TEXT: FUR5-05 
   
   
   
   
   
  Of Blood and Bone 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1.0 
   
  by Steve Yee 
  Reviewed by Chris Tulach 
   
   
  How difficult can it be to rescue a bunch of sniveling kids from the backwaters of the Duchy of the Reach?  Come 
  on…the Duchy of the Reach…nothing interesting ever happens there.  Now, throw in odd dreams, a pair of 
  backstabbing cowards, two well-versed liars, a bad-mouthing priestess, a run-of-the-mill prophecy, one conniving 
  merchant prince, a bitter old maid and a gaggle of gnomes….  Well, maybe it’s better just to stay in bed.  An adventure 
  designed for Living Greyhawk characters of
   3
  rd to 13
  th level (APLs 4 to 12). 
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at furypoc@wmis.net; 
  or LIVING GREYHAWK campaign questions email rpgahq@wizards.com.  
   
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought 
  by virtue of a 
  class 
  ability 
  (such as animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse of a 
  character with 
  the 
  Mounted 
  Combat 
  feat, 
  use the sidebar 
  chart 
  to 
  determine the 
  number 
  of 
  levels you add to the sum of step one. Add each 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  Of Blood and Bone 
   
  Page 2 
  
  character’s 
  animals 
  separately. 
  Animals 
  with 
  different CRs are determined separately using the 
  chart; then, take the highest CR animal (or animals), 
  and add 2 (drop fractions). This result is the effective 
  character level for a mixed-CR group of animals. A 
  single PC may only bring four or fewer animals of 
  this type.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Furyondy.  Characters native to Furyondy pay one Time 
  Unit per round; all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Most material spell components are commonplace.  
  Some, however, can be difficult to locate and/or too time-
  consuming to readily procure. Hence, wise spell casters 
  often 
  choose 
  to 
  purchase 
  troublesome 
  material 
  components rather than waste the effort and resources to 
  acquire such components themselves…especially if they 
  know the components are quality and from reputable 
  sources.   
   
  One well-known Furyondian spell component 
  dealer is an enterprising gnome named Rovenereth 
  Dwomurrum Featherdown Burrowlord Cobblesheen 
  Littlefield III (or “Rhovan”, for short).  Early in his youth, 
  Rhovan realized the commercial promise of selling spell 
  components, both common and rare. He quickly built up 
  a sterling reputation based on quality, availability and low 
  prices. Every year for almost two hundred years, his 
  company – Pantarn’s Best – has made a tidy profit. 
   
  Originally Pantarn’s Best was located in the small 
  trade town of Pantarn in the Barony of Littleberg. 
  However, in 491 CY, Pantarn’s Best moved to the small 
  gnomish community of Cobblesberg, near the northern 
  edge of the Southern Att Fens in the Duchy of the Reach. 
   Cobblesberg is located north of the town of Ryemond, 
  which boasts the largest population of gnomes outside of 
  Littleberg, and south of Stalmaer in the Gold County. 
  Nearly all the residents of the village work at or in 
  support of Pantarn’s Best performing such duties as 
  acquisitions, production, warehousing, teamsters, quality 
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  Page 3 
  
  control, administration and so on.  In fact, everyone is a 
  member of the extended Littlefield family.   
   
  With over a hundred years of managerial and 
  business experience, two family members – Gorgereth 
  Barthawick Badgerburrow Sweettrail Morninghand 
  Littlefield (or, for short, Uncle Gorge) and Nojerrum 
  Mallowford Twiddlethumbs Bardhearth Littlefield (or 
  simply known as Cousin Noj) – approached Rhovan with 
  an innovative proposition. They proposed Pantarn’s Best 
  sell the most esoteric of components, charging high, but 
  reasonable prices to high-level spell casters. The company 
  would hire adventurers to actually acquire the 
  components, especially if the components were from 
  dangerous sources where gnomes could get hurt. The 
  adventurers would be paid a pittance and Pantarn’s Best 
  would make a handsome profit.   
   
  Uncle Gorge suggested asking the “Bitter Old 
  Gnomish Woman of the Fens” to be an adviser.  True, she 
  was a bit ornery and unkind to her fellow gnomes, but if 
  approached right, she always provided useful arcane 
  knowledge. Of course, sometimes gnomes did not return 
  after seeking her advice….  
   
  Mathelda Heldegarn BurrowFen Whisperhunter 
  Scornfellow Fenbright, or the “Bitter Old Gnomish 
  Woman of the Fens” for short, found her neighbors to be 
  mildly annoying, but not terribly troublesome or 
  threatening. In general, she left them alone to pursue her 
  other interests. These included controlling the fens 
  where she lived, ordering about her fellow inhabitants 
  (e.g., ogres, trolls, etc), concocting evil plans, perpetrating 
  wicked deeds on interlopers and, most important of all, 
  performing dastardly, unnecessary magical experiments. 
  Hence, she performed the normal past-times of an evil, 
  self-interested witch.    
   
  Uncle Gorge’s proposal had great merit and sparked 
  an unholy, if not greedy, interest in Rhovan’s business. It 
  did not take long for the “Bitter Old Gnomish Woman of 
  the Fens” to fully realize all the gold wheatsheaves and 
  platinum paladins she could make from Pantarn’s Best.  
  How foolish she had been all these years to allow 
  Cobblesberg and the useful Pantarn’s Best to go without 
  her meddling! Gnomes could be interesting after 
  all…and not just as tasty treats. 
   
  Soon a formal meeting was arranged between the 
  ‘Bitter Old Gnomish Woman of the Fens’, Rhovan, 
  Cousin Noj, and Uncle Gorge to work out the details. 
  Much to all the gnomes’ chagrin, however, the “Bitter 
  Old Gnomish Woman of the Fens” revealed herself not to 
  be the ancient, wrinkled, crippled gnomish crone she 
  always pretended to be, but a very large, hungry and evil 
  green hag. After she ate Cousin Noj, both Rhovan and 
  Uncle Gorge quickly agreed it would be in everyone’s 
  best interest for the “Bitter Old Gnomish Woman of the 
  Fens” to become de-facto president of the company and 
  direct all of it’s business ventures. Calling herself, 
  “Granny Mattie”, she ordered her new minions to 
  continue the old business as is. None would be any wiser 
  of the new leadership or policies. 
   
  A new division of Pantarn’s Best, called Rare Finds or 
  “RF”, was formed to sell esoteric, hard-to-find spell 
  components to any caster…including the evil sort. 
  Granny Mattie made agreements with bandits and other 
  cunning but less than savory folk to acquire spell 
  components, including many vile, wicked one like the 
  hearts of dwarven or elven children, tears of the 
  innocent, bones of a still living human child, brains of a 
  halfling and so on.   
   
  One of these bandits was Barrac the Bandit Lord 
  (from FUR2-05 Sleep of Death), an old source of trouble 
  in northern Furyondy and now of the Viscounty of the 
  March. Barrac was always keen on making the most coin 
  from his victims.  Recently, Barrac ambushed an old 
  woman and her young charges on the Crystalreach-
  March Highway, which links the supply town of 
  Terlisean, in the County of Crystalreach, to Gorsend and 
  Free Borough in the Viscounty of the March.  
  Disappointed in the lack of treasure, Barrac recognized 
  the worth of the innocent children and quickly hustled 
  them off for sale to RF in the Southern Att Fens. Barrac 
  left an ogre lieutenant and several humanoids to guard 
  the remaining prisoners and part of Barrac’s fortune. 
  Unfortunately, unbeknownst to all, the old woman was a 
  priestess of Merikka, who used her remaining power to 
  pray for aid. 
   
  Adventure Summary 
  Introduction.  The PCs receive a divinely inspired 
  dream and are asked by an old woman to rescue a 
  priestess from a bandit encampment and save some 
  children from a horrendous fate.  
   
  Encounter One.  The PCs arrive at the encampment and 
  defeat the guardians.  They learn the kidnapped children 
  are to be butchered and sold as spell components for evil 
  magic.  The PCs are led to believe they only have a week 
  to rescue the children. 
   
  Encounter Two.  On the journey to Cobblesberg, the 
  PCs receive another odd dream/trance.  This one is of an 
  old man asking for the destruction of two abominations.  
   
  Encounter Three.  The PCs arrive in Cobblesberg and 
  learn information about this gnomish community and 
  Pantarn’s Best. 
   
  Of Blood and Bone 
   
  Page 4 
  
  Encounter Four.  After a meeting with Rhovan 
  Littlefield, the PCs learn about the origins of Rare Finds 
  and the machinations of Granny Mattie.   If the PCs 
  treated Rhovan well, he informs them of Granny Mattie’s 
  true nature. 
   
  Encounter Five.  PCs travel through the Southern Att 
  Fens to rescue the children and confront Granny Mattie.  
  PCs leaving the trail may encounter some of the fen’s 
  denizens. 
   
  Encounter Six.  The PCs explore Granny Mattie’s manor 
  house and encounter a couple of terrified gnomes, 
  working on filling orders for Rare Finds. 
   
  Encounter Seven.  After some searching, the PCs rescue 
  the children and confront Granny Mattie. 
   
  Conclusion.  The children are freed and Rhovan and the 
  gnomes of Cobblesberg express their gratitude. 
   
  Preparation for Play 
  This adventure has loose connections to FUR2-05 Sleep 
  of Death, FUR3intro-03 Tears of Garasteth, FUR4-04 
  Broken Dreams and FUR4-07 Under the Pale Moon. 
  However, it is not necessary to have played those 
  adventures to enjoy this one. 
   
  If any PC has an active mind blank or equivalent 
  spell or has violated the grave on the knoll in FUR4-04 
  Broken Dreams and/or FUR4-07 Under the Pale Moon, 
  then that character does not receive the dream/trance at 
  the beginning of the adventure. That PC is excluded from 
  the adventure and the player is urged to use a different 
  character. Items such as the ring of mind shielding or 
  equivalent are ineffective. Before beginning the 
  adventure, obtain from each player their PC’s given 
  name, remembering it may not be the same as the one 
  they go by.  
   
  Introduction 
  All PCs are presumed to be within moderate traveling 
  distance of Barrac’s hidden bandit camp. The camp is 
  near a portion of the Crystalreach-March Highway 
  between Gorsend and Free Burrough in the Viscounty of 
  March. Whether separate or traveling in a group, each PC 
  receives a dream – or waking trance, depending on the 
  PC’s race – during the night, which reveals the goals of 
  the adventure, the location of the bandit camp and 
  identifies accompanying PCs. They are told to gather at a 
  specific time (Godsday, 18
  th of Coldeven, 595 CY) and 
  place near the encampment.   
   
  Aside 
  from 
  the 
  roleplaying 
  aspect 
  of 
  this 
  dream/trance, the PCs have no other actions (e.g., 
  precasting spells, exploring the bandit encampment, 
  purchasing items and so forth) until they all meet. All the 
  PCs arrive at the same time, no matter what means of 
  travel they used.    
   
  You walk alone amidst a dense fog, clothed in a 
  simple ligh  tun c. Somewhere in the distance, faint 
  wind chimes mingle with chi dren’s aughter. Finally 
  emerging from the thick fog, you enter a large 
  clearing. On all sides of the clearing but the south are 
  fruit trees. To the south there is a burbling brook and 
  a field of ripening corn stalks.  Between the brook 
  and crops are several small thatch-covered houses. 
  The entrances of these homes have wind chimes, 
  which gently tinkle in the cool breeze. Nearby are 
  several pregnant women husking ears of corn, whi e 
  watching young children play a game of tag. A feeling 
  of safety and nurturing washes over you. 
  t
  i
  l
  l
  l
  l
  i
  l
   
  t
  l
   
   
  In the center of the clearing an older, matronly 
  woman sits on a tree stump surrounded by tall, 
  irregularly shaped stones arranged in a circle. A 
  basket of grain is on the ground near her. The gray-
  haired woman, who in her prime must have been a 
  stunning beauty, smiles warmly and gestures for you 
  to come closer. Drawing nearer, you find others 
  approaching her as wel .  [Insert one-sentence PC 
  descriptions]. 
   
  A successful Knowledge – Religion check (DC 15) 
  reveals this dream presents distinct aspects of Merikka, 
  the lawful good Oeridian demigoddess of Farming, 
  Agriculture and Home.  
        
  Rais ng an index finger to her mouth, she motions for 
  silence. She speaks in a firm, yet compassionate, 
  voice, “Please listen for our time here is short. I am a 
  servant of one who holds farming and fami y dear to 
  her. You are having this dream because you have been 
  judged worthy. I ask now that you commit yourself to 
  another bold and just adventure.  A priestess of 
  Merikka is being held cap ive and must be saved. She 
  is of note within our Order. Further, you must rescue 
  her charges, young chi dren, from peril. Are you 
  willing? No ill shall befall you should you choose to 
  decline.” 
  Mysteriously, the old woman addresses each PC by their 
  given name. Although she is not forthcoming with 
  answers to their questions, she remains very polite. She 
  firmly informs the PCs the captive priestess will answer 
  Of Blood and Bone 
   
  Page 5 
  
  any further details regarding this quest once they have 
  rescued her.  The old woman strongly emphasizes the 
  quest is good and righteous. Incidentally, the old woman 
  confirms she is a servant of Merikka, but is vague as to 
  her exact nature, dismissing any assertions she is 
  Merikka incarnate. She urges the PCs to make their 
  decision quickly, repeating time within the dream/trance 
  is short. Impatiently, she allows the PCs a few moments 
  to discuss their decision and introduce themselves to 
  each other. PCs inquiring about payment are given a 
  disgusted look and the vague statement, “Merikka will 
  provide.” 
   
  Any PC overly rude or obnoxious to the old woman 
  in the dream is dismissed and the adventure is effectively 
  over for that PC. The player may select a more suitable 
  PC. At this time, players may also choose to switch and 
  play a different character. The old woman waves a hand at 
  any character declining the quest (or those eliminated for 
  their behavior). The character disappears unharmed. The 
  replacing character immediately appears and is offered 
  the same tasks by the old woman.   
   
  Once all the PCs have agreed to rescue the priestess 
  and the children, the old gray-haired woman relaxes and 
  smiles appreciatively. She gestures for the PCs to begin 
  moving north toward a group of apple trees. Incidentally, 
  this might be a good time for the PCs to formally 
  introduce themselves to each other. 
   
  Pointing north, the old woman warmly smiles, “Good. 
  Go toward the edge of the clearing and enter the fog 
  that will arise.  When you awake, you must travel 
  with all due haste to the section of the Crystalreach-
  March Highway that is between Gorsend and Free 
  Borough in the Viscounty of the March.  Gather 
  together two hours past dawn on the 18
  th of Coldeven 
  at a small clearing along the highway.  The clearing is 
  north of the highway, separated by a sea of wild roses 
  and three miles east of a smal  knoll crowned by a 
  circle of stone, which was once a burial place for a 
  child-warrior. 
  l
   
   
  The bandit encampment is a short distance from 
  the clearing. Bring food and water with you, for the 
  captives have not eaten or slaked their thirst for many 
  days. Now go and may Merikka’s blessings be upon 
  you.”     
  As the PCs move north, fog begins to rise from the 
  ground. PCs hesitating hear the sounds of the old woman 
  “Tsking” in frustration and slight annoyance. As the thick 
  fog obscures the last fleeting images of the clearing, the 
  old woman is heard to say with conviction: 
   
   
  “That which was, will be again.” 
   
  Encounter One: Four Crooks 
  and a Lady 
  A few minutes after the dream ends, the PCs awake at 
  their starting locations. It is expected the PCs 
  immediately begin traveling to the clearing with 
  whatever normal adventuring gear, mount, animal 
  companion and/or familiar they have with them. It is 
  possible some PCs may encounter each other along the 
  journey.   
   
  PCs may pass by the small knoll crowned by a series 
  of irregularly shaped stones arranged in a circle 
  previously encountered in FUR4-04 Broken Dreams and 
  FUR4-07 Under the Pale Moon.  Curious PCs exploring 
  the knoll find a sundered cover stone in the center of the 
  circle, surrounded by scorched earth. The grave under 
  the cover stone has been thoroughly searched. There is 
  no evidence of skeletal remains within the grave. A 
  Spellcraft (DC 18) identifies the scorched earth to be the 
  remnants of a fireball spell, likely a trap on the cover 
  stone. PCs examining the broken cover stone note a 
  symbol of an old woman holding a basket of grain and a 
  long scroll engraved on it. Knowledge – Religion (DC 15) 
  identifies the symbol of Merikka, the lawful good 
  demigoddess of Farming, Agriculture and Home.   
   
  The sky above is clear and the weather is temperate 
  when the PCs arrive two hours after dawn. Remember, all 
  the PCs arrive at the same time, no matter their means of 
  travel. Read the following boxtext: 
   
  The small grass clearing is perhaps fifty feet in 
  diameter. To the north, east and west are tall oak and 
  elm trees. A small creek cuts across the southern part 
  of the clearing. On the other side of the creek is a 
  large field of wild roses and low-lying bushes. Nearly 
  a hundred yards further to the south is a wide, well 
  maintained road. 
   
   
  It is expected all the PCs from the dream reveal 
  themselves to each other. A Listen check (DC 30) reveals 
  the sound of several loud, echoing voices coming from 
  the northwest. Although the exact conversation cannot 
  be immediately discerned, at least two of the voices are 
  male and irate, if not whining. A bemused female voice 
  can also be heard. PCs who make the Listen check by 10 
  or more determine the male voices are whining about 
  their luckless fate while a female elderly voice chides 
  them evil is always punished and rescue will come 
  shortly. At least one of the males is begging for mercy, 
  swearing to give up his evil ways and become a 
  worshipper of Heironeous or Mayaheine.  
  Of Blood and Bone 
   
  Page 6 
  
   
  A small hillock is nestled amidst the trees two 
  hundred feet to the northwest of the clearing. Tall bushes 
  partially hide a cave entrance in the side of the hillock. 
  For every fifty feet closer to the hillock, have the PCs 
  make a Listen check five less than the original DC 30. 
  Near the cave entrance the Listen check is easy (DC 10). 
  Despite the loud voices, however, a Search check (DC 5) 
  is still required to find the entrance. 
   
  The cave entrance is ten feet wide and ten feet high. 
  Numerous tracks (Track; Survival, DC 15) from ogres, 
  trolls, gnolls, hobgoblins, goblins, and humanoids are at 
  the entrance. They enter and exit the cave, heading in 
  many different directions. 
   
  The cave extends steeply downward into the ground 
  for about fifty feet before opening into a very large cavern 
  (Area A in Judge Aid #1) with a hard-packed dirt floor 
  and a height between fifteen and twenty feet. The cavern 
  is naturally dark, though a small patch of phosphorescent 
  fungus grows in Area D, bathing this part of the large 
  cavern in faint light. 
   
  Assuming the PCs can see the cavern, read the 
  following boxtext, modifying it as necessary: 
   
  At the end to the natural cave tunnel is a large cavern. 
  The cavern is easily over a hundred feet long and 
  wide. At the far end of the cavern is a faintly glowing 
  patch of phosphorescent 
  ght. Voices can be heard 
  coming from that direction. The voices echo 
  throughout the cavern loudly bemoaning their fate 
  and bad luck. 
  li
   
  If any of the captives (see below) hear the PCs, they call 
  out and beg to be rescued in a variety of languages, 
  including common (female voice), goblinoid (male 
  voices), dwarvish (male voice) and gnomish (male voice). 
  All, except the goblinoid voices, also shout warning about 
  apelike guardians. 
   
  Area B:  Main Cavern                
   
  This large area is likely where the PCs encounter the 
  gambol guardians. Gambols are baboonlike creatures 
  with purple skin and blue hair.   
   
  Creatures: 
    
  APL 4 (EL 5) 
   
  Gambol:  hp 60; see Judge Aid 4. 
   
   
  APL 6 (EL 7) 
   
  Gambol (2):  hp 60; see Judge Aid 4. 
   
  APL 8 (EL 9) 
   
  Spellwarped Gambol (3):  hp 68, 68, 68; see  
   
  Appendix Three. 
   
   
   
  APL 10 (EL 11) 
   
  Spellwarped Gambol, Advanced (3):  hp  
   
  95, 95, 95; see Appendix Four. 
   
  APL 12 (EL 13) 
   
  Spellwarped Gambol, Advanced (3):  hp  
   
  122, 122, 122; see Appendix Five. 
   
  Tactics: The gambol(s) attack intruders on sight. Their 
  job is to prevent anyone who does not give the correct 
  password (i.e., “Lord Vormar is a twit”) and hand signal 
  from entering or leaving the bandit encampment. As a 
  general rule, they cannot enter Area D or go outside of 
  the cave. They also attack anyone, save Barrac, who 
  touches the treasury. 
   
  The gambol(s) attack without mercy, flanking 
  opponents whenever possible. Spellwarped gambol(s) 
  prefer to take the “might” ability from absorbed spells 
  first, followed by “life” and “speed”. However, these 
  preferences can be overridden in order to optimize their 
  combat potential depending on the situation. The above 
  average wisdom of the gambols prevents them from 
  making foolish choices during combat.  
   
  Area C:  Gambol’s Nest and Treasury 
   
  This area is where the gambol(s) make their home. It 
  is also where Barrac the Bandit Lord keeps his 
  treasure…or at least part of it.  Near the entrance to this 
  area are the gnawed bones of an ogre and four 
  hobgoblins. The dead ogre had hide armor and a large-
  sized greatclub, while the dead hobgoblins each had 
  studded leather, a light shield and longsword. These 
  creatures have been dead less than a week (Heal, DC 15). 
  Along the far wall are numerous empty, broken chests 
  and boxes.  One intact, locked chest (Open Locks, DC 25) 
  has 120 gold pieces equivalent. 
   
  Treasure 
   
  All APLs – L: 19 gp; C: 20 gp; M: 0 gp. 
   
  Area D:  Prisoners 
   
  Thick iron bars block off entrance into this part of 
  the cavern. An iron gate is in the center of the cage. It is 
  locked (Open Locks, DC 30) 
   
  Iron Gate and Iron Bars: 2 in. thick bars; hardness 10; 
  hp 60; Break DC 25. 
   
   
  The floor of this area is covered with dirty straw. A 
  patch of phosphorescent fungus grows on the far wall, 
  weakly illuminating the cell. An elderly female, an 
  overweight gnome, a scruffy bearded dwarf and two 
  frightened, beaten goblins are here. They possess the key 
  Of Blood and Bone 
   
  Page 7 
  
  to the iron barred gate, but will not open it until the 
  guardians have been defeated.      
   
  Three days ago some of Barrac’s minions decided to 
  help themselves to the treasure, while the gambol(s) were 
  napping. By the time the creatures realized what was 
  going on, some of Barrac’s minions had already managed 
  to flee the camp with a good portion of the treasure. Not 
  all of them absconded and the gambol(s) were able to 
  make short work of these traitorous thieves. Two of the 
  villains, a pair of troublesome goblins (Skrishnaak and 
  Wurpox), fled into Area D where the gambol(s) could not 
  get them. Since then, the gambols have been stalking 
  around Areas B and C while they await the return of 
  Barrac. 
   
  In theory, once the gambol(s) have been defeated the 
  PCs have access to the occupants of Area D. However, 
  depending on the creativeness of the PCs, they could 
  gain access before defeating the gambol(s) and learn 
  some interesting information. Modify the boxtext if 
  necessary. 
   
  As the last guardian falls, the prisoners of in the back 
  portion of the cavern let out a heartfelt cheer. A 
  dwarf, who had been prov d ng a sort of play-by-play 
  of the combat to his fel ow prisoners, quickly takes 
  out a key and unlocks the iron gate.  He step outside 
  and 
  gestures 
  for 
  everyone 
  to 
  come 
  closer.  
  Meanwhile, a middle aged, overweight gnome holds a 
  seedy pair of gobl ns at bay with a short sword. Near 
  the gate, an old woman scowls as she slowly rises to 
  her feet and calls out bitterly, “Wel , you sure took 
  your sweet time, didn’t you?!  Who are you anyway?” 
  The old woman’s scowl deepens as she walks past the 
  dwarf and out into the cavern beyond, hands on her 
  hips. The dwarf pales and scuttles back into the room 
  before anyone can answer.    
  i i
  l
  i
  l
   
   
  Creatures: All the NPCs flee if attacked. They appear 
  haggard, hungry and thirsty.  
   
  ALL APLs 
   
  Skrishnaak: Male goblin War4/Rog1 (Will +2; Bluff 
  +2, Diplomacy +2). This average-sized goblin is 
  backstabbing, smarmy and cowardly. He wears a 
  loincloth but is otherwise unarmed. 
   
   
  Wurpox: Male goblin War2/Rog3 (Will +2; Bluff +4, 
  Diplomacy +5). This average-sized goblin is cunning, 
  cowardly, greedy and a very skilled sycophant. He wears 
  a loincloth and is unarmed.  
   
   
  Tergg Vrebor: Male gnome Rog3/Ftr3 (Will +4; 
  Bluff +2, Diplomacy +3). This middle-aged, overweight 
  gnome is of average height and would be very handsome 
  but for a nasty scar across his right cheek. Tergg is 
  intelligent, nervous, cautious and very cunning.  He 
  wears ill-kept (goblinoid?) leather armor and is armed 
  with a short sword. 
   
   
  Nalm Otten: Male dwarf Brb1/Rog5 (Will +4; Bluff 
  +1, Diplomacy –1). This mature adult dwarf is of average 
  height and weight. He has a wide-open face and a scruffy 
  beard. Normally, he is very jovial and talkative. He wears 
  an ill-kept chain shirt that is clearly too small for him and 
  is armed with a hand axe. 
   
   
  Reverend Mother Chantilla Vergenford:  Female 
  human Clr5/Exp4 (Sage), (Will +12; Bluff +6, Diplomacy 
  +8, Knowledge – Arcana +15, Knowledge – History +15, 
  Knowledge – Religion +15, Sense Motive +10). This 
  pious, elderly woman is of average height and weight. 
  She is overbearing, bossy, sarcastic, condescending, all 
  knowing and arrogant, yet also surprisingly matronly. 
  There appears to be no filter between her brain and her 
  tongue. Hence, she says just about anything at the worst 
  possible times. Despite her difficult personality, she 
  wisely follows the direction of her superiors and her 
  patron deity, Merikka. She wears dirty male traveling 
  clothes.  
   
  Essentially, the Reverend Mother is in charge here 
  and the four crooks know it. Tergg and Nalm are playing 
  the role of guards and have been thoroughly cowed by 
  her, though they are not above playing some mischief of 
  their own if allowed. Were it not for the Reverend 
  Mother’s insistence, the goblins Wurpox and Skrishnaak 
  would have been long dead. The only reason the goblins 
  are alive is for the information they can tell the PCs. 
   
