remove the 
  negative levels from their slam attacks has a DC of 16. 
  � Mummy, Advanced 12 HD: CR 5; Medium-size 
  undead; HD 12d12+3; hp 87; Init -1; Spd 20 ft.; AC 17 
  (touch 9, flat-footed 17); Atk +9 melee (1d6+4 and 
  mummy rot, slam); SA Despair, mummy rot; SQ Undead, 
  resistant to blows, damage reduction 5/+1, fire 
  vulnerability; AL LE; SV Fort +4, Ref +5, Will +10; Str 17, 
  Dex 8, Con –, Int 6, Wis 14, Cha 15. 
   
  Skills and Feats: Hide +11, Listen +12, Move Silently 
  +11, Spot +12; Alertness, Lightning Reflexes, Toughness. 
   
  See the Monster Manual for information on the 
  mummy’s special abilities. The Will save against the 
  mummy’s despair effect has a DC of 18. 
  � Avolakia cleric: Avolakia cleric 3; CR 13; Large 
  aberration; HD 13d8+52; hp 120; Init +6; Spd 20 ft.; AC 17 
  (touch 17, flat-footed 15); Atk +13 melee (2d6+5 plus 
  poison, bite), +11 melee (1d4+2, 8 claws); Reach 10 ft.; SA 
  Poison, spell-like abilities, suggestion, rebuke undead 
  11/day; SQ Darkvision 60 ft., defensive aura, fire 
  resistance 10, immunities, regeneration 4, SR 21; SV Fort 
  +12, Ref +8, Will +20; Str 21, Dex 14, Con 18, Int 16, Wis 
  26, Cha 26. 
   
  Skills and Feats: Bluff +16, Concentration +18, 
  Diplomacy +21, Intimidate +10, Sense Motive +22, 
  Spellcraft +12; Combat Casting, Combat Reflexes, Dodge, 
  Improved Initiative, Multiattack, Quicken Spell-like 
  Ability. 
   
  Languages: Avolakia, Common, Undercommon, 
  Suloise. 
   
  Cleric spells prepared (4/5/4; base DC = 18 + spell 
  level): 0 – cure minor wounds, detect magic, guidance, 
  read magic; 1
  st – command, cure light wounds, doom, 
  protection from good*, sanctuary; 2
  nd – cure moderate 
  wounds, desecrate*, hold person, resist elements.  
   
  * Domain spell. Deity: Syrul. Domains: Evil (Evil 
  spell cast at +1 caster level), Trickery (Bluff, Disguise, and 
  Hide are class skills). 
   
  Poison (Ex): An Avolakia delivers its poison (Fort 
  save DC 19) with each successful bite attack. The initial 
  damage is 1d6 Wisdom damage, and the secondary 
  damage is 2d6 Wisdom damage. 
   
  Spell-like Abilities: At will – chill touch, cause fear, 
  detect magic, disrupt undead, gentle repose, ghoul touch, 
  halt undead, mage hand, polymorph self (humanoid form 
  only), read magic, spectral hand; 3/day – animate dead, 
  create undead, enervation, vampiric touch. Caster level 
  14
  th; Save DC 18 + spell level. 
   
  Suggestion (Sp): When in humanoid form, an 
  avolakia has a melodic and hypnotic voice. By speaking 
  soothingly to any one creature in range that understands 
  its spoken words, the avolakia can create an effect 
  identical to that of a quickened suggestion spell (caster 
  level 10
  th; Will save DC 21). An opponent in eye contact 
  with the creature while it makes its suggestion takes a –2 
  penalty on the saving throw. The avolakia can use this 
  ability a number of times a day equal to it’s charisma 
  modifier (usually 6 times per day). 
   
  Defensive Aura (Sp): an avolakia has a +6 deflection 
  bonus to its Armor Class. This ability is always in effect. 
   
  Fire Resistance (Ex): The slime that an avolakia 
  constantly exudes grants it fire resistance 10. It also helps 
  the creature escape more easily (see Skills, below). 
   
  Immunities (Su): Because of its close association 
  with undead, the avolakia has developed immunity to 
  cold, disease, energy drain, and paralysis. 
   
  Regeneration (Ex): An avolakia takes normal 
  damage from acid, fire, and electricity. 
   
  Skills: Because of the slime it constantly exudes, an 
  avolakia gains a +10 competence bonus on Escape Artist 
  checks. 
   
  Possessions: brooch of shielding, cloak of resistance 
  +2.
  
