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.  
   
  SHE3-02 
   
   
   
   
   
   
  Good Things Come In 
  Small Packages 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Sheldomar Valley Meta-Regional Adventure 
  Version 1.2 
   
  by Michael F Schleigh, Esq. 
   
   
   
  If getting there was half the fun, then what does the second half of the journey have in store?  Prepare to enter the realm 
  of Sheldomar politics and find the answer to the question of “what’s in the box?”.  A role-playing intensive Sheldomar 
  Valley meta-regional adventure for APLs 6-14 and Part Two of Don’t Shoot the Messenger (Part One was KEO2-07 
  Getting There is Half the Fun). 
  
  SHE3-02 Good Things Come in Small Packages 
   
  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.  
  
  SHE3-02 Good Things Come in Small Packages 
   
  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 one-round Meta-Regional adventure, set in the 
  Sheldomar Valley.  Characters native to the Sheldomar 
  Valley (Meta-Region One) pay one Time Unit per round, 
  all others pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per Time Unit.  Rich 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 4 
  Upkeep costs 50gp per Time Unit.  Luxury Upkeep costs 
  100gp per Time Unit. 
  Is It a Full Moon?  
  Since the hazards of lycanthropy are a current part of the 
  LIVING GREYHAWK campaign, it may be necessary to 
  determine if this adventure takes place during a full 
  moon.  For game purposes, the full moon lasts three days 
  of each month. For a given scenario that does not state 
  the phase of the moon, roll 1d10 before play begins. On a 
  result of 1, the first day of the scenario is a night of the 
  full moon (roll 1d3 to determine where in the sequence 
  of three nights it falls). 
  Adventure Background 
  This is a complex scenario that takes a good deal of 
  preparation. A good familiarity with the regions it 
  encompasses is encouraged. Reading the scenario and 
  taking notes is advisable. This is not the kind of scenario 
  you should “judge on the fly.” 
  This adventure works best if one or more of the PCs 
  participated in KEO2-07 Getting There is Half the Fun, 
  the first scenario in this series and if the main NPC from 
  that scenario, Charlton Pendal Dasco survived that 
  scenario (although this scenario details what to do if 
  Charlton no longer lives).  Ask each player whether or 
  not their PC played Getting There is Half the Fun.  If 
  they did, ask them the results of that scenario and check 
  their Adventure Records to confirm the result.  The 
  scenario begins in different ways depending on whether 
  or not any PC has participated in the events of Getting 
  There is Half the Fun.   Some PCs may not be eligible to 
  play this scenario (see the Introduction). 
  This adventure is based on a simple premise; a Keoish 
  nobleman needs to get into Geoff to deliver a belated 
  wedding gift to Princess Calisse of Keoland (who was 
  recently betrothed and married to the Brenin, Duke 
  Owen of Geoff). If only it were that simple; unfortunately 
  this particular nobleman, Charlton Pendal Dasco is the 
  descendant of two Keoish lines who have a knack for 
  getting for themselves into dire straits, House Dasco and 
  House Pendal. Both of these houses have served  
  generations of Keoish nobility (see Appendix I for 
  details). 
  As Charlton gets closer to Geoff, his presence is felt 
  through the Ether. The ghost of his ancestor, the 
  assassinated ambassador Dartun Dasco, tries to draw 
  Charlton to him - hoping that he can once again face the 
  world with a somewhat familiar face and accomplish his 
  original mission. In the event that Charlton is already 
  dead, than the ghost draws the PCs towards him, feeling 
  that they owe the family a debt. 
  Adventure Summary 
  Introduction 
  The adventure begins at Fortress Ravonnar in Keoland.  
  The PCs may have been summoned by Charlton or arrive 
  here for other reasons depending on the success of any 
  previous participation in Getting There is Half the Fun. 
  Encounter One: Holding Down the Fort 
  The PCs learn of the Night Terrors and meet the 
  Hospitalers stationed at the fort.  If Charlton lives, the 
  PCs meet him here as well. 
  Encounter Two: The Night Terrors 
  The PCs deal with the Night Terrors (fihyrs). 
  Encounter Three: The Audience 
  The PCs are rewarded for their battle against the Night 
  Terrors and have an audience with Charlton. 
  Encounter Four: Take Me to the River  
  The PCs leave for Geoff.  The best way to Hochoch is by 
  water travel up the Javan River and then a transfer to the 
  Realstream once in Geoff. Unfortunately, it being 
  springtime, the waters have ebbed and become somewhat 
  dangerous. Of more concern upon their arrival, will be 
  the fires of the remaining thatch huts that have been 
  recently raided.  This leads the PCs to the tomb of Dartun 
  Dasco and an encounter with the drow. 
  Encounter 
  Five: 
  Those 
  Who 
  Refuse 
  to 
  Understand History 
  The ghost of Ambassador Dasco haunts Oerth dreaming 
  of a day when the Gyri properly submit to the Keoish and 
  he is given a full and proper state funeral.  He still 
  intends to petition the Duke to submit troops to fight the 
  Velunese and he intends to use his descendant for this 
  task (if Charlton lives). Everything the PCs do from this 
  point will influence how Dartun will act in the final 
  encounter - both his alignment and his attitude.  
  Complicating matters is the fact that the only other 
  apparent exit to the cave is through an elaborately pair of 
  carved doors that lead directly to the middle of the Stark 
  Mounds and a horde of swordwraiths.  Either through 
  the ghost or dumb luck they will find out that a ring in 
  the tomb has the ability to transport them to Dasco’s 
  cousin Alistaire Pendal I’s demesne in what is now Bissel. 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 5 
  Encounter Six: There’s No Place Like Home 
  This former minor palace is now inhabited by Baklunish 
  squatters who have been illegally living there. It also 
  happens to be eviction day - local members of the 
  Knights of the Watch arrive to put these refugees in 
  camps to ensure that they are not spies. To make matters 
  more interesting, Lord Odovacar Marcomir III, The 
  Baron of Davoniya also wants to arrest the squatters for 
  tax evasion and has at his disposal his own troops as well 
  as some Gran March soldiers that have been lent to him. 
  When the PCs arrive, Charlton, if possessed, should 
  begin acting strangely at this point asking odd questions 
  about recent history that he should know. 
  As they leave the demesne behind them they may 
  encounter one of the veterans from the Gran March 
  Military Ambush from Getting There is Half the Fun. 
  He will explain that he was reassigned after he attempted 
  to make his report about Captain Gulrm Hanston 
  (actually Rhoidin Lidion Thaln, a Scarlet Brotherhood 
  agent) to Captain Rys Hooden, the next in command.  
  Other members of his patrol were likewise given new 
  assignments and none have been seen again.  The PCs 
  can either head straight to Hochoch (Encounter Seven) 
  or take a side trek to search for the suspicious 
  commander (Encounter Eight).  In either case, they may 
  be able to pursue the other encounter afterwards. 
  Encounter Seven: Are Doomed to Repeat It! 
  The PCs arrive in Geoff where the gift is presented. As 
  the box is opened a programmed image of Drawmij 
  appears and explains that he has foreseen that the union 
  of the Brenin and Calisse will produce a child who will be 
  important to the continued prosperity of the Sheldomar. 
  His gift is a guardian that will protect both the mother 
  and the potential heir to the Keoish throne. The tiny 
  chest will then grow to a fantastic size and a construct 
  will be produced that will take a defensive stance next to 
  Grand Duchess Calisse. The Grand Duchess, for her part, 
  has a major fear of these creatures due to being attacked 
  by some shortly before her wedding. At this point the 
  ghost will attempt to take over whomever he is 
  possessing. He will immediately be hostile against what 
  he perceives to be such a slight to the Lion Throne. The 
  PCs can fight the ghost but the only way to permanently 
  get to lay it to rest is to convince it that times have 
  changed and that the Gyri are again allied with the 
  throne.  
  Encounter Eight: The Wolf in Wolf’s Clothing  
  While in Gran March the PCs will root out the Scarlet 
  Brotherhood traitor (a doppelganger no less) that was 
  alluded to in Getting There is Half the Fun. This is the 
  man who has been taking men secretly from the work 
  teams and telling them that they can get freedom for 
  performance of certain acts. In addition, he has been 
  posing as a Pathfinder and a Captain (at various times), 
  commanding others to take action against those who are 
  actually not their enemies. The PCs will be in the 
  difficult situation of trying to expose a high-ranking 
  member of the Gran March Military as a traitor. 
  Introduction 
  This adventure begins at Fortress Ravonnar in Keoland.  
  The PCs may have been summoned here by Charlton 
  Pendal Dasco, or they might arrive here for other reasons. 
   If any of the PCs participated in the Keoland Regional 
  KEO2-07 Getting There is Half the Fun, check with 
  them (and on their Adventure Records) for the result 
  they reached in that scenario.  No PC that got a result of 
  “Failure” in Getting There is Half the Fun may 
  participate in this adventure.  Ask the player to play a 
  different PC.  If all of the PCs that played Getting There 
  is Half the Fun got a result of “Ultimate Success” or 
  “Great Success” or “Success” or if at least three PCs got 
  one of those results, give the players Player Handout #1; 
  Charlton is alive and asks for their presence.  If all of the 
  PCs that played Getting There is Half the Fun got a 
  result of “What do we do with this?” or if at least three 
  PCs got that result, give the players Player Handout #2; 
  Charlton is dead, and Trad Kyerdylan sends the request 
  for the PCs’ presence.   If some of the PCs played Getting 
  There is Half the Fun but neither of the above apply, 
  give the players Player Handout #3; Charlton died, was 
  raised/resurrected, and now asks for their presence. If 
  some PCs are members of the Gran March military, give 
  the players Player Handout #4. If some PCs are 
  military/militia members from Bissel, Keoland, or the 
  Yeomanry, give the players Player Handout #5.  If the 
  PCs meet none of the above criteria or never participated 
  in Getting There is Half the Fun, give the players 
  Player Handout #6. 
  You have found yourself for any one of a myriad 
  reasons in the Viscounty of Mandismoor in the 
  Kingdom of Keoland in the locality of Fortress 
  Ravonnar. Nearly a year has passed since the siege of 
  this fortress by, what whispered voices have related to 
  you (or what you know from your own experience to 
  be), the walking dead; yet, from the appearance of 
  things, it seems the local people still cling to the 
  outside of the fortress like toddlers at their mother’s 
  apron-strings.  It doesn’t take a farmer to realize that, 
  if the peasants are still here, they have obviously 
  missed the beginning of the first growing season. 
  What could befoul these people so badly that they 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 6 
  have refused to return to their homes and fields? 
  With Keoland declaring its involvement in Geoff’s 
  campaign against the Giants, it would seem this 
  Viscounty may fail its responsibility to resupply the 
  troops as the year progresses. 
  The PCs will most likely wish to learn what’s going on 
  here.  If they have received an invitation from Charlton, 
  he will be their best source of information. If Charlton is 
  dead, use Kyerdylan to lead the PCs to the Hospitalers 
  (see below).   In either case, the PCs may choose to speak 
  with the locals before heading into the Fortress.  The 
  commoners can share the following information: 
  Most of the commoners will only know that there is 
  something(s) prowling around the land outside the 
  Fortress that is preying on them. They fear that if they are 
  barely safe around the Great Fortress of Ravonnar, how 
  could they be safe in their individual farms in the 
  surrounding valley. They cannot provide details of the 
  creatures (which are Fihyrs) but they will mention that 
  the victims were all found with a horrified expression on 
  their faces, as if they were scared to death. Feel free to 
  improvise tales that the locals might spin to explain these 
  attacks, especially by making references to the Demon 
  Mage of Cryllor.  The locals call their assailants the Night 
  Terrors because they must strike at night, as their victims 
  are found in the morning.  The locals all recommend that 
  the PCs seek out the Hospitalers or the local lords at the 
  Fortress. 
  Once the PCs have announced their intention to speak 
  with someone in charge about the Night Terrors, proceed 
  to Encounter One.  
  Encounter One: 
  Holding Down the Fort 
  The Hospitalers have been allowed by the local lord and 
  the military to intervene and attempt to calm the 
  peasants’ fears. Unfortunately, the fihyrs are doing the 
  opposite.   The fihyrs are created through the communal 
  anxiety and fear at the Fortress over the recent undead 
  siege and the magical destruction that took place during 
  the siege. They are now preying upon the weak-willed in 
  the camps around the Fortress. 
  � Fortress Ravonnar (Large Town): Conventional; AL 
  LN; 800 gp limit; Assets 250,000 gp; Population 4,000; 
  Isolated (97% human (FOS), 1% gnome, 1% halfling, 1% 
  other). 
   
  Authority Figures: Sir Trad Kyerdylan, Royal 
  Castellan of Fortress Ravonnar; Lord Althon, Provincial 
  Ruler, Knight of the Watch; Adriella Kyerdylan, local 
  magistrate; Rendew Suellen, Trad’s second in command. 
   
  Places:  The fort is the main structure here.  There’s 
  also a tent city in which the refugees have taken shelter.  
  Some merchants have set up outdoor bazaars, and a few 
  blacksmiths are setting up establishments as well. 
  If the PCs seek out one of the major NPCs in the fortress, 
  see the appropriate sections below.  If the PCs ask around 
  the Fortress for information on Lord Althon, Trad 
  Kyerdylan, or local happenings, ask the PC to make 
  Gather Information checks (or Knowledge (local – 
  Keoland) checks) and consult the charts below. 
  Trad Kyerdylan 
  DC 10 Trad is still awfully upset over the death of his 
  father, but he tries not to show it.  He works 
  hard to live up to his father’s reputation. 
  DC 15 Trad does not get along with the Provincial 
  Ruler, Lord Althon. 
  DC 20 Trad has a great hatred for the Darkwatch, the 
  Knights of the Malagari.  It has always been 
  there, but it has surfaced more as of late. 
  Lord Althon 
  DC 10 Lord Althon has long been torn between his 
  duties as a Knight of the Watch and as 
  Provincial Ruler of Mandismoor.  He has long 
  wished to send troops to aid Geoff against the 
  Giants. 
  DC 20 The rivalry between Althon and House 
  Kyerdylan grows fiercer as of late, but no one 
  seems to know why. 
  DC 30 Lord Althon is said to have dealing with the 
  dead and is rumored to have a chamber of nasty 
  things underneath his castle. 
  Ravonnar 
  DC 10 The Ravonnar militia has been recruiting many 
  new soldiers.  They are strictly trained by Trad 
  himself. 
  DC 15 The soldiers seem very well disciplined and 
  some have advanced very quickly, gaining 
  promotions in a matter of a few months. 
  DC 20 A huge lion was said to have rescued a merchant 
  caravan a few weeks ago.  It descended from the 
  hills and slaughtered the attacking bandits.  It 
  then wandered back to the hills where it came 
  from.  One of the merchants swore it saw a 
  collar with the name “Tavish” engraved. 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 7 
  DC 25 Scouts have been seen crossing the Stark 
  Mounds from Ravonnar.  Why this is being 
  done is anyone’s guess. 
  Charlton Pendal Dasco 
  If Charlton is alive, the PCs may wish to speak with him.  
  The guards at the entrance to the Fortress will direct the 
  PCs to Charlton if they explain why they are here.  If 
  Charlton has met any of the PCs before, or if they show 
  him a letter from Trad Kyerdylan (Player Handout #6), 
  he will receive the PCs.   He will explain that he needs to 
  deliver a package to Geoff and would like the PCs to 
  provide him with some protection on his journey.  But 
  first he wishes to assist his friends in the Kyerdylan 
  family with their problem.  He’d like the PCs to deal with 
  whatever is attacking the locals.  If asked, he mentions 
  that the Kyerdylan’s are offering a reward for this task 
  (see Encounter Three for the amount of the reward).  He 
  will then make some small talk before escorting the PCs 
  to and then introducing them to Gil Lamthrong. 
  Charlton knows of the general nature of the attacks: that 
  it seems that people have been scared to death, that the 
  local druids sense an unexplainable imbalance in the 
  ecosystem, and that the peasants will not return to their 
  farms for fear of the Night Terrors. He will also confide 
  that if the peasants do not return to their farms, Lord 
  Althon will be forced to greatly deplete his treasury to 
  feed his people.  This may lead him to neglect other areas 
  such as territorial defense. No one has seen a Night 
  Terror and lived to tell about it. 
  � 
  Charlton 
  Pendal 
  Dasco: 
  male 
  human 
  Ari3/Brd1/Ftr1; hp 30; see Appendix I. 
  Lord Althon 
  Getting an audience with Lord Althon, the local leader of 
  the Knights of the Watch, is nearly impossible (he will 
  only speak with other members of his order). If a PC does 
  meet with him, Althon will only reveal that he has no 
  idea what is the cause of these Night Terrors and that his 
  patrols have found nothing to substantiate the claims. He 
  thinks it is some ploy by Kyerdylan to make him look 
  poorly in the eyes of the people; he believes that Trad 
  Kyerdylan wishes to have the stronger military force in 
  the area (rather than the Knights of the Watch). 
  � Lord Althon: male human Ari2/Ftr5/Knight of the 
  Watch4; hp 80; see Appendix I. 
  Trad Kyerdylan 
  Trad Kyerdylan is still feeling the loss of his father at the 
  Siege of Ravonnar. He is willing to speak to adventurers 
  as they were the ones who answered the call to defend 
  his keep last year.  This does not mean he wears his heart 
  on his sleeve, however.  He can relate all of the 
  information that Charlton can, except he will not reveal 
  the potential financial woes the province might suffer if 
  the peasants do not return to their farms.  He starts off 
  with an attitude of indifferent toward the PCs.   If one 
  can gain his trust (Diplomacy check DC 15, Veterans of 
  the Siege of Ravonnar get a +4 circumstance bonus), he 
  will reveal that the first reported attack occurred on the 
  anniversary of his father’s death (which was at the Siege 
  at the hands of the Nightwalker).  Kyerdylan is offering a 
  reward for those who can end the threat or provide 
  information to do the same (see Encounter Three for the 
  amount of the reward). He will also direct PCs interested 
  in helping with the Night Terrors to Gil Lamthrong. 
  � Trad Kyerdylan: male human Ari3/Ftr6; hp 63; see 
  Appendix I. 
  Gil Lamthrong 
  Any questions by the PCs to any of the Hospitalers at 
  Ravonnar will be directed to Gil Lamthrong, the local 
  head of the organization. He has his base of operations at 
  a tent near the center of the refugee camp. 
  The peaceful colors of the Hospitalers’ flag fly high in 
  the air above a large series of tents located in the 
  central portion of the refugee camp. Members of this 
  organization are tending to the populace’s health and 
  dietary needs. It is apparent that without the charity 
  of this organization, many more would suffer in this 
  area. After an initial contact with a low ranking 
  member, you are directed to the local leader of the 
  Hospitalers, His Most Resplendent Shining Beacon, 
  Gil Lamthrong. 
  � His Most Resplendent Shining Beacon, Gil 
  Lamthrong: male human Clr4/Ftr2/Hsptlr2 of Pelor; hp 
  63; see Appendix I. 
  At APLs 6-12, Gil will be very helpful and can provide the 
  following information: 
  Gil was a participant at the Battle of Ravonnar and can 
  provide some details of it: “The day grew into night and 
  undead creatures stormed the lines, then the 
  Nightwalker strode forward and began to kill entire 
  squads. Eventually the former Lord Kyerdylan strode 
  forward on his Lion Mount and lanced the creature. 
  The battle between the two was fierce, and although 
  the foul creature was destroyed, the lord lost his life.” 
  He will report to them that the attacks have occurred at 
  the edges of the refuge camp and give them a general 
  layout of the area. He will encourage them to help out, 
  
  SHE3-02 Good Things Come in Small Packages 
   
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  even explaining that Kyerdylan has offered a reward if 
  they are successful (see Encounter Three for the amount 
  of the reward. He will also mention that he was also there 
  when Lord Drake of Gand was raised from the dead 
  having been laid low by the creature; Gil performed the 
  ceremony himself. It was due to that event that he was 
  allowed to set up a base here at the behest of Lord 
  Kyerdylan.  
  AT APL 14, Gil will provide the same information as 
  above.  However, a great fihyr will be present at the 
  interview, albeit invisible and lurking in a large hollow 
  underneath the floorboards. Gil will say everything as 
  above and strongly encourage the PCs to investigate the 
  outskirts of the camp. If the PCs ask for one, a Sense 
  Motive check (DC 20) will reveal that while his words 
  ring true, Gil’s eyes indicate that he and the PCs are in 
  danger.  This is because he has been battered by the 
  emotion control ability of the great fihyr for days and is 
  effectively under complete emotional control of the 
  fihyr.  He will deny that anything is wrong if pressed on 
  this, 
  roll 
  opposing 
  Bluff/Sense 
  Motive 
  checks 
  accordingly.  He will not reveal he is being controlled or 
  that the great fihyr is present under the floorboards. If 
  attacked, he will defend himself, though imploring the 
  PCs to stop; he will only strike to subdue. In this event, 
  the great fihyr will not interfere, instead feeding off Gil’s 
  fears of loss of control and inability to stop it. If the PCs 
  are able to read Gil’s mind in some way they will become 
  aware of the great fihyr’s presence.  Once the fihyr 
  realizes the PCs are aware of its presence, it will flee at 
  top speed.  The PCs won’t have a chance to fight it until 
  Encounter Two (if the PCs find some way to force a 
  combat with the great fihyr here, another great fihyr will 
  be present in Encounter Two).  Even if the PCs don’t 
  realize the fihyr is there, it will leave at night to stalk new 
  prey (and thus the PCs will face it in Encounter Two). 
  If the PCs drive the great fihyr off: 
  A very humbled looking Gil Lamthrong approaches – 
  his eyes show great remorse and there seems to be a 
  great sense of loss about him. “My friends, I thank 
  you for freeing me from the grasp of the creature. 
  Although my actions here were against my will, I can 
  feel that the touch of my Master has left me. I would 
  beseech you to help me atone for the wrongs that 
  have occurred under my watch. You are of course 
  under no obligation, but I would be greatly honored 
  as you are truly people of mercy and good.  But first, I 
  hope you will help guard our camp this evening in 
  case more of these creatures are out there.” 
  Unfortunately Gil has been cut off from his deity and will 
  have to atone for his actions even though they were 
  involuntary. He will not be able to gain new spells and 
  will be unable to convert spells to cure spells until he 
  atones.  
  If any PCs offer to assist, explain to them that this will 
  more than likely take place as a special mission. Remind 
  them that a player may only participate in one special 
  mission per year, no matter how many PCs they own. 
  Mark this in the Critical Events Summary along with 
  their contact information and tell them that they will be 
  contacted when the mission is ready. 
  When the PCs decide to investigate the camp at night, 
  proceed to Encounter Two. 
  Encounter Two: 
  The Night Terrors 
  The fihyrs at Ravonnar are the result of the trauma the 
  people of this region suffered during the massive undead 
  attack on the Fortress and, until the people of this region 
  feel safe again, they will continue to form from the Ether. 
  PCs with ranks in Knowledge (arcana) may make skill 
  checks to determine the true identity of the assailants 
  based on the information provided by the locals, but only 
  once they actually see one of these creatures.  A 
  successful check (DC 20), identifies the creatures as 
  fihyrs and the PC remembers how such creatures are 
  created and that they are aberrations.  A successful check 
  (DC 25), provides the above information as well as 
  knowledge of the special attacks of fihyrs.  A successful 
  check (DC 30), provides the above information as well as 
  knowledge of the weaknesses of fihyrs. 
  If the PCs patrol the camp at night, they will be able to 
  encounter the fihyrs: 
  The refugee camp straddles the outskirts of Fortress 
  Ravonnar and is unnervingly eerie at night. The area 
  around and/or near the camp of displaced farmers is 
  desolate and forlorn at this time of night. Whatever it 
  is that has the peasants spooked from returning to 
  their homes doesn’t seem to be poking its ugly head 
  out tonight. But wait, the night is pierced by a loud 
  scream.  The game is afoot! 
  A commoner has left his tent to answer nature’s call.  
  Unfortunately, the outhouse he has visited is a popular 
  hunting ground for the fihyr (see DM Aid:  Illustration 
  of a Night Terror). 
  APL 6 (EL 7) 
  � Advanced Fihyr: hp 81; see Appendix II. 
  