  Despite having had very little sleep and no food and 
  water for the last few days, all the NPCs are excited about 
  their rescue, though Wurpox and Skrishnaak are terrified 
  about their fate, and make whatever deal they can to stay 
  alive. Try to impart the information below through 
  roleplay and lively conversation. The prisoners beg for 
  food and water before telling their information and eat 
  ravenously, if fed. All the NPCs know the following 
  information: 
  • 
  The cave is the hideout for Barrac the Bandit 
  Lord. Barrac is an ogre mage who leads a 
  despicable band of rogues, a mixture of ogres, 
  troll, goblinoids and evil humanoids.   
  • 
  Since he arrived last year, Barrac has preyed 
  upon passing merchants and unlucky travelers. 
  Some PCs may recall Barrac from FUR2-05 
  Sleep of Death.  A Knowledge – Local [Iuz 
  Border States] (DC 10) confirms Barrac to be 
  one of the more dangerous bandits in Furyondy. 
  He previously terrorized Northern Kalinstren 
  Of Blood and Bone 
   
  Page 8 
  
  but was forced from the region due to 
  adventurers and the presence of the Furyondy 
  military. 
  • 
  Earlier in the month, Barrac captured an 
  unlucky family traveling to Gorsend. After 
  taking what little they had, he slaughtered the 
  parents and imprisoned the children (two boys 
  and two girls). 
  • 
  Almost two weeks ago, Chantilla and her three 
  young charges (two girls and a boy) were 
  traveling toward Free Burrough when they were 
  ambushed. Upon discovering they carried 
  nothing of worth, Barrac imprisoned them in 
  the cavern along with the other children. He 
  chose not to murder Chantilla largely out of 
  amusement.   
  • 
  A few days later, Tergg and Nalm were captured 
  and all their merchandise stolen. Tergg and 
  Nalm persuaded Barrac to spare their lives. 
  Barrac put them in with the other prisoners 
  until he decided what to do with them. 
  • 
  A week ago, Barrac and the majority of his 
  minions left with the children and goods bound 
  for some of the gnomes near the Southern Att 
  Fens.  
  • 
  The children would be sold to the gnomes to 
  make rare spell components. 
  • 
  Upon Barrac’s return, Tergg, Nalm and 
  Chantilla’s final fate would be decided. 
  • 
  Barrac left one of his lieutenants behind, an 
  ogre mage named Mogobzog the Unlucky, 
  along with two other ogres, seven hobgoblins 
  and two goblins. 
  • 
  The lieutenant and his bandits were to keep the 
  prisoners alive and ambush any unwary 
  traveler(s) while the monkey-like guardians 
  were left in the cave.   
  • 
  Despite 
  Mogobzog’s 
  moniker, 
  he 
  was 
  knowledgeable in tactics and intelligent enough 
  not to attack any travelers his group could not 
  handle.  
  • 
  Four days ago, Mogobzog and his group stole 
  most of Barrac’s treasure and fled from the 
  monkey-like guardians. One ogre and four 
  hobgoblins died in the fight. They were the 
  ones assigned to distract the guardians. 
  • 
  Two goblins fled into the prisoner area when 
  the fight went bad. They threatened Chantilla, 
  Tergg and Nalm, but were quickly disarmed and 
  beaten. Tergg and Nalm took their equipment.   
  • 
  Chantilla, a priestess of Merikka, told Tergg and 
  Nalm she had prayed for help and received a 
  dream it was on the way.  All they had to do was 
  stay in the caged off area until help arrived. The 
  two goblins were not to be killed. 
  • 
  No one needed persuasion to remain in the 
  caged off area. The monkey-like guardians were 
  clearly very deadly and they were no match for 
  them. 
   
   
  Mogobzog and his fellow thieves have successfully 
  fled the area. The PCs are unable to track these villains at 
  this time. 
   
  A Knowledge – Local [Iuz Border States] or 
  Knowledge – Geography (DC 10) check reveals the 
  Southern Att Fens is about a four days ride to the 
  southwest, near the border of the Duchy of the Reach. 
  Just north of the fens is a gnomish community called 
  Cobblesberg. The gnomes living in the area have been 
  jokingly referred to as the ‘gnomes of the fens’ because of 
  their simple and rural lifestyle. More knowledgeable PCs 
  (DC 25) know the Southern Att Fens is technically more 
  of a swamp than a fen. 
   
  If PCs ask about spell components, an additional 
  Knowledge – Local (DC 20) or Knowledge – Arcana (DC 
  25) check reveals that Cobblesberg is the location of 
  Pantarn’s Best, one of the leading spell component 
  procurement companies in Furyondy. Pantarn’s Best 
  moved to this gnomish community from Pantarn about a 
  hundred years ago.  The Littlefield family runs the 
  company. 
   
  The Reverend Mother Chantilla Vergenford knows 
  the following: 
   
  • 
  The Reverend Mother is an expert in 
  prophecies 
  concerning 
  Merikka, 
  Oeridian 
  demigoddess of Farming, Agriculture and 
  Home. She is a well-respected member of the 
  Church.   
  • 
  She was shepherding a family of orphans 
  toward Free Burrough, where they were to be 
  schooled by a fellow priestess of Merikka.   
  • 
  The orphan children – two girls (Irina and 
  Mira) and a boy (Michel) – are of human 
  Oeridian descent and are all of average height 
  and weight. Irina is a cute, innocent ten years 
  old with deep blue eyes and chestnut brown 
  hair. Mira, Irina’s younger sister, is six years old 
  and has grey eyes and short brown hair.  Michel 
  is an eight years old boy with brown hair, grey-
  blue eyes and strong Oeridian features but with 
  pale gold skin. [A successful Listen check (DC 
  25) reveals the Reverend Mother has a slight 
  hitch in her voice when she describes 
  Michel…it is out of great respect.]  
  Of Blood and Bone 
   
  Page 9 
  
  • 
  Chantilla is hesitant to speak much of the 
  children other than they figure in some 
  prophecy and are very important to the Church 
  of Merikka. Michel is destined to become a 
  paladin of great renown. A Sense Motive (DC 
  15) reveals Chantilla is not quite telling the PCs 
  everything.   
  • 
  [The Reverend Mother reveals the following 
  to fellow Clerics of Merikka or to Lawful 
  Good Clerics and Paladins:  Although Merikka 
  is a very minor religion in Furyondy, the elders 
  of the Church feel that its popularity will rise 
  amongst the farmers and their families. It is 
  foretold Michel and his sisters will figure 
  prominently in Merikka’s church.] 
  • 
  Barrac and his minions ambushed them nearly 
  two weeks ago. Chantilla used her sharp tongue 
  and intelligence to keep herself and the 
  children alive when it became apparent they 
  had nothing of value to give to the bandits. 
  • 
  They were taken captive and placed in this cage 
  (Area D) along with some other children (two 
  boys and two girls). The girls, Riala and Carylin, 
  were four and seven years old, respectively, with 
  blond hair and blue eyes. The two boys, Tomas 
  and Regor, were two and three years old, 
  respectively, and also had blond hair and blue 
  eyes. 
  • 
  Barrac later revealed that he planned to sell the 
  children to the gnomes of the Southern Att 
  fens. The children would make good spell 
  components.   
  • 
  Chantilla hesitates, “I…I realized that this 
  must be part of the prophecy… although 
  nothing ever expressly stated so. Something 
  like…’And so shall the child-warrior be 
  tested for the man he is to become…much 
  grief and suffering will he endure…rescued 
  from impending doom by those he would 
  emulate in his moment of purity and 
  light…and thus shal  he be forged righteous 
  and strong.’  I thought this must be the trials 
  he is to endure to become a warrior for 
  Merikka. And when Barrac took the chi dren 
  away, I prayed every night for the rescuers to 
  come save Michel o  Merikka and instill in 
  him the courage and grace to save others.” 
  l
  l
  f
  • 
  Chantilla did not reveal she was a priestess to 
  anyone, which likely saved her life. 
  • 
  Chantilla believes her prayers were answered by 
  one of the leading clerics of the Church. She 
  does not know which one. Chantilla remembers 
  seeing the PCs in her dreams with the old 
  woman, a representative of Merikka, although 
  she was unable to communicate with them.   
  • 
  Chantilla confirms she spared the goblins until 
  the PCs could question them. No promises have 
  been made to the goblins that their lives would 
  be saved, though she speaks on their behalf 
  should they answer the PCs truthfully and 
  willingly. 
  • 
  It is critical the PCs speak with the goblins, and 
  Chantilla pushes them to do so.  “Learn what 
  you can from them, and then leave to rescue 
  the children, immediately. Save all of them, 
  especially Michel of Merikka. Time is of the 
  essence. Do not dally, lest their innocent 
  lives be lost!”  
  • 
  She believes the children are still alive and have 
  another week left to live. 
  • 
  Chantilla requests the PCs return the children 
  to the shrine to Merikka in Free Burrough. 
  • 
  She scowls at any PCs who bring up payment 
  for their services and openly berates them for 
  their 
  mercenary 
  behavior 
  and 
  lack 
  of 
  willingness to do a good deed. She points out 
  the Fates determine payment, perhaps under 
  the influence of Merikka, for surely the PCs’ 
  good deed with be rewarded if not in the 
  material world than in the afterlife. She offers 
  no physical payment to the PCs. 
  • 
  In the dream, the statement “That which was, 
  will be again” refers to the prophecy and likely 
  has to do with a cycle of warriors defeating evil.  
   
   
  Tergg and Nalm know the following information: 
  • 
  Both of these thieves claim they are honest 
  merchants. Some PCs may recognize them 
  from FUR3intro-03 Tears of Garasteth as the 
  conmen who sold the PCs fake protective 
  amulets from the “Defiler” murderer who 
  plagued Chendl. 
  • 
  Should they be recognized, the two scoundrels 
  do everything to deny they are the accused 
  con men. They try to distort or hide their 
  features should they recognize any of the PCs 
  from that adventure. An Intimidate (DC 20) 
  check gets the pair to confess their ill deeds 
  and beg mercy of the PCs.   
  • 
  Tergg and Nalm do their best to guard and 
  intimidate the goblins but will not seriously 
  wound or kill the goblins and actively prevent 
  others from doing so. 
  • 
  Tergg and Nalm were on their way to Free 
  Burrough to meet up with their wizardly 
  employer, Pattravar, who had been forced to 
  Of Blood and Bone 
   
  Page 10 
  
  leave Herechel earlier than expected. Pattravar 
  needed the pair to help him in a business 
  venture selling horses. A Sense Motive (DC 
  15) check confirms this to be a suspicious 
  statement. [It is likely Pattravar had to flee 
  Herechel or be arrested and any business 
  venture 
  probably 
  involves 
  a 
  criminal 
  enterprise.] 
  • 
  These crooks were ambushed along the 
  Crystalreach-March Highway.   
  • 
  Tergg and Nalm realized Barrac would have 
  them killed if they did not act quickly. So the 
  pair complimented Barrac on his reputation as 
  a bandit and begged to join his gang rather 
  than face their own leader. Neither has any 
  intention of actually joining Barrac’s bandits.  
  [This is true]. 
  • 
  Barrac did not trust them. He put Tergg and 
  Nalm in the prison area and said upon his 
  return he would test their willingness to join 
  the bandits. Tergg and Nalm desperately 
  hoped to escape before Barrac returned. 
  • 
  In their opinion, Mogobzog planned to steal 
  Barrac’s treasure for some time.  He used one 
  of the ogres and some of his hobgoblins to 
  distract the monkey-like guardians, which 
  were (Tergg believes) called gambols, and 
  never had any intentions of coming to their 
  aid once he acquired the treasure. 
  • 
  Nalm hints out of Chantilla’s presence he may 
  know something more about the gnomes of 
  Southern Att Fens. He parts with the 
  information if the PCs provide both Tergg and 
  him with a “starting over” gift of 25 
  wheatsheaves each. If Chantilla hears about 
  this, Nalm and Tergg hastily claim the gift is 
  only a suggestion and not an actual 
  requirement. 
  • 
  [If PCs pay (or Chantilla intervenes) Nalm 
  knows the gnomes of the Southern Att Fens 
  live in a small village called Cobblesberg. The 
  village is just north of the fens. These gnomes 
  are jokingly called the ‘gnomes of the (Att) 
  fens’ because of their simple, rural lifestyle.  
  These gnomes are in reality part of a single 
  large extended family (the Littlefields), which 
  solely runs the spell component procurement 
  company Pantarn’s Best. Rhovan Littlefield 
  owns the company and has reportedly started 
  another company known as Rare Finds, which 
  specializes 
  in 
  very 
  rare, 
  esoteric 
  spell 
  components.]   
  • 
  For an additional gift of 10 wheatsheaves, 
  Nalm reveals that Rhovan Littlefield is known 
  to be a gambler and has had dealing with some 
  of the shadier moneylenders in Chendl. 
   
   
  Despite being con men by nature, they respectfully 
  listen to Chantilla and protect her to the best of their 
  ability. Assuming the PCs attempt to rescue the children, 
  they escort Chantilla to Free Burrough before meeting up 
  with Pattravar. It should be noted Tergg and Nalm are 
  not wanted for any serious crimes. All of their known 
  crimes have been minor frauds (i.e., crimes of disrepute) 
  and would likely be adjudicated, if convicted, with less 
  than a year in prison and a hefty fine. 
   
  Wurpox and Skrishnaak know the following 
  information:  
  • 
  They are in serious trouble. They want to live 
  and are each more than willing to betray the 
  other to do so. The only reason they are alive is 
  due to the grace of Chantilla and the 
  information they know about Barrack and the 
  gnomes of Cobblesberg. They do everything 
  they can to secure promises from the PCs they 
  be kept alive.   
  • 
  Wurpox 
  and 
  Skrishnaak 
  immediately 
  recognize any PC(s) that dealt with them in 
  FUR2-05 Sleep of Death and become 
  hysterical.  A Diplomacy (DC 15) check is 
  needed to calm the goblins down enough to 
  get any useful information out of them. 
  • 
  Wurpox and Skrishnaak claim to be captives 
  of Barrac and forced to serve him lest they be 
  killed. [This is a lie.] 
  • 
  Barrac has been dealing with the ‘gnomes of 
  the fens’ for almost a year. 
  • 
  The ‘gnomes of the fens’ live a little bit north 
  of the Southern Att Fens in the town of 
  Cobblesberg (i.e., in the Duchy of the Reach). 
  Cobblesberg is four-day ride approximately to 
  the southwest of the cave, south of Stalmaer 
  but north of the Southern Att Fens. 
  • 
  Neither of the two goblins has been to the 
  Southern Att Fens or Cobblesberg. 
  • 
  They have heard, “Dat evil and terrible 
  creature Barrac meets wit’ somebody from 
  Pantarn’s 
  Best…Unggie 
  Gorgeous, 
  me 
  thinks is his name.  He’s a powerful 
  necromancer.”  
  • 
  Unggie Gorgeous pays top coin for all sorts of 
  things, especially children, to be used for evil 
  spell components. 
  • 
  Had Barrac known the old woman was a 
  priestess and Tergg and Nalm really didn’t 
  Of Blood and Bone 
   
  Page 11 
  
  want to join his bandit army, he would have 
  sold them to Unggie Gorgeous. Priestess, 
  gnome and dwarf parts can always be used for 
  spell components. [The goblins cringe when 
  they say this, expecting a beating.] A 
  Knowledge – Arcana or Religion (DC 10) 
  confirms the use of humanoid and cleric parts 
  to be useful as spell components. 
  • 
  It is likely Barrac has already traded the 
  children with the gnomes and is now off 
  conducting raids in the Duchy of Reach then 
  in the Barony of Littleberg before returning to 
  the encampment in a month or so. 
  • 
  Unggie Gorgeous has been taking children, 
  goodly creatures, slaves and other disgustingly 
  innocent and good things for over two years 
  now. He prefers them alive and in good health 
  rather than dead, something to do with 
  making the magic stronger. Unggie Gorgeous 
  and the ‘gnomes of the fens’ have been 
  working with many different bandit groups 
  and evil adventurers to obtain these wares. 
  • 
  Barrac is considered a valued supplier and was 
  given the accursed monkey-like guardians as 
  gifts. Unggie Gorgeous performs necromantic 
  and other vile experiments to make such 
  creatures.  
  • 
  Unggie Gorgeous is protected by a powerful 
  undead creature, which looks like a humanoid 
  giant taller than a house and composed of pure 
  darkness. It wears no clothes and has smooth 
  hairless skin and a genderless body. A 
  successful Knowledge – Arcana or Knowledge 
  – Religion (DC 20) check reveals the creature 
  to be a Nightwalker.  
  • 
  “Oh 
  please…please, 
  please, 
  PLEASE 
  …great and honorable ones do not kill us! 
  We swear to give up our evil ways and work
  the rest of out lives in prison quarries! 
  Please spare us….or just me!” Wurpox and 
  Skrishnaak begin to argue who deserves to be 
  spared more; lying about the good deeds and 
  mercy he has shown others and telling the 
  wicked crimes of the other.   
   
   
   
  Once all the relevant information has been shared, 
  Chantilla orders the PCs to leave immediately to rescue 
  the children. If the PCs want to escort her to Free 
  Burrough, she reluctantly accepts but insists they do so 
  with great speed.  She prefers to make her way more 
  slowly and comfortably with Tergg and Nalm, believing 
  her presence may reform the two con men. 
   
  It is possible the PCs may want to turn in Tergg and 
  Nalm to the authorities in Free Burrough. The two 
  thieves insist on their innocence but WILL NOT combat 
  the PCs.    Tergg and Nalm recognize it is better for the 
  PCs to rescue the children than deal with them. They 
  agree, if asked, to turn themselves over to the authority of 
  the Reverend Mother. Chantilla would actually prefer to 
  let them go and speaks on their behalf but abides by 
  whatever the PCs decide.   
   
  Wurpox and Skrishnaak, however, are evil creatures 
  who have done truly despicable things in their time. 
  Tergg, Nalm and Chantilla are hesitant to free them. If 
  given the opportunity, Tergg and Nalm kill the goblins 
  quickly outside of Chantilla’s presence. Ironically, if the 
  two goblins are released and Barrac catches them, they 
  will likely be tortured and then killed. Wurpox and 
  Skrishnaak know this and would be willing to live out 
  their lives at the penal quarry. Chantilla plans to turn 
  them over to the authorities in Free Burrough, speak on 
  their behalf and try to persuade those in charge to 
  sentence the goblins to the Greylode Penal Quarries. 
  However, Chantilla abides by the decision of the PCs. 
  She does not allow any torture (which is an evil act and 
  should be noted on the PC’s AR) 
   
  Regardless, Tergg, Nalm and Chantilla arrive safely 
  at Free Burrough. By the time the PCs have entered the 
  cavern, Barrac has already sold the children and moved 
  on. Barrac and his loyal minions are not encountered in 
  this adventure.    
  Encounter Two: The Road to 
  Cobblesberg 
  Whatever route the PCs choose to take to get to 
  Cobblesberg, the trip is uneventful save for one incident. 
  Some PCs may choose to ignore Cobblesberg all together 
  and focus on searching the Southern Att Fens. Should 
  this occur, see Encounter Five for the consequences of 
  randomly wandering the fens. 
   
  If the PCs use divinatory spells to find out more 
  about the children and their location, the answers are 
  largely cryptic. Key phrases to use are “the children are 
  in darkness before they see the light”, “the trials are 
  cyclical”, “heroes rise and fall”, “that which was, will 
  be again”, “abomination”, and “darkest night reveals 
  the child-warrior.” 
   
  When the PCs are three-quarters of the way to 
  Cobblesberg (or just after the PCs arrive in Cobblesberg, 
  if they chose to use a teleportation-type spell), they 
  experience another dream or waking trance. Iuz directly 
  inspires this one. PCs actively protected by mind blank or 
  an equivalent mind-protecting spell of 8
  th level or higher 
  are shielded from the dream. Items such as the ring of 
  Of Blood and Bone 
   
  Page 12 
  
  mind shielding or equivalent are ineffective in 
  preventing the dream/trance from occurring. No saving 
  throw is allowed for the dream/trance and affected 
  individuals remain comatose for its duration. Each PC 
  separately experiences the same dream/ trance. Read the 
  following boxtext, when ready: 
   
   
  A blinding flash of light bursts before your eyes, 
  soon fol owed by a deafening roar of thunder. KA-
  BOOM!   
  l
  . 
  l
  i
  i
   
  l
   
   
   
   
   
  l
  f
   
   
  A thick fog surrounds you, obscuring your vision
  You are alone as you cautiously move forward. The 
  fog thins to nothing…and you stand upon a grassy 
  hill. A single oak tree stands before you; squirrels and 
  chipmunks chase each other across the grass, racing 
  enthusiastically 
  between 
  dandelions. 
  The 
  sun 
  provides bright light and warmth.   
   
  The air turns chill and the sun quick y sets 
  leav ng a moonless night sky for brief moments 
  before the sun rises again. The setting and rising sun 
  repeats over and over again while the grass withers 
  and dies and the leaves on the oak tree fall to the 
  ground. The squirrels and chipmunks grow older and 
  older, turning to dust before your eyes.  A cold winter 
  breeze blows in from the north…bitter, bitter cold. 
  Deep snow covers the ground as the lone, leafless tree 
  cracks under the harsh condit ons, sap flowing from 
  the tree like thick, dark blood. 
  “Ahem…”, someone nearby clears his throat. 
   
  In an instant you are on a deserted dirt road, the 
  sun high in the sky. Fields of dresadoes mixed with 
  white roses grow along the sides of the road. To your 
  left, sitting on a rock, is a shriveled up old man. 
  Though his form is slight under his voluminous 
  robes, his presence is somehow daunting. He leans on 
  a thick yew-cane. A weathered smile crosses his 
  wrinkled face, as he throws back his hood to reveal a 
  shock of unkempt, white hair. 
   
  “Sorry to disturb you, umm?…Your name 
  is…what was it now?…Oh, I suppose it real y doesn’t 
  matter.” He looks expectantly toward you. 
  The old man waits ten seconds for the PC to introduce 
  him or herself. He winks or scowls, as appropriate, at any 
  other remarks. In response to more pressured questions, 
  nasty remarks or interruption of box text, the old man 
  clucks his tongue and waggles a finger back and forth at 
  the PC, chiding: “Patience…Patience…be civil… these 
  dreams aren’t all that easy to send…useful to you 
  though they are.”   
   
  PCs who attempt to touch or attack the old man, 
  discover an impenetrable, invisible barrier. Indeed, if he 
  is attacked, the old man chuckles and shakes his head in 
  disgust, “Youth! The impertinence of youth!” He is 
  clearly ominous yet refined, urbane and polite.     
  PCs attempting to identify the old man may make a 
  Knowledge check (any skill; DC 20).  Success indicates an 
  uneasy feeling about the old man…something is not 
  quite right with him. Good-aligned PCs, especially lawful 
  ones, have a feeling of distrust, as though he is mocking 
  them in some way. 
   
  Regardless, the old man continues: 
   
  “Excellent. You may call me the Traveler or 
  another name, if you wish. I don’t mind. I have many 
  names. Now my time is short and this dream sending 
  is most draining, so listen carefully. 
   
  There 
  are 
  two 
  abominations 
  where 
  you 
  travel…one greater and one lesser. I will reward you 
  – and my rewards are great boons indeed – if you kill 
  both…but I will be well p eased if you just kill the 
  lesser…it is a vampire o  sorts that irks me.” 
   
  The old man stands and taps his cane on the 
  ground…once…twice…thrice…and 
  the 
  cane 
  abruptly shifts into an unsheathed adamantine 
  greatsword, point touching the ground. Cocking his 
  head to one side, the old man squints as a 
  mischievous grin crosses his face, tautly stretching 
  his wrinkled skin,  “Ah yes, I almost forgot….’That 
  which was, will be again’.” A single wink and the 
  kindly, yet mysterious, old man disappears. 
  Give the PC a few moments to digest what the old man 
  said and declare their actions. The PC is still in a dream 
  state. A PC examining the area where the old man was 
  sitting discovers hoofed footprints and that the rock has 
  literally been seared. 
  A Knowledge – Religion (DC 
  10) identifies the old man as associated with Iuz and a 
  priestly sending of some sort. The dream ends after a few 
  minutes. 
   
  The PCs return to their previous state. Good-aligned 
  PCs can’t shake the feeling of being defiled and somehow 
  dirty. This feeling has no game-related affect and is for 
  roleplay purposes only. In the morning or when they 
  regain consciousness, the PCs fully remember the 
  dream/trance and have much to discuss. The remaining 
  journey to Cobblesberg is uneventful.    
  Encounter Three: Cobblesberg 
  The gnomes of Cobblesberg are simple people.  
  Cobblesberg has a population of about a hundred and 
  fifty gnomes and more than a score of dwarves, all of 
  varying ages. The gnomes are part of one very large, 
  extended family known as the Littlefields. In truth, this 
  gnomish community consists of five distantly related 
  families 
  (i.e., 
  the 
  Littlefields, 
  Burrowheaths, 
  Of Blood and Bone 
   
  Page 13 
  
  Murrowglens, Roseblossoms and Millercalleds). These 
  families have a tongue-in-cheek attitude toward each 
  other, referring to one another as cousin, aunt or uncle, 
  where appropriate.   
   
  To some extent the gnomes can be thought of as 
  rustic hicks in a “company” town. They are far from the 
  bustle and sophisticated lifestyles of the larger gnomish 
  communities, like Ryemond or Littleberg. Only one 
  merchant (Rhovan Littlefield), who also acts as the 
  mayor, has influence here.  The true Littlefields are at the 
  top of the social ladder. All the other families work at or 
  in support of their company, Pantarn’s Best.       
   
  For the most part, the gnomes in this community are 
  oblivious to what has befallen Rhovan Littlefield and 
  Pantarn’s Best. They know very little about Granny 
  Mattie: neither her true nature nor her control of the 
  company. These are innocent folks and any wholesale 
  slaughter in this community is an evil act. 
   
  A.  Outskirts of Cobblesberg 
  It is midmorning when the PCs reach Cobblesberg. On 
  the outskirts of the town, they encounter a group of 
  mischievous, giggling gnomish children (three female: 
  Squash, Rosepetal and Sparklegem; two male: Oakworth 
  and Filchbaiter). The oldest, Sparklegem, is about 
  seventeen years (equivalent to a nine to ten year old 
  human child) and appears to be the leader of the group. 
  The children loiter around a large tree stump. There is a 
  deep hole under the tree. 
   
  Assuming the PCs aren’t hidden or otherwise 
  invisible, the children cry out to the PCs for help.  The 
  gnomish children avoid eliciting help from fellow 
  gnomes. Several children rush amiably toward any 
  gnomish PC – winking, giggling, making shushing 
  sounds and trying to grab a hold of his/her hand – 
  hoping the gnomish PC will not spoil their prank. 
   
  “Oh please, please help us!  Poor Cabbage is stuck n 
  that hole!  Please get her out, please!  My poor, poor 
  kitty, please save her.  I want my kitty!” Several of the 
  children begin to pout and cry. 
   
  i
   
  Punctuated by fits of giggling and less than straight face, 
  the children are not very good actors. A Sense Motive 
  (DC 5) check determines something is not quite right 
  here. The children hope some big, strong, dumb PC will 
  reach into the warren and grab the “kitty”.  Deep, down at 
  the far end of the burrow is Cabbage. If a PC reaches into 
  the burrow and grabs the “cat”, the pesky critter shifts to 
  reveal the long white stripe down the middle of its back 
  traveling all the way down to its tail before it sprays the 
  grabbing PC.  Note, the PC observing the “cat” does get a 
  Knowledge – Nature (DC 11) check to identify the skunk 
  before he/she picks it up.     
   