  A Friend in Need 
  Round 1 
  Page 32 
  Appendix II: Spells and Feats 
  New Spell 
   
   
   
   
   
  Psychic Poison 
  Abjuration [Evil] 
  Level: Clr4, Sor/Wiz4 
  Components: V,S,M/DF 
  Casting Time: 10 minutes 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 50-ft.-radius spread, or one single object or creature 
  that can fit in that area 
  Duration: 1 hour/level 
  Save: Will negates 
  The caster taints an area, creature or object so that anyone 
  casting a mind-affecting or divination spell at the 
  creature or object or within the area is subject to a 
  psychic poison (see below for effect). 
  Initial Damage 1d6 Int 
  Secondary Damage 1d6 Int 
  Sword and Fist Feat  
   
   
  Knockdown [General] 
  Your mighty blows can knock foes off their feet. 
  Prerequisites: Base attack bonus +2, Improved Trip, Str 
  15+ 
  Benefit: Whenever you deal 10 or more points of damage 
  to your opponent in melee, you make a trip attack as a 
  free action against the same target. 
  Tome and Blood 
   
   
   
   
  Chain Spell [Metamagic] 
  You can cast spells that arc to other targets in addition to 
  the primary target. 
  Prerequisites: Any other metamagic feat. 
  Benefit: You can chain any special that specifies a single 
  target and has a range greater than touch. The chained 
  spell then affects that target (the primary target) 
  normally, then arcs to a number of secondary targets 
  equal to your caster level. Each arc affects one secondary 
  target. You choose the secondary targets as you like, but 
  they must all be within 30 feet of the primary target, and 
  no target can be affected more than once. You can affect 
  fewer secondary targets than the maximum. 
   
  If the chained spell deals damage, the secondary 
  targets each take half as many dice of damage as the 
  primary target (rounded down) and can attempt Reflex 
  saving throws for half of the secondary damage. For 
  spells that do not deal points of damage, the save DCs 
  against arcing effects are reduced by 4. 
   
  A chained spell uses up a spell slot three levels than 
  the spell’s actual level. 
  Monster Manual II 
   
   
   
   
  Quicken Spell-Like Ability [General] 
  The create can use a spell-like ability with a moment’s 
  thought. 
  Benefit: Using a quickened spell-like ability is a free 
  action that does not provoke an attack of opportunity. 
  The creature can perform another action – including the 
  use of another spell-like ability – in the same round that 
  it uses a quickened spell-like ability. The creature may 
  use only one quickened spell-like ability per round. A 
  spell-like ability that duplicates a spell with a casting time 
  greater than 1 full round cannot be quickened. 
   
  Each of a creature’s spell-like ability can be 
  quickened only once per day, and the feat does not allow 
  the creature to exceed its normal usage limits for any 
  ability.  
   
  Normal: Normally the use of a spell-like ability 
  requires a standard action and provokes an attack of 
  opportunity unless noted otherwise. 
   
  Special: This feat can be taken multiple times. Each 
  time it is taken, the creature can apply it to each of its 
  spell-like abilities one additional time per day. 
  
  A Friend in Need 
  Round 1 
  Page 33 
  Player Handout #1 
   
   
  
  A Friend in Need 
  Round 1 
  Page 34 
  Player Handout #2 
   
  The final two entries in Darmin’s Journal read: 
   
  3
  rd of Richfest, 593 
   
   
  My patron has offered me a great boon! She who is the great betrayer has granted or exalted leader the means to 
  enable me to both get my revenge on that accursed harlot, Nayln, and at the same time ascend to the head of my house 
  ahead of Saria. Tonight, I will visit my worthless uncle, and in the guise of Nayln I will finally see my life’s quest come 
  true. He will be dead, and Nayln convicted of her crimes. Glory to the Lady of Lies! 
   
   
   
  4
  th of Richfest, 593 
   
   
  I cannot believe how quickly the normally useless guards are. Scarcely was the deed done when they were taking 
  Nayln into custody. She is to be executed for her crimes tomorrow. By then, Saria will be sacrificed to the Dark Lady, 
  and I will be free to work unopposed within our house!  
   
  Cern, the fool, came to me in the early hours, begging me to help his wife! It was all I could stomach to promise 
  him aid. BAH! If only there was a way I could have implicated him in this crime, but alas, I will have to settle with the 
  knowledge he will watch his love die! 
   
  How I wish I could be present at the temple tonight for the grand sacrifice to our Mistress! It would be glorious I 
  am told. A score of our city’s most prominent members sacrificed to She Who is the Great Betrayer, one who constantly 
  works against them, must be the ultimate betrayal for them. HAH! I am sure the irony is lost on all the fools. 
   
  Tomorrow harkens a new day on Leukish, and soon, the city will fall to us! 
  
  A Friend in Need 
  Round 1 
  Page 35 
  DM’s Map #1 
   
  
  A Friend in Need 
  Round 1 
  Page 36 
  DM’s Map #2 
   
   
   
   
  
  A Friend in Need 
  Round 1 
  Page 37 
  DM’s Map #3 
   
   
  
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