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  APL 8 (EL 9) 
  � Advanced Fihyrs (2): hp 81 each; see Appendix II. 
  APL 10 (EL 11) 
  � Advanced Fihyrs (4): hp 81 each; see Appendix II. 
  APL 12 (EL 13) 
  � Advanced Fihyrs (8): hp 81 each; see Appendix II. 
  APL 14 (EL 15) 
  � Great Fihyr: hp 108; see Appendix II. 
  After the PCs defeat the fihyrs, Gil and some of his men 
  arrive: 
  “We must report these findings to his Lordship at 
  once.  Now that we have identified the threat we may 
  be able to prepare his men to deal with any more of 
  these creatures in the area. I am sure he would be 
  interested in rewarding you for your efforts as well.  I 
  am, as well, in your debt.” 
  If Charlton Pendal Dasco has not yet been introduced to 
  the PCs (and he is alive), add:  
  “I understand that his Lordship is entertaining Duke 
  Luschan’s Herald, Charlton Pendal Dasco, at the 
  moment.  I understand that Charlton is looking for 
  escorts on a matter of great urgency, mayhaps he 
  could use the company of well-proven individuals 
  such as yourselves.  It would do me great honor to 
  introduce you to him.” 
  If the PCs are in need of NPC healing after this 
  encounter, the Hospitalers will provide it to the PCs at 
  half the normal NPC spellcasting cost as a favor to them 
  for their assistance with the fihyrs.  When the PCs are 
  ready, proceed to Encounter Three. 
  Encounter Three: 
  The Audience 
  Having overcome the dreaded Night Terrors, you can 
  foresee a time when this community will again be 
  thriving.  You have been granted an audience with 
  Trad Kyerdylan, the heir to this region after his 
  father’s unfortunate passing in the siege the year past. 
  The audience chamber is sizeable, though it appears 
  to be less lavish than one would expect for a Keoish 
  noble. Perhaps the rumors that the treasury is 
  running dry are true.  The stern Lord is flanked by an 
  imposing member of the Knights of the Watch.  It is 
  apparent from their exchanged glances that they are 
  not the best of friends. 
  If Charlton Pendal is alive, add the following: 
  To Kyerdylan’s right is a foppish-looking man bearing 
  a coat of arms on his embroidered vest, which some of 
  you easily recognize as Charlton Pendal Dasco (PCs 
  who make a successful Knowledge (nobility) check or 
  who have met Charlton before recognize the coat of arms 
  as being that of Charlton’s family). 
  Kyerdylan speaks, “I understand that you are the 
  group that managed to stave off the affliction of the 
  creatures on my people and lands. Something even 
  the so-called “Defenders of the Valley” were unable to 
  accomplish. Please, do tell us how it was done.” 
  Kyerdylan wants to know all that the PCs have learned of 
  the fihyrs.  Althon will be displeased that the PCs success 
  is his own embarrassment.  Once this conversation is 
  resolved, Kyerdylan will offer the PCs the rewards 
  appropriate to the PCs APL. 
  Treasure: The treasure consists of Trad’s reward for 
  defeating the fihyrs. 
  APL 6: L: 0 gp; C: 400 gp; M: 0 gp. 
  APL 8: L: 0 gp; C: 500 gp; M: 0 gp. 
  APL 10: L: 0 gp; C: 600 gp; M: 0 gp. 
  APL 12: L: 0 gp; C: 700 gp; M: 0 gp. 
  APL 14: L: 0 gp; C: 800 gp; M: 0 gp. 
  In the event that the PCs are not familiar with Charlton 
  and he is alive, Kyerdylan will formally introduce the PCs 
  to Charlton and recommend them to him for his 
  “pressing concern.”  Once the (re-)introductions have 
  been made, Charlton will ask the PCs for a private 
  audience to explain/update them on the situation.  
  If he knows all of the PCs he will reiterate what was in 
  the handout.  If he knows some of the PCs, he asks them 
  to introduce the others and explain their abilities. He 
  then explains his mission and asks whether they will 
  help him.  If he knows none of the PCs, he asks them all 
  to introduce themselves and explain their abilities.  He 
  then explains his mission (to deliver the package/gift to 
  Grand Duchess Calisse in Geoff) and asks whether they 
  will help him.  
  Refer to the Adventure Background and Appendix I for 
  Charlton’s goals and personality in this scenario.  Keep in 
  mind that he believes that the gift is from his uncle, 
  Duke Luschan of Gradsul.  He will allow PCs to examine 
  the box if they wish (or politely demands it back from 
  PCs if it should already be in their possession).  For 
  details on the gift/package, see Appendix I. 
  
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  Charlton explains that he intends to book passage on a 
  vessel to go up the Javan River towards Hochoch.  If the 
  PCs accompany him, they will be aboard a trading vessel 
  so it will make a few stops for exchanges of goods at some 
  riverside villages.  It should be a rather straightforward 
  journey, but some of the borderlands are rough and he 
  would appreciate a retinue. 
  The PCs are free to ask Charlton questions.  Here are 
  answers to the most likely ones: 
  • 
  Why don’t you just go through Gran March or 
  around the Rushmoors? 
  Well, there was that incident with members of the Gran 
  March military on my voyage here so I’d rather avoid 
  contact with them if possible.  No offense intended to 
  their military, of course. 
  • 
  Why don’t we transport there via magic? 
  I’m afraid that will not do.  My family has an unfortunate 
  history with teleportation magic - my poor cousin Harold 
  materialized halfway through a boulder once.  I promised 
  my mother I most definitely would never try.  As for 
  flying, I’m afraid I’m dreadfully afraid of heights; I may 
  well pass out if I were to break the treetops.  (Make other 
  excuses as necessary but always relate them to a personal 
  fear or obligation to family on his part). 
  • 
  Do you think the Grand Duchess or Duke 
  Luschan will be upset with you? 
  Quite possibly, but not as angry as if I don’t follow 
  through here. 
  • 
  Why don’t you just let us take it? 
  I’m afraid I would be disgraced if that were too happen so 
  definitely not! 
  • 
  How much will you pay us? 
  Well it seems that unexpected occurrences keep spring 
  up, so I will promise each of you 200 gp if you can see me 
  through to Hochoch. 
  • 
  Hey, you promised 100 gp last time? 
  But we didn’t get there yet now did we?  I’ve just offered 
  you a raise; I could have found someone else.  Besides, 
  you must be familiar with what my word can do for you 
  in Keoland now.  If all goes well here, perhaps I can bring 
  value to my name in Geoff as well. 
  • 
  When do we leave? 
  Tomorrow if you can be prepared in time. The journey up 
  river should take a week; we will be stopping off at towns 
  along the way. Prepare accordingly.  
  When the PCs are ready to proceed, go to Encounter 
  Four.   
  Encounter Four: 
  Take Me to the River 
  Your journey up the Javan River for the last three 
  days has been fairly enjoyable.  Other than some 
  rough waters from the spring floods, it has been fairly 
  comfortable.  The beautiful sunrises over the 
  Hellfurnaces and the budding of the local flora has 
  been a respite from the normal adventurer’s career of 
  dungeons and caverns.  The next bend should be your 
  next stop, Riverside, a small hamlet that acts as a 
  frequent waystation for river-goers. As the evening 
  progresses and the sun begins to set, you can see 
  some lazy dinner fires burning above the treetops 
  that shroud the town in a nice shade. 
  PCs who make a successful Spot or Wilderness Lore 
  check (DC 10) realize that the fires aren’t spaced the way 
  that chimneys should be.  The PCs may prepare as they 
  wish at this point if someone has realized the fires don’t 
  look right. 
  Upon approaching closer, however, it seems the 
  sauntering smoke may not be that of the roast pig you 
  had expected but rather the smoldering remains of 
  many of the village’s thatch huts.  
  A drow slaving party has sacked the hamlet.  Describe the 
  village as you see fit, keeping in mind that the entire 
  population should be less than sixty.  During their 
  investigation, the PCs should discover a few things: 
  • 
  On a successful Search check (DC 15) or Spot check 
  (DC 20), the PCs find the body of a drow that died in 
  the attack and fell into a pile of hay.  He appears to 
  have been slain by a pitchfork and was stripped of 
  his belongings. 
  • 
  On a successful DC 15 Search check (for those 
  without the Track feat) or Wilderness Lore check 
  (for those with the track feat), the PCs notice the 
  prints of huge spiders that lead into, through, and 
  around the village.  The tracks are maybe two days 
  old.  At DC 18 on the check, the PCs can also 
  identify humanoid footprints amongst the spider 
  ones.  PCs with the Track feat may follow these 
  tracks away from the village (Wilderness Lore DC 
  15). 
  • 
  On a successful Wilderness Lore check (for those 
  with the Track feat), the PCs can identify the 
  additional footprints as being from boots worn by 
  medium sized creatures (DC 18), more specifically 
  
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  an elf (DC 24), and most specifically boots made out 
  of some type of cowhide (DC 28 - rothe, actually). 
  If the PCs wish to ignore the drow and proceed forward, 
  Charlton pushes them to investigate (unwittingly drawn 
  by the force of his ancestor’s ghost towards the tomb).  If 
  forced to, Charlton will insist they investigate further.  If 
  the PCs still refuse to investigate, Charlton asks them to 
  wait here, and he goes to investigate himself.  If he does 
  this alone, Dasco’s ghost slays the drow and releases the 
  villagers (who see nothing in the dark).  Charlton finds 
  the villagers at the opening to the tunnel and is possessed 
  by the ghost there (see Encounter Five).  He then returns 
  to the PCs with the villagers.  At this point, the PCs get 
  no experience or treasure for this encounter, they miss 
  the opportunity to participate in Encounters Six and 
  Eight, and they must proceed directly to Encounter 
  Seven. 
  If no one in the party can follow tracks, Charlton will try 
  to guide the PCs (and will succeed thanks to gentle 
  nudging by the ghost).  Following the tracks leads the 
  PCs to a cave opening that leads to a tunnel entrance to 
  the Underdark.   The tracks show no signs of the 
  prisoners the drow took from the village because they are 
  in cages atop the spiders. 
  � Iron Cage: 2 in. thick bars; hardness 10; hp 60; Break 
  DC 28; good lock (hardness 15, hp 30, Open Lock DC 30). 
  These spiders are trained as beasts of burden by the drow 
  and will follow orders to attack if the drow give them.  
  The tunnels are not lit so the PCs must provide their own 
  light sources (or use darkvision). 
  The drow are underground about a day ahead of the PCs 
  but are slower moving due to the slaves. The PCs should 
  be able to catch up with them in one day assuming 
  normal movement rates (30 ft.).  Otherwise adjust the 
  timing accordingly. 
  When the PCs get within 100 ft. of the drow (see DM 
  Aid: Map #1), ask them to make Spot checks (DC 20 + 
  the APL; dwarves get +2 on this check due to their 
  stonecunning ability; PCs with ranks in Knowledge 
  (architecture and engineering) can make a check with 
  that skill instead of a Spot check).  The passage has 
  weakened and could collapse behind the PCs, trapping 
  them in the Underdark (but not falling on them directly). 
   Even if the PCs successfully make the check, Charlton 
  will push forward (drawn by his ancestor’s ghost) so the 
  PCs are left with the choice of abandoning Charlton or 
  risking trapping themselves in the caves.  If they proceed, 
  the ceiling does collapse and traps them underground 
  behind nearly 10 miles of collapsed tunnel.  The only way 
  to go is forward and the drow now know that someone is 
  following them (as they know how to avoid collapsing 
  the tunnels) so begin combat here (with the PCs 100 feet 
  from the drow).  
  Please note that teleportation magic is often disrupted by 
  certain minerals in the Underdark, some of which are 
  present in the walls of this tunnel.  No teleportation 
  magic can be safely used to leave the tunnel.  Any attempt 
  to use such magic to leave the tunnel results in a mishap 
  and the user actually ends up in the same place they 
  started.  Allow spellcasters to make a Knowledge (arcana) 
  check (DC 15) or Spellcraft check (DC 30) to realize the 
  dangers of casting a teleportation spell before they 
  actually cast it for the first time in the tunnel. 
  At the beginning of combat, Charlton will use his bardic 
  song to help the PCs in combat.  For musically inclined 
  judges, the song that Charlton sings is included in 
  Appendix I. 
  At APL 6, one of the spiders on the map has been crushed 
  by a falling rock; although the prisoners were unharmed, 
  the spider is dead (so there are only two to fight instead 
  of three).  At APL 8, there is an additional spider beside 
  the ones on the map that carries no prisoners.  At APL 10, 
  there is a succubus working with the drow.  At APL 12, 
  two retrievers accompany the drow.  At APL 14, one 
  retriever and one vrock accompany the drow. 
  APL 6 (EL 8) 
  � Sikitha of House Vae, female drow Clr1 of Lolth: 
  hp 7; see Appendix III. 
  � Drakd of House Vae, male drow Rog1: hp 6; see 
  Appendix III. 
  � Fiztulus of House Vae, male drow Cjr1: hp 5; see 
  Appendix III. 
  � Dreilia, Mastus, and Sedrius of House Vae, female, 
  male, and male drow Ftr1 (3): hp 9 each; see Appendix 
  III. 
  � Huge Monstrous Spiders (2): hp 68 each; see 
  Monster Manual. 
  APL 8 (EL 10) 
  � Sikitha of House Vae, female drow Clr2 of Lolth: 
  hp 14; see Appendix III. 
  � Drakd of House Vae, male drow Rog2: hp 11; see 
  Appendix III. 
  � Fiztulus of House Vae, male drow Cjr2: hp 9; see 
  Appendix III. 
  
  SHE3-02 Good Things Come in Small Packages 
   
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  � Dreilia, Mastus, and Sedrius of House Vae, female, 
  male, and male drow Ftr2 (3): hp 18 each; see Appendix 
  III. 
  � Huge Monstrous Spiders (4): hp 68 each; see 
  Monster Manual. 
  APL 10 (EL 12) 
  � Sikitha of House Vae, female drow Clr4 of Lolth: 
  hp 27; see Appendix III. 
  � Drakd of House Vae, male drow Rog4: hp 21; see 
  Appendix III. 
  � Fiztulus of House Vae, male drow Cjr4: hp 21; see 
  Appendix III. 
  � Dreilia, Mastus, and Sedrius of House Vae, female, 
  male, and male drow Ftr4 (3): hp 36 each; see Appendix 
  III. 
  � Huge Monstrous Spiders (3): hp 68 each; see 
  Monster Manual. 
  � Succubus: hp 41; see Monster Manual. 
  APL 12 (EL 14) 
  � Sikitha of House Vae, female drow Clr6 of Lolth: 
  hp 41; see Appendix III. 
  � Drakd of House Vae, male drow Rog6: hp 32; see 
  Appendix III. 
  � Fiztulus of House Vae, male drow Cjr5/AotS1: hp 
  32; see Appendix III. 
  � Dreilia, Mastus, and Sedrius of House Vae, female, 
  male, and male drow Ftr6 (3): hp 54 each; see Appendix 
  III. 
  � Huge Monstrous Spiders (3): hp 68 each; see 
  Monster Manual. 
  � Retrievers (2): hp 75 each; see Monster Manual. 
  APL 14 (EL 16) 
  � Sikitha of House Vae, female drow Clr8 of Lolth: 
  hp 54; see Appendix III. 
  � Drakd of House Vae, male drow Rog8: hp 42; see 
  Appendix III. 
  � Fiztulus of House Vae, male drow Cjr5/AotS3: hp 
  48; see Appendix III. 
  � Dreilia, Mastus, and Sedrius of House Vae, female, 
  male, and male drow Ftr8 (3): hp 72 each; see Appendix 
  III. 
  � Huge Monstrous Spiders (3): hp 68 each; see 
  Monster Manual. 
  � Retriever: hp 75; see Monster Manual. 
  � Vrock: hp 66; see Monster Manual. 
  The tactics for the drow can be found in Appendix III 
  along with details about their personalities and 
  backgrounds. 
  Treasure: The treasure consists of the possessions of the 
  drow. 
  APL 6: L: 464 gp; C: 0 gp; M: 2 potions of cure light 
  wounds (4 gp each); potion of sneaking (13 gp); 
  potion of invisibility (25 gp); Fiztulus’ spellbook (32 
  gp); potion of levitate (25 gp); wand of summon 
  monster I (1
  st level caster) (63 gp). 
  APL 8: L: 353 gp; C: 0 gp; M: 3 +1 breastplates with armor 
  spikes (117 gp each), +1 banded mail (117 gp), +1 
  studded leather (98 gp), 5 potions of cure light 
  wounds (4 gp each); potion of sneaking (13 gp); 
  potion of invisibility (25 gp); Fiztulus’ spellbook (32 
  gp); potion of levitate (25 gp); wand of summon 
  monster I (1
  st level caster) (63 gp); potion of jump (4 
  gp); potion of spider climb (4 gp). 
  APL 10: L: 353 gp; C: 0 gp; M: 3 +1 breastplates with 
  armor spikes (117 gp each), +1 light fortification 
  banded mail (367 gp), +1 studded leather (98 gp), 5 
  potions of cure light wounds (4 gp each); potion of 
  sneaking (13 gp); 2 potions of invisibility (25 gp); 
  Fiztulus’ spellbook (32 gp); potion of levitate (25 gp); 
  wand of summon monster II (3
  rd level caster) (375 
  gp); potion of jump (4 gp); potion of spider climb (4 
  gp), 4 cloaks of resistance +1 (83 gp each); 3 potions 
  of bull’s strength (25 gp each); Quaal’s feather token 
  (whip) (42 gp); oil of slipperiness (75 gp); bracers of 
  health +2 (333 gp); necklace of fireballs type I (138 
  gp). 
  APL 12: L: 260 gp; C: 0 gp; M: 3 +1 breastplates with 
  armor spikes (117 gp each), +1 light fortification 
  banded mail (367 gp), +1 studded leather (98 gp), 5 
  potions of cure light wounds (4 gp each); potion of 
  sneaking (13 gp); 2 potions of invisibility (25 gp); 
  Fiztulus’ spellbook (32 gp); potion of levitate (25 gp); 
  wand of summon monster III (5
  th level caster) (938 
  gp); potion of jump (4 gp); potion of spider climb (4 
  gp), 4 cloaks of resistance +1 (83 gp each); 3 potions 
  of bull’s strength (25 gp each); Quaal’s feather token 
  (whip) (42 gp); oil of slipperiness (75 gp); bracers of 
  health +2 (333 gp); necklace of fireballs type I (138 
  gp); 3 potions of endurance (25 gp each); potion of 
  wisdom (25 gp); potion of cat’s grace (25 gp); potion 
  of haste (63 gp); 3 +1 falchions (198 gp each). 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 13 
  APL 14: L: 260 gp; C: 0 gp; M: 3 +1 breastplates with 
  armor spikes (117 gp each), +1 light fortification 
  banded mail (367 gp), +1 studded leather (98 gp), 5 
  potions of cure light wounds (4 gp each); potion of 
  sneaking (13 gp); 2 potions of invisibility (25 gp); 
  Fiztulus’ spellbook (32 gp); potion of levitate (25 gp); 
  wand of summon monster IV (7
  th level caster) (1,750 
  gp); potion of jump (4 gp); potion of spider climb (4 
  gp), 4 cloaks of resistance +1 (83 gp each); 3 potions 
  of bull’s strength (25 gp each); Quaal’s feather token 
  (whip) (42 gp); oil of slipperiness (75 gp); bracers of 
  health +4 (1,333 gp); necklace of fireballs type I (138 
  gp); 3 potions of endurance (25 gp each); potion of 
  wisdom (25 gp); potion of cat’s grace (25 gp); 2 
  potions of haste (63 gp each); 3 +1 falchions (198 gp 
  each); necklace of fireballs type II (225 gp); cloak of 
  elvenkind (167 gp); potion of blur (25 gp); potion of 
  cure serious wounds (63 gp); scroll of Evard’s black 
  tentacles (7
  th level caster) (58 gp). 
  The tunnel the drow were headed towards has also 
  collapsed due to a trap that the ghost forced the drow 
  rogue to trigger at the same time that PCs triggered the 
  cave-in (the collapsed tunnel ahead of the PCs is only one 
  mile deep with rocks).  The only obvious direction to 
  head in is down a side tunnel (which leads to Dartun 
  Dasco’s tomb and is the direction that Charlton is being 
  “pulled” in).  If the PCs instead attempt to clear the one-
  mile of rocks that block off passage further into the 
  Underdark, allow them to do so and then start throwing 
  squads of retrievers at them until they turn back around 
  and head towards the tomb (after all, they did just kill a 
  priest of Lolth). Other Underdark terrors are also 
  appropriate (just put a good scare into the PCs until they 
  head to the tomb).  If the PCs attempt to clear away the 
  passage back to Riverside, it will cause additional cave-ins 
  and thus will never be successful. 
  If the PCs complain that they are being forced to march 
  to the one tunnel, smile devilishly at them, they are, of 
  course, right.  Eventually, they will go into Dartun’s 
  tomb. 
  Encounter Five: 
  Those Who Refuse to 
  Understand History 
  The side tunnel leads to a natural cavern that has served 
  as the tomb of Dartun Dasco for centuries. The journey to 
  the tomb should take about 10 minutes (at a normal 
  dungeon crawling paces).  
  The underground tunnel appears to open up onto the 
  floor of a worked stone area. It looks quite large based 
  upon what you can see with your light source (or 
  darkvision). 
  When the PCs enter the tomb:  
  This appears to be a gigantic worked-stone tomb set 
  within the cave. A number of braziers suddenly light 
  up the room in its entirety as the first of you enters.  
  A large pair of stone doors can be seen opposite the 
  crevasse from which you emerged. A number of 
  murals depict armed troops bearing heraldic symbols 
  of a black lion on a red field (Knowledge (local – 
  Keoland) or Knowledge (nobility and royalty) DC 5 to 
  identify as Keoland) standing guard outside a hillside; 
  others depict similar troops marching across a field 
  towards a lone standard bearer of a flag marked with 
  the symbol of a black and white griffon (Knowledge 
  (local – Geoff) or Knowledge (nobility and royalty) DC 5 
  to identify as Geoff, DC 15 to identify as actually the 
  Gonfallon of Geoff). A stone bier stands at the center 
  of this chamber cloaked in a thin layer of dust and 
  cobwebs. The air here is stale and stuffy. 
  Dartun Dasco (see Appendix IV) will attempt to possess 
  Charlton Pendal Dasco or another member of the party 
  now.  If Charlton is present, he automatically fails his 
  saving throw and is possessed.  Otherwise, he will 
  attempt to possess a Suloise noble PC, a human noble PC, 
  or a human PC, in that order.  If all else fails, he will 
  attempt to possess one of the PCs possessions (see 
  Appendix IV for details on Dartun’s possession ability).  
  Dartun will not take control of his victim; he simply 
  enters the victim’s body for the time being. 
  All APLs (EL 20) 
  � Dartun Dasco, Male Human Ghost Brd7/SpyMstr9: 
  hp 144; see Appendix IV. 
  When the PCs investigate the bier further: 
  The bier is elegantly carved on its face in the form of 
  a man of fine Suloise features wearing a breastplate 
  and armed with a superiorly crafted and engraved 
  short sword and a shield bearing the heraldic symbol 
  of Keoland emblazoned upon it.  Other heraldic 
  symbols appear upon the shield’s face include that of 
  a scroll and quill held in the beak of an egret. An 
  inscription is found above the head of the sculpted 
  man. 
  A Knowledge (nobility & royalty) check (DC 15), a 
  knowledge (local – Sheldomar Valley) check (DC 25), a 
  Knowledge (history) check (DC 20), or a Bardic 
  Knowledge check (DC 20) will confirm that the heraldry 
  is that of House Dasco of Keoland (Charlton knows this 
  without making a check, of course). A Knowledge 
  