  In the unlikely event the PC is actually sprayed, 
  he/she needs to make a Reflex save (DC 13) to take half-
  effect of the skunk stink. An affected PC is nauseated for 
  2d4 minutes and for the next 2d3 days is identifiable to 
  creatures using scent up to 270 feet away. Any skill 
  checks that require personal contact (Bluff, Diplomacy, 
  etc.) are made at a -2 penalty. To be rid of the skunk spray, 
  a PC must thoroughly wash multiple times. The children 
  laugh uproariously at the poor sprayed PC, then run 
  away, welcoming all the PCs to Cobblesberg and 
  shouting at the top of their lungs, “Ti feeralu!”, gnomish 
  for “I tricked you!”  
   
  The children don’t want any harm to come to the 
  skunk and beg the PCs not to hurt it. The skunk is 
  Squash’s pet and she retrieves it sheepishly from any 
  sprayed PC, speaking gently to the burrowing animal, 
  calming it down. 
   
  If the PC withdraws, complains or laughs about the 
  skunk, the children laugh, dance about and welcome all 
  the PCs to Cobblesberg.  However, if the PCs are truly 
  angry and wound or kill Cabbage the Pet Skunk, threaten 
  or attempt to harm the children, they become hysterical 
  and flee the PCs in terror.   
   
  After the prank, the children follow the PCs into 
  Cobblesberg proper, begging to hear all the latest news of 
  the Kingdom. The children know nothing of interest. 
  The children steer the PCs toward the “Lucky Eel” Inn, 
  which has rooms for non-gnomish size guests. After 
  taking the PCs to the inn, they run off to play. The 
  children studiously avoid any PC(s) affected by the 
  skunk, holding their prodigious noses and giggling 
  merrily. 
   
  Should any of the children flee the area or violent 
  spells occur in the area, the Cobblesberg militia (10 male 
  gnomes, Exp2/War1; reinforced with up to 10 dwarven 
  guards, Ftr3, from Stoneblessed Teamsters in Encounter 
  3.B.) arrives to investigate. They attempt to arrest any PC 
  who physically or magically attacked the children or 
  killed them.   
   
  B.  Cobblesberg 
  Cobblesberg, located in a hilly but arable region, is a 
  mixture 
  of 
  gnomish-sized 
  underground 
  burrows, 
  chambers and passages and several wooden and stone 
  buildings. Much of the land in the town is taken up a 
  beautiful, fenced-in garden called Littlefield Park, several 
  acres of vegetable gardens and fenced in pastures for 
  sheep. The wooden and stone-buildings on the surface of 
  Cobblesberg consists of the offices of Pantarn’s Best, a 
  human-sized inn called the “Lucky Eel”, several barns and 
  a teamster building.  
   
  The following are important places in the 
  community. Feel free to add any necessary building or 
  NPCs, as long as such additions do not interfere or give 
  Of Blood and Bone 
   
  Page 14 
  
  away the overall plot of the module. Particular 
  information pertaining to the town, Rhovan Littlefield 
  and Pantarn’s Best are detailed, for the most part, in the 
  next section. 
   
  Littlefield Park 
  The park is roughly twenty acres and covers most of 
  the village. More than a few underground tunnels 
  open into the park.  Near the center is a large stone 
  building built into a small hill – the main office of 
  Pantarn’s Best.   
   
  Many of the herbs, plants and trees (Knowledge – Nature 
  or Arcana, DC 15) growing in the park can be used for 
  spell components. The park is maintained by a number of 
  gardeners. The chief gardener’s burrow is near the 
  southern end of the park. The gardeners maintain a tight 
  schedule and the park is very orderly and well 
  maintained. 
   
  Trinelda 
  “Trinny” 
  Littlefields: 
  Female 
  gnome 
  Rng1/Drd3 (Will +5). Trinny is a shorter than average 
  gnome who is over four hundred years old. She is the 
  elder aunt of Rhovan Littlefield and the mother of 
  Nojerrum “Cousin Noj” Littlefield.  She cares only for her 
  gardens and has very little interest in the administration 
  of Pantarn’s Best.   
   
  Aunt Trinny knows the following information: 
  • 
  Despite the success of Pantarn’s Best, she does 
  not hold Rhovan Littlefield in high regard. He 
  is no better than his father, a worthless 
  shoemaker. 
  • 
  Her son Nojerrum is just as worthless as his 
  cousin Rhovan. He had potential but wasted it 
  all trying to be a merchant like his hare-brained 
  cousin.   
  • 
  In her opinion, all males of the Littlefield family 
  are a major disappointment. 
  • 
  She has not spoken to Nojerrum in nearly a 
  century and has no plans to. 
  • 
  A Gather Information (DC 15) check reveals she 
  believes her son to have gone off adventuring 
  some time ago and cares very little what has 
  happened to him.   
   
  Lucky Eel Inn 
  Unlike many of the structures on the surface of 
  Cobblesberg, this two story building is human sized. 
  A large mural on the wall depicts a fat gnome in a 
  rowboat trying desperately to reel in his catch as an 
  eel jumps over the rowboat and snags the handle of a 
  picnic basket in his jaws. 
  A sign above the mural and the inn’s front door reads in 
  common, “The Lucky Eel”. The common room of the 
  inn consists of human and gnome-sized chairs and tables, 
  with the bar at the far end of the room human-sized. Half 
  of the inn’s eight rooms are gnome-sized and the other 
  half human-sized. Each room consists of two beds, two 
  chairs, two chests and a wardrobe. These rooms are above 
  average quality but covered by standard lifestyle. The 
  inn’s food and drinks are also above average quality, with 
  many gnomish and dwarvish specialty foods available 
  (125% of PHB prices) and PCs eating or drinking at the 
  inn must pay monies above their normal lifestyle cost. 
   
  During the daytime the inn is relatively empty, but 
  at night the common room can be quite crowded with 
  upwards of twenty gnomes and ten dwarven NPCs 
  present. Mortimus “Morty” Templestone owns the inn. 
  Four female gnomes and a surly male gnome help Morty 
  out at various times during the day and night.  
   
  “Morty” Templestone: Male hill dwarf Ftr5/Exp4 (Will 
  +8).  Morty is of average size and weight for a middle-
  aged dwarf and has lived in Cobblesberg for the last fifty 
  years. Morty knows the following information: 
  • 
  The gnomes of this community are hard 
  working, decent people. The dwarves living 
  here mostly work as teamsters for the gnomes. 
  • 
  On occasion, the constant pranks do get to him 
  but the gnomes know it’s never a good idea to 
  irritate dwarven cooks. 
  • 
  Pantarn’s Best is a good company and Rhovan 
  Littlefield provides well for his employees. 
  • 
  Rhovan is a merchant of high repute.  He can 
  stand with the best merchants of Littleberg. 
  • 
  A Gather Information (DC 15) or a good bribe (5 
  or more wheatsheaves) gets Morty to reveal 
  Rhovan has a gambling habit. His gambling has 
  gotten 
  worse 
  since 
  Nojerrum 
  went 
  off 
  adventuring and Uncle Gorge went to help “The 
  Bitter Old Gnomish Woman of the Fens” with 
  some secret project about three years ago.    
   
  Uncle Hordie’s General Store 
  On the outer western edge of Littlefield Park is a hill 
  with a sign above a small door, leading into a gnomish 
  burrow. The sign has a picture of a loaf of bread, a 
  ham hock, a saddle and a short sword. 
   
   
  -
  -
   
  Lettering underneath the picture reads in common and 
  gnomish “Uncle Hordie’s General Store”. Three-
  quarters of this gnome-sized burrow is relegated to 
  selling normal equipment, gnome-sized weapons and 
  armor and other sundries (150% of PHB prices). The 
  Of Blood and Bone 
   
  Page 15 
  
  owner of the store is the widow of Hordrenth 
  Burrowheath. 
   
  Berthilda “Birdy” Burrowheath: Female gnome Exp4 
  (Will +4). Birdy is approaching middle age for a gnome. 
  She is below average weight and height. She has been a 
  widow for about twenty years and is still saddened by the 
  loss as well as her twin sons’ (Zokurum and Zeldath) 
  decision to go adventuring. Birdy knows the following 
  information: 
  • 
  Rhovan Littlefield has done well for the 
  extended Littlefield family and everyone in 
  Cobblesberg. He supported and checked on her 
  and her family until she got back on her feet 
  following Hordie’s death.   
  • 
  Zokurum and Zeldath were employed at 
  Pendant’s Best before embarking on an 
  adventuring career. Both were accomplished 
  wizards. Since leaving home, her two sons have 
  not contacted her. She is deeply worried about 
  their safety and wishes they would write. 
   
       
  Mandanar’s Skullduggery Shop 
  On the northern side of Littlefield Park, the remnant 
  of a huge, ancient tree stands on the side of a small 
  hill.  Closer examination reveals the tree was struck 
  by l ghtning many years ago.  An iron bound door has 
  been set into the tree trunk. A sign above the door 
  depicts a male gnome abruptly rising from a chair, 
  face filled with surprise and pain, while gnomes 
  around him laugh. 
  i
   
  Words written in common and gnomish above the sign 
  read “Mandanar’s Skullduggery Shop”. Beyond the 
  door is a small platform with a gnome-sized spiral 
  staircase leading down. A sign just inside the door reads 
  in common and gnome, “Use handrail.  Mandanar’s 
  Skullduggery Shop is not responsible for any injury 
  suffered within this store.”  After a descent of forty feet, 
  the stairs open up to reveal a well-lit gnome sized store 
  selling gnomish odds and ends and many nonlethal joke 
  and gag items.   
   
  Mandanar “Mannie” Murrowglen:  Male gnome 
  Rog5/Exp2 (Will +6). Mannie is approaching two 
  hundred years old, yet is strong as an ox and quick as 
  snake. He has a boisterous, story-telling personality that 
  often finds him at odds with the truth. He is keen on 
  making a joke just as much as a sale and often attempts to 
  overcharge the customer. Mannie is a barrel-chested 
  veteran adventurer who believes adventuring is a badge 
  of honor not shame. Mannie knows the following 
  information: 
  • 
  He has great respect for Rhovan Littlefield and 
  Pantarn’s Best. He admires Rhovan’s business 
  skills. 
  • 
  Three of his sons – Dorenerth, Yathreldom and 
  Bazdrak – have all chosen the adventuring life. 
  All of his sons were skilled rogues and scouts, 
  though Bazdrak was also accomplished in 
  magic. His sons left about two years ago on a 
  quest for Gorgereth “Uncle Gorge” Littlefield.   
  • 
  None of his sons have contacted him in the last 
  two years, but he believes they are alive and 
  well. On the occasions Uncle Gorge leaves the 
  fens, the old gnome assures him his sons are 
  alive and will return once they have completed 
  some tasks for Pantarn’s Best, Uncle Gorge and 
  the “Bitter Old Gnomish Woman of the Fens”. 
  • 
  Mannie plans to open “Skullduggery” stores in 
  all the gnomish communities in Furyondy. He 
  hopes Rhovan will invest in his venture. 
   
  Pantarn’s Best 
  Nestled in the midst of Littlefield Park is a human
  sized stone building built into the side o a small hill. 
  A simple sign near the door to the building shows a 
  gnome gesturing in what must be some magical 
  stance while reaching into a pouch for a spell 
  component. 
  -
  f 
   
   
  The building is connected to the underground burrows 
  of the offices and work areas of Pantarn’s Best. Indeed, a 
  sign in both common and gnomish reads “Pantarn’s Best.” 
  The building is a small shop exclusively selling the very 
  best everyday spell components of Pantarn’s Best, along 
  with various souvenirs sporting the company logo of 
  “PB”. Also in this building are a lobby with human-sized 
  chairs and a conference room. Doors lead further into the 
  connected hillside burrow, which contain gnome-sized 
  offices. Beyond the offices, further connected by various 
  underground passageways, are burrows with the 
  company’s work areas (for processing, manufacturing, 
  etc.) and warehouses. 
   
  Two congenial gnomish women serve in the store 
  and are fairly knowledgeable in matters arcane, selling 
  the various spell components, some of which can range 
  in cost to up to 5 wheatsheaves. 
   
  Bethilda and Genevere Roseblossom:  Female gnomes 
  Wiz 3/Exp2, (Will +7; Knowledge [Arcana] +8, 
  Knowledge [Religion] +8, Spellcraft +8). Both young 
  adult gnomes are of average height and weight. They 
  have bubbly, helpful personalities and are very cute. They 
  both have great admiration for Rhovan Littlefield, who 
  Of Blood and Bone 
   
  Page 16 
  
  they consider to be one of the great merchants of the 
  times. They really don’t know any more information. 
   
  The lobby consists of a gnome-sized desk, a small 
  table, a large gnome-sized couch and several human-sized 
  chairs. There are two doors in the room. One leads to a 
  human-sized conference room and the other to the 
  offices of Pantarn’s Best. Behind the desk is a pert, 
  stunningly 
  beautiful 
  gnome 
  named 
  Charnella 
  Millercalled, who is Rhovan’s secretary.    
   
  Charnella Millercalled: Female gnome Exp3, (Will +6). 
  This gnome of maturing years is of average height and 
  weight.  She is very delicate and beautiful. Charnella 
  knows the following information: 
  • 
  Rhovan Littlefield is wise and noble. 
  • 
  He is unavailable to meet with anyone today. 
  PCs are offered an appointment tomorrow 
  morning between midmorning and noon.   
  • 
  If PCs press or declare urgency, she notes he 
  will be having dinner tonight at the “Lucky Eel” 
  and may be willing to meet with people briefly 
  after dinner. 
  • 
  Charnella’s youngest son, Grellton, went 
  adventuring some two years ago. She misses 
  him greatly. Grellton was a devout worshipper 
  of Garl Glittergold and likely has become a 
  priest of him.   
  • 
  She has been assured her son is still alive by 
  Uncle Gorge. Uncle Gorge, who over the last 
  two years has lost considerable weight, 
  employed her son, the Murrowglen and 
  Burrowheath brothers on some quest for him 
  and the “Bitter Old Gnomish Woman of the 
  Fens,” who by her reckoning is no where near as 
  bitter as Rhovan’s Aunt Trinny. 
  • 
  A Gather Information (DC 15) check reveals 
  that over the last three years Rhovan has 
  become withdrawn, tired and has lost weight. 
  He is under some sort of strain, which must be 
  due to running the company.   
   
   
  There is nothing preventing the PCs from barging 
  into Rhovan’s office, by force or guile.  Rhovan 
  acquiesces to the meeting and usher the PCs into the 
  conference 
  room, 
  where 
  they 
  might 
  be 
  more 
  comfortable. If this occurs, proceed to Encounter Four. 
   
  Stoneblessed Teamsters 
  On the southern edge of Littlefield Park is a large 
  stone bui d ng. This appears to be an above ground 
  warehouse. Horse drawn wagons are stored here 
  along with nearly a dozen war ponies. A sign on the 
  wall of the building dep cts a radiant stone. 
  l i
  i
   
  Written in common, gnome and dwarvish above the sign 
  is “Stoneblessed Teamsters”.  The Stoneblessed family is 
  in charge of the teamster wagons and guards. They ship 
  Pantarn’s Best out to various distribution points 
  including Libernen, Littleberg, Ryemond and Free 
  Burrough. Ten dwarven guards protect the wagons and 
  teamsters. They also serve as the reserve to the gnome 
  militia 
  should 
  any 
  trouble 
  break 
  out. 
  Brottor 
  Stoneblessed runs the company.  
   
  Dwarven Guards (10): Mixture of males and females, 
  dwarf, LN, Ftr3, 30 hp; Will Save +3.  
   
  Brottor Stoneblessed: Male dwarf Ftr5/Exp4, (Will +9). 
  Brottor is approaching two hundred years old and is tall 
  for a dwarf and very, very strong.  Despite his size and 
  strength he has a very agile mind. Very business savvy, he 
  views his time working with the gnomes to be a good 
  learning experience, though they tend to be somewhat 
  flighty and constant pranksters. Brottor knows the 
  following information: 
  • 
  Brottor has established a good working 
  relationship with Pantarn’s Best.  He has 
  delivered their products for over fifty years.  
  • 
  Although Brottor is on very good terms with 
  Rhovan, he has developed a true friendship 
  with Rhovan’s Uncle Gorgereth. 
  • 
  Over the last three years the strains of helping 
  manage Pantarn’s Best has gotten to Gorgereth, 
  who has lost considerable weight. Brottor has 
  tried to talk with Gorgereth about it, but has 
  always been politely rebuffed. 
  • 
  The teamsters have always delivered their 
  packages to the distributors and selected 
  customers on time. In the last two or three 
  years, some of the special deliveries have been 
  to some unsavory and seedy types. These 
  particular packages have made some of the 
  teamsters uncomfortable. 
  • 
  Brottor suspects something is wrong. Gorgereth 
  has been very guarded about his dealing with 
  Granny Mattie – and Rhovan. Brottor, however, 
  does not know any specific details, though he 
  knows the adventuring Burrowheath and 
  Murrowglen boys, and Grelltor Millercalled, are 
  all somehow involved in what must be a bad 
  business deal. 
   
  C.  Specific Information              
  The PCs can learn the following via Gather Information 
  checks:  
   
  Of Blood and Bone 
   
  Page 17 
  
  Cobblesberg 
  • 
  DC 10: Cobblesberg was founded over a 
  hundred years ago and is named after Rhovan’s 
  father’s cobbling business. 
  • 
  DC 15: Rhovan’s father, Vortello Littlefield, 
  lived long enough to see his son become a 
  merchant of considerable power. It was Vortello 
  who urged Rhovan not to settle in Ryemond but 
  to create his own community at Cobblesberg, 
  where he would be independent of other 
  merchants and their committees. 
  • 
  DC 20: Word is that several gnomish families 
  from Libernen and Ryemond plan to move here 
  soon to start afresh. 
   
  Pantarn’s Best 
  • 
  DC 10: Pantarn’s Best has made a fortune selling 
  mundane, 
  common 
  and 
  unusual 
  spell 
  components. 
  • 
  DC 15: Rhovan Littlefield originally founded 
  Pantarn’s Best in Pantarn in the Barony of 
  Littleberg. 
  • 
  DC 20: The company moved to Cobblesberg for 
  various reasons stemming from taxes, safety and 
  influences of other gnomish merchants. 
  • 
  DC 25: There are rumors of another company 
  called Rare Fines, which sells the rarest and 
  often very expensive spell components to select 
  customers. It is rumored that Pantarn’s Best has 
  some connection to this company 
  • 
  DC 30:  Rare Finds doesn’t care who they sell 
  products to. Some of the components are vile 
  and very disgusting. 
   
  Southern Att Fens 
  • 
  DC 10:  Southern Att Fens is swampland three 
  miles south of town along the Att River. 
  Fearsome monsters, witches and thieves inhabit 
  it. 
  • 
  DC 15:  A wise old gnome woman lives there 
  known as the “Bitter Old Gnomish Woman of 
  the Fens.” She gives advice to gnomes who seek 
  her counsel. However, the path to her is 
  dangerous; sometimes gnomes that visit her do 
  not return. 
  • 
  DC 20:  Over one hundred years ago, the 
  Southern Att Fens was fertile farmland. 
  Remnants of houses and manor homes can be 
  found there. 
   
  Rhovan Littlefield 
  • 
  DC 10:  As a young man, Rhovan started 
  Pantarn’s Best and made it into a very profitable 
  company. His late father Vortello Littlefield 
  influenced 
  him 
  greatly. 
  Rhovan 
  became 
  influential in his own right and received some 
  pressure by the gnomish community of 
  Littleberg to move there.  Instead he moved to 
  Cobblesberg, building this company and the 
  small community. 
  • 
  DC 15: His wife (Martella) and two young sons 
  (Rovenereth and Vortello) live in Littleberg. 
  Martella prefers Littleberg to the backwaters of 
  Cobblesberg. 
  • 
  DC 20: The last three years has changed him. 
  He has become less jovial and more reticent. He 
  does not sleep as much as he used to and has 
  taken up bad habits, including gambling. 
  • 
  DC 25: When his uncle Gorgereth is in town, 
  he keeps close council with him.  
  • 
  DC 30: He pales and becomes visibly shaken 
  every time Nojerrum Littlefield is mentioned. 
  Nojerrum left to go adventuring about three 
  years ago. 
  • 
  DC 35: Rhovan avoids talking about Grelltor 
  Millercalled 
  and 
  the 
  Burrowheath 
  and 
  Murrowglen boys. He always hesitantly refers 
  to them as fine and loyal adventurers.  
   
  Nojerrum Littlefield 
  • 
  DC 10: Nojerrum is a happy, go lucky gnome 
  with a keen business sense.  He is innovative 
  and a risk-taker.  He is probably in-line to 
  become the president of Pantarn’s Best and was 
  a former council member of Cobblesberg. 
  • 
  DC 15: Nojerrum is the only child of Trinny 
  Littlefield, the chief gardener, who bears no 
  love for her son. He is a first cousin of Rhovan. 
  • 
  DC 20: Nojerrum went adventuring three years 
  ago and has not returned. 
  • 
  DC 25: Nojerrum was last seen entering the 
  Southern Att Fens, probably seeking the “Bitter 
  Old Gnomish Woman of the Fens” for advice. 
  • 
  DC 30: Rhovan and Nojerrum must have had a 
  major falling out. Rhovan becomes pale and 
  visibly shaken at the mention of his name. 
   
  Gorgereth Littlefield 
  • 
  DC 10: Gorgereth is Rhovan’s uncle and the 
  younger brother of Rhovan’s father, Vortello.  
  • 
  DC 15: He is a keen businessman and 
  previously owned several alchemy shops before 
  devoting his interests to Pantarn’s Best. He is 
  second in charge of the company and until 
  recently a council member in Cobblesberg. 
  Of Blood and Bone 
   
  Page 18 
  
  • 
  DC 20: Gorgereth over the last few years has not 
  been in town very often, spending much of his 
  time with the “Bitter Old Gnomish Woman of 
  the Fens.” Indeed, he is currently there now. 
  • 
  DC 25: Gorgereth is under a great deal of stress 
  and has lost a considerable amount of weight.   
  • 
  DC 30: Two years ago he recruited gnomish 
  adventurers for some mysterious quest. Grelltor 
  Millercalled, three Burrowheath and two 
  Murrowglen lads answered. Gorgereth rarely 
  talks about them but does say their quest is 
  going well. 
  • 
  DC 35: Gorgereth never mentions Nojerrum 
  Littlefield. When asked, he replies his nephew 
  has gone adventuring.  There is always a hitch in 
  his voice when he speaks of his nephew, as if he 
  wishes he could say something more. 
   
  “Bitter Old Gnomish Woman of the Fens” 
  • 
  DC 10: “The Bitter Old Gnomish Woman of the 
  Fens” lived in the Southern Att Fens long before 
  the Littlefield gnomes settled in Cobblesberg. 
  She is rumored to be a powerful witch and 
  nearly five hundred years old. She sometimes 
  goes by the name Granny Mattie.   
  • 
  DC 15:  Occasionally young gnomes go to seek 
  her counsel, for her magical and mundane 
  advice is long sought after. The path to her 
  manor house is dangerous and few know its 
  route. Sometimes gnomes who journey there do 
  not return. 
  • 
  DC 20: Gorgereth traverses to the manor house 
  from Cobblesberg occasionally. He lives there 
  now conducting some business deal between 
  Granny Mattie and Rhovan.   
  • 
  DC 25: No one knows how she got the name 
  the “Bitter Old Gnomish Woman of the Fens” 
  but it suits her. Her name is used to frighten 
  younger children to make them behave. 
  • 
  DC 30: Granny Mattie has lived in her manor 
  house for hundreds of years.  
  • 
  DC 35:  Rhovan and Gorgereth appear to be 
  mortally afraid of Granny Mattie.   
   
  Encounter Four: Rhovan’s 
  Folly 
  Rhovan Littlefield should be encountered some time 
  after the PCs arrive in Cobblesberg. If the PCs meet or 
  confront him in his office at Pantarn’s Best, Rhovan 
  attempts to move the meeting into a human-sized 
  conference room. Similarly, if he is confronted at the 
  Lucky Eel, he attempts to move the meeting into a 
  human-sized private room. In both cases, Rhovan is 
  polite and non-confrontational. He would like to avoid a 
  scene or cause general panic within the community. 
  Hence, during any meeting he remains civil.    
   
  What Rhovan tells the PCs largely depends on how 
  the PCs approach him. It is hoped the PCs have had an 
  opportunity to talk with the town residents to gain 
  insight into recent events with Pantarn’s Best, Rhovan 
  and Uncle Gorge. This knowledge may get Rhovan to 
  reveal additional information.  Although he is in a 
  complicated, guilt-ridden position, which he desperately 
  wants to get out of, Rhovan’s memory may become 
  “selective” once if accusations start flying and/or the PCs 
  attempt to intimidate him.  
   
  After formal introductions have been made, Rhovan 
  answers any questions the PCs may have, though at times 
  he skirts the truth. He freely provides detailed directions 
  to Granny Mattie’s home. At some point in the 
  conversation, Rhovan ask the PCs about their own 
  adventuring experiences. He hopes to discern how 
  experienced the PCs are. He only requests help or reveals 
  the truth once he is convinced the PCs are good enough 
  adventurers to defeat Granny Mattie. Throughout any 
  meeting, Rhovan gives the appearance of someone at ease 
  and in control of the situation. A successful Sense Motive 
  (DC 20), however, reveals something is roiling just 
  beneath the surface. He is worried, tired and guilt-ridden. 
    
   
  Any mention of Nojerrum “Cousin Noj” Littlefield 
  results in a nervous start (Bluff check to hide). 
  Subsequent inquiries about Cousin Noj’s whereabouts 
  and/or if he is alive results in the same nervous reaction. 
  Rhovan tries to cover the reaction with a Bluff check (-5 
  circumstance penalty). From that point forward, his 
  responses will be surly and defensive.   
        
