TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  KEO3-06 
   
   
   
   
   
  CHAIN REACTION 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Keoland Regional Adventure 
  Version 1.05 for MEPACon Premiere
   
  by Mark Whittaker 
   
   
  When a royal tax collector turns up dead in the streets of Cryllor the adventurers that find him are caught up in a series 
  of events that no one could have anticipated.   An investigative adventure for APLs 4 to 14. 
  
  Chain Reaction 
  [Round 1] 
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  
  Chain Reaction 
  [Round 1] 
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  After voting, give the Scoring Packet to your event 
  coordinator.  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or 
  more either higher 
  or lower than the 
  APL 
  this 
  adventure is being 
  played 
  at, 
  that 
  character 
  will 
  receive only half of 
  the 
  experience 
  points awarded for 
  the 
  adventure. 
  This simulates the 
  face 
  that 
  either 
  your character was 
  not as challenged 
  as 
  normal, 
  or 
  relied on help by 
  higher-level 
  characters to reach 
  the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Keoland.  Characters native to Keoland pay one Time 
  Unit per round, all others pay two Time Units per round. 
   Adventurer’s Standard Upkeep costs 50gp per Time 
  Unit.  Rich Upkeep costs 100gp per Time Unit.  Luxury 
  Upkeep costs 200gp per Time Unit. 
  
  Chain Reaction 
  [Round 1] 
  Page 4 
  Adventure Background 
  In the City of Cryllor, two brothers are set to inherit their 
  sickly father’s fortune. However there’s a catch.  The two 
  brothers positively hate each other.  Their father, a 
  merchant and former adventurer named Remi Jordanes 
  (REH-me johr-DAYNES) has been trying to reconcile his 
  two sons for years, ever since their mother passed away of 
  natural causes ten years ago.  He has even gone so far as 
  to stipulate in his will that if the two sons cannot 
  reconcile their differences, his entire estate will be 
  turned over to the Church of Heironeous within one 
  week of his death.  Remi’s final attempt to reconcile his 
  two sons was to split his Import & Export business into 
  separate parts.  Leufred (LOO-fred) Jordanes, the older 
  brother, handles the exporting business while his 
  younger brother Vitheris (vith-AIR-iss) handles imports.  
  The two could not succeed without each other. 
  The plan seemed to work for the first year or so.  The two 
  brothers were forced to work together, contracts often 
  crossing back and forth between the two. However as 
  Remi grew older and sicker, things began to sour once 
  again.  Remi’s failing health seems to have taken the 
  greatest toll on his younger son Vitheris.  Normally 
  considered a stern and shrewd businessman, Vitheris has 
  made several seemingly foolish contracts of late, and has 
  been 
  observed 
  frequenting 
  less 
  then 
  savory 
  establishments all around the city.  Talk amongst the 
  guilds is that he may be losing his mind as he claims no 
  memory of having signed the contracts and refutes all 
  claims of impropriety in his social life.   
  Leufred and the export business, on the other hand, are 
  swimming in profits.  Unlike his brother, Leufred seems 
  to be on the receiving end of windfall after windfall.  His 
  ships frequently sail the Javan, so full of trade goods that 
  they barely sit above the waterline.  If only the 
  authorities knew what cargo those ships carried that 
  caused them to sit so low in the water… 
  The truth of it all is that Leufred has turned his father’s 
  export business into a cover for assassins, demon 
  worshippers, and slave trade.  He hoped that by 
  sabotaging his brother’s import business, his father would 
  finally sign over both companies to him.  To that end he 
  has been posing as his brother and making all manner of 
  bad trades, often to the gain of his own export business.  
  He has also been visiting brothels and other places of ill 
  repute in his disguise to discredit Vitheris amongst the 
  Merchant’s Guild.  However, rather then disown his 
  younger son, Remi has ordered Leufred to bail Vitheris 
  out.  Leufred has other ideas… 
  Amongst a variety of other illegal activities, Leufred has 
  been cheating the city out of tax money, covering up his 
  slave trade, and bribing a local gnomish tax collector 
  named Fodkin Beldere to cover things up.  As the 
  adventure begins, Fodkin has made the ill-fated decision 
  of attempting to blackmail Leufred by threatening to 
  expose the whole thing to his father.  Leufred, secretly a 
  worshipper of Hextor, has discovered the stipulation in 
  his father’s will and is furious.  At the same time Leufred’s 
  younger brother Vitheris is out of town, attempting to 
  clear up yet another “business misunderstanding”.  
  Seeing an opportunity to kill all the birds with one stone, 
  Leufred has hatched a plan to get rid of Fodkin Beledere 
  and his brother, while securing his father’s fortune. 
  Adventure Summary  
  The adventure begins with the PCs encountering a pack 
  of creatures summoned by one of Leufred’s lackeys to kill 
  a local tax collector named Fodkin Beldere. 
  The constable and guards arrive in short order to deal 
  with the situation.  They may sadly detail the situation 
  between the two brothers and how they have been at 
  each other’s throats for as long as any of the guards can 
  remember.  The feud between the two brothers has 
  resulted in everything from arson and larceny to flat out 
  fistfights in some of the trendier establishments in town. 
   The guards may also point out that it has never resulted 
  in a murder and will be very disappointed that at a time 
  when they are already very busy that the two seem to 
  have decided to escalate things. 
  Whether the party continues on to the offices or waits to 
  be contacted, eventually Leufred (in the guise of Vitheris) 
  will contact the PC’s to explain that he’s afraid for his life. 
   His brother is clearly evil and behind this murder and 
  many other hideous atrocities, but he’ll need the 
  adventurers help to prove it.  He gives the adventurers 
  directions to a rundown section of the town called the 
  Catacombs. 
  The adventurers’ investigation leads them into the 
  Refugee Quarter where they discover, following 
  “Vitheris’” hints, a small band of evil cultists and evidence 
  of slave trading and torture.  Leufred has been trying to 
  seize control of this cult for a long time, but he has been 
  unable to break the hold the current leader has over the 
  cult.  Leufred hopes (most likely correctly) that the 
  adventurers will take care of things for him. 
  Having smashed the cult, it is likely the adventurers will 
  think that Leufred is guilty of everything that “Vitheris” 
  says he is.  Yet savvy adventurers might realize 
  everything is just a little too easy.   To make things even 
  more confusing, even if the adventurers take a prisoner 
  and convince them to confess what they know or rescue 
  
  Chain Reaction 
  [Round 1] 
  Page 5 
  the prisoner in the slave pen, that will only further 
  muddy the waters. 
  The next day Leufred (sans disguise) will contact the 
  adventurers having heard that they are investigating him 
  and announcing that his father has been kidnapped. 
  Pouring it on thick, he’ll explain that Vitheris is simply 
  trying to discredit him so that he can inherit their father’s 
  fortune.  It is true that if Leufred were found guilty of all 
  of these crimes he would be locked away and Vitheris 
  would inherit everything.  Leufred recommends the PC’s 
  follow Vitheris after the next time they meet and see 
  what they find out.  He even goes so far as to say that if 
  they don’t find out Vitheris is behind it all he’ll go quietly 
  with them to the guards.  The plan here is that the 
  adventurers will follow him (thinking he’s Vitheris) to a 
  meeting with his henchman and, having all the 
  “evidence” he needs, he can get rid of the adventurers - 
  tying off any loose ends. 
  After meeting with Vitheris just before lunch, the 
  adventurers can follow him back into the Catacombs, a 
  dark and desolate section of the Refugee Quarter, where 
  he leads them to Leufred’s cult – the Brotherhood of the 
  Chain.  They are a nefarious (if fledgling at lower APLs) 
  band of slavers and assassins in league with dark powers.  
  In his guise as Vitheris, Leufred explains that everything 
  is going according to plan.  Before the fighting can start, 
  Leufred escapes with Remi in tow.  Clearly - the jig is 
  up… or is it?   
  Vitheris is actually out of town.  He arrives home shortly 
  after the fight at the Brotherhood’s hideout takes place, a 
  full day early, probably to find a band of adventurers or 
  City Watch beating down his door.   
  Things can get really sticky at this point.  It is possible 
  Leufred will come out on top as the adventurers break 
  into Vitheris’ house/office and confront him.  Vitheris’ 
  guards will fight to defend their master. They’ve been in 
  more then a few scraps with Leufred’s thugs and will 
  think any semblance of legitimacy is just another deceit 
  from their master’s brother.   If Vitheris is arrested, with 
  the adventurers and/or Leufred’s testimony, he’ll be 
  found guilty and hanged for treason and his father’s 
  murder.  A search of his house and office reveals all 
  manner of damning evidence and Leufred is only too 
  happy to testify… 
  It is also possible the party will notice some 
  inconsistencies in Leufred’s plan.  However it happens, 
  the adventurers may find themselves quickly off to deal 
  with Leufred instead.  There in a dark warehouse Leufred 
  (still looking like Vitheris in case someone should cast 
  Speak with Dead) is sacrificing his father to the dark 
  gods.  If the adventurers don’t interrupt the ceremony, 
  Leufred will most likely inherit the father’s fortune, 
  while two innocent men die. 
  Introduction 
  It has been a quiet day in the busy streets of Cryllor.  
  Here along Grand Avenue, the street that separates 
  the Merchant’s Quarter and the Market Quarter, the 
  local shopkeepers may be a little nervous about the 
  recent reports of giants in the Jotens west of the city. 
  But they are thrilled with the business that the 
  upsurge in adventurers and mercenaries has brought 
  with them.  Likewise the new arrivals seem willing to 
  put up with the increased cost of living in return for 
  the almost endless variety of quality goods on display 
  around you courtesy of the influx of skilled craftsman 
  into the Refugee Quarter.  
  After a full day of perusing the wares for sale or 
  finding out the news about town, you begin to make 
  your way back to your inn for dinner.  Passing 
  through the crowded marketplace at the heart of the 
  Market Quarter, a disturbance down one of the side 
  streets 
  draws 
  your 
  attention. 
   
  Several 
  other 
  adventuring types seem to have noticed as well… 
  Give the players a few moments to describe each other’s 
  PCs, and then proceed to Encounter One. 
  Encounter One – The Murder of 
  Fonkin Beldere 
  About fifty feet down the street you see an elderly 
  gnome dressed in scholarly clothing careen around 
  the corner of an adjoining alleyway and slam into a 
  closed door.  His outfit is torn in several places and he 
  looks as though he’s been in a fight.  There is a crash 
  and a howl behind him.  He frantically begins pulling 
  at the door, but to no avail.    His face white with fear, 
  he looks back over his shoulder as three large wolves, 
  their eyes glowing red in the pale light of the setting 
  sun, bound out of the alleyway behind the gnome and 
  attack.  The first bites deep into his leg. The second 
  leaps at him knocking him to the ground.   The third 
  pounces and sinks its teeth into the poor gnome’s 
  neck as his screams of pain quickly cease.  All around 
  you the people begin to panic and scatter. The wolves 
  briefly lunge forward, intent on new play, but they 
  vanish like mist in the morning sun. 
  As the last of the fiendish creatures fades, the noise of 
  their growling is replaced by shouts of the townsfolk 
  for the Watch.  You hear whistles in the distance 
  growing closer. The gnome’s body lies motionless. 
  
  Chain Reaction 
  [Round 1] 
  Page 6 
  The Victim 
  The PCs have ten rounds (one minute) before the town 
  guard arrive, easily enough time to check out the body, 
  cast spells, examine the general vicinity of the corpse, 
  and/or flee the scene. 
  The victim of the attack is an older gnome, dressed in 
  fine but now-tattered scholar’s garb.  It is ruined at this 
  point, though a mending spell could fix that.  A simple 
  Heal check (DC 5) will reveal that the gnome is dead - his 
  body battered and throat torn out by the rampaging 
  wolves.  He carries a pouch with ten gold lions, wears a 
  silver ring, and has a note clenched tightly in his fist. The 
  note is an invitation to discuss a matter of grave 
  importance.  Distribute Player’s Handout One. See “The 
  Ring” below for notes on the jewelry he wears. 
  A successful Knowledge: Local (Metaregion One) check 
  (DC 15) reveals that the gnome is one of the local 
  governmental tax collectors.  A successful check at DC 25 
  will reveal the gnome’s name, Fodkin Beldere – a tax 
  collector for the merchants that do business along the 
  Javan.  A DC 30 also reveals that he is known in some 
  circles to take the occasional bribe to cook the books.  
  Bardic Knowledge checks can reveal the same 
  information at the same DCs. A PC with 5 or moe ranks 
  in a Knowledge or Profession skill relating to the guild 
  system of Keoland would gain a +2 synergy bonus to the 
  check. 
  While unlikely, it is possible that the adventurers may 
  want to use a Speak With Dead Spell or even Raise 
  Fodkin on the spot. Here are some common questions, 
  along with canned replies, if this situation occurs. 
  Who summoned the monsters? 
  “I don’t know, I heard a loud voice calling out in some 
  strange tongue and then they came out of nowhere.” 
  Where were you going? 
  “To meet with Remi Jordanes, he owns an Import & 
  Export Business here in Cryllor.” 
  Why were you going to meet him? 
  “To discuss his son, Leufred.” 
  Why were you carrying the ledger? 
  “Leufred has been cheating on his taxes.  I was going to 
  show Remi.” 
  The Ring 
  A Knowledge: Local (Metaregion One) or a Craft or 
  Profession check (using a skill relating to either 
  accounting, jewelsmithing or Keoish guilds) check (DC 
  10) will reveal that the silver ring bears the mark of the 
  Royal Guild of Accountants. The gnome has clearly worn 
  the ring for many years; a check on the Profession skills 
  noted above at DC 15 (Prof. Skill only) tells a PC that only 
  a Master Accountant wears such rings.   
  The Alleyway and Tracking the Wolves 
  The door that Fodkin was pulling on is the door to 
  “Woeden Shoes” – a cobbler’s shop.  There is a sign in the 
  window that reads “Closed for the Evening”.  There are 
  no lights on within and no amount of knocking will 
  roust any inhabitants.  The building is unoccupied. 
  Evidence can be found in the alleyway from which 
  Fodkin fled. Spotting tracks on the cobblestone roadway 
  is no easy task, requiring a PC with the Track feat and a 
  successful check (DC 25). If successful, the PC can follow 
  the tracks of the summoned monsters. (Note: PCs that 
  attempt to Take 20 on the check will face the arrival of 
  the constabulary). 
  The tracks lead to a point about fifty feet down the 
  alleyway where they disappear as if the creatures never 
  existed.  Also revealed is that the victim was walking up 
  until about that point when he suddenly started running. 
  A Search check (if the PCs look around), or a Spot check 
  (if they don’t do so on their own) of (DC 10 + APL of the 
  adventure) will discover a hastily discarded satchel 
  amongst the rubbish in the alleyway. 
  Inside the satchel is a ledger titled “Jordanes Export Co.” 
  A Knowledge: Local (Metaregion One) check (DC25) 
  determines that Jordanes Export Co. is a small merchant 
  company moving wares along the Javan, mostly to the 
  south. 
  With enough time and either a Knowledge: Local 
  (Metaregion One) checks (DC 30) or a Profession: 
  Accountant check (DC 15), the ledger reveals that the 
  export company is not paying proper taxes to the city of 
  Cryllor.  Auditing the records will take several hours.  
  The ledger is signed by “Fodkin Beldere, Esq.” The 
  handwriting of the ledger and the note do not match. 
  PCs will find it all but impossible to determine who 
  summoned the wolves.  The culprit is one of Leufred’s 
  hitmen, Norg (see Encounter Four).  He was following 
  Fodkin, invisibly by means of a potion of fly.  A Spellcraft 
  check (DC 5) will reveal that the creatures disappeared 
  because the duration of their summoning spell had 
  ended; a DC 18 check will reveal the spell in questions 
  was Summon Monster III. 
  Encounter Two – Merla Henning 
  and the City Watch 
  
  Chain Reaction 
  [Round 1] 
  Page 7 
  After about a minute, a half-dozen town guards will arrive 
  on the scene led by Deputy Constable for Investigations 
  Merla Hennig.  It is very possible the Adventurers will 
  know Merla and may even have earned her favor. 
  The guard’s whistles continue to grow nearer and 
  before long you can make out a half-dozen of Cryllor’s 
  finest making their way in your direction led by a 
  young woman of Oeridian descent.  They approach 
  your group bastard swords at the ready. 
  If any of the PCs have earned the favor of Marla Henning 
  or made a favorable impression upon her (KEO1-05 All 
  That Glitters or KEO3-08 A Little War), read the first 
  paragraph; Merla will speak to those PCs directly. If none 
  of them have encountered Merla before, read the second 
  paragraph. 
  The leader steps forward and smiles. It is none other 
  than Merla Henning, an acquaintance from some past 
  adventures. “Greetings, friend.  It looks like trouble 
  has managed to find you here in Cryllor once again.”  
  At a wave from Constable Hennig the guards behind 
  her relax noticeably, sheath their swords, and begin 
  cordoning off the area.  The constable nods in the 
  direction of the alleyway. “ What can you tell me 
  about what happened here?” 
  The leader steps forward and calls out. “You there!  
  Stay where you are!  I am Deputy Constable Merla 
  Hennig! Until we find out what’s going on here, you 
  are under arrest!”  At a wave from Constable Hennig 
  the six guards behind her begin to fan out and move 
  in your direction. 
  At this point the Adventurers have a number of choices: 
  Fight the Guards – The worst choice. Stats are included 
  in Appendix A should they choose to do so.  The 
  townspeople will immediately scatter and begin calling 
  for more help.  Once the combat is over, proceed to 
  Conclusion D. The consequences for attacking the 
  Constable and/or the Town Guard are covered in 
  Appendix D. 
  Run For It - Unless the entire group makes a run for it 
  the guards will not pursue, choosing instead to keep track 
  of those they can.  Merla will issue a warrant for the 
  arrest of those that flee - see Appendix D. If all the PCs 
  flee, the guards will give a short chase before giving up 
  and letting the adventurers go.  The Adventurers will 
  become wanted for flight from a crime scene (see 
  Appendix D). 
  Plead Your Case - There is a dead government official on 
  the ground and the adventurers are the most likely 
  suspects.  Still, it’s also fairly obvious the party is not 
  responsible.  This is a Diplomacy check (DC 15), 
  modified as follows: 
   
  -2  If any of the adventurers has a visible Animal 
  Companion or familiar large enough to have been 
  responsible. 
   
  -10 If Merla witnesses the adventurers using a 
  Speak with Dead spell. 
   
  +2 If the adventurers can show Merla the tracks 
  from the summoned monsters. 
   
  +2 If the adventurers are cooperative. 
   
  +5 For each knight, noble, paladin, or cleric of a 
  good deity that is willing to give their word that the 
  party is not responsible (the PCs must think of 
  offering to do so; Merla will not ask). 
   
  Lifestyle bonuses or penalties would definitely factor 
  into this check and feel free to add bonuses or 
  penalties based on the role-playing of the PCs. 
  PCs who have favorably impressed Merla and who are 
  not belligerent are assumed to automatically succeed in 
  the check. If the PCs attack (and lose) or fail to convince 
  Merla they are innocent, they are hauled off and locked 
  up until Leufred bails them out (See Encounter 3C) 
  If they succeed at convincing Merla that they’re not 
  responsible, she will share with them the following: 
  • 
  The dead gnome is Fodkin Beldere, a tax 
  collector in the employ of the Lady Regent of 
  Cryllor. 
  • 
  He handles the collection of taxes from the 
  companies that handle shipping up and down 
  the Javan. 
  • 
  (only if they have the Ledger) Jordanes Export 
  Co. is run by Leufred Jordanes, one of two 
  brothers that are set to inherit the Jordanes 
  family business from their elderly father Remi. 
  • 
  Remi Jordanes used to run Jordanes Import & 
  Export Company.  The offices, mentioned in the 
  note, are four or five blocks away in the 
  Merchants Quarter. 
  • 
  Remi Jordanes is old, rumored to be very ill, and 
  is probably on the verge of death. 
  • 
  The Town Guard is stretched to its limits 
  already and what with policing the Geoffugees 
  and the rumours of Giants outside of Town.  It is 
  unlikely the Town Guard will be able to provide 
  more then a cursory investigation into the 
  
  Chain Reaction 
  [Round 1] 
  Page 8 
  murder.  Any help they could provide would be 
  greatly appreciated.   
  • 
  [If the PCs agree to assist] Merla will provide 
  the Adventurers with a Writ of Deputation that 
  empowers them to pursue the case as agents of 
  the Lady Regent. 
  • 
  [If the PCs agree to assist] Vitheris and Leufred 
  have been at each other throats as long as she 
  can remember.  The feud has resulted in 
  everything from arson and larceny to fistfights 
  between their respective employees.  It has 
  never resulted in a murder before. 
  Once the Adventurers have finished discussing matters 
  with Merla, she’ll thank them for any information they’ve 
  been able to provide and begin directing the guards in 
  cleaning up the mess.   
  If the party offers to assist with the investigation, Merla 
  will provide them with a writ that temporarily deputizes 
  them.  Merla will also provide the party with warrants to 
  aid in their investigation (see Player Handout 4) if they 
  can provide probable cause.   This does not give the 
  party license to kill inside the city.  It only allows 
  them to perform the actions specified on the specific 
  warrant.   She will recommend that they start with 
  following up on the note. If the PCs do so, with or 
  without the constable’s writ, proceed to Encounter 3A. If 
  the party decides not to pursue the matter further (some 
  heroes!), proceed to Encounter 3B. If the party has been 
  arrested proceed to Encounter 3C. 
  Encounter 3A – Jordanes Import 
  & Export 
  About five blocks away you find the main office of 
  Jordanes Import & Export.  It is a well-maintained 
  two-story building in the Merchant’s Quarter.  The 
  downstairs offices seem to be closed for the evening, 
  but a stairway leads up to a door on the second level 
  and candles light several of the upstairs windows. 
  DMs should consult DM Aid One. There are once again a 
  number of options available to the players.  They may 
  decide to perform some reconnaissance before heading 
  upstairs.  The situation when the party arrives is as 
  follows: 
  • 
  The downstairs office area is completely dark 
  and deserted.  There are a number of empty 
  shelves and desks that have not been used for 
  some time. 
  • 
  Leufred (disguised as Vitheris) has just arrived 
  upstairs having been informed of the success 
  of the assassination.  He is currently in the 
  doorway of his father’s room “saying hello.” 
  • 
  Remi will be completely fooled by Leufred’s 
  act and completely behave as those Leufred is 
  in fact Vitheris.  Remi will be asking how 
  Vitheris’ trip to Ravonnar went and inquiring 
  as to whether the matter of the constant 
  shipment of rotten food has been cleared up.  
  Leufred will respond that he believes so, but 
  that Remi shouldn’t worry himself about such 
  things.  The conversation will continue along 
  those lines, staying mainly on Remi’s concerns 
  about Vitheris’ business dealings.  Leufred will 
  stay away from specifics, answering only in the 
  most general terms. 
  • 
  The rest of the upstairs is unoccupied. 
  If the party decides to head upstairs and knocks on the 
  door, read the following: 
  After a brief delay, a middle-aged man of mixed 
  Oeridian-Flan heritage opens the upstairs door.  He 
  seems surprised to find an armed and armored 
  adventuring group standing on his porch.  “Yes? Is 
  there something wrong?” 
  GM NOTE: When impersonating Vitheris, Leufred is 
  referred to as [Vitheris] to avoid Freudian slips during the 
  running of the module! 
  The man is Leufred Jordanes, currently in the guise of his 
  brother Vitheris.  [Vitheris] Jordanes is a sturdy man in 
  his late 30’s.  His long black hair is normally tied back in a 
  short tail and is beginning to gray along the temples.  He 
  wears decent merchant’s garb, albeit somewhat worn and 
  obviously in need of some work.  Leufred has been 
  perfecting his impersonation of his brother over the 
  years, even mimicking the tired sadness in his brown 
  eyes. The biggest challenge was mimicking his voice. 
  Remi’s failing vision and hearing aid in that respect.  The 
  PCs, having never met either brother before, are very 
  unlikely to notice any difference or similarity at this 
  point.  However for the sake of completeness, Leufred 
  maintains the following spells/items on his person to 
  counter any detection attempts: 
  • 
  Undetectable Alignment 
  • 
  Disguise Skill (Assume he has taken 20 on the 
  check) 
  • 
  Nondetection 
  
  Chain Reaction 
  [Round 1] 
  Page 9 
  Once [Vitheris] has answered the door, Remi will begin 
  inquiring from his bedroom as to who is at the door.  
  [Vitheris] will then inquire as to who the adventurers are 
  and what brings them here at such a late hour.  He’ll relay 
  the information back to his father.  If the Adventurers 
  present a writ, [Vitheris] will not object to the 
  adventurers entering the dining room or speaking to 
  Remi. However, before letting them in, he will explain to 
  them that his father’s health is very fragile and ask that 
  they please try not to excite him.  Without a writ, it will 
  take a Diplomacy Check (DC 15) to convince [Vitheris] to 
  let the adventurers in to see Remi.  While [Vitheris] is 
  content that his disguise will hold, there’s no need to take 
  unnecessary risks. 
  Remi Jordanes is a very old and very sick man.  No 
  amount of healing can aid him at this late stage. Remi 
  himself will admit that, “sometimes it is just a man’s time 
  to die.”  He is very proud of both of his sons and his one 
  dream is that they will reconcile.  He has no idea that the 
  son standing before him is actually Leufred in disguise.  
  He’s also completely unaware of Leufred’s nefarious 
  dealings. 
  Confronting Remi and Vitheris 
  If the adventurers begin to explain to Remi about the 
  murder or the seemingly corrupt tax ledger and imply 
  that either of his sons could be involved, Remi will 
  become agitated - swearing that his sons could never be 
  involved in such criminal activities.  He quickly devolves 
  into a coughing fit. [Vitheris] will try to cut the 
  adventurers off, “for his father’s health” and ask that they 
  wait in the dining room.  In the event of a Sense Motive 
  check at this point, Leufred is actually concerned that his 
  father may die if the PCs persist.  If they do, Remi’s 
  coughing grows worse and a Heal Check (DC 10) from 
  anyone in the room reveals that if Remi doesn’t calm 
  down he may have a seizure.  [Vitheris] will request that 
  if the adventurers wish to discuss such matters, he would 
  like to do so in the dining room, where Remi cannot 
  hear.  A Diplomacy check (DC 15) will calm Remi back 
  down, provided that he’s not riled again. 
  In the event that a fight should break out this early, 
  Leufred will use his Cape of the Montebank to escape.  If 
  the PCs manage to prevent this, proceed to Encounter 
  Nine.  If a fight breaks out and Leufred escapes without 
  being exposed, proceed with the module.  (You may need 
  to make a few minor modifications depending on the 
  subsequent actions of the PCs.) 
  Development:  
  Assuming the PCs don’t cause Remi to cough himself to 
  death.  [Vitheris] will ask to speak to them in the dining 
  room about the murder.   
  [Vitheris] will tell the PCs that he wouldn’t be at all 
  surprised if his brother was involved in the murder.  
  While Remi refuses to see it, it seems clear that his other 
  son Leufred is a bad seed.   He’ll claim that it is probably 
  why Leufred’s export side of the business is succeeding, 
  while his own import business is failing.  He’ll even 
  suggest that he believes Leufred may be involved with a 
  dark cult down in the Catacombs (a section of the 
  Refugee Quarter) that is rumored to kidnap, torture, and 
  even sacrifice the poor folks that have tried to find refuge 
  there. 
  If the PCs offer to investigate, [Vitheris] will be thrilled.  
  If they don’t, he’ll unabashedly ask for their help. If they 
  agree, he’ll provide the following pieces of information to 
  the heroes. 
  • 
  He’ll claim to have had an agent, a human 
  woman named Allysette, spying on the cult just 
  a few days ago.   
  • 
   He hoped that if he could get a witness to his 
  brother’s evil deeds that his father would relent 
  and turn over the entire business to him. 
  • 
   He can offer very little, as his business has been 
  failing as of late, but if the adventurer’s can 
  prove his case, he will gain his father’s 
  inheritance. If this happens, Remi Jordanes, 
  being a former adventurer himself, has a cache 
  of magical items, to which [Vitheris] would 
  gladly grant the PCs access if they could prove 
  his case. 
  The real Vitheris did indeed hire a spy to investigate the 
  cult.  She was captured two days ago and will be sacrificed 
  tonight. The above story is the same one Vitheris told to 
  Allysette - Leufred should know, he tortured it out of her. 
  If the PCs head into the Catacombs, they may want to 
  stop by Constable Hennig’s to get a writ first.  If they do, 
  she will tell them not to bother.  The Catacombs are an 
  entirely lawless place and no one down there would give 
  it the value of the paper it was written on.  She’ll advise 
  against entering the Catacombs and tell them to stay 
  within the bounds of their authority as deputies.  If 
  trouble does start, showing the Writ of Deputation to the 
  Guards should clear things up. 
  When the PCs decide to head into the Catacombs, 
  proceed to Encounter Four. 
  