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  Page 14 
  (history) check (DC 20) or a Bardic Knowledge check 
  (DC 25) will reveal the history of Dartun Dasco as it 
  appears in the LGG entry for Geoff (that he was sent to 
  find out why Geoff did not send support troops for 
  Keoland’s Short War with Veluna and that he was 
  assassinated, causing a war between Geoff and Keoland).  
  The inscription is in Ancient Suloise and reads, “Voice 
  for Tavish, a temporary rest until those who we 
  thought were our allies are punished for your death, 
  and you are returned home as a martyr to the Lion 
  Throne.”  
  Opening the bier reveals the remains of Dartun Dasco: 
  The bier’s stone top comes off with some straining, 
  revealing the corpse of a man-sized figure dressed in 
  what remains of rotting finery. Weapons and armor 
  corresponding to that on the lid cover the corpse’s 
  skeleton. Their quality is undeniable, bearing no rust 
  or other marks of age other than a slight coating of 
  dust. The shield’s lion head is in fact raised, and it 
  appears that the mouth may be moveable. On the 
  brim of the skull there is a jeweled circlet of silver. A 
  ring of gold inscribed with runes is on the left ring 
  finger, the entire body lies upon a fine velvet cloak of 
  red sewn with black and gold thread. 
  These items, except the ring, are the magic items under 
  Dartun’s description in Appendix I.  Do not describe 
  what these items are unless the character uses an identify 
  spell or similar means to identify them.  This is important 
  because, if they leave them here, the ghost will be more 
  powerful in the final encounter.  If the PCs loot the tomb 
  for personal gain, they receive the Graverobber! status on 
  their AR (see the Treasure Summary); if they behave 
  themselves, Charlton will offer them a chance to acquire 
  these items at a later date (see the Treasure Summary). 
  The ring is actually a magical gate (a one-way variation of 
  the ring gate; see the DMG).  If someone picks it up, they 
  can use it to travel to another location.  The ring is a one-
  way portal to Alistaire Pendal’s (see Charlton’s family 
  history in Appendix I) old demesne in the barony of 
  Davoniya in Bissel.  It was given to Dartun by his wife as 
  a wedding band.  They were unaware of its powers.   
  Charlton will be willing to use this ring to escape the 
  tomb as it is clear that the destination can be seen.  The 
  runes on the ring translate from Ancient Suloise to “The 
  Way Home is Always at Hand”.  If the ring is removed 
  from Dartun’s body, have the PC make a Spot check (DC 
  10), or, if it is purposely examined, read the following:  
  For a brief second you swear you saw a flash of light 
  coming from within the hole of the ring.  As you 
  continue to examine the ring, it seems as if the inside 
  of the ring is malleable to your touch.  You think you 
  see a room or chamber beyond, as if the inside of the 
  ring is a window to elsewhere.  
  If the PCs try, they will be able to pull the ring out to 
  accommodate the passage of up to Large-sized creatures.  
  Have fun describing warhorses squeezing through with 
  great frustration, etc.  As soon as a PC passes through the 
  gate, proceed to Encounter Six.  If the PCs attempt to 
  remove the ring from the tomb, it will disintegrate into 
  nothingness within 12 hours. 
  Treasure: The treasure consists of Dartun’s possessions, if 
  the PCs decide to loot the tomb.  However, no one will 
  buy the items from the PCs (so the PCs get no gp for 
  taking them) as they all radiate a detectable (but not 
  harmful) unearthly chill when held or worn.  If the PCs 
  take the items, they gain the item access on the AR for 
  them; otherwise, cross those items out on the item access 
  section of the AR. 
  Troubleshooting Spells Cast on Dartun 
  Detect Evil/Undead, Protection from Evil, etc.: Refer to 
  Appendix IV. 
  Reincarnate, Raise Dead:  The body is too old. 
  Resurrection, True Resurrection: As the corpse is 143 
  years old, the caster must be at least 15
  th level for the spell 
  to work. In addition, the ghostly form of Dartun must be 
  laid to rest or destroyed before casting the spell. 
  Speak with Dead: Will not work as the corpse is the 
  remains of an undead creature. 
  If the PCs manage to resurrect Dasco, he will accompany 
  the PCs, but, upon confronting the Princess, he will 
  attack her while she is alone rather than during an 
  audience with her (sometime after the scenario ends).  If 
  he is resurrected after the confrontation at the castle, he 
  will seek to wander the Sheldomar now that he has a 
  second chance to again influence the world.  His 
  alignment will shift to CN.  Make sure to report this 
  result on the Critical Events Summary. 
  Leaving through the Stone Doors 
  The doors have permanent hold portal and arcane lock 
  spells cast on them (18
  th level caster).  The doors and walls 
  have been treated to block passwall, teleportation, 
  dimension door, ethereal (but not astral) travel, and 
  similar effects. 
  � Stone Doors: 4 in. thick; hardness 10; hp 60; Break DC 
  43 (arcane lock, hold portal, 18
  th level caster). 
  Should the PCs persist and get through these doors, they 
  are in for a sinister surprise: 
  
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  You have finally breached the doors that lead from 
  the tomb. The fresh air that assaults your face is 
  enough of a reward for your endeavors, at least until 
  the rank smell of undeath assaults your nostrils 
  shortly thereafter. The sky here is overcast and you 
  assume from the shadows that you are in a valley on 
  the east side of the Hellfurnaces (Knowledge 
  (geography) DC 10 identifies this place as being in the 
  middle of the Stark Mounds).  As your eyes adjust to 
  the twilight conditions, you realize you are not alone. 
   Shadowy, nearly incorporeal human figures in armor 
  with red eyes that pierce through the surrounding 
  dimness can be seen patrolling this area.  The sounds 
  of horse hooves echoes through this area briefly as 
  you view a cavalry unit on the next hillside take flight 
  upon steeds of darkness with flaming hooves.  Here 
  and there, the scraps of battlements sway in the slow 
  breeze displaying the standard of a lion.  Legends 
  have been told of the Keoish Army that never reached 
  Gorna, and you fear that this may well be it. A retinue 
  of guards stands with their back to you as if an honor 
  guard for this tomb. 
  Give the PCs a chance to back into the tomb and close the 
  doors – make it suspenseful, but the swordwraiths 
  (corporeal undead that look like incorporeal armored 
  warriors; see the Fiend Folio for additional information as 
  the swordwraiths are not detailed in this scenario due to 
  the circumstances) will not take notice of them if they 
  do.  It would be most unwise for the PCs to announce 
  themselves.  There is really no place to hide in the 
  immediate area.  The area right in front of the tomb is a 
  parade ground.  There are hundreds of swordwraiths in 
  this area.  They are under orders not to parlay with 
  anyone not allied with them (as in all living creatures).  
  They will attack anyone who becomes visible to them.  
  They will not, however, enter the tomb.  
  To make matters more complicated, Charlton will refuse 
  to leave the tomb through the doors.  He thinks it is 
  suicidal, and has heard of the powers (they drain a victim 
  of his Strength on every hit) of these creatures from the 
  veterans of the Battle of Ravonnar.  The commoners, if 
  they were saved, will be afraid of both the swordwraiths 
  and the portal.  A Diplomacy, Bluff, or Intimidate check 
  (DC 10 + the APL) would be appropriate to get them to 
  leave the area through either method.  If the PCs retreat 
  to the tomb and the swordwraiths are aware of them, the 
  swordwraiths will barricade the doors from the outside.  
  If the PCs attempt to fight their way through, the 
  hundreds of swordwraiths (and their nightmare steeds) 
  will mow them down and slay them (do not try to run the 
  combat; the PCs are simply overwhelmed).  The PCs are 
  dead and their bodies are unrecoverable except by 
  powerful spells like wish.  Please note this on the PCs’ 
  ARs.  Otherwise, the PCs only real alternative is to leave 
  through the ring gate. 
  Encounter Six: 
  There’s No Place Like Home 
  The ring gate will deposit the PCs inside an old audience 
  chamber of a ruined chateau once owned by Alistaire 
  Pendal I over two hundred years ago.  It is on the 
  outskirts of a good-sized village in the Barony of 
  Davoniya in the March of Bissel. The light the PCs saw is 
  either that of sunlight streaming through holes in the 
  roof, the glow of a cooking fire, or a lantern at night (as 
  appropriate to the time of day).  The details and 
  dimensions of the ruined chateau are left to the judge to 
  describe.  The PCs will find at least one coat of arms in 
  the chateau that may be identifiable as representing the 
  House of Pendal (Knowledge (nobility & royalty) DC 15; 
  Charlton can automatically identify it). 
  The source of the light can now be identified as you 
  come through this most unnatural tunnel.  A [beam 
  of sunlight/cooking fire/lantern] lights up the area 
  that you have entered.  Pulling yourselves through 
  you realize that you are in the ruins of what may have 
  been, at one time, a grand audience chamber.  
  The sounds of a loud argument, between an 
  authoritative voice in Common and a heavily 
  pleading voice with a Baklunish-accent, can be heard 
  from an adjoining chamber. 
  This is Johann Elmcroft, a Knight of the Watch, who 
  wishes to remove some Baklunish refugees (15) from the 
  premises. These Baklunish sought shelter here in the 
  winter and are now being evicted by the Knights of The 
  Watch (Elmcroft and 5 others) who believe they are 
  Ketite spies (because Elmcroft claims they are; he has a 
  deep hatred for the Baklunish since he lost family in the 
  war).  The Baklunish are pitiful, poor citizens of northern 
  Bissel who fled here during the war and only wish to 
  raise their large family in peace.  
  The PCs may interact with them as they wish, but, before 
  a resolution can occur, a retinue of Gran March soldiers 
  also arrives and states that they demand custody of the 
  Baklunish as tax evaders (for not paying for the benefit of 
  staying at the estate for the winter).  They are to be taken 
  into custody and brought before Baron Odovacar 
  Marcomir III, who is strongly allied with the Gran 
  March and thus has a small number of Gran March 
  troops at his command. 
  As the PCs may not be in the best of physical shape at this 
  point, this could be an interesting situation.  Make sure 
  the PCs interact with all of these forces. The Baklunish 
  
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  may plead that they intervene on their behalf, etc. In the 
  end, whether through PC action or inaction, they will 
  end up on somebody’s good side.   Let the PCs negotiate 
  by role-playing (with or without accompanying skill 
  checks).  Also keep track of how each PC acts in this 
  encounter as it will affect their ability to influence the 
  ghost of Dartun Dasco in the next encounter. 
  In the end, a resolution will eventually happen (what the 
  end result is doesn’t really matter for the purposes of this 
  scenario, but it should be noted on the Critical Event 
  Summary).  Once a resolution occurs, the party may be 
  approached by a member of the Gran March force 
  (Private Kern) who has seen Charlton before.  This will 
  only occur if Charlton is with the party or the PCs 
  mention Charlton in his presence. 
  Private Kern was a member of the unit that was on a 
  mission to capture Charlton (in Getting There is Half 
  the Fun).  He has since learned that his mission was 
  unauthorized; it was arranged by Captain Gulrm Hanston 
  (actually Rhoidin Lidion Thaln, a Scarlet Brotherhood 
  agent).  Kern tried to report this incident to Gran March 
  military command, but he made the mistake of doing this 
  by going to the next in command, Captain Rys Hooden, 
  who is actually the leader of this Scarlet Brotherhood 
  infiltration and a powerful doppelganger.  So high 
  command in Gran March is unaware of the specifics of 
  the incident (although they are desperately trying to 
  track down the details and those responsible).  Kern’s 
  unit was split up and reassigned to dangerous and 
  undesirable missions soon after the failed (and 
  unauthorized) mission (by Rys, of course). 
  Kern will apologize to Charlton for the misconceptions 
  that caused his unit to attack him and explains the 
  strange behavior of his former commanding officer.  He 
  will explain that he was reassigned after he attempted to 
  make his report about the betrayal of his former captain 
  (the one responsible for the fake mission).  Other 
  members of his patrol were likewise given new 
  assignments and none have been seen again.  He tells the 
  PCs that he made his report to Captain Rys Hooden, who 
  is now stationed in the far eastern Gran March town of 
  Lortenford, on the border with the Duchy of Ulek.  He 
  believes Rys was the one responsible for his current 
  assignment. 
  At this point, the PCs will have the option of going 
  straight to Hochoch (Encounter Seven) or going after the 
  Gran March traitor (Encounter Eight).  They can 
  undertake these tasks in either order. 
  For his part, Charlton would prefer to go to Hochoch 
  first, but he will go along to Gran March as he does have 
  an interest in revealing the persons behind the 
  assassination plot.  
  Proceed to Encounter Seven or Eight, depending on the 
  decision of the PCs. 
  Encounter Seven: 
  Are Doomed to Repeat It! 
  The trip to Hochoch is mostly uneventful this time.  On 
  the journey, all of the PCs experience the same 
  nightmare, but on different nights.  The nightmare is: 
  It is a pleasant spring evening somewhere in the 
  Grand Duchy of Geoff. You are not sure how you 
  know this, but you are sure of it. A party is up the 
  road waiting to receive you. The usual pleasantries are 
  exchanged. They know why you are here, the official 
  reason anyways. You turn and make you way back to 
  you entourage.  Suddenly, a barrage of arrow sinks 
  into your flank. You fall to the ground. As you try to 
  get up, a wire comes around your throat. Gasping for 
  air, you turn around to see hands, pale hands and a 
  mark of red. Then nothing but darkness. . . 
  Upon reaching Hochoch, the town will seem unusually 
  deserted.  The PCs quickly learn that the Brenin (Grand 
  Duke) is preparing his forces for the retaking of Gorna.  
  He and his highest advisors are in the field.  Most of the 
  soldiers are gone, as are most of the griffon guard. 
   Abinar is gone.   The High Seneschal is gone.  This leaves 
  Colwyn, the Chancellor, Calisse, the Grand Duchess, 
  Calisse’s Chosen, her personal guards, and Briallen, the 
  Druidess.  Briallen, the Druidess, is attending to her 
  duties, but is close by in case Calisse has need of her.  
  With Calisse so close to term, Briallen is never very far 
  from Calisse.  Calisse’s Chosen are always near her. 
  DM Note: The Brenin has recently fortified Hochoch 
  against magical penetration by the Giants and their 
  forces.  Few individuals no exactly what has been done, 
  but the effects are obvious to most spellcasters.  No 
  magical methods of transport that depend on the Astral 
  Plane function while the caster is in Hochoch.  A few 
  special areas in the city are exempt from this effect, but 
  the PCs won’t be traveling to any of them. 
  An announcement of the arrival of Charlton Pendal 
  Dasco will quickly earn the PCs entrance to the castle, 
  Caer Dwr Gwyldy.  Upon arrival at the Castle they will be 
  given lodgings by Colwyn (and baths) and told that 
  Grand Duchess Calisse will receive them after enjoying 
  dinner with them as guest. 
  Eveningfest is a rather chaotic affair.  Only knights 
  (Malagari, Watch, Dispatch, Veluna, Hart, etc.), paladins 
  
  SHE3-02 Good Things Come in Small Packages 
   
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  of respected churches in the Sheldomar, members of 
  Calisse’s Chosen, and nobles would be invited to sit at the 
  high table with her.  Others would have to sit at the lower 
  tables, unless they can convince the Chancellor that they 
  belong there according to their deeds (Diplomacy Check 
  DC 16 + the APL, or use an influence point with Calisse, 
  the Brenin or the Chancellor).  Characters at the low 
  tables will not be able to dine with Calisse, but they could 
  come up and talk with her as time permits.  Anyone at 
  the high table will get a +2 on Charisma-based checks  
  when dealing with other castle folk in this scenario. 
  After dinner, the PCs will be led by footmen to the 
  audience area for a formal reception. Calisse’s Chosen 
  accompany her to the reception.  Briallen is elsewhere in 
  the castle, taking care of other matters. 
  Formal introductions should be made if they have not 
  already occurred.  Eventually, Calisse will ask why 
  Charlton, if he is alive, has been dispatched to the Duchy. 
   If Charlton is dead for the purposes of this scenario, then 
  allow the PCs to present the gift.  If it is forgotten about, 
  she will mention that stories have reached her that 
  Charlton was carrying some type of parcel before he died. 
   Though if the PCs have come all the way here, they 
  probably intend to present the gift themselves.  If 
  Charlton is here, he speaks now: 
   “Please be seated.  Grand Duchess Calisse, it is with 
  great honor that I am here before you today.  I have 
  two matters for which I have journeyed here, 
  although one may be of more interest to your 
  attendees this evening.  I must first address the 
  delayed concern.  It is with great humility that I must 
  announce my apologies for not attending to this 
  sooner.  Please allow the blame for this discourtesy to 
  fall on my immature shoulders and not that of my 
  liege, Duke Luschan.  Grand Duchess, in honor of 
  your nuptials and for the good of the Kingdom, I 
  present this gift in the name of Gradsul.” 
  Charlton [or a PC] presents a tiny chest to the Grand 
  Duchess.  As she takes it from his hands she lets out a 
  little gasp and places it down on the floor before her.  
  It seems one of the sigils on its surface is glowing. 
  An image is projected from the sigil of a man in Sea 
  Mage’s robes. [For those who have seen his image 
  before, it is Drawmij of the Circle of Eight.]   He 
  repositions his spectacles upon his nose and looks at 
  the Grand Duchess. 
  “Drawmij? Is that you?” asks the Princess. 
  The image speaks. “Greetings Princess Calisse.  No 
  wait, you would be a Grand Duchess by now.  Terribly 
  sorry about that slip.  Hard to keep your time lines 
  straight in your head, y’know.  Programmed illusions 
  are simply matters of getting the timing right.  Well, 
  where was I?  That’s it!  If my divinations are correct, 
  you should now be roughly ten months married to 
  Owen the Brenin.  I do intend to visit if you will have 
  me, but I am afraid I have other matters to attend to 
  at the moment. 
  Oh yes, I nearly forgot.  I do hope this belated gift 
  finds you well.  If everything went as expected than 
  Charlton has delivered this to you just on time.  Not 
  for the wedding of course, but rather for your 
  upcoming birthing. 
  Charlton, I do hope you are there. I did not mean to 
  deceive you, but I foresaw that you needed to go 
  through your right of passage. I told your uncle I 
  would make a man out of you yet. For you to make it 
  here, now, certainly shows that you will live up to 
  your uncle’s expectations. 
  Now princess, open the box, and receive my gift.” 
  She does so, and removes a beautiful amulet. 
  “Hopefully you have found the jewelry. Please put 
  this on immediately.” 
  Calisse does so. 
  “Now stand back from the box and say the word 
  activus.” 
  As Calisse does so, the chest enlarges to the size of a 
  small banquet table. 
  “Now, Princess I am, of course, aware of how much 
  you loved those metal dancing figurines that you had 
  as a child.  You delighted to watch them animate . . .” 
  An alarmed look passes over Calisse’s face. 
  “ . . . with that in mind, I made you a complementing 
  guardian. A knight in shining armor, if you will, for 
  your dancers . . .“ 
  A large construct stands up in the opened chest and 
  steps out facing Calisse.  It is crafted to resemble a 
  man in armor decorated as a Keoish Knight. 
  “Oh, Drawmij you shouldn’t have,” she says 
  apprehensively.  
  The image continues, “… that will act as a guardian 
  for both you and your unborn child.  I do hope you 
  like it.  You will have to excuse me now, I will be 
  traveling for some time, but will contact you again 
  soon my dear.” 
  Give the players a chance to interact with Calisse.  She 
  will inform them that her music box had mithral dancers 
  