  Rhovan Littlefield:  Male gnome Wiz3/Exp5 (Will +7; 
  Bluff +11, Diplomacy +11, Knowledge (Arcana) +13, 
  Knowledge (Religion) +13, Profession (Lawyer) +7, 
  Profession (Merchant) +11, Sense Motive +6, Spellcraft 
  +13). Rhovan is a middle-aged gnome of average height 
  and weight. By nature, he is inquisitive, mischievous, 
  diplomatic, business savvy, opportunistic, intelligent and 
  a risk-taker. He also has some vices, including gambling, 
  telling tall tales and womanizing with younger female 
  gnomes. Interestingly, he has been rather discreet about 
  his extra-marital affairs. He exhibits the same discretion 
  with the trouble he is currently in. Rhovan provides the 
  following information freely: 
  • 
  Pantarn’s Best was founded almost two hundred 
  years ago in the town of Pantarn in the Barony 
  of Littleberg.     
  Of Blood and Bone 
   
  Page 19 
  
  • 
  Rhovan learned many of the principles – 
  quality, dependability, low cost – which have 
  made his company a success from his father, 
  Vortello, at early age, while working in the 
  family’s shoe business.     
  • 
  With his father’s blessing, Rhovan moved 
  Pantarn’s Best to Cobblesberg about a hundred 
  years ago. Over the years, the business has 
  steadily grown and become a driving force in 
  the industry.   
  • 
  A town grew up around the company and was 
  settled not only by members of the Littlefield 
  family but also by distant family members, such 
  as 
  the 
  Burrowheaths, 
  Murrowglens, 
  Roseblossoms, and Millercalleds. 
  • 
  At the present, Rhovan is the company 
  president with his Uncle Gorgereth as the vice-
  president. 
  • 
  Most gnomes living in Cobblesberg work for or 
  in support of Pantarn’s Best. 
  • 
  The occasional gnome does become an 
  adventurer and is often successful.  Recently, 
  Grelltor Millercalled, son of Rhovan’s secretary, 
  and a number of the Burrowheath and 
  Murrowglen boys have gone off adventuring. 
  These young lads took on a quest for Uncle 
  Gorgereth.  Uncle Gorgereth would know more 
  of the details. 
  • 
  Cousin Noj is also an adventurer but has 
  recently joined an adventuring company that 
  has no affiliation with Pantarn’s Best Rhovan 
  believes the company is exploring the ruins of 
  Bronzeblood haunt. [This is a lie.] 
  • 
  Uncle 
  Gorgereth 
  is 
  not 
  currently 
  in 
  Cobblesberg. He is at the residence of Granny 
  Mattie in the Southern Att Fens.  
  • 
  Indeed, Granny Mattie is old…but is hardly 
  bitter. Uncle Gorgereth has been acting as a 
  liaison for her. Granny Mattie has recently 
  joined the company as a advisor.  She is 
  experienced in arcane/divine spells. 
  • 
  Rhovan has never heard of a company called 
  “Rare Finds”. Rhovan has considered such a 
  venture in the past but decided the risk was too 
  high.  [This is a lie.] 
  • 
  If accused of kidnapping children or other 
  wicked deeds, Rhovan immediately responds he 
  is innocent and has not conducted any such 
  deed. He offers the PCs a chance to freely 
  inspect the Company buildings and the 
  residences as needed. [Rhovan is not technically 
  lying although he has a very good idea what 
  Granny Mattie is doing.] PCs searching the 
  premises of Pantarn’s Best or any of the 
  residents 
  in 
  Cobblesberg 
  find 
  neither 
  kidnapped children nor illegal activities. 
  • 
  Rhovan admits to taking up gambling recently, 
  but claims it is a casual hobby, something to 
  pass the time. He has no creditor problems and 
  the company is in very good shape. He objects 
  to the PCs inquiries into what he considers his 
  private affairs. [This is true.] 
  • 
  If any PC tries to connect “Unggie Gorgeous” to 
  Uncle Gorgereth, Rhovan will act confused and 
  deny any connections. [This is not entirely 
  true.] 
  • 
  If the PCs wish to talk with Uncle Gorgereth, 
  Rhovan suggests the PCs wait around for a few 
  weeks until Uncle Gorgereth returns or perhaps 
  go out to Granny Mattie’s Manor House. [Uncle 
  Gorgereth incidentally returns to Cobblesberg 
  in two weeks. This will cost the PCs two 
  additional TUs, should they decide to wait for 
  him] 
  • 
  If the PCs are rude or threatening, he asks them 
  to leave, calling out for the authorities (i.e., the 
  town militia or security), if need be. He 
  definitely calls out for help and/or attempts to 
  escape if the PCs become violent. 
   
   
  A Diplomacy (DC 35) check is required for Rhovan 
  to reveal any additional information. This check is 
  substantially 
  modified 
  by 
  roleplay 
  and 
  previous 
  information acquired in this adventure. Provide a +3 
  circumstance bonus to the Diplomacy check for each of 
  the following:  good roleplay, appear to be experienced 
  adventurers, mentioning/inquiring about Cousin Noj, 
  inquiring about Uncle Gorge, inquiring about the 
  gnomish adventurers, implying Pantarn’s Best and/or 
  Rhovan is behind the kidnapped children, implying 
  Pantarn’s Best and/or Rhovan are committing evil acts, 
  Rhovan’s 
  responsibility 
  to 
  the 
  community 
  of 
  Cobblesberg and ruination of Pantarn’s Best reputation. 
  On the other hand, give a -3 circumstance penalty to the 
  Diplomacy check for each of the following (note, the 
  actions of one PC affects all the PCs):  PCs were rude 
  and/or threatening, PCs attempted or succeeded at 
  intimidating Rhovan, PCs were violent toward Rhovan, 
  PCs threatened or harmed anyone in Cobblesberg and 
  any PCs are non-gnomes. PCs who fail this Diplomacy 
  check may not obtain any more information from 
  Rhovan (re-checks are not possible). 
   
  If the Diplomacy check is successful, Rhovan begins 
  to weep bitterly. He begs the PCs for their assistance and 
  reveals the following information: 
  Of Blood and Bone 
   
  Page 20 
  
  • 
  Pantarn’s Best and the gnomes are in a terrible 
  situation. They are in mortal danger from 
  Granny Mattie.  
  • 
  Granny Mattie is an extremely powerful witch. 
  She controls the denizens of the fens, including 
  trolls, goblinoids and other hideous and 
  frightening creatures. 
  • 
  She treated the gnomes in Cobblesberg with 
  mild amusement until Rhovan, Uncle Gorge 
  and Cousin Noj made the mistake of drawing 
  her attention. 
  • 
  Before this she would occasionally answer a 
  question, allowing the questing gnome to leave 
  unmolested. Other times, unbeknownst to 
  anyone, she would have the poor gnome killed. 
  It was thought that if a questing gnome did not 
  return from asking her a question, then that 
  gnome had either failed to reach her (i.e., been 
  eaten by a monster) or went off adventuring 
  after receiving her advice. 
  • 
  Over three years ago, Uncle Gorge and Cousin 
  Noj approached Rhovan with the idea of 
  starting a specialized company, “Rare Finds”, 
  which 
  would 
  sell 
  rare, 
  esoteric 
  spell 
  components 
  to 
  the 
  more 
  sophisticated, 
  powerful wizards. 
  • 
  Uncle Gorge suggested Granny Mattie be an 
  advisor, as her advice was always highly 
  regarded. 
  • 
  When Rhovan, Uncle Gorge and Cousin Noj 
  made their proposal, Granny Mattie agreed but 
  wanted to take over the company…both 
  Pantarn’s Best and Rare Finds. To emphasize the 
  point, she killed Cousin Noj. 
  • 
  Now she runs both companies and collects 
  nearly all the profit for herself.   
  • 
  Rhovan runs Pantarn’s Best, maximizing profits, 
  but not changing the way the company was run 
  from previous years.  Granny Mattie is very wise 
  and knows not to tinker with perfection. All the 
  employees are well paid and no one suspects 
  anything is different.  
  • 
  Granny Mattie is evil beyond a doubt. The spell 
  components she collects are rare, occult and 
  very vile. She uses creatures from the fens and 
  connections with bandits and never-do-wells 
  across the kingdom to fetch her innocent 
  children and body parts from goodly creatures 
  and sentient humanoids. She prepares these as 
  spell components and sells them to anyone who 
  can afford the price. She does not care who or 
  what the buyer is. 
  • 
  Rhovan suspects any kidnapped children would 
  be held in Granny Mattie’s manor house. 
  [Rhovan gives directions to the manor house 
  (see below).] 
  • 
  If anyone were to find out they were working 
  for (or in league with) an evil employer, then 
  everyone would be mortified and the reputation 
  of Pantarn’s Best destroyed. 
  • 
  Worse, if anyone were to object or cause 
  trouble, there is no telling what Granny Mattie 
  would do. She could send her creatures to 
  enslave or kill everyone in Cobblesberg. 
  Alternatively, she could use her eldritch power 
  to destroy Cobblesberg and slay any gnome in 
  the area. 
  • 
  Uncle Gorge acts as the liaison between Granny 
  Mattie and Rhovan. It is a terrible fate to be 
  stuck in the fens with her and her creatures. He 
  directs the poor gnomes he tricked into helping 
  prepare and package the spell components. He 
  returns every couple of weeks bearing the 
  specialized products. Distribution is conducted 
  using the teamsters of Pantarn’s Best, though 
  they don’t suspect anything. 
  • 
  The gnomes Uncle Gorge tricked into working 
  for him were the six young gnomes who 
  supposedly went adventuring two years ago. 
  They are Grelltor Morningcalled and the 
  Burrowheath and Murrowglen boys. 
  • 
  Rhovan feels especially guilty about Grelltor, 
  who is the son of his secretary.  But what could 
  be done? Rhovan and Uncle Gorge needed help 
  and they learned it was best not to cross the 
  violent and vindictive Granny Mattie and her 
  pet creatures. Sometimes, it is necessary to 
  sacrifice a few for the greater good. 
  • 
  If anyone asks who Unggie Gorgeous is, 
  Rhovan suspects this is Uncle Gorge. 
  • 
  In the end, Rhovan begs the PCs for help, 
  “Please help us. We can never escape the 
  grasp of that ev  old gnomish woman on our 
  own. But you are experienced, successful 
  adventurers.  You know how to handle such 
  villains.  If you stop her, you will end her 
  slaughter of poor, innocent children and 
  goodly creatures. You will also free many 
  gnomes who have no choice but to work for 
  her or face a horrid demise.  Free my 
  company and I will reward you well!!” 
  il
  • 
  Rhovan 
  offers 
  the 
  equivalent 
  of 
  100 
  wheatsheaves to each PC for the successful 
  defeat (i.e., removal, capture or death) of Granny 
  Of Blood and Bone 
   
  Page 21 
  
  Mattie and the rescue of Uncle Gorge and the 
  other gnomes.   
   
   
  Rhovan has additional information but may decide 
  not to reveal certain information if the PCs were 
  particularly rude, threatening and/or violent.  Rhovan 
  figures the PCs are experienced adventurers and should 
  be able to handle a few surprises. On the other hand, if 
  the PCs were for the most part diplomatic, respectful and 
  understanding of the situation he and Uncle Gorge find 
  themselves in, Rhovan reveals the following: 
  • 
  Granny Mattie is not a gnome. When they first 
  met her she appeared to be an ancient crone but 
  later she transformed into a monster. She didn’t 
  just kill Cousin Noj…she ate him in front of 
  Rhovan and Uncle Gorge. 
  • 
  In that other form, she looks like a tall, very old 
  human female with a sickly green complexion 
  and dark, tangled hair that looks almost like a 
  twisted vine. [Knowledge – Nature (DC 20) 
  confirms this description to be of a green hag.]  
  • 
  Granny Mattie despises the gods, claiming them 
  to useless. 
  • 
  She has many spellcasters in her service; not all 
  of them walk on two legs. One of her chief 
  servants is a gray elf named Phaermore. 
  • 
  Phaermore claims he worked for another witch 
  previously in service to the Black Knight 
  (FUR4-07 Under the Pale Moon).   
  • 
  Granny Mattie enjoys experimenting with 
  different creatures. According to Uncle Gorge 
  many of her creatures have strange abilities and 
  appearances. Some of them are warped or 
  shadowy. 
  • 
  The fens are a very dangerous place. As long as 
  the PCs stay on the trail to her the manor house, 
  it is safe. Leaving the trail invites attack.  
   
   
  Rhovan provides the PCs with detailed directions 
  and a map to Granny Mattie’s manor house. The PCs are 
  instructed to follow the main road south, out of 
  Cobblesberg and towards the Southern Att Fens. After 
  about three and a half miles, the road forks, with leftmost 
  fork leading into the Southern Att Fens proper. A sign –  
  “Danger!  Southern Att Fens!” – marks the leftmost road.  
  The PCs are told to travel down this meandering road 
  (which soon becomes a footpath) for a mile or so until it 
  comes to another fork. Again, the PCs are instructed to 
  take the leftmost path. This path parallels the Att River. 
  The path then forks and the PCs are instructed to take 
  the rightmost path.  Over the next two miles, the 
  convoluted footpath splits four times – left, right, right 
  and left – before ending on the shores of a large, stagnant 
  pond.  The PCs are instructed to skirt the pond until they 
  come to a new footpath, leading due south. This is the 
  only other path leading away from the pond.  
   
  Along the path is Granny Mattie’s manor house. 
  Overall, it takes a walking medium-sized PC about five to 
  six hours to travel from Cobblesberg through the fens to 
  Granny Mattie’s home. Throughout the journey into the 
  fens, the path is overgrown and poorly maintained. 
  Traveling by horseback or other mount shaves an hour or 
  so off the travel time, but the mounts are likely to have 
  difficulty passing through some of the overgrown and 
  muddy sections of the narrow path. It is not 
  recommended the PCs fly above the path, as they may 
  lose sight of it in the thick foliage and heavy growth of 
  the fens.       
   
     
  Encounter Five: Into the Fens 
  A. Following Directions 
  No matter when the PCs leave Cobblesberg, the weather 
  is cold, overcast and gloomy. By the time they reach the 
  fens proper, a drizzle begins to fall.  Light rain – 
  occasionally becoming brief, heavy downpours – plagues 
  the PCs throughout the remainder of their journey. The 
  rain decreases visibility and makes the path through the 
  fens a muddy mess. This adds another hour to the total 
  travel time. Overall, the journey to Granny Mattie’s home 
  is a cold, wet, miserable experience. 
   
  Regardless, as long as the PCs stick to the directions 
  they were given and remain within thirty feet of the path 
  (note, paralleling the path this way adds an additional two 
  hours to the travel time due to the heavy growth, muddy 
  terrain and poor visibility), the journey is uneventful. 
   
  B.  What Directions? 
  This part can get a little nasty. If the PCs decide to find 
  Granny Mattie’s home on their own, decide not to follow 
  the given directions and/or try to take a short cut or 
  simply explore the fens, then the PCs may face a random 
  encounter or two. Realistically, finding Granny Mattie’s 
  manor house without knowing where it is in the nearly 
  100 square miles of swamp land is akin to “finding a 
  needle in haystack.” [Remember, find the path works 
  with respect to location and does not find objects or 
  creatures at a locale.] Let the PCs have a non-cumulative 
  5% chance of finding the manor home for every two 
  hours spent searching beyond an initial six hours. (Allow 
  the PCs at any point to return to Cobblesberg and obtain 
  directions).  
   
  For every two hours the PCs spend wandering about 
  the fens there is a 20% chance they encounter hostile 
  creatures. The number of creatures encountered depends 
  on the APL.  Hence, if the # of creature = APL/2, then for 
  Of Blood and Bone 
   
  Page 22 
  
  an APL 4 party, the PCs encounter 2 creatures.  Similarly, 
  if the # of creatures = APL, then for an APL 4 party, the 
  PCs encounter 4 creatures; etc.  Use Chart 1 if the 
  majority of PCs are on the ground and Chart 2 if the 
  majority of PCs are flying. Since the weather is gloomy 
  and overcast, neither the nightwalker nor the nightwings 
  are subject to sunlight penalties. 
   
  Chart 1 – Random Ground Encounters 
  % 
   
   
  Creatures  
  01 – 80  None 
  81 – 92  
  Troll (72 hp; # = APL; see Monster 
  Manual, pp. 247-248).  
  93 – 98  
  Elder Xorn (153 hp; # = APL/2; see 
  Monster Manual, pp. 260-262). 
  99 – 100 1 Nightwalker (231 hp; see Monster Manual, pp. 
  196- 197). 
   
  Chart 2 – Random Air Encounters 
  % 
   
   
  Creatures  
  01 – 80  None 
  81 – 92  
  Manticore (79 hp; # = APL; see 
  Monster Manual, pp. 179-180).  
  93 – 98  
  Huge Air Elemental (160 hp; # = 
  APL/2; see Monster Manual, pp. 95-
  98). 
  99 – 100 2 Nightwings (187 hp; see Monster Manual, p. 
  197). 
   
  Tactics: These creatures are randomly patrolling the fens 
  but do not attack anyone on the path (or within thirty 
  feet of that particular path) between Granny Mattie’s 
  home and Cobblesberg. These creatures are without pity 
  and work relentlessly together to kill the PCs 
  immediately.   
   
  PCs attempting to avoid ambushes by paralleling the 
  directed paths further away than necessary should be 
  given an opportunity to avoid the random combat and 
  allowed to flee the area without the creatures pursuing 
  them. These PCs are safe once they return to the path 
  proper.  Should the PCs again stray too far from the path 
  and have a random encounter, the creatures follow them, 
  even onto the path, and attempt to kill them.  
   
  Encounter Six: Granny’s House 
  Granny Mattie’s stone manor house is a crumbling ruin 
  in a wild, overgrown but more stable portion of the fens. 
  The home is over two hundred feet long, two hundred 
  feet wide and three stories high. The grounds near the 
  home are somewhat maintained, suggesting the manor 
  house is not deserted though no lights or other signs of 
  life come from within.   
   
  Only the essential rooms in the manor house are 
  mapped. Unless otherwise stated, the walls of the manor 
  house are made from superior masonry with the floors 
  and ceiling constructed of thick wood. All doors are made 
  from strong wood.  Presume each story of the building is 
  ten feet high. 
   
  Superior Masonry:  1 ft. thick; hardness 8; hp 90; Break 
  DC 35.  
   
  Floor and Ceiling:  6 in. thick; hardness 5; hp 60; Break 
  DC 20. 
   
  Strong Wood Door: 2 in. thick; hardness 5; hp 20; Break 
  – Stuck: DC 23, Locked: 25. 
   
  A.  Entrance 
  The muddy path ends at a slightly elevated, firmer 
  area of the swamp. This large open area, almost a 
  clearing, is surrounded by a mixture o  willow, 
  cypress and elm trees. All are tall, thick and very 
  gnarled.   
  f
  i
   
   
   
  In the center of this clearing is a huge, 
  dilapidated three-story manor house.  It’s aged, stone 
  walls are covered in vines and many cracks have 
  formed in the walls. The roof appears to have 
  collapsed in some places. Only one entry door is 
  observed. Rusting ron bars protect the few windows 
  in the structure.   
   
  The grass, ferns and other plants in this clearing 
  have been kept to a manageable height and appear to 
  be somewhat tended. A narrow cobblestone path 
  begins from where the muddy path ends and leads to 
  the front door of the manor house. The cobblestone 
  path is free of any weeds and clear of overhanging 
  plants. 
   
  On both sides of the cobblestone path, near the 
  front door, is a pair of neatly trimmed shrubs, which 
  have been impeccably sculpted into the shape of large 
  bears. On the porch, the ironbound double doors are 
  flanked on each side by a stone statue of a muscular 
  woman holding a stone-shaped bastard sword at the 
  ready. 
  A Track (Survival, DC 15) check confirms the presence of 
  small to large-sized footprints entering and leaving the 
  manor house and wandering about the clearing. The 
  stone statues and the finely sculpted shrubs, while 
  intimidating, do not animate. A permanent image (13
  th 
  level wizard; Will DC 21) spell has been placed on each of 
  the statues and sculpted shrubs to make them appear 
  more life-like and intimidating. Hence, they appear to 
  occasionally shift or move slightly. The front doors are 
  Of Blood and Bone 
   
  Page 23 
  
  not locked and are easily opened. No one comes to the 
  front door if any PC knocks.        
   
  B.  The Ballroom 
  Somewhere off the main hallway is the ballroom (see 
  Judge Aid #2 – Ballroom Map). This large room makes up 
  a good portion of the home and is completely intact and 
  well maintained.   
   
  No one in these rooms is expecting any visitors. 
  However, they may be aware of the PCs presence if the 
  PCs forcibly knocked on the door or have been noisily 
  roaming and/or searching the manor house. 
   
  Areas 1 and 2: Ballroom 
   
  The double doors leading into area 1 are closed and 
  unlocked. The doors between areas 1 and 2 are wide 
  open. Two gnomes are busily inspecting and packing 
  withered pieces of flesh, vials of liquid and other odds 
  and ends into small bags and then carefully labeling the 
  bags. A tall gray elf watches over the gnomes.  
    
  Once the PCs have looked into the room, read the 
  following boxtext: 
   
  This appears to be a large, well-lit antechamber. Two 
  gnomes busily work packing and labeling materials 
  on several tables, while a tall gray elf wearing a chain 
  shirt lounges lazily near them. At the far end of the 
  room s a set of open double doors leading to a 
  cavernous, unl t room beyond. 
  i
  i
   
  The antechamber is roughly ten feet tall, while the 
  ballroom beyond is nearly thirty feet high. The ballroom 
  is unlit and full of deep shadows at APLs 4 and 6. 
  However, at APLs 8 through 12, the ballroom does not 
  have as many shadows and is dimly lit by several 
  chandeliers hanging from the ceiling. At the far corner of 
  the ballroom, surrounded by pillars, is a stone spiral 
  staircase. Unlike the other rooms of the manor house, 
  both the floors of the antechamber and the ballroom are 
  made of smooth flat pieces of marble. The ballroom floor 
  is extremely dusty save in a narrow path going from the 
  double doors to the staircase. The staircase spirals down 
  into the rocky ground to the next level (see Encounter 
  Seven). 
   
  The gnomes are busy working, glancing nervously 
  now and then at the elf and the interior of the ballroom. 
  At APLs 4 and 6, Drolp is hidden on Phaermore, but at 
  the higher APLs he is nearby and invisible. Should any 
  PCs enter the room, the gnomes are startled and 
  immediately move toward the elf for protection, unless 
  ordered to do otherwise. The elf’s initial reaction is not to 
  be hostile, as if unexpected visits happen occasionally. 
  The elf – Phaermore D’Laron – does not permit anyone 
  entrance into the ballroom, regardless of who they are. If 
  PCs request to see Granny Mattie, Phaermore lies and 
  tells the PCs Granny Mattie has gone to her spring 
  cottage further into the fens. The PCs are instructed to go 
  back to the last fork in the road and instead of taking the 
  left fork (which led to the manor house) take the right 
  fork and follow the path (keeping to the right) until 
  coming to a smaller, two story manor house carved with 
  bas-reliefs of dragons.   
   
  If the PCs rush into the room and immediately 
  attack, the gnomes scatter and hide under the tables 
  while Phaermore rushes into the ballroom. 
   
  Creatures: 
  APL 4 (EL 6) 
   
  Phaermore D’Laron:  Male elf Wiz3; hp 22; see 
  Appendix One. 
   
  Drolp (Phaermore’s Familiar):  Toad; hp 11; see 
  Appendix One. 
   
  Cloaker:  hp 54; see Monster Manual, p. 36. 
   
   
  APL 6 (EL 8) 
   
  Phaermore D’Laron:  Male elf Wiz5; hp 34; see 
  Appendix Two. 
   
  Drolp (Phaermore’s Familiar):  Toad; hp 17; see 
  Appendix Two. 
   
  Cloaker (2):  hp 54, 54; see Monster Manual, p. 36. 
   
  APL 8 (EL 10) 
   
  Phaermore D’Laron:  Male elf Wiz7; hp 43; see 
  Appendix Three. 
   
  Drolp (Phaermore’s Familiar):  Imp; hp 21; see 
  Appendix Three. 
   
  Will-O’-Wisp, Elite (2):  hp 66, 66; see Appendix 
  Three. 
   
   
  APL 10 (EL 12) 
   
  Phaermore D’Laron:  Male elf Wiz9; hp 54; see 
  Appendix Four. 
   
  Drolp (Phaermore’s Familiar):  Imp; hp 27; see 
  Appendix Four. 
   
  Will-O’-Wisp, Elite, Advanced (2):  hp 80, 80; see 
  Appendix Four. 
   
  APL 12 (EL 14) 
   
  Phaermore D’Laron:  Male elf Wiz11; hp 67; see 
  Appendix Five. 
   
  Drolp (Phaermore’s Familiar):  Imp; hp 39; see 
  Appendix Five. 
   
  Will-O’-Wisp, Elite, Advanced (4):  hp 80, 80, 80, 
  80; see Appendix Five. 
   
  Tactics:  At APLs 4 and 6, the cloaker(s) perch on the 
  ballroom ceiling, while, at APLs 8 through 12, the will-o’-
  wisps hover near the chandeliers, and mercilessly attack 
  Of Blood and Bone 
   
  Page 24 
  
  anyone entering the ballroom and/or attempting to 
  descend the stairwell. They do not attack Phaermore, 
  Uncle Gorge or any of the other surviving gnomes living 
  in the manor house. The guardians have high Listen and 
  Spot checks (especially for disturbances on the dusty 
  floor), so they may be able to discern invisible PCs 
  passing through the ballroom. Neither the cloaker(s) nor 
  the will-o’-wisps leave the ballroom. PCs fleeing down the 
  staircase have to fight them again when they return to 
  the ballroom. 
   
  Phaermore (and his familiar) flees into the ballroom 
  if attacked and casts spells to support the cloaker(s) or 
  will o’ wisps before descending the staircase and warning 
  Granny Mattie of the attackers. In the case of the will o’ 
  wisps, since they are immune to magic, Phaermore does 
  not care if they are caught in a spell’s area of effect, 
  though he avoids catching them in the area of effect of a 
  glitterdust spell or any spell which ignores spell 
  resistance. Phaermore hides behind the pillar in Area 2 at 
  the position on the map (Judges Aid #2) marked “a”. 
  Phaermore does not defend the pair of gnomes under his 
  watch. If reduced to half hit points or adversely hindered 
  by spells, he flees down the stairwell and warn Granny 
  Mattie. If need be, he sends the imp familiar (invisible) 
  down the staircase before him to warn Granny Mattie of 
  any attack. 
   
  If Phaermore has the opportunity to prepare for 
  combat he casts shield, protection from good, blink and
  see invisibility. At higher APLs, Drolp drops a bead of 
  force on any archers or cleric-type characters. Phaermore 
  reserves the invisibility and the dimension door spells for 
  escape. 
   
   
   
    
  Treasure: 
   
  APL 4 – L: 99 gp; C: 0 gp; M: 87 gp; Cloak of 
  resistance +1 (83 gp), potion of cure light wounds (4 gp). 
   
  APL 6 – L: 8 gp; C: 0 gp; M: 262 gp; Cloak of 
  resistance +1 (83 gp), mithral chain shirt +1 (175 gp), 
  potion of cure light wounds (4 gp). 
   
  APL 8 – L: 12 gp; C: 0 gp; M: 595 gp; Cloak of 
  resistance +1 (83 gp), lesser metamagic rod – enlarge (250 
  gp), mithral chain shirt +1 (175 gp), pearl of power – 1
  st
  level (83 gp), potion of cure light wounds (4 gp). 
   
  APL 10 – L: 8 gp; C: 0 gp; M: 1095 gp; Bead of force 
  (250 gp), cloak of resistance +2 (333 gp), lesser metamagic 
  rod – enlarge (250 gp), mithral chain shirt +1 (175 gp), 
  pearl of power – 1
  st level (83 gp), potion of cure light 
  wounds (4 gp). 
   
  APL 12 – L: 8 gp; C: 0 gp; M: 1423 gp; Bead of force 
  (250 gp), cloak of resistance +2 (333 gp), lesser metamagic 
  rod – enlarge (250 gp), headband of intellect +2, mithral 
  chain shirt +1 (175 gp), pearl of power – 1
  st level (83 gp), 
  potion of cure light wounds (4 gp). 
   
  Development:  With the defeat of the guardians and 
  Phaermore D’Laron, the gnomes come out of hiding and 
  praise the PCs for their rescue. They freely reveal all they 
  know to the PCs. 
   