  Chain Reaction 
  [Round 1] 
  Page 10 
  Encounter 3B – Leufred (as 
  Vitheris) Makes an Offer 
  As you settle into your dinner at the one of the local 
  inns, a middle-aged man of mixed Oeridian-Flan 
  heritage makes his way over to your table carrying a 
  bottle of wine.  Pulling the cork from the bottle he 
  sweeps the table with his gaze.  “Mind if I join you?” 
  GM NOTE: When impersonating Vitheris, Leufred is 
  referred to as [Vitheris] to avoid Freudian slips during the 
  running of the module! 
  The man is Leufred Jordanes, currently in the guise of his 
  brother Vitheris.  [Vitheris] Jordanes is a sturdy man in 
  his late 30’s.  His long black hair is normally tied back in a 
  short tail and is beginning to gray along the temples.  He 
  wears decent merchant’s garb, albeit somewhat worn and 
  obviously in need of some work.  Leufred has been 
  perfecting his impersonation of his brother over the 
  years, even mimicking the tired sadness in his brown 
  eyes. The biggest challenge was mimicking his voice. The 
  PCs, having never met either brother before, are very 
  unlikely to notice any difference or similarity at this 
  point.  However for the sake of completeness, Leufred 
  maintains the following spells/items on his person to 
  counter any detection attempts: 
  • 
  Undetectable Alignment 
  • 
  Disguise Skill (Assume he has taken 20 on the 
  check) 
  • 
  Nondetection 
  [Vitheris] will tell the PCs that he wouldn’t be at all 
  surprised if his brother was involved in the murder.  
  While Remi refuses to see it, it seems clear that his other 
  son Leufred is a bad seed.   He’ll claim that it is probably 
  why Leufred’s export side of the business is succeeding, 
  while his own import business is failing.  He’ll even 
  suggest that he believes Leufred may be involved with a 
  dark cult down in the Catacombs (a section of the 
  Refugee Quarter) that is rumored to kidnap, torture, and 
  even sacrifice the poor folks that have tried to find refuge 
  there. 
  If the PCs offer to investigate, [Vitheris] will be thrilled. 
  If they don’t, he’ll unabashedly ask for their help. If they 
  agree, he’ll provide the following pieces of information to 
  the heroes. 
  • 
  He’ll claim to have had an agent, a human 
  woman named Allysette, spying on the cult just 
  a few days ago.   
  • 
   He hoped that if he could get a witness to his 
  brother’s evil deeds that his father would relent 
  and turn over the entire business to him. 
  • 
   He can offer very little, as his business has been 
  failing as of late, but if the adventurer’s can 
  prove his case, he will gain his father’s 
  inheritance. If this happens, Remi Jordanes, 
  being a former adventurer himself, has a cache 
  of magical items, to which [Vitheris] would 
  gladly grant the PCs access if they could prove 
  his case. 
  The real Vitheris did indeed hire a spy to investigate the 
  cult.  She was captured two days ago and will be sacrificed 
  tonight. The above story is the same one Vitheris told to 
  Allysette - Leufred should know, he tortured it out of her. 
  In the event that a fight should break out this early, 
  Leufred will use his Cape of the Montebank to escape.  If 
  the PCs manage to prevent this, proceed to Encounter 
  Nine.  If a fight breaks out and Leufred escapes without 
  being exposed, proceed with the module.  (You may need 
  to make a few minor modifications depending on the 
  subsequent actions of the PCs.) 
  If the PCs head into the Catacombs, they may want to 
  stop by Constable Hennig’s to get a writ first.  If they do, 
  she will tell them not to bother.  The Catacombs are an 
  entirely lawless place and no one down there would give 
  it the value of the paper it was written on.  She’ll advise 
  against entering the Catacombs and tell them to stay 
  within the bounds of their authority as deputies.  If 
  trouble does start, showing the Writ of Deputation to the 
  Guards should clear things up. 
  When the PCs decide to head into the Catacombs, 
  proceed to Encounter Four. 
  Encounter 3C – Jailed! 
  You’ve sat and stewed, naked but for a prison tunic 
  and alone save the rats, in the damp darkness of 
  Cryllor’s Pits for what seems like hours now. You’ve 
  not heard a sound from a guard, healer, or even 
  another prisoner.  As your mind begins to ponder 
  your once bright future, there is the sound of 
  scraping outside the door.  With a screech of steel on 
  stone, the door to your cell is opened and one of the 
  massively obese prison wardens growls at you to rise.  
  “Let’s go, maggot.  Looks like you’ve a friend to see 
  you.” 
  You are manhandled into another small cell just large 
  enough for the group of you to stand.  Outside the 
  
  Chain Reaction 
  [Round 1] 
  Page 11 
  cell, a middle-aged man of mixed Oeridian-Flan 
  blood. 
  GM NOTE: When impersonating Vitheris, Leufred is 
  referred to as [Vitheris] to avoid Freudian slips during the 
  running of the module! 
  The man is Leufred Jordanes, currently in the guise of his 
  brother Vitheris.  [Vitheris] Jordanes is a sturdy man in 
  his late 30’s.  His long black hair is normally tied back in a 
  short tail and is beginning to gray along the temples.  He 
  wears decent merchant’s garb, albeit somewhat worn and 
  obviously in need of some work.  Leufred has been 
  perfecting his impersonation of his brother over the 
  years, even mimicking the tired sadness in his brown 
  eyes. The biggest challenge was mimicking his voice. The 
  PCs, having never met either brother before, are very 
  unlikely to notice any difference or similarity at this 
  point.  However for the sake of completeness, Leufred 
  maintains the following spells/items on his person to 
  counter any detection attempts: 
  • 
  Undetectable Alignment 
  • 
  Disguise Skill (Assume he has taken 20 on the 
  check) 
  • 
  Nondetection 
  [Vitheris] will tell the PCs that he wouldn’t be at all 
  surprised if his brother was involved in the murder.  
  While Remi refuses to see it, it seems clear that his other 
  son Leufred is a bad seed.   He’ll claim that it is probably 
  why Leufred’s export side of the business is succeeding, 
  while his own import business is failing.  He’ll even 
  suggest that he believes Leufred may be involved with a 
  dark cult down in the Catacombs (a section of the 
  Refugee Quarter) that is rumored to kidnap, torture, and 
  even sacrifice the poor folks that have tried to find refuge 
  there. 
  [Vitheris] will offer to arrange for the PCs to be released 
  under his stewardship if they’ll prove his brother was 
  involved in the murder.  They’ll still have to stand trial 
  for attacking the guards, but certainly uncovering the 
  murderer would work in their favor. 
  He can offer the following help: 
  • 
  He’ll claim to have had an agent, a human 
  woman named Allysette, spying on the cult just 
  a few days ago.   
  • 
   He hoped that if he could get a witness to his 
  brother’s evil deeds that his father would relent 
  and turn over the entire business to him. 
  • 
   He can offer very little, as his business has been 
  failing as of late, but if the adventurer’s can 
  prove his case, he will gain his father’s 
  inheritance. If this happens, Remi Jordanes, 
  being a former adventurer himself, has a cache 
  of magical items, to which [Vitheris] would 
  gladly grant the PCs access if they could prove 
  his case. 
  • 
   He can offer very little outside of getting them 
  free for the time being, as his business has been 
  failing as of late, but if the adventurer’s can 
  prove his case, he will have his personal 
  attorney represent them at their trial for no 
  charge. 
  The real Vitheris did indeed hire a spy to investigate the 
  cult.  She was captured two days ago and will be sacrificed 
  tonight. The above story is the same one Vitheris told to 
  Allysette - Leufred should know, he tortured it out of her. 
  At this point if the Adventurers accept Leufred’s offer, 
  their gear will be returned to them (a little worse for the 
  wear) and [Vitheris] will suggest that they head into the 
  Catacombs.  If they accept Leufred’s offer, but then 
  attempt to flee the city, they’re in big trouble - proceed to 
  Conclusion E. 
  If they refuse Leufred’s offer, the adventure is over.  The 
  PCs will be left to stew for a few more days before their 
  trial - see Appendix D.  
  When the PCs decide to head into the Catacombs, 
  proceed to Encounter Four. 
  Encounter Four – The Cult of 
  Erythnul 
  Following the directions that Vitheris supplied has 
  led you outside of the City’s massive walls and into 
  the Refugee Quarter.  You have left behind the 
  comfort of street lamps and guarded corners for 
  smoking piles of refuse and more refugees then you 
  could care to count.  At every corner there is an out-
  stretched hand looking for alms and down every alley 
  linger rough looking individuals perhaps not so 
  polite in their coin collection techniques. 
  Pressing on, you wind your way back towards the city 
  walls into an old part of the city that the residents 
  refer to as “The Catacombs”.  This area received its 
  name for the bizarre series of passages that have been 
  formed as levels were added to existing houses and 
  built over, or in some cases in the middle of, the 
  existing alleyways.  It might as well have taken its 
  name from its inhabitants.  At times it is difficult to 
  discern wheter the bodies that litter the doorways are 
  living or dead. 
  
  Chain Reaction 
  [Round 1] 
  Page 12 
  You have made turn after turn through this maze of 
  shanties and ramshackle homes.  From time to time 
  the bizarre construction has left you in a virtual 
  tunnel, the light of the moon blocked out by the floor 
  of a structure built over the narrow alleyway you 
  travel.  There is no doubt that if it were not for the 
  directions you have received, you would be 
  hopelessly lost.  This is not a pleasant thought when 
  every shadow seems to possess a set of eyes staring 
  out at you with malicious intent.   
  If your directions continue to be accurate, the 
  building you are looking for should be just ahead, 
  around the corner. 
  Refer to DM Aid Two. The PCs are approaching the 
  hideout of a Cult of Nerull that Leufred has been using to 
  carry out various attacks, including the murder of Fodkin 
  Beldere.  The point on the map where the PCs begin is 
  marked with an ‘X.’ 
  Almost halfway down one of the alleyways, the cultists 
  have set up two alarms. The first is a series of bottles 
  rigged to crash to the ground when a teetering board is 
  stepped on. 
  All APLs (EL 0) 
  Alarm Trap: CR 0; mechanical; location trigger; manual 
  reset; bypass by stepping over trap (Search DC 10); 
  Disable Device (DC 10).  If the Alarm is set off the 
  Cultists will be prepared (see below). 
  The second trap is upon the portcullis further up the 
  passageway. 
  All APLs (EL 2)   
  Portcullis Trap: CR 2; mechanical; location trigger; 
  manual reset; hidden switch bypass (Search DC 20); +10 
  melee (3d6); Disable Device (DC 20). Note: The 
  portcullis blocks the passageway after being triggered, 
  requiring a Strength check (DC 20) to lift.  If the 
  portcullis falls the Cultists will be prepared (see below). 
  The door into the Cultists hideout is locked. 
  Wooden Door: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18; Open Lock DC 20.  The cultists will not 
  hear the lock being picked. 
  If either trap is activated, the cultists will begin to 
  prepare their defense.  You should immediately enter 
  combat time. 
  Area A – Abandoned Inn, Main Room 
  The rickety door into this building groans audibly at 
  your touch.  The darkened room beyond is bare save a 
  pair of doors in on the south wall and a pile of rubble 
  in the southwest corner of the room.   
  This building, one of the older buildings in the 
  catacombs, once served as an inn for caravan guards that 
  couldn’t afford to stay within the city walls.  It is now 
  completely vacant.  The rubble in the southwest corner is 
  a result of the collapse of Area E, which has knocked 
  down the stairway and made passage into the upper levels 
  of the Inn impossible. 
  Area B – Abandoned Inn, Kitchen 
  A thick coating of dust covers much of this empty 
  room. It is fairly obvious even to the untrained eye 
  that something heavy has recently been dragged 
  across the floor from the southeastern corner of the 
  room. 
  This is where Norg caught Alysette of Cryllor (see Area 
  G) after the cultists discovered she was spying on them. 
  There is a small, dried patch of blood on the floor in the 
  southeastern corner.   
  Area C – Abandoned Inn, Innkeeper’s Chambers 
  This room is covered in a thick layer of dust.  It is 
  devoid of any furnishings. The only feature of note is 
  the pile of rubble in the northwest corner of the 
  room. 
  The debris is a result of the collapse of Area E, which has 
  knocked down some of the wall here as well.  The rubble 
  is impassable. A Listen check (DC15 + APL) will overhear 
  chanting coming from Area G. 
  Area D – Abandoned Jewelers, Foyer 
  This small room seems relatively clean compared to 
  the rest of the buildings in the area. Only a large 
  rubbish pile along the north wall reminds you that 
  you have not left the catacombs.  There is a door 
  directly across the hall. 
  The cultists keep this area fairly clean to cover up their 
  secret exit (Area F).  A Search check (DC 20 + APL) will 
  determine the location of the secret door. However, the 
  portal is a one-way door and cannot be opened from this 
  side. The rubbish pile consists of an inordinate amount of 
  torn, bloodstained, and discarded clothing.  This is where 
  the cult dumps the clothing of those they sell into 
  slavery.   
  Area E – Abandoned Jewelers, Collapsed Room 
  You can barely get the door to this room open.  The 
  entire area is covered with debris that has fallen from 
  the floors above.  The parts of the ceiling that remain 
  intact groan under the weight of the floors above. 
  
  Chain Reaction 
  [Round 1] 
  Page 13 
  This area is on the verge of collapse.  It will not collapse 
  down on the PCs but they don’t know that without a 
  Knowledge: Architecture and Engineering check (DC 
  10). There is nothing of interest here. 
  Area F – The Backdoor 
  The doorway opens onto a small slender passage 
  barely large enough for you to squeeze through.  At 
  the western end you can make out a small lever on 
  the wall. 
  This is the getaway passage.  Moving through this passage 
  is not a problem for most.  Creatures that are large-sized 
  or medium-sized and wearing heavy armor will need to 
  squeeze to move through this hallway.  The lever opens 
  the secret door to Area D.   
  Area F – The Cultist’s Hideout  
  If the cultists are caught unprepared: 
  The Cultists are in the middle of preparing to sacrifice 
  Allysette to their dark god.  Adventurers looking into the 
  room via divination, scrying, or some other means will 
  see all of the Cultists gathered around the altar in the 
  center of the room.  A Listen check (DC 15) at the door 
  will hear low chanting coming from within the building. 
   When the PCs enter, read the following: 
  Bursting through the door it takes a moment for your 
  eyes to adjust to the dim, flickering torchlight that 
  scatters shadows about the room.  From the ceiling 
  hang a number of chains. Some end in shackles, 
  others in cruel hooks.  In the center of the room a 
  number of dark robed individuals, all holding hands, 
  form a ring around the prone form of a woman lying 
  upon a black, stone altar. Looming over the scene 
  stands a statue of Erythnul, Lord of Slaughter. 
  If the cultists are prepared: 
  The Cultists are in the middle of preparing to sacrifice 
  Allysette to their dark god.  PCs looking into the room 
  via divination, scrying, or some other means will see the 
  fighters moving to flank the entrance and the cleric 
  readying to kill Allysette.  The rogue(s) may have already 
  moved to ambush the party, and the sorcerer will cast 
  invisibility (if appropriate - otherwise she’ll be pretending 
  to be a prisoner).  When the PCs enter, read the 
  following: 
  Bursting through the door it takes a moment for your 
  eyes to adjust to the dim, flickering torchlight that 
  scatters shadows about the room.  From the ceiling 
  hang a number of chains. Some end in shackles, 
  others in cruel hooks.  In the center of the room is 
  the prone form of a woman lying upon a black, stone 
  altar.  A dark robed individual raises a dagger over the 
  woman’s prone form and prepares to strike. Looming 
  over the scene stands a statue of Erythnul, Lord of 
  Slaughter. 
  Creatures: 
  All APLs 
  Alysette of Cryllor: Female Hum Exp3, LG, hp 14 
  (currently –1 and stable). 
  APL 4 & 6 (EL 6) 
  Cultist Rogue (1): hp 14; See Appendix A. 
  Cultist Fighters (2): hp 12; See Appendix A. 
  Cultist Priest (1): hp 38; See Appendix A. 
  APL 8 (EL 8) 
  Cultist Rogue (1): hp 22; See Appendix A. 
  Cultist Fighters (2): hp 29; See Appendix A. 
  Cultist Sorceress (1): hp 21; See Appendix A. 
  Cultist Priest (1): hp 38; See Appendix A. 
  APL 10  (EL 10) 
  Cultist Rogue (2): hp 22; See Appendix A. 
  Cultist Fighters (2): hp 45; See Appendix A. 
  Cultist Sorceress (1): hp 29; See Appendix A. 
  Cultist Priest (1): hp 66; See Appendix A. 
  APL 12 (EL 12) 
  Cultist Rogue (2): hp 34; See Appendix A. 
  Cultist Fighters (4): hp 45; See Appendix A. 
  Cultist Sorceress (1): hp 33; See Appendix A. 
  Cultist Priest (1): hp 66; See Appendix A. 
  APL 14 (EL 14) 
  Cultist Rogue (2): hp 44; See Appendix A. 
  Cultist Fighters (4): hp 63; See Appendix A. 
  Cultist Sorceress (1): hp 39; See Appendix A. 
  Cultist Priest (1): hp 76; See Appendix A. 
  Tactics:  
  If the Cultists are prepared: 
  The Sorceress will cast protective spells on herself, then 
  bull’s strength on the fighters. She’ll attempt to pass 
  
  Chain Reaction 
  [Round 1] 
  Page 14 
  herself off as another prisoner, chained to the walls.  The 
  Rogues will move to ambush the party from behind 
  while sniping with their bows.  It will take one full round 
  for them to get from the sacrificial chamber to the street 
  via the secret passage.  Make Hide & Move Silently 
  checks (opposed by PC Spot and Listen checks) as 
  appropriate.  They will not attack until the party is 
  engaged with the rest of the cult.  The fighters will move 
  to flank the doorway.  Their objective is to slow the 
  party’s entrance into the room.  The cleric will use 
  whatever spells are available to disable the spell casters in 
  the group.   
  If the Cultists are unprepared:   
   
  The Rogues will tumble and move to engage any 
  obvious spellcasters in the party. Otherwise they’ll 
  attempt to flank and attack the most lightly armored 
  party members. The fighters will attempt to block the 
  doorway, engaging anyone who presses into the room. 
  The cleric will use whatever spells are available to disable 
  the spell casters in the group.  The sorceress will cast 
  protective spells on herself before targeting the most 
  heavily armored PCs with magic missiles. 
  Development:  
  Once the cultists are defeated, the adventurers are free to 
  examine their foul temple.  Depending on how successful 
  they’ve been at dealing with the cultists they may have a 
  number of prisoners to questions and may even be able to 
  rescue Alysette of Cryllor. Getting information of 
  Alysette is easy, providing she’s still alive.  When the 
  party arrives she is badly beaten, starved, and severly 
  dehydrated.  Once they get her on her feet, she can tell 
  the adventurers the following: 
  • 
  She was hired by Vitheris Jordanes to 
  investigate his brother Leufred. 
  • 
  Vitheris is convinced that Leufred is involved 
  with this, and other cults, operating slave trade 
  in the city of Cryllor. 
  • 
  She was on the case for about a week and had 
  found nothing until she finally found this place 
  after trailing a man (Norg under the effects of a 
  disguise self spell) from Leufred’s office.   
  • 
  She was captured two days ago, before she could 
  report back to Vitheris. 
  • 
  She was beaten and questioned by a tall, thin 
  man with almost albino features (Leufred in 
  disguise).  She tried to hold out but eventually 
  gave up the name of her employer and what she 
  was looking for.  The albino is not among the 
  dead.  
  • 
  She has not seen Leufred, but overheard the 
  cultists arguing tonight about whether they 
  should wait for Jordanes before they made the 
  sacrifice. 
  • 
  If pressed, she’ll offer that they didn’t 
  specifically say they were waiting for Leufred, 
  just that they were waiting for “Master 
  Jordanes.” 
  • 
  She was also able to gather from the arguments 
  that the cultists don’t get along with Leufred 
  (again the cultists said “Master Jordanes”). 
  • 
  There were several other captives here when 
  she was first captured, but the albino man came 
  and 
  took 
  them 
  away 
  around 
  midnight 
  yesterday.  She doesn’t know why she was left 
  behind. 
  The Cultists 
  The Rogues: The rogues are a truly devious lot and Norg 
  pays them well for their services.  That alone has kept 
  them looking into more lucrative work.  They are 
  consummate mercenaries, even offering to join up with 
  the adventurers if they’ll spare their lives (and will bolt at 
  the first opportunity).  They specifically keep themselves 
  separate from the cult’s activities outside of attending 
  these disgusting ceremonies that Norg insists they 
  attend.  They know nothing about either of Jordanes 
  brothers. 
  The half-orcs: The half-orcs know just about enough to be 
  dangerous and not enough to be useful.  They’ve come to 
  Cryllor from Geoff fleeing the Knights of the Watch.  
  They are wanted for trying to start a Nerullite Cult in the 
  Clearsky Camp.  They plan to return once they have 
  gathered a large enough cult behind them. 
  Norg found the half-orcs in the slums and took them in 
  to provide his cult with some muscle.  They don’t know 
  anything about the albino man or Leufred Jordanes.  
  They’ve never seen either one. 
  The sorceress: The sorceress is an odd one.  She appears 
  in all ways to a pureblood Suel.  Pale skin, blonde hair, icy 
  blue eyes, but to the Scarlet Brotherhood that is not 
  enough.  When it was discovered that her line was 
  tainted with draconic blood she was expelled in disgrace, 
  lucky to escape with her life. She has fled to Cryllor and 
  joined with Norg, hoping to find some protection from 
  the Scarlet Brotherhood assassins she is certain will be 
  following her.  She thought they would never find her 
  here, but she’s convinced that the albino man that has 
  been coming for the last week to pick up the slaves is one 
  of them.  It doesn’t make any sense that the Brotherhood 
  
  Chain Reaction 
  [Round 1] 
  Page 15 
  would deal with Norg, but she hides every time the 
  albino man comes.    
  The priest: Norg is a priest of Nerull that arrived from 
  Geoff about a year ago and quickly set out to found the 
  cult.  For about a year, he has been engaged in slave trade 
  within the city of Cryllor.  About a month ago he found 
  out that the slaves were being transported out of the city 
  on the boats of Leufred Jordanes.  If asked how he found 
  out, he will proudly reveal that “the other one told me.” 
  He doesn’t remember Vitheris’ name and he has never 
  actually seen the slaves being loaded onto one of 
  Leufred’s boats. 
  About a week ago, Norg decided that a rich man like 
  Leufred Jordanes could pay more for his goods, so he 
  went to speak to Leufred in person.  He thinks the 
  negotiations went very well.  He caught Alysette trying 
  to follow him back here, and believes that she is one of 
  Leufred’s spies. As for the albino man, Norg doesn’t know 
  who he is, nor does he care.  He pays the higher rate that 
  Norg insisted upon so Norg doesn’t ask any other 
  questions. The albino man paid Norg to kill Fodkin 
  Beldere. Norg thinks this is a promising expansion of 
  their relationship.  The cult was going to kill Alysette 
  because the albino said he didn’t want her, but that he 
  was sure Jordanes would.  The albino man never specified 
  which Jordanes, but Norg assumes he meant Leufred.  
  Norg’s thoughts on the subject… “If she ain’t worth coin, 
  she ain’t worth keepin’.” 
  Following Up on the Action 
  A return trip to Jordanes Import & Export will find the 
  lights out and the place is quiet.  If the PCs decide to 
  probe further, they will find that the upstairs door is 
  locked (Open Locks, DC 20 + APL).  Neither Remi nor 
  Vitheris are present.  A Search check (DC 10 + APL) 
  reveals a ransom note.  Distribute Player’s Handout #3. 
  The Adventurers may want to investigate Leufred’s office, 
  Vitheris’ office, or (if they find the note) the warehouses 
  of both brothers.  No on will be found at any of these 
  locations. Leufred’s office has the same layout as Remi’s, 
  and all of the belongings have been packed into crates, as 
  if Leufred is planning on moving. Vitheris’ office and the 
  warehouse are described in Encounters Six and Eight 
  respectively.  Leufred maintains numerous warehouses 
  throughout the city, visiting and searching all of them 
  would take too long.   
  The PCs may wish to roust Constable Hennig.  The night 
  watch captain – a young deputy constable named Hyram 
  Gerth - will politely explain that the constable is asleep 
  and will request that the PCs come back first thing in the 
  morning.  The night watch captain is not corrupt, but 
  cynical, especially life in the Catacombs and the Refugee 
  Quarter.  It will take a fairly impressive Bluff or 
  Diplomacy check (DC 20 + APL) to convince him to wake 
  Merla.   
  If the PCs manage to get in to see Henning, she’ll be very 
  interested in any information that they can give her.  If 
  they have Alysette and she is able to corroborate their 
  story, the constable will issue warrants to search and 
  question anyone found of the above locations.  Without 
  Alysette, she will point out that they don’t have any 
  definite proof at this time that either brother is directly 
  involved.  She’ll encourage them to keep looking into the 
  matter and to come and see her later if they need 
  anything.   
  If asked, either Constable Henning or her deputy will 
  take Alysette into protective custody. 
  Most other avenues of investigation will be closed at this 
  point.  Wise adventurers will take this time to rest.  If the 
  Adventurers insist on looking into things further, they 
  might be able to find out a little bit about the Jordanes.  
  Check out Appendix C for information they might be 
  able to gather. 
  The morning of the following day, proceed to Encounter 
  Five. 
  Encounter Five – Leufred 
  Contacts the PCs 
  This is a pivotal encounter in the module.  How things go 
  here depends a great deal on how much the PCs have 
  found out already.  If Leufred’s plan has gone well, the 
  PCs should be ready to hang him, but also have a healthy 
  distrust of Vitheris.  If his deception worked too well, the 
  PCs may want to kill both of them. 
  If the Adventurers already have the ransom note (from 
  breaking into the office) or haven’t returned to their 
  room for some sleep, you’ll need to modify the text below 
  appropriately.   
  As the sun rises on another day in Cryllor you awaken 
  to find a note slid under your door.   
  Distribute Player’s Handout #2.  When the PCs head 
  downsairs, read the following: 
  The common room is empty save a well-dressed, 
  graying man of mixed Oeridian-Flan heritage sitting 
  with a very nervous and upset looking halfling 
  woman at a table near the door.  The older gentleman 
  seems to be speaking softly to the halfling woman 
  and patting her reassuredly on the hand. 
  Leufred Jordanes is, indeed, waiting in the common 
  room with Mitsy Mitts.  Mitsy is Remi’s housekeeper and 
  
  Chain Reaction 
  [Round 1] 
  Page 16 
  cook.  Leufred Jordanes is in his mid-forties and his once 
  dark hair has turned an early gray.  He dresses the part of 
  a successful businessman, always keeping with the 
  current style, all the way down to carrying an elaborate 
  walking stick.  Unlike his brother, Leufred’s green eyes 
  are always full of energy and he is quite popular with the 
  ladies about town. 
  If Mitsy has found the note, she’ll recognize the 
  handwriting and is convinced that Vitheris has 
  kidnapped Remi.  She’ll either have found the note or 
  discovered that the place was broken into when she came 
  in to work this morning.  If the PCs haven’t already 
  gotten the ransom note, give them Player’s Handout #3.  
  She’ll mention that Leufred had asked her to keep a 
  special eye on his father and let him know if anything 
  strange happened. 
  In the event the PCs already have the note, this is why 
  Mitsy went to find Leufred instead of Vitheris.  Mitsy has 
  heard all of the stories about Vitheris’ strange behavior of 
  late (see Appendix C), but she would have never guessed 
  he would go this far.  Mitsy is completely forthright and 
  honestly wants to help Leufred and the PCs find Remi. 
  For his part, Leufred will just sit and let things unfold.  If 
  the PCs want to discuss what they found last night, he’ll 
  ask that they allow him to dismiss Mitsy first.  Once 
  Mitsy is gone, he’ll lay out his tale. 
  My father, may the gods protect him, was a great man. 
  In his youth he was an adventurer, much like all of 
  you.  However, he was also wise enough to know 
  when it was time to put away his adventuring gear 
  and find a more stable means of supporting a family.  
  So he cashed out of his adventuring company and 
  founded the Jordanes Import & Export business.  He 
  struggled at first, but my brother and I were never 
  wanting as children.  When our mother died several 
  years ago, Remi lost much of the drive that had kept 
  him going.  He gradually lost interest in the business 
  and turned things over to Vitheris and I.  It’s a pity 
  that he was blinded by his love for that poor brother 
  of mine.  Vitheris has no mind for business.  Worse 
  yet, I believe he is involved with some nefarious 
  individuals.   If he kills my father, I will never for 
  give him. 
  There are many questions the PCs could ask at this point. 
   Leufred’s responses to the most common are listed 
  below.  See Appendix A for Leufred’s appropriate skills, 
  specifically 
  Bluff. 
   