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  that animated and attacked her shortly before her 
  wedding 
  (during 
  a 
  Geoff/Keoland 
  cross-regional 
  interactive).   For successfully deliver the gift to Calisse, 
  the PCs receive the favor of Drawmij; see the Treasure 
  Summary for details.  Calisse’s new protector is a runic 
  guardian: 
  All APLs (EL 10) 
  � Runic Guardian: hp 128; see Appendix I. 
  While all this is going on, Dartun will attempt to take full 
  control of whoever he is possessing.  If this is Charlton, 
  he automatically succeeds.  If not he will attempt to 
  possess his current victim; have them make a save to 
  avoid that fate.  If the PC succeeds at its check, Dartun 
  will move on to possessing another PC, and, failing that, 
  he will attempt to possess any of a number of unattended 
  weapons in the hall (see Appendix IV for more 
  information).  As a last resort, during the combat, he will 
  manifest and fight accordingly. 
  All APLs (EL 20) 
  � Dartun Dasco, Male Human Ghost Brd7/SpyMstr9: 
  hp 144; see Appendix IV. 
  As soon as Dartun releases possession of someone, all of 
  their hair turns white and they suffer the effects of The 
  Marks of the Passage of Time unless they make an 
  immediate Fort save (DC 23); see the Treasure Summary 
  for more information.  
  Assuming that Dartun can possess something with a 
  mouth, read the following: 
  “Is this how we reward those who lay down with our 
  enemies?  We shower gifts upon those who prefer to 
  bed our enemies rather than punish them, as they 
  richly deserve.  So that’s how the times have changed 
  the once proud Keoish.  Such weakness.  I for one 
  have seen enough.” 
  Dartun’s first act is to use his frightful moan.  Every 
  member of Calisse’s Chosen automatically fails their Will 
  saves and is panicked for the rest of the combat.  It is up 
  to the PCs to save the day! 
  Dartun will make every effort to use the body/object he 
  is possessing to attack Calisse.  The runic guardian will 
  intervene to protect the Grand Duchess.  Calisse is an 
  Ari2/Wiz2, so assume she is carrying appropriate 
  protective spells and will cast them on herself.  If she 
  sustains more than 5 points of damage, a contingency 
  spell kicks in; Briallen enters the room via a tree in the 
  corner and magically transports herself and Calisse to the 
  Brenin via a transport via plants spell.  The combat 
  should resolve quickly enough that the Brenin and 
  Calisse won’t return to the hall in time to effect the 
  outcome.  It’s up to the PCs to resolve this situation.  
  Dartun will sing a song as he attacks (the words to the 
  song are in Appendix IV).  Dartun will also interact with 
  PCs as appropriate.  Keep in mind that if his current host 
  body is dropped, Dartun will simply take appropriate 
  actions to inhabit another body/object and then continue 
  to attach the Grand Duchess (or the PCs if she has 
  escaped). 
  It is quite likely that Dartun will overpower many groups, 
  especially if inhabiting powerful PCs and using good 
  tactics.  Dartun is smart.  If they destroy or incapacitate 
  one body he will simply possess another and use the PCs 
  own allies to destroy them.  A better and perhaps more 
  permanent method to resolve this situation is to convince 
  Dartun that the times have changed for the better and 
  that he should rest.  In fact, this is the only likely course 
  of action that the PCs will have unless they are very 
  powerful and are fortunate in their tactics and rolls.  The 
  situation is meant to be resolved by diplomacy, but don’t 
  tell the PCs this.  Let them figure it out themselves; 
  Dartun’s comments should lead the PCs to realize that 
  they might be able to reason with him. 
  Note: As an EL 20 encounter, Dartun could easily destroy 
  most parties.  Use him to terrify the PCs and make sure 
  they are aware of the incredibly powerful threat they 
  face.  But don’t commit a wholesale massacre of the party 
  unless the PCs leave you no alternative.  Even then, 
  Dartun strikes to disable (not kill) unless provoked or 
  attacking Calisse.  If he has disabled everyone in the hall 
  and Calisse is no longer there, Dartun leaves and takes up 
  permanent residence in the castle, haunting it for years to 
  come. 
  Once the PCs realize they need to try to communicate 
  with Dartun and convince him to stop his attacks, allow 
  them to role-play an attempt to sway his attitude.  He 
  starts with an attitude of Hostile so it takes a Diplomacy 
  check (DC 35) to change his attitude to Friendly, at 
  which point he will listen to what the PCs have to say.  If 
  they make convincing arguments as to why things have 
  changed for the better, Dartun will agree to stop 
  hostilities and lay down to a permanent rest. 
  Negotiating with the ghost may cause some Knights of 
  the Malagari to face a horrible situation – whether to 
  consort with undead (a forbidden act) or let many 
  innocents die so as to not perform this forbidden act. 
  The following circumstance modifiers should be applied 
  to the Diplomacy check to calm Dartun:  PC is Suloise +2, 
  PC is Flan –2, PC is Keoish +4, PC is Gyri –4, PC is 
  Velunese –2, PC saved the prisoners of the drow +8, PC 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 19 
  showed compassion to the Baklunish squatters in Bissel 
  +2, PC obtained lodging for the Baklunish squatters and 
  made sure they were not imprisoned +6, PC exposed the 
  false captain in Gran March +5, PC made comments 
  about incompetent Keoish nobles –4, PC is Keoish noble 
  +4, PC recovered Dartun’s body for reinternment in 
  Keoland +4, PC promised to return for Dartun’s body so it 
  could be brought back to Keoland +2, PC looted Dartun’s 
  tomb for personal gain –8, PC convinced Charlton to stop 
  drinking +6, PC denounced the ancient Gyri for using 
  necromantic magics at Gorna +4, PC is Knight of the 
  Watch/Dispatch/Malagari +4, PC is Herald of Keoland 
  +4, PC made disparaging remarks about the King of 
  Keoland –4, PC saved Charlton’s life +2 per occurrence, 
  PC is Calisse’s Chosen –1, and/or PC makes eloquent 
  statements (DM’s discretion) +1 to +4. 
  If the PCs opt to instead attempt to destroy the ghost, run 
  the combat accordingly, and, if they succeed, check to see 
  if Dartun is permanently destroyed (as per the MM) and 
  indicate this on the Critical Events Summary.  Do NOT 
  tell the players whether they have destroyed the ghost 
  permanently. 
  If the PCs finally view the ghost of Dartun Dasco by 
  itself, and its uses it horrific appearance ability describe 
  the following: 
  The spectral form of a young noble Suloise man 
  manifests before you, as you watch, his body becomes 
  riddled with blood stains. Blood spouts from the 
  innumerable piercing wounds across his sides. He 
  then begins to asphyxiate, a gurgling comes from his 
  mouth, and his eyes bulge out well beyond their 
  normal means. Suddenly, large red welts appears on 
  the sides of his neck which goes limp as if broken . . . 
  Should they convince Dartun to lay himself to rest, read 
  the following:  
  The ethereal form of the once proud ambassador 
  looks at you intently, as if dwelling on your words.  
  “What have I done?  It has always been my aim to 
  serve my country and my King.  It is now clear to me 
  that my time on Oerth has long passed.  My King is 
  dead, and it is time for a new generation to do things 
  their way.  Much as a testator should not be able to 
  forever control his heirs with his icy grip, I now too 
  must obey the laws of nature and allow you to inherit 
  the guardianship of the Empire or at least the ideals 
  for which it stood.  Forgive me for my wrongs unto 
  your persons, an unfulfilled desire can control you 
  long after the wants of hunger and air are of no 
  concern.  Bold heroes, question whether you affairs 
  are in order and remain true to your ideals, or perhaps 
  you too may roam this valley as the restless dead.” 
  With that the figure fades away.  
  Eventually the Brenin and Calisse and their retinue will 
  return and secure the castle. They will be greatly pleased 
  if the PCs have things under control, and the PCs will 
  earn their favor and Charlton’s as well (see the Treasure 
  Summary). 
  If Charlton is alive, he will then present a sealed scroll to 
  the Grand Duke and Duchess.  Inside is a Proclamation 
  from the Council of Niole Dra announcing that Charlton 
  is to be the new ambassador to Geoff.  As the cap to the 
  scroll tube is removed, a projected image of Drawmij 
  again addresses the on-lookers: 
  “Hello again Grand Duchess, look at me, I got it right 
  this time.  Salutations, good Grand Duke.  If this 
  message finds you well then my divinations were 
  correct than Charlton’s companions have served you 
  well today.  I know what you’re thinking Grand 
  Duchess; I apologize for the mix up with the 
  construct.  Had I known what would have occurred at 
  the wedding at the time I made it, I would have just 
  given you some fine tableware instead.  Well, you can 
  just direct it to me for return – just command it to 
  walk right into the Azure.  I will have something 
  come along and pick it up.  Of course, if you would 
  rather keep it, that’s fine too, you have no idea how 
  hard it is to find good sculpture these days . . . 
  My goodness, I nearly forgot.  I did sorta arrange a 
  replacement gift.  Look inside the scroll tube.” 
  Calisse looks over the parchment inside.  “Why 
  Charlton, it’s a proclamation of the Council of Niole 
  Dra.  Look.” 
  He does so. “It says that I am to be Skotti’s 
  ambassador to you, your Lordship.” 
  The Brenin adds “I would welcome your counsel dear 
  Charlton, the Gyri have waited too long to have a 
  Dasco at their table.” 
  If the PCs wish to follow up on the mysterious Gran 
  March commander, they can do so now, but Charlton 
  will not accompany them further. Proceed to Encounter 
  Eight. 
  Encounter Eight: 
  The Wolf in Wolf’s Clothing 
  Following up on Private Kern’s information, the PCs will 
  travel to the far eastern town of Lortenford in Gran 
  March on the border with the Duchy of Ulek. 
  Members of the Gran March military will have no 
  problem arranging an audience with Captain Rys 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 20 
  Hooden.  All others must use appropriate Influence 
  Points or make successful Diplomacy, Bluff, or 
  Intimidate checks (DC 14 + the APL) to find out where in 
  town Rys is stationed and to gain access to him. 
  The PCs only have to wait a short time for an audience. 
  During this time Rys (a doppelganger who works for the 
  Scarlet Brotherhood and is trying to weaken relations 
  between all of the nations of the Sheldomar Valley) will 
  use his powers to try to get an idea of what the PCs are up 
  to and prepare for their visit.  Rys will attempt to bluff, 
  persuade, or otherwise trick the PCs into believing that 
  nothing is amiss.  DMs should be creative in their story-
  telling here.    If all else fails, Rys will use all of his 
  capabilities to insure that he is not exposed.  He will fight 
  to the death as capture is an unacceptable result to his 
  mission. 
  APL 6 (EL 9) 
  � Captain Rys Hooden, Doppelganger Enc6: hp 50; 
  see Appendix V. 
  APL 8 (EL 11) 
  � Captain Rys Hooden, Doppelganger Enc8: hp 57; 
  see Appendix V. 
  APL 10 (EL 13) 
  � Captain Rys Hooden, Doppelganger Enc10: hp 65; 
  see Appendix V. 
  APL 12 (EL 15) 
  � Captain Rys Hooden, Doppelganger Enc12: hp 72; 
  see Appendix V. 
  APL 14 (EL 17) 
  � Captain Rys Hooden, Doppelganger Enc14: hp 80; 
  see Appendix V. 
  Any Gran March military member who exposes Rys for 
  what it truly is earns a Commendation (see the Treasure 
  Summary). 
  Treasure: The treasure consists of the possessions of the 
  doppelganger. 
  APL 6: L: 40 gp; C: 100 gp; M: Rys’ spellbook I (38 gp), 
  headband of intellect +2 (333 gp), scroll of protection 
  from arrows (3
  rd level caster) (13 gp), scroll of haste 
  (5
  th level caster) (31 gp), wand of magic missile (5
  th 
  level caster) (313 gp), pearl of power (1
  st level) (83 
  gp). 
  APL 8: L: 40 gp; C: 100 gp; M: Rys’ spellbook I (38 gp), 
  headband of intellect +2 (333 gp), scroll of protection 
  from arrows (3
  rd level caster) (13 gp), scroll of haste 
  (5
  th level caster) (31 gp), wand of magic missile (5
  th 
  level caster) (313 gp), pearl of power (2
  nd level) (333 
  gp). 
  APL 10: L: 40 gp; C: 100 gp; M: Rys’ spellbook I (38 gp), 
  Rys’ spellbook II (60 gp), headband of intellect +4 
  (1,333 gp), scroll of protection from arrows (3
  rd level 
  caster) (13 gp), scroll of haste (5
  th level caster) (31 gp), 
  wand of magic missile (5
  th level caster) (313 gp), pearl 
  of power (3
  rd level) (750 gp). 
  APL 12: L: 40 gp; C: 100 gp; M: Rys’ spellbook I (38 gp), 
  Rys’ spellbook II (60 gp), cloak of charisma +2 (333 
  gp), headband of intellect +4 (1,333 gp), scroll of 
  protection from arrows (3
  rd level caster) (13 gp), 
  scroll of haste (5
  th level caster) (31 gp), wand of magic 
  missile (5
  th level caster) (313 gp), pearl of power (4
  th 
  level) (1,333 gp). 
  APL 14: L: 40 gp; C: 100 gp; M: Rys’ spellbook I (38 gp), 
  Rys’ spellbook II (60 gp), cloak of charisma +2 (333 
  gp), headband of intellect +6 (3,000 gp), scroll of 
  protection from arrows (3
  rd level caster) (13 gp), 
  scroll of haste (5
  th level caster) (31 gp), wand of magic 
  missile (5
  th level caster) (313 gp), pearl of power (5
  th 
  level) (2,083 gp). 
   
   
  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.  Only include the 
  optional encounter xp awards if the PCs paid the 
  additional TUs to partake in those encounters. 
  Encounter Two: The Night Terrors 
  Defeat the fihyr(s) 
   
  APL 6 – 210 xp; 
   
  APL 8 – 270 xp; 
   
  APL 10 – 330 xp; 
   
  APL 12 – 390 xp; 
   
  APL 14 – 450 xp. 
  Encounter Four: Take Me to the River 
  Defeat the drow slaving party 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp; 
   
  APL 12 – 420 xp; 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 21 
   
  APL 14 – 480 xp. 
  Encounter Six: There’s No Place Like Home 
  Role-playing award for negotiating a peace in the conflict 
  at the chateau 
   
  APL 6 – 80 xp; 
   
  APL 8 – 125 xp; 
   
  APL 10 – 170 xp; 
   
  APL 12 – 215 xp; 
   
  APL 14 – 260 xp. 
  Encounter Seven: Are Doomed to Repeat It! 
  Story award for destroying the ghost or getting it to lay 
  down to rest 
   
  All APLs – 100 xp. 
  Encounter Eight: Wolf In Wolf’s Clothing 
  Defeat the doppelganger 
   
  APL 6 – 270 xp; 
   
  APL 8 – 330 xp; 
   
  APL 10 – 390 xp; 
   
  APL 12 – 450 xp; 
   
  APL 14 – 510 xp. 
  Total possible experience:  
   
   
  APL 6 – 900 xp; 
   
  APL 8 – 1,125 xp; 
   
  APL 10 – 1,350 xp; 
   
  APL 12 – 1,575 xp; 
   
  APL 14 – 1,800 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 (sell value)  
  Encounter Three:  The Audience 
   
  APL 6: L: 0 gp; C: 400 gp; M: 0 gp; 
   
  APL 8: L: 0 gp; C: 500 gp; M: 0 gp; 
   
  APL 10: L: 0 gp; C: 600 gp; M: 0 gp; 
   
  APL 12: L: 0 gp; C: 700 gp; M: 0 gp; 
   
  APL 14: L: 0 gp; C: 800 gp; M: 0 gp. 
  Encounter Four: Take Me to the River 
   
  APL 6: L: 464 gp; C: 0 gp; M: 165 gp; 
   
  APL 8: L: 353 gp; C: 0 gp; M: 751 gp; 
   
  APL 10: L: 353 gp; C: 0 gp; M: 2,333 gp; 
   
  APL 12: L: 260 gp; C: 0 gp; M: 3,678 gp; 
   
  APL 14: L: 260 gp; C: 0 gp; M: 6,091 gp. 
  Encounter Eight: Wolf in Wolf’s Clothing 
   
  APL 6: L: 40 gp; C: 100 gp; M: 811 gp; 
   
  APL 8: L: 40 gp; C: 100 gp; M: 1,061 gp; 
   
  APL 10: L: 40 gp; C: 100 gp; M: 2,538 gp; 
   
  APL 12: L: 40 gp; C: 100 gp; M: 3,454 gp; 
   
  APL 14: L: 40 gp; C: 100 gp; M: 5,871 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 504 gp; C: 500 gp; M: 976 gp; Total: 
  1,980 gp (800 gp); 
  APL 8: L: 393 gp; C: 600 gp; M: 1,812 gp; Total: 
  2,805 gp (1,250 gp); 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 22 
  APL 10: L: 393 gp; C: 700 gp; M: 4,871 gp; 
  Total: 5,964 gp (2,100 gp); 
  APL 12: L: 300 gp; C: 800 gp; M: 7,132 gp; 
  Total: 8,232 gp (3,000 gp); 
  APL 14: L: 300 gp; C: 900 gp; M: 11,962 gp; 
  Total: 13,162 gp (6,000 gp). 
  Special 
  � Graverobber! 
  You have taken, for personal gain and without the 
  permission 
  of 
  the 
  Dasco 
  family, 
  the 
  personal 
  possession(s) of Dartun Dasco from his tomb.  His 
  possessions were well known amongst the Keoish 
  nobility for their uniqueness and artistic qualities.  You 
  suffer a –10 to all Charisma-based skill or ability checks 
  while interacting with any NPC Keoish noble or Herald 
  while bearing _________________________________ (the item(s) 
  taken), until cleared of these charges publicly (consult 
  the Keoland Triad for details).  DMs have discretion in 
  assigning other penalties, as appropriate, in other 
  scenarios.  This effect can be negated by being pardoned 
  by King Kimbertos Skotti of Keoland (by using a favor of 
  the same in the process).  
  � The Marks of the Passage of Time 
  You have bourn a century-old ghost in your system, and 
  your system could not handle the shock. However, you 
  have also gained an insight into all of Dartun Dasco’s 
  memories.  You have aged sufficient years to place your 
  PC in the venerable age category and you suffer the full 
  effects of this aging: -6 to your Str, Con, and Dex scores 
  and +3 to your Int, Wis, and Chr scores until this effect is 
  reversed.  Any skill points gained from the ability 
  increase must be applied to either Charisma-based or 
  Knowledge skills. A greater restoration, limited wish, 
  miracle, or wish spell are the only spells that can reverse 
  the effects of this shock (removing the aging and the 
  modifications to the PC’s stats). 
  � Favor of the Archmage Drawmij 
  For an act that you have unwittingly performed on his 
  behalf, Drawmij owes you a favor.  This favor counts as an 
  influence point with Drawmij.  This favor may have 
  future uses as set by the campaign, but it has one specific 
  use now:  The PC can ask Drawmij to cancel the favor and 
  instead offer the PC the chance to purchase any one rod, 
  staff, or ring of value 24,000 gp or less from the DMG or 
  Tome & Blood.  If used this way, the PC spends 2 TUs 
  arranging for the purchase of the item with Drawmij (by 
  throwing a message in a bottle into the Azure Sea and 
  then traveling some great distance to pick the item up).  
  Please 
  list 
  the 
  item 
  purchased 
  here:  
  ______________________________________________. 
  � Favor of the Grand Duke and Duchess of Geoff 
  For protecting Grand Duchess Calisse and ending the 
  threat of Dartun Dasco to the kingdom, the Grand Duke 
  and Duchess will commission Court Mage Abinar to 
  upgrade any one weapon, armor, or shield of masterwork 
  quality or better to a +1, +2, or +3 version of that item. 
  This favor may only be redeemed during an adventure set 
  in Geoff (either a regional, an interactive, or a meta-
  regional).  Please list the item upgraded here:  
  ______________________________________________. 
  � Favor of the Charlton Pendal Dasco 
  You may ask Charlton to represent you while obtaining 
  any legal, non-magical good or service in the entire 
  Sheldomar Valley.  If you do so, the favor is used, but the 
  price of the good or service is reduced by 10%.  Any 
  number of goods or services can be the simultaneous 
  target of the bargain; however, whether or not the deal is 
  successful, the favor is consumed.  Use this favor only 
  during a regional or meta-regional set in the Sheldomar 
  Valley.  
  � Dartun’s Legacy 
  As a gift for their assistance and for their respect of 
  Dartun’s tomb, Charlton Pendal Dasco will hold any of 
  Dartun’s items in trust for the PC.  The PC can acquire 
  this item after any regional or meta-regional set in the 
  Sheldomar Valley by making a donation (equal to the 
  standard DMG cost of the item) to the war efforts of 
  Keoland in Geoff, the Azure Sea, or in the Principality of 
  Ulek.  The items available are: breastplate of command, 
  lion’s shield, sword of subtlety, cloak of charisma +4, and 
  circlet of persuasion. 
  � Fiztulus’ Spellbook 
   
  1
  st—[feather fall, grease, mage armor, magic missile, 
  obscuring mist, shield, spider climb, summon monster I]; 
  2
  nd—[fog cloud, glitterdust, Melf’s acid arrow, summon 
  monster II, summon swarm, web]; 3
  rd—[fireball, flame 
  arrow, haste, sleet storm, stinking cloud, summon 
  monster III]. 
   
  Market Price: 380 gp; Weight: 3 lbs. 
  � Rys’ Spellbook I 
   
  1
  st—[burning 
  hands, 
  charm 
  person, 
  endure 
  elements, expeditious retreat, hypnotism, mage armor, 
  magic missile, shield, sleep]; 2
  nd—[mirror image, resist 
  elements, Tasha’s hideous laughter, web]; 3
  rd—[hold 
  person, 
  slow, 
  stinking 
  cloud, 
  suggestion]; 
  4
  th—
  [confusion, Otiluke’s resilient sphere, phantasmal killer, 
  rainbow pattern]. 
   