  Creatures: 
  ALL APLs 
  Dorenerth and Yathreldom Murrowglen:  Male, 
  gnomes, Rog2. Both gnomes are clearly brothers and are 
  of average height but are underweight.  They appear to be 
  heavily stressed, frightened and undernourished. The 
  brothers wear dirty, torn traveler’s outfits and are 
  unarmed. 
   
  They know the following information: 
  • 
  Dorenerth and Yathreldom went adventuring 
  two years ago with their now deceased brother 
  Bazdrak, Grelltor Morningcalled (also deceased) 
  and Zokurom and Zeldath Burrowheath. 
  • 
  Uncle Gorge, their employer, told them to pick 
  up a package at Granny Mattie’s manor house. 
  They were ambushed and told to serve Granny 
  Mattie. 
  • 
  Uncle Gorge tricked them but later fully 
  explained what was happening and why they all 
  must continue to serve Granny Mattie or risk 
  her attacking Cobblesberg and killing everyone 
  there. They only have to work here for another 
  year (three years total) and Rhovan will reward 
  them well. They would be set for life. 
  • 
  They hate Uncle Gorge and Rhovan but in their 
  own way feel sorry for both of them.  They 
  know Uncle Gorge and Rhovan will keep their 
  word. 
  • 
  Bazdrak and Grelltor were killed a year ago. 
  Bazdrak accidentally dropped a vat of unicorn 
  tears and Granny Mattie killed him for it. 
  Grelltor a month later wandered too far from 
  the clearing and was eaten by some trolls. 
  • 
  Uncle Gorge and the Burrowheath brothers are 
  working in the level below the ballroom. 
  • 
  Granny Mattie is not a gnome. She looks like a 
  tall, very old human female. She has a sickly 
  green complexion with dark, tangled hair that 
  looks almost like a twisted vine. [Knowledge – 
  Nature (DC 20) confirms this description of a 
  green hag.] 
  • 
  The elf was named Phaermore D’Laron and 
  worked for a string of evil employers, including 
  one in the Burning Witch Woods, near Free 
  Burrough.  
  • 
  The brothers reveal the layout of the manor 
  house.   
  Of Blood and Bone 
   
  Page 25 
  
  • 
  In the ballroom is a staircase, which leads to 
  series of five rooms. None of the doors to the 
  rooms are locked. One of the rooms has 
  alchemy equipment, another is a storage room, 
  the third room has a bunch of children being 
  held hostage, the fourth room is where the 
  gnomes live and a fifth room is where Granny 
  Mattie lives. They have never been in Granny 
  Mattie’s room. 
  • 
  The children arrived almost two weeks ago and 
  will probably be killed within the next week or 
  so.   
  • 
  Granny Mattie imprisoned one of the children – 
  a young eight-year old boy named Michel – in a 
  cage in her private room. The boy is Oeridian, 
  with brown hair and grey eyes turning a deep 
  blue. 
  • 
  Phaermore said the ogre mage who brought the 
  children here was well paid.  It turns out Michel 
  is a half-celestial, a key ingredient to some of the 
  vilest spells.  
  • 
  Granny Mattie has some sort of shimmering pet 
  cats that protect her. They don’t look right, 
  warped and distorted. 
  • 
  “Please take all of us from this place –the 
  other gnomes, the children, even Uncle 
  Gorge – then please kill that evil o d woman 
  and her pets. We will be very grateful to 
  escape that vile abomination!” 
  l
   
   
  If the PCs ask why the gnomes refer to her as an 
  abomination, they reply aren’t all evil creatures 
  abominations, especially ones that murder innocent 
  creatures and children. Once the PCs have decided to go 
  down the staircase, proceed to the next encounter. 
   
  Encounter Seven: That You, 
  Granny? 
  The staircase descends a hundred feet into the ground to 
  the lower level (see Judge Aid #3 – Lower Level Map). 
  The walls, floor and ceiling are made from smooth 
  reinforced masonry covering hewn stone. All corridors 
  and rooms are ten feet high. Granny Mattie’s room, 
  however, is twenty feet high. Continual flame stones 
  light the level. 
   
  Reinforced Masonry: 1 ft. thick; hardness 8; hp 180; 
  Break DC 45.  
   
  Hewn Stone: 3+ ft. thick; hardness 8; hp 540; Break DC 
  50. 
   
  Area 3:  Entry Hall 
  This wide hallway has a set of double doors at the far 
  end.  The hallway is clean and well lit. 
   
   
  The double doors are not locked. 
   
  Area 4:  Alchemy Lab 
  The door to this room is slightly ajar. 
   
  A variety of alchemy equipment is on three of the 
  four large tables in the room. On the fourth table are 
  neatly labeled and categorized jars, vial and other 
  containers of various chemicals and other substances. 
  The room is otherwise empty. 
   
  Treasure: The alchemy equipment is in good condition. 
   
  All APLs – L: 42 gp; C: 0 gp; M: 0 gp. 
     
  Area 5:  Storage Room 
  The door to this room is unlocked. 
   
  Boxes and crates fill half of the room, with the other 
  half taken up by boiling cauldrons, ovens and tables. 
  One corner of the room appears to be a dedicated 
  butchering area. The remains of a unicorn hang from 
  a hook.  Two sour-faced gnomes are in the process of 
  cutting up the unicorn, while an older gnome 
  delicately slices the unicorn’s horn into smaller 
  pieces. 
   
   
  Smoke from the cooking fires rises up several holes in 
  the ceiling, disappearing to whereabouts unknown. The 
  gnomes are overjoyed to see the PCs. The two sour-faced 
  gnomes are Zokurom and Zeldath Burrowheath, while 
  the older gnome is Gorgereth “Uncle Gorge” Littlefield. 
  The gnomes freely tell the PCs all they know. 
   
  Creatures: 
  ALL APLs 
  Zokurom and Zeldath Burrowheath: Male gnomes, 
  Wiz2.  These gnomes are brothers and are above average 
  in height but clearly undernourished. Like the 
  Murrowglens, they are dressed in very dirty, stained and 
  ripped traveler’s outfits.     
   
  Gorgereth “Uncle Gorge” Littlefield: Male gnome, 
  Rog3/Exp3, (Will +4; Bluff +6, Diplomacy +8, Profession 
  – Merchant +7).  Uncle Gorge is an upper middle-aged 
  gnome of average height and below average weight. He is 
  haggard looking and clearly depressed. He is dressed in 
  sturdy, well-kept traveler’s clothes and is using some 
  delicate cutting tools. 
   
  Of Blood and Bone 
   
  Page 26 
  
  Treasure: The remaining pieces of the unicorn’s horn are 
  quite valuable. A Knowledge (Arcana, DC 10) confirms 
  unicorn’s horn is renowned for its healing properties and 
  can be used in various healing potions and devices, 
  though most good creatures refuse to traffic in them.  
   
   
  All APLs – L: 50 gp; C: 0 gp; M: 0 gp. 
     
  Development: All the gnomes are disgusted with the 
  work they are doing for Granny Mattie and want nothing 
  more than to leave the fens and head home. However, 
  they know that to truly escape from the grasp of Granny 
  Mattie, she needs to be destroyed or the gnomes in 
  Cobblesberg will never be safe from her.   
   
  The Burrowheaths know the same information the 
  Murrowglens knew (see Encounter 6.B.). Uncle Gorge 
  knows some additional information: 
  • 
  Uncle Gorge does not consider himself an evil 
  gnome, just a defeated one. He had no choice 
  but to follow Granny Mattie orders. It was for 
  the greater good of gnomes in Cobblesberg. 
  • 
  He takes full responsibility for his actions and 
  deceiving the other gnomes into coming here.   
  • 
  He intended to honor the bargain and ask the 
  other gnomes be released. However, he suspects 
  Granny Mattie would kill them instead. This 
  grates on his conscience, but their sacrifice 
  would again be for the greater good. 
  • 
  Uncle Gorge serves as the liaison between 
  Granny Mattie and Pantarn’s Best and, on 
  occasion, some of her suppliers.   
  • 
  Granny Mattie’s minions usually kill the 
  creatures while the gnomes work to butcher the 
  corpses and prepare them as spell components. 
  • 
  The children are scheduled to be executed early 
  next week, along with a captured half-celestial. 
  • 
  Granny Mattie keeps the half-celestial boy 
  locked in a cage in her room. 
  • 
  Granny Mattie is a green hag. She is likely a 
  divine spell caster, though Uncle Gorge has 
  never observed her worshipping any deity. She 
  has a very astute understanding of spellcasting 
  and is profiting quite well from her control of 
  Pantarn’s Best and Rare Finds. 
  • 
  In times past, she used potions of alter self, 
  brewed by the elf, Phaermore, to appear as a 
  gnome whenever she wanted to take on the 
  “Bitter Old Gnomish Woman of the Fens” 
  persona.  
  • 
  “She must be stopped. In the end, we will all 
  lose not just the company but our lives and 
  those we love. You are our only hope.”  
   
  Area 6:  Gnome Quarters 
  The door to this room is unlocked. 
   
  The furniture in this room is gnome-sized. There are 
  eight beds and four small chests. A table in one 
  corner of the room has pieces of stale bread and a 
  dried haunch of unidentified meat on it.  A water 
  pitcher is also on the table. 
   
  There is nothing of value in the room. 
   
  Area 7:  Prison 
  The door to this room is locked (Open Locks, DC 30). 
   
  This very large room is filled with numerous cages. 
  Only the cage in the far corner is occupied. Inside are 
  six very subdued and frightened human children of 
  various ages. 
   
  All cages have good quality locks (Open Locks, DC 30). 
  An unhallow spell, coupled with a dimensional anchor 
  spell, is active in the room.   
   
  Creatures: 
  ALL APLs 
  Carylin, Irina, Mira, Regor, Riala and Tomas:  Male 
  and female humans, Com1. These children match the 
  descriptions given of them in Encounter One. All 
  children are clothed in ragged traveler’s outfits. They 
  appear well fed. The children know the following 
  additional information: 
  • 
  Phaermore and Uncle Gorge always have sad 
  eyes when they feed and care for the children.   
  • 
  They have never spoken to the other gnomes. 
  • 
  Uncle Gorge barely talks to the children and 
  won’t look into their eyes, but Phaermore sings 
  and tells them stories.  Phaermore promised to 
  take them away from this place very soon. He 
  becomes sad when the children ask how soon.  
  • 
  Granny Mattie is a withered, old human female 
  with bad breath. She took Michel and is holding 
  him in a cage in her room. 
  • 
  She threatens to eat the children, though she 
  won’t cook any herself. She lost a relative that 
  way. 
  • 
  Granny Mattie calls Michel an abomination. 
  • 
  Michel has a pair of wings beginning to grow 
  from his back. Reverend Mother Chantilla has 
  always chided Michel to hide his wings and act 
  more human. 
  • 
  The children desire nothing more than to leave 
  this place. Mira and Irina insist the PCs rescue 
  Michel and bring all the children to Chantilla. 
  Of Blood and Bone 
   
  Page 27 
  
   
   
  The children willingly obey the PCs orders, 
  becoming especially excited with the prospect of leaving 
  this foul place. They look for Phaermore and Uncle 
  Gorge to guide them. The children do not react well if 
  they learn of Phaermore’s death.  
   
  Area 8:  Granny Mattie’s Room 
  The door to this room is unlocked. Remember, the height 
  of the room is twenty feet. 
   
  Four stone pillars support this large room.  Iron 
  torches attached to the pillars and walls magically 
  light this room. Several large rugs and human-sized 
  furniture have been judiciously placed about the 
  room. Hanging from the far pillar is a cage contain ng
  a morose-looking little boy. Near him is a very old 
  human female with a sickly green complexion. An [or 
  “pair of”, depending on APL] emaciated, warped-
  looking panther(s) with black-blue fur, six legs and a 
  pair of tentacles sprouting from its/their shoulders 
  walk(s) excitedly near the old woman. 
  i
   
   
  Continual flame spells have been cast on the iron torches, 
  which effectively illuminate the room.  Several chairs, a 
  couch, a large bed, a couple of tables, various books, a 
  wardrobe and four chests have been arranged through 
  out the room.  Hanging from the ceiling next to a pillar 
  (marked as “a” on the map) is a 5 ft. by 5 ft. metal cage 
  with an exceptional quality lock (Open Locks, DC 40).  
  Inside the cage is a young eight-year-old boy that matches 
  the description of Michel given to the PCs in Encounter 
  One. 
   
  Granny Mattie is not expecting any visitors and is 
  likely caught off guard. She does not believe any PCs who 
  claim they are seeking her advice or attempting to discuss 
  business with her. She fully realizes if the PCs have made 
  it to her, then they have incapacitated, circumvented or 
  slain the guardian(s) and her henchman Phaermore. The 
  PCs – probably hired by concerned parents – are likely 
  attempting to rescue the kidnapped children. No other 
  explanation is possible.   
   
      
  Creatures: 
   
  APL 4 (EL 7) 
   
  Granny Mattie:  Green Hag Exp1/War1; hp 69; see 
  Appendix One. 
   
  Fido: Spellwarped Displacer Beast; hp 63; see 
  Monster Manual, pp. 66-67. 
   
   
  APL 6 (EL 9) 
   
  Granny Mattie:  Green Hag Exp3/War1/Ur-Priest2; 
  hp 87; see Appendix Two. 
   
  Fido:  Spellwarped Advanced Displacer Beast; hp 91; 
  see Appendix Two. 
   
  APL 8 (EL 11) 
   
  Granny Mattie:  Green Hag Exp3/War1/Ur-Priest3; 
  hp 99; see Appendix Three. 
   
  Fido and Sonny:  Spellwarped Advanced Displacer 
  Beast; hp 91, 91; see Appendix Three. 
   
   
   
  APL 10 (EL 13) 
   
  Granny Mattie:  Green Hag Exp3/War1/Ur-Priest5; 
  hp 126; see Appendix Four. 
   
  Fido:  Spellwarped Dire Tiger; hp 147; see Appendix 
  Four. 
   
  APL 12 (EL 15) 
   
  Granny Mattie:  Green Hag Exp3/War1/Ur-Priest7; 
  hp 140; see Appendix Five. 
   
  Fido and Sonny:  Spellwarped Dire Tiger; hp 147, 
  147; see Appendix Five. 
   
  Tactics: If Granny Mattie is given time to prepare for 
  combat, she casts the following spells on herself: 
  protection from good, shield of faith, bear’s endurance, 
  entropic shield, righteous might, freedom of movement 
  divine power and divine favor. At APLs 10 and 12, she 
  begins by feeding a potion of displacement to her pets. If 
  sufficient time remains, she then casts bless on herself 
  and her guardian(s). The guardian(s) attempt to resist all 
  spells from her unless she specifically informs them of 
  the spell she is casting, such as bless, healing spells or 
  dispel magic to get rid of an unwanted effect.   Finally, 
  she and the guardians confront the PCs before the 
  majority of her preparatory combat spells expire. She 
  slays Michel and then the children before she searches 
  for the PCs in earnest. 
   
  In combat, the guardian(s) work to protect Granny 
  Mattie, preferring not to stray too far from her. If two 
  guardians are present, one confronts the PCs, while the 
  other stays near her. If combat occurs in Area 8, Granny 
  Mattie preferentially positions herself near the cage 
  containing the young boy (marked “a” on the map) both 
  hoping to complicate spells cast at her and, if need be, 
  delivering a final strike to him before she dies.  She also 
  makes liberal use of her invisibility spell-like ability.   
   
  The guardian(s) prefer to gain the benefits of spells 
  absorbed in the following order:  endurance, might, life, 
  agility, speed and then resistance. In general, Granny 
  Mattie avoids using area of effect spells that might also 
  affect her guardian(s), especially slime wave at APL 12. 
  However, if the spell allows spell resistance, she may cast 
  it anyway, hoping her guardian(s) absorb the spell and 
  gain benefits. Finally, she prefers to target PCs who look 
  like thieves or wizards (since they are likely to have low 
  Of Blood and Bone 
   
  Page 28 
  
  Fortitude Saves) with witherlimb (arms, preferentially) or 
  wrack. At higher APLs, if a majority of the PCs are 
  together, she first casts Legion’s curse of the petty failing 
  and/or slime wave on the PCs.        
   
  Treasure: 
   
  APL 4 – L: 3 gp; C: 1 gp; M: 491 gp; cloak of 
  resistance +1 (83 gp), mithral chain shirt +1 (175 gp), 
  potion of alter self (25 gp), tunic of steady spellcasting 
  (208 gp). 
   
  APL 6 – L: 3 gp; C: 1 gp; M: 658 gp; cloak of 
  resistance +1 (83 gp), Heward’s handy haversack (167 gp), 
  mithral chain shirt +1 (175 gp), potion of alter self (25 
  gp), tunic of steady spellcasting (208 gp). 
   
  APL 8 – L: 3 gp; C: 1 gp; M: 1134 gp; cloak of 
  resistance +1 (83 gp), Heward’s handy haversack (167 gp), 
  mithral buckler +1 (168 gp), mithral chain shirt +1 (175 
  gp), potion of alter self (25 gp), periapt of wisdom +2 (333 
  gp), tunic of steady spellcasting (208 gp). 
   
  APL 10 – L: 3 gp; C: 1 gp; M: 2408 gp; cloak of 
  resistance +2 (333 gp), Heward’s handy haversack (167 
  gp), mithral buckler +1 (168 gp), mithral chain shirt +1 
  (175 gp), potion of alter self (25 gp), periapt of wisdom +4 
  (1333 gp), tunic of steady spellcasting (208 gp). 
   
  APL12 – L: 3 gp; C: 1 gp; M: 4075 gp; cloak of 
  resistance +2 (333 gp), Heward’s handy haversack (167 
  gp), mithral buckler +1 (168 gp), mithral chain shirt +1 
  (175 gp), potion of alter self (25 gp), periapt of wisdom +6 
  (3000 gp), tunic of steady spellcasting (208 gp). 
   
  Creatures: 
  ALL APLs 
  Michel of Merikka:  Male half-celestial human, Pal1. 
  This eight year-old half-celestial child is of average height 
  and weight. He has pale gold skin, brown hair and grey 
  eyes turning a sparkling blue.  He wears a ragged 
  traveler’s outfit. Despite his dirty appearance, he seems to 
  palpably radiate goodness and appears to be otherwise 
  well fed.  See Monster Manual for details on half-
  celestials. 
   
  Development: During combat, Michel becomes very 
  excited and begs the PCs to release him. He uses his 
  powers to bless the PCs, irritating Granny Mattie. She, 
  however, does not waste a spell to attack him but 
  promises he will suffer later for his interference. 
   
  Once Granny Mattie and her guardian(s) have been 
  defeated, Michel rejoices, thanking the PCs profusely for 
  rescuing him and the other children.  If the PCs did not 
  defeat the cloaker(s) or will-o’-wisps in the ballroom, 
  then these creatures will be waiting to attack the PCs 
  and their charges when they return. Fortunately, since 
  these creatures will not leave the ballroom, the PCs and 
  their charges can run by them without being injured too 
  severely…at least in theory. 
   
  Finally, it is expected that the PCs escort any 
  surviving gnomes to Cobblesberg and the children to 
  Free Burrough. This return journey is uneventful.  
   
  Conclusion 
  If the PCs did not bother to enter the Southern Att Fens 
  and rescue the children, then proceed to Section A: 
  Failure. If the PCs were unable to defeat Grannie Mattie 
  and/or were unable to rescue all the kidnapped children, 
  then proceed to Section B:  Success – Partial. Finally, if 
  the PCs defeated (killed or captured) Granny Mattie and 
  rescued the kidnapped children, then proceed to Section 
  C:  Success – Full.   
   
   
  Once you have completed the conclusion, if this is 
  the premiere please complete the critical event summary 
  at the end of the event and return it to HQ. While you do 
  not need to advise the players of the questions (and it is 
  preferable you do not), please make them aware you ARE 
  completing this bit of paperwork and that their actions 
  do make a difference. Any PC actions that are not 
  adequately covered by the questions but may become 
  relevant in future modules or for the region in general 
  should be explained on the backside of the paper.    
   
  A.  Failure 
  At most, PCs have gone to Cobblesberg and talked with 
  Rhovan, but after weighing all their options decided it 
  was too dangerous or could not be bothered to help the 
  gnomes of Cobblesberg and rescue the children. The PCs 
  receive the Curse of Merikka for their ignoble decision. 
  A few days later, each PC receives a dream/waking 
  trance. 
   
  Sitting in a comfortable chair, feet up on a desk, a 
  familiar looking, wrinkled old man smiles and wags 
  an index finger back and forth, “So the greater 
  abomination died and yet the lesser still lives. I really 
  should reward you, but you took no risk…and that’s 
  real y not sporting.” A deep fog rises and obscures the 
  old man. 
  l
   
   
  Further, since the PCs did not help the gnomes, they do 
  not receive a Share in Pantarn’s Best. If the PCs inform 
  the authorities of the dire situation of Pantarn’s Best and 
  the residents of Cobblesberg, the Furyondy Military and 
  elements of the Green Jerkin Rangers respond in force. 
  The residents are made safe but Uncle Gorge, the 
  Burrowheath boys and the surviving Murrowglen boys 
  are slain. The bodies of the children are not recovered. 
  Granny Mattie escapes and is not heard from again. 
  Of Blood and Bone 
   
  Page 29 
  
  Finally, Rhovan Littlefield is removed as head of 
  Pantarn’s Best. He is convicted of consorting with an evil 
  power and executed. 
   
  B.  Success – Partial 
  The PCs entered the Southern Att Fens with the intent of 
  helping the gnomes of Cobblesberg, rescuing the 
  children and defeating Granny Mattie but were unable to 
  accomplish all of these goals. If the PCs fled toward 
  Cobblesberg and informed Rhovan of what occurred, he 
  makes the reluctant decision to move the company to 
  Ryemond and orders all the residents to flee the area, as 
  well.  Rhovan is clearly afraid his fellow gnomes will 
  suffer retaliation from Granny Mattie. Should Uncle 
  Gorge, the Burrowheaths and/or the Murrowglen boys 
  escape with the PCs, Rhovan’s decision is much easier. 
  Within two weeks, the Furyondy military arrives in 
  Cobblesberg and searches the Southern Att Fens for 
  Granny Mattie, but she is never found. If the PCs were 
  unable to rescue the children, their bodies are not 
  discovered.  
   
  Within a month, Rhovan is removed as head of 
  Pantarn’s 
  Best 
  when 
  the 
  company 
  resettles 
  in 
  Cobblesberg. Although there is talk of charging Rhovan 
  with consorting with an evil power and major fraud, no 
  charges are ever filed, largely because he only worked 
  with Granny Mattie to spare the residents of 
  Cobblesberg. Should any of the captive gnomes have 
  survived, they speak on behalf of Rhovan and, 
  interestingly, later serve in the upper management of the 
  company. Regardless, the PCs do not receive a share in 
  Pantarn’s Best for their failed actions against Granny 
  Mattie.  
   
  When the PCs return to Free Borrough, Reverend 
  Mother Chantilla thanks them for their attempted rescue 
  of the children. She is grateful and understanding if the 
  PCs were not able to rescue them. Her words, however, 
  are more encouraging and pleased should the PCs have 
  rescued some or all of the children, including Michel of 
  Merikka. 
   
  A sumptuous dinner is served at a private home near 
  the Shrine of Merikka. Reverend Mother Chantilla 
  holds up a cup of wine in salute and says, “You have 
  our gratitude for all you have done. May Merikka’s 
  blessings be upon you, and your home and loved ones 
  kept safe.” Taking a sip of her wine, she joins her 
  fellow priests and priestesses in a heartfelt bow. 
   
  No form of physical payment is made to the PCs other 
  than their gratitude and the nice dinner. The Favor of 
  Merikka is awarded to the PCs only if they were able to 
  rescue all the children. If Michel died, the PCs are not 
  eligible for the Favor of Merikka. Even if the PCs restore 
  Michel to life, they are not eligible for the Favor of 
  Merikka. If the PCs rescue all the children, but one of 
  them (other than Michel) dies, then the PCs are not 
  eligible for the Favor.     
   
  Finally, if the PCs were able to defeat (i.e., kill, 
  capture or allowed to escape) Granny Mattie, then 
  Rhovan Littlefield awards the PCs a share in Pantarn’s 
  Best (which is worth more than 100 wheatsheaves) and 
  confesses to dealing with Granny Mattie before the 
  company employees and the residents of Cobblesberg. 
  He is removed as head of the company. If captured, 
  Granny Mattie, is executed for her crimes. 
   
  C.  Success – Full 
  When the PCs return to Cobblesberg, Rhovan rejoices to 
  learn of Granny Mattie’s defeat. He is especially grateful 
  should the PCs return with Uncle Gorge, the 
  Burrowheaths 
  and 
  the 
  surviving 
  Murrowglens. 
  Regardless, he takes full responsibility for his actions in 
  dealing with Granny Mattie before the employees of 
  Pantarn’s Best and the residents of Cobblesberg. If any of 
  the imprisoned gnomes survived they speak on Rhovan’s 
  behalf. Rhovan is removed as head of the company but 
  not before issuing a share in Pantarn’s Best (which is 
  equivalent to 100 wheatsheaves) as a reward to the PCs 
  for all their help. 
   
  At Free Borrough, a feast is prepared at a private 
  home near the Shrine of Merikka for the PCs. Reverend 
  Mother Chantilla and the other priests and priestess offer 
  their gratitude for the rescue of the Michel of Merikka 
  and the other children, including the four children 
  orphaned by Barrac the Bandit Lord. 
   
  During the feast, Reverend Mother Chantilla raises a 
  cup of wine in salute, “You have our gratitude for all 
  you have done. The chi dren have been returned to us 
  and we are forever in your debt. May Merikka’s 
  blessing be upon you. May your home and oved ones 
  be kept safe.” Taking a sip from her wine, she joins 
  her fellow priests and priestesses in a heartfelt bow. 
  l
  l
   
  Since all the children were rescued, the PCs receive the 
  Favor of Merikka. Should Granny Mattie have been 
  captured, she is executed for her crimes. 
   
  The End 
   
  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. 
  Of Blood and Bone 
   
  Page 30 
  
   
  Encounter One 
   
  Defeat Cave Guardians 
   
   
   
  APL4 150 xp 
   
  APL6 210 xp 
   
  APL8 270 xp 
   
  APL10 330 xp 
   
  APL12 390 xp 
   
  Encounter Six 
   
  Defeat Phaermore and the cloaker guardian(s) 
   
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  Encounter Seven 
   
  Defeat Granny Mattie and her pet(s) 
   
   
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
   
  Story Award 
   
  Rescue Reverend Mother Vergenford and the 
  kidnapped children: 
   
   
  All APLs 30 xp 
   
  Discretionary roleplaying award 
   
   
  APL4 105 xp 
   
  APL6 150 xp 
   
  APL8 195 xp 
   
  APL10 240 xp 
   
  APL12 285 xp 
   
  Total possible experience: 
   
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp 
   
  APL10 1350 xp 
   
  APL12 1575 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. 
   