  Leufred 
  has 
  practiced 
  this 
  conversation and is careful not to bend the truth too far; 
  this preparation gives him a +2 circumstance bonus to his 
  Bluff checks. 
  How did you know to find us here? “Constable Hennig 
  contacted me about the incident with Fodkin last night 
  and mentioned that you were there.  I was hoping to talk 
  to you about it when Mitsy arrived on my doorstep as I 
  was on my way here.” 
  What do you know about Fodkin Beldere? “Fodkin has 
  been my accountant for as long as I have run the export 
  business for my father.  He has a reputation for taking 
  bribes and punishing those who do not line his purse.  I 
  finally refused to continue to pay his additional fees and 
  he has threatened to ruin me.” 
  Did you have him killed? “No!  Serves that little 
  thieving gnome right though.” 
  Serves him right? “Fodkin’s reputation for extorting 
  money is well known through the Merchant’s Quarter.  I 
  guess he finally tried to squeeze the wrong person.” 
  Who is Alysette? (Shrugs. If given a description, he will 
  say “There was a woman, prowling around my 
  warehouses that matched that description.  I assumed she 
  was a watch detective.  I guess she didn’t find anything of 
  interest because I haven’t seen here in a few days.”) 
  What do you know about the cult In the Catacombs? 
  “There was a man who came to my office almost a week 
  ago and tried to blackmail me.  He mentioned being from 
  the Catacombs and that I should know who he was.  
  Could these be the same people?” 
  Who is the Albino Man? “I don’t know.  There are not 
  many Suel that “pure” in Cryllor he should be fairly easy 
  to find.” 
  Are you involved in slave trade? “Absolutely not!” 
  Can we look on one of your ships? “I would gladly let 
  you, if there were one in port.  The last one left just a day 
  ago heading south down the Javan.” 
  Why would Vitheris take your father? “His side of the 
  business has been floundering.  My father and I have 
  been trying to help him out with loans, but he’s obviously 
  in worse trouble then we thought.  Perhaps he thinks he 
  and his cronies can get away with this and extort even 
  more coin from me.” 
  Where would Vitheris have taken your father? “It 
  could be almost anywhere.  He has several warehouses all 
  through out the city.”  (After leaving the PCs may make a 
  Gather Information check (DC 10 + APL) to determine 
  that Vitheris only has one warehouse left in town). “Your 
  best bet is to try his office.  Or perhaps they could arrange 
  a meeting with him on the grounds that they have found 
  something out about Leufred?  Either way they could 
  follow him from there.” 
  
  Chain Reaction 
  [Round 1] 
  Page 17 
  Where is Vitheris’ Office? “His office is about eight 
  blocks away from my father’s, over in the Market 
  Quarter.  He couldn’t afford to keep his office in the main 
  Merchant’s District.” 
  Where is your office? “Is just around the corner from 
  my father’s.” 
  What’s in it for us? “If you can find my father, I’ll open 
  up my personal vaults to you.  For some time I 
  considered following in my father’s footsteps and taking 
  up adventuring.  There is a good deal of magical 
  equipment in my vaults that I would gladly part with in 
  return for your sorting this out.” 
  Why not take this up with the Watch? “I’m afraid that 
  if Vitheris finds out the Watch has been notified he may 
  kill my father and try to run.  I’ll gladly go to the watch 
  once we have my father safe.” 
  Development 
  In the event that a fight should break out, Leufred will 
  attempt to flee out the door and make a run for the 
  Catacombs.  He will not use his Cape of the Montebank 
  to escape at this point, as he needs it to escape Encounter 
  7.  If Leufred is cornered, proceed to Encounter Nine.  If 
  a fight breaks out and Leufred escapes, once he’s 
  convinced that he’s lost the PCs as dupes, he’ll prove just 
  how cocky he is by attempting to continue on with his 
  plan.  Leufred will circle back around and make his way 
  to Vitheris’ office.  Proceed with the module. 
  When the adventurers leave, Leufred will thereafter have 
  his necromancer’s familiar spy on the PCs. The DM 
  should make a Hide check for the raven, but only if the 
  PCs state that they are taking precautions to ensure they 
  are not being followed. The bird is intelligent enough to 
  discontinue its shadowing of the PCs if they make it 
  obvious that they have noticed him. Callus will use his 
  familiar to keep Leufred informed of the Adventuers’ 
  actions via a message spell. 
  If the PCs go to Constable Henning with what they have, 
  she will let them know that without Leufred’s testimony 
  they will not be able to convict Vitheris.  There is also the 
  matter of the kidnapped Remi Jordanes.  She 
  recommends that the PCs question Vitheris and try to 
  find Remi, as (for the moment) his safe recovery is the 
  priority. 
  Encounter Six – Pursuing 
  Leufred 
  Remi is located somewhere in the Catacombs.  It would 
  take the PCs hours to find their way through the 
  Catacombs to the spot that Remi is located.  If they 
  choose this path, skip ahead to Encounter Seven. As the 
  adventurers close in on Remi’s location, they will come 
  across Leufred, back in his disguise as [Vitheris].  You will 
  need to make some minor modifications to the read 
  aloud text to reflect this. 
  The DM should read this encounter carefully. If the PCs 
  come up with a plan that makes the encounter’s events 
  impossible and Leufred is unable to escape, proceed to 
  Encounter Nine once Leufred is cornered. Time 
  permitting, the chase can be made more dramatic with 
  Spot checks to keep [Vitheris] in sight, Reflex saves to 
  dodge through the crowd, and even a Fortitude save or 
  two to represent PCs getting winded.  If time is getting 
  tight, this is a good point to make up some time with an 
  abbreviated chase. 
  When they arrive read the following:  
  The Jordanes Import Company Building is a small 
  two-story building, but it has obviously seen better 
  times.  The paint is faded and starting to crack, several 
  of the windows are broken, and the door has 
  obviously been kicked in more then once.  As you 
  approach the building, Vitheris Jordanes locks the 
  door and, with frequent glances over his shoulder, 
  sets off at a fast walk down the road away from you. 
  If the PCs decide to take a look around inside after 
  Leufred leaves:  
  As you swing open the door, it breaks free of the 
  hinges and crashes to the ground with a bang.   
  Adventurers looking around inside will find several 
  ledgers left scattered about the office.  Given the 
  condition of the ledgers it would take several hours to sift 
  through them, but given enough time, make an opposed 
  Forgery skill check (opposed by Leufred’s Forgery skill) 
  for the PCs to notice that several of the entries signed off 
  by Vitheris Jordanes are faked. 
  When the party heads out after Leufred he makes 
  straight for the Catacombs and Encounter Seven.  Be 
  careful to point out that the streets are very crowded and 
  that the path Leufred is taking winds through twisting 
  alleyways and around corner after corner. 
  Encounter Seven – The 
  Brotherhood of the Chain 
  You follow the fleeing form of Vitheris Jordanes 
  towards the walls of the city.  Before long you find 
  yourselves, once again, returning to the dark and 
  twisting alleyways of the area called The Catacombs.  
  In this twisted warren of humanity, you almost lose 
  track of your prey more then once.   Fortunately, it 
  
  Chain Reaction 
  [Round 1] 
  Page 18 
  doesn’t appear that Vitheris is having any more luck 
  negotiating the treacherous footing and narrow 
  passageways then you are.  Finally your luck runs out. 
  As you make a turn around a corner, you find yourself 
  at a dead end. Vitheris is nowhere to be seen.   
  The alleyway ahead of you is nearly pitch black.  A 
  building that covers the alleyway, its floor forming a 
  ceiling some twenty feet overhead, blocks the light of 
  the noonday sky.  From down the alley you can barely 
  make out the sound of metal clinking against metal. 
  Consult DM Aid 3.  The PCs start in the alleyway (Area 
  A).  The clanking sound is being made by a pair of chains 
  rattling against each other about twenty feet down the 
  alley.  Leufred climbed up the chains only moments ago, 
  leaving them swinging in his wake.  The chains lead up 
  into a dark hole in the floor of the building above.   
  Climbing the chains is a fairly simple, if somewhat noisy 
  process, requiring a Climb Check (DC 10).  Two people 
  may climb at the same time, one on each chain.  
  Climbing the chain will put the adventurers in Room B. 
  Where the Adventurers go from there is up to them.  
  Leufred has gone through the secret door in the hallway 
  (to Area F) and will begin preparing his gang to welcome 
  the PCs.   
  Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18. 
  Room B – The Entry Chamber 
  Making your way up to the room above the alleyway, 
  you find yourselves in a small dimly lit room.  There 
  is a single open doorway along the north wall. 
  The light comes from two shuttered lanterns next to the 
  door.  There is nothing of interest in this room.  The 
  hallway outside is quiet and lit by similar lanterns.  
  PCs attempting to track [Vitheris] at this point will be 
  foiled unless they can track by scent.  Even then there are 
  an overwhelming number of odors that would throw off 
  trackers.  The Track check (Survival, DC20 + APL, or DC 
  10 + APL if the tracker has the Scent ability) will lead the 
  party to the secret door to Area F.  Finding the secret 
  door requires a Search check (DC 15 + APL). Remember 
  that certain races have a chance of noting the secret door 
  just by passing near to it.  
  Room C – Raxor’s Room 
  This floor of this room is littered with all manner of 
  chains and scattered chain links.  Chains hang from 
  the ceiling, along the walls, and have even been 
  crafted into crude furniture including a chain 
  hammock.  In the far corner of the room stands a 
  human-sized figure nearly concealed by the shadows. 
  This room is the chain-loving Raxor’s living chambers. 
  He has proudly decorated the room himself.  In the far 
  corner of the room stands his practice dummy, a stout 
  wooden mannequin used to try out his latest works.  The 
  floor is littered with chains making crossing the floor 
  quietly nearly impossible (circumstance penalty of –5 to 
  Move Silently checks).  The dummy in the corner is 
  secured in place by a number of chains and thuds heartily 
  when struck. 
  Adventurers examining the chains will find a number of 
  them are of weapon quality, some spiked, some with with 
  weights on one end, and others with a variety of different 
  weapons attached to one end.  They are all of exceptional 
  quality. The closet is piled high with chains as well that 
  will spill out (causing a great deal of noise, but no 
  damage) if the door is opened. Aside from the chains 
  there is nothing of interest here. 
  Room D – Callus’ Room 
  This room is noticeably devoid of the detritus and 
  filth that permeates this section of the city. Tapestries 
  line the wall depicting all manner of dead creatures 
  rising from the grave to serve a wizard dressed in 
  purple robes and missing one of his hands.  A bed 
  along the far wall has its curtains drawn, obscuring 
  anything within from view. 
  This room is the necromancer Callus’ living chambers.  
  There are a number of blasphemous tapestries adorning 
  the rooms walls and the closet, as one might expect, is 
  filled with the remains of numerous previous enemies 
  waiting to be summoned back to unlife to serve their 
  former enemy.    
  Among the remains in the closet are the recently 
  deceased corpses of a pair of dwarves, one with shocking 
  red hair, and a halfling.  They’re beginning to get rather 
  ripe, but with a successful Search Check (DC 10 + APL) 
  the PCs discover that the halfling’s vest contains a hidden 
  pocket concealing a small handful of diamonds.  Anyone 
  taking 20 on this check runs the risk of being overcome 
  by the stench and nauseated for the next 1d3 hours (Fort 
  save acoids, DC 10 + APL). 
  Room E – Rooftop to Rooftop 
  The door opens on to a brightly lit alleyway of sorts.  
  The buildings to either side continue up another 
  twenty to thirty feet creating a passageway between 
  them open to the sky.   
  Hidden alleyways of this sort litter the Catacombs.  
  Created mostly by accident, but sometimes by design, 
  these passageways create a highway largely hidden from 
  view to the outside world.   
  
  Chain Reaction 
  [Round 1] 
  Page 19 
  This particular passage runs along the rooftops of several 
  buildings and ends at an access hatch down to Room G. 
  The hatch is bolted on the passageway side by four heavy 
  bolts, easily slid open by the PCs. 
  Room F – The Bolt Hole 
  This short passageway is unlit and devoid of any 
  trappings other then a door at the far end. 
  When the Brotherhood members believe they are being 
  followed they generally run through this door leaving 
  their pursuer to stumble about while the Brotherhood 
  prepares to receive their guests.  This is precisely the case 
  with [Vitheris]. 
  The door to Room J is unlocked.  A simple Listen check 
  (DC 10) at the door will reveal [Vitheris], giving orders to 
  the rest of the Brotherhood to “get the old geezer over to 
  him and make sure they have the front entrance 
  guarded.” 
  Room G – The Attic 
  This room contains a number of crates, all of which 
  appear to have been violently smashed open long ago, 
  their dust covered contents spilled across the floor.   
  A path is worn through through the dust from a door 
  in the south wall to a trapdoor in the ceiling ten feet 
  above the floor in the northwest corner of the room. 
  This room was formerly a storage area for the family 
  living in Room H.  When the Brotherhood moved in 
  they took it upon themselves to make this part of their 
  hideout and have “requested” the family stay absent from 
  this section of their house. 
  The scattered contents of the boxes include a number of 
  shattered musical instruments, several torn and shredded 
  books, and a fair number of broken and smashed child’s 
  toys.  They have clearly not been disturbed for quite some 
  time. 
  Room H – The Maguiness Clan 
  The door to this room seems blocked by something 
  heavy on the other side.  An alcove across from the 
  door is furnished with a single length of chain 
  dangling through an opening in the ceiling above. 
  Climbing the chain (DC 10 climb check) leads to Room I, 
  ten feet above. 
  The door to Room H is not only locked (DC 20) but is 
  also blocked by everything the family living on the other 
  side could afford to put up against it.  It will take a 
  Strength check (DC 25) to shove the various crates, 
  boxes, and furnishings out of the way enough to squeeze 
  into the room.  Any force applied to the door will result 
  in Molly Maguiness and her two daughters shrieking and 
  bursting into tears.  This is easily heard from the other 
  side of the door.  If the PCs force their way through 
  Wallace Maguiness will take a feeble shot with his poorly 
  maintained heavy crossbow (missing completely) and (in 
  Flan) threaten to fire again if the hooligans don’t leave. 
  The Maguiness Clan consists of a father, mother, and two 
  8-year old children, all refugees from Geoff.  They are 
  absolutely petrified of anything coming through that 
  door.  It will take a concerted effort to convince them 
  that the Adventurers have not come to kill them. 
  (Diplomacy check, DC 20 + APL. A +1 bonus should be 
  given for each character that is able to speak their 
  language (Flan), for each that is a priest of a good-aligned 
  Flan god, or is a member of the Hospitalers) 
  The Maguiness Clan believes that the rest of their home 
  is haunted.  They constantly hear chains rattling on the 
  other side of the door and Wallace was attacked by a 
  number of wild-eyed rats the last time he tried to get to 
  the attic.  He’s invested all of the spare coin he could find 
  in a case of magical crossbow bolts which he will offer 
  the PCs if they have managed to calm the family down 
  and will promise to use them to drive out whatever is 
  haunting his house. 
  Wallace Maguiness has 10 “special” bolts – masterwork 
  silver bolts at APL 4 & 6, +1 silver bolts at APL 8 & 10, or 
  +2 silver bolts at higher APLs. He purchased them from a 
  dwarven craftsman and will gladly give the Adventurers 
  the craftsman’s name if they ask. 
  There is a single stairway leading down to the street from 
  the Maguiness Clans home. 
  Room I – Entry Hall 
  Sputtering torches burning with a foul green and 
  yellow glow light the walls of this corridor. Along the 
  walls on either side of the hallway, crude images of 
  torture have been splattered in blood. 
  Ahead the corridor turns before ending at a large 
  black door adorned with an enormous ebony knocker 
  shaped as fiendish face grasping a ring of chain in its 
  wicked teeth.  
  The substance on the walls is, in fact dried blood, some of 
  it less dry then others.  Each time the Brotherhood claims 
  a victim they add to their grisly mural.   
  The torches give off no heat and are everburning torches. 
  The adventurers should feel free to bring some along, 
  though the sickly light might draw attention. 
  If the adventurers knock, the door will be flung open by 
  one of the room’s inhabitants.  See Room J. 
  
  Chain Reaction 
  [Round 1] 
  Page 20 
  This is the entryway to the Brotherhod’s hideout.  A 
  simple Listen check (DC 10) at the door will reveal 
  [Vitheris], giving orders to the rest of the Brotherhood to 
  “get the old geezer over to him and make sure they have 
  the front entrance guarded.” 
  Room J – The Hall of the Brotherhood of Chains 
  Sputtering torches lend a sickly greenish and yellow 
  light to this enormous room.  In the center of the 
  room stands your prey, Vitheris Jordanes, holding at 
  his side the slumped over form of an older man that 
  bears a very clear family resemblance.  At Vitheris’ 
  side stands a hulking brute of a man dressed in full 
  plate armor wielding a vicious looking spiked chain 
  and an obese individual dressed in thick purple robes 
  with a skull hanging from his belt.   
  Vitheris stares at you wild-eyed and screams, “You’re 
  too late!  Raxor, deal with these fools!”  With that, he 
  pulls his cape up over himself and the old man and 
  disappears in a puff of smoke. 
  The bruiser gives a wicked smile and bellows out a 
  challenge as he moves to attack.  In the shadows 
  around the room other forms begin to move as well. 
  Creatures: 
  APL 4  (EL 5) 
  Raxor, Master of Chains : hp 12; See Appendix A. 
  Callus the Necromancer: hp 16; See Appendix A. 
  Brotherhood Thug (1): hp 7; See Appendix A. 
  APL 6  (EL 7) 
  Raxor, Master of Chains : hp 30; See Appendix A. 
  Callus the Necromancer: hp 26; See Appendix A. 
  Brotherhood Thugs (2): hp 7; See Appendix A. 
  APL 8 (EL 9) 
  Raxor, Master of Chains : hp 51; See Appendix A. 
  Callus the Necromancer: hp 26; See Appendix A. 
  Brotherhood Thugs (2): hp 20; See Appendix A. 
  Brotherhood Priest (1): hp 24; See Appendix A. 
  Brotherhood Rogue (1): hp 17; See Appendix A. 
  APL 10  (EL 10) 
  Raxor, Master of Chains : hp 67; See Appendix A. 
  Callus the Necromancer: hp 36; See Appendix A. 
  Brotherhood Thugs (4): hp 20; See Appendix A. 
  Brotherhood Priest (1): hp 38; See Appendix A. 
  Brotherhood Rogue (1): hp 27; See Appendix A. 
  APL 12 (EL 13) 
  Raxor, Master of Chains : hp 85; See Appendix A. 
  Callus the Necromancer: hp 36; See Appendix A. 
  Brotherhood Thugs (4): hp 37; See Appendix A. 
  Brotherhood Priests (2): hp 52; See Appendix A. 
  Brotherhood Rogue (1): hp 37; See Appendix A. 
  APL 14 (EL 15) 
  Raxor, Master of Chains : hp 112; See Appendix A. 
  Callus the Necromancer: hp 46; See Appendix A. 
  Brotherhood Thugs (6): hp 37; See Appendix A. 
  Brotherhood Priests (2): hp 66; See Appendix A. 
  Brotherhood Rogues (2): hp 42; See Appendix A. 
  Tactics:  
  If the PCs find the secret door and follow Leufred 
  directly: 
  The Brotherhood has not had much chance to prepare 
  before the fight.  Use the first set of stats provided in the 
  Appendix [Unprepared].  Callus will begin the fight by 
  casting haste on Raxor and the rest of the Brotherhood, 
  then protecting himself with a shield spell and finally 
  attacking, targeting the weakest looking PCs.  Raxor will 
  pick out the most martial looking PC and issue a guttural 
  challenge before going into combat.  The Priests will take 
  a round to bolster their abilities with spells before 
  entering hand to hand combat.  The Thugs will attempt 
  to block the PCs from entering the room. The Rogues 
  will hide in the corners biding their time and only 
  moving to make a Death Attack or Sneak Attack when 
  appropriate. 
  If the PCs fail to find the secret door or fail to follow 
  Leufred directly:   
  The Brotherhood has had a chance to prepare before the 
  fight.  Callus and the Priests should make the best use of 
  their buffing and defensive spells.  Use the second set of 
  stats provided in the Appendix [Prepared].  The Thugs 
  will be waiting in the shadows next to the door and will 
  attack anyone that tries to enter the room.  The Rogues 
  will hide in the shadows in one of the far corners, waiting 
  and moving to make a Sneak or Death Attack against the 
  most troublesome opponent when appropriate.  Callus 
  
  Chain Reaction 
  [Round 1] 
  Page 21 
  will cast haste on Raxor and the rest of the Brotherhood 
  in the first round of combat and then begin to engage the 
  rest of the PCs starting with the weakest looking.  Raxor 
  will pick out the most martial looking PC and issue a 
  guttural challenge before going into combat.  The Priests 
  will exhaust their spells before physically entering 
  combat.     
  Development:  
  Leufred has used his Cape of the Montebank to escape. 
  He heads to the Jordanes Import Company warehouse on 
  the docks to finish his fiendish plan. 
  There are a number of ways the PCs can proceed from 
  here. Any number of divination spells cast on Remi 
  Jordanes will direct the PCs to the warehouse.  Leufred’s 
  protections should foil attempts to locate him. 
  If the PCs have captured any of the Brotherhood 
  members alive they may be able to convince them to talk. 
  This will require an Intimidate check (using the rules for 
  the skill as outlined in the Player’s Handbook). If a 
  Brotherhood member is being interrogated while in sight 
  of Raxor, base the attempt’s DC as if it were against Raxor 
  himself. (He has cowed his fellows and warned them of 
  what he’ll do to them should they wag their tongues). 
  Diplomacy won’t work on this murderous bunch; they 
  know they are headed for the gallows, and only the threat 
  of something worse will sway them to speak! 
  The Thugs:  The thugs are pretty much just hired muscle 
  and know very little about the situation at hand. A 
  successful Intimidate check will get them to reveal (if 
  asked) that they get their orders from Raxor or Callus 
  who passes them down from a man who has only ever 
  been seen in a black executioner’s hood.  They do not 
  know who the man that was just here was.  They were 
  told that a very important operation was underway and 
  that they should be ready to defend the hideout when the 
  time came.  They don’t know where the man went or of 
  what the operation consists. 
  The Rogues: The rogues are Leufred’s secret police within 
  his own organization. Getting them to talk is next to 
  impossible (Intimidate check, with a bonus to the DC of 
  the PCs check equal to the APL of the adventure). They 
  know that the man in the executioner’s hood as well as 
  the man that was just here, are the same person - Leufred 
  Jordanes (not Vitheris). They also state that Leufred 
  frequently disguises himself as his brother. They also 
  know that after this fight they were supposed to go 
  Vitheris’ house and keep a lookout for him. 
  The Priests:  The priests are a relatively new addition to 
  the Brotherhood.  As the Brotherhood’s power increased 
  they sought out the priests to make contact with 
  creatures on the outer planes.  Getting them to talk will 
  not be easy (Intimidate check, with a bonus to the DC of 
  the PCs check equal to half of the APL of the adventure). 
  They have contact with the leader of the Brotherhood 
  only in the presence of Raxor.  They know that Kytons 
  are in the service of the Brotherhood, and how many, but 
  not where they are currently. 
  Raxor: Raxor is a hardcore loyalist to Leufred Jordanes. 
  Getting him to squeal is for all intents and purposes 
  impossible (cannot be Intimidated, Bluffed or otherwise 
  coerced).  If the PCs do so with magic, he knows the 
  whole deal.  He was supposed to meet with Leufred 
  Jordanes at the Jordanes Imports warehouse on the docks 
  after the PCs were dealt with.  There he and Leufred 
  would finish off Remi, and make certain that several of 
  the folks along the docks saw a bloody [Vitheris Jordanes] 
  madly setting fire to the warehouse. With Remi dead and 
  Vitheris out of the way, all of the Jordanes’ money could 
  be used to fund Brotherhood activities. He knows how 
  many Kyton guard the warehouse, as well as the presence 
  of the Chain Golem. 
  Callus: Callus is the classic bully.  Once captured, this 
  Vecna-wannabe turns into a whimpering, sniveling, pile 
  of mush. Getting him to talk requires little more then 
  convincing him that if he doesn’t he’ll be turned over to 
  the Darkwatch (the aforementioned “something worse 
  than death!” This is an Intimidate check, with a bonus to 
  the DC of the PCs check equal to half of the APL of the 
  adventure.  Reduce the DC by 5 if the Darkwatch is 
  mentioned, or by 10 if a PC is Darkwatch or can fake it 
  convincingly). 
  Leufred knows that Callus is a wimp and has 
  purposefully misled him with regards to the plan.  He has 
  told Callus that the Brotherhood is only involved to help 
  out his brother who is in dire financial peril.  Callus does 
  NOT know that the man who was just here was not 
  actually [Vitheris].  He does know that [Vitheris] was 
  supposed to come and take Remi to the Jordanes Import 
  warehouse.  He also knows the Priests were supposedly 
  working on making contact with the Kytons but isn’t 
  aware that they have succeeded. 
  Where Next? 
  Where the PCs go from here is up to them.  Keep an eye 
  on how long the PCs roaming about town.  If they spend 
  more than one hour before they get to Leufred, it will be 
  too late for Remi! If this happens, proceed to Encounter 
  Eight. 
  They may want to visit one of Cryllor’s temples for 
  healing.  There are temples to Cuthbert, Heironeous, 
  Ehlonna, Fharlanghn, Zilchus, Trithereon, Xerbo, and 
  Norebo in Cryllor.  Adventurers may have spells cast 
  
  Chain Reaction 
  [Round 1] 
  Page 22 
  according to the LGCS rules.  Depending on the services 
  they are requesting, this may add up to a significant 
  delay.  If adventurers simply require healing it should not 
  take too long.  Having a PC raised would constitute a 
  long delay as noted previously. 
  They may want to get a warrant from Constable Hennig 
  to visit any number of places.  With probable cause 
  presented, Constable Hennig will issue the warrants as 
  requested.  Some warrants the PCs may request include 
  warrants for the arrest of Vitheris or Leufred, a search 
  warrant for either Vitheris or Leufred’s home and office 
  or the Jordanes Import Co. warehouse.  This will not 
  delay them significantly. Deputy Constable Hennig will 
  also tell the PCs that Vitheris Jordanes only owns one 
  warehouse in Cryllor, and can supply directions. 
  They may have figured out enough of the plan to head to 
  the Jordanes Import warehouse to confront Leufred or 
  Vitheris there.  Proceed to Encounter 8. 
  They may head to Vitheris’ office on their own hoping to 
  confront him there or at least find out where he’s taken 
  Remi.  Proceed to Encounter Seven. 
  They many seek the help of the guards with arresting 
  Vitheris and/or Leufred.  Constable Hennig will warn 
  the PCs it will take some time to get a sizable group of 
  guards together.  If they proceed on their own, see below. 
   If they wait for the guards and head to Vitheris’ office, 
  proceed to Encounter Seven.  If they head to the 
  warehouse with the guards proceed to Encounter Eight. 
  Encounter Seven – Meeting 
  Vitheris & Baldrin 
  You head back to the Market Quarter and the office 
  of Vitheris Jordanes, uncertain what you will find 
  there. As you approach you notice a large flatbed 
  wagon loaded with wooden crates parked outside the 
  front of the office. A stout, bald, and bare-chested 
  dwarf holds the door of the office, now completely 
  separated from the building, at arms length staring at 
  it quizzically.  From within there are the sounds of 
  cursing and furniture being shuffled heavily about.   
  Consult DM Aid 1. The PCs start at some point along the 
  street.  When they arrive, Vitheris and his small group of 
  loyal retainers have just returned from Ravonnar to find 
  that someone has broken into the office.  Vitheris’ most 
  trusted henchman, a sturdy dwarf by the name of 
  Baldrin, is busily trying to re-hang the door while a 
  couple of other Dwarves try to clean up the mess left 
  behind when Leufred spilled ink all over the place.  
  Vitheris is upstairs checking into what may have been 
  stolen from his personal chambers. 
  Adventurers may make a Knowledge: Local (Metaregion 
  One) or Bardic Knowledge Check (DC 30) to recognize 
  the bare-chested dwarf as Baldrin, known to be a 
  protector of the downtrodden Dwarves that have come to 
  Cryllor fleeing the giant invasion.  Baldrin is known to be 
  a charitable and compassionate sort that will defend his 
  charges to the death. 
  If the PCs approach in a less-then-peaceful manner, 
  Baldrin will toss the door to the side, step in front of the 
  office giving a call in side to his “lads,” wipe his hands on 
  his pants, and prepare to fight.  The two dwarves inside 
  will join him one round later. It will take Vitheris three 
  rounds to make it down the stairs and to the front of the 
  building. 
  All APLs  (EL 8) 
  Baldrin : hp 45; See Appendix A. 
  Dwarven Henchmen(2): hp 12; See Appendix A. 
  Vitheris Jordanes: hp 27; See Appendix A. 
  Tactics:  
  Baldrin will only attack those that attack him or his 
  mates.  He focuses on anyone attacking Vitheris.  He’ll 
  attack only for subdual damage, again, unless the PCs use 
  non-subdual attacks.  The other two dwarves will pick up 
  improvised weapons (chairs and stools) from within the 
  shop and attack anyone that is fighting with Baldrin.  
  When Vitheris arrives he will assume his shop is under 
  attack and join in the defense with his dagger. 
  If the PCs approach in a peaceful manner, Baldrin will set 
  the door to the side as they approach, step in front of the 
  door into the office, wipe his hands on his pants, and ask 
  if there is some way he can be of assistance.  He’ll be 
  suspicious from the start, having dealt with several 
  groups of Leufred’s thugs in the past, but a writ from the 
  constable will go a long way in convincing him that 
  they’re legitimate.  Likewise hands on weapons will go a 
  long way down the wrong road.  The Adventurers will 
  have to get past Baldrin to speak to Vitheris.  Doing so 
  requires a Diplomacy Check (DC 20 + APL).  Apply the 
  following circumstance modifiers: 
  Automatic Success, unless the PCs attack outright – 
  Having the Watch arrive with them. 
  +10 - Having a writ from Constable Hennig to either 
  search the premises or arrest Vitheris Jordanes. 
  +5 - Mentioning that they are investigating the 
  kidnapping of Remi Jordanes. 
  +2 - For each Dwarf in the party willing to vouch for the 
  rest of the party. 
  