  Market Price: 450 gp; Weight: 3 lbs. 
  � Rys’ Spellbook II 
   
  5
  th—[dominate person, feeblemind, mind fog, 
  persistent image]; 6
  th—[acid fog, mass suggestion, 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 23 
  mislead, programmed illusion]; 7
  th—[forcecage, insanity, 
  Mordenkainen’s sword, prismatic spray]. 
   
  Market Price: 720 gp; Weight: 3 lbs. 
  � Gran March Military Commendation 
  For revealing a high-level Scarlet Brotherhood operative 
  in the Gran March military, you have received a 
  commendation for your service to the Commandant. 
  Items for the Adventure Record 
  Item Access 
  APL 6: 
  � Headband of Intellect +2 (Adventure, DMG) 
  � Wand of Magic Missile (Adventure, 5
  th level 
  caster, DMG) 
  � Pearl of Power (1
  st level) (Adventure, DMG) 
  � Rys’ Spellbook I (Adventure, see above) 
  � Fiztulus’ Spellbook (Adventure, see above) 
  � Wand of Summon Monster I (Adventure, 1
  st 
  level caster, DMG) 
  � Breastplate of Command (Adventure, DMG) 
  � Lion’s Shield (Adventure, DMG) 
  � Sword of Subtlety (Adventure, DMG) 
  � Cloak of Charisma +4 (Adventure, DMG) 
  � Circlet of Persuasion (Adventure, DMG) 
  APL 8 (APL 6 Items plus): 
  � Pearl of Power (2
  nd level) (Adventure, DMG) 
  APL 10 (APL 6, 8 Items plus): 
  � Headband of Intellect +4 (Adventure, DMG) 
  � Pearl of Power (3
  rd level) (Adventure, DMG) 
  � Rys’ Spellbook II (Adventure, see above) 
  � +1 Light Fortification Banded Mail (Adventure, 
  DMG) 
  � Quaal’s Feather Token (Whip) (Adventure, 
  DMG) 
  � Oil of Slipperiness (Adventure, DMG) 
  � Wand of Summon Monster II (Adventure, 3
  rd 
  level caster, DMG) 
  � Bracers of Health +2 (Adventure, DMG) 
  � Necklace of Fireballs Type I (Adventure, DMG) 
  APL 12 (APL 6, 8, 10 Items plus): 
  � Cloak of Charisma +2 (Adventure, DMG) 
  � Pearl of Power (4
  th level) (Adventure, DMG) 
  � Wand of Summon Monster III (Adventure, 5
  th 
  level caster, DMG) 
  � Potion of Haste (Adventure, 5
  th level caster, 
  DMG) 
  APL 14 (APL 6, 8, 10, 12 Items plus): 
  � Headband of Intellect +6 (Adventure, DMG) 
  � Pearl of Power (5
  th level) (Adventure, DMG) 
  � Necklace of Fireballs Type II (Adventure, 
  DMG) 
  � Bracers of Health +4 (Adventure, DMG) 
  � Wand of Summon Monster IV (Adventure, 7
  th 
  level caster, DMG) 
  � Scroll of Evard’s Black Tentacles (Adventure, 7
  th 
  level caster, DMG) 
  � Cloak of Elvenkind (Adventure, DMG) 
  � Potion of Cure Serious Wounds (Adventure, 5
  th 
  level caster, DMG) 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 24 
  Appendix I: Dramatis Personae 
  Trad Kyerdylan 
  Trad was appointed to oversee the Fortress when his 
  father was killed during a recent siege. (Keoland 
  Interactive: The Last Stand of Fortress Ravonnar). He 
  is a stern and taciturn man who takes his responsibilities 
  seriously. He is a proud graduate of the Imperial Military 
  Academy. He has developed a strong dislike for undead 
  as a result of his father’s death and welcomes the 
  Hospitalers and their Priests of Pelor onto his lands. He 
  hopes that his people can recover from the damage that 
  has been done. His steed is a domesticated but fierce dire 
  lion. 
  � Trad Kyerdylan: male human Ari3/Ftr6; hp 63. 
  Lord Althon 
  Althon is a secretive man, a schemer who tries to give the 
  impression he is anything but. He is the Provincial Ruler 
  and a Knight of the Watch, although many think he has 
  another agenda as well. He does not get along with Trad, 
  there have been open disagreements between them. 
  � Lord Althon: male human Ari2/Ftr5/Knight of the 
  Watch4; hp 80. 
  Charlton Pendal Dasco 
  � Charlton Pendal Dasco, Barrister and Ambassador 
  for Duke Luschan of Gradsul: male human (Suel) 
  Ari3/Brd1/Ftr1; CR 5; medium humanoid (human); HD 
  3d8+1d6+1d10; hp 30; Init +2; Spd 30 ft.; AC 14 (touch 12, 
  flat-footed 12) [+2 Dex, +2 bracers]; Atk +7 melee (1d6/18-
  20, mw rapier) or +6 ranged (1d8/19-20, mw light 
  crossbow); SA bardic music; SQ bardic knowledge; AL 
  CG; SV Fort +3, Ref +5, Will +7; Str 10, Dex 12 (14), Con 
  10, Int 16, Wis 14, Cha 14.  Height 5’11”. 
   
  Skills and Feats: Bluff +9, Concentration +2, 
  Decipher Script +5, Diplomacy +15, Disguise +6, Escape 
  Artist +5, Gather Information +5, Handle Animal +3, 
  Intimidate +4, Knowledge (arcana) +6, Knowledge (law) 
  +4, Knowledge (history – Sheldomar Valley) +6, Perform 
  (lap harp) +7, Pick Pocket +5, Profession (barrister) +3, 
  Ride +7, Sense Motive +7, Spellcraft +5, Tumble +7; 
  Alluring (+2 bonus on Diplomacy checks and +2 to save 
  DC of all your mind-affecting, language-dependant 
  spells), Persuasive (+2 bonus on Bluff and Intimidate 
  checks), Trustworthy (+2 bonus on Diplomacy and 
  Gather Information checks), Weapon Finesse (rapier), 
  Weapon Focus (rapier). 
   
  Possessions: gloves of dexterity +2, bracers of armor 
  +2, potion of glibness, potion of charisma, masterwork 
  rapier, masterwork light crossbow w/ 20 bolts, 
  masterwork lap harp. 
   
  Spells Known  (2; base DC = 12 + spell level): 0—
  [detect magic, light, prestidigitation, read magic]. 
  Dasco is a most complex character. He returned to 
  Keoland after some time away on business for his liege to 
  find his childhood sweetheart was marrying the head of a 
  nation who had their hands in assassinating his esteemed 
  ancestor. Then turmoil struck the wedding, when 
  Princess Calisse was ensorcelled by foul magic. Her 
  saviors brought the villain to justice but in the process, 
  the diary, which was her medicine, was his poison, for it 
  revealed she did not care for him as much as she once 
  did. Dasco, like many of his ancestors, took to heavy 
  drinking in an attempt to drown his sorrows. 
  In the course of his bender and in shame he left Niole 
  Dra and took the alias of the wine merchant Polluc Zanst. 
   In doing so, he has inadvertently abandoned one of his 
  duties, presenting Duke Luschan’s gift at the wedding.  
  This led to the events of Getting There is Half the Fun. 
  Since that time, Charlton is a bit of a changed man.  He is 
  currently in the process of going cold turkey, giving up 
  his drinking.  This has some in game effects as explained 
  below.  The events of his adventure in Shellspring, the 
  attempt on his life, and his time amongst the squalor of 
  Fortress Ravonnar have sobered him up.  He takes his 
  duties very seriously now, and is proud that his actions 
  may have helped the growing union between Keoland 
  and Geoff.  However, he now has a bit of distrust for 
  those under the banner of the Gran March military. 
  If you haven’t guessed, justice (and not necessarily law) is 
  the most important thing to Dasco.  He comes from a 
  long line of “liberal” followers of Allitur.  He won’t 
  advocate breaking laws for profit, but to do so to get the 
  bad guy is ok in his book.     
  Important Role-Playing Notes:  
  When playing Dasco, emphasize the fact that he is 
  recovering from a drinking problem.  This plays out in a 
  number of ways.  Any time he is injured in combat, he 
  will have to make a Will save (DC 10 + hp damage 
  sustained) or attempt to get a drink.  If he is given one 
  and is allowed to finish it, he will fall into a stupor as if he 
  were shaken (-2 to attack rolls, damage rolls, skill checks, 
  saving throws, etc.).  Every time he has a drink, a -2 
  cumulative penalty is applied to future rolls for the next 
  twenty-four hours – which, depending on the 
  circumstances, could snow ball out of control.  As can be 
  imagined, this may greatly reduce his will resistance 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 25 
  against Dartun’s possession attempts.  For the effects of 
  Dartun’s possession on Charlton, see Appendix IV. 
  House Pendal 
  The following back history of the Pendal House would be 
  known to anyone with ranks in Knowledge (history – 
  Keoland) or Knowledge (nobility & royalty).  Relevant 
  parts may be know to someone with ranks in Knowledge 
  (history – Bissel).  Don’t just give the information to 
  them, the PC should ask first.  The DM should allow 
  parts of this to be revealed, as they see proper, on any 
  successful check using the skills above (DC 15), and the 
  whole history on a successful check (DC 30).  Give 
  Keoish Noble PCs, and any Keoish Ambassador, Herald, 
  or Barrister PC, a +2 circumstance bonus.  A Bardic 
  Knowledge check for this information is more 
  challenging (DC 20 for part of the history and DC 35 for 
  all of it). 
  One of the least known Noble Houses of Keoland, 
  amongst those in the court, the Pendals are (though not 
  in their presence) often referred to as “the Landlackers,” a 
  derogative jibe at their history. House Pendal is a 
  younger house compared to many others, and it was this 
  very quality that caused their fall from enfeoffment. 
  The patriarch of the House was Alistaire Pendal, a servant 
  to the Duke Tavish of Gradsul circa CY 286.  The Duke’s 
  son was a robust and aggressive lad who often would 
  wander into the nearby Dreadwood on adventurous 
  forays, bringing his servant Alistaire with him.  On one 
  such excursion, the retinue was beset by a pack of 
  lizardmen from the Hool Marsh.  Alistaire I was able to 
  say the life of Tavish II through diplomacy rather than 
  attacking the reptilian humanoids.  Tavish I rewarded his 
  servant by choosing to have him tutored in Arts & 
  Letters by the same professor as his own son. 
  Within a few years, Alistaire had earned the nickname, 
  “The Barrister Bard,” after breaking into singsong 
  soliloquies in the courts of law. Had his natural charisma 
  not been so overwhelming, the stodgy judges would have 
  held him in contempt. And after winning a case, Alistaire 
  could be found reveling in his own brand of rhetoric at a 
  nearby inn. 
  To Alistaire’s astonishment, Duke Tavish ascended to the 
  throne of the Lion in CY 287, and he accompanied his 
  master to their new court. In Niole Dra, Alistaire 
  continued his wily and wanton ways, arguing on behalf 
  of House Rhola by day and raising a ruckus at night. 
  It was a great surprise when Alistaire announced his 
  engagement to a young woman of Suloise descent named 
  Nymidia six months after arriving in the capitol. Old 
  rumors said that this woman was in fact an enchantress 
  who charmed her way onto his arm. Other legends 
  insinuate that this woman was fleeing an outlying 
  community in the Salinmoor that had convicted her of 
  witchcraft, and that she was using Alistaire as a shield 
  against them. 
  Whatever the reasons for their betrothal, they were 
  married in the winter of 288CY.  Coincidentally, (some 
  historians suggest consequently) Tavish the Great 
  partially abolished the prohibitions on magecraft later 
  the same year.  In the following years, Alistaire learned 
  some magical skills from his beloved.  
  In the year 291, Alistaire embarked upon a mission to 
  Ulek on behalf of his liege. In his absence, his dear 
  Nymidia began to swell with child. He returned carrying 
  a treaty of annexation of the Ulek states to the warm 
  embrace of his wife and newborn babe, and the glowing 
  approval of his liege, Tavish.  The child was given his 
  father’s name, and began immediately to charm his 
  nursemaids and other visitors with his good behavior and 
  infant coos.  
  Soon thereafter, in open court, Tavish I, with the full 
  approval of the Noble Council, awarded him title and 
  raised his station to their own, by giving him a parcel of 
  the Gradsul holdings. A young prince looked on with evil 
  thoughts. 
  In 301, Beory granted Alistaire a second son Julstin, but 
  Nymidia did not survive the delivery. The Barrister Bard 
  seemed to lose a bit of his flare after this, his songs a bit 
  more morose. But before it all could set in, Tavish the 
  Great dispatched him to the newly conquered Bissel 
  territory to oversee the creation of a court system. His 
  first son and namesake, nearing his adolescence, was 
  permitted to come with him.  The Elder Pendal embraced 
  this mission as it removed him from the painful 
  reminders of his departed wife. 
  The wee babe, Julstin, was left in the care of a wet nurse 
  at the Duke of Gradsul’s estate – the current lord then 
  being Tavish the Black Prince.  For many years, “Uncle” 
  Tavish fostered the Pendal child, rearing him in his own 
  understanding of the law – MIGHT makes RIGHT – and 
  sculpting him in his image.  
  The years in Bissel were as cold as Alistaire’s heart after 
  the passing of his wife. Although he instilled his son with 
  the love of the law, the history, and legends of the 
  Sheldomar, he could no longer express his love to his 
  son. Worse, what used to be his revel became his crutch, 
  often drinking himself into a stupor within minutes of 
  the close of court. 
  The young Pendal, with barely any supervision proved to 
  be as wily as his father in his youth. Upon reaching his 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 26 
  age of majority he left the Bissel holdings and embarked 
  to explore the Sheldomar on his own.  
  By the year 316, as Geoff was founded, Alistaire I had 
  reached his late ages.  Besodden with lamentable 
  libations, Tavish I recalled him from Bissel.  He returned 
  to his holdings in Gradsul to find the home and grounds 
  poorly maintained and his servants undisciplined.  
  Alistaire did not manage to reverse the course in this 
  matter and consequently entertained less and less often.  
  When he did his songs were dirges and his tales morose.  
  His son, Julstin would visit him on occasion and they 
  would quarrel so loudly that the house nearly shook.  
  One night, Julstin declared that Duke Tavish was more a 
  father than Alistaire could ever be and then renounced 
  his name and title.  He loaded his few things and moved 
  in with the Gradsul Rholas that night. 
  Elsewhere Alistaire II was sowing his wild oats and living 
  a carefree life in vivacious romps throughout the courts 
  and taverns of the Sheldomar valley.  
  It is well known that Tavish I was long in the tooth 
  before his son assumed the throne, what many did not 
  know was that, against all odds, his faithful servant lasted 
  just as long.  Some have speculated that the two were 
  both protected or perhaps even bound magically to one 
  another by some lost dweomer. That is mere speculation 
  by rumor mongering sages of today however. 
  What is known is that late on a cold spring night in 346 
  CY a contingent bearing the standards of Gand arrived at 
  the homestead of the Pendals.  They left late in the night 
  bearing the deed to all the family’s holdings signed by 
  Alistaire I himself.  No one knows how this negotiation, 
  if any, occurred for the patriarch had finally succumbed 
  to the years of alcohol abuse and entered into a final toxic 
  sleep.  King Tavish I died the same evening in his sleep.  
  As preparations were made for the grand coronation of 
  Tavish the Black Prince, the funeral of Alistaire I went 
  relatively unnoticed.  The matter came to a head when 
  his namesake returned.  He found himself evicted by his 
  neighbors and shunned by the Rholas who he knew 
  growing up.  Falling back upon the most basic precepts of 
  his legal education he turned to the courts of equity. 
  Pendal made a great case referring to the lack of 
  consideration given for the alleged sale of the land to 
  Gand.  He made the affirmative defense that his father 
  lacked the capacity to enter into such an agreement due 
  to his age, senility, and intoxication.  Evidence was given 
  and testimony heard for two weeks before the chancellor 
  was prepared to give his opinion.  All of the people of 
  Gand and Gradsul gathered to hear the ruling. 
  As the chancellor took the bench, the doors to the 
  courtroom were flung open. As the chancellor attempted 
  to restore order, a High Herald marched into the 
  chamber unrolled a scroll and ordered all proceedings in 
  the matter stayed.  The case was granted leave to be 
  argued at he King’s Bench with resolution to be 
  determined by the full Council of Niole Dra.  The 
  argument before the council was fast and furious.  
  Questions from the encircling princes shot at him in 
  verbal volleys that nearly overcame him.  And it went on 
  for four days.  Precedents.  Charters.  Treaties.  Property 
  rights.  The “sanctity” of contract.  Every argument made 
  and unmade and remade until every lord, including the 
  Black Prince was satisfied.  Each lord was attended by 
  their personal advisors and by barristers, to help 
  formulate their questions.  After all of this, an exhausted 
  Pendal was summarily dismissed so that the Lords could 
  consider their positions for the vote the next day. 
  Early the next morning, Tavish II called the Council to 
  order.  As was ordinary, many of the lords returned to 
  their holdings leaving their proxy to stay for the vote.  
  The nobles’ votes were counted and marked on a large 
  board in front of the King’s bench.  There was a dead tie. 
  Upon recount, it was observed that no one had voted for 
  Gradsul.  The King looked up and asked if there was 
  anyone there on behalf of his kin. 
  Julstin appeared for the Rholas and cast their vote against 
  his own family.  Tavish II looked down upon Alistaire 
  and informed him that he must vacate his family lands 
  and their seat on the Council.  However protest came 
  from a young noble of Monmurg.  She argued that there 
  was no vote on the latter condition and that if such was 
  true, then the King could do so to any noble without the 
  consent of the Council - such was an abuse of power.  The 
  cacophony that filled the chamber of what few remaining 
  nobles and the proxies stayed was deafening.  So it was 
  that the Pendals retained their title, but not their lands. 
  Alistaire II found sanctuary in another minor house.  
  Many of the nobles gained a respect for his abilities in the 
  Council Chamber.  They realized that he had his father’s 
  greatness, and that would make him useful . . . 
  Through the years since, Pendals have served in most if 
  not all of the noble courts as lawyers, diplomats, advisors 
  and courtesans.  All of the following generations held the 
  same natural gift for charisma – in some this manifested 
  as sorcerous powers, others are successful bards, and even 
  a few turned to the divine as successful paladins.  One 
  Pendal, Drella (a great-granddaughter), is even known to 
  have married the famed assassinated ambassador, Dartun 
  Dasco.  Charlton is directly descended from this union. 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 27 
  Charlton’s Song (Encounter Four) 
  This song is representative of the type that Charlton Pendal 
  Dasco would sing to inspire his allies. It should also help 
  establish his character. 
   
  “The Last Long Mile” 
  based on the song by the same name by Emil Breitenfeld. 
   
  VERSE: 
  Oh, they put me in the army and they handed me a pack, 
  They took away my nice new clothes and dressed me in a sack; 
  They marched me twenty miles a day to fit me for the war, 
  I didn't mind the first nine-teen but the last one made me sore: 
   
  CHORUS: 
  Oh, it's not the pack that you carry on your back, 
  Nor the pike leaning on your shoulder, 
  Nor the five inch crust of colored dust 
  That makes you feel your limbs are growing older, 
  And it's not the march across the land so harsh, 
  That wipes a - way  your smile, 
  Nor  the socks of sister's that raise the blooming blisters,  
  It's  the   last ------- long------ mile. 
   
  [Repeat] 
   
  VERSE: 
  Some day they'll send us to Gorna's with its streets so narrow, 
  Takin' pot shots at the Giants---, with our bows and arrow, 
  And some day we'll be marching through the town looking oh 
  so fine, 
  And then you bet we'll all forget these mournful words of mine: 
   
  REPEAT THE CHORUS 
  The Gift 
  The statistics provided below are official errata for the 
  earlier version of the box as it appeared in KEO2-07 
  Getting There is Half the Fun. The chest is tiny and 
  very ornate with numerous glyphs inscribed upon it.  
  Any wizard from the Sea Mages of Keoland may make a 
  Knowledge (arcana) or Knowledge (local – Keoland) 
  check (DC 25) to recognize that they have seen some of 
  the marks on the gift somewhere before but cannot 
  remember when or where. If any PC steals the box and 
  decides to leave the scenario with it, mark their AR to 
  reflect that this PC is out of play for the foreseeable 
  future.  An extremely powerful wizard who has a strong 
  interest in this matter has captured the PC.  The player 
  must contact the Circle representative for the Sheldomar 
  Valley meta-region (Steven Conforti, scon40@aol.com) if 
  they wish to see their PC return to play. 
  The box is under the effect of a Leomund’s tiny chest 
  spell.  It will grow to full size only upon one trigger - the 
  touch of Grand Duchess Calisse of Geoff.  It is arcane 
  locked by an 18
  th level caster. It is also fire trapped at that 
  level as well. 
  It also has the following greater glyphs of warding 
  inscribed upon the box by a 12
  th level caster.  These 
  glyphs are intentionally easy to find (Search DC 5).  In 
  fact the runes will even tell the examiner that the box is 
  protected by glyphs and should only be opened if it is 
  meant for them.  The glyphs will go off if anyone other 
  than the Grand Duchess Calisse tries to open the box, and 
  the box will not open for anyone other than the Grand 
  Duchess until all the glyphs have been triggered. The 
  glyphs will only go off one at a time in the following 
  order: blast [fire], blast [cold], blast [acid], blast 
  [electricity], blast [sonic], spell [blade barrier], spell 
  [insect plague], spell [flame strike], spell [summon 
  monster IV – celestial lion], and spell [searing light]. 
  The box is immune to legend lore and similar spells.  It 
  has acid, fire, electricity, cold, and sonic immunity. 
  The box contains an amulet for Calisse.  When she places 
  it on her neck, the box transform into a runic guardian to 
  protect her: 
  � Runic Guardian: CR 10; large construct; HD 17d10; 
  hp 128; Init +1; Spd 30 ft.; AC 28 (touch 10, flat-footed 27) 
  [-1 size, +1 Dex, +18 natural]; Atk +18/+13/+8 melee 
  (2d8+10 plus stunning strike, slam); Face/Reach 5 ft. by 5 
  ft./10 ft.; SA runic spells, stunning strike; SQ construct 
  traits, DR 30/+3, fast healing 10, find master, guard, 
  shield master, teleport without error; AL N; SV Fort +5, 
  Ref +6, Will +5; Str 24, Dex 13, Con -, Int -, Wis 11, Cha 1. 
   