  Encounter One:  Four Crooks and a Lady 
   
   
  All APLs: L: 19 gp; C: 20 gp; M: 0 gp 
  Of Blood and Bone 
   
  Page 31 
  
   
  Encounter Six:  Granny’s House   
   
   
  APL 4 – L: 99 gp; C: 0 gp; M: 87 gp; Cloak of 
  resistance +1 (83 gp), potion of cure light wounds (4 gp). 
   
  APL 6 – L: 8 gp; C: 0 gp; M: 262 gp; Cloak of 
  resistance +1 (83 gp), mithral chain shirt +1 (175 gp), 
  potion of cure light wounds (4 gp). 
   
  APL 8 –L: 12 gp; C: 0 gp; M: 595 gp; Cloak of 
  resistance +1 (83 gp), lesser metamagic rod – Enlarge (250 
  gp), mithral chain shirt +1 (175 gp), pearl of power – 1
  st
  level (83 gp), potion of cure light wounds (4 gp). 
   
   
   
  APL 10 – L: 8 gp; C: 0 gp; M: 1095 gp; Bead of force 
  (250 gp), cloak of resistance +2 (333 gp), lesser metamagic 
  rod – Enlarge (250 gp), mithral chain shirt +1 (175 gp), 
  pearl of power – 1
  st level (83 gp), potion of cure light 
  wounds (4 gp). 
   
  APL 12 – L: 8 gp; C: 0 gp; M: 1423 gp; Bead of force 
  (250 gp), cloak of resistance +2 (333 gp), headband of 
  intellect +2 (333 gp), lesser metamagic rod – Enlarge (250 
  gp), mithral chain shirt +1 (175 gp), pearl of power – 1
  st
  level (83 gp), potion of cure light wounds (4 gp). 
   
  Encounter Seven:  That You, Granny? 
   
  Area 4: Alchemy Lab 
   
   
  All APLs: L: 42 gp; C: 20 gp; M: 0 gp 
   
  Area 5: Storage Room 
   
   
  All APLs – L: 50 gp; C: 0 gp; M: 0 gp. 
     
  Area 8: Granny Mattie’s Room 
   
   
  APL 4 – L: 3 gp; C: 1 gp; M: 491 gp; Cloak of 
  resistance +1 (83 gp), mithral chain shirt +1 (175 gp), 
  potion of alter self (25 gp), tunic of steady spellcasting 
  (208 gp). 
   
  APL 6 – L: 3 gp; C: 1 gp; M: 658 gp; Cloak of 
  resistance +1 (83 gp), Heward’s handy haversack (167 gp), 
  mithral chain shirt +1 (175 gp), potion of alter self (25 
  gp), tunic of steady spellcasting (208 gp). 
   
  APL 8 – L : 3 gp; C: 1 gp; M: 1134 gp; Cloak of 
  resistance +1 (83 gp), Heward’s handy haversack (167 gp), 
  mithral buckler +1 (168 gp), mithral chain shirt +1 (175 
  gp), potion of alter self (25 gp), periapt of wisdom +2 (333 
  gp), tunic of steady spellcasting (208 gp). 
   
  APL 10 – L: 3 gp; C: 1 gp; M: 2408 gp; Cloak of 
  resistance +2 (333 gp), Heward’s handy haversack (167 
  gp), mithral buckler +1 (168 gp), mithral chain shirt +1 
  (175 gp), potion of alter self (25 gp), periapt of wisdom +4 
  (1333 gp), tunic of steady spellcasting (208 gp).  
   
  APL 12 – L: 3 gp; C: 1 gp; M: 4075 gp; Cloak of 
  resistance +2 (333 gp), Heward’s handy haversack (167 
  gp), mithral buckler +1 (168 gp), mithral chain shirt +1 
  (175 gp), potion of alter self (25 gp), periapt of wisdom +6 
  (3000 gp), tunic of steady spellcasting (208 gp). 
   
  Total Possible Treasure 
   
  APL 4: L: 213 gp; C: 21 gp; M: 578 gp – Total: 812 gp (650 
  gp max) 
  APL 6: L: 122 gp; C: 21 gp; M: 920 gp – Total: 1,063 gp 
  (900 gp max) 
  APL 8: L: 126 gp; C: 21 gp; M: 1,729 gp – Total: 1,876 gp 
  (1,300 gp max) 
  APL 10: L: 122 gp; C: 21 gp; M: 3,503 gp – Total: 3,646 gp 
  (2,300 gp max) 
  APL 12: L: 122 gp; C: 21 gp; M: 5498 gp – Total: 5,641 gp 
  (3,300 gp max) 
   
  Special 
  Favor of the Church of Merikka: One of the following 
  benefits has been bestowed upon you (this favor is void 
  after one of the benefits is used): 
  • 
  If you die, then the Church of Merikka will 
  finance 
  the 
  spellcasting 
  and 
  material 
  component cost for a raise dead spell to be cast 
  upon you. 
  • 
  The Church of Merikka arranges for you to 
  gain access to one of the following feats: 
  Daunting Presence, Fearless Destiny, Heroic 
  Destiny or Protected Destiny. One of these 
  feats may be taken anytime a feat may be 
  selected if all prerequisites are met. 
  • 
  Upon request, the Church of Merikka will 
  arrange to have you gain access to one of the 
  following spells: angelskin, conviction, divine 
  protection. 
   
  Contemplative Prestige Class Access: You have met the 
  special requirements for and obtained access to the 
  contemplative prestige class. This access is only valid if 
  you were a worshipper or a clergy member of Merikka 
  before the start of this adventure and is voided if you 
  receive the Curse of Merikka.     
   
  Curse of Merikka:  You have foregone rescuing the 
  children and allowed Michel of Merikka to be slain. For a 
  period of one year from the date of this AR or for the next 
  ten Furyondy Regional adventures, you receive only one-
  half of any gold gained in Furyondy regional or Iuz 
  metaregional adventures. Further, you suffer a -4 penalty 
  to all Charisma based checks when dealing with anyone 
  Of Blood and Bone 
   
  Page 32 
  
  of good alignment, the Furyondy Government or good-
  aligned organization.    
        
  Share in Pantarn’s Best: Rhovan Littlefield has offered 
  you a share in Pantarn’s Best. If you accept, before every 
  Furyondy regional adventure, you must roll a d20 (this 
  roll is not subject to ANY modifications) and consult the 
  following chart. You cannot gain gold above the 
  maximum possible for an adventure. 
  1: Pantarn’s Best must pay taxes to the Crown.  Lose 25 
  gp. 
  2-3: Pantarn’s Best must pay off creditors. Lose 15 gp. 
  4-7: Pantarn’s Best must make repairs to its building 
  and/or teamster wagons. Lose 5 gp. 
  8-13: Pantarn’s Best breaks even. 
  14-17: Pantarn’s Best has made a profit. Gain 5 gp. 
  18-19: Pantarn’s Best has received a lucrative contract. 
  Gain 15 gp.  
  20: The management of Pantarn’s Best rewards you with 
  25 gp. 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 4: 
  • 
  Mithral Chain Shirt (Adventure; DMG, 1,100 
  gp)  
  • 
  Tunic of Steady Spellcasting (Adventure; CV; 
  2,500 gp)  
   
  APL 6 (all of APL 4 plus the following): 
  • 
  Heward’s Handy Haversack (Adventure; DMG; 
  2,000 gp) 
   
  APL 8 (all of APLs 4-6 plus the following): 
  • 
  Lesser Metamagic Rod, Enlarge (Adventure; 
  DMG; 3,000 gp) 
  • 
  Mithral Buckler +1 (Adventure; DMG; 2,015 gp) 
  • 
  Pearl of Power – 1
  st Level (Adventure; DMG; 
  1,000 gp) 
   
  APL 10 (all of APLs 4-8 plus the following): 
  • 
  Bead of Force (Adventure; DMG; 3,000 gp) 
  • 
  Cloak of Resistance +2 (Adventure; DMG; 4,000 
  gp) 
  • 
  Periapt of Wisdom +4 (Adventure; DMG; 16,000 
  gp) 
   
  APL 12 (all of APLs 4-10 plus the following): 
  • 
  Periapt of Wisdom +6 (Adventure; DMG; 36,000 
  gp) 
  Of Blood and Bone 
   
  Page 33 
  
  Appendix One – APL 4 
  Encounter Six 
   
   
   
   
  Phaermore D’Laron: Male Grey Elf, Wiz3; CR 3; 
  Medium Humanoid; HD 3d4+9+3; hp 22; Init +2; Spd 
  30 ft.; AC 16, touch 12, flat-footed 14; Base Atk/Grp: 
  +1/+1; Atk +1 melee (1d8/19-20, longsword) or +3 
  ranged (1d8/X3, longbow); Full Atk +1 melee (1d8/19-
  20, longsword) or +3 ranged (1d8/X3 longbow); SQ Elf 
  traits, summon familiar; AL LE; SV Fort +5, Ref +4, 
  Will +5 (+7 vs. enchantment); Str 10, Dex 14, Con 16, 
  Int 18, Wis 12, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +5, 
  Bluff 
  +2, 
  Concentration +9, Craft – Alchemy +6, Knowledge – 
  Arcana +7, Listen +5 (+7 with Familiar), Spellcraft +7, 
  Spot +5 (+7 with Familiar), Search +6, Tumble +4; Brew 
  Potion, Scribe Scroll, Spell Focus (Conjuration). 
   
  Possessions: Mithral chain shirt, cloak of 
  resistance +1, longbow, longsword, potion of cure light 
  wounds, spell component pouch with necessary spell 
  components, traveler’s outfit and 20 arrows. 
   
  Spells Known (4/3/2; base DC = 14 + spell level 
  (+1 for Conjuration spells)): 0—detect magic, mage 
  hand, prestidigitation, read magic; 1st—magic missile, 
  ray of enfeeblement (2); 2nd—glitterdust, invisibility. 
  Chance of Arcane Failure: 10%. 
   
  Drolp: Phaermore’s Familiar, Toad, Advanced; CR –; 
  Diminutive magical beast (augmented animal); HD 
  3d8; hp 11; Init +1; Spd 5 ft.; AC 17, touch 15, flat-
  footed 16; Base Atk/Grp: +1/-16; Atk –; Full Atk –; 
  Space/Reach: 1 ft./0 ft.; SQ Amphibious, deliver touch 
  spells, empathic link, improved evasion, low-light 
  vision, share spell; AL LE; SV Fort +2, Ref +3, Will +5; 
  Str 1, Dex 12, Con 11, Int 7, Wis 14, Cha 4. 
   
  Skills and Feats: Hide +21, Listen +5, Spot +5, 
  Tumble +2; Alertness. 
   
  Encounter Seven 
   
   
   
   
  Granny Mattie: Green Hag, Exp1/War1; CR 6; 
  Medium Monstrous Humanoid; HD 9d8+1d8+ 1d8+11; 
  hp 69; Init +1; Spd 30 ft., swim 30 ft.; AC 27, touch 11, 
  flat-footed 26; Base Atk/Grp: +10/+14; Atk +14 melee 
  (1d4+4, claw); Full Atk +14 melee (1d4+4, 2 claws); SA 
  Spell-like abilities, weakness, mimicry; SQ Darkvision 
  90ft., SR 18; AL LE; SV Fort +9, Ref +8, Will +11; Str 19, 
  Dex 12, Con 12, Int 13, Wis 14, Cha 12. 
   
  Skills and Feats: Bluff +6, Concentration +14, Hide 
  +9, Knowledge – Arcana +5, Knowledge – Planes +5, 
  Knowledge – Religion +7, Listen +10, Spellcraft +5, 
  Spot +10, Swim +13; Blind-Fight, Combat Casting, 
  Great Fortitude, Iron Will. 
   
  Spell-Like Abilities:  At will – dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongues, water breathing.  Caster level 
  11
  th, save DC is Charisma-based.  
   
  Weakness (Su):  A green hag can weaken a foe by 
  making a special touch attack.  The opponent must 
  succeed on a DC 16 Fortitude save or take 2d4 points of 
  Strength damage.  The save DC is Charisma-based. 
   
  Mimicry (Ex):  A green hag can imitate the sound 
  of almost any animal found near its lair. 
   
  Skills:  A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard.  It can always choose to take 10 on a Swim 
  check, even if distracted or endangered.  It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
   
  Possessions: Cloak of resistance +1, courtier’s 
  outfit, mithral chain shirt +1, potion of alter self, spell 
  component 
  pouch 
  with 
  the 
  necessary 
  spell 
  components, tunic of steady spellcasting. 
   
   
   
  Of Blood and Bone 
   
  Page 34 
  
  Appendix Two – APL 6
  Encounter Six 
   
   
   
   
  Phaermore D’Laron: Male Grey Elf, Wiz5; CR 5; 
  Medium Humanoid; HD 5d4+15+3; hp 34; Init +2; Spd 
  30 ft.; AC 17, touch 12, flat-footed 15; Base Atk/Grp: 
  +2/+2; Atk +2 melee (1d8/19-20, longsword) or +4 
  ranged (1d8/X3, longbow); Full Atk +2 melee (1d8/19-
  20, longsword) or +4 ranged (1d8/X3 longbow); SQ Elf 
  traits, summon familiar; AL LE; SV Fort +5, Ref +4, 
  Will +6 (+8 vs. enchantment); Str 10, Dex 14, Con 16, 
  Int 19, Wis 12, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +5, 
  Bluff 
  +2, 
  Concentration +11, Craft – Alchemy +8, Knowledge – 
  Arcana +8, Listen +6 (+8 with Familiar), Spellcraft +8, 
  Spot +6 (+8 with Familiar), Search +6, Tumble +5; Brew 
  Potion, Scribe Scroll, Spell Focus (Conjuration), Spell 
  Focus (Necromancy). 
   
  Possessions: Mithral chain shirt +1, cloak of 
  resistance +1, longbow, longsword, potion of cure light 
  wounds, spell component pouch with necessary spell 
  components, traveler’s outfit and 20 arrows. 
   
  Spells Known (4/4/3/2; base DC = 14 + spell level 
  (+1 for Conjuration and Necromancy spells)): 0—
  detect magic, mage hand, prestidigitation, read magic; 
  1st—magic missile (2), ray of enfeeblement (2); 2nd—
  glitterdust (2), invisibility; 3rd—dispel magic, haste. 
  Chance of Arcane Failure: 10%. 
   
  Drolp: Phaermore’s Familiar, Toad, Advanced; CR –; 
  Diminutive magical beast (augmented animal); HD 
  5d8; hp 17; Init +1; Spd 5 ft.; AC 18, touch 15, flat-
  footed 17; Base Atk/Grp: +2/-15; Atk –; Full Atk –; 
  Space/Reach: 1 ft./0 ft.; SQ Amphibious, deliver touch 
  spells, empathic link, improved evasion, low-light 
  vision, share spell, speak with master; AL LE; SV Fort 
  +2, Ref +3, Will +6; Str 1, Dex 12, Con 11, Int 8, Wis 14, 
  Cha 4. 
   
  Skills and Feats: Hide +21, Listen +5, Spot +5, 
  Tumble +4; Alertness. 
   
  Encounter Seven 
   
   
   
   
  Granny Mattie: Green Hag, Exp3/War1/Ur-Priest1; 
  CR 
  8; 
  Medium 
  Monstrous 
  Humanoid; 
  HD 
  9d8+1d8+3d8+1d8+14; hp 87; Init +1; Spd 30 ft., swim 
  30 ft.; AC 27, touch 11, flat-footed 26; Base Atk/Grp: 
  +12/+16; Atk +16 melee (1d4+4, claw); Full Atk +16 
  melee (1d4+4, 2 claws); SA Spell-like abilities, 
  weakness, mimicry; SQ Darkvision 90ft., SR 18; AL LE; 
  SV Fort +10, Ref +9, Will +14; Str 19, Dex 12, Con 12, 
  Int 13, Wis 15, Cha 12. 
   
  Skills and Feats:  Bluff +6, Concentration +17, 
  Hide +9, Knowledge – Arcana +6, Knowledge – Planes 
  +6, Knowledge – Religion +9, Listen +13, Spellcraft +9, 
  Spot +13, Swim +13; Blind-Fight, Combat Casting, 
  Great Fortitude, Iron Will, Spell Focus (Evil). 
   
  Spell-Like Abilities:  At will – dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongues, water breathing.  Caster level 
  14
  th, save DC is Charisma-based.  
   
  Weakness (Su):  A green hag can weaken a foe by 
  making a special touch attack.  The opponent must 
  succeed on a DC 16 Fortitude save or take 2d4 points of 
  Strength damage.  The save DC is Charisma-based. 
   
  Mimicry (Ex):  A green hag can imitate the sound 
  of almost any animal found near its lair. 
   
  Skills:  A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard.  It can always choose to take 10 on a Swim 
  check, even if distracted or endangered.  It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
   
  Possessions:  Cloak of resistance +1, courtier’s 
  outfit, mithral chain shirt +1, Heward’s handy 
  haversack, potion of alter self, spell component pouch 
  with the necessary spell components, tunic of steady 
  spellcasting. 
   
  Spells Known (4/3; base DC = 13 + spell level [+1 
  Evil spells]): 0—create water, detect magic, guidance, 
  resistance; 1st—bless, protection from good, shield of 
  faith. 
   
  Fido:  Spellwarped Displacer Beast, Advanced; CR 6; 
  Large aberration (augmented magical beast); HD 
  9d10+45; hp 91; Init +4; Spd 40 ft.; AC 20, touch 13, 
  flat-footed 16; Base Atk/Grp: +9/+19; Atk +13 melee 
  (1d8+6, tentacle); Full Atk +13 melee (1d8+6, 2 
  tentacles) and +11 melee (1d8+3, bite); Space/Reach: 
  10ft./5 ft. (10 ft. with tentacles); SQ Darkvision 60ft., 
  displacement, lowlight vision, resistance to ranged 
  attacks, spell absorption, SR 20; AL NE; SV Fort +11, 
  Ref +10, Will +6; Str 22, Dex 18, Con 20, Int 9, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Hide +12, Listen +4, Move 
  Silently +9, Spot +4, Tumble +6; Dodge, Iron Will, 
  Improved Natural Attack (tentacle), Multiattack. 
   
  Displacement (Su):  A light-bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location.  Any 
  melee or ranged attack directed at it has a 50% miss 
  Of Blood and Bone 
   
  Page 35 
  
  chance unless the attacker can locate the beast by some 
  means other than sight.  A true seeing effect allows the 
  user to see the beast’s position, but see invisibility has 
  no effect. 
   
  Resistance to Ranged Attacks (Su):  A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks).  
   
  Spell Absorption (Su):  Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time the spell resolves. 
   
  Might:  The spellwarped creature gains a +4 
  enhancement bonus to Strength for one minute. 
   
  Agility:  The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for one minute. 
   
  Endurance:  The spellwarped creature gains a +4 
  enhancement bonus to Constitution for one minute.  
   
  Life:  The spellwarped creature gains temporary 
  hit points equal to 5X the level of the failed spell. 
   
  Speed:  The spellwarped creature’s base speed 
  increases by a number of feet equal to 5X the level of 
  the failed spell 
   
  Resistance:  The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
   
  Skills:  A spellwarped displacer beast has a +8 
  racial bonus on Hide checks, thanks to its displacer 
  ability. 
   
   
   
  Of Blood and Bone 
   
  Page 36 
  
  Appendix Three – APL 8
  Encounter One 
   
   
   
   
  Spellwarped Gambol: CR 6; Large aberration 
  (augmented magical beast); HD 8d10+24; hp 68; Init 
  +5; Spd 30 ft., climb 15 ft.; AC 21, touch 14, flat-footed 
  16; Base Atk/Grp: +8/+20; Atk +15 melee (2d8+9, bite); 
  Full Atk +15 melee (2d8+8, bite) and +13 melee (1d4+4, 
  2 claws); Space/Reach: 10ft./10 ft.; SA Fear aura, great 
  leap; SQ Darkvision 60ft., evasion, lowlight vision, 
  masterful dodge, quickness, spell absorption, SR 19; AL 
  CE; SV Fort +9, Ref +13, Will +5; Str 27, Dex 20, Con 
  17, Int 6, Wis 12, Cha 9. 
   
  Skills and Feats: Balance +7, Climb +16, Jump +33, 
  Listen +2, Spot +2, Tumble +16; Iron Will, Lightning 
  Reflexes, Multiattack. 
   
  Fear Aura (Su):  When a gambol howls, every 
  creature within a 100-foot radius must succeed at a 
  Will save (DC 13) or become panicked for 1d6+1 
  rounds.  Whether or not the save is successful, the 
  creature is then immune to that gambol’s howl for 24 
  hours.  The howl is a sonic, mind-affecting fear effect.   
    
   
  Great Leap (Ex):  A gambol gains a +25 bonus on 
  Jump checks.  Maximum distance restrictions do not 
  apply to its jumps. 
   
  Quickness (Su):  Although not particular 
  dexterous, a gambol is supernaturally quick.  It can take 
  an extra attack or move action each round, either 
  before or after its normal action.  
   
  Masterful Dodge (Ex):  As a free action once per 
  round, a gambol can dodge one ranged weapon attack, 
  one ranged melee weapon attack, or one spell that 
  requires an attack roll by making a successful Reflex 
  save (DC 20).  An attack using a weapon with an 
  enhancement bonus increases the save DC by the 
  amount of the bonus, and a spell adds its spell level to 
  the DC.  To use this ability, the gambol must be aware 
  of the attack and not flat-footed 
   
  Spell Absorption (Su):  Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time the spell resolves. 
   
  Might:  The spellwarped creature gains a +4 
  enhancement bonus to Strength for one minute. 
   
  Agility:  The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for one minute. 
   
  Endurance:  The spellwarped creature gains a +4 
  enhancement bonus to Constitution for one minute.  
   
  Life:  The spellwarped creature gains temporary 
  hit points equal to 5X the level of the failed spell. 
   
  Speed:  The spellwarped creature’s base speed 
  increases by a number of feet equal to 5X the level of 
  the failed spell 
   
  Resistance:  The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
   
  Encounter Six 
   
   
   
   
  Phaermore D’Laron: Male Grey Elf, Wiz7; CR 7; 
  Medium Humanoid; HD 7d4+21; hp 43; Init +2; Spd 30 
  ft.; AC 17, touch 12, flat-footed 15; Base Atk/Grp: 
  +3/+3; Atk +3 melee (1d8/19-20, longsword) or +5 
  ranged (1d8/X3, longbow); Full Atk +3 melee (1d8/19-
  20, longsword) or +5 ranged (1d8/X3 longbow); SQ Elf 
  traits, summon familiar; AL LE; SV Fort +6, Ref +5, 
  Will +7 (+9 vs. enchantment); Str 10, Dex 14, Con 16, 
  Int 21, Wis 12, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +5, 
  Bluff 
  +2, 
  Concentration +13, Craft – Alchemy +9, Knowledge – 
  Arcana +9, Listen +7 (+9 with Familiar), Spellcraft +10, 
  Spot +6 (+8 with Familiar), Search +7, Tumble +6; Brew 
  Potion, Improved Familiar, Scribe Scroll, Spell Focus 
  (Conjuration), Spell Focus (Necromancy). 
   
  Possessions: Mithral chain shirt +1, cloak of 
  resistance +1, headband of intellect +2, longbow, 
  longsword, potion of cure light wounds, spell 
  component pouch with necessary spell components, 
  traveler’s outfit and 20 arrows. 
   
  Spells Known (4/6/4/3/2; base DC = 15 + spell 
  level (+1 for Conjuration and Necromancy spells)): 0—
  detect magic, mage hand, prestidigitation, read magic; 
  1st—grease, magic missile (3), protection from good, 
  shield; 2nd—glitterdust (2), invisibility, scorching ray; 
  3rd—blink, dispel magic, haste; 4th—Evard’s black 
  tentacles, wrack. 
  Chance of Arcane Failure: 10%. 
   
  Drolp: Phaermore’s Familiar, Imp; CR –; Tiny outsider 
  (evil, lawful, extraplanar); HD 7d8; hp 21; Init +3; Spd 
  20 ft., fly 50 ft. (perfect); AC 24, touch 15, flat-footed 21; 
  Base Atk/Grp: +3/-5; Atk +8 melee (1d4 plus poison, 
  sting); Full Atk +8 melee (1d4 plus poison, sting); 
  Space/Reach: 2 ½ ft./0 ft.; SA Poison, spell-like 
  abilities; SQ Alternate form, darkvision 60 ft., deliver 
  touch spells, DR/5 good or silver, empathic link, fast 
  healing 2, improved evasion, immunity to poison, fire 
  resistance 5, share spells, speak with master; AL LE; SV 
  Fort +3, Ref +6, Will +6; Str 10, Dex 17, Con 10, Int 10, 
  Wis 12, Cha 14. 
   
  Of Blood and Bone 
   
  Page 37 
  
   
  Skills and Feats: Diplomacy +8, Hide +17, 
  Knowledge – Arcana +6, Listen +7, Move Silently +9, 
  Search +6, Spellcraft +6, Spot +7, Survival +1; Alertness, 
  Dodge, Weapon Finesse. 
   
  Poison (Ex):  Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4. 
   
  Spell-like Abilities:  At will – detect good, detect 
  magic, invisibility (self only); 1/day – suggestion.  
  Caster 6
  th level; save DC 10 + spell level. 
   
  Alternate Form (Su):  As polymorph, caster level 
  12
  th, except Drolp can only assume the form of a 
  monstrous spider or raven. 
   
  Possessions:  Tanglefoot bag. 
   
  Will-O’-Wisp, Elite: CR 7; Small aberration (air); HD 
  9d8+18; hp 66; Init +15; Spd 50 ft. fly (perfect); AC 31, 
  touch 31, flat-footed 20; Base Atk/Grp: +6/-2; Atk +18 
  melee touch (2d8 electricity, shock); Full Atk +18 
  melee touch (2d8 electricity, shock); SQ Darkvision 
  60ft., immunity to magic, natural invisibility; AL NE; 
  SV Fort +5, Ref +14, Will +10; Str 3, Dex 33, Con 14, Int 
  14, Wis 18, Cha 10. 
   
  Skills and Feats: Bluff +12, Diplomacy +2, Disguise 
  +0 (+2 Acting), Intimidate +2, Listen +18, Search +14, 
  Spot +16, Survival +4 (+6 following tracks); Blind-Fight, 
  Dodge, Improved Initiative, Flyby Attack, Weapon 
  Finesse. 
   
  Immunity to Magic (Ex): A will-o’-wisp is 
  immune to most spells or spell-like abilities that allow 
  spell resistance, except magic missile and maze. 
   
  Natural Invisibility (Ex): A startled or frightened 
  will-o’-wisp can extinguish its glow, effectively 
  becoming invisible as the spell.   
   
  Encounter Seven 
   
   
   
   
  Granny Mattie: Green Hag, Exp3/War1/Ur-Priest3; 
  CR 
  10; 
  Medium 
  Monstrous 
  Humanoid; 
  HD 
  9d8+3d8+1d8+3d8+16; hp 99; Init +1; Spd 30 ft., swim 
  30 ft.; AC 29, touch 11, flat-footed 26; Base Atk/Grp: 
  +14/+18; Atk +18 melee (1d4+4, claw); Full Atk +18 
  melee (1d4+4, 2 claws); SA Spell-like abilities, 
  weakness, mimicry, rebuke undead 4/day; SQ 
  Darkvision 90ft., SR 18; AL LE; SV Fort +11, Ref +10, 
  Will +17; Str 19, Dex 12, Con 12, Int 13, Wis 18, Cha 
  12. 
   