  Chain Reaction 
  [Round 1] 
  Page 23 
  +2 - For each Noble, Knight, or Priest of a good-aligned 
  deity in the party. 
  -4 - For each half-orc in the party. 
  -5 - For each member of the party with their weapon at 
  the ready. 
  -10 - For mentioning that the party is associated with 
  Leufred Jordanes. 
  Once inside, it will be obvious that the noise is from the a 
  pair of dwarves attempting to clean up a large quantity of 
  ink that has been spilled over several ledgers in the back 
  portion of the office.  Baldrin will ask the PCs to wait 
  while he goes to get Vitheris.  PCs can make a Listen 
  check (DC 15+APL) to overhear the conversation from 
  the floor above.  Baldrin informs Vitheris if the PCs have 
  a writ, and the dwarf makes a case for Vitheris to speak to 
  the PCs. Vitheris says he “doesn’t have time for his 
  brother’s nonsense.”  It takes several minutes of 
  convincing before Vitheris relents and finally Baldrin 
  returns with him.  If at any time the PCs decide to take 
  matters into their own hands, Baldrin and the other 
  dwarves will defend Vitheris to the death (see below). 
  If they wait, and have a writ from Constable Hennig, 
  Vitheris will answer any questions they might have and 
  fully cooperate with their search.  If the party has 
  mentioned that they are looking for Remi Jordanes, 
  Vitheris will be quite specifically concerned about that 
  matter to the exclusion of answering all other questions.  
  PCs with a warrant to search the offices will easily notice 
  several ledgers have been left scattered about the office, 
  many severely stained by a recently spilled inkpot.  Given 
  the condition of the ledgers it would take several hours to 
  sift through them, but given enough time, a Forgery 
  check opposed by Leufred’s Forgery skill reveals several 
  of the entries signed off by Vitheris Jordanes are fake. 
  From here you’ll need to play it by ear.  Vitheris and his 
  henchmen will insist that they have not been in town for 
  almost a week now.  They were out of town trying to clear 
  up a misunderstanding with another merchant in 
  Ravonnar to the north.  They have just returned with a 
  shipment of food (on the flabed wagon) to be sent over to 
  the dwarven enclave.  They don’t know anything about 
  Remi being kidnapped or the Brotherhood of the Chain, 
  but Vitheris will verify that he did hire a woman, Alysette 
  of Cryllor, to look into his brother’s shady business 
  tactics. If the PCs come to the conclusion that Leufred is 
  trying to frame Vitheris, there is only one place that 
  Vitheris could recommend that they look for his father - 
  the Import Company warehouse, the last warehouse he 
  owns, down by the docks.  He’ll give them a signed writ 
  that they have the right to enter and search the place. 
  If the PCs arrest or kill Vitheris and do not investigate 
  the warehouse, proceed to Conclusion B, where the 
  conclusion notes, “If Vitheris has been arrested.” 
  If they get in a fight with Vitheris and his henchmen or 
  spend too much time determining the ledgers are forged, 
  but then manage to sort things out and proceed to the 
  warehouse, proceed to Encounter Eight, first section, 
  beginning with “If the PCs arrive in time to save Remi.” 
  If the PCs manage to find out that they need to go to the 
  warehouse without a fight, then proceed to Encounter 8, 
  but be sure to impress on the PCs that they have wasted 
  valuable time and need to hurry.  There is no time to stop 
  for warrants, healing, or any thing else! If they do, 
  proceed to Encounter Eight, second section, beginning 
  with “If the PCs arrive too late to save Remi.” 
  Encounter Eight – Rescuing 
  Remi / The Warehouse Battle 
  If the PCs arrive in time to save Remi: 
  When they arrive, Leufred (and possibly some rather foul 
  allies) are in the process of constructing a Chain Golem.  
  The PCs don’t have long before it’s too late to save Remi. 
  The far end of the Cryllor docks is barely outside the 
  dismal squalor of the Refugee Quarter.  At the very 
  edge of the docks stands a rundown warehouse.  A 
  cracked and broken sign swings down over the 
  entranceway, with only one end still secured to the 
  building. The gold lettering of the sign is flaking 
  away and a large crack runs down the middle nearly 
  splitting it.  Despite the damage you can still make 
  out the writing – “Jordanes Import Company” 
  Rushing up the docks toward you are several human 
  and dwarven dockworkers - white faced and scared 
  out of their wits.  Over their screams of the panic, you 
  can make out a heavy hammering accompanied by a 
  rhythmic chanting in some foul language.  There is a 
  howling wail, a loud crash, and a flash of light from 
  the warehouse ahead.  The fleeing commoners yell 
  out to you as they pass, “Run!  Run for your lives!  
  Mad Vitheris is summoning Demons!” 
  Consult DM Aid 4. The PCs start at some point along the 
  street outside. When the PCs make their way into the 
  warehouse, continue: 
  The warehouse before you is a veritable abbatoir. 
  Strewn across the floor are the remains of an 
  unknown number of humans and dwarves, their 
  dismembered bodies hurled about the warehouse 
  with reckless abandon.  Chains of all manner of width 
  and length hang from the ceiling overhead dripping 
  
  Chain Reaction 
  [Round 1] 
  Page 24 
  blood into growing puddles on the floor.  The air is 
  filled with the smell of the gore and death. 
  Two large crates, also filled with chains of a variety of 
  sizes, have been spilled out across the middle of the 
  warehouse floor.  Towards the rear of the warehouse, 
  suspended from the ceiling thirty feet above, Remi 
  Jordanes struggles weakly to free himself from a 
  cocoon of viciously barbed chains.  
   At the center of all the carnage is a blood-soaked and 
  gore splattered Vitheris Jordanes, wildly gesturing 
  and shouting in a language the very tone of which 
  chills you to the bone.  
  The EL of this encounter has been increased due to a 
  situational advantage on the part of Leufred and his allies 
  (if such are present). 
  Creatures:   
  All APLs 
  Remi Jordanes : hp 14; See Appendix A. 
  APL 4  (EL 7) 
  Leufred Jordanes : hp 26; See Appendix A. 
  APL 6  (EL 9) 
  Leufred Jordanes : hp 34; See Appendix A. 
  APL 8 (EL 11) 
  Leufred Jordanes : hp 34; See Appendix A. 
  Kyton (1): hp 52; See Monster Manual, pg 53. 
  Chain Golem, Advanced (1): hp 91; See Appendix A. 
  APL 10  (EL 13) 
  Leufred Jordanes : hp 42; See Appendix A. 
  Kyton, Advanced (2): hp 65; See Appendix A. 
  Chain Golem, Advanced (1): hp 113; See Appendix A. 
  APL 12 (EL 15) 
  Leufred Jordanes : hp 50; See Appendix A. 
  Kyton, Advanced (2): hp 91; See Appendix A. 
  Chain Golem, Advanced (1): hp 135; See Appendix A. 
  APL 14 (EL 17) 
  Leufred Jordanes : hp 92; See Appendix A. 
  Kyton, Advanced (2): hp 104; See Appendix A. 
  Chain Golem, Advanced (1): hp 135; See Appendix A. 
  Tactics:  
  When the Adventurers arrive Leufred appears to be 
  armed with only a dagger. Leufred will never admit that 
  he is not [Vitheris].  He will attempt to bide his time, 
  buying as much time with ranting and raving as possible 
  to prepare his Death Attack.  Once he has had his three 
  rounds or the PCs attack he will shout for the Kyton (if 
  present) and spring to the attack, using the Death Attack 
  on whomever he deems the biggest threat. To do so, he 
  will use the rules for Feinting in Combat as described in 
  the Player’s Handbook, page 68. 
  The Kyton(s) (if present) will also attack, moving to 
  protect Leufred.  The location of the Chain Golem is 
  noted on the map, when the encounter begins it is 
  inactive and appears to be a large pile of chain on the 
  floor.  Its orders are not to allow anyone to pass further 
  into the warehouse then the crates.  Once the fighting 
  starts it will engage the person(s) that moved the furthest 
  past the crates.  If more then one person has moved past 
  the crates it will split its attacks between them or activate 
  its chain defense and then move to engage anyone that 
  moves past it.  The Kyton(s) will use their Dancing 
  Chains ability to engage anyone threatening Leufred or 
  attempting to destroy their prize possession, the Chain 
  Golem.  They especially enjoy beating people with their 
  own weapons, should anyone be wielding a chain 
  weapon. Leufred has no interest in escape; he needs to 
  kill the PCs and complete his ritual. 
  Development: 
  If the Adventurers defeat Leufred and manage to save 
  Remi, proceed to Conclusion A. 
  If Leufred defeats the Adventurers, but at least some of 
  them are alive, proceed to Conclusion C. 
   
   
  If the PCs arrive too late to save Remi: Leufred’s Kyton 
  allies have completed the construction the Chain Golem. 
  Leufred has dismissed the Kytons and made his escape, 
  leaving the golem behind as a parting gift for the PCs. 
  Read the following: 
  As you make your way to the docks you begin to 
  notice smoke rising in the distance.  Before long you 
  can see the source of the fire. The Jordanes Import 
  Company warehouse is fully engulfed in flames.  
  Surprisingly, none of the dockworkers are making 
  any attempt at putting out the fire.  Instead they are 
  
  Chain Reaction 
  [Round 1] 
  Page 25 
  running at top speed towards you and away from the 
  docks.  The wind shifts, pulling the smoke away from 
  the warehouse, and suddenly you can see why.  A 
  howling mass of chains flails about within the 
  burning building as if it was possessed of a life of its 
  own.  
  The fleeing commoners yell out to you as they pass, 
  “Run!  Run for your lives!  Mad Vitheris has 
  summoned a Demon!” 
  PCs that close within thirty feet will see Remi Jordanes’ 
  tattered body is trapped within the Chain Golem. It’s too 
  late to save Remi! 
  The warehouse will burn down in ten minutes (one 
  hundred rounds). If the PCs don’t enter the warehouse to 
  deal with the creature by then, it emerges and begins an 
  orgy of killing through Cryllor until it is destroyed. 
  If the PCs enter the immolated warehouse: 
  The warehouse before you is a veritable abbatoir. 
  Strewn across the floor are the remains of an 
  unknown number of humans and dwarves, their 
  dismembered bodies hurled about the warehouse 
  with reckless abandon.  Chains of all manner of width 
  and length hang from the ceiling overhead dripping 
  blood into growing puddles on the floor.  The air is 
  filled with the smell of the gore and death. 
  Easily half of the warehouse is already engulfed in 
  flames and the place may collapse at any minute.  At 
  the center of all the carnage is a blood-soaked and 
  gore splattered swirling mass of chains.  
  The EL of this encounter has been increased due to a 
  situational advantage on the part of Leufred and his allies 
  (if such are present). 
  Creatures: 
  APL 4  (EL 7) 
  Chain Golem, Advanced (1): hp 91; See Appendix A. 
  APL 6  (EL 8) 
  Chain Golem, Advanced (1): hp 113; See Appendix A. 
  APL 8+ (EL 9) 
  Chain Golem, Advanced (1): hp 135; See Appendix A. 
  Tactics:  
  The location of the Chain Golem is noted on the map. Its 
  orders are to kill anyone that enters the warehouse.  Once 
  the fighting starts it will activate its chain defense and 
  then move to engage anyone that is within the 
  warehouse.  Because the warehouse is on fire, everyone 
  inside the warehouse takes fire damage equal to half the 
  party’s APL, in hit points, at the end of each round they 
  are in the warehouse.   
  Development:  
  If the PCs decide to engage the Chain Golem and defeat 
  it, proceed to Conclusion B. 
  If the PCs decide to engage the Chain Golem and lose, 
  but some of them survive, or if the Adventurers decide 
  against engaging the Chain Golem, proceed to 
  Conclusion C. 
  Encounter Nine – Jumping the 
  Gun 
  If you’ve made it to this point, then that means 
  something has gone wrong with Leufred’s plan and the 
  PCs have forced him into a fight.    Leufred will make use 
  of his bracelet of friends (four charms) to call in as much 
  help as possible.  He will summon them in the order that 
  they are listed below. 
  Creatures: 
  APL 4  (EL 7) 
  Leufred Jordanes: hp 26; See Appendix A, Encounter 8. 
  Brotherhood Master of Chains, Raxor: hp 12; See 
  Appendix A, Encounter 7. 
  Brotherhood Necromancer, Callus: hp 22; See 
  Appendix A, Encounter 7. 
  APL 6  (EL 9) 
  Leufred Jordanes: hp 34; See Appendix A, Encounter 8. 
  Brotherhood Master of Chains, Raxor: hp 30; See 
  Appendix A, Encounter 7. 
  Brotherhood Necromancer, Callus: hp 32; See 
  Appendix A, Encounter 7. 
  APL 8  (EL 11) 
  Leufred Jordanes: hp 34; See Appendix A, Encounter 8. 
  Brotherhood Master of Chains, Raxor: hp 51; See 
  Appendix A, Encounter 7. 
  Brotherhood Necromancer, Callus: hp 32; See 
  Appendix A, Encounter 7. 
  Kyton (1): hp 52; See Monster Manual,  pg 53. 
  
  Chain Reaction 
  [Round 1] 
  Page 26 
  Chain Golem, Advanced (1): hp 91; See Appendix A, 
  Encounter 8. 
  APL 10  (EL 12) 
  Leufred Jordanes: hp 42; See Appendix A, Encounter 8. 
  Brotherhood Master of Chains, Raxor: hp 67; See 
  Appendix A, Encounter 7. 
  Brotherhood Necromancer, Callus: hp 42; See 
  Appendix A, Encounter 7. 
  Kyton, Advanced (1): hp 65; See Appendix A, Encounter 
  8. 
  APL 12  (EL 14) 
  Leufred Jordanes: hp 50; See Appendix A, Encounter 8. 
  Brotherhood Master of Chains, Raxor: hp 85; See 
  Appendix A, Encounter 7. 
  Brotherhood Necromancer, Callus: hp 42; See 
  Appendix A, Encounter 7. 
  Kyton, Advanced (1): hp 91; See Appendix A, Encounter 
  8. 
  APL 14  (EL 16) 
  Leufred Jordanes: hp 92; See Appendix A, Encounter 8. 
  Brotherhood Master of Chains, Raxor: hp 112; See 
  Appendix A, Encounter 7. 
  Brotherhood Necromancer, Callus: hp 52; See 
  Appendix A, Encounter 7. 
  Kyton, Advanced (1): hp 104; See Appendix A, 
  Encounter 8. 
  Tactics:  
  Leufred needs to kill off the adventurers if his plan has a 
  chance of succeeding.  He’ll fight defensively until all of 
  his allies have arrived then he’ll make the most out of his 
  Sneak and Death Attacks.  Raxor’s job is too keep people 
  away from Leufred until he can get everyone called in, 
  then he’ll go after the most martial looking adventurer.  
  Callus will immediately begin targeting the weakest 
  characters in the party, trying to even out the odds.  The 
  Kyton(s) and Chain Golem will concentrate their attacks 
  on anyone threatening Leufred. 
  Development:  
  If the PCs succeed at defeating Leufred and his gang they 
  have managed to save themselves and possibly others a 
  lot of anguish.  Proceed to Conclusion A. 
  If Leufred defeats the PCs, but at least some of them are 
  alive, proceed to Conclusion C.  You will probably need 
  to make some ad hoc changes to the boxed text there to 
  account for PC actions. 
  Conclusion A 
  As the battle draws to an end there is the sound of 
  many booted feet making their way toward you.  
  Easily a score of the Cryllor militia approaches, 
  following behind Constable Merla Hennig. 
  The locals wasted no time in summoning the watch and 
  Merla has decided it was time to call out the guard.  She’ll 
  be very happy to see that the PCs have already wrapped 
  things up.   
  Merla will make her way over to the PCs and ask them 
  what they have found out.  By now they may have 
  determined that Leufred has been impersonating 
  Vitheris, that he is involved with the Brotherhood of the 
  Chain, and that he (not Vitheris) is the guilty party.   
  The Deputy Constable takes careful note of your 
  findings.  Returning her quill to its case, she looks at 
  each of you, “I cannot thank you enough for all of 
  your help in this matter. Please, let me wrap things up 
  here and then come and fill you in on what I have 
  managed to find out.”  With that she turns on her 
  heel and starts issuing orders to her constables. 
  It’s only a few hours later that Constable Hennig 
  visits your inn with Vitheris Jordanes standing at her 
  side.  Not far behind the two stands a bare-chested 
  dwarf smiling from ear to ear.  Merla and Vitheris 
  approach your table and Merla is the first to speak. 
  “I don’t know that you’ve actually had the pleasure,” 
  she says with a smile, “this is the REAL Vitheris 
  Jordanes.”  Vitheris nods to each of you.  “It turns out 
  that kidnapping and murder are not the only crimes 
  his brother is guilty of.”  Placing a stack of ledgers on 
  the table Merla continues, “These documents also 
  prove that Leufred has been understating his profits 
  to the Royal Accountants and has been posing as 
  Vitheris to undermine his brother’s business for more 
  then two years.” 
  If Remi was rescued in Encounter Eight or the party 
  jumped the gun to Encounter Nine (in which case the 
  Constable will have found Remi abandoned at the 
  warehouse, battered but still alive). 
  Vitheris speaks up, “My father and I owe you a great 
  debt of gratitude.  All this time I had my suspicions 
  about Leufred’s dealings, but even I could not have 
  suspected him of being capable of this.  You are, of 
  
  Chain Reaction 
  [Round 1] 
  Page 27 
  course, welcome to whatever you took from Leufred.  
  In addition, my father and I would like to give you 
  these items as tokens of our thanks.  We would like to 
  make it more, but with the coming investigations into 
  both my brother’s business and my own, we simply 
  cannot afford any more.  If ever you are in Cryllor 
  again, please come and see us.  We will do what we 
  can for you.” 
  Merla looks like she is about to say something when 
  the burly dwarf elbows his way up to the table.  “Aye, 
  me name’s Baldrin.  Ya may not know me from any 
  other dwar, and that’s fine with me.  But ya’ve done 
  me a great favor by taking care of Ol’ Remi.  Me and 
  him go back longer’n most of ya have prolly been 
  walkin’ this land.  Like the lad here said, we got spit as 
  all we kin offer ya as far as coin is concerned, but I 
  have got this.”  With that the dwarf pulls his rope belt 
  free of his pantaloons, threatening to send the 
  Dwarf’s sole piece of clothing to the floor, and tosses 
  it up onto the table.  “You’re welcome to it as well.” 
  Merla looks quizzically at the Dwarf before 
  continuing, “You have all performed a great service 
  for the City of Cryllor.  You have my thanks and, 
  through me, the thanks of the Lady Regent herself.  
  Hopefully your next stay in Cryllor will not be so full 
  of danger.” 
  The items Vitheris places on the table are a ring of 
  sustenance, a stone of alarm, and a full container of stone 
  salve.  Baldrin adds a monk’s belt. 
  If Remi was not rescued in Encounter 8. 
  Vitheris speaks up, “I owe you a great debt of 
  gratitude.  All this time I had my suspicions about 
  Leufred’s dealings, but even I could not have 
  suspected him of being capable of all of this.  My 
  father’s last wish was that Leufred and I would 
  reconcile.  As a result, my father’s will stipulated that 
  his wealth should be turned over to the Church of 
  Heironeous upon his death if Leufred and I could not 
  resolve our differences.  I cannot, even at that cost, 
  forgive my brother for what he has done.  You are, of 
  course, welcome to whatever you took from Leufred.  
  I wish I could offer you more.” 
  “Regardless,” 
  Merla 
  interjects, 
  “you 
  have 
  all 
  performed a great service for the City of Cryllor.  You 
  have my thanks and, through me, the thanks of the 
  Lady Regent herself.  Hopefully your next stay in 
  Cryllor will not be so full of danger.”    
  Conclusion B 
  As the battle draws to an end there is the sound of 
  many booted feet making their way down the docks.  
  Easily a score of the Cryllor militia make their way 
  towards the warehouse led by Constable Hennig. 
  The local dockworkers wasted no time in summoning the 
  watch and given their reports of demon-summoning 
  Merla decided it was time to call out the guard.  She’ll be 
  very happy to see that the PCs have already wrapped 
  things up.   
  Merla will make her way over to the PCs and ask them 
  what they have found out.  The PCs may think either 
  Vitheris or Leufred is the guilty party at this point.  After 
  getting the details on what they have discovered Merla 
  will issue a warrant for the arrest of either Leufred or 
  Vitheris, whichever of the two brothers the PCs suspect.  
  The final question she will ask the PCs is which of the 
  two brothers she should arrest for the murder of Remi 
  Jordanes.  Let the PCs decide amongst themselves, 
  majority ruling.  If they cannot reach a majority decision, 
  Merla will decide to arrest Vitheris. 
  The Deputy Constable takes careful note of your 
  findings.  Returning her quill to its case, she looks at 
  each of you, “I cannot thank you enough for all of 
  your help in this matter.  Please, let me wrap things 
  up here and then come and fill you in on what I have 
  managed to find out.”  With that she turns on her 
  heel and starts issuing orders.  Within minutes the 
  fire is under control and she has gathered a dozen 
  constables to head back into the city to serve the 
  arrest warrant. 
  If Vitheris has been arrested: 
  It’s several hours later before Constable Hennig visits 
  your Inn with a smiling Leufred Jordanes walking at 
  her side.  Merla and Leufred approach your table and 
  Merla is the first to speak. 
  “I wanted,” she says with a weary smile, “to thank you 
  once more for your help in this matter.  I believe you 
  have met Master Jordanes?”  Leufred nods to each of 
  you.  “It turns out that kidnapping and murder are 
  not the only crimes his brother is guilty of.”  Placing a 
  stack of ledgers on the table Merla continues, “These 
  documents prove that Vitheris has been secretly 
  working with agents from the Yeomanry to 
  undermine the Lady Regent’s holdings across the 
  Javan by increasing the level of discontent amongst 
  the Refugees.  His plans even go so far as to 
  eventually lead to open revolt against her grace.” 
  
  Chain Reaction 
  [Round 1] 
  Page 28 
  Leufred shakes his head and speaks, “While it is a pity 
  that my father had to die, at least his death has served 
  to expose such a great threat to the people of Cryllor.  
  Without your invaluable help this could not have 
  happened.  I mentioned earlier that my father was, in 
  his early years, an adventurer.  Please take these 
  items.  They were my father’s.  Perhaps in you, my 
  father’s adventures can continue even if he is unable 
  to be with us.” 
  Merla agrees, “You have all performed a great service 
  for the City of Cryllor.  You have my thanks and, 
  through me, the thanks of the Lady Regent herself.  
  Hopefully your next stay in Cryllor will not be so full 
  of danger.”  
  The items Leufred places on the table are a ring of 
  sustenance, a stone of alarm, and a full container of stone 
  salve.  
  If Leufred has been arrested: 
  It’s several hours later before Constable Hennig visits 
  your Inn with a very tired looking Vitheris Jordanes 
  walking at her side.  Merla and Vitheris approach 
  your table and Merla is the first to speak. 
  “I wanted,” she says with a weary smile, “to thank you 
  once more for your help in this matter.  I don’t know 
  that you’ve actually had the pleasure, but this is the 
  REAL Vitheris Jordanes.”  Vitheris nods to each of 
  you.  “It turns out that kidnapping and murder are 
  not the only crimes his brother is guilty of.”  Placing a 
  stack of ledgers on the table Merla continues, “These 
  documents also prove that Leufred has been 
  understating his profits to the Royal Accountants and 
  has been posing as Vitheris to undermine his 
  brother’s business for more then two years.” 
  Vitheris speaks up, “I owe you a great debt of 
  gratitude.  All this time I had my suspicions about 
  Leufred’s dealings, but even I could not have 
  suspected him of being capable of all of this.  My 
  father’s last wish was that Leufred and I would 
  reconcile.  As a result, my father’s will stipulated that 
  his wealth should be turned over to the Church of 
  Heironeous upon his death if Leufred and I could not 
  resolve our differences.  I cannot, even at that cost, 
  forgive my brother for what he has done.  You are, of 
  course, welcome to whatever you took from Leufred.  
  I wish I could offer you more.” 
  “Regardless,” 
  Merla 
  interjects, 
  “you 
  have 
  all 
  performed a great service for the City of Cryllor.  You 
  have my thanks and, through me, the thanks of the 
  Lady Regent herself.  Hopefully your next stay in 
  Cryllor will not be so full of danger.”    
  Conclusion C 
  It’s several days later and still you cannot get the 
  horrific images and sounds of the scene at the 
  warehouse out of your mind.  As you are preparing to 
  leave Cryllor, a tired Constable Hennig visits you. 
  “I wanted,” she says with a heavy sadness in her eyes, 
  “to thank you for your help in this matter.   It turns 
  out that kidnapping and murder are not the only 
  crimes Vitheris Jordanes is guilty of.”  Placing a stack 
  of ledgers on a table Merla continues, “These 
  documents prove that Vitheris has been secretly 
  working with agents from the Yeomanry to 
  undermine the Lady Regent’s holdings across the 
  Javan by increasing the level of discontent amongst 
  the Refugees.  Apparently this chain demon was just 
  the first in a series of attacks he had planned.” 
  Merla sighs, “Unfortunatley, by the time we managed 
  to get to Vitheris, the Dwarven Enclave had 
  apparently gotten to him first.  Both he and his 
  bodyguard, a Dwarf named Baldrin were found dead, 
  their throats slit.  It was a mistake for me to have 
  underestimated such a threat to the City of Cryllor.  I 
  apologize for having put your lives at such risk.  You 
  have my thanks for what you were able to accomplish. 
  Hopefully your next stay in Cryllor will not be so full 
  of danger.”  
  Conclusion D 
  As the last of the constables falls to the ground there 
  is a shout and the blaring of a trumpet from the end 
  of the street.  Another group of constables rounds the 
  corner and you can hear a trumpet sounding a reply 
  in the distance. 
  Suddenly the weight of your actions hits you.  You 
  have just assaulted a group of the Lady Regent’s 
  Constables.  What could you have been thinking?  
  There’s only one thing to do now… Run! 
  If the PCs choose to stay and fight they will eventually be 
  cut down as larger and larger groups of militiamen arrive 
  on the scene.  You should collect those player’s character 
  sheet immediately as they are permanently dead. The 
  DM should report the events of the table, and the names 
  of the players (and their characters) to the Keoland Triad 
  (chrisinpm@aol.com). 
  If they run, they’ll be able to escape without much 
  difficulty, as the militia will see to their own before 
  attempting to pursue.  Proceed to Conclusion E.  
  