  Runic Spells (Sp): A runic guardian can hold a 
  single inscribed spell of 6
  th or 7
  th level.  This spell must be 
  cast into the body when it is created.  The spell is 
  contained in the runes on the runic guardian’s head, 
  limbs, and torso.  This runic guardian can cast heal once 
  per day as a spell-like ability (17
  th level caster).  The runic 
  guardian discharges this spell either when directly 
  commanded to do so or when a predetermined situation 
  arises. 
   
  Stunning Strike (Ex): Any creature hit by a runic 
  guardian’s slam attack must make a successful Fort save 
  (DC 25) or be stunned for 1 round, in addition to the 
  normal damage from the blow.  Constructs, oozes, plants, 
  undead, incorporeal creatures, and creatures immune to 
  critical hits cannot be stunned. 
   
  Construct Traits: A runic guardian is immune to 
  mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fort save unless it also works on objects.  
  The creature is not subject to critical hits, subdual 
  damage, ability damage, ability drain, energy drain, or 
  death from massive damage.  It cannot heal itself but can 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 28 
  be healed through repair.  A runic guardian has 
  darkvision 90’. 
   
  Fast Healing  (Ex): A runic guardian regains lost hit 
  points at the rate of 10 per round.  Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the runic guardian to 
  regrow or reattach lost body parts. 
   
  Find Master (Su): No matter the distance, a runic 
  guardian can find the piece of jewelry that connects it 
  with its master, and it teleports to that spot when called.  
  Should the master call the construct and then remove the 
  jewelry, the runic guardian finds only the jewelry upon 
  its arrival.  This ability functions even across planar 
  boundaries. 
   
  Guard (Ex): The runic guardian blocks blows, 
  granting its master a +4 deflection bonus to AC.  This 
  power functions only when the runic guardian is within 
  5 feet of its master. 
   
  Shield Master (Sp): A runic guardian’s master, 
  when in possession of its jewelry, can activate this 
  defensive ability when within 150 feet of the construct.  
  Shield master transfers three-fourths of the damage that 
  would otherwise be dealt to the master to the runic 
  guardian instead.  This ability otherwise functions like 
  the shield other spell (caster level 25
  th), except that it 
  provides no AC or saving throw bonuses. 
   
  Teleport without Error (Sp): Once per day, a runic 
  guardian can use teleport without error (caster level 18
  th). 
   It normally uses this ability to answer a call from its 
  master, teleporting unerringly to her side. 
   
  Description: Runic guardians are constructs similar 
  to shield guardians, but with far superior physical and 
  magical capabilities.  Runic guardians are especially 
  popular among dwarves and giants, though spellcasters of 
  all races find them useful.  A runic guardian is a massive, 
  human-shaped figure made of stone, steel, and lead.  Its 
  hands and arms are constructed of hollow stone and 
  filled with lead for a more deadly punch.  Carved, magic 
  runes inlaid with precious metals adorn its head, limbs, 
  and torso.  Whenever a runic guardian casts a spell, these 
  runes flare up into a variety of brilliant colors.  A runic 
  guardian serves one master that is designated at the time 
  of its creation, and no other.  The construct is keyed to a 
  specific, unique piece of jewelry worn by its master and 
  made at the time of its creation.  The master can use this 
  piece of jewelry to call the runic guardian to her side 
  from any distance, or even from another plane.  A runic 
  guardian knows whether or not the bearer of its jewelry 
  is really its master, and it slays any pretenders outright.  
  In battle, a runic guardian protects its master by casting 
  predetermined defensive spells upon him or her, then 
  pounding away at foes with its leaden fists.  A runic 
  guardian is instantly aware of its master’s death, whether 
  or not it was present at the time.  When the master’s 
  death occurs, the construct immediately goes on a 
  rampage, attacking all creatures within sight.  Possession 
  of its jewelry in such a circumstance grants its bearer 
  neither control over the construct nor safety from its 
  attacks.  The rampage only ends with the destruction of 
  the construct. 
  Gil Lamthrong 
  � His Most Resplendent Shining Beacon, Gil 
  Lamthrong: male human Clr4/Ftr2/Hsptlr2 of Pelor; CR 
  8; medium humanoid (human); HD 6d8+2d10+16; hp 63; 
  Init -1; Spd 20 ft.; AC 18 (touch 9, flat-footed 18) [-1 Dex, 
  +9 armor]; Atk +10/+5 melee (1d8+3, +1 morningstar); SA 
  spells (as 6
  th level cleric), turn undead (as 4
  th level cleric); 
  SQ lay on hands (as 2
  nd level paladin); AL LG; SV Fort +12, 
  Ref +0, Will +7; Str 14, Dex 8, Con 14, Int 10, Wis 16, Cha 
  12.  Height 5’11”. 
   
  Skills and Feats: Concentration +10, Handle Animal 
  +6, Heal +6, Ride +4, Spellcraft +8; Extra Turning, 
  Mounted Combat, Ride-By Attack, Skill Focus (heal), 
  Spirited Charge, Trample. 
   
  Possessions: +1 full plate, wand of cure light wounds, 
  +1 morningstar, potion of levitate. 
   
  Spells Prepared (5/5/5/4; base DC = 13 + spell level): 
  0—[create water, detect poison x2, guidance, mending]; 
  1
  st—[bless water x3, deathwatch, protection from evil*]; 
  2
  nd—[aid*, calm emotion, consecrate, delay poison, lesser 
  restoration]; 3
  rd—[dispel magic, magic circle against evil*, 
  remove blindness, remove curse].  Note: Gil has no spells 
  prepared at APL 14. 
   
  *Domain spell. Domains: Sun (1/day – can perform a 
  greater turning against undead in place of a regular 
  turning – undead that would normally be turned are 
  instead destroyed); Good (all good spells at +1 caster 
  level). 
   
  
  SHE3-02 Good Things Come in Small Packages 
   
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  Appendix II: Fihyrs
  Fihyrs are the collected fears of humanity made 
  corporeal.  These creatures were once thought to be 
  related to beholders, but in fact there is no connection 
  between the two kinds of monsters aside from a 
  superficial resemblance. 
   
  As the remnants of hundreds of people’s nightmares 
  swirl through the ether, they somehow combine with 
  leftover magical power and coalesce into these physical 
  monsters.  A few random dream images aren’t enough; it 
  takes the strong emotional energy of a mass of people 
  under duress to spawn a fihyr.  The right combination of 
  conditions is most often found in cities that are under 
  siege, or being terrorized by monsters, or suffering from 
  famine, civil war, or some other mass trauma. 
   
  Great fihyrs are larger, more intelligent, and much 
  more dangerous than the smaller variety.  A great fihyr 
  forms when a number of small fihyrs combine. 
   
  All fihyrs have the same general appearance; the two 
  kinds differ mainly in size.  A fihyr is a roughly spherical 
  blob of soft tissue and pulsating gray matter, much like a 
  gigantic brain with a partial layer of skin stretched over 
  it.  The body of a fihyr is about 2 feet in diameter; that of a 
  great fihyr is closer to 7 feet.  Two large tentacles hang 
  below the body and serve as the creature’s legs.  A mass of 
  much smaller, constantly writhing and twining tentacles 
  projects from its body; these help it maintain is balance.  
  Numerous mouths and eyes are placed at random along 
  the “front” side of the creature’s body.  The eyes are a 
  startling gold color with horizontal black pupils, and the 
  mouths are lined with needle-sharp teeth.  The mottled 
  skin of a fihyr runs the full spectrum of colors, but always 
  in dull, sickly shades.  An oily sheen covers the surface of 
  the creature’s body. 
   
  Fihyr’s rarely survive beyond the night of their 
  formation, and they never leave the troubled area that 
  spawned them.  Great fihyrs, on the other hand, survive 
  until slain.  They have been known to wander for 
  hundreds of miles, from one tormented spot to another, 
  feeding on the fear and despair of the inhabitants. 
   
  Both kinds of fihyrs attack by biting.  The real 
  purpose of the fihyr’s bite is not to deal damage, but to 
  spread fear in others. 
   
  Fihyr 
  Small Aberration 
  Hit Dice: 
  4d8 (18 hp) 
  Initiative: 
  +3 
  Speed:  
  30 ft. 
  AC:  
   
  18 (+1 size, +3 Dex, +4 natural), touch 
  14, flat-footed 15 
  Attacks:  
  Bite +2 melee 
  Damage: Bite 1d4-2 
  Face/Reach: 
  5 ft. by 5 ft./5 ft. 
  SA:  
   
  Frightful presence 
  SQ:  
   
  Darkvision 60 ft., SR 10, vulnerable to 
  sunlight 
  Saves: 
   
  Fort +1, Ref +4, Will +5 
  Abilities: 
  Str 7, Dex 16, Con 10, Int 5, Wis 12, 
  Cha 7 
  Skills: 
   
  Hide +10, Move Silently +9, Spot +8 
  Feats: 
   
  - 
  Climate/Terrain: Any city, town, or village 
  Organization: 
  Solitary, pair, or brood (3-4) 
  CR:  
   
  3 
  Treasure: 
  None 
  Alignment: 
  Always chaotic evil 
  Advancement: 
  5-8 HD (Small); 9-12 HD (Medium) 
   
  Fihyrs never hesitate to attack, but they prefer to do so in 
  front of as many witnesses as possible, to make use of 
  their frightful presence ability. 
   
  Frightful Presence (Ex): Any creature that 
  witnesses a fihyr attacking becomes panicked if it fails a 
  Will save (DC 10). 
   
  Vulnerable to Sunlight (Ex): Fihyrs die instantly 
  when exposed to sunlight, hissing and bubbling away 
  into acrid smoke.  They have no fear of sunlight, 
  however, and they don’t seek shelter to wait out the day.  
  Magical sunlight can destroy a fihyr if it penetrates the 
  creature’s spell resistance, though if the fihyr succeeds at 
  any allowed saving throw, it avoids the instant death 
  effect. 
   
  Advanced Fihyr 
  Medium Aberration 
  Hit Dice: 
  12d8+12 (66 hp) 
  Initiative: 
  +6 
  Speed:  
  30 ft. 
  AC:  
   
  16 (+2 Dex, +4 natural), touch 12, flat-
  footed 14 
  Attacks:  
  Bite +9 melee 
  Damage: Bite 1d6 
  Face/Reach: 
  5 ft. by 5 ft./5 ft. 
  SA:  
   
  Frightful presence 
  SQ:  
   
  Darkvision 60 ft., SR 10, vulnerable to 
  sunlight 
  Saves: 
   
  Fort +7, Ref +6, Will +9 
  Abilities: 
  Str 11, Dex 14, Con 12, Int 5, Wis 12, 
  Cha 7 
  Skills: 
   
  Hide +13, Move Silently +13, Spot +11 
  Feats: 
   
  Great Fortitude, Improved Initiative 
  Climate/Terrain: Any city, town, or village 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 30 
  Organization: 
  Solitary, pair, or brood (3-4) 
  CR:  
   
  7 
  Treasure: 
  None 
  Alignment: 
  Always chaotic evil 
   
  Fihyrs never hesitate to attack, but they prefer to do so in 
  front of as many witnesses as possible, to make use of 
  their frightful presence ability. 
   
  Frightful Presence (Ex): Any creature that 
  witnesses a fihyr attacking becomes panicked if it fails a 
  Will save (DC 14). 
   
  Vulnerable to Sunlight (Ex): Fihyrs die instantly 
  when exposed to sunlight, hissing and bubbling away 
  into acrid smoke.  They have no fear of sunlight, 
  however, and they don’t seek shelter to wait out the day.  
  Magical sunlight can destroy a fihyr if it penetrates the 
  creature’s spell resistance, though if the fihyr succeeds at 
  any allowed saving throw, it avoids the instant death 
  effect. 
   
  Great Fihyr 
  Medium Aberration 
  Hit Dice: 
  16d8+16 (88 hp) 
  Initiative: 
  +6 
  Speed:  
  30 ft., fly 50 ft. (good) 
  AC:  
   
  18 (+2 Dex, +6 natural), touch 12, flat-
  footed 16 
  Attacks:  
  4 bites +12 melee 
  Damage: Bite 2d6 
  Face/Reach: 
  10 ft. by 10 ft./5 ft. 
  SA:  
   
  Emotion control, frightful presence 
  SQ:  
   
  Darkvision 60 ft., SR 18, invisibility 
  Saves: 
   
  Fort +8, Ref +9, Will +14 
  Abilities: 
  Str 11, Dex 14, Con 12, Int 14, Wis 15, 
  Cha 15 
  Skills: 
   
  Hide +16, Move Silently +21, Open 
  Lock +17, Spot +12 
  Feats: 
   
  Dodge, Great Fortitude, Improved 
  Initiative, 
  Iron 
  Will, 
  Lightning 
  Reflexes 
  Climate/Terrain: Any 
  Organization: 
  Solitary 
  CR:  
   
  15 
  Treasure: 
  None 
  Alignment: 
  Always chaotic evil 
  Advancement: 
  17-24 HD (Medium); 25-48 HD (Large) 
   
  Great fihyrs begin any conflict by using their emotion 
  control ability to generate negative emotions on which 
  they can feed.  Once they decide to become visible, they 
  immediately attack so as to use their frightful presence 
  ability. 
   
  Great fihyrs are unaffected by sunlight, but they 
  despise it.  Thus, they prefer to lay low during the day in 
  dark, secluded spots, such as caves, dungeons, abandoned 
  buildings, and the like. 
   
  Frightful Presence (Ex): Any creature that 
  witnesses a great fihyr attacking becomes panicked if it 
  fails a Will save (DC 20). 
   
  Emotion Control (Sp): At will, the great fihyr can 
  produce an effect like that of an emotion spell (despair, 
  fear, or hate only; caster level 16
  th; Will save DC 16), 
  except that its range is 260 feet, its radius is 15 feet, and it 
  lasts as long as the creature concentrates on it.  The great 
  fihyr can use this ability and remain invisible. 
   
  Invisibility (Ex): A great fihyr can become invisible 
  at will.  This effect is like that of an invisibility spell, 
  except that the creature can remain invisible as long as it 
  wishes, even when using its emotion control ability.  
  Normally, a great fihyr is visible only immediately after 
  delivering a melee attack. 
   
  
  SHE3-02 Good Things Come in Small Packages 
   
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  Appendix III: Drow of House Vae
  Role-playing Notes 
  Sikitha has been contacted by her goddess since the 
  events of late in Sterich (CORS3-01 Assault on the Vault). 
   Lolth has sworn vengeance on anyone involved in that 
  assault, especially the newly titled Lords Errant of 
  Sterich.  If any PC has that honorific, there is a chance 
  Sikitha might recognize them (Knowledge (religion) 
  check DC 20 – the PC’s level, one check for each titled 
  PC).  If she recognizes any PC, she will order her party 
  (in Undercommon) to slay that individual at all cost.  
  Sikitha will use her spells and poisoned bolts for as long 
  as possible before switching to her melee weapon.  She is 
  willing to use the slaves as cover or hostages if it will save 
  her life.  If she has a potion of invisibility, she will use it 
  as a last resort in an attempt to escape.  Any demons in 
  this encounter will follow Sikitha’s orders exclusively as 
  they were sent by Lolth to aid Sikitha in her tasks. 
  Drakd will uses his potions at the beginning of combat 
  and then try to sneak behind the PCs and attack them 
  with his poisoned short sword and then with his rapier.  
  If Sikitha falls, he will use his oil of slipperiness and try 
  to slip away into the shadows. 
  Fiztulus hates his fellow house members and hopes to 
  destroy them and head out on his own some day.  During 
  the combat, his general priorities are to disable his 
  enemies, to secure a safe place to cast spells from, and to 
  summon as many creatures as possible to fight the 
  invaders. 
  Dreilia, Mastus, and Sedrius are triplets (a female and two 
  males, respectively).  They all dress the same despite their 
  difference in gender.  Dreilia is considered an 
  unfortunate accident and has been dressed and treated 
  like a male since birth.  The triplets are in charge of 
  tending the spiders.  They are accomplished archers and 
  will use the slaves as cover during the battle.  Once in 
  melee, they switch to wielding their falchions two-
  handed.  They use their punching daggers if grappled (as 
  well as their armor spikes).  They cooperate extremely 
  well together. 
  APL 6 
  � Sikitha: female drow Clr1 of Lolth; CR 2; medium 
  humanoid (elf); HD 1d8+1; hp 7; Init +1; Spd 30 ft.; AC 17 
  (touch 11, flat-footed 16) [+1 Dex, +6 armor]; Atk +1 
  melee (1d8+1/x3, shortspear) or +2 melee (1d4+1, mw 
  spiked gauntlets) or +1 ranged (1d8/19-20 plus poison, 
  light crossbow); SA drow poison, spells, rebuke undead; 
  SQ immune to sleep spells and effects, +2 to Will saves 
  vs. spells and spell-like abilities, spell-like abilities, 
  darkvision 120 ft., light blindness; SR 12; AL CE; SV Fort 
  +3, Ref +1, Will +5; Str 12, Dex 12, Con 12, Int 12, Wis 17, 
  Cha 11. 
   
  Skills and Feats: Concentration +5, Knowledge 
  (religion) +5, Listen +5, Search +3, Spellcraft +5, Spot +5; 
  Combat Casting. 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 1
  st level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Possessions: keys to cages, mw banded mail, mw 
  spiked gauntlets, shortspear, light crossbow w/ 20 
  poisoned bolts, 2 potions of cure light wounds. 
   
  Spells Prepared (3/2+1; base DC = 13 + spell level): 
  0—[detect magic, guidance, resistance]; 1
  st—[bane, magic 
  weapon, protection from law*]. 
   
  *Domain spell. Domains: Chaos (cast chaos spells at 
  +1 caster level); Destruction (gain the smite power 1/day, 
  the supernatural ability to make a single melee attack at a 
  +4 attack bonus and a damage bonus equal to your cleric 
  level, must declare the smite before making the attack). 
  � Drakd: male drow Rog1; CR 2; medium humanoid 
  (elf); HD 1d6+1; hp 6; Init +3; Spd 30 ft.; AC 16 (touch 13, 
  flat-footed 13) [+3 Dex, +3 armor]; Atk +3 melee 
  (1d6+2/18-20, mw rapier) or +2 melee (1d6+2/19-20 plus 
  poison [1
  st use only], short sword); SA drow poison, sneak 
  attack +1d6; SQ immune to sleep spells and effects, +2 to 
  Will saves vs. spells and spell-like abilities, spell-like 
  abilities, darkvision 120 ft., light blindness; SR 12; AL CE; 
  SV Fort +1, Ref +5, Will +0; Str 14, Dex 17, Con 12, Int 14, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +3, Craft (trapmaking) +6, 
  Disable Device +6, Escape Artist +7, Hide +7, Listen +6, 
  Move Silently +7, Search +8, Spot +6, Tumble +7; Dodge. 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 1
  st level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 32 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Possessions: mw studded leather, mw rapier, 
  envenomed short sword, dagger, potion of sneaking, 
  potion of invisibility. 
  � Fiztulus: male drow Cjr1; CR 2; medium humanoid 
  (elf); HD 1d4+2; hp 5; Init +3; Spd 30 ft.; AC 13 (touch 13, 
  flat-footed 10) [+3 Dex]; Atk -1 melee (1d4-1/19-20, 
  dagger) or +3 ranged (1d8/19-20 plus poison, light 
  crossbow); SA drow poison, spells; SQ immune to sleep 
  spells and effects, +2 to Will saves vs. spells and spell-like 
  abilities, spell-like abilities, darkvision 120 ft., light 
  blindness; SR 12; AL CE; SV Fort +2, Ref +3, Will +2; Str 
  8, Dex 16, Con 14, Int 17, Wis 10, Cha 8. 
   
  Skills and Feats: Alchemy +7, Concentration +6, 
  Knowledge (arcana) +7, Knowledge (the Planes) +7, 
  Listen +2, Search +5, Spellcraft +7, Spot +2; Combat 
  Casting, Scribe Scroll. 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 1
  st level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Possessions: Fiztulus’ spellbook, dagger, light 
  crossbow w/ 20 poisoned bolts, potion of levitate, wand 
  of summon monster I (1
  st level caster). 
   
  Spells Prepared (4/3; base DC = 13 + spell level): 0—
  [detect magic, mage hand, ray of frost x2*]; 1
  st—[mage 
  armor*, obscuring mist, shield].  *specialization bonus 
  spell 
  � Dreilia, Mastus, and Sedrius: female/male/male 
  drow Ftr1; CR 2; medium humanoid (elf); HD 1d10+2; hp 
  9 each; Init +3; Spd 30 ft.; AC 18 (touch 13, flat-footed 15) 
  [+3 Dex, +5 armor]; Atk +5 melee (2d4+4/18-20, mw 
  falchion) or +5 ranged (1d8+3/x3 plus poison, mw mighty 
  composite longbow [+4 Str bonus]) or +4 melee (1d6+3, 
  armor spikes) or +4 melee (1d4+3/x3, punching dagger); 
  SA drow poison; SQ immune to sleep spells and effects, 
  +2 to Will saves vs. spells and spell-like abilities, spell-like 
  abilities, darkvision 120 ft., light blindness; SR 12; AL CE; 
  SV Fort +4, Ref +3, Will -1; Str 16, Dex 16, Con 14, Int 10, 
  Wis 8, Cha 8. 
   
  Skills and Feats: Handle Animal +3, Listen +1, Ride 
  +7, Search +2, Spot +1; Point Blank Shot, Precise Shot. 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 1
  st level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Possessions: 3 sets of keys to the cages, 3 mw mighty 
  composite longbows (+4 Str bonus) with 20 poisoned 
  arrows each, 3 mw falchions, 3 punching daggers, 3 
  breastplates with armor spikes. 
  APL 8 
  � Sikitha: female drow Clr2 of Lolth; CR 3; medium 
  humanoid (elf); HD 2d8+2; hp 14; Init +1; Spd 30 ft.; AC 
  18 (touch 11, flat-footed 17) [+1 Dex, +7 armor]; Atk +2 
  melee (1d8+1/x3, shortspear) or +3 melee (1d4+1, mw 
  spiked gauntlets) or +2 ranged (1d8/19-20 plus poison, 
  light crossbow); SA drow poison, spells, rebuke undead; 
  SQ immune to sleep spells and effects, +2 to Will saves 
  vs. spells and spell-like abilities, spell-like abilities, 
  darkvision 120 ft., light blindness; SR 13; AL CE; SV Fort 
  +4, Ref +1, Will +6; Str 12, Dex 12, Con 12, Int 12, Wis 17, 
  Cha 11. 
   