  Skills and Feats:  Bluff +6, Concentration +19, 
  Hide +9, Knowledge – Arcana +7, Knowledge – Planes 
  +7, Knowledge – Religion +10, Listen +14, Spellcraft 
  +10, Spot +14, Swim +12; Blind-Fight, Combat Casting, 
  Great Fortitude, Iron Will, Practiced Spellcaster 
  (Divine), Spell Focus (Evil). 
   
  Spell-Like Abilities:  At will – dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongues, water breathing.  Caster level 
  16
  th, save DC is Charisma-based.  
   
  Weakness (Su):  A green hag can weaken a foe by 
  making a special touch attack.  The opponent must 
  succeed on a DC 16 Fortitude save or take 2d4 points of 
  Strength damage.  The save DC is Charisma-based. 
   
  Mimicry (Ex):  A green hag can imitate the sound 
  of almost any animal found near its lair. 
   
  Skills:  A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard.  It can always choose to take 10 on a Swim 
  check, even if distracted or endangered.  It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
   
  Possessions:  Cloak of resistance +1, courtier’s 
  outfit, Heward’s handy haversack, mithral buckler +1, 
  mithral chain shirt +1, periapt of wisdom +2, potion of 
  alter self, spell component pouch with the necessary 
  spell components, tunic of steady spellcasting. 
   
   
  Spells Known (5/4/2/1; DC = 14 + spell level [+1 
  Evil spells]); as 7
  th level caster: 0—create water, detect 
  magic, guidance, mending, resistance; 1st—bless, cure 
  light wounds, protection from good, shield of faith; 
  2nd—silence, wither limb; 3rd—wrack. 
   
  Fido and Sonny:  Spellwarped Displacer Beast, 
  Advanced; CR 6; Large aberration (augmented magical 
  beast); HD 9d10+45; hp 91; Init +4; Spd 40 ft.; AC 20, 
  touch 13, flat-footed 16; Base Atk/Grp: +9/+19; Atk +13 
  melee (1d8+6, tentacle); Full Atk +13 melee (1d8+6, 2 
  tentacles) and +11 melee (1d8+3, bite); Space/Reach: 
  10ft./5 ft. (10 ft. with tentacles); SQ Darkvision 60ft., 
  displacement, lowlight vision, resistance to ranged 
  attacks, spell absorption, SR 20; AL NE; SV Fort +11, 
  Ref +10, Will +6; Str 22, Dex 18, Con 20, Int 9, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Hide +12, Listen +4, Move 
  Silently +9, Spot +4, Tumble +6; Dodge, Iron Will, 
  Improved Natural Attack (tentacle), Multiattack. 
   
  Displacement (Su):  A light-bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location.  Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the beast by some 
  means other than sight.  A true seeing effect allows the 
  user to see the beast’s position, but see invisibility has 
  no effect. 
   
  Resistance to Ranged Attacks (Su):  A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks).  
  Of Blood and Bone 
   
  Page 38 
  
   
  Spell Absorption (Su):  Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time the spell resolves. 
   
  Might:  The spellwarped creature gains a +4 
  enhancement bonus to Strength for one minute. 
   
  Agility:  The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for one minute. 
   
  Endurance:  The spellwarped creature gains a +4 
  enhancement bonus to Constitution for one minute.  
   
  Life:  The spellwarped creature gains temporary 
  hit points equal to 5X the level of the failed spell. 
   
  Speed:  The spellwarped creature’s base speed 
  increases by a number of feet equal to 5X the level of 
  the failed spell 
   
  Resistance:  The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
   
  Skills:  A spellwarped displacer beast has a +8 
  racial bonus on Hide checks, thanks to its displacer 
  ability. 
  Of Blood and Bone 
   
  Page 39 
  
  Appendix Four – APL 10
  Encounter One 
   
   
   
   
  Spellwarped Gambol, Advanced: CR 8; Large 
  aberration (augmented magical beast); HD 11d10+33; 
  hp 95; Init +5; Spd 30 ft., climb 15 ft.; AC 21, touch 14, 
  flat-footed 16; Base Atk/Grp: +11/+23; Atk +18 melee 
  (2d8+8, bite); Full Atk +18 melee (2d8+8, bite) and +16 
  melee (1d6+4, 2 claws); Space/Reach: 10ft./10 ft.; SA 
  Fear aura, great leap; SQ Darkvision 60ft., evasion, 
  lowlight vision, masterful dodge, quickness, spell 
  absorption, SR 22; AL CE; SV Fort +10, Ref +14, Will 
  +6; Str 27, Dex 20, Con 17, Int 6, Wis 12, Cha 9. 
   
  Skills and Feats: Balance +7, Climb +16, Jump +33, 
  Listen +2, Spot +2, Tumble +18; Iron Will, Lightning 
  Reflexes, Multiattack, Power Attack. 
   
  Fear Aura (Su):  When a gambol howls, every 
  creature within a 100-foot radius must succeed at a 
  Will save (DC 13) or become panicked for 1d6+1 
  rounds.  Whether or not the save is successful, the 
  creature is then immune to that gambol’s howl for 24 
  hours.  The howl is a sonic, mind-affecting fear effect.   
    
   
  Great Leap (Ex):  A gambol gains a +25 bonus on 
  Jump checks.  Maximum distance restrictions do not 
  apply to its jumps. 
   
  Quickness (Su):  Although not particular 
  dexterous, a gambol is supernaturally quick.  It can take 
  an extra attack or move action each round, either 
  before or after its normal action.  
   
  Masterful Dodge (Ex):  As a free action once per 
  round, a gambol can dodge one ranged weapon attack, 
  one ranged melee weapon attack, or one spell that 
  requires an attack roll by making a successful Reflex 
  save (DC 20).  An attack using a weapon with an 
  enhancement bonus increases the save DC by the 
  amount of the bonus, and a spell adds its spell level to 
  the DC.  To use this ability, the gambol must be aware 
  of the attack and not flat-footed 
   
  Spell Absorption (Su):  Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time the spell resolves. 
   
  Might:  The spellwarped creature gains a +4 
  enhancement bonus to Strength for one minute. 
   
  Agility:  The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for one minute. 
   
  Endurance:  The spellwarped creature gains a +4 
  enhancement bonus to Constitution for one minute.  
   
  Life:  The spellwarped creature gains temporary 
  hit points equal to 5X the level of the failed spell. 
   
  Speed:  The spellwarped creature’s base speed 
  increases by a number of feet equal to 5X the level of 
  the failed spell 
   
  Resistance:  The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
   
  Encounter Six 
   
   
   
   
  Phaermore D’Laron: Male Grey Elf, Wiz9; CR 9; 
  Medium Humanoid; HD 9d4+27; hp 54; Init +2; Spd 30 
  ft.; AC 17, touch 12, flat-footed 15; Base Atk/Grp: 
  +4/+4; Atk +4 melee (1d8/19-20, longsword) or +6 
  ranged (1d8/X3, longbow); Full Atk +4 melee (1d8/19-
  20, longsword) or +6 ranged (1d8/X3 longbow); SQ Elf 
  traits, summon familiar; AL LE; SV Fort +8, Ref +7, 
  Will +9 (+11 vs. enchantment); Str 10, Dex 14, Con 16, 
  Int 20, Wis 12, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +6, 
  Bluff 
  +2, 
  Concentration +15, Craft – Alchemy +10, Knowledge – 
  Arcana +8, Listen +8 (+10 with Familiar), Spellcraft +10, 
  Spot +7 (+9 with Familiar), Search +7, Tumble +7; Brew 
  Potion, Improved Familiar, Scribe Scroll, Silent Spell, 
  Spell Focus (Conjuration), Spell Focus (Necromancy). 
   
  Possessions: Mithral chain shirt +1, cloak of 
  resistance +2, lesser metamagic rod – Enlarge, 
  longbow, longsword, pearl of power – 1
  st level, potion 
  of cure light wounds, spell component pouch with 
  necessary spell components, traveler’s outfit and 20 
  arrows. 
   
  Spells Known (4/5/5/4/3/2; base DC = 15 + spell 
  level (+1 for Conjuration and Necromancy spells)): 0—
  detect magic, mage hand, prestidigitation, read magic; 
  1st—magic missile (3), protection from good, shield; 
  2nd—glitterdust, invisibility, scorching ray (2), see 
  invisibility; 3rd—blink, dispel magic, fireball (2); 4th—
  confusion, Evard’s black tenctacles, wrack; 5th—
  dimension door (Silent), waves of fatigue. 
  Chance of Arcane Failure: 10%. 
   
  Drolp: Phaermore’s Familiar, Imp; CR –; Tiny outsider 
  (evil, lawful, extraplanar); HD 9d8; hp 27; Init +4; Spd 
  20 ft., fly 50 ft. (perfect); AC 26, touch 16, flat-footed 22; 
  Base Atk/Grp: +4/-4; Atk +9 melee (1d4 plus poison, 
  sting); Full Atk +9 melee (1d4 plus poison, sting); 
  Space/Reach: 2 ½ ft./0 ft.; SA Poison, spell-like 
  abilities; SQ Alternate form, darkvision 60 ft., deliver 
  touch spells, DR/5 good or silver, empathic link, fast 
  healing 2, improved evasion, immunity to poison, fire 
  resistance 5, share spells, speak with master; AL LE; SV 
  Of Blood and Bone 
   
  Page 40 
  
  Fort +6, Ref +7, Will +7; Str 10, Dex 18, Con 10, Int 10, 
  Wis 12, Cha 14. 
   
   
  Skills and Feats: Diplomacy +8, Hide +18, 
  Knowledge – Arcana +8, Listen +7, Move Silently +10, 
  Search +6, Spellcraft +8, Spot +7, Survival +1; Alertness, 
  Dodge, Great Fortitude, Weapon Finesse. 
   
  Poison (Ex):  Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4. 
   
  Spell-like Abilities:  At will – detect good, detect 
  magic, invisibility (self only); 1/day – suggestion.  
  Caster 6
  th level; save DC 10 + spell level. 
   
  Alternate Form (Su):  As polymorph, caster level 
  12
  th, except Drolp can only assume the form of a 
  monstrous spider or raven. 
   
  Possessions:  Bead of force. 
   
  Will-O’-Wisp, 
  Elite, 
  Advanced: 
  CR 
  9; 
  Small 
  aberration (air); HD 17d8+34; hp 80; Init +16; Spd 50 ft. 
  fly (perfect); AC 32, touch 32, flat-footed 20; Base 
  Atk/Grp: +12/+4; Atk +26 melee touch (3d8 electricity, 
  shock); Full Atk +26 melee touch (3d8 electricity, 
  shock); SQ Darkvision 60ft., immunity to magic, 
  natural invisibility; AL NE; SV Fort +7, Ref +17, Will 
  +14; Str 3, Dex 34, Con 14, Int 15, Wis 18, Cha 10. 
   
  Skills and Feats: Bluff +12, Diplomacy +2, Disguise 
  +1 (+3 Acting), Escape Artist +18, Intimidate +2, Listen 
  +22, Search +15, Spot +20, Survival +4 (+6 following 
  tracks), Tumble +17; Blind-Fight, Dodge, Flyby Attack, 
  Great Flyby Attack, Improved Initiative, Improved 
  Natural Attack, Weapon Finesse. 
   
  Immunity to Magic (Ex):  A will-o’-wisp is 
  immune to most spells or spell-like abilities that allow 
  spell resistance, except magic missile and maze. 
   
  Natural Invisibility (Ex):  A startled or 
  frightened will-o’-wisp can extinguish its glow, 
  effectively becoming invisible as the spell. 
   
  Encounter Seven 
   
   
   
   
  Granny Mattie:  Green Hag, Exp3/War1/Ur-Priest5; 
  CR 
  12; 
  Medium 
  Monstrous 
  Humanoid; 
  HD 
  9d8+3d8+1d8+5d8+18; hp 111; Init +1; Spd 30 ft., swim 
  30 ft.; AC 29, touch 11, flat-footed 26; Base Atk/Grp: 
  +15/+19; Atk +19 melee (1d4+4, claw); Full Atk +19 
  melee (1d4+4, 2 claws); SA Spell-like abilities, 
  weakness, mimicry, rebuke undead 4/day; SQ 
  Darkvision 90ft., divine SR 15, SR 18; AL LE; SV Fort 
  +12, Ref +11, Will +19; Str 19, Dex 12, Con 12, Int 13, 
  Wis 20, Cha 12. 
   
  Skills and Feats: Bluff +6, Concentration +21, Hide 
  +9, Knowledge – Arcana +8, Knowledge – Planes +8, 
  Knowledge – Religion +11, Listen +15, Spellcraft +12, 
  Spot +15, Swim +12; Blind-Fight, Combat Casting, 
  Great Fortitude, Iron Will, Practiced Spellcaster 
  (Divine), Spell Focus (Evil), Spontaneous Wounder. 
   
  Spell-Like Abilities:  At will – dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongues, water breathing.  Caster level 
  18
  th, save DC is Charisma-based.  
   
  Weakness (Su):  A green hag can weaken a foe by 
  making a special touch attack.  The opponent must 
  succeed on a DC 16 Fortitude save or take 2d4 points of 
  Strength damage.  The save DC is Charisma-based. 
   
  Mimicry (Ex):  A green hag can imitate the sound 
  of almost any animal found near its lair. 
   
  Siphon Spell Power (Ex):  Because they steal 
  whatever power they can, ur-priests learn to 
  manipulate their energy in ways that confound other 
  casters.  An ur-priest of 6
  th level or higher can 
  temporarily sacrifice two (or more) lower level spell 
  slots and use those spells to prepare a higher-level 
  spell.  The higher-level spell must be of a level the ur-
  priest can cast.  Only one exchange of this sort can be 
  made each day.  The levels of the lower level slots are 
  totaled, then reduced to three-quarters (round down) 
  to determine the level of the extra higher-level spell 
  slot.  For example, an ur-priest who sacrifices a 3
  rd level 
  spell and a 5
  th level spell can use that spell slot to 
  prepare an additional 6
  th level spell (3 + 5 = 8 x ¾ = 6).    
   
  Skills:  A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard.  It can always choose to take 10 on a Swim 
  check, even if distracted or endangered.  It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
   
  Possessions: Cloak of resistance +2, courtier’s 
  outfit, Heward’s handy haversack, mithral buckler +1, 
  mithral chain shirt +1, periapt of wisdom +4, potion of 
  alter self, spell component pouch with the necessary 
  spell components, tunic of steady spellcasting, potion 
   
  of displacement (fed to Fido). 
   
  Spells Known (6/5/4/3/2/1; DC = 15 + spell level 
  [+1 Evil spells]); as 9
  th level caster: 0—create water, 
  detect magic, guidance, light, mending, resistance; 
  1st—bless, cure light wounds, entropic shield, 
  protection from good, shield of faith; 2nd—calm 
  emotions, silence, wither limb (2); 3rd—dispel magic, 
  wrack (2); 4th—cure critical wounds, divine power; 
  5th—Legion’s curse of petty failing.   
   
  Fido:  Spellwarped Dire Tiger; CR 10; Large aberration 
  (augmented animal); HD 16d8+64; hp 147; Init +3; Spd 
  40 ft.; AC 20, touch 12, flat-footed 17; Base Atk/Grp: 
  +12/+26; Atk +22 melee (2d4+10, claw); Full Atk 
  +22/+17 melee (2d4+10, 2 claws) and +16 melee (2d6+5, 
  bite); Space/Reach: 10ft./5 ft.; SA Improved Grab, 
  pounce, rake 2d4+5; SQ Lowlight vision, scent, spell 
  Of Blood and Bone 
   
  Page 41 
  
  absorption, SR 27, displacement (as spell, from potion); 
  AL NE; SV Fort +14, Ref +13, Will +11; Str 31, Dex 17, 
  Con 19, Int 6, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +8, Jump +16, Listen +6, 
  Move Silently +12, Spot +7, Swim +10; Alertness, 
  Improved Natural Attack (bite), Improved Natural 
  Attack (claw), Rapidstrike, Stealthy, Weapon Focus 
  (claw). 
   
  Improved Grab (Ex):  To use this ability, a dire 
  tiger must hit with its bite attack.  It can then start a 
  grapple as a free action without provoking an attack of 
  opportunity.  If it wins the grapple check, it establishes 
  a hold and can rake.   
   
  Pounce (Ex):  If a dire tiger charges, it can make a 
  full attack, including two rake attacks. 
   
  Rake (Ex):  Attack bonus +22 melee, damage 
  2d4+5.  
   
  Spell Absorption (Su):  Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time the spell resolves. 
   
  Might:  The spellwarped creature gains a +4 
  enhancement bonus to Strength for one minute. 
   
  Agility:  The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for one minute. 
   
  Endurance:  The spellwarped creature gains a +4 
  enhancement bonus to Constitution for one minute.  
   
  Life:  The spellwarped creature gains temporary 
  hit points equal to 5X the level of the failed spell. 
   
  Speed:  The spellwarped creature’s base speed 
  increases by a number of feet equal to 5X the level of 
  the failed spell 
   
  Resistance:  The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
   
  Skills:  Dire tigers have a +4 racial bonus on Hide 
  and Move Silently checks.  In areas of tall grass of 
  heavy undergrowth, the Hide bonus improves to +7. 
   
   
   
  Of Blood and Bone 
   
  Page 42 
  
   
  Appendix Five – APL 12
  Encounter One 
   
   
   
   
  Spellwarped Gambol, Advanced: CR 10; Huge 
  aberration (augmented magical beast); HD 14d10+42; 
  hp 122; Init +5; Spd 30 ft., climb 15 ft.; AC 22, touch 12, 
  flat-footed 18; Base Atk/Grp: +14/+36; Atk +26 melee 
  (3d8+13, bite); Full Atk +26 melee (3d8+13, bite) and 
  +24/+19 melee (1d8+6, 2 claws); Space/Reach: 15ft./15 
  ft.; SA Fear aura, great leap; SQ Darkvision 60ft., 
  evasion, lowlight vision, masterful dodge, quickness, 
  spell absorption, SR 25; AL CE; SV Fort +14, Ref +15, 
  Will +8; Str 36, Dex 18, Con 21, Int 6, Wis 12, Cha 9. 
   
  Skills and Feats: Balance +5, Climb +21, Jump +38, 
  Listen +3, Spot +3, Tumble +17; Iron Will, Lightning 
  Reflexes, Multiattack, Power Attack, Rapidstrike 
  (claw). 
   
  Fear Aura (Su):  When a gambol howls, every 
  creature within a 100-foot radius must succeed at a 
  Will save (DC 13) or become panicked for 1d6+1 
  rounds.  Whether or not the save is successful, the 
  creature is then immune to that gambol’s howl for 24 
  hours.  The howl is a sonic, mind-affecting fear effect.   
    
   
  Great Leap (Ex):  A gambol gains a +25 bonus on 
  Jump checks.  Maximum distance restrictions do not 
  apply to its jumps. 
   
  Quickness (Su):  Although not particular 
  dexterous, a gambol is supernaturally quick.  It can take 
  an extra attack or move action each round, either 
  before or after its normal action.  
   
  Masterful Dodge (Ex):  As a free action once per 
  round, a gambol can dodge one ranged weapon attack, 
  one ranged melee weapon attack, or one spell that 
  requires an attack roll by making a successful Reflex 
  save (DC 20).  An attack using a weapon with an 
  enhancement bonus increases the save DC by the 
  amount of the bonus, and a spell adds its spell level to 
  the DC.  To use this ability, the gambol must be aware 
  of the attack and not flat-footed 
   
  Spell Absorption (Su):  Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time the spell resolves. 
   
  Might:  The spellwarped creature gains a +4 
  enhancement bonus to Strength for one minute. 
   
  Agility:  The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for one minute. 
   
  Endurance:  The spellwarped creature gains a +4 
  enhancement bonus to Constitution for one minute.  
   
  Life:  The spellwarped creature gains temporary 
  hit points equal to 5X the level of the failed spell. 
   
  Speed:  The spellwarped creature’s base speed 
  increases by a number of feet equal to 5X the level of 
  the failed spell 
   
  Resistance:  The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
   
  Encounter Six 
   
   
   
   
  Phaermore D’Laron: Male Grey Elf, Wiz11; CR 11; 
  Medium Humanoid; HD 11d4+33; hp 67; Init +2; Spd 
  30 ft.; AC 17, touch 12, flat-footed 15; Base Atk/Grp: 
  +5/+5; Atk +5 melee (1d8/19-20, longsword) or +7 
  ranged (1d8/X3, longbow); Full Atk +5 melee (1d8/19-
  20, longsword) or +7 ranged (1d8/X3 longbow); SQ Elf 
  traits, summon familiar; AL LE; SV Fort +8, Ref +7, 
  Will +10 (+12 vs. enchantment); Str 10, Dex 14, Con 16, 
  Int 22, Wis 12, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +6, 
  Bluff 
  +3, 
  Concentration +18, Craft (Alchemy) +13, Knowledge 
  (Arcana) +13, Listen +8 (+10 with Familiar), Spellcraft 
  +12, Spot +7 (+9 with Familiar), Search +7, Tumble +9; 
  Brew Potion, Improved Familiar, Scribe Scroll, Silent 
  Spell, 
  Spell 
  Focus 
  (Conjuration), 
  Spell 
  Focus 
  (Evocation), Spell Focus (Necromancy). 
   
  Possessions: Mithral chain shirt +1, cloak of 
  resistance +2, headband of intellect +2, lesser 
  metamagic rod - Enlarge, longbow, longsword, pearl of 
  power – 1
  st level, potion of cure light wounds, spell 
  component pouch with necessary spell components, 
  traveler’s outfit and 20 arrows. 
   
  Spells Known (4/6/6/5/4/3/2; base DC = 16 + 
  spell level (+1 for Conjuration, Evocation and 
  Necromancy spells)): 0—detect magic, mage hand, 
  prestidigitation, read magic; 1st—magic missile (3), 
  protection from good, ray of enfeeblement, shield; 
  2nd—bear’s 
  endurance, 
  glitterdust, 
  invisibility, 
  scorching ray (2), see invisibility; 3rd—blink, dispel 
  magic (2), fireball (2); 4th—confusion, Evard’s black 
  tenctacles, wrack (2); 5th—cone of cold, dimension 
  door (Silent), waves of fatigue; 6th—chain lightning, 
  disintegrate. 
  Chance of Arcane Failure: 10%. 
   
  Of Blood and Bone 
   
  Page 43 
  
  Drolp: Phaermore’s Familiar, Imp; CR –; Tiny outsider 
  (evil, lawful, extraplanar); HD 11d8; hp 39; Init +4; Spd 
  20 ft., fly 50 ft. (perfect); AC 27, touch 16, flat-footed 23; 
  Base Atk/Grp: +5/-3; Atk +10 melee (1d4 plus poison, 
  sting); Full Atk +10 melee (1d4 plus poison, sting); 
  Space/Reach: 2 ½ ft./0 ft.; SA Poison, spell-like 
  abilities; SQ alternate form, darkvision 60 ft., deliver 
  touch spells, DR/5 good or silver, empathic link, fast 
  healing 2, improved evasion, immunity to poison, fire 
  resistance 5, share spells, speak with master, SR 16; AL 
  LE; SV Fort +5, Ref +7, Will +8; Str 10, Dex 18, Con 10, 
  Int 11, Wis 12, Cha 14. 
   
   
  Skills and Feats: Diplomacy +8, Hide +18, 
  Knowledge – Arcana +10, Listen +7, Move Silently +10, 
  Search +6, Spellcraft +10, Spot +7, Survival +1; 
  Alertness, Dodge, Great Fortitude, Weapon Finesse. 
   
  Poison (Ex):  Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4. 
   
  Spell-like Abilities:  At will – detect good, detect 
  magic, invisibility (self only); 1/day – suggestion.  
  Caster 6
  th level; save DC 10 + spell level.   
   
  Alternate Form (Su):  As polymorph, caster level 
  12
  th, except Drolp can only assume the form of a 
  monstrous spider or raven. 
   
  Possessions:  Bead of force. 
   
  Will-O’-Wisp, 
  Elite, 
  Advanced: 
  CR 
  9; 
  Small 
  aberration (air); HD 17d8+34; hp 80; Init +16; Spd 50 ft. 
  fly (perfect); AC 32, touch 32, flat-footed 20; Base 
  Atk/Grp: +12/+4; Atk +26 melee touch (3d8 electricity, 
  shock); Full Atk +26 melee touch (3d8 electricity, 
  shock); SQ Darkvision 60ft., immunity to magic, 
  natural invisibility; AL NE; SV Fort +7, Ref +17, Will 
  +14; Str 3, Dex 34, Con 14, Int 15, Wis 18, Cha 10. 
   
  Skills and Feats: Bluff +12, Diplomacy +2, Disguise 
  +1 (+3 Acting), Escape Artist +18, Intimidate +2, Listen 
  +22, Search +15, Spot +20, Survival +4 (+6 following 
  tracks), Tumble +17; Blind-Fight, Dodge, Flyby Attack, 
  Great Flyby Attack, Improved Initiative, Improved 
  Natural Attack, Weapon Finesse. 
   
  Immunity to Magic (Ex):  A will-o’-wisp is 
  immune to most spells or spell-like abilities that allow 
  spell resistance, except magic missile and maze. 
   
  Natural Invisibility (Ex):  A startled or 
  frightened will-o’-wisp can extinguish its glow, 
  effectively becoming invisible as the spell. 
   
  Encounter Seven 
   
   
   
   
  Granny Mattie:  Green Hag, Exp3/War1/Ur-Priest7; 
  CR 
  14; 
  Medium 
  Monstrous 
  Humanoid; 
  HD 
  9d8+3d8+1d8+7d8+20; hp 123; Init +1; Spd 30 ft., swim 
  30 ft.; AC 29, touch 11, flat-footed 26; Base Atk/Grp: 
  +17/+21; Atk +21 melee (1d4+4, claw); Full Atk +21 
  melee (1d4+4, 2 claws); SA Spell-like abilities, 
  weakness, mimicry, rebuke undead 4/day; SQ 
  Darkvision 90ft., divine SR 15, siphon spell power, SR 
  18; AL LE; SV Fort +13, Ref +12, Will +21; Str 19, Dex 
  12, Con 12, Int 13, Wis 22, Cha 12. 
   
  Skills and Feats:  Bluff +6, Concentration +23, 
  Hide +9, Knowledge – Arcana +9, Knowledge – Planes 
  +8, Knowledge – Religion +10, Listen +16, Spellcraft 
  +12, Spot +17, Swim +12; Blind-Fight, Combat Casting, 
  Great Fortitude, Iron Will, Practiced Spellcaster 
  (Divine), Spell Focus (Evil), Spontaneous Wounder. 
   
  Spell-Like Abilities:  At will – dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongues, water breathing.  Caster level 
  20
  th, save DC is Charisma-based.  
   
  Weakness (Su):  A green hag can weaken a foe by 
  making a special touch attack.  The opponent must 
  succeed on a DC 16 Fortitude save or take 2d4 points of 
  Strength damage.  The save DC is Charisma-based. 
   