  Chain Reaction 
  [Round 1] 
  Page 29 
  If the Adventurers stay and surrender to face up to the 
  consequences of their actions, they will be arrested.  See 
  Appendix D. 
  Conclusion E 
  It’s been several days since you put the City of Cyllor 
  behind you when you notice the first poster at one 
  one of the Roadside Inns.  There under the words 
  “Wanted Dead or Alive” is a picture that sends a chill 
  down your spine.  You glance nervously about the 
  Inn, but no one seems to have noticed that your face 
  matches the drawing on the poster…  yet. 
  Be sure to make note on the AR that this PC is now 
  Wanted and Banished from Cryllor where appropriate. 
  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. 
  Encounter Four 
  Avoiding or disabling the portcullis trap 
   
  All APLs - 60 xp 
  Defeating the Nerull cultists 
   
  APL4 - 180 xp 
   
  APL6 - 180 xp 
   
  APL8 - 240 xp 
   
  APL10 - 300 xp 
   
  APL12 - 360 xp 
   
  APL14 - 420 xp 
  Encounter Seven 
  Defeating the Brotherhood of the Chain 
   
  APL4 - 150 xp 
   
  APL6 - 210 xp 
   
  APL8 - 270 xp 
   
  APL10 - 330 xp 
   
  APL12 - 390 xp 
   
  APL14 - 450 xp 
  Encounter Seven 
  Defeating Vitheris & his henchmen 
   
  All APLs - 240 xp 
  Encounter Eight (PCs arrive in time to save 
  Remi) 
  Defeating Leufred 
   
  APL4 - 210 xp 
   
  APL6 - 270 xp 
   
  APL8 - 330 xp 
   
  APL10 - 390 xp 
   
  APL12 - 450 xp 
   
  APL14 - 510 xp 
  Rescuing Remi Jordanes (alive) 
   
  APL4 - 20 xp 
   
  APL6 - 40 xp 
   
  APL8 - 60 xp 
   
  APL10 - 80 xp 
   
  APL12 - 100 xp 
   
  APL14 - 120 xp 
  Encounter Eight (PCs weren’t in time to save 
  Remi) 
  Defeating the Chain Golem 
   
  APL4 - 210 xp 
   
  APL6 - 240 xp 
   
  APL8+ - 270 xp 
  Encounter Nine 
  Defeating Leufred 
   
  APL4 - 210 xp 
   
  APL6 - 270 xp 
   
  APL8 - 330 xp 
   
  APL10 - 390 xp 
   
  APL12 - 450 xp 
   
  APL14 - 510 xp 
  Story Award 
  Exonerating Vitheris Jordanes of all charges: 
   
  APL4 - 85 xp 
  
  Chain Reaction 
  [Round 1] 
  Page 30 
   
  APL6 - 130 xp 
   
  APL8 - 175 xp 
   
  APL10 - 220 xp 
   
  APL12 - 265 xp 
   
  APL14 - 310 xp 
  Discretionary roleplaying award 
   
  All APLs - 0-50 xp 
  Total possible experience:  
   
   
  APL2  - 675 xp 
   
  APL4 - 900 xp 
   
  APL6 - 1125 xp 
   
  APL10 - 1350 xp 
   
  APL12 - 1575 xp 
   
  APL14 - 1800 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. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter One:   
   
  APL A: L: 0 gp; C: 10 gp; M: 0 gp 
  Encounter Two:   
   
  APL A: L: 0 gp; C: 50 gp; M: 0 gp 
  Encounter Four:   
   
  APL 4: L: 70 gp; C: 0 gp; M: Half plate +1 (292 gp); 
  brooch of shielding (250 gp); potion of fly (63 gp) 
   
  APL 6: L: 70 gp; C: 0 gp; M: Half plate +1 (292 gp); 
  brooch of shielding (250 gp); potion of fly (63 gp) 
   
  APL 8: L: 3 gp; C: 0 gp; M: Chain shirt +1 (208 gp); 
  shortbow +1 (194 gp); banded mail +1 (2 @ 117 gp each); 
  cloak of charisma +2 (333 gp); Half plate +1 (292 gp); 
  brooch of shielding (250 gp); potion of fly (63 gp) 
   
  APL 10: L: 3 gp; C: 0 gp; M: Chain shirt +1 (2 @ 208 
  gp each); shortbow +1 (2 @ 194 gp each); banded mail +1 
  (2 @ 117 gp each); scythe +1 (2 @ 193 gp each); cloak of 
  charisma +2 (333 gp); wand of magic missiles (3
  rd level 
  caster) (188 gp); half plate +1 (292 gp); brooch of 
  shielding (250 gp); potion of fly (63 gp); ring of 
  protection +1 (167 gp) 
   
  APL 12: L: 3 gp; C: 0 gp; M: Chain shirt +2 (2 @ 354 
  gp each); shortbow +1 (2 @ 194 gp each); banded mail +1 
  (4 @ 117 gp each); scythe +1 (4 @ 193 gp each); cloak of 
  charisma +2 (333 gp); wand of magic missiles (5
  th level 
  caster) (313 gp); half plate +1 (292 gp); brooch of 
  shielding (250 gp); potion of fly (63 gp); ring of 
  protection +1 (167 gp) 
  
  Chain Reaction 
  [Round 1] 
  Page 31 
   
  APL 14: L: 3 gp; C: 0 gp; M: Chain shirt +2 (2 @ 354 
  gp each); shortbow +2 (2 @ 694 gp each); banded mail +2 
  (4 @ 367 gp each); scythe +1 (4 @ 193 gp each); cloak of 
  charisma +4 (1333 gp); wand of magic missiles (5
  th level 
  caster) (313 gp); half plate +1 (292 gp); brooch of 
  shielding (250 gp); potion of fly (63 gp); ring of 
  protection +2 (667 gp) 
  Encounter Seven:   
   
  APL 4: L: 141 gp; C: 200 gp; M: Raxor’s Bite (1527 
  gp); ring of protection +1 (167 gp) 
   
  APL 6: L: 141 gp; C: 200 gp; M: Raxor’s Bite (1527 
  gp); ring of protection +1 (167 gp); robe of bones (200 gp) 
   
  APL 8: L:  158 gp; C: 200 gp; M: Breastplate +1 (2 @ 
  113 gp ea); rapier +1 (193 gp); full plate +1 (221 gp); 
  Raxor’s Bite (1527 gp); ring of protection +1 (167 gp); 
  robe of bones (200 gp) 
   
  APL 10: L: 159 gp; C: 200 gp; M: Breastplate +1 (4 @ 
  113 gp ea); rapier +1 (193 gp); full plate +1 (221 gp); flail 
  +1 (192 gp); heavy steel shield +1 (98 gp); Raxor’s Bite 
  (1527 gp); ring of protection +1 (167 gp); robe of bones 
  (200 gp); headband of intellect +2 (333 gp) 
   
  APL 12: L: 159 gp; C: 200 gp; M: Breastplate +1 (4 @ 
  113 gp ea); Keen rapier +1 (693 gp); full plate +1 (2 @ 221 
  gp each); flail +1 (2 @ 192 gp each); heavy steel shield +2 
  (2 @ 348 gp); full plate +2 (471 gp); Raxor’s Bite (1527 gp); 
  ring of protection +1 (167 gp); robe of bones (200 gp); 
  headband of intellect +2 (333 gp) 
   
  APL 14: L: 159 gp; C: 200 gp; M: Breastplate +1 (6 @ 
  113 gp ea); Keen rapier +1 (2 @ 693 gp each); full plate +1 
  (2 @ 221 gp each); flail +1 (2 @ 192 gp each); heavy steel 
  shield +2 (2 @ 348 gp); ring of counterspells (2 @ 333 gp 
  each); full plate +3 (888 gp); Raxor’s Bite (1527 gp); ring of 
  protection +1 (167 gp); robe of bones (200 gp); headband 
  of intellect +4 (1333 gp) 
  Encounter Eight (PCs in time to save Remi):   
   
  APL 4: L: 15 gp; C: 0 gp; M: Bracelet of friends (1583 
  gp); cape of the mountebank (840 gp) 
   
  APL 6: L: 15 gp; C: 0 gp; M: Bracelet of friends (1583 
  gp); cape of the mountebank (840 gp) 
   
  APL 8: L: 15 gp; C: 0 gp; M: Bracelet of friends (1583 
  gp); cape of the mountebank (840 gp) 
   
  APL 10: L: 15 gp; C: 0 gp; M: Bracelet of friends (1583 
  gp); cape of the mountebank (840 gp) 
   
  APL 12: L: 15 gp; C: 0 gp; M: Bracelet of friends (1583 
  gp); cape of the mountebank (840 gp); assassin’s dagger 
  (1525 gp) 
   
  APL 14: L: 15 gp; C: 0 gp; M: Bracelet of friends (1583 
  gp); cape of the mountebank (840 gp); assassin’s dagger 
  (1525 gp); amulet of health +4 (1333 gp); dust of illusion 
  (100 gp); oil of keen edge (63 gp); ring of mind shielding 
  (667 gp); vest of escape (433 gp) 
  Encounter Nine:   
   
  All APLs: As per the summoned foe(s) listed in 
  Encounter Seven 
  Conclusion A 
   
  All APLs: L: 0 gp; C: 0 gp; M: Ring of sustenance (208 
  gp); stone of alarm (225 gp); stone salve (333 gp); monk’s 
  belt (1083 gp) 
  Conclusion B 
   
  All APLs: L: 0 gp; C: 0 gp; M: Ring of sustenance (208 
  gp); stone of alarm (225 gp); stone salve (333 gp) 
  Total Possible Treasure (Maximum Possible by 
  APL) 
   
  APL 4: 600 gp 
   
  APL 6: 800 gp 
  APL 8: L:  1250 gp 
   
  APL 10: L: 2100 gp 
   
  APL 12: L: 3000 gp 
  APL 14: L: 6000 gp 
  Special 
  � Banished 
  You have been banished from the County of Cryllor.  
  This PC may not take part in any adventure that takes 
  place in the County of Cryllor.  During adventures that 
  take place partially in Cryllor you may not participate in 
  the parts that occur in Cryllor. 
  � Favor of the Jordanes Family 
  At the conclusion of an adventure set in the Sheldomar 
  Valley, the character in possession of this favor may 
  expend it to make the following items available for 
  purchase: 
  • 
  A single masterwork or +1 magic armor, shield or 
  weapon listed on Tables 7-5 or 7-6 of the Player’s 
  Handbook. Ammunition may not be chosen. The 
  chosen item may be crafted of adamantite, mithril or 
  cold iron at the player’s option. The item is 
  purchased at its total book value. 
  • 
  One potion or oil listed on table 7-17 of the Dungeon 
  Master’s Guide. 
  
  Chain Reaction 
  [Round 1] 
  Page 32 
  Cross off this favor once used. 
  � Raxor’s Bite 
  This vicious-looking weapon is covered with razor-edged 
  barbs and arcane sigils.  To the untrained eye, Raxor’s Bite 
  appears to be an unwieldy mass of sharp metal.  However, 
  in the hands of a trained novice, it functions as a 
  masterwork spiked chain. If the wielder possesses the 
  feat Exotic Weapon Proficiency (spiked chain), it 
  functions as a +1 keen vicious spiked chain. 
  Raxor’s Bite was specifically crafted for the leader of a 
  Cult called the Brotherhood of the Chain by the 
  infamous kytons (chain devils). Any kyton spotting a 
  character wielding Raxor’s Bite has a 25% chance of 
  recognizing the handiwork and immediately attacking 
  that character in an attempt to recover the item from that 
  character. 
  Strong necromancy; CL 12th; Craft Magic Arms & 
  Armor, keen edge, enervation; Market Price 18,325 gp, 
  Weight 10 lbs.  
  � Wanted 
  You have evaded the authorities of Cryllor for now.  You 
  are now considered Hunted in Keoland.  There is a 
  reward for your capture – Dead or Alive.  See the Keoland 
  Triad for details on the Hunted status. 
  Items for the Adventure Record 
  Item Access 
  APL 4: 
   
  Belt, Monk’s 
   
  Masterwork Crossbow Bolts, Silvered (Regional) 
   
  Bracelet of Friends (Adventure) 
   
  Brooch of Shielding (Adventure) 
   
  Cape of the Montebank (Adventure) 
   
  Everburning Torch (Adventure) 
   
  Potion of Fly (Adventure) 
   
  Raxor’s Bite (Adventure) 
   
  Ring of Sustenenance (Adventure) 
   
  Stone of Alarm (Adventure) 
   
  Stone Salve (Adventure) 
  APL 6: 
   
  APL 4 Items 
   
  Robe of Bones (Adventure) 
  APL 8: 
   
  APL 4 & 6 Items 
   
  Cloak of Charisma +2 (Adventure) 
   
  +1 Crossbow Bolts, Silvered (Regional) 
  APL 10: 
   
  APL 4, 6 & 8 Items 
   
  Spiked Chain +1, Keen (Adventure) 
   
  Wand of Magic Missile (3
  rd Level)  (Adventure) 
  APL 12: 
   
  APL 4, 6, 8 & 10 Items 
   
  Assassin’s Dagger (Adventure) 
   
  +2 Chain Shirt (Adventure) 
   
  +2 Crossbow Bolts, Silvered (Regional) 
   
  +2 Full Plate (Adventure) 
   
  Headband of Intellect +2 (Adventure) 
   
  +1 Keen Rapier (Adventure) 
   
  +2 Heavy steel shield (Adventure) 
   
  Wand of Magic Missile, Level 5 (Adventure) 
  APL 14: 
   
  APL 4, 6, 8, 10 & 12 Items 
   
  Amulet of Health +4 (Adventure) 
   
  +2 Banded Mail (Adventure) 
   
  Cloak of Charisma +4 (Adventure) 
   
  Dust of Illusion (Adventure) 
   
  +3 Full Plate (Adventure) 
   
  Headband of Intellect +4 (Adventure) 
   
  Oil of Keen Edge (Adventure) 
   
  Ring of Counterspells (Adventure) 
   
  Ring of Mindshielding (Adventure) 
   
  Ring of Protection +2 (Adventure) 
   
  +2 Shortbow (Adventure) 
   
  +1 Keen, Vicious Spiked Chain (Adventure) 
   
  Vest of Escape (Adventure) 
  
  Chain Reaction 
  [Round 1] 
  Page 33 
  Appendix A - Monsters & NPCs 
  ALL APLs 
  Deputy Constable For Investigations, Merla Hennig: Female Half-elf Rog4/Ftr2; CR 6; Medium Humanoid (Elf); 
  HD 4d6+2d10+6; hp 36; Init +2; Spd 20 ft.; AC 21, touch 12, flat-footed 19; Base Atk +5; Grp +6; Atk +8 melee 
  (1d10+2/19-20, bastard sword +1); Full Atk +8 melee (1d10+2/19-20, bastard sword +1); AL LG; SV Fort +5, Ref +6, Will 
  +2; Str 12, Dex 14, Con 12, Int 15, Wis 13, Cha 14.  
   
  Skills and Feats: Bluff +9, Decipher Script +10, Diplomacy +11, Forgery +10, Gather Information +11, Intimidate +9, 
  Knowledge: Local (Metaregion One) +10, Listen +7, Search +12, Sense Motive +12, Spot +8; Exotic Weapon Proficiency 
  – Bastard Sword, Investigator, Negotiator, Persuasive, Weapon Focus – Bastard Sword, Power Attack.  
   
  Possessions: Chainmail +1, heavy steel shield +1, bastard sword +1, tabard showing rank in constabulary. 
  Senior Patrol Constables (6): Male Human War3; CR 2; Medium Humanoid (Human); HD 3d8+3; hp 16 each; Init +0; 
  Spd 20 ft.; AC 17, touch 10, flat-footed 17; Base Atk +3; Grp +4; Atk +5 melee (1d10+1/19-20, bastard sword); Full Atk +5 
  melee (1d10+1/19-20, bastard sword); AL LN; SV Fort +4, Ref +1, Will +1; Str 13, Dex 11, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Intimidate +4, Listen +2, Spot +2; Exotic Weapon Proficiency – Bastard Sword, Weapon Focus – 
  Bastard Sword, Power Attack.  
   
  Possessions: Chainmail, heavy steel shield, bastard sword, tabard showing rank in constabulary. 
  Remi Jordanes: Male Human Rog1/Ftr2/Exp5; hp 14. 
  Vitheris Jordanes: Male Human Exp5; CR 4; Medium Humanoid (Human); HD 5d6+5; hp 27; Init +0; Spd 30 ft.; AC 
  10, touch 10, flat-footed 10; Base Atk +3; Grpl +3; Atk +3 melee (1d4/19-20, dagger); Full Atk +3 melee (1d4/19-20, 
  dagger); AL N; SV Fort +2, Ref +1, Will +5; Str 10, Dex 10, Con 12, Int 16, Wis 12, Cha 14.  
   
  Skills and Feats: Appraise +13, Diplomacy +16, Gather Information +12, Knowledge: Local (Core) +11, Knowledge: 
  Local (Metaregion One) +11, Knowledge (Nobility & Royalty) +11, Listen +9, Profession (Merchant) +14, Sense Motive 
  +11; Diligent, Negotiator, Persuasive, Skill Focus – Profession (Merchant). 
   
  Possessions: Dagger. 
  Baldrin the Brawler: Male Dwarf Mnk 6; CR 6; Medium Humanoid (Dwarf); HD 6d8+12; hp 45; Init +6; Spd 35 ft.; AC 
  15, touch 15, flat-footed 13; Base Atk +4; Grp +6; Atk +6 melee (1d8+2, unarmed strike); Full Atk +6 melee (1d8+2, 
  unarmed strike); SA Flurry of Blows; SQ: Evasion, Purity of Body, Slow Fall 30’, Still Mind; AL LN; SV Fort +7, Ref +7, 
  Will +7; Str 14, Dex 14, Con 14, Int 13, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +6, Climb +8, Diplomacy +8, Escape Artist +9, Jump +9, Listen +13, Spot +4, Tumble +11; 
  Alertness, Blindfight, Deflect Arrows, Improved Initiative, Improved Trip, Stunning Fist.  
   
  Possessions: Pantaloons, monk’s belt. 
  Dwarven Henchmen: Male Dwarf War1; CR 1; Medium Humanoid (Dwarf); HD 1d8+4; hp 12 each; Init +0; Spd 20 ft.; 
  AC 10, touch 10, flat-footed 10; Base Atk +1; Grp +4; Atk +5 melee (1d6+3, club); Full Atk +5 melee (1d6+3, club); AL N; 
  SV Fort +6, Ref +0, Will +0; Str 16, Dex 10, Con 18, Int 10, Wis 10, Cha 8.  
   
  Skills and Feats: Climb +7, Handle Animal +3; Weapon Focus – Club.  
   
  Possessions: Improvised Weapon (club). 
  
  Chain Reaction 
  [Round 1] 
  Page 34 
  Appendix A – APL 4 Encounters 
  Encounter Four 
  Cultist Rogue (1): Male Half-Elf Rog 3; CR 3; Medium Humanoid (Elf); HD 3d6; hp 14; Init +3; Spd 30 ft.; AC 17, touch 
  13, flat-footed 14; Base Atk +2; Grp +2; Atk +2 melee (1d4/19-20, dagger) or +5 ranged (1d6/x3, shortbow); Full Atk +2 
  melee (1d4/19-20, dagger) or +5 ranged (1d6/x3, shortbow); SA Sneak Attack +2d6; SQ Evasion, Uncanny Dodge; AL 
  LE; SV Fort +1, Ref +6, Will +1; Str 10, Dex 16, Con 10, Int 12, Wis 10, Cha 12. 
   
  Skills and Feats: Escape Artist +5, Hide +7, Listen +7, Move Silently +7, Search +6, Spot +7, Tumble +7; Point Blank 
  Shot, Rapid Shot. 
   
  Possessions: Masterwork chain shirt, dagger, shortbow, 20 arrows.  
  Cultist Fighters (2): Male Half-Orc Ftr1; CR 1; Medium Humanoid (Orc); HD 1d10+2; hp 12 each; Init +1; Spd 20 ft.; 
  AC 17, touch 11, flat-footed 16; Base Atk +1; Grp +5; Atk +6 melee (2d4+6/x4, scythe); Full Atk +6 melee (2d4+6/x4, 
  scythe); AL LE; SV Fort +4, Ref +1, Will -1; Str 18, Dex 12, Con 14, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Intimidate +1; Power Attack, Weapon Focus – Scythe. 
   
  Possessions: Banded Mail, scythe. 
  Cultist Priest of Nerull, Norg: Male Half-Orc Clr5; CR 5; Medium Humanoid (Orc); HD 5d8+10; hp 38; Init +4; Spd 
  20 ft.; AC 18, touch 10, flat-footed 18; Base Atk +3; Grp +5; Atk +5 melee (1d4+2, dagger); Full Atk +5 melee (1d4+2, 
  dagger); AL LE; SV Fort +6, Ref +1, Will +6; Str 14, Dex 10, Con 14, Int 10, Wis 15, Cha 8.  
   
  Skills and Feats: Concentration +10, Spellcraft +2; Combat Casting, Improved Initiative. 
   
  Possessions: Half plate + 1, dagger, brooch of shielding, potion of fly, silver holy symbol (Erythnul). 
   
  Spells Prepared (5/4/3/1; base DC = 12 + spell level): 0—[Create Water, Cure Minor Wounds x2, Detect Poison, 
  Purify Food and Drink]; 1st—[Disguise Self*, Cause Fear x2, Command, Cure Light Wounds]; 2nd—[Invisibility*, 
  Bear’s Endurance, Hold Person, Undetectable Alignment]; 3rd—[Nondetection*,Summon Monster III]. *Domain spell. 
  Domains: [Evil (cast Evil spells at +1 caster level); Trickery (bluff, disguise, and hide are class skills)]. 
  Encounter Seven 
  Brotherhood Thug (1): Male Half-Orc Rog1; CR1; Medium Humanoid (Orc); HD 1d6+1; hp 7; Init +3; Spd 30 ft.; AC 
  16, touch 13, flat-footed 13; Base Atk +0, Grp +2, Atk +2 melee (1d6+2, short sword); Full Atk +2 melee (1d6+2, short 
  sword); SA Sneak Attack +1d6; AL NE; SV Fort +1, Ref +5, Will -1; Str 14, Dex 16, Con 12, Int 12, Wis 8, Cha 8. 
   
  Skills and Feats: Escape Artist +2, Hide +5, Listen +1, Move Silently +5, Search +3, Spot +3, Tumble +5; Combat 
  Reflexes. 
   
  Possessions: Studded Leather, Short Sword. 
  Brotherhood Master of Chains, Raxor: Male Human Ftr1; CR 1; Medium Humanoid (Human); HD 1d10+2; hp 12; 
  Init +2; Spd 20 ft.; AC 19, touch 11, flat-footed 18; Base Atk +1; Grp +3; Atk +5 melee (2d4+3, spiked chain); Full Atk +5 
  melee (2d4+3, spiked chain); AL NE; SV Fort +4, Ref +2, Will +0; Str 14, Dex 14, Con 15, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +1, Listen +2, Search +4, Spot +2; Combat Reflexes, Exotic Weapon Proficiency – 
  Spiked Chain, Weapon Focus – Spiked Chain. 
   
  Possessions: Masterwork full plate, Raxor’s Bite (masterwork spiked chain). 
  Brotherhood Necromancer, Callus: Male Human Wiz3; CR 3; Medium Humanoid (Human); HD 3d4+3; hp 22**; Init 
  +6; Spd 30 ft.; AC 17, touch 13, flat-footed 15; Base Atk +1; Grp +0; Atk +0 melee (1d4-1/19-20, dagger); Full Atk +0 melee 
  (1d4-1/19-20, dagger); AL N; SV Fort +2, Ref +3, Will +4; Str 8, Dex 14, Con 12, Int 16, Wis 12, Cha 12.  
   
  Skills and Feats: Craft (Alchemy) +9, Concentration +7, Spellcraft +9; Combat Casting, Improved Initiative, Spell 
  Focus - Necromancy. 
   
  Possessions: Dagger, purple robes, ring of protection +1. 
  
  Chain Reaction 
  [Round 1] 
  Page 35 
   
  Spells Prepared (5/4/3; base DC = 13 + spell level): 0—[Daze x2, Detect Magic, Message x2]; 1st—[Chill Touch*, 
  Cause Fear*, Magic Missile, Shield]; 2nd—[Control Undead*, False Life*, Mage Armor (Extended)]. *Necromancy Spell 
  (add 1 to the base DC). 
  ** Augmented by pre-cast spells (False Life, Mage Armor (Extended)) 
  Encounter Eight (PCs are in time to save Remi) 
  Leufred Jordanes: Male Human Rog5/Asn1; CR 6; Medium Humanoid (Human); HD 6d6; hp 26; Init +3; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13; Base Atk +3, Grp +3; Atk +6 melee (1d4/19-20, dagger); Full Atk +6 melee (1d4/19-20, 
  dagger); SA Death Attack (Fort DC13), Sneak Attack +4d6; SQ: Evasion, Uncanny Dodge; AL LE; SV Fort +1, Ref +9, 
  Will +1; Str 10, Dex 16, Con 10, Int 15, Wis 10, Cha 14.  
   
  Skills and Feats: Appraise +10, Bluff +11, Diplomacy +13, Disguise +11, Escape Artist +6, Forgery +8, Gather 
  Information +11, Hide +12, Intimidate +13, Move Silently +11, Open Lock +7, Sleight of Hand +9, Tumble +11; Combat 
  Expertise, Improved Feint, Improved Initiative, Weapon Finesse.  
   
  Possessions: Dagger, masterwork studded leather, bracelet of friends, cape of the montebank. 
   
  Spells Prepared (1; base DC = 12 + spell level): 1st—[Obscuring Mist]. 
  Encounter Eight (PCs are too late to save Remi) 
  Chain Golem, Advanced (1): CR 6; Large Construct; HD 11d10+30; hp 91; Init +2; Spd 30 ft. (can’t run); AC 21, touch 
  11, flat-footed 19; Base Atk +8; Grp +16; Atk +16 melee (1d8+8 plus wounding, chain rake); Full Atk +16/+16 melee 
  (1d8+8 plus wounding, 2 chain rakes); Space/Reach 10’/15’; SA Chain Barrier, Wounding; SQ: Construct Traits, Magic 
  Immunity, Resistance to Ranged Attacks; AL N; SV Fort +3, Ref +5, Will +3; Str 26, Dex 15, Con --, Int --, Wis 11, Cha 1.  
   
  Skills and Feats: Combat Expertise, Dodge, Improved Disarm, Improved Trip. 
  
  Chain Reaction 
  [Round 1] 
  Page 36 
  Appendix A – APL 6 Encounters 
  Encounter Four 
  Cultist Rogue (1): Male Half-Elf Rog3; CR 3; Medium Humanoid (Elf); HD 3d6; hp 14; Init +3; Spd 30 ft.; AC 17, touch 
  13, flat-footed 14; Base Atk +2; Grp +2; Atk +2 melee (1d4/19-20, dagger) or +5 ranged (1d6/x3, shortbow); Full Atk +2 
  melee (1d4/19-20, dagger) or +5 ranged (1d6/x3, shortbow); SA Sneak Attack +2d6; SQ Evasion, Uncanny Dodge; AL 
  LE; SV Fort +1, Ref +6, Will +1; Str 10, Dex 16, Con 10, Int 12, Wis 10, Cha 12. 
   
  Skills and Feats: Escape Artist +5, Hide +7, Listen +7, Move Silently +7, Search +6, Spot +7, Tumble +7; Point Blank 
  Shot, Rapid Shot. 
   
  Possessions: Masterwork chain shirt, dagger, shortbow, 20 arrows. 
  Cultist Fighters (2): Male Half-Orc Ftr1; CR 1; Medium Humanoid (Orc); HD 1d10+2; hp 12; Init +1; Spd 20 ft.; AC 17, 
  touch 11, flat-footed 16; Base Atk +1; Grp +5; Atk +6 melee (2d4+6/x4, scythe); Full Atk +6 melee (2d4+6/x4, scythe); AL 
  LE; SV Fort +4, Ref +1, Will -1; Str 18, Dex 12, Con 14, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Intimidate +1; Power Attack, Weapon Focus – Scythe. 
   
  Possessions: Banded mail, scythe. 
  Cultist Priest of Nerull, Norg: Male Half-Orc Clr5; CR 5; Medium Humanoid (Orc); HD 5d8+10; hp 38; Init +4; Spd 
  20 ft.; AC 18, touch 10, flat-footed 18; Base Atk +3; Grp +5; Atk +5 melee (1d4+2, dagger); Full Atk +5 melee (1d4+2, 
  dagger); AL LE; SV Fort +6, Ref +1, Will +6; Str 14, Dex 10, Con 14, Int 10, Wis 15, Cha 8.  
   
  Skills and Feats: Concentration +10, Spellcraft +2; Combat Casting, Improved Initiative. 
   
  Possessions: Half plate + 1, dagger, brooch of shielding, potion of fly, silver holy symbol (Erythnul). 
   
  Spells Prepared (5/4/3/1; base DC = 12 + spell level): 0—[Create Water, Cure Minor Wounds x2, Detect Poison, 
  Purify Food and Drink]; 1st—[Disguise Self*, Cause Fearx2, Command, Cure Light Wounds]; 2nd—[Invisibility*, Bear’s 
  Endurance, Hold Person, Undetectable Alignment]; 3rd—[Nondetection*,Summon Monster III]. *Domain spell. 
  Domains: [Evil (cast Evil spells at +1 caster level); Trickery (bluff, disguise, and hide are class skills)]. 
  Encounter Seven:  Reeling in the Fish 
  Brotherhood Thugs (2): Male Half-Orc Rog1; CR1; Medium Humanoid (Orc); HD 1d6+1; hp 7 each; Init +3; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13; Base Atk +0; Grp +2; Atk +2 melee (1d6+2/19-20, short sword); Full Atk +2 melee 
  (1d6+2/19-20, short sword); SA Sneak Attack +1d6; AL NE; SV Fort +1, Ref +5, Will -1; Str 14, Dex 16, Con 12, Int 12, 
  Wis 8, Cha 8. 
   