  Skills and Feats: Concentration +6, Knowledge 
  (religion) +6, Listen +5, Search +3, Spellcraft +6, Spot +5; 
  Combat Casting. 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 2
  nd level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Possessions: keys to cages, +1 banded mail, mw 
  spiked gauntlets, shortspear, light crossbow w/ 20 
  poisoned bolts, 2 potions of cure light wounds, potion of 
  jump, potion of spider climb. 
   
  Spells Prepared (4/3+1; base DC = 13 + spell level): 
  0—[detect magic, guidance, resistance, virtue]; 1
  st—
  [bane, cause fear, magic weapon, protection from law*]. 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 33 
   
  *Domain spell. Domains: Chaos (cast chaos spells at 
  +1 caster level); Destruction (gain the smite power 1/day, 
  the supernatural ability to make a single melee attack at a 
  +4 attack bonus and a damage bonus equal to your cleric 
  level, must declare the smite before making the attack). 
  � Drakd: male drow Rog2; CR 3; medium humanoid 
  (elf); HD 2d6+2; hp 11; Init +3; Spd 30 ft.; AC 17 (touch 
  13, flat-footed 14) [+3 Dex, +4 armor]; Atk +4 melee 
  (1d6+2/18-20, mw rapier) or +3 melee (1d6+2/19-20 plus 
  poison [1
  st use only], short sword); SA drow poison, sneak 
  attack +1d6; SQ immune to sleep spells and effects, +2 to 
  Will saves vs. spells and spell-like abilities, spell-like 
  abilities, darkvision 120 ft., light blindness, evasion; SR 
  13; AL CE; SV Fort +1, Ref +6, Will +0; Str 14, Dex 17, 
  Con 12, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +4, Craft (trapmaking) +7, 
  Disable Device +7, Escape Artist +8, Hide +8, Listen +7, 
  Move Silently +8, Search +9, Spot +7, Tumble +8; Dodge. 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 2
  nd level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Possessions: +1 studded leather, mw rapier, 
  envenomed short sword, dagger, potion of sneaking, 
  potion of invisibility. 
  � Fiztulus: male drow Cjr2; CR 3; medium humanoid 
  (elf); HD 2d4+4; hp 9; Init +3; Spd 30 ft.; AC 13 (touch 13, 
  flat-footed 10) [+3 Dex]; Atk +0 melee (1d4-1/19-20, 
  dagger) or +4 ranged (1d8/19-20 plus poison, light 
  crossbow); SA drow poison, spells; SQ immune to sleep 
  spells and effects, +2 to Will saves vs. spells and spell-like 
  abilities, spell-like abilities, darkvision 120 ft., light 
  blindness; SR 13; AL CE; SV Fort +2, Ref +3, Will +3; Str 
  8, Dex 16, Con 14, Int 17, Wis 10, Cha 8. 
   
  Skills and Feats: Alchemy +8, Concentration +7, 
  Knowledge (arcana) +8, Knowledge (the Planes) +8, 
  Listen +2, Search +5, Spellcraft +8, Spot +2; Combat 
  Casting, Scribe Scroll. 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 2
  nd level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Possessions: Fiztulus’ spellbook, dagger, light 
  crossbow w/ 20 poisoned bolts, potion of levitate, wand 
  of summon monster I (1
  st level caster). 
   
  Spells Prepared (5/4; base DC = 13 + spell level): 0—
  [detect magic, mage hand, ray of frost x2*, read magic]; 
  1
  st—[mage armor*, magic missile, obscuring mist, shield]. 
   *specialization bonus spell 
  � Dreilia, Mastus, and Sedrius: female/male/male 
  drow Ftr2; CR 3; medium humanoid (elf); HD 2d10+4; hp 
  18 each; Init +3; Spd 30 ft.; AC 19 (touch 13, flat-footed 
  16) [+3 Dex, +6 armor]; Atk +6 melee (2d4+4/18-20, mw 
  falchion) or +6 ranged (1d8+3/x3 plus poison, mw mighty 
  composite longbow [+4 Str bonus]) or +5 melee (1d6+3, 
  armor spikes) or +5 melee (1d4+3/x3, punching dagger); 
  SA drow poison; SQ immune to sleep spells and effects, 
  +2 to Will saves vs. spells and spell-like abilities, spell-like 
  abilities, darkvision 120 ft., light blindness; SR 13; AL CE; 
  SV Fort +5, Ref +3, Will -1; Str 16, Dex 16, Con 14, Int 10, 
  Wis 8, Cha 8. 
   
  Skills and Feats: Handle Animal +4, Listen +1, Ride 
  +8, Search +2, Spot +1; Point Blank Shot, Precise Shot, 
  Rapid Shot. 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 2
  nd level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Possessions: 3 sets of keys to the cages, 3 mw mighty 
  composite longbows (+4 Str bonus) with 20 poisoned 
  arrows each, 3 mw falchions, 3 punching daggers, 3 +1 
  breastplates with armor spikes, 3 potions of cure light 
  wounds. 
  APL 10 
  � Sikitha: female drow Clr4 of Lolth; CR 5; medium 
  humanoid (elf); HD 4d8+4; hp 27; Init +1; Spd 30 ft.; AC 
  18 (touch 11, flat-footed 17) [+1 Dex, +7 armor]; Atk +4 
  melee (1d8+1/x3, shortspear) or +5 melee (1d4+1, mw 
  spiked gauntlets) or +5 ranged (1d8/19-20 plus poison, 
  light crossbow); SA drow poison, spells, rebuke undead; 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 34 
  SQ immune to sleep spells and effects, +2 to Will saves 
  vs. spells and spell-like abilities, spell-like abilities, 
  darkvision 120 ft., light blindness; SR 15; AL CE; SV Fort 
  +6, Ref +3, Will +8; Str 12, Dex 12, Con 12, Int 12, Wis 18, 
  Cha 11. 
   
  Skills and Feats: Concentration +8, Knowledge 
  (religion) +8, Listen +6, Search +3, Spellcraft +8, Spot +6; 
  Combat Casting, Weapon Focus (light crossbow). 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 4
  th level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Possessions: keys to cages, +1 light fortification 
  banded mail, mw spiked gauntlets, shortspear, light 
  crossbow w/ 20 poisoned bolts, 2 potions of cure light 
  wounds, potion of jump, potion of spider climb, cloak of 
  resistance +1, potion of invisibility. 
   
  Spells Prepared (5/4+1/3+1; base DC = 14 + spell 
  level): 0—[detect magic, guidance, resistance x2, virtue]; 
  1
  st—[bane, cause fear, doom, magic weapon, protection 
  from law*]; 2
  nd—[bull’s strength, death knell, hold 
  person, shatter*]. 
   
  *Domain spell. Domains: Chaos (cast chaos spells at 
  +1 caster level); Destruction (gain the smite power 1/day, 
  the supernatural ability to make a single melee attack at a 
  +4 attack bonus and a damage bonus equal to your cleric 
  level, must declare the smite before making the attack). 
  � Drakd: male drow Rog4; CR 5; medium humanoid 
  (elf); HD 4d6+4; hp 21; Init +4; Spd 30 ft.; AC 18 (touch 
  14, flat-footed 18) [+4 Dex, +4 armor]; Atk +7 melee 
  (1d6+2/18-20, mw rapier) or +5 melee (1d6+2/19-20 plus 
  poison [1
  st use only], short sword); SA drow poison, sneak 
  attack +2d6; SQ immune to sleep spells and effects, +2 to 
  Will saves vs. spells and spell-like abilities, spell-like 
  abilities, darkvision 120 ft., light blindness, evasion, 
  uncanny dodge (Dex bonus to AC); SR 15; AL CE; SV 
  Fort +2, Ref +8, Will +1; Str 14, Dex 18, Con 12, Int 14, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +6, Craft (trapmaking) +9, 
  Disable Device +9, Escape Artist +11, Hide +11, Listen +9, 
  Move Silently +11, Search +11, Spot +9, Tumble +11; 
  Dodge, Weapon Finesse (rapier). 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 4
  th level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Possessions: +1 studded leather, mw rapier, 
  envenomed short sword, dagger, potion of sneaking, 
  potion of invisibility, Quaal’s feather token (whip), oil of 
  slipperiness. 
  � Fiztulus: male drow Cjr4; CR 5; medium humanoid 
  (elf); HD 4d4+12; hp 21; Init +3; Spd 30 ft.; AC 13 (touch 
  13, flat-footed 10) [+3 Dex]; Atk +1 melee (1d4-1/19-20, 
  dagger) or +5 ranged (1d8/19-20 plus poison, light 
  crossbow); SA drow poison, spells; SQ immune to sleep 
  spells and effects, +2 to Will saves vs. spells and spell-like 
  abilities, spell-like abilities, darkvision 120 ft., light 
  blindness; SR 15; AL CE; SV Fort +4, Ref +4, Will +4; Str 
  8, Dex 16, Con 14 (16), Int 18, Wis 10, Cha 8. 
   
  Skills and Feats: Alchemy +11, Concentration +10, 
  Knowledge (arcana) +11, Knowledge (the Planes) +11, 
  Listen +2, Search +6, Spellcraft +11, Spot +2; Augment 
  Summoning, Combat Casting, Scribe Scroll. 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 4
  th level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Augment Summoning (from Tome & Blood): 
  Your summoned creatures are better than normal.  
  Creatures you conjure with any summon spell gain +1 hit 
  point per HD and a +1 competence bonus to attack and 
  damage rolls. 
   
  Possessions: Fiztulus’ spellbook, dagger, light 
  crossbow w/ 20 poisoned bolts, potion of levitate, wand 
  of summon monster II (3
  rd level caster), bracers of health 
  +2, necklace of fireballs type I. 
   
  Spells Prepared (5/5/4; base DC = 14 + spell level): 
  0—[detect magic, mage hand, ray of frost x2*, read 
  magic]; 1
  st—[mage armor*, magic missile, obscuring mist, 
  shield, spider climb]; 2
  nd—[glitterdust*, Melf’s acid arrow, 
  summon swarm, web].  *specialization bonus spell 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 35 
  � Dreilia, Mastus, and Sedrius: female/male/male 
  drow Ftr4; CR 5; medium humanoid (elf); HD 4d10+8; hp 
  36 each; Init +3; Spd 30 ft.; AC 19 (touch 13, flat-footed 
  16) [+3 Dex, +6 armor]; Atk +9 melee (2d4+6/18-20, mw 
  falchion) or +8 ranged (1d8+3/x3 plus poison, mw mighty 
  composite longbow [+4 Str bonus]) or +7 melee (1d6+3, 
  armor spikes) or +7 melee (1d4+3/x3, punching dagger); 
  SA drow poison; SQ immune to sleep spells and effects, 
  +2 to Will saves vs. spells and spell-like abilities, spell-like 
  abilities, darkvision 120 ft., light blindness; SR 15; AL CE; 
  SV Fort +7, Ref +5, Will +1; Str 17, Dex 16, Con 14, Int 10, 
  Wis 8, Cha 8. 
   
  Skills and Feats: Handle Animal +6, Listen +1, Ride 
  +10, Search +2, Spot +1; Point Blank Shot, Precise Shot, 
  Rapid 
  Shot, 
  Weapon 
  Focus 
  (falchion), 
  Weapon 
  Specialization (falchion). 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 4
  th level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Possessions: 3 sets of keys to the cages, 3 mw mighty 
  composite longbows (+4 Str bonus) with 20 poisoned 
  arrows each, 3 mw falchions, 3 punching daggers, 3 +1 
  breastplates with armor spikes, 3 potions of cure light 
  wounds, 3 potions of bull’s strength, 3 cloaks of resistance 
  +1. 
  APL 12 
  � Sikitha: female drow Clr6 of Lolth; CR 7; medium 
  humanoid (elf); HD 6d8+6; hp 41; Init +1; Spd 30 ft.; AC 
  18 (touch 11, flat-footed 17) [+1 Dex, +7 armor]; Atk +5 
  melee (1d8+1/x3, shortspear) or +6 melee (1d4+1, mw 
  spiked gauntlets) or +6 ranged (1d8/19-20 plus poison, 
  light crossbow); SA drow poison, spells, rebuke undead; 
  SQ immune to sleep spells and effects, +2 to Will saves 
  vs. spells and spell-like abilities, spell-like abilities, 
  darkvision 120 ft., light blindness; SR 17; AL CE; SV Fort 
  +7, Ref +4, Will +9; Str 12, Dex 12, Con 12, Int 12, Wis 18, 
  Cha 11. 
   
  Skills and Feats: Concentration +10, Knowledge 
  (religion) +10, Listen +6, Search +3, Spellcraft +10, Spot 
  +6; Combat Casting, Point Blank Shot, Weapon Focus 
  (light crossbow). 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 6
  th level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Possessions: keys to cages, +1 light fortification 
  banded mail, mw spiked gauntlets, shortspear, light 
  crossbow w/ 20 poisoned bolts, 2 potions of cure light 
  wounds, potion of jump, potion of spider climb, cloak of 
  resistance +1, potion of invisibility, potion of wisdom. 
   
  Spells Prepared (5/4+1/4+1/3+1; base DC = 14 + spell 
  level): 0—[detect magic, guidance, resistance x2, virtue]; 
  1
  st—[bane, cause fear, doom, magic weapon, protection 
  from law*]; 2
  nd—[bull’s strength, death knell, hold 
  person, shatter*, sound burst]; 3
  rd—[bestow curse, 
  blindness/deafness, contagion*, dispel magic]. 
   
  *Domain spell. Domains: Chaos (cast chaos spells at 
  +1 caster level); Destruction (gain the smite power 1/day, 
  the supernatural ability to make a single melee attack at a 
  +4 attack bonus and a damage bonus equal to your cleric 
  level, must declare the smite before making the attack). 
  � Drakd: male drow Rog6; CR 7; medium humanoid 
  (elf); HD 6d6+6; hp 32; Init +4; Spd 30 ft.; AC 18 (touch 
  14, flat-footed 18) [+4 Dex, +4 armor]; Atk +8 melee 
  (1d6+2/18-20, mw rapier) or +6 melee (1d6+2/19-20 plus 
  poison [1
  st use only], short sword); SA drow poison, sneak 
  attack +3d6; SQ immune to sleep spells and effects, +2 to 
  Will saves vs. spells and spell-like abilities, spell-like 
  abilities, darkvision 120 ft., light blindness, evasion, 
  uncanny dodge (Dex bonus to AC, can’t be flanked); SR 
  17; AL CE; SV Fort +3, Ref +9, Will +2; Str 14, Dex 18, 
  Con 12, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +8, Craft (trapmaking) +11, 
  Disable Device +11, Escape Artist +13, Hide +13, Listen 
  +11, Move Silently +13, Search +13, Spot +11, Tumble 
  +13; Dodge, Mobility, Weapon Finesse (rapier). 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 6
  th level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 36 
   
  Possessions: +1 studded leather, mw rapier, 
  envenomed short sword, dagger, potion of sneaking, 
  potion of invisibility, Quaal’s feather token (whip), oil of 
  slipperiness, potion of cat’s grace. 
  � Fiztulus: male drow Cjr5/AotS1; CR 7; medium 
  humanoid (elf); HD 6d4+18; hp 32; Init +4; Spd 30 ft.; AC 
  15 (touch 14, flat-footed 11) [+4 Dex, +1 natural]; Atk +1 
  melee (1d4-1/19-20, dagger) or +6 ranged (1d8/19-20 plus 
  poison, light crossbow); SA drow poison, spells; SQ 
  immune to sleep spells and effects, +2 to Will saves vs. 
  spells 
  and 
  spell-like 
  abilities, 
  spell-like 
  abilities, 
  darkvision 120 ft., light blindness, wear fiend; SR 17; AL 
  CE; SV Fort +6, Ref +5, Will +6; Str 8, Dex 16 (18), Con 14 
  (16), Int 18, Wis 10, Cha 8. 
   
  Skills and Feats: Alchemy +12, Concentration +12, 
  Knowledge (arcana) +13, Knowledge (the Planes) +13, 
  Listen +2, Profession (herbalist) +3, Search +6, Spellcraft 
  +13, Spot +2; Augment Summoning, Brew Potion, 
  Combat Casting, Scribe Scroll, Spell Focus (conjuration). 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 6
  th level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Augment Summoning (from Tome & Blood): 
  Your summoned creatures are better than normal.  
  Creatures you conjure with any summon spell gain +1 hit 
  point per HD and a +1 competence bonus to attack and 
  damage rolls. 
   
  Wear Fiend (Su): An acolyte of the skin summons 
  the essence of a fiend to himself and wears it like a 
  second skin.  The bonded demon skin is for all intents 
  and purposes the character’s own.  It grants a +1 natural 
  armor bonus, a +2 inherent modifier to Dex, darkvision 
  60 ft., and the spell-like ability poison 1/day as a 16
  th level 
  caster (DC 13). 
   
  Possessions: Fiztulus’ spellbook, dagger, light 
  crossbow w/ 20 poisoned bolts, potion of levitate, wand 
  of summon monster III (5
  th level caster), bracers of health 
  +2, necklace of fireballs type I, potion of haste. 
   
  Spells Prepared (5/5/4/3; base DC = 14 + spell level, 
  16 + spell level for conjuration spells): 0—[detect magic, 
  mage hand, ray of frost x2*, read magic]; 1
  st—[mage 
  armor*, magic missile, obscuring mist, shield, spider 
  climb]; 2
  nd—[glitterdust*, Melf’s acid arrow, summon 
  swarm, web]; 3
  rd—[flame arrow, sleet storm, stinking 
  cloud*].  *specialization bonus spell 
  � Dreilia, Mastus, and Sedrius: female/male/male 
  drow Ftr6; CR 7; medium humanoid (elf); HD 6d10+12; 
  hp 54 each; Init +3; Spd 30 ft.; AC 19 (touch 13, flat-footed 
  16) [+3 Dex, +6 armor]; Atk +11/+6 melee (2d4+7/18-20, 
  +1 falchion) or +11/+6 ranged (1d8+3/x3 plus poison, mw 
  mighty composite longbow [+4 Str bonus]) or +9/+4 
  melee (1d6+3, armor spikes) or +9/+4 melee (1d4+3/x3, 
  punching dagger); SA drow poison; SQ immune to sleep 
  spells and effects, +2 to Will saves vs. spells and spell-like 
  abilities, spell-like abilities, darkvision 120 ft., light 
  blindness; SR 17; AL CE; SV Fort +8, Ref +6, Will +2; Str 
  17, Dex 16, Con 14, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Handle Animal +8, Listen +1, Ride 
  +12, Search +2, Spot +1; Point Blank Shot, Power Attack, 
  Precise Shot, Rapid Shot, Weapon Focus (falchion, 
  mighty composite longbow), Weapon Specialization 
  (falchion). 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 6
  th level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Possessions: 3 sets of keys to the cages, 3 mw mighty 
  composite longbows (+4 Str bonus) with 20 poisoned 
  arrows each, 3 +1 falchions, 3 punching daggers, 3 +1 
  breastplates with armor spikes, 3 potions of cure light 
  wounds, 3 potions of bull’s strength, 3 cloaks of resistance 
  +1, 3 potions of endurance. 
  APL 14 
  � Sikitha: female drow Clr8 of Lolth; CR 9; medium 
  humanoid (elf); HD 8d8+8; hp 54; Init +1; Spd 30 ft.; AC 
  18 (touch 11, flat-footed 17) [+1 Dex, +7 armor]; Atk 
  +7/+2 melee (1d8+1/x3, shortspear) or +8/+3 melee 
  (1d4+1, mw spiked gauntlets) or +8 ranged (1d8/19-20 
  plus poison, light crossbow); SA drow poison, spells, 
  rebuke undead; SQ immune to sleep spells and effects, +2 
  to Will saves vs. spells and spell-like abilities, spell-like 
  abilities, darkvision 120 ft., light blindness; SR 19; AL CE; 
  SV Fort +8, Ref +4, Will +10; Str 12, Dex 12, Con 12, Int 
  12, Wis 19, Cha 11. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (religion) +12, Listen +6, Search +3, Spellcraft +12, Spot 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 37 
  +6; Combat Casting, Point Blank Shot, Weapon Focus 
  (light crossbow). 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 8
  th level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Possessions: keys to cages, +1 light fortification 
  banded mail, mw spiked gauntlets, shortspear, light 
  crossbow w/ 20 poisoned bolts, 2 potions of cure light 
  wounds, potion of jump, potion of spider climb, cloak of 
  resistance +1, potion of invisibility, potion of wisdom, 
  necklace of fireballs type II. 
   
  Spells Prepared (6/5+1/4+1/4+1/3+1; base DC = 14 + 
  spell level): 0—[detect magic, guidance x2, resistance x2, 
  virtue]; 1
  st—[bane, cause fear, divine favor, doom, endure 
  elements, protection from law*]; 2
  nd—[bull’s strength, 
  death knell, hold person, shatter*, sound burst]; 3
  rd—
  [bestow curse, blindness/deafness, contagion*, dispel 
  magic x2]; 4
  th—[chaos hammer*, divine power, greater 
  magic weapon, poison]. 
   