  Mimicry (Ex):  A green hag can imitate the sound 
  of almost any animal found near its lair. 
   
  Siphon Spell Power (Ex):  Because they steal 
  whatever power they can, ur-priests learn to 
  manipulate their energy in ways that confound other 
  casters.  An ur-priest of 6
  th level or higher can 
  temporarily sacrifice two (or more) lower level spell 
  slots and use those spells to prepare a higher-level 
  spell.  The higher-level spell must be of a level the ur-
  priest can cast.  Only one exchange of this sort can be 
  made each day.  The levels of the lower level slots are 
  totaled, then reduced to three-quarters (round down) 
  to determine the level of the extra higher-level spell 
  slot.  For example, an ur-priest who sacrifices a 3
  rd level 
  spell and a 5
  th level spell can use that spell slot to 
  prepare an additional 6
  th level spell (3 + 5 = 8 x ¾ = 6).    
   
  Skills:  A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard.  It can always choose to take 10 on a Swim 
  check, even if distracted or endangered.  It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
   
  Possessions:  Cloak of resistance +2, courtier’s 
  outfit, Heward’s handy haversack, mithral buckler +1, 
  mithral chain shirt +1, periapt of wisdom +6, potion of 
  alter self, spell component pouch with the necessary 
  spell components, tunic of steady spellcasting, 2
   
   
  potions of displacement (fed to Fido and Sonny). 
   
  Spells Known (6/6/5/5/4/3/2/1; DC = 16 + spell 
  level [+1 Evil spells]); as 11
  th level caster: 0—create 
  water, detect magic, guidance, light, mending, 
  resistance; 1st—bless, cure light wounds, divine favor, 
  entropic shield, protection from good, shield of faith; 
  2nd—bear’s endurance, calm emotions, silence, wither 
  Of Blood and Bone 
   
  Page 44 
  
  limb (2); 3rd—dispel magic (2), searing light, wrack (2); 
  4th—cure critical wounds, divine power, freedom of 
  movement, unholy blight; 5th—flame strike, Legion’s 
  curse of petty failing, righteous might; 6th—blade 
  barrier, heal; 7th—slime wave.  
   
  Fido and Sonny:  Spellwarped Dire Tiger; CR 10; 
  Large aberration (augmented animal); HD 16d8+64; hp 
  147; Init +3; Spd 40 ft.; AC 20, touch 12, flat-footed 17; 
  Base Atk/Grp: +12/+26; Atk +22 melee (2d4+10, claw); 
  Full Atk +22/+17 melee (2d4+10, 2 claws) and +16 
  melee (2d6+5, bite); Space/Reach: 10ft./5 ft.; SA 
  Improved Grab, pounce, rake 2d4+5; SQ Lowlight 
  vision, scent, spell absorption, SR 27, displacement (as 
  spell, from potion); AL NE; SV Fort +14, Ref +13, Will 
  +11; Str 31, Dex 17, Con 19, Int 6, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +8, Jump +16, Listen +6, 
  Move Silently +12, Spot +7, Swim +10; Alertness, 
  Improved Natural Attack (bite), Improved Natural 
  Attack (claw), Rapidstrike, Stealthy, Weapon Focus 
  (claw). 
   
  Improved Grab (Ex):  To use this ability, a dire 
  tiger must hit with its bite attack.  It can then start a 
  grapple as a free action without provoking an attack of 
  opportunity.  If it wins the grapple check, it establishes 
  a hold and can rake.   
   
  Pounce (Ex):  If a dire tiger charges, it can make a 
  full attack, including two rake attacks. 
   
  Rake (Ex):  Attack bonus +22 melee, damage 
  2d4+5.  
   
  Spell Absorption (Su):  Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time the spell resolves. 
   
  Might:  The spellwarped creature gains a +4 
  enhancement bonus to Strength for one minute. 
   
  Agility:  The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for one minute. 
   
  Endurance:  The spellwarped creature gains a +4 
  enhancement bonus to Constitution for one minute.  
   
  Life:  The spellwarped creature gains temporary 
  hit points equal to 5X the level of the failed spell. 
   
  Speed:  The spellwarped creature’s base speed 
  increases by a number of feet equal to 5X the level of 
  the failed spell 
   
  Resistance:  The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
   
  Skills:  Dire tigers have a +4 racial bonus on Hide 
  and Move Silently checks.  In areas of tall grass of 
  heavy undergrowth, the Hide bonus improves to +7. 
   
    
   
  Of Blood and Bone 
   
  Page 45 
  
  Judge Aid #1 – Bandit Camp Map 
   
   
   
  A
  B
  C
  D
  15’
  A = Tunnel
  B = Main Cavern
  C = Nest/Treasury
  D = Prisoners
  A
  B
  C
  D
  15’
  A = Tunnel
  B = Main Cavern
  C = Nest/Treasury
  D = Prisoners
   
   
   
   
   
   
  Of Blood and Bone 
   
  Page 46 
  
  Judge Aid #2 – Ballroom Map 
   
   
   
  11
  22
  aa
  11
  22
  aa
   
   
   
   
   
   
   
   
  Of Blood and Bone 
   
  Page 47 
  
  Judge Aid #3 – Lower Level Map 
   
   
  33
  44
  55
  66
  77
  88
  a
  33
  44
  55
  66
  77
  88
  33
  44
  55
  66
  77
  88
  a
   
   
   
   
   
   
   
   
  Of Blood and Bone 
   
  Page 48 
  
  Judge Aid #4 – New Rules Items 
   
  New Creatures  
  Gambol (Monster Manuel II, pp. 108−109; Revision Update Applied) 
   
  A gambol is a baboonlike primate that stands 9 feet tall and weighs more than 1,000 pounds.  Its purple skin is 
  covered with dense, silky blue hair.  A gambol has elongated jaws and a hairless, doglike muzzle.  Gambols tumble into 
  combat, clawing and biting their foes.  They take advantage of their reach to grapple and trip advancing foes.  Their 
  constant maneuvering makes them difficult targets for foes attacking from a distance. 
   
  Large Magical Beast 
   
  Hit Dice:  8d10+16 (60 hp) 
   
  Initiative:  +4 
   
  Speed:  30 ft., climb 15 ft. 
   
  AC:  18 (–1 size, +4 Dex, +5 natural); touch 13, flat-footed 14 
   
  Base Attack:  +8/+18 
   
  Attack:  +13 melee (2d8+6, bite) 
   
  Full Attack:  +13 melee (2d8+6, bite) and +11 melee (1d4+3, 2 claws)  
   
  Space/Reach:  10 ft./10 ft. 
      
  Special Attacks:  Fear aura, great leap 
   
  Special Qualities:  Darkvision 60 ft., evasion, lowlight vision, masterful dodge, quickness.  
   
  Saves:  Fort +8, Ref +12, Will +3  
   
  Abilities:  Str 23, Dex 18, Con 15, Int 2, Wis 12, Cha 9 
   
  Skills:  Balance +6, Climb +14, Jump +33, Tumble +15 
   
  Feats:  Dodge, Lightning Reflexes, Multiattack 
   
  Climate/Terrain:  Warm forest 
   
  Organization:  Solitary, pack (5-20) or troop (21-40) 
   
  Challenge Rating:  5 
   
  Treasure:  None 
   
  Alignment:  Usually chaotic neutral 
   
  Advancement:  9–12 HD (Large); 13–24 HD (Huge) 
   
  Fear Aura (Su):  When a gambol howls, every creature within a 100-foot radius must succeed at a Will save (DC 13) 
  or become panicked for 1d6+1 rounds.  Whether or not the save is successful, the creature is then immune to that 
  gambol’s howl for 24 hours.  The howl is a sonic, mind-affecting fear effect.     
   
  Great Leap (Ex):  A gambol gains a +25 bonus on Jump checks.  Maximum distance restrictions do not apply to its 
  jumps. 
   
  Evasion (Ex):  A gambol that makes a successful Reflex saving throw against an effect that would normally deal 
  half damage instead avoids damage altogether. 
   
  Quickness (Su):  Although not particular dexterous, a gambol is supernaturally quick.  It can take an extra attack or 
  move action each round, either before or after its normal action.  
   
  Masterful Dodge (Ex):  As a free action once per round, a gambol can dodge one ranged weapon attack, one ranged 
  melee weapon attack, or one spell that requires an attack roll by making a successful Reflex save (DC 20).  An attack 
  using a weapon with an enhancement bonus increases the save DC by the amount of the bonus, and a spell adds its spell 
  level to the DC.  To use this ability, the gambol must be aware of the attack and not flat-footed. 
   
  New Template 
  Spellwarped Creature Template (Monster Manual III, pp. 162−163) 
   
  “Spellwarped” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, 
  humanoid, magical beast, monstrous humanoid, plant or vermin (referred to hereafter as the base creature).  A 
  spellwarped creature has all the base creature’s statistics and abilities except as noted here. 
   
  Size and Type:  The creature’s type changes to aberration.  Do not recalculate the creature’s hit dice, base attack 
  bonus, saves or skill points if its type changes.  The creature gains the augmented subtype if necessary.  Size is 
  unchanged.  
  Of Blood and Bone 
   
  Page 49 
  
   
  Armor Class:  Natural armor bonus improves by +2 (this stacks with any natural armor bonus the base creature 
  has). 
   
  Special Qualities:  A spellwarped creature has all the special qualities of the base creature, plus the following 
  special qualities. 
   
  Spell Resistance (Ex):  A spellwarped creature gains spell resistance equal to 11 + its Hit Dice.  If the creature 
  already has spell resistance, use the greater of the two values. 
     
  Spell Absorption (Su):  Whenever a spell fails to penetrate a spellwarped creature’s spell resistance, the creature 
  gains one of the following benefits, chosen at the time the spell resolves. 
   
  Might:  The spellwarped creature gains a +4 enhancement bonus to Strength for one minute. 
   
  Agility:  The spellwarped creature gains a +4 enhancement bonus to Dexterity for one minute. 
   
  Endurance:  The spellwarped creature gains a +4 enhancement bonus to Constitution for one minute.  
   
  Life:  The spellwarped creature gains temporary hit points equal to 5X the level of the failed spell. 
   
  Speed:  The spellwarped creature’s base speed increases by a number of feet equal to 5X the level of the failed spell 
   
  Resistance:  The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire or sonic). 
   
   
  Abilities:  Increase the base creature as follows:  Str +4, Dex +2, Con +2, Int +4. 
   
  Challenge Rating:  HD 3 or less, as base creature; HD 4 to 10, as base creature +1; HD 11 or more, as base creature 
  +2. 
   
  Alignment:  Usually evil (any).  Spellwarped creatures are typically selfish and cruel. 
   
  Ur−Priest Prestige Class (Complete Divine, pp. 70−72) 
   
  Ur-priests despise gods.  However, a small number of them have learned to tap into divine power and use it for 
  their own needs without praying to or worshiping a deity.  Instead, each day they go into a trance and mentally steal the 
  power that gods normally channel to devout clerics.  Ur-priests are canny and cunning, never stealing too much power 
  from any one deity, but instead metaphysically slip in, draw out the power they need for their spells, and slip out again.  
  They learn to be resilient toward divine power and creative with energies that they steal.  The greatest ur-priest 
  commands the level of power of the most powerful cleric, although he/she does not have the cleric’s variety of 
  spellcasting options. 
   
  A member of any class can become an ur-priest, even – and, in fact, eventually – an ex-cleric. 
   
  Ur-priests frequently work alone, although they occasionally find partnerships with members of other classes 
  useful.  They do not congregate into anything resembling temples, for they fear that too many of them in one place 
  might draw unwanted divine attention.  And of course they rarely associate with clerics or any other divine spellcaster, 
  whom they see as lackeys and who view them as abominations.   
   
  Hit Die: d8. 
   
  Requirements 
   
  To qualify to become an ur-priest, a character must fulfill all the following criteria. 
   
  Alignment:  Any evil. 
   
  Base Save Bonus:  Fort +3, Will +3. 
   
  Skills:  Bluff 6 ranks, Knowledge (arcana) 5 ranks, Knowledge (the planes) 5 ranks, Knowledge (religion) 8 ranks, 
  Spellcraft 8 ranks. 
   
  Feats:  Iron Will, Spell Focus (evil). 
   
  Special:  The character must have no ability to cast divine spells.  If such spellcasting ability was previously 
  possessed (as with an-ex cleric) that ability is forever forsaken.  The character must be trained by another ur-priest. 
   
  Class Skills 
   
  The ur-priest’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), 
  Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis) and Spellcraft (Int).  
  See Chapter 4 of the Player’s Handbook for skill description. 
   
  Skill Points at Each Level:  2 + Int Modifier.   
   
  Ur-Priest 
  Level 
  Base  
  Fort 
  Ref 
  Will 
  Special  
   
  ----------------Spells per Day----------------  
   
   
  Attack Save 
  Save 
  Save 
  Of Blood and Bone 
   
  Page 50 
  
   
  Bonus 
  0  1
  st  2
  nd  3
  rd  4
  th  5
  th  6
  th  7
  th  8
  th  9
  th  
  1
  st  
  +0 
  +0 
  +0 
  +2 
  --- 
  4  2 
  --- 
  --- 
  ---   ---   ---  ---  ---   --- 
  2
  nd   
  +1 
  +0 
  +0 
  +3 
  Rebuke Undead 
  5  3    0      
  --- 
  --- 
  --- 
  ---  --- --- 
  --- 
  3
  rd  
  +2 
  +1 
  +1 
  +3 
  --- 
  5  3 
  1 
  0 
  --- --- 
  --- 
  --- --- 
  --- 
  4
  th  
  +3 
  +1 
  +1 
  +4 
  Divine Spell 
   
   
   
   
    
   
  Resistance 15 
  6  3 
  2 
   1 
  0 --- 
  --- 
  --- --- 
  --- 
  5
  th  
  +3 
  +1 
  +1 
  +4 
  --- 
  6  3 
  3 
   2 
  1 0 
  --- 
  --- --- 
  --- 
  6
  th  
  +4 
  +2 
  +2 
  +4 
  Siphon Spell Power 
  6  3 
  3 
   3 
  2 1 
  0 
  --- --- 
  --- 
  7
  th  
  +5 
  +2 
  +2 
  +5 
  --- 
  6  4 
  3 
   3 
  3 2 
  1 
  0 --- 
  --- 
  8
  th  
  +6 
  +2 
  +2 
  +6 
  Divine Spell 
   
   
   
   
   
    
   
  Resistance 20 
  6  4 
  4 
   3 
  3 3 
  2 
  1 0 
  --- 
  9
  th  
  +6 
  +3 
  +3 
  +6 
   
  6  5 
  4 
   4 
  4 4 
  3 
  2 1 
  0 
  10
  th  
  +7 
  +3 
  +3 
  +7 
  Steal Spell-Like Ability 
  6  5 
  5 
   4 
  4 4 
  4 
  3 2 
  1 
   
  Class Features 
   
  All of the following are class features of the ur-priest prestige class. 
   
  Weapon and Armor Proficiency:  Ur-priests are proficient with simple weapons, but not with armor or shields. 
   
  Spells per Day:  An ur-priest gains the ability to cast a number of divine spells.  To cast a spell, an ur-priest must 
  have a Wisdom score of at least 10 + the spell’ level, so an ur-priest with a Wisdom of 10 or lower cannot cast these 
  spells.  Ur-priest bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level 
  + Wisdom modifier.  When the above table indicates that the ur-priest gets 0 spells per day of a given spell level, such as 
  0 2
  nd-level spells at 2
  nd level, the ur-priest gains only the bonus spells he/she would be entitled to based on his Wisdom 
  score for that spell level. 
   
  The ur-priest spell level is identical to the cleric spell list.  An ur-priest has access to any spell on the list and 
  prepares those spells as a cleric, except that he does not pray for spell, he just takes them.  An ur-priest casts spells as a 
  cleric does, except that unlike a cleric, he/she does not have the ability to spontaneously cast cure or inflict spells, nor 
  does he have domain spells or associated domain granted powers.  He does not have restrictions on spells with 
  alignments.  To determine the caster level of an ur-priest, add the character’s ur-priest levels to one-half of his levels in 
  any other spellcasting classes.  (Any levels gained in the cleric class by an ex-cleric don’t count). 
   
  Rebuke Undead:  Like an evil cleric, an ur-priest of 2
  nd level or higher can rebuke undead.  He uses his ur-priest 
  level as the cleric level for determining success and damage (see Turn or Rebuke Undead, page 159 of the Player’s 
  Handbook). 
   
  Divine Spell Resistance (Su):  At 4
  th level, an ur-priest gains spell resistance 15, but only against divine spells and 
  the spell-like abilities of outsiders.  At 8
  th level, the ur-priest’s spell resistance increases to 20. 
   
  Siphon Spell Power (Ex):  Because they steal whatever power they can, ur-priests learn to manipulate their energy 
  in ways that can confound other casters.  An ur-priest of 6
  th level or higher can temporarily sacrifice two (or more) lower 
  level spell slots and use those spells to prepare a higher level spell.  The higher level spell must be of a level the ur-priest 
  can cast.  Only one exchange of this sort can be made each day.  The levels of the lower level slots are totaled, then 
  reduced to three-quarters (round down) to determine the level of the extra higher-level spell slot.  For example, an ur-
  priest who sacrifices a 3
  rd level spell and a 5
  th level spell can use that spell slot to prepare an additional 6
  th level spell (3 + 5 
  = 8 x ¾ = 6).    
   
  Steal Spell-Like Ability (Su):  The most powerful ur-priests can use the same techniques that siphon off the gods’ 
  spell power to steal the spell-like abilities of another creature.  Once each day, when a creature with spell-like abilities is 
  within 50 feet of a 10
  th-level ur-priest, the ur-priest can choose one of the spell-like abilities of the creature to steal for 
  himself.  The ur-priest can use the spell-like abilities as often as the creature can, or three times per day, whichever is 
  less.  The ur-priest uses the ability as the creature does with regards to caster level and save DCs.  This ability only lasts 
  24 hours.  The creature with the spell-like ability does not lose the ability when the ur-priest steals it.  If an ur-priest tries 
  to steal a spell-like ability that is supernatural rather than spell-like, the attempt automatically fails. 
   
  For example, if an ur-priest is near a noble salamander, he can steal fireball and use it three times per day or steal 
  dispel magic and use it once that day.  If he is near a pit fiend, he could steal teleport without error (self plus 50 pounds 
  of objects only) and use it three times per day, because the pit fiend can do it at will.  He could even steal the pit fiend’s 
  wish ability, but because a pit fiend can only use wish once per day, the ur-priest would be similarly limited.  He could 
  not steal that power again from any creature for one year. 
   
   
  Of Blood and Bone 
   
  Page 51 
  
  Non-Core Feats 
  Great Flyby Attack [General] 
  Savage Species, p. 35. 
  Prerequisites:  Fly speed, Flyby Attack. 
  Benefit:  Using this feat is a full round action.  When flying, you can move up to your fly speed in a straight line and 
  attack a number of opponents equal to your Dexterity bonus.  All targets must be within your reach along the line of 
  your movement.  Make one attack roll, add the appropriate modifiers, and compare the result to the AC of each 
  opponent you are attacking.  If any hits are successful, make one damage roll and add the appropriate modifiers.  Each 
  successful hit does the full damage to that creature; do not divide the result of the damage roll among the targets.  
  Targets of your attack do not get attacks of opportunity against you, but other opponents that would be entitled to 
  attacks of opportunity may take them. 
   
  Practiced Spellcaster [General] 
  Complete Divine, pp. 82-84. 
  Prerequisites:  Spellcraft 4 ranks. 
  Benefit:  Your caster level for the chosen spellcasting class increases by +4.  This can’t increase your caster level beyond 
  your HD.  However, even if you can’t benefit from the full bonus immediately, if you can later gain non-caster level HD 
  you may be able to apply the rest of the bonus. 
   
  A character with two or more spellcasting classes must choose which class gains the feat’s effect.  This does not 
  apply to your spells per day or spells known.  It only increases your caster level, which would help you penetrate SR and 
  increase the duration and other effects of your spells. 
  Special:  You may select this feat multiple times, each time applying it to a different spellcasting class. 
   
  Rapidstrike [Monstrous] 
  Draconomicon, p. 73. 
  Prerequisites:  Dex 9, one or more pairs of natural weapons, aberration, dragon, elemental, magical beast or plant type, 
  base attack +10. 
  Benefit:  If you have a pair of natural weapons, such as two claws, two wings or two slams, you can make one extra attack 
  with one of those weapons at a –5 penalty.  A creature with multiple limbs qualifies for this feat as well, such as a 
  creature with three arms and three claw attacks. 
   
  Spell Focus (Chaos, Evil, Good or Law) 
  Complete Divine, p. 84. 
  Prerequisites:  Relevant alignment. 
  Benefit:  Add +1 to the DC for all saving throws against any of your spells that have an alignment descriptor (chaos, evil, 
  good or law) that matches your alignment.  This bonus does not stack with any other bonus from Spell Focus feats. 
  Special:  This feat can be taken twice, choosing a different alignment descriptor each time.   
   
  Spontaneous Wounder 
  Complete Divine, p. 85. 
  Prerequisites:  Wis 13, Knowledge (religion) 4 ranks, nongood alignment, able to cast any inflict wounds spell. 
  Benefit:  You can use your spellcasting ability to spontaneously cast inflict spells (from you class spell list) just as a cleric 
  can.  You may use this ability a total number of times per day equal to your Wisdom modifier.   
   
  New Spells 
  Curse of Petty Failing, Legion’s 
  Miniatures Handbook, p. 35 
  Necromancy; Level:  Clr 5; Components:  V, S, DF; Casting Time:  1 standard action; Range:  Medium (100 ft. + 
  10ft./level); Target:  Enemy creatures in a 20 ft.-radius-burst; Duration:  1 minute/level; Saving Throw:  None; Spell 
  Resistance:  Yes.  
   
  Multiple enemies out to medium range suffer -2 penalty on attack rolls and saving throws.  The curse cannot be 
  dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse or wish spell. 
   
  Of Blood and Bone 
   
  Page 52 
  
  Slime Wave 
  Complete Divine, pp. 180-181 
  Conjuration (Summoning); Level:  Clr7, Drd7; Components:  V, S, M; Casting Time:  1 standard action; Range:  Close 
  (25 ft. + 5ft./2 levels); Target:  15 ft.-radius-burst; Duration:  1 round/level; Saving Throw:  Reflex negates; Spell 
  Resistance:  No.  
   
  A wave of green slime is created beginning at the range you choose and violently spreads to the limit of the area.  
  The wave splashes and splatters as it passes; some slime clings to any wall or ceiling.  Green slime devours flesh and 
  organic materials on contact, and even dissolves metal.  Each creature is covered with one patch of green slime for every 
  5 feet of its face.  A patch of green slime deals 1d6 of temporary Constitution damage per round while it devours flesh.  
  Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of 
  wood.  It does not harm stone. 
   
  On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), 
  but after that it must be frozen, burned or cut away (applying damage to the victim as well).  Extreme cold or heat, 
  sunlight or a remove disease spell destroys the green slime.  Unlike normal green slime, the slime created by this spell 
  evaporates, disappearing by the end of the duration.  The Material component is a few drops of stagnant pond water.  
   
  Wither Limb 
  Book of Vile Darkness, p. 110 
  Necromancy [Evil]; Level:  Clr 2, Sor/Wiz 2; Components:  V, S; Casting Time:  1 standard action; Range:  Close (25 ft. 
  + 5ft./2 levels); Target:  One humanoid creature with limbs; Duration:  1 round/level; Saving Throw:  Fortitude 
  negates; Spell Resistance:  Yes. 
   
   
  The caster chooses to wither either the arms of the legs of a subject.  Withered legs force a character to fall prone 
  and make it impossible for him/her to move more than 5 feet per round.  Withered arms make it impossible for a 
  character to use objects or cast spells with somatic components, and the subject must drop anything he/she was 
  holding.  At the end of the spell’s duration, the limb returns to normal. 
   
  Wrack  
  Complete Divine, p. 190 
  Necromancy [Evil]; Level:  Clr 3, Sor/Wiz 4; Components:  V, S; Casting Time:  1 standard action; Range:  Close (25 ft. 
  + 5ft./2 levels); Target:  One humanoid; Duration:  1 round/level; Saving Throw:  Fortitude negates; Spell Resistance: 
   Yes.  
   
  A humanoid subject of the spellcaster’s choosing is wracked with such pain that he/she doubles over and collapses. 
   His face and hands blister and drip fluid, and the eyes cloud with blood, rendering him blind.  For the duration of the 
  spell, the subject is considered helpless and cannot take actions. 
   
  Even when the spell ends, the subject is still visibly shaken and suffers a -2 penalty on attack rolls, saves and checks 
  for 3d10 minutes.  The subject’s sight returns at the end of the spell’s duration.  
   
  New Magic Items 
  Tunic of Steady Spellcasting:  The wearer of this tunic gains a +5 competence bonus on Concentration checks.  
  Despite the item’s name, its bonus applies on all Concentration checks, not just those made to cast spells.  Faint 
  transmutation; CL: 3
  rd; Prerequisites:  Craft Wondrous Item, bear’s endurance; Market Price: 2,500 gp; Complete 
  Adventurer, p. 136. 
  Of Blood and Bone 
   
  Page 53 
  
  Critical Events Summary 
  FUR5-05 Of Blood and Bones 
  (Circle all appropriate; if this is a premiere, return to HQ) 
   
  1. 
  Were the PCs disrespectful in the dream to the Priestess of Merikka? YES 
   
  NO 
   
  2. 
  In Encounter One: 
   
   
  a) 
  What happened to Skrishnaak and Wurpox? 
   
   
   
  Killed 
   
  Arrested  
  Released 
  b) 
  What happened to Tergg and Nalm? 
   
  Killed   
  Arrested  
  Released 
  c) 
  What happened to Reverend Mother Chantilla? 
   
  Killed 
   
  Released 
   
   
   
   
   
   
  3. 
  Were the adventurers disrespectful to the old man? 
   
  YES 
   
  NO 
   
  4. 
  In Encounter Three, what happened to the gnomish children? 
   
   
   
  Nothing  
  Injured  
  Slain 
   
  5. 
  In Encounter Six, what happened to Phaermore D’Laron? 
   
   
   
   
   
  Escaped  
  Arrested  
  Injured  
  Slain 
   
  6. 
  In Encounter Seven:  
   
   
   
   
   
  a) 
  What happened to Uncle Gorge? 
   
   
   
   
   
  Nothing  
  Arrested  
  Injured  
  Slain 
   
   
  b) 
  What happened to the children? 
   
   
   
  Rescued  
  Injured  
  Slain 
   
   
  c) 
  What happened to Granny Mattie? 
   
   
   
  Escaped  
  Arrested  
  Injured   
  Slain 
   
   
  d) 
  What happened to Michel of Merikka? 
   
   
   
  Rescued  
  Injured  
  Slain 
   
  7. 
  If successful, what was the fate of Rhovan Littlefield? 
   
   
   
  Nothing  
  Arrested  
  Injured  
  Slain 
   
  Executed 
   
  8. 
  Additional comments?  (Use the back of this paper, if necessary.) 
   
  Of Blood and Bone 
   
  Page 54 
  
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