  Skills and Feats: Escape Artist +2, Hide +5, Listen +1, Move Silently +5, Search +3, Spot +3, Tumble +5; Combat 
  Reflexes. 
   
  Possessions: Studded leather, short sword. 
  Brotherhood Master of Chains, Raxor: Male Human Bbn1/Ftr2; CR 3; Medium Humanoid (Human); HD 
  2d10+1d12+6; hp 30; Init +2; Spd 20 ft.; AC 19, touch 11, flat-footed 18; Base Atk +3, Grp +5; Atk +7 melee (2d4+3, spiked 
  chain); Full Atk +7 melee (2d4+3, spiked chain); SQ Barbarian Rage; AL NE; SV Fort +7, Ref +2, Will +0; Str 14, Dex 14, 
  Con 15, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +3, Listen +6, Search +4, Spot +6; Combat Expertise, Combat Reflexes, Exotic Weapon 
  Proficiency – Spiked Chain, Improved Trip, Weapon Focus – Spiked Chain. 
   
  Possessions: Masterwork full Plate, Raxor’s Bite (masterwork spiked chain). 
  Brotherhood Necromancer, Callus: Male Human Wiz5; CR 5; Medium Humanoid (Human); HD 5d4+5; hp 32**; Init 
  +6; Spd 30 ft.; AC 17**, touch 13, flat-footed 15; Base Atk +1; Grp +0; Atk +0 melee (1d4-1/19-20, dagger); Full Atk +0 
  melee (1d4-1/19-20, dagger); AL N; SV Fort +3, Ref +3, Will +5; Str 8, Dex 14, Con 12, Int 17, Wis 12, Cha 12.  
  
  Chain Reaction 
  [Round 1] 
  Page 37 
   
  Skills and Feats: Craft (Alchemy) +11, Concentration +9, Spellcraft +11; Combat Casting, Extend Spell, Improved 
  Initiative, Spell Focus - Necromancy. 
   
  Possessions: Dagger, ring of protection +1, robe of bones. 
   
  Spells Prepared (5/5/4/3; base DC = 13 + spell level): 0—[Daze x2, Detect Magic, , Message x2]; 1st—[Chill Touch*, 
  Cause Fear*, Magic Missile x2, Shield]; 2nd—[Command Undead*, Ghoul Touch*, Mage Armor(Extended), Spectral 
  Hand*]; 3rd—[False Life (Extended)*, Haste, Vampiric Touch*]. *Necromancy Spell (add 1 to the base DC). 
  ** Augmented by pre-cast spells (False Life (Extended), Mage Armor (Extended)) 
  Zombie Wolf (may be summoned): Medium Undead; HD 2d12+4; hp 26; Init +1; Spd 30 ft.; AC 15, touch 11, flat-
  footed 14; Base Atk +1; Grp +3; Atk +4 melee (1d6+2, bite); Full Atk +4 melee (1d6+2, bite); SA Trip; AL NE; SV Fort +1, 
  Ref +1, Will +4. 
  Encounter Eight:  Slaughter at the Warehouse 
  Leufred Jordanes: Male Human Rog5/Asn3; CR 8; Medium Humanoid; HD 8d6; hp 34; Init +7; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +5; Grp +5; Atk +8 melee (1d4/19-20, dagger); Full Atk +8 melee (1d4/19-20, dagger); 
  SA Death Attack (Fort DC16), Sneak Attack +5d6; SQ: Evasion, Imprvoed Uncanny Dodge, Uncanny Dodge; AL LE; SV 
  Fort +2, Ref +10, Will +2; Str 10, Dex 16, Con 10, Int 16, Wis 10, Cha 14.  
   
  Skills and Feats: Appraise +11, Bluff +13, Diplomacy +15, Disguise +13, Escape Artist +7, Forgery +10, Gather 
  Information +13, Hide +14, Intimidate +15, Move Silently +11, Open Lock +7, Sleight of Hand +9, Tumble +11; Combat 
  Reflexes, Improved Feint, Improved Initiative, Weapon Finesse.  
   
  Possessions: Dagger, masterwork studded leather, bracelet of friends, cape of the montebank. 
   
  Spells Prepared (2/1; base DC = 13 + spell level): 1st—[Obscuring Mist, Spider Climb]; 2nd—[Undetectable 
  Alignment]. 
  Encounter Eight:  Too Late! 
  Chain Golem, Advanced: CR 7; Large Construct; HD 15d10+30; hp 113; Init +2; Spd 30 ft. (can’t run); AC 21, touch 11, 
  flat-footed 19; Base Atk +11; Grp +19; Atk +19 melee (1d8+8 plus wounding, chain rakes); Atk +19/+19 melee (1d8+8 
  plus wounding, 2 chain rakes); Space/Reach 10’/15’; SA Chain Barrier, Wounding; SQ: Construct Traits, Magic 
  Immunity, Resistance to Ranged Attacks; AL N; SV Fort +5, Ref +7, Will +5; Str 26, Dex 15, Con --, Int --, Wis 11, Cha 1.  
   
  Skills and Feats: Combat Expertise, Dodge, Improved Disarm, Improved Trip. 
  
  Chain Reaction 
  [Round 1] 
  Page 38 
  Appendix A – APL 8 Encounters 
  Encounter Four 
  Cultist Rogue (1): Male Half-Elf Rog5; CR 5; Medium Humanoid (Elf); HD 5d6; hp 22; Init +3; Spd 30 ft.; AC 18, touch 
  13, flat-footed 15; Base Atk +3; Grp +3; Atk +3 melee (1d4/19-20, dagger) or +7 ranged (1d6+1/x3, shortbow +1); Full Atk 
  +3 melee (1d4/19-20, dagger) or +7 ranged (1d6+1/x3, shortbow +1); SA Sneak Attack +3d6; SQ Evasion, Uncanny 
  Dodge; AL LE; SV Fort +1, Ref +7, Will +1; Str 10, Dex 17, Con 10, Int 12, Wis 10, Cha 12. 
   
  Skills and Feats: Escape Artist +5, Hide +9, Listen +9, Move Silently +9, Search +8, Spot +9, Tumble +9; Point Blank 
  Shot, Rapid Shot. 
   
  Possessions: Chain shirt +1, dagger, shortbow +1, 20 arrows. 
  Cultist Fighters (2): Male Half-Orc Bbn1/Ftr2; CR 3; Medium Humanoid (Orc); HD 1d12+2d10+6; hp 29 each; Init +1; 
  Spd 30 ft.; AC 18, touch 11, flat-footed 17; Base Atk +3; Grp +7; Atk +8 melee (2d4+6, scythe); Full Atk +8 melee (2d4+6, 
  scythe); SQ Barbarian Rage; AL NE; SV Fort +7, Ref +1, Will -1; Str 18, Dex 12, Con 14, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Intimidate +4; Cleave, Great Cleave, Power Attack, Weapon Focus – Scythe. 
   
  Possessions: Banded mail +1, scythe. 
  Cultist Sorceress (1): Female Human Sor5; CR 5; Medium Humanoid (Human); HD 5d4+5; hp 21; Init +6; Spd 30 ft.; 
  AC 12, touch 12, flat-footed 10; Base Atk +2; Grp +2; Atk +2 melee (1d3, unarmed strike); Full Atk +2 melee (1d3, 
  unarmed strike); AL LE; SV Fort +2, Ref +3, Will +4; Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 18.  
   
  Skills and Feats: Concentration +9, Spellcraft +9; Combat Casting, Improved Initiative, Improved Unarmed Strike. 
   
  Possessions: Cloak of charisma +2. 
   
  Spells Known  (6/7/5; base DC = 14 + spell level): 0—[Arcane Mark, Daze, Detect Magic, Mage Hand, Open/Close, 
  Read Magic]; 1st—[Mage Armor, Magic Missile, Shield, Sleep]; 2nd—[Bull’s Strength, Glitterdust]. 
  Cultist Priest of Nerull, Norg: Male Half-Orc Clr5; CR 5; Medium Humanoid (Orc); HD 5d8+10; hp 38; Init +4; Spd 
  20 ft.; AC 18, touch 10, flat-footed 18; Base Atk +3; Grp +5; Atk +5 melee (1d4+2/19-20, dagger); Full Atk +5 melee 
  (1d4+2/19-20, dagger); AL LE; SV Fort +6, Ref +1, Will +6; Str 14, Dex 10, Con 14, Int 10, Wis 15, Cha 8.  
   
  Skills and Feats: Concentration +10, Spellcraft +2; Combat Casting, Improved Initiative. 
   
  Possessions: Half plate + 1, dagger, brooch of shielding, potion of fly. 
   
  Spells Prepared (5/4/3/1; base DC = 12 + spell level): 0—[Create Water, Cure Minor Wounds x2, Detect Poison, 
  Purify Food and Drink]; 1st—[Disguise Self*, Cause Fear x2, Command, Cure Light Wounds]; 2nd—[Invisibility*, 
  Bear’s Endurance, Hold Person, Undetectable Alignment]; 3rd—[Nondetection*,Summon Monster III]. *Domain spell. 
  Domains: [Evil (cast Evil spells at +1 caster level); Trickery (bluff, disguise, and hide are class skills)]. 
  Encounter Seven 
  Brotherhood Thugs (2): Male Half-Orc Bbn1/Rog2; CR3; Medium Humanoid (Orc); HD 2d6+1d12+3; hp 20 each; Init 
  +3; Spd 40 ft.; AC 19, touch 13, flat-footed 16; Base Atk +2; Grp +4; Atk +5 melee (2d4+3, spiked chain); Full Atk +5 melee 
  (2d4+3, spiked chain); SA Sneak Attack +1d6; SQ Barbarian Rage; AL NE; SV Fort +3, Ref +6, Will -1; Str 14, Dex 16, Con 
  12, Int 12, Wis 8, Cha 8. 
   
  Skills and Feats: Escape Artist +0, Hide +4, Intimidate +5, Listen +5, Move Silently +4, Search +3, Spot +3, Tumble 
  +4; Combat Reflexes, Exotic Weapon Proficiency - Spiked Chain. 
   
  Possessions: Breastplate +1; spiked chain. 
  Brotherhood Rogue (1): Male Human Rog3; CR3; Medium Humanoid (human); HD 3d6+3; hp 17; Init +3; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13; Base Atk +2; Grp +4; Atk +6 melee (1d6+3/18-20, rapier +1); Full Atk +6 melee (1d6+3/18-
  20, rapier +1); SA Sneak Attack +2d6; SQ Evasion, Uncanny Dodge; AL NE; SV Fort +2, Ref +6, Will +2; Str 14, Dex 16, 
  Con 12, Int 12, Wis 12, Cha 8. 
  
  Chain Reaction 
  [Round 1] 
  Page 39 
   
  Skills and Feats: Escape Artist +9, Hide +9, Move Silently +9, Search +7, Spot +7, Tumble +9; Dodge, Mobility, 
  Weapon Finesse. 
   
  Possessions: Masterwork studded leather; rapier +1. 
  Brotherhood Priest of Hextor (1): Male Human Clr3; CR 3; Medium Humanoid (Human); HD 3d8+6; hp 24; Init +5; 
  Spd 20 ft.; AC 22, touch 11, flat-footed 21; Base Atk +2; Grp +4; Atk +6 melee (1d8+2, flail); Full Atk +6 melee (1d8+2, 
  flail); AL LE; SV Fort +5, Ref +2, Will +5; Str 14, Dex 12, Con 14, Int 12, Wis 14, Cha 10.  
   
  Skills and Feats: Concentration +8, Spellcraft +5; Combat Casting, Improved Initiative, Power Attack, Weapon 
  Focus – Flail. 
   
  Possessions: Full plate +1, heavy steel shield, flail. 
   
  Spells Prepared (4/3/2; base DC = 12 + spell level): 0—[Create Water, Inflict Minor Wounds x3]; 1st—[Protection 
  From Good*, Bane, Cause Fear, Cure Light Wounds]; 2nd—[Spiritual Weapon*, Bull’s Strength, Hold Person]. *Domain 
  spell. Domains: [Evil (cast Evil spells at +1 caster level); War (free Martial Weapon & Focus)]. 
  Brotherhood Master of Chains, Raxor: Male Human Bbn1/Ftr4; CR 5; Medium Humanoid (Human); HD 
  4d10+1d12+15; hp 51; Init +2; Spd 20 ft.; AC 19, touch 11, flat-footed 18; Base Atk +5; Grp +7; Atk +9 melee (2d4+5, 
  spiked chain +1); Full Atk +9 melee (2d4+5, spiked chain +1); SQ Barbarian Rage; AL NE; SV Fort +9, Ref +3, Will +1; Str 
  14, Dex 14, Con 16, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +3, Listen +8, Search +4, Spot +6; Combat Expertise, Combat Reflexes, Exotic Weapon 
  Proficiency – Spiked Chain, Improved Trip, Weapon Focus – Spiked Chain, Weapon Specialization – Spiked Chain. 
   
  Possessions: Masterwork full plate, Raxor’s Bite (spiked chain +1). 
  Brotherhood Necromancer, Callus: Male Human Wiz5; CR 5; Medium Humanoid (Human); HD 5d4+5; hp 32**; Init 
  +6; Spd 30 ft.; AC 13**, touch 13, flat-footed 15; Base Atk +2; Grp +1; Atk +1 melee (1d4-1/19-20, dagger); Full Atk +1 
  melee (1d4-1/19-20, dagger); AL NE; SV Fort +3, Ref +3, Will +5; Str 8, Dex 14, Con 12, Int 17, Wis 12, Cha 12.  
   
  Skills and Feats: Craft (Alchemy) +11, Concentration +9, Spellcraft +11; Combat Casting, Extend Spell, Improved 
  Initiative, Spell Focus - Necromancy. 
   
  Possessions: Dagger, ring of protection +1, robe of bones. 
   
  Spells Prepared (5/5/4/3; base DC = 13 + spell level): 0—[Daze x2, Detect Magic, , Message x2]; 1st—[Chill Touch*, 
  Cause Fear*, Magic Missile x2, Shield]; 2nd—[Command Undead*, Ghoul Touch*, Mage Armor (Extended), Spectral 
  Hand*]; 3rd—[False Life (Extended)*, Haste, Vampiric Touch*]. *Necromancy Spell (add 1 to the base DC). 
  ** Augmented by pre-cast spells (False Life (Extended), Mage Armor (Extended)) 
  Zombie Wolf (may be summoned): Medium Undead; HD 2d12+4; hp 26; Init +1; Spd 30 ft.; AC 15, touch 11, flat-
  footed 14; Base Atk +1; Grp +3; Atk +4 melee (1d6+2, bite); Full Atk +4 melee (1d6+2, bite); SA Trip; AL NE; SV Fort +1, 
  Ref +1, Will +4. 
  Encounter Eight:  Slaughter at the Warehouse 
  Leufred Jordanes: Male Human Rog5/Asn3; CR 8; Medium Humanoid (Human); HD 8d6; hp 34; Init +7; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13; Base Atk +5; Grp +5; Atk +8 melee (1d4/19-20, dagger); Full Atk +8 melee (1d4/19-20, 
  dagger); SA Death Attack (Fort DC16), Sneak Attack +5d6; SQ: Evasion, Imprvoed Uncanny Dodge, Uncanny Dodge; 
  AL LE; SV Fort +2, Ref +10, Will +2; Str 10, Dex 16, Con 10, Int 16, Wis 10, Cha 14.  
   
  Skills and Feats: Appraise +11, Bluff +13, Diplomacy +15, Disguise +13, Escape Artist +7, Forgery +10, Gather 
  Information +13, Hide +14, Intimidate +15, Move Silently +11, Open Lock +7, Sleight of Hand +9, Tumble +11; Combat 
  Reflexes, Improved Feint, Improved Initiative, Weapon Finesse.  
   
  Possessions: Dagger, masterwork studded leather, bracelet of friends, cape of the montebank. 
   
  Spells Prepared (2/1; base DC = 13 + spell level): 1st—[Obscuring Mist, Spider Climb]; 2nd—[Undetectable 
  Alignment]. 
  
  Chain Reaction 
  [Round 1] 
  Page 40 
  Chain Golem, Advanced (1): CR 6; Large Construct; HD 11d10+30; hp 91; Init +2; Spd 30 ft. (can’t run); AC 21, touch 
  11, flat-footed 19; Base Atk +8; Grp +16; Atk +16 melee (1d8+8 plus wounding, chain rake); Full Atk +16/+16 melee 
  (1d8+8 plus wounding, 2 chain rakes); Space/Reach 10’/15’; SA Chain Barrier, Wounding; SQ: Construct Traits, Magic 
  Immunity, Resistance to Ranged Attacks; AL N; SV Fort +3, Ref +5, Will +3; Str 26, Dex 15, Con --, Int --, Wis 11, Cha 1.  
   
  Skills and Feats: Combat Expertise, Dodge, Improved Disarm, Improved Trip. 
  Encounter Eight:  Too Late! 
  Chain Golem, Advanced: CR 8; Large Construct; HD 19d10+30; hp 135; Init +2; Spd 30 ft. (can’t run); AC 21, touch 11, 
  flat-footed 19; Base Atk +14; Grp +22; Atk +22 melee (1d8+8 plus wounding, chain rakes); Full Atk +22/+22 melee 
  (1d8+8 plus wounding, 2 chain rakes); Space/Reach 10’/15’; SA Chain Barrier, Wounding; SQ: Construct Traits, Magic 
  Immunity, Resistance to Ranged Attacks; AL N; SV Fort +5, Ref +7, Will +5; Str 26, Dex 15, Con --, Int --, Wis 11, Cha 1.  
   
  Skills and Feats: Combat Expertise, Dodge, Improved Disarm, Improved Trip. 
  
  Chain Reaction 
  [Round 1] 
  Page 41 
  Appendix A – APL 10 Encounters 
  Encounter Four:  Baiting the Trap 
  Cultist Rogues (2): Male Half-Elf Rog5; CR 5; Medium Humanoid (Elf); HD 5d6; hp 22 each; Init +3; Spd 30 ft.; AC 18, 
  touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3 melee (1d4/19-20, dagger) or +7 ranged (1d6+1/x3, shortbow +1); 
  Full Atk +3 melee (1d4/19-20, dagger) or +7 ranged (1d6+1/x3, shortbow +1); SA Sneak Attack +3d6; SQ Evasion, 
  Uncanny Dodge; AL LE; SV Fort +1, Ref +7, Will +1; Str 10, Dex 17, Con 10, Int 12, Wis 10, Cha 12. 
   
  Skills and Feats: Escape Artist +5, Hide +9, Listen +9, Move Silently +9, Search +8, Spot +9, Tumble +9; Point Blank 
  Shot, Rapid Shot. 
   
  Possessions: Chain shirt +1, dagger, shortbow +1, 20 arrows. 
  Cultist Fighters (2): Male Half-Orc Bbn1/Ftr4; CR 5; Medium Humanoid (Orc); HD 1d12+4d10+6; hp 45 each; Init +1; 
  Spd 30 ft.; AC 18, touch 11, flat-footed 17; Base Atk +5; Grp +9; Atk +11 melee (2d4+9, scythe +1); Full Atk +11 melee 
  (2d4+9, scythe +1); SQ Barbarian Rage; AL NE; SV Fort +8, Ref +2, Will +0; Str 18, Dex 12, Con 15, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Intimidate +5; Cleave, Great Cleave, Power Attack, Weapon Focus – Scythe, Weapon 
  Specialization – Scythe. 
   
  Possessions: Banded mail +1, scythe +1. 
  Cultist Sorceress (1): Female Human Sor7; CR 7; Medium Humanoid (Human); HD 7d4+7; hp 29; Init +6; Spd 30 ft.; 
  AC 12, touch 12, flat-footed 10; Base Atk +3; Grp +3; Atk +3 melee (1d3, unarmed strike); Full Atk +3 melee (1d3, 
  unarmed strike); AL LE; SV Fort +3, Ref +4, Will +5; Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 18.  
   
  Skills and Feats: Concentration +11, Spellcraft +11; Combat Casting, Improved Initiative, Improved Unarmed 
  Strike, Empower Spell. 
   
  Possessions: Cloak of charisma +2, wand of magic missiles (3
  rd level caster). 
   
  Spells Known  (6/7/7/5; base DC = 14 + spell level): 0—[Arcane Mark, Daze, Detect Magic, Detect Poison, Mage 
  Hand, Open/Close, Read Magic]; 1st—[Grease, Mage Armor, Magic Missile, Shield, Sleep]; 2nd—[Bull’s Strength, 
  Glitterdust, Melf’s Acid Arrow] 3rd—[Haste, Slow]. 
  Cultist Priest of Nerull, Norg: Male Half-Orc Clr7; CR 7; Medium Humanoid (Orc); HD 7d8+14; hp 66; Init +4; Spd 
  20 ft.; AC 19, touch 11, flat-footed 19; Base Atk +5; Grp +7; Atk +7 melee (1d4+2/19-20, dagger); Full Atk +7 melee 
  (1d4+2/19-20, dagger); AL LE; SV Fort +7, Ref +2, Will +7; Str 14, Dex 10, Con 18, Int 10, Wis 15, Cha 8.  
   
  Skills and Feats: Concentration +12, Spellcraft +2; Combat Casting, Extend Spell, Improved Initiative. 
   
  Possessions: Half plate + 1, dagger, brooch of shielding, potion of fly, ring of protection +1. 
   
  Spells Prepared (6/5/4/2/1; base DC = 12 + spell level): 0—[Create Water, Cure Minor Wounds x2, Inflict Minor 
  Wounds x2, Purify Food and Drink]; 1st—[Disguise Self*, Cause Fear x2, Command, Cure Light Wounds, Inflict Light 
  Wounds]; 2nd—[Invisibility*, Bear’s Endurance, Hold Person x2, Undetectable Alignment]; 3rd—[Nondetection*, 
  Blindness/Deafness, Dispel Magic]; 4th—[Unholy Blight*, Summon Monster IV]. *Domain spell. Domains: [Evil (cast 
  Evil spells at +1 caster level); Trickery (bluff, disguise, and hide are class skills)]. 
  Encounter Seven:  Reeling in the Fish 
  Brotherhood Thugs (4): Male Half-Orc Bbn1/Rog2; CR3; Medium Humanoid (Orc); HD 2d6+1d12+3; hp 20 each; Init 
  +3; Spd 40 ft.; AC 19, touch 13, flat-footed 16; Base Atk +2; Grp +4; Atk +5 melee (2d4+3, spiked chain); Atk +5 melee 
  (2d4+3, spiked chain); SA Sneak Attack +1d6; SQ Barbarian Rage, Evasion; AL NE; SV Fort +3, Ref +6, Will -1; Str 14, 
  Dex 16, Con 12, Int 12, Wis 8, Cha 8. 
   
  Skills and Feats: Escape Artist +0, Hide +4, Intimidate +5, Listen +5, Move Silently +4, Search +3, Spot +3, Tumble 
  +4; Combat Reflexes, Exotic Weapon Proficiency  - Spiked Chain. 
   
  Possessions: Breastplate +1; spiked chain. 
  
  Chain Reaction 
  [Round 1] 
  Page 42 
  Brotherhood Rogue (1): Male Human Rog5; CR5; Medium Humanoid (Human); HD 5d6+5; hp 27; Init +3; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13; Base Atk +3; Grp +5; Atk +7 melee (1d6+3/18-20, rapier +1); Full Atk +7 melee (1d6+3/18-
  20, rapier +1); SA Sneak Attack +3d6; AL NE; SV Fort +2, Ref +7, Will +2; Str 14, Dex 17, Con 12, Int 12, Wis 12, Cha 8. 
   
  Skills and Feats: Escape Artist +11, Hide +11, Move Silently +11, Search +9, Spot +9, Tumble +11; Dodge, Mobility, 
  Weapon Finesse. 
   
  Possessions: Masterwork studded leather, rapier +1. 
  Brotherhood Priest of Hextor (1): Male Human Clr5; CR 5; Medium Humanoid (Human); HD 5d8+10; hp 38; Init +5; 
  Spd 20 ft.; AC 23, touch 11, flat-footed 22; Base Atk +3; Grp +5; Atk +7 melee (1d8+3, flail +1); Full Atk +7 melee (1d8+3, 
  flail +1); AL LE; SV Fort +6, Ref +2, Will +6; Str 14, Dex 12, Con 14, Int 12, Wis 15, Cha 10.  
   
  Skills and Feats: Concentration +10, Spellcraft +7; Combat Casting, Improved Initiative, Power Attack, Weapon 
  Focus – Flail. 
  Possessions: Full plate +1, heavy steel shield +1, flail +1. 
   
  Spells Prepared (5/4/3/1; base DC = 12 + spell level): 0—[Create Water, Inflict Minor Wounds x4]; 1st—
  [Protection From Good*, Bane, Cause Fear, Cure Light Wounds, Inflict Light Wounds]; 2nd—[Spiritual Weapon*, Aid, 
  Hold Person x2]; 3rd—[Magic Vestment*, Dispel Magic]. *Domain spell. Domains: [Evil (cast Evil spells at +1 caster 
  level); War (free Martial Weapon and Weapon Focus)]. 
  Brotherhood Master of Chains, Raxor: Male Human Bbn1/Ftr4/Rog1/MoC1; CR 7; Medium Humanoid (Human); 
  HD 5d10+1d12+1d6+21; hp 67; Init +2; Spd 20 ft.; AC 19, touch 11, flat-footed 18; Base Atk +6/+1; Atk +12 melee 
  (2d4+9/19-20, spiked chain +1); Full Atk +12/+7 melee (2d4+9/19-20, spiked chain +1); SA Sneak Attack +1d6; SQ 
  Barbarian Rage; AL NE; SV Fort +9, Ref +7, Will +1; Str 18*, Dex 14, Con 16, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Escape Artist +2, Intimidate +4, Listen +10, Search +4, Spot +10; Combat Expertise, Combat 
  Reflexes, Exotic Weapon Proficiency – Spiked Chain, Improved Disarm, Improved Trip, Weapon Focus – Spiked 
  Chain, Weapon Specialization – Spiked Chain. 
   
  Possessions: Masterwork full plate, Raxor’s Bite (Keen spiked chain +1). 
  *Augmented by Bull’s Strength (Extended) spell cast by Callus. 
  Brotherhood Necromancer, Callus: Male Human Wiz7; CR 7; Medium Humanoid (Human); HD 7d4+7; hp 42**; Init 
  +6; Spd 30 ft.; AC 17**, touch 13, flat-footed 15; Base Atk +3, Grp +2; Atk +2 melee (1d4-1/19-20, dagger); Full Atk +2 
  melee (1d4-1/19-20, dagger); AL N; SV Fort +4, Ref +4, Will +6; Str 8, Dex 14, Con 12, Int 19, Wis 12, Cha 12.  
   
  Skills and Feats: Craft (Alchemy) +14, Concentration +11, Spellcraft +14; Combat Casting, Extend Spell, Greater 
  Spell Focus - Necromancy, Improved Initiative, Spell Focus - Necromancy. 
   
  Possessions: Dagger, headband of intellect +2, ring of protection +1, robe of bones. 
   
  Spells Prepared (5/6/5/4/2; base DC = 14 + spell level): 0—[Daze x2, Detect Magic, Message x2]; 1st—[Chill 
  Touch*, Cause Fearx2*, Magic Missile x2, Shield]; 2nd—[Command Undead x2)*, Ghoul Touch*, Mage Armor 
  (Extended), Spectral Hand*]; 3rd—[Bull’s Strength (Extended), False Life (Extended)*, Haste, Vampiric Touch*]; 4th—
  [Enervation x2*]. *Necromancy Spell (add 2 to the base DC). 
  ** Augmented by pre-cast spells (False Life (Extended), Mage Armor (Extended)) 
  Zombie Wolf (may be summoned): Medium Undead; HD 2d12+4; hp 26; Init +1; Spd 30 ft.; AC 15, touch 11, flat-
  footed 14; Base Atk +1; Grp +3; Atk +4 melee (1d6+2, bite); Full Atk +4 melee (1d6+2, bite); SA Trip; AL NE; SV Fort +1, 
  Ref +1, Will +4. 
  Encounter Eight:  Slaughter at the Warehouse 
  Leufred Jordanes: Male Human Rog5/Asn5; CR 10; Medium Humanoid; HD 10d6; hp 42; Init +7; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +6/+1; Grp +6; Atk +9/+4 melee (1d4/19-20, dagger); Full Atk +9/+4 melee (1d4/19-20, 
  dagger); SA Death Attack (Fort DC18), Sneak Attack +6d6; SQ: Evasion, Uncanny Dodge; AL LE; SV Fort +2, Ref +11, 
  Will +2; Str 10, Dex 16, Con 10, Int 16, Wis 10, Cha 14.  
  
  Chain Reaction 
  [Round 1] 
  Page 43 
   
  Skills and Feats: Appraise +11, Bluff +15, Diplomacy +15, Disguise +17, Escape Artist +9, Forgery +15, Gather 
  Information +15, Hide +16, Intimidate +15, Move Silently +11, Open Lock +7, Sleight of Hand +9, Tumble +13; Combat 
  Expertise, Deceitful, Improved Feint, Improved Initiative, Weapon Finesse.  
   
  Possessions: Dagger, Masterwork studded leather, bracelet of friends, cape of the montebank. 
   
  Spells Prepared (2/2/1/0; base DC = 13 + spell level): 1st—[Obscuring Mist, Spider Climb]; 2nd—[Getaway, 
  Undetectable Alignment]; 3rd—[Invisibility]. 
  Kyton, Advanced (2): CR 7; Medium Outsider (Baatezu, Evil, Extraplanar, Lawful); HD 10d8+20; hp 65 each; Init +6; 
  Spd 30 ft.; AC 20, touch 12, flat-footed 18; Base Atk +8; Grp +12; Atk +12 melee (2d4+2/19-20, chain); Full Atk +12/+12 
  melee (2d4+2/19-20, 2 chains); Space/Reach 5’/10’; SA Dancing Chains, Unnerving Gaze; SQ: Damage Reduction 
  5/silver or good, Darkvision 60’, Immunity to Cold, Regeneration 2; Spell Resistance 18; AL LE; SV Fort +9, Ref +9, Will 
  +7; Str 15, Dex 15, Con 15, Int 6, Wis 10, Cha 12.  
   
  Skills and Feats: Climb +15, Craft (Blacksmithing) +19, Escape Artist +15, Intimidate +14, Listen +15, Spot +15, Use 
  Rope +2; Alertness, Improved Critical - Chain, Improved Initiative, Power Attack. 
  Chain Golem, Advanced: CR 7; Large Construct; HD 15d10+30; hp 113; Init +2; Spd 30 ft. (can’t run); AC 21, touch 11, 
  flat-footed 19; Base Atk +11; Grp +19; Atk +19 melee (1d8+8 plus wounding, chain rakes); Atk +19/+19 melee (1d8+8 
  plus wounding, 2 chain rakes); Space/Reach 10’/15’; SA Chain Barrier, Wounding; SQ: Construct Traits, Magic 
  Immunity, Resistance to Ranged Attacks; AL N; SV Fort +5, Ref +7, Will +5; Str 26, Dex 15, Con --, Int --, Wis 11, Cha 1.  
   
  Skills and Feats: Combat Expertise, Dodge, Improved Disarm, Improved Trip. 
  Encounter Eight:  Too Late! 
  Chain Golem, Advanced: CR 8; Large Construct; HD 19d10+30; hp 135; Init +2; Spd 30 ft. (can’t run); AC 21, touch 11, 
  flat-footed 19; Base Atk +14; Grp +22; Atk +22 melee (1d8+8 plus wounding, chain rakes); Full Atk +22/+22 melee 
  (1d8+8 plus wounding, 2 chain rakes); Space/Reach 10’/15’; SA Chain Barrier, Wounding; SQ: Construct Traits, Magic 
  Immunity, Resistance to Ranged Attacks; AL N; SV Fort +5, Ref +7, Will +5; Str 26, Dex 15, Con --, Int --, Wis 11, Cha 1. 
   
  Skills and Feats: Combat Expertise, Dodge, Improved Disarm, Improved Trip. 
  
  Chain Reaction 
  [Round 1] 
  Page 44 
  Appendix A – APL 12 Encounters 
  Encounter Four:  Baiting the Trap 
  Cultist Rogues (2): Male Half-Elf Rog5/Ftr2; CR 7; Medium Humanoid (Elf); HD 5d6+2d10; hp 34 each; Init +3; Spd 
  30 ft.; AC 19, touch 13, flat-footed 16; Base Atk +5; Grp +5; Atk +5 melee (1d4/19-20, dagger) or +10 ranged (1d6+1/x3, 
  shortbow +1); Full Atk +5 melee (1d4/19-20, dagger) or +10 ranged (1d6+1/x3, shortbow +1); SA Sneak Attack +3d6; SQ 
  Evasion, Uncanny Dodge; AL LE; SV Fort +4, Ref +7, Will +1; Str 10, Dex 17, Con 10, Int 12, Wis 10, Cha 12. 
   
  Skills and Feats: Escape Artist +5, Hide +9, Listen +9, Move Silently +9, Search +8, Spot +9, Tumble +9; Point Blank 
  Shot, Far Shot, Precise Shot, Rapid Shot, Weapon Focus – Shortbow. 
   
  Possessions: Chain shirt +2, dagger, shortbow +1, 20 arrows. 
  Cultist Fighters (4): Male Half-Orc Bbn1/Ftr4; CR 5; Medium Humanoid (Orc); HD 1d12+4d10+6; hp 45 each; Init +1; 
  Spd 30 ft.; AC 18, touch 11, flat-footed 17; Base Atk +5; Grp +9; Atk +11 melee (2d4+9, scythe +1); Full Atk +11 melee 
  (2d4+9, scythe +1); SQ Barbarian Rage; AL NE; SV Fort +8, Ref +2, Will +0; Str 18, Dex 12, Con 15, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Intimidate +5; Cleave, Power Attack, Weapon Focus – Scythe, Weapon Specialization – Scythe. 
   
  Possessions: Banded mail +1, scythe +1. 
  Cultist Sorceress (1): Female Human Sor8; CR 8; Medium Humanoid (Human); HD 8d4+8; hp 33; Init +6; Spd 30 ft.; 
  AC AC 12, touch 12, flat-footed 10; Base Atk +4; Grp +4; Atk +4 melee (1d3, unarmed strike); Full Atk +4 melee (1d3, 
  unarmed strike); AL LE; SV Fort +3, Ref +4, Will +6; Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 19.  
   
  Skills and Feats: Concentration +12, Spellcraft +12; Combat Casting, Empower Spell, Improved Initiative, 
  Improved Unarmed Strike. 
   
  Possessions: Cloak of charisma +2, wand of magic missiles (5
  th level caster). 
   
  Spells Known  (6/7/7/6/3; base DC = 14 + spell level): 0—[Arcane Mark, Daze, Detect Magic, Detect Poison, Mage 
  Hand, Open/Close, Ray of Frost, Read Magic]; 1st—[Grease, Mage Armor, Magic Missile, Shield, Sleep]; 2nd—[Bull’s 
  Strength, Glitterdust, Melf’s Acid Arrow]; 3rd—[Haste, Slow]; 4th—[Greater Invisibility]. 
  Cultist Priest of Nerull, Norg: Male Half-Orc Clr7; CR 7; Medium Humanoid (Orc); HD 7d8+14; hp 52; Init +4; Spd 
  20 ft.; AC 19, touch 11, flat-footed 19; Base Atk +5; Grp +7; Atk +7 melee (1d4+2/19-20, dagger); Full Atk +7 melee 
  (1d4+2/19-20, dagger); AL LE; SV Fort +7, Ref +2, Will +7; Str 14, Dex 10, Con 14, Int 10, Wis 15, Cha 8.  
   
  Skills and Feats: Concentration +12, Spellcraft +2; Combat Casting, Improved Initiative, Extend Spell. 
   
  Possessions: Half plate + 1, dagger, brooch of shielding, potion of fly, ring of protection +1. 
   
  Spells Prepared (6/5/4/2/1; base DC = 12 + spell level): 0—[Create Water, Cure Minor Wounds x2, Inflict Minor 
  Wounds x2, Purify Food and Drink]; 1st—[Disguise Self*, Cause Fear x2, Command, Cure Light Wounds, Inflict Light 
  Wounds]; 2nd—[Invisibility*, Bear’s Endurance, Hold Person x2, Undetectable Alignment]; 3rd—[Nondetection*, 
  Blindness/Deafness, Magic Circle Against Good]; 4th—[Unholy Blight*, Summon Monster IV]. *Domain spell. 
  Domains: [Evil (cast Evil spells at +1 caster level); Trickery (bluff, disguise, and hide are class skills)]. 
  Encounter Seven:  Reeling in the Fish 
  Brotherhood Thugs (4): Male Half-Orc Bbn1/Ftr2/Rog2; CR5; Medium Humanoid (Orc); HD 2d6+2d10+1d12+5; hp 
  37 each; Init +1; Spd 40 ft.; AC 19, touch 13, flat-footed 16; Base Atk +4; Grp +8; Atk +9 melee (2d4+6, spiked chain); Full 
  Atk +9 melee (2d4+6, spiked chain); SA Sneak Attack +1d6; SQ Barbarian Rage; AL NE; SV Fort +7, Ref +3, Will +0; Str 
  18, Dex 12, Con 12, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Escape Artist -1, Intimidate +7, Listen +6; Combat Reflexes, Exotic Weapon Proficiency - Spiked 
  Chain, Power Attack, Weapon Focus - Spiked Chain). 
   
  Possessions: Breastplate +1; spiked chain. 
  
  Chain Reaction 
  [Round 1] 
  Page 45 
  Brotherhood Rogue (1): Male Human Rog5/Asn2; CR7; Medium Humanoid (Human); HD 7d6+7; hp 37; Init +3; Spd 
  30 ft.; AC 16, touch 13, flat-footed 13; Base Atk +4; Grp +6; Atk +9 melee (1d6+3/15-20, rapier +1); Full Atk +9 melee 
  (1d6+3/15-20, rapier +1); SA Death Attack (Fort DC13), Sneak Attack +4d6; AL NE; SV Fort +2, Ref +10, Will +2; Str 14, 
  Dex 17, Con 12, Int 12, Wis 12, Cha 8. 
   
  Skills and Feats: Escape Artist +11, Hide +13, Move Silently +13, Search +9, Spot +9, Tumble +13; Dodge, Mobility, 
  Weapon Finesse, Weapon Focus - Rapier. 
   
  Possessions: Masterwork studded leather; +1 Keen rapier. 
  Brotherhood Priests of Hextor (2): Male Human Clr7; CR 7; Medium Humanoid (Human); HD 7d8+14; hp 52 each; 
  Init +5; Spd 20 ft.; AC 24, touch 11, flat-footed 23; Base Atk +5; Grp +7; Atk +9 melee (1d8+2, flail +1); Full Atk +9 melee 
  (1d8+2, flail +1); AL LE; SV Fort +7, Ref +3, Will +7; Str 14, Dex 12, Con 14, Int 12, Wis 15, Cha 10.  
   
  Skills and Feats: Concentration +12, Spellcraft +9; Cleave, Combat Casting, Improved Initiative, Power Attack, 
  Weapon Focus – Flail. 
   
  Possessions: Full plate +1, heavy steel shield +2, flail +1. 
   
  Spells Prepared (6/5/4/2/1; base DC = 12 + spell level): 0—[Create Water, Cure Minor Wounds, Inflict Minor 
  Wounds x4]; 1st—[Protection From Good*, Bane, Cause Fear x2, Cure Light Wounds, Inflict Light Wounds]; 2nd—
  [Spiritual Weapon*, Bear’s Endurance, Bull’s Strength, Hold Person, Remove Paralysis]; 3rd—[Magic Vestment*, 
  Animate Dead, Dispel Magic]; 4th—[Unholy Blight*, Divine Power]. *Domain spell. Domains: [Evil (cast Evil spells at 
  +1 caster level); War (free Martial Weapon and Weapon Focus)]. 
  Brotherhood Master of Chains, Raxor: Male Human Bbn1/Ftr4/Rog1/MoC3; CR 9; Medium Humanoid (Human); 
  HD 7d10+1d12+1d6+27; hp 85; Init +2; Spd 20 ft.; AC 21, touch 11, flat-footed 20; Base Atk +8/+3; Grp +12; Atk +15 
  melee (2d4+9/19-20, spiked chain +1); Full Atk +15/+10 melee (2d4+9/19-20, spiked chain +1); SA Climb Fighting, 
  Greater Weapon Focus – Spiked Chain, Scare, Sneak Attack +1d6; SQ Barbarian Rage; AL NE; SV Fort +10, Ref +8, Will 
  +2; Str 19*, Dex 14, Con 16, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Escape Artist +2, Intimidate +10, Listen +12, Search +4, Spot +12; Combat Expertise, Combat 
  Reflexes, Exotic Weapon Proficiency – Spiked Chain, Improved Disarm, Improved Trip, Power Attack, Weapon Focus 
  – Spiked Chain, Weapon Specialization – Spiked Chain. 
   
  Possessions: Full plate +2, Raxor’s Bite (Keen +1 spiked chain). 
  *Augmented by Bull’s Strength (Extended) spell cast by Callus. 
  Brotherhood Necromancer, Callus: Male Human Wiz7; CR 7; Medium Humanoid (Human); HD 7d4+7; hp 42**; Init 
  +6; Spd 30 ft.; AC 17**, touch 13, flat-footed 15; Base Atk +3; Grp +2; Atk +2 melee (1d4-1/19-20, dagger); Full Atk +2 
  melee (1d4-1/19-20, dagger); AL N; SV Fort +4, Ref +4, Will +6; Str 8, Dex 14, Con 12, Int 19, Wis 12, Cha 12.  
   
  Skills and Feats: Craft (Alchemy) +14, Concentration +11, Spellcraft +14; Combat Casting, Extend Spell, Greater 
  Spell Focus - Necromancy, Improved Initiative, Spell Focus - Necromancy. 
   
  Possessions: Headband of intellect +2, ring of protection +1, robe of bones. 
   
  Spells Prepared (5/6/5/4/2; base DC = 13 + spell level): 0—[Daze x2, Detect Magic, Message x2]; 1st—[Chill 
  Touch*, Cause Fear x2*, Magic Missile x2*, Shield]; 2nd—[Command Undead x2*, Ghoul Touch*, Mage Armor 
  (Extended), Spectral Hand*]; 3rd—[Bull’s Strength (Extended), False Life (Extended)*, Haste, Vampiric Touch*]; 4th—
  [Enervation x2*]. *Necromancy Spell (add 2 to the base DC). 
  ** Augmented by pre-cast spells (False Life (Extended), Mage Armor (Extended)) 
  Zombie Wolf (may be summoned): Medium Undead; HD 2d12+4; hp 26; Init +1; Spd 30 ft.; AC 15, touch 11, flat-
  footed 14; Base Atk +1; Grp +3; Atk +4 melee (1d6+2, bite); Full Atk +4 melee (1d6+2, bite); SA Trip; AL NE; SV Fort +1, 
  Ref +1, Will +4. 
  
  Chain Reaction 
  [Round 1] 
  Page 46 
  Encounter Eight:  Slaughter at the Warehouse 
  Leufred Jordanes: Male Human Rog5/Asn7; CR 12; Medium Humanoid; HD 12d6; hp 50; Init +7; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +8/+3; Grp +8; Atk +13 melee (1d4+2/19-20, dagger +2); Full Atk +13/+8 melee 
  (1d4+2/19-20, dagger +2); SA Death Attack (Fort DC22), Sneak Attack +7d6; SQ: Evasion, Uncanny Dodge; AL LE; SV 
  Fort +3, Ref +12, Will +3; Str 10, Dex 17, Con 10, Int 16, Wis 10, Cha 14.  
   
  Skills and Feats: Appraise +11, Bluff +19, Diplomacy +17, Disguise +19, Escape Artist +11, Forgery +15, Gather 
  Information +17, Hide +18, Intimidate +15, Move Silently +11, Open Lock +7, Sleight of Hand +9, Tumble +17; Blind 
  Fight, Combat Expertise, Deceitful, Improved Feint, Improved Initiative, Weapon Finesse.  
   
  Possessions: Assassin’s dagger, masterwork studded leather, bracelet of friends, cape of the montebank. 
   
  Spells Prepared (3/2/2/0; base DC = 13 + spell level): 1st—[Obscuring Mist x2, Spider Climb]; 2nd—[Getaway, 
  Undetectable Alignment]; 3rd—[Invisibility x2]. 
  Kyton, Advanced (2): CR 9; Medium Outsider (Baatezu, Evil, Extraplanar, Lawful); HD 14d8+28; hp 91; Init +6; Spd 30 
  ft.; AC 20, touch 12, flat-footed 18; Base Atk +12; Grp +16; Atk +16 melee (2d4+2/19-20, chain); Full Atk +16/+16 melee 
  (2d4+2/19-20, 2 chains); Space/Reach 5’/10’; SA Dancing Chains, Unnerving Gaze; SQ: Damage Reduction 5/silver or 
  good, Darkvision 60’, Immunity to Cold, Regeneration 2; SR 18; AL LE; SV Fort +11, Ref +11, Will +9; Str 15, Dex 15, 
  Con 15, Int 6, Wis 10, Cha 12.  
   
  Skills and Feats: Climb +19, Craft (Blacksmithing) +23, Escape Artist +19, Intimidate +18, Listen +19, Spot +19, Use 
  Rope +2; Alertness, Combat Reflexes, Improved Critical - Chain, Improved Initiative, Power Attack. 
  Chain Golem, Advanced: CR 8; Large Construct; HD 19d10+30; hp 135; Init +2; Spd 30 ft. (can’t run); AC 21, touch 11, 
  flat-footed 19; Base Atk +14; Grp +22; Atk +22 melee (1d8+8 plus wounding, chain rakes); Full Atk +22/+22 melee 
  (1d8+8 plus wounding, 2 chain rakes); Space/Reach 10’/15’; SA Chain Barrier, Wounding; SQ: Construct Traits, Magic 
  Immunity, Resistance to Ranged Attacks; AL N; SV Fort +5, Ref +7, Will +5; Str 26, Dex 15, Con --, Int --, Wis 11, Cha 1.  
   
  Skills and Feats: Combat Expertise, Dodge, Improved Disarm, Improved Trip. 
  Encounter Eight:  Too Late! 
  Chain Golem, Advanced: CR 8; Large Construct; HD 19d10+30; hp 135; Init +2; Spd 30 ft. (can’t run); AC 21, touch 11, 
  flat-footed 19; Base Atk +14; Grp +22; Atk +22 melee (1d8+8 plus wounding, chain rakes); Full Atk +22/+22 melee 
  (1d8+8 plus wounding, 2 chain rakes); Space/Reach 10’/15’; SA Chain Barrier, Wounding; SQ: Construct Traits, Magic 
  Immunity, Resistance to Ranged Attacks; AL N; SV Fort +5, Ref +7, Will +5; Str 26, Dex 15, Con --, Int --, Wis 11, Cha 1.  
   
  Skills and Feats: Combat Expertise, Dodge, Improved Disarm, Improved Trip. 
  
  Chain Reaction 
  [Round 1] 
  Page 47 
  Appendix A – APL 14 Encounters 
  Encounter Four:  Baiting the Trap 
  Cultist Rogues (2): Male Half-Elf Rog5/Ftr2/Snpr2; CR 9; Medium Humanoid (Elf); HD 5d6+2d10+2d8; hp 44 each; 
  Init +4; Spd 30 ft.; AC 19, touch 13, flat-footed 16; Base Atk +7/+2; Grp +7; Atk +7 melee (1d4/19-20, dagger) or +14 
  ranged (1d6+2/19-20,x4, shortbow +2); Full Atk +7/+2 melee (1d4/19-20, dagger) or +14/+9 ranged (1d6+2/19-20,x4, 
  shortbow +2); SA Keen Arrows, Projectile Improved Critical +1, Sneak Attack +3d6; SQ: Concealment Reduction 10%, 
  Evasion, Magic Weapon, Range Increment Bonus, Uncanny Dodge; AL LE; SV Fort +4, Ref +7, Will +1; Str 10, Dex 17, 
  Con 10, Int 12, Wis 10, Cha 12. 
   
  Skills and Feats: Escape Artist +7, Hide +15, Listen +9, Move Silently +15, Search +8, Spot +1 Tumble +11; Point 
  Blank Shot, Far Shot, Precise Shot, Rapid Shot, Sharpshooting, Weapon Focus – Shortbow. 
   
  Possessions: Chain shirt +2, dagger, shortbow +2, 20 arrows. 
  Cultist Fighters (4): Male Half-Orc Bbn3/Ftr4; CR 7; Medium Humanoid (Orc); HD 3d12+4d10+6; hp 63 each; Init +1; 
  Spd 30 ft.; AC 19, touch 11, flat-footed 18; Base Atk +7/+2; Grp +11; Atk +13 melee (2d4+9, scythe +1); Full Atk +13/+8 
  melee (2d4+9, scythe +1); SQ Barbarian Rage, Uncanny Dodge; AL NE; SV Fort +9, Ref +3, Will +1; Str 18, Dex 12, Con 
  15, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Intimidate +8; Cleave, Great Cleave, Power Attack, Weapon Focus – Scythe, Weapon 
  Specialization – Scythe. 
   
  Possessions: Banded mail +2, scythe +1. 
  Cultist Sorceress (1): Female Human Sor8, DgD (Black) 2; CR 10; Medium Humanoid (Human); HD 8d4+2d12+10; hp 
  48; Init +6; Spd 30 ft.; AC 13, touch 12, flat-footed 11; Base Atk +5; Grp +6; Atk +6 melee (1d3+1, unarmed strike) or +5 
  melee (1d6+1, bite); Full Atk +6 melee (1d3+1, unarmed strike) or +5 melee (1d6+1, bite) and +0/+0 melee (1d4, 2 claws); 
  AL LE; SV Fort +4, Ref +6, Will +9; Str 12, Dex 14, Con 12, Int 12, Wis 10, Cha 21.  
   
  Skills and Feats: Concentration +14, Spellcraft +14; Combat Casting, Empower Spell, Improved Initiative, 
  Improved Unarmed Strike, Silent Spell. 
   
  Possessions: Cloak of charisma +4, wand of magic missiles (5
  th level caster). 
   
  Spells Known  (6/7/7/6/3; base DC = 15 + spell level): 0—[Arcane Mark, Daze, Detect Magic, Detect Poison, Mage 
  Hand, Open/Close, Ray of Frost, Read Magic]; 1st—[Grease, Mage Armor, Magic Missile, Shield, Sleep]; 2nd—[Bull’s 
  Strength, Glitterdust, Melf’s Acid Arrow]; 3rd—[Haste, Slow]; 4th—[Dimension Door, Fear, Greater Invisibility]. 
  Cultist Priest of Nerull, Norg: Male Half-Orc Clr9; CR 9; Medium Humanoid (Orc); HD 9d8+18; hp 48; Init +4; Spd 
  20 ft.; AC 20, touch 12, flat-footed 20; Base Atk +6/+1; Grp +8; Atk +8 melee (1d4+2/19-20, dagger); Full Atk +8/+3 melee 
  (1d4+2/19-20, dagger); AL LE; SV Fort +8, Ref +3, Will +9; Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 8.  
   
  Skills and Feats: Concentration +14, Spellcraft +2; Combat Casting, Extend Spell, Improved Initiative, Scribe Scroll. 
   
  Possessions: Half plate + 1, dagger, brooch of shielding, potion of fly, ring of protection +2. 
   
  Spells Prepared (6/5/4/2/1; base DC = 13 + spell level): 0—[Create Water, Cure Minor Wounds x2, Inflict Minor 
  Wounds x2, Purify Food and Drink]; 1st—[Disguise Self*, Cause Fear x2, Command, Cure Light Wounds, Inflict Light 
  Wounds]; 2nd—[Invisibility*, Bull’s Strength, Bear’s Endurance, Hold Person x2, Undetectable Alignment]; 3rd—
  [Nondetection*, Blindness/Deafness, Contagion, Dispel Magic, Magic Circle Against Good]; 4th—[Unholy Blight*, 
  Summon Monster IV, Unholy Blight]; 5th—[Dispel Good*,Slay Living]. *Domain spell. Domains: [Evil (cast Evil spells 
  at +1 caster level); Trickery (bluff, disguise, and hide are class skills)]. 
  Encounter Seven:  Reeling in the Fish 
  Brotherhood Thugs (6): Male Half-Orc Bbn1/Ftr2/Rog2; CR5; Medium Humanoid (Orc); HD 2d6+2d10+1d12+5; hp 
  37 each; Init +1; Spd 40 ft.; AC 19, touch 13, flat-footed 16; Base Atk +4; Grp +8; Atk +9 melee (2d4+6, spiked chain); Full 
  Atk +9 melee (2d4+6, spiked chain); SA Sneak Attack +1d6; SQ Barbarian Rage; AL NE; SV Fort +7, Ref +3, Will +0; Str 
  18, Dex 12, Con 12, Int 13, Wis 10, Cha 8. 
  
  Chain Reaction 
  [Round 1] 
  Page 48 
   
  Skills and Feats: Escape Artist -1, Intimidate +7, Listen +6; Combat Reflexes, Exotic Weapon Proficiency - Spiked 
  Chain, Power Attack, Weapon Focus - Spiked Chain). 
   
  Possessions: Breastplate +1; spiked chain. 
  Brotherhood Rogues (2): Male Human Rog5/Asn3; CR8; Medium Humanoid (Human); HD 8d6+8; hp 42 each; Init 
  +4; Spd 30 ft.; AC 16, touch 13, flat-footed 13; Base Atk +5; Grp +7; Atk +11 melee (1d6+3/15-20, rapier +1); Full Atk +11 
  melee (1d6+3/15-20, rapier +1); SA Death Attack (Fort DC14), Sneak Attack +5d6; AL NE; SV Fort +3, Ref +11, Will +3; 
  Str 14, Dex 18, Con 12, Int 12, Wis 12, Cha 8. 
   
  Skills and Feats: Escape Artist +12, Hide +15, Move Silently +14, Search +9, Spot +9, Tumble +14; Dodge, Mobility, 
  Weapon Finesse, Weapon Focus - Rapier. 
   
  Possessions: Masterwork studded leather; +1 Keen rapier. 
  Brotherhood Priests of Hextor (2): Male Human Clr9; CR 9; Medium Humanoid (Human); HD 9d8+36; hp 84 each; 
  Init +5; Spd 20 ft.; AC 25**, touch 11, flat-footed 24; Base Atk +6/+1; Grp +10; Atk +12 melee (1d8+5, flail +1); Full Atk 
  +12/+7 melee (1d8+5, flail +1); AL NE; SV Fort +8, Ref +4, Will +9; Str 18**, Dex 12, Con 18**, Int 12, Wis 16, Cha 10.  
   
  Skills and Feats: Concentration +14, Spellcraft +11; Cleave, Combat Casting, Extend Spell, Improved Initiative, 
  Power Attack, Weapon Focus – Flail. 
   
  Possessions: Full plate +1, heavy steel shield +2, flail +1, ring of counterspells (Dispel Magic). 
   
  Spells Prepared (6/5/5/4/2/1; base DC = 13 + spell level): 0—[Create Water, Cure Minor Wounds, Inflict Minor 
  Wounds x4]; 1st—[Protection From Good*, Bane, Cause Fear x2, Cure Light Wounds, Inflict Light Wounds]; 2nd—
  [Spiritual Weapon*, Aid, Hold Person x2, Remove Paralysis, Silence]; 3rd—[Magic Vestment*, Animate Dead, Bear’s 
  Endurance (Extended), Bull’s Strength (Extended), Dispel Magic]; 4th—[Unholy Blight*, Death Ward, Divine Power]; 
  5th—[Flame Strike*, Righteous Might]. *Domain spell. Domains: [Evil (cast Evil spells at +1 caster level); War (free 
  Martial Weapon and Weapon Focus)]. 
  ** Augmented by pre-cast spells (Bear’s Endurance (Extended), Bull’s Strength (Extended), and Magic Vestment) 
  Brotherhood Master of Chains, Raxor: Male Human Bbn1/Ftr4/Rog1/MoC6; CR 12; Medium Humanoid (Human); 
  HD 10d10+1d12+1d6+36; hp 112; Init +2; Spd 20 ft.; AC 22, touch 11, flat-footed 21; Base Atk +11; Grp +16; Atk +19 
  melee (2d4+10+2d6/19-20, spiked chain); Full Atk +19/+14/+9 melee (2d4+10+3d6/19-20, spiked chain); SA Chain Bind, 
  Double Chain, Scare, Sneak Attack +1d6; SQ Barbarian Rage, Chain Armor, Climb Fighting, Deflect Attacks, DR 
  10/Adamantine**, Greater Weapon Focus – Spiked Chain; AL NE; SV Fort +11, Ref +10, Will +3; Str 20*, Dex 14, Con 
  16, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Escape Artist +7, Intimidate +14, Listen +15, Search +4, Spot +15; Cleave, Combat Expertise, 
  Combat Reflexes, Exotic Weapon Proficiency – Spiked Chain, Improved Disarm, Improved Trip, Power Attack, 
  Weapon Focus – Spiked Chain, Weapon Specialization – Spiked Chain. 
   
  Possessions: Full Plate +3, Raxor’s Bite (Keen Vicious spiked chain +1). 
  *Augmented by Bull’s Strength (Extended) spell cast by Callus. 
  **Stoneskin (Extended) spell cast by Callus. IMPORTANT DM NOTE: The stoneskin spell does NOT prevent the 
  damage caused by the Vicious property of Raxor’s Bite (see Appendix B) 
  Brotherhood Necromancer, Callus: Male Human Wiz9; CR 9; Medium Humanoid (Human); HD 9d4+9; hp 52**; Init 
  +6; Spd 30 ft.; AC 17**, touch 13, flat-footed 15; Base Atk +6/+1; Grp +5; Atk +5 melee (1d4-1/19-20, dagger); Full Atk 
  +5/+0 melee (1d4-1/19-20, dagger); AL N; SV Fort +5, Ref +5, Will +7; Str 8, Dex 14, Con 12, Int 22, Wis 12, Cha 12.  
   
  Skills and Feats: Craft (Alchemy) +18, Concentration +13, Spellcraft +18; Combat Casting, Craft Wand, Extend 
  Spell, Greater Spell Focus - Necromancy, Improved Initiative, Spell Focus - Necromancy. 
   
  Possessions: Dagger, headband of intellect +4, ring of protection +1, robe of bones. 
   
  Spells Prepared (5/6/6/5/4/2; base DC = 16 + spell level): 0—[Daze x2, Detect Magic, Message x2]; 1st—[Chill 
  Touch*, Cause Fear* x2, Magic Missile x2, Shield]; 2nd—[Command Undead x2*, Ghoul Touch x2*,  Mage Armor 
  (Extended), Spectral Hand*]; 3rd—[Bull’s Strength (Extended), False Life (Extended)*, Haste, Slow, Vampiric Touch*]; 
  
  Chain Reaction 
  [Round 1] 
  Page 49 
  4th—[Enervation x2*, Haste (Extended), Minor Globe of Invulnerability]; 5th—[Animate Dead*, Stoneskin 
  (Extended)]. *Necromancy Spell (add 2 to the base DC). 
  ** Augmented by pre-cast spells (False Life (Extended), Mage Armor (Extended)) 
  Zombie Wolf (may be summoned): Medium Undead; HD 2d12+4; hp 26; Init +1; Spd 30 ft.; AC 15, touch 11, flat-
  footed 14; Base Atk +1; Grp +3; Atk +4 melee (1d6+2, bite); Full Atk +4 melee (1d6+2, bite); SA Trip; AL NE; SV Fort +1, 
  Ref +1, Will +4. 
  Encounter Eight:  Slaughter at the Warehouse 
  Leufred Jordanes: Male Human Rog5/Asn10; CR 15; Medium Humanoid (Human); HD 15d6+30; hp 92; Init +7; Spd 
  30 ft.; AC 16, touch 13, flat-footed 13; Base Atk +10/+5; Grp +10; Atk +15 melee (1d4+2/17-20, dagger +2); Full Atk 
  +15/+10 melee (1d4+2/17-20, dagger +2); SA Death Attack (Fort DC25), Sneak Attack +8d6; SQ: Evasion, Hide in Plain 
  Sight, Improved Uncanny Dodge, Uncanny Dodge; AL LE; SV Fort +4, Ref +13, Will +4; Str 10, Dex 17, Con 14, Int 16, 
  Wis 10, Cha 14. 
   
  Skills and Feats: Appraise +11, Bluff +20, Diplomacy +17, Disguise +22, Escape Artist +14, Forgery +20, Gather 
  Information +20, Hide +21, Intimidate +19, Move Silently +11, Open Lock +7, Sleight of Hand +9, Tumble +21; Blind 
  Fight, Combat Expertise, Deceitful, Improved Critical – Dagger, Improved Feint, Improved Initiative, Weapon Finesse.  
   
  Possessions: Assassin’s dagger, masterwork studded leather, amulet of health +4, bracelet of friends, cape of the 
  montebank, dust of illusion, oil of keen edge, ring of mind shielding, vest of escape. 
   
  Spells Prepared (3/3/3/1; base DC = 13 + spell level): 1st—[Obscuring Mist x2, Spider Climb]; 2nd—[Getaway x2, 
  Undetectable Alignment]; 3rd—[Deeper Darkness, Misdirection]; 4th—[Greater Invisibility]. 
  Kyton, Advanced (2): CR 10; Medium Outsider (Baatezu, Evil, Extraplanar, Lawful); HD 16d8+32; hp 104 each; Init +6; 
  Spd 30 ft.; AC 20, touch 12, flat-footed 18; Base Atk +16; Grp +18; Atk +18 melee (2d4+2/19-20, chain); Full Atk +18/+18 
  melee (2d4+2/19-20, 2 chains); Space/Reach 5’/10’; SA Dancing Chains, Unnerving Gaze; SQ: Damage Reduction 
  5/silver or good, Darkvision 60’, Immunity to Cold, Regeneration 2; AL LE; SV Fort +12, Ref +12, Will +10; Str 15, Dex 
  15, Con 15, Int 6, Wis 10, Cha 12.  
   
  Skills and Feats: Climb +21, Craft (Blacksmithing) +25, Escape Artist +21, Intimidate +20, Listen +21, Spot +21, Use 
  Rope +2; Alertness, Cleave, Combat Reflexes, Improved Critical - Chain, Improved Initiative, Power Attack. 
  Chain Golem, Advanced: CR 8; Large Construct; HD 19d10+30; hp 135; Init +2; Spd 30 ft. (can’t run); AC 21, touch 11, 
  flat-footed 19; Base Atk +14; Grp +22; Atk +22 melee (1d8+8 plus wounding, chain rakes); Full Atk +22/+22 melee 
  (1d8+8 plus wounding, 2 chain rakes); Space/Reach 10’/15’; SA Chain Barrier, Wounding; SQ: Construct Traits, Magic 
  Immunity, Resistance to Ranged Attacks; AL N; SV Fort +5, Ref +7, Will +5; Str 26, Dex 15, Con --, Int --, Wis 11, Cha 1.  
   
  Skills and Feats: Combat Expertise, Dodge, Improved Disarm, Improved Trip. 
  Encounter Eight:  Too Late! 
  Chain Golem, Advanced: CR 8; Large Construct; HD 19d10+30; hp 135; Init +2; Spd 30 ft. (can’t run); AC 21, touch 11, 
  flat-footed 19; Base Atk +14; Grp +22; Atk +22 melee (1d8+8 plus wounding, chain rakes); Full Atk +22/+22 melee 
  (1d8+8 plus wounding, 2 chain rakes); Space/Reach 10’/15’; SA Chain Barrier, Wounding; SQ: Construct Traits, Magic 
  Immunity, Resistance to Ranged Attacks; AL N; SV Fort +5, Ref +7, Will +5; Str 26, Dex 15, Con --, Int --, Wis 11, Cha 1.  
   
  Skills and Feats: Combat Expertise, Dodge, Improved Disarm, Improved Trip. 
   
  
  Chain Reaction 
  [Round 1] 
  Page 50 
  Appendix B – New Rules 
  New Classes 
  Deepwood Sniper (as presented in “Masters of the Wild”) 
  Hit Die: d8 
  Lvl  
  BAB 
  Fort 
  Ref 
  Will  
  Special 
  1 
   
   +1 
  +0 
  +2 
  +0 
  Keen arrows, Range increment bonus +10 ft./level,  
  2 
   
   +2 
  +0 
  +3 
  +0 
  Concealment reduction 10%, magic weapon, 
   
   
   
   
   
   
  Projectile improved critical +1 
   
  Class Skills: Balance, Climb, Craft(bow-making), Escape Artist, Hide, Knowledge(nature), Listen, Move Silently,  
  Profession, Search, Sense Motive, Spot, Survival, Swim 
  Class Features: 
  Weapon and Armor Proficiency: Deepwood snipers gain no weapon or armor proficiencies.  All weapon related abilities 
  of this prestige class apply only to projectile ranged weapons with which the character is proficient. 
  Keen Arrows (Ex): At 1
  st level, all projectiles the deepwood sniper fires behave as if they were keen weapons in addition 
  to any other properties they might possess.  Thus a normal arrow fired by a deepwood sniper has a threat range of 19-20 
  instead of 20.  This effect does not stack with any other keen effect. 
  Range Increment Bonus (Ex): With each level the deepwood sniper gains, the range increments of her projectile 
  weapons increase +10 feet (added after all multipliers).  Thus, a 10
  th-level deepwood sniper who has the Far Shot feat 
  would have a 280-foot range increment with a heavy crossbow (120 feet x 1.5 + 100 feet). 
  Concealment Reduction (Ex): When the deepwood sniper reaches 2
  nd level, her miss chance against opponents with 
  concealment drops by 10%.  Thus, she has a miss chance of 10% rather then 20% against an opponent with one-half 
  concealment.  Her miss chance drops by an additional 10% per four deepwood sniper levels she gains thereafter, but this 
  ability never reduces her miss chance against any opponent below 0%. 
  Magic Weapon (Sp): At 2
  nd level, the character can produce an effect identical to that of a magic weapon spell cast by a 
  cleric of her deepwood sniper level.  This ability is usable once per day on projectile weapons only. 
  Projectile Improved Critical (Ex): When the deepwood sniper reaches 2
  nd level, the critical damage multipliers of all her 
  projectile weapons increase by 1.  Thus, an arrow that normally deals damage x3 on a critical hit instead does damage x4 
  in her hands.  When she reaches 7
  th level, these critical multipliers increase by an additional +1. 
  Master of Chains (as presented in “Sword and Fist”) 
  Hit Die: d10 
  Lvl  
  BAB 
  Fort 
  Ref 
  Will  
  Special 
  1 
   
  +1 
  +0 
  +2 
  +0 
  Scare 
  2 
   
  +2 
  +0 
  +3 
  +0 
  Climb fighting 
  3 
   
  +3 
  +1 
  +3 
  +1 
  Greater weapon focus – spiked chain 
  4 
   
  +4 
  +1 
  +4 
  +1 
  Chain bind 
  5 
   
  +5 
  +1 
  +4 
  +1 
  Chain armor, double chain 
  6 
   
  +6 
  +2 
  +5 
  +2 
  Extra lash, Deflect attacks 
   
  Class Skills: Balance, Climb, Craft(metal-working), Escape Artist, Hide, Intimidate, Open Lock 
  Class Features: 
  Weapon and Armor Proficiency: The master of chains is proficient with no weapons, and no type of armor or shield. 
  
  Chain Reaction 
  [Round 1] 
  Page 51 
  Scare (Ex): By rattling his chains as a standard action, the master can induce fear in a creature as the spell of the same 
  neame, using his class level as the caster level (see the Player’s Handbook).  The master can use this extraordinary ability 
  only once per day.  
  Climb Fighting (Ex): If master of chains is climbing on a rope or chain, he suffers no penalty to attacks and foes gain no 
  bonus to attack him, rather than the master of chains losing his Dexterity modifier while climbing and his enemy 
  gaining a +2 on attack rolls against the master of chains.  If the master of chains is hanging from a chain that has the 
  ability to swing more than five feet, he can use that to his advantage and gain a +2 dodge AC bonus. 
  Greater Weapon Focus: As per the feat in the Player’s Handbook. 
  Chain Bind (Ex): At 4
  th level, the master of chains can use his weapon and a quick application of a lock (the whole 
  process requiring a full-round action) to bind a single Small, Medium, or Large creature.  This should be treated as an 
  attack with a net, except that the Escape Artist check has a DC of 25, and the burst DC is 30.  A chain at least 10 feet long 
  is required to accomplish this.  If it is a spiked chain, the entangled creature suffers 1 point of damage per round while 
  entangled unless they remain motionless. 
  Chain Armor (Ex): At 5
  th level, a master of chains can wrap himself in chains (as long as he has at least 20 feet of chain) 
  to provide him with a +5 armor bonus to AC.  For him, there is only a –2 maneuver penalty, no max Dex modifier, and a 
  30% arcane spell failure chance.  Speed is not affected. 
  Double Chain (Ex): At 5
  th level, the master of chains can choose to use a spiked chain as a double weapon instead of a 
  weapon with reach.  (Each round, he can switch how he uses it.) 
  Extra Lash (Ex): At 6
  th level, a master of chains inflicts an additional +1d6 points of damage with a spiked chain, slashing 
  the foe with extra slack in the chain.  He must use the full attack action to use this ability. 
  Deflect Attack (Ex): As a move-equivalent action, a 6
  th level master of chains can use a spinning chain to provide a +4 
  deflection AC bonus against all attacks coming in from a chosen 180-degree arc. 
  New Feats 
  Sharp-Shooting [Fighter, General] (As presented in Sword and Fist) 
  Your skill with ranged weapons lets you score hits others would miss due to an opponent’s cover. 
  Prerequisites: BAB +3, Point Blank Shot, Precise Shot 
  Benefit: You gain a +2 bonus to your ranged attack rolls against targets with some degree of cover. This feat provides no 
  benefit against foes with no cover or total cover. 
  New Spells 
  Getaway (As presented in Song and Silence) 
  Enchantment (Mind-Affecting) 
  Level: Asn 2 
  Components: V, S, M 
  Casting Time: One standard action 
  Range: Personal 
  Area: Up to one city block/caster level 
  Duration: 10 minutes/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This spell helps you elude pursuers by causing them to run down blind alleys, make wrong turns at intersections, and 
  bypass obvious directional indicators during a chase. Any pursuers that lose sight of you and fails a Will save has a 50% 
  chance of heading in the wrong direction, even in the face of physical evidence (such as a dangling rope or an open 
  door) as your true path. Material Component: A fox’s tail. 
  
  Chain Reaction 
  [Round 1] 
  Page 52 
  New Monsters 
  Chain Golem (as presented in Monster Manual II) 
  Medium-Size Construct 
  Hit Dice: 7d10 (38 hp) 
  Initiative: +3 
  Speed: 30 ft. (six squares) (can’t run) 
  AC: 21 (+3 Dex, +8 natural) (touch 13, flat-footed 18) 
  Base Attack/Grapple: +9/+9 
  Attacks: Chain rake +11 melee (1d8+4 and wounding) 
  Full Attack: 2 chain rakes +9 melee (1d8+4 and wounding) 
  Face/Reach: 5 ft./10 ft. 
  Special Attacks: Chain barrier, wounding 
  Special Qualities: Construct traits, magic immunity, resistance to ranged attacks 
  Saves: Fort +2, Ref +5, Will +2 
  Abilities: Str 18, Dex 17, Con --, Int --, Wis 11, Cha 1 
  Skills: None 
  Feats: Combat Expertise, Dodge, Improved Disarm, Improved Trip 
  Environment: Any land or underground 
  Organization: Solitary 
  Challenge Rating: 5 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 8-10 HD (Medium-size); 11-21 HD (Large) 
  Creations of the diabolical chain devils, chain golems serve as bodyguards for devils and guardians of unholy places. 
  Occasionally, one of them is selected to carry out a special mission. When a chain golem appears on the Material Plane, 
  it is usually delivering or retrieving an item of personal interest to its kyton master. 
  The body of a chain golem is composed entirely of chains that vary in size and shape, ranging from extremely thin and 
  razor sharp to thick and mounted with barbs, spikes, and blades. A chain golem clanking screeches continuously as its 
  chains slide around its body. Because it has a mostly humanoid shape, it is often mistaken for a chain devil. 
  A chain golem always obeys its master’s commands to the letter, sacrificing itself in the execution of its duties if 
  necessary. Should a chain golem’s master die, the creature immediately becomes the servant of another kyton. 
  Combat 
  A chain golem typically uses its long reach to grab at foes and knock them to the ground. Then it activates its vicious 
  chain barrier to shred the fallen creature’s flesh. 
   
  Chain Barrier (Ex): As a full-round action, a Chain Golem can surround itself with a whirling, slicing shield of 
  chains, exactly similar in effect to a Blade Barrier spell.  Anyone adjacent to the Chain Golem must make a successful 
  Reflex Save (DC 17) or take damage 15d6 damage.  The chain barrier moves with the golem and serves as one-half cover 
  for it (+4 bonus to AC, +2 bonus on Reflex saves).  Maintaining the barrier once it has been activated is a standard action. 
    
   
  Wounding (Ex): A wound resulting from a Chain Golem’s chain rake attack deals 2 points of Constitution damage 
  from blood loss when it hits a creature.  A critical hit does not multiply the Constitution damage.  Creatures immune to 
  critical hits (such as plants and constructs) are immune to the Constitution damage. 
   
  Magic Imunity (Ex): A Chain Golem is immune to all spells, spell-like abilities, and supernatural effects that allow 
  Spell Resistance.  In addition, an electricity effect slows it (as the Slow spell) for 2 rounds (no saving throw).  A fire 
  effect breaks any slow effect on the Chain Golem and cures 1 point of damage for each 2 points of damage it would 
  otherwise deal.  A Chain Golem gets no saving throw against fire effects. 
   
  Resistance to Ranged Attacks (Su): A Chain Golem gains a +2 resistance bonus on saving throws against ranged 
  spells or ranged magical attacks that specifically target it (except ranged touch attacks). 
  
  Chain Reaction 
  [Round 1] 
  Page 53 
  Appendix C – Talk of the Town 
  There are any number of reasons the Adventurers may want to make Gather Information checks throughout the course 
  of this module.  The information here should cover most eventualities. 
  General Information 
  DC  
  Information Gained 
  1 
   
  The population of the City of Cryllor has nearly doubled since the Giant invasion of Geoff.  The number of 
  refugees now exceeds the normal population.  The local townsfolk are not at all happy having to share their 
  food, their homes, and especially their jobs with these new arrivals.  Especially troublesome is the quantity of 
  skilled craftsmen that have arrived.  The situation has put a great deal of stress on the guild system within 
  Cryllor. 
  5 
   
  Most recently Cryllor has served as a major launch point for the Keoish Royal Standards making their way into 
  Geoff to do battle at Gorna.  Many of the townsfolk seem rather upset that the Keoish armies are being sent to 
  fight battles the Refugees should be sent to fight.  “It’s their home after all.” 
  10  
  The Refugee Quarter has been hit with a string of bad luck for the past year.  Disappearances and Crime are 
  steadily on the rise.  Even in the tightly run areas of the Dwarven Enclave have begun to suffer.  The local 
  constables simply don’t have enough manpower to protect the good citizens of Cryllor and solve the Refugee 
  Quarter’s problems too. 
  15  
  Recently the talk in the Merchant’s Quarter has been about “Crazy Vitheris Jordanes” the operator of Jordanes 
  Import Company.  Seems the man’s gone completely mad!  He’s apparently fallen afoul of the Dwarven 
  Enclave in the Refugee Quarter as well. 
  20  
  Leufred Jordanes, on the other hand, has been making money hand over fist.  His Export business is the 
  mirror image of his younger brother’s Import business.  Leufred’s ships leave so full they barely sit above the 
  water. 
  25  
  Remi Jordanes, the father of Leufred and Vitheris is a retired adventurer and is rumored to be on his deathbed. 
   Shouldn’t be too much of a surprise as to which he turns the company over to when he kicks the bucket. 
  30  
  Funny thing is, though, I heard there’s a little hidden stipulation in his will that if the two brothers haven’t 
  reconciled their differences that the whole of Remi’s inheritance goes to the Church of Heironeous.   
  In the Refugee Quarter (reverse any Lifestyle bonus/penalty for this check) 
  DC  
  Information Gained 
  10  
  The Refugee Quarter has been hit with a string of bad luck for the past year.  Disappearances and Crime are 
  steadily on the rise.  Even in the tightly run areas of the Dwarven Enclave have begun to suffer.  The local 
  constables simply don’t have enough manpower to protect the good citizens of Cryllor and solve the Refugee 
  Quarter’s problems too. 
  15  
  The Dwarven Enclave never should have trusted Vitheris Jordanes to bring in the food for the winter.  If the 
  Humans won’t trust one of their own, why should the Dwarves? 
  20  
  You would have thought they’d learn their lesson when the first load of food he brought in showed up half 
  rotten, only makes sense that the next one in would be fully ruined. 
  25  
  Rumor has it that a dwarf named Baldrin convinced the Enclave to give Vitheris another chance.  Must have 
  made some kind of an oath to get Dwarves that had already lost a shipment of ore and half their first shipment 
  of food to trust a man that had already let them down. 
  30  
  Only Thorngar the Red was willing to argue against Baldrin and look what that got him.  No one’s seen him or 
  his mates since Baldrin laid him out on the docks.   
  
  Chain Reaction 
  [Round 1] 
  Page 54 
  With Regards to Vitheris Jordanes specifically 
  DC  
  Information Gained 
  10  
  Recently the talk in the Merchant’s Quarter has been about “Crazy Vitheris Jordanes” the operator of Jordanes 
  Import Company.  Seems the man’s gone completely mad!  He’s apparently fallen afoul of the Dwarven 
  Enclave in the Refugee Quarter as well. 
  15  
  Vitheris has been making all kinds of absolutely horrendous trade deals recently.  Just a couple of weeks ago he 
  brought in two enormous crates of boat anchor chain all the way from Niole Dra.  What the heck is he going to 
  do with that? 
  20  
  Then he shafted the Dwarven Enclave three times in a row.  Maybe it wasn’t his fault the ore shipment was hit 
  by pirates (or so he says), but any merchant worth his salt knows when food’s going to go bad before it makes it 
  to the docks. 
  25  
  If it wasn’t for that dwarven bodyguard of his, Baldrin, I think the Enclave would have strung him up.  At it 
  was I hear they pretty much gutted his warehouse on the docks. 
  30  
  Sometimes I think maybe the poor lads possessed.  One minute he says he’s broke and ruined, the next he’s 
  cavorting around the Merchant’s Quarter with a woman on each arm.  The man’s going to get himself killed.   
  35  
  I’m pretty sure he left town just under a week ago, headed to Ravonnar with that Dwarven bodyguard of his.  I 
  heard he’s hoping to make some sort of a deal to get some food for the Dwarven Enclave before they string him 
  up. 
  With Regards to Leufred Jordanes specifically 
  DC  
  Information Gained 
  10  
  Leufred Jordanes has been making money hand over fist recently.  His Export business is the exact opposite of 
  his younger brother’s Import business.  Leufred’s ships leave so full they barely sit above the water. 
  15  
  Leufred should be a shoe in to inherit his Father’s fortune when he finally kicks the bucket. 
  20  
  Remi, Leufred and Vitheris’ father has been pressing Leufred to help bail his brother’s failing business out.  
  Leufred has been grudgingly willing to help out, but how long can that be expected to continue.  The two 
  brothers have actually gotten into fistfights at times of the money that is owed. 
  25  
  Leufred is what some people might call a shrewd businessman.  Others might use less pleasant terms.  More 
  then a couple of Leufred’s rivals have suddenly closed up shop or decided to leave Cryllor on short notice. 
  30  
  I heard that Vitheris hired a Private Investigator because he thinks Leufred is involved in illegal trade.  It 
  would certainly explain why his boats leave so low in the water in the morning when they’ve plenty of room 
  left when the sunsets. 
  With Regards to the Catacombs 
  DC  
  Information Gained 
  20  
  The Catacombs are a haven of cutthroats and villains of all sort and manner.  The watch never goes in, and 
  neither do many of the folks from the Quarter. 
  25  
  There’s rumored to be a secret Thieves Highway through the Catacombs, an above ground road that 
  crisscrosses the Refugee Quarter without ever being exposed to the light of day. 
  30  
  Lately there’s been an almost albino-looking Suel man passing in and out of the Catacombs at night.  Has even 
  the ‘ghouls’ of the Catacombs on edge. 
  35  
  Even rumors that once a week he comes out with a line of folks strung out behind him on a chain.  Takes ‘em 
  off to the docks and puts ‘em on a boat.  But I don’t know where they go from there.   
  
  Chain Reaction 
  [Round 1] 
  Page 55 
  Appendix D – Crime & Punishment 
  In any city-adventure the path of the Adventurer is not always necessarily the path that local law-enforcement official 
  recommend.  Below is a list of offenses that, hopefully, will not need to be enforced on the Adventurers throughout the 
  course of this module.  In cases where there is a range of possible punishments, allow the Adventurer (or his appointed 
  representative) to make a Diplomacy check.  For every 5 points over 25, reduce the sentence by one step to the 
  minimum sentence.  An Adventurer with the skill Profession (Barrister) may reduce the sentence by 1 step for every 5 
  points over 15.  Lifestyle modifiers of both the guilty party and/or the representative apply to this check.  Adventurers 
  can also cash in Favors to reduce the sentence at one step per favor.  Appropriate Favors would include favors from 
  Deputy Constable Hennig, the Secretary to the Lady Regent, and the Lady Regent herself (which should count as 2 
  favors).     
   
  Crime   
   
   
   
  Punishment 
   
   
   
   
   
   
   
  Fleeing the Scene of a Crime 
   
  Imprisonment (4/2/1/Warning TU) 
  Assaulting a Constable 
   
   
  Imprisonment (26/12/4/1/Warning TU) 
  Killing a Constable 
   
   
  Death*  / Imprisonment and Banished (156/104/52/26/12/4 TU) 
  Killing a Government Official 
   
  Death** 
  Murder of a Citizen of Cryllor 
   
  Death* / Imprisonment (104/52/26/12/4 TU) 
  (note: this does not apply to refugees) 
  Obstructing an Official Investigation 
  Imprisonment (52/26/12/4/1/Warning TU) 
  Defrauding the Count’s Officials 
   
  Imprisonment (26/12/4/1 TU) and Fine of 3xDefrauded amount 
  Jumping Bail 
   
   
   
  Double Maximum Sentence, no Diplomacy Check 
  Accomplice to any of the Above 
   
  Half the Sentence of the Guilty Party, Warning if sentence reduced to 1 
  TU or less. 
   
  *  
  The Guilty Party may be raised, but is banished from Cryllor. 
  **  The Guilty Party is branded and will not be raised by any NPC in Keoland.  Unless the Adventurers are able  
   
  to raise them, the Guilty party is permanently dead.  If the PCs can raise the Guilty Party, the brand  
   
  marks them as banished from Cryllor.   
   
  
  Chain Reaction 
  [Round 1] 
  Page 56 
  DM Aid One – Jordanes Import & Export 
   
   
   
   
  
  Chain Reaction 
  [Round 1] 
  Page 57 
  DM Aid 2 – Cult Hideout in the Catacombs 
   
   
   
   
   
  
  Chain Reaction 
  [Round 1] 
  Page 58 
   
  DM Aid 3 
   
  
  Chain Reaction 
  [Round 1] 
  Page 59 
   
  DM Aid 4 
   
   
   
   
  
  Chain Reaction 
  [Round 1] 
  Page 60 
   
  Player Handout #1: The Gnome’s Letter 
   
  Master Beldere, 
   My father and I would be most interested in hearing what you have to 
  discuss about my brother Leufred Jordanes.  Please feel free to stop by 
  anytime this evening.  If what you mentioned in your note is true then my 
  father will need to hear it directly from you.   
     
   
   
   
  May the gods watch over and protect you, 
     
   
   
   
   
   
  Vitheris Jordanes
  
  Chain Reaction 
  [Round 1] 
  Page 61 
   
  Player Handout #2: Note under the door 
   
  (A hastily scribed note) 
   
  Esteemed Adventurer, 
   
  My humblest apologies for trespassing on your morning’s 
  activities, but I fear I have a matter of much urgency to 
  discuss with you.  I will await your arrival in the common room. 
   
  Sincerely, 
  Leufred Jordanes, Master of Jordanes Export Company
  
  Chain Reaction 
  [Round 1] 
  Page 62 
   
  Player Handout #3: Ransom Note 
   
   We have your precious Father.  If you want to seem him again before 
  he dies, you’d best deliver 50,000 Lions to the warehouse before the sun 
  sets.  If you try to find him, He dies.  If we see the guards, He dies.  You 
  don’t bring the money, He dies. 
   
  We’re watching you. 
  -The Brotherhood of the Chain 
  
  Chain Reaction 
  [Round 1] 
  Page 63 
   
  Player Handout #4: Warrant 
   
  Because of reputable evidence of sufficient weight, the bearers of this warrant are authorized to: 
  (check one or more) 
  [ ] Demand the presentation of papers, to wit                                                      . 
  [ ] Search a location, specifically                                                      , for                                                      . 
  [ ] Question an individual, specifically                                                      , with regards to                           
                                                                                                  .  
  [ ] Arrest an individual, specifically                                                      , on  suspicion of the crime of                    
                                                                                                  . 
   
  Let none bar the passage of those who lawfully execute this warrant nor let any property within the County be 
  considered sealed against them. 
   
  By order of Count Ignas Manz of the House of Bazrial, the most notable Count of Cryllor, acting through his 
  daughter, the Lady Lora Manz, Lady Regent of Cryllor, as verified by Justice of the Peace Merla Hennig. 
   
   Merla Hennig. 
  Merla Hennig, Deputy Counstable for Investigations 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/KEO (Keoland)/KEO3-06 Chain Reaction (3E).pdf