  *Domain spell. Domains: Chaos (cast chaos spells at 
  +1 caster level); Destruction (gain the smite power 1/day, 
  the supernatural ability to make a single melee attack at a 
  +4 attack bonus and a damage bonus equal to your cleric 
  level, must declare the smite before making the attack). 
  � Drakd: male drow Rog8; CR 9; medium humanoid 
  (elf); HD 8d6+8; hp 42; Init +4; Spd 30 ft.; AC 18 (touch 
  14, flat-footed 18) [+4 Dex, +4 armor]; Atk +10/+5 melee 
  (1d6+2/18-20, mw rapier) or +8/+3 melee (1d6+2/19-20 
  plus poison [1
  st use only], short sword); SA drow poison, 
  sneak attack +4d6; SQ immune to sleep spells and effects, 
  +2 to Will saves vs. spells and spell-like abilities, spell-like 
  abilities, darkvision 120 ft., light blindness, evasion, 
  uncanny dodge (Dex bonus to AC, can’t be flanked); SR 
  19; AL CE; SV Fort +3, Ref +10, Will +2; Str 14, Dex 19, 
  Con 12, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +10, Craft (trapmaking) +13, 
  Disable Device +13, Escape Artist +15, Hide +15 (+25), 
  Listen +13, Move Silently +15, Search +15, Spot +13, 
  Tumble +15; Dodge, Mobility, Weapon Finesse (rapier). 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 8
  th level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Possessions: +1 studded leather, mw rapier, 
  envenomed short sword, dagger, potion of sneaking, 
  potion of invisibility, Quaal’s feather token (whip), oil of 
  slipperiness, potion of cat’s grace, cloak of elvenkind, 
  potion of haste, potion of blur, potion of cure serious 
  wounds. 
  � Fiztulus: male drow Cjr5/AotS3; CR 9; medium 
  humanoid (elf); HD 8d4+32; hp 48; Init +4; Spd 30 ft.; AC 
  15 (touch 14, flat-footed 11) [+4 Dex, +1 natural]; Atk +2 
  melee (1d4-1/19-20, dagger) or +7 ranged (1d8/19-20 plus 
  poison, light crossbow); SA drow poison, spells; SQ 
  immune to sleep spells and effects, +2 to Will saves vs. 
  spells 
  and 
  spell-like 
  abilities, 
  spell-like 
  abilities, 
  darkvision 120 ft., light blindness, wear fiend, fire 
  resistance 20, fiendish glare; SR 19; AL CE; SV Fort +8, 
  Ref +6, Will +7; Str 8, Dex 16 (18), Con 14 (18), Int 19, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Alchemy +12, Concentration +15, 
  Knowledge (arcana) +15, Knowledge (the Planes) +15, 
  Listen +2, Profession (herbalist) +7, Search +6, Spellcraft 
  +15, Spot +2; Augment Summoning, Brew Potion, 
  Combat Casting, Scribe Scroll, Spell Focus (conjuration). 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 8
  th level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Augment Summoning (from Tome & Blood): 
  Your summoned creatures are better than normal.  
  Creatures you conjure with any summon spell gain +1 hit 
  point per HD and a +1 competence bonus to attack and 
  damage rolls. 
   
  Wear Fiend (Su): An acolyte of the skin summons 
  the essence of a fiend to himself and wears it like a 
  second skin.  The bonded demon skin is for all intents 
  and purposes the character’s own.  It grants a +1 natural 
  armor bonus, a +2 inherent modifier to Dex, darkvision 
  60 ft., and the spell-like ability poison 1/day as a 16
  th level 
  caster (DC 13). 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 38 
   
  Fiendish Glare (Su): An acolyte of the skin gains 
  the supernatural ability to unnerve opponents with a 
  ferocious glare once per day.  This is not a gaze attack, and 
  the target need not meet the acolyte’s eye.  Glaring is a 
  standard action that affects any creature he can see 
  within 100 feet.  Opponents must succeed at a Will save 
  (DC 20) or be appalled by the terrible promise of 
  retribution in the acolyte’s eyes, suffering a –2 morale 
  penalty to attack rolls, damage rolls, and saving throws 
  for 10 minutes.  A creature with 50 or fewer hit points is 
  also stunned for 3d4 rounds, one with 51 to 100 hit 
  points is stunned for 2d4 rounds, and one with 101 to 150 
  hit points is stunned for 1d4 rounds.  A creature with 151 
  or more hit points is not stunned but still suffers the –2 
  morale penalty for the failed saving throw. 
   
  Possessions: Fiztulus’ spellbook, dagger, light 
  crossbow w/ 20 poisoned bolts, potion of levitate, wand 
  of summon monster IV (7
  th level caster), bracers of health 
  +4, necklace of fireballs type I, potion of haste, scroll of 
  Evard’s black tentacles (7
  th level caster). 
   
  Spells Prepared (5/5/5/4; base DC = 14 + spell level, 
  16 + spell level for conjuration spells): 0—[detect magic, 
  mage hand, ray of frost x2*, read magic]; 1
  st—[mage 
  armor*, magic missile, obscuring mist, shield, spider 
  climb]; 2
  nd—[glitterdust*, Melf’s acid arrow x2, summon 
  swarm, web]; 3
  rd—[fire ball, flame arrow, sleet storm, 
  stinking cloud*].  *specialization bonus spell 
  � Dreilia, Mastus, and Sedrius: female/male/male 
  drow Ftr8; CR 9; medium humanoid (elf); HD 8d10+16; 
  hp 72 each; Init +3; Spd 30 ft.; AC 19 (touch 13, flat-footed 
  16) [+3 Dex, +6 armor]; Atk +14/+9 melee (2d4+9/15-20, 
  +1 falchion) or +13/+8 ranged (1d8+4/x3 plus poison, mw 
  mighty composite longbow [+4 Str bonus]) or +12/+7 
  melee (1d6+4, armor spikes) or +12/+7 melee (1d4+4/x3, 
  punching dagger); SA drow poison; SQ immune to sleep 
  spells and effects, +2 to Will saves vs. spells and spell-like 
  abilities, spell-like abilities, darkvision 120 ft., light 
  blindness; SR 19; AL CE; SV Fort +9, Ref +6, Will +2; Str 
  18, Dex 16, Con 14, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Handle Animal +10, Listen +1, Ride 
  +14, Search +2, Spot +1; Improved Critical (falchion), 
  Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, 
  Weapon Focus (falchion, mighty composite longbow), 
  Weapon Specialization (falchion). 
   
  Spell-Like Abilities (Sp): 1/day – dancing lights, 
  darkness, faerie fire as 8
  th level sorcerer. 
   
  Drow Poison: If struck by an envenomed weapon, 
  the victim must make a Fort save (DC 17) or fall 
  unconscious.  After 1 minute, the subject must make a 
  second Fort save (DC 17) or remain unconscious for 2d4 
  hours.  This poison deals no secondary damage. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Possessions: 3 sets of keys to the cages, 3 mw mighty 
  composite longbows (+4 Str bonus) with 20 poisoned 
  arrows each, 3 +1 falchions, 3 punching daggers, 3 +1 
  breastplates with armor spikes, 3 potions of cure light 
  wounds, 3 potions of bull’s strength, 3 cloaks of resistance 
  +1, 3 potions of endurance. 
  
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  Appendix IV: Dartun Dasco
  � Dartun Dasco: Male Human Ghost Brd7/SpyMstr9; 
  CR 20; medium undead (incorporeal); HD 16d12; hp 144; 
  Init +6; Spd 30 ft., fly 30 ft. (perfect); AC manifest: 19 
  (touch 19, flat-footed 19) [+7 Cha, +2 Dex], ethereal: 19 
  (touch 12, flat-footed 19) [+7 armor, +2 Dex]; Atk +12/+7 
  (+16/+7 when sneak attacking) melee (1d6+1/19-20, 
  sword of subtlety) and lion’s shield 3/day; SA spells, 
  bardic music, sneak attack +3d6, manifestation, frightful 
  moan, horrific appearance, improved malevolence; SQ 
  bardic knowledge, cover identities (3), undetectable 
  alignment, quick change, uncanny dodge (Dex bonus to 
  AC and can’t be flanked), slippery mind, spot scrying, 
  deep cover, hear subharmonics, detection damper, 
  reactive body language, undead traits, rejuvenation, turn 
  resistance +4; AL CN; SV Fort +5, Ref +13, Will +11; Str 
  12, Dex 14, Con -, Int 16, Wis 10, Cha 20 (24). 
   
  Skills and Feats: Bluff +22, Concentration +15, 
  Decipher Script +14, Diplomacy +19, Disguise +20, 
  Escape Artist +12, Gather Information +19, Hide +20, 
  Innuendo +14, Knowledge (nobility & royalty) +13, 
  Listen +10, Move Silently +12, Open Lock +12, Perform 
  (song, lap harp, piano, poetry, oratory, recorder, 
  harpsichord, ballroom dance, acting, trumpet) +19, Pick 
  Pocket +8, Profession (cook) +4, Search +14, Sense 
  Motive +11, Spot +11, Tumble +12; Dodge, Improved 
  Initiative, Mobility, Skill Focus (bluff, disguise), Spell 
  Focus (enchantment), Spring Attack. 
   
  Cover Identity: A typical spymaster wishes to keep 
  her true profession secret, so she pretends to be a simple 
  rogue, ranger, or the like. In addition to allaying her 
  companions’ suspicions, maintaining a cover identity also 
  leads opponents to underestimate the spymaster until it 
  is too late. A 1
  st level, a spymaster establishes one specific 
  cover identity. While operating in that identity, she gains 
  a +4 circumstance bonus on disguise checks and a +2 
  circumstance on Bluff and Gather Information checks. At 
  4
  th level and again at 7
  th level, the spymaster can maintain 
  one additional cover identity that provides the same 
  circumstances cover bonuses as the first.  Should the 
  spymaster wish to “retire” a cover identity and develop a 
  new one, she must spend one week rigorously practicing 
  subtle vocal intonations and body language before she 
  earns the bonuses. Cover identities do not in themselves 
  provide 
  the 
  spymaster 
  with 
  additional 
  skills, 
  proficiencies, or class features that others might expect of 
  the professions pretended, though required ranks (see 
  below) can bolster skills in the chosen areas. However, 
  the spymaster must be careful to choose identities that 
  can withstand regular scrutiny. 
   
  Undetectable Alignment (Ex): The web of 
  different identities and agendas inside the spymaster’s 
  mind makes it impossible to detect her alignment via any 
  form of divination once she reaches 2
  nd level. This ability 
  functions exactly like an undetectable alignment spell, 
  except that it is always active. Only divinations are 
  confounded; spells that function only against certain 
  alignments, such as protection from evil and holy smite, 
  affect the spymaster normally. 
   
  Quick Change (Ex): By 3
  rd level, the spymaster has 
  become adept at quickly switching from one identity to 
  another. She now can don a disguise in one-tenth the 
  normal time (1d3 minutes) and put on or take off armor 
  in one-half the normal time. 
   
  Slippery Mind (Ex): At 5
  th level, the spymaster gains 
  the slippery mind ability (See the Rogue section in 
  Chapter 3 in the PH) if she does not have it. 
   
  Spot Scrying (Ex): Also at 5
  th level, the spymaster 
  notices the magical sensor created by arcane eye, scrying, 
  a crystal ball, or the like with a successful Spot check (DC 
  20). 
   
  Deep Cover (Ex): At 8
  th level, the spymaster can 
  quiet her mind and completely immerse herself in her 
  cover identity at will. While she is still in deep cover, 
  divination spells detect only information appropriate for 
  her cover identity, they reveal nothing relating to her 
  spymaster persona. 
   
  Hear Subharmonics: Also at 8
  th level, the spymaster 
  can determine the true motives of others by listening to 
  the subtle inflections of their voice. Her ears are so well 
  trained that she gains a +3 insight bonus to Sense Motive 
  checks. 
   
  Detection Damper (Su): At 9
  th level, the spymaster 
  can subconsciously create interference that hampers 
  detect magic spells. The aura strengths for all magic items 
  she holds, carries, or wears register as two categories 
  weaker than they normally would. For example, a strong 
  aura becomes faint, and a faint or dim aura becomes 
  completely undetectable. 
   
  Reactive Body Language (Ex): Also at 9
  th level, the 
  spymasters learns the silent language of subconscious 
  body language. By mimicking the body language of those 
  with whom she interacts, she gains a +2 insight bonus to 
  Bluff and Disguise checks. 
   
  Manifestation (Su): As ethereal creatures, ghosts 
  cannot affect or be affected by anything in the material 
  world.  When they manifest, ghosts become visible but 
  remain incorporeal.  However, a manifested ghost can 
  strike with its touch attack or a ghost touch weapon.  A 
  manifested ghost remains on the Ethereal Plane but can 
  be attacked by opponents on both the Material and 
  Ethereal planes.  When a spellcasting ghost is on the 
  Ethereal Plane, its spells cannot affect targets on the 
  
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  Material Plane, but they work normally against ethereal 
  targets.  When a spellcasting ghost manifests, its spells 
  can also affect targets on the Material Plane normally 
  unless the spells rely on touch.  A manifested ghost’s 
  touch spells only work on ethereal targets. 
   
  Frightful Moan (Su): The ghost can moan as a 
  standard action.  All living creatures within a 30-foot 
  spread must succeed at a Will save (DC 25) or become 
  panicked for 2d4 rounds.  This is a sonic, necromantic, 
  mind-affecting fear effect.  A creature that successfully 
  saves against the moan cannot be affected by the same 
  ghost’s moan for one day. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views the ghost must succeed at a Fort 
  save (DC 25) or immediately suffer 1d4 points of 
  permanent Str, 1d4 points of permanent Dex, and 1d4 
  points of permanent Con drain.  A creature that 
  successfully saves against the effect cannot be affected by 
  the same ghost’s horrific appearance for one day. 
   
  Improved Malevolence (Su): Once per round, an 
  ethereal ghost can possess a creature or object on the 
  Material Plane.  The target must make a Will save (DC 25) 
  to avoid possession.  See the New Possession Rules below 
  for details. 
   
  Undead Traits: Immune to mind-influencing 
  effects, poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons, or 
  magic, with a 50% chance to ignore any damage from a 
  corporeal source.  Can pass through solid objects at will, 
  and own attacks pass through armor.  Always moves 
  silently. 
   
  Rejuvenation (Su): A ghost will restore itself after 
  being destroyed in 2d4 days on a successful level check 
  (1d20 + ghost’s levels) against DC 16. 
   
  Possessions: breastplate of command, lion’s shield, 
  sword of subtlety, cloak of charisma +4, circlet of 
  persuasion. Note: Dartun only has these items if they 
  were not removed from his tomb.  If they were, adjust his 
  stats accordingly. 
   
  Spells Known  (3/4/3/1; base DC = 17 + spell level, 
  19 + spell level for enchantment spells): 0—[detect 
  magic, light, mage hand, prestidigitation, read magic, 
  resistance]; 1
  st—[detect secret doors, feather fall, mage 
  armor, ventriloquism]; 2
  nd—[cat’s grace, detect thoughts, 
  invisibility, silence]; 3
  rd—[dispel magic, haste]. 
   
  Description: Dartun normally appears as a middle-
  aged Suloise male of regal bearing wearing fine clothes in 
  an ancient style. He has strawberry blonde hair and green 
  eyes. Also refer to his special equipment to determine 
  other qualities.  When using his horrific appearance 
  ability, Dartun’s body is pierced by a multitude of sheaf 
  arrows in his upper torso and thighs. These wounds bleed 
  continuously and blood ours out of his mouth when he 
  speaks. In addition, his eyes are bulged out and dark 
  bruises develop around his neck.  As mentioned above, 
  Dartun Dasco, perhaps the most well known of Keoland’s 
  ambassadors to Geoff, was lost after being dispatched to 
  find why the Duchy refused to send troops for Keoland’s 
  Small War with Veluna. For further information, please 
  see the Geoff entry of the LGG. It was while Dartun was 
  on his last mission, that his wife began showing the fruits 
  of heir union. Within the customary time, she gave birth 
  to a child carrying both the best and worst traits of the 
  combined lineages. And so many other Pendal-Dasco’s 
  came and went until we reach today.  Dartun is to say the 
  least, not well, he believes that the Gyri continue to rebel 
  against the Lion Throne and that it is his responsibility to 
  punish them for that and for his death. He was sent to be 
  diplomatic with the Gyri convincing them of their cause, 
  and failing that to disguise one of his entourage to appear 
  as him when it was time to leave then remain behind and 
  eliminate the leaders of the opposition as a spymaster 
  can. Unfortunately another force got the drop on him. 
  Dartun Dasco’s Song (Encounter Seven) 
  “That’s What’s the Matter” 
  based on the song by the same name by Stephen C. Foster. 
   
  This song was sung by the Keoish Troops as they marched 
  towards Gorna during the period after Dartun Dasco’s death. It 
  is a bit of a tune that Dartun has sung to himself for about the 
  last 150 years, when he attacks the Grand Duchess he will share 
  it with her as well. 
   
  We live in hard and stirring times, 
  Too sad for mirth, too rough for rhymes; 
  For songs of peace have lost their chimes, 
  And that's what's the matter! 
  The men we held as brothers true 
  Have turned into a rebel crew; 
  So now we have to put them thro', 
  And that's what's the matter! 
   
  CHORUS: 
  That's what's the matter, 
  The rebels have to scatter; 
  We'll make them flee, by land and sea 
  And that's what's the matter! 
   
  Oh! yes, we thought our neighbors true, 
  Indulg'd them as their mothers do; 
  Then they struck him down, out of the  Blue, 
  And that's what's the matter! 
  We'll never give up what we gain, 
  For now we know we must maintain 
  Our Laws and Rights with might and main; 
  And that's what's the matter! 
  
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  CHORUS 
   
  The rebels thought we would forget, 
  That they did not honor their war debt; 
  It’s a mistake they will soon regret 
  And that's what's the matter! 
  But, when the Short War had begun, 
  All party feeling soon was gone; 
  They turned on us brothers, ev'ry one! 
  And that's what's the matter! 
   
  CHORUS 
   
  We've heard of Grand Duke Arnod, 
  And thought he'd fight us long and hard; 
  But he has play'd out his last card, 
  And that's what's the matter! 
  So what's the use to fret and pout, 
  We soon will hear the people shout, 
  Secession dodge is all play'd out! 
  And that's what's the matter! 
  New Possession Rules 
  Dartun Dasco’s ghost is so ancient that its malevolence 
  ability has improved as described below, it is now even 
  more powerful (and in some ways less powerful) then the 
  normal magic jar-like effects. This ability raises the CR of 
  the ghost by 2. This has already been factored into his 
  statistics. 
  Possessing Creatures 
  For Dartun Dasco to possess a creature, his ethereal form 
  must be adjacent to its desired target. Remember that 
  unless a ghost manifests, its ethereal form is invisible to 
  those not on the ethereal plane or not using magic 
  capable of seeing creatures on the Ethereal plane. A 
  protection from evil spell makes a creature immune to 
  possession attempts. An unprotected target of a 
  possession attempt must succeed at a Will saving throw 
  (DC 25) to avoid possession. Once a creature succeeds at a 
  save against possession, the ghost cannot attempt to 
  possess the creature again for 24 hours.  
  Effects of the Possession of a Creature 
  A ghost in possession of a body becomes a part of the 
  victim, aware of what is going on around the creature 
  they possess. It can see and hear as well as the victim can. 
  The ghost can speak mentally to the creature it possesses 
  in a language the creature understands.  A creature 
  possessed is not always aware that he is possessed. The 
  ghost may attempt to hide its presence within the 
  possessed creature, allowing it to pass through magic 
  circle against evil, enter a forbiddance-warded church, 
  and escape detection by detect evil. To do so, the ghost 
  must make a “mental” Hide check. This is a Hide Check 
  using the ghost’s Int modifier rather than its Dex 
  modifier, but which otherwise uses its Hide skill. The 
  difficulty class for the Hide check is 10 + the level of the 
  spell + the spellcaster’s relevant ability modifier (like a 
  saving throw for a spell). The ghost gets a +4 
  circumstance bonus if it is not currently controlling the 
  victim. The ghost can also use the Hide check to prevent 
  the possessed creature from taking damage from 
  alignment-based spells such as holy smite.  If the Hide 
  check fails, the spell affects the creature as if it has the 
  same alignment as the ghost. 
  While in possession, the ghost has immediate access to 
  all of victim’s current thoughts, as the detect thoughts 
  spell, except that they automatically read surface 
  thoughts.  If desired, a possessing ghost can probe the 
  possessed creature’s memories as well, but the victim is 
  allowed a Will save (DC 25). If the save is successful, the 
  ghost is kept out of the victim’s thoughts for 24 hours. 
  Whether the save succeeds or not, probing memories 
  automatically reveals the ghost’s presence to the victim. 
  When in possession of a creature or object, any sort of 
  attack, magical or otherwise directed at the ghost affects 
  the possessed creature or object instead - even force effect 
  spells!  Killing the possessed victim only forces the ghost 
  back into the Ethereal plane. Even other creatures on the 
  Ethereal plane cannot harm a ghost while in possession 
  of a victim. Only a dismissal can affect the possessing 
  ghost when cast by a non-Ethereal caster.  A ghost 
  possessing a creature can take four roles with respect to 
  its victim: rider, ally, controller, or enemy. The ghost can 
  only choose one role at a time. If a ghost is acting as a 
  controller, it can’t also grant the victim the bonuses it 
  could if the ghost were an ally, for example.  
   
  Rider: Much of the time, a ghost that possesses a 
  creature simply rides along with the victim, who usually 
  unaware of its presence. The fiend might combine riding 
  with hiding to get into an area protected by a forbiddance 
  spell or slip past magic circle against evil near a target it 
  could not otherwise approach. As a free action, the 
  possessing ghost can become the ally or controller of the 
  possessed creature. Both of these actions, however, make 
  the ghost’s presence known to the victim.  
   
  Ally: If the possessed creature is aware of the 
  possessing ghost and willing to be its host, the possessing 
  ghost can grant the victim a +4 profane bonus to any 
  ability score. The ghost is in control of this ability and can 
  take it away as a free action. If the possessed creature acts 
  contrary to the ghost’s wishes, the ghost can switch from 
  ally to controller or ally to enemy as a free action. 
  
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  Controller: In the most feared aspect of possession, 
  a ghost can take a standard action to attempt direct 
  control over the actions of the victim, who struggles to 
  maintain control over his or her body. The victim must 
  make a saving throw every round (DC 25 + 1 for each 
  previous failed attempt against the controller that day) to 
  avoid losing control. If the victim’s save succeeds, the 
  victim has resisted the ghost, and the ghost can make 
  another control check in the next round.  Victims 
  struggling against control are considered staggered and 
  can take only partial actions. 
   
  If the possessed creature makes three consecutive 
  saving throws, then the possessing ghost cannot make 
  further attempts to control the victim that day. The 
  success or failure of the victim’s saving throws against the 
  control do not affect the overall possession, however, and 
  the ghost is still possessing the creature. 
   
  If the creature fails the Will save against control, the 
  ghost has access to all of the creature’s senses, abilities, 
  skills, feat and spell knowledge. The ghost now acts as 
  though it is the creature in all respects, until control is 
  lost or relinquished. During this time, the possessed 
  creature can speak mentally to the ghost and is still privy 
  to all sensory input - unless the possessor takes a standard 
  action to block the possessed creature’s access to the 
  senses. If the ghost wishes, the victim blacks out while 
  the ghost is in charge. 
   
  The ghost uses it’s own Intelligence, Wisdom, and 
  Charisma scores, but it adopts all of the creature’s 
  physical ability scores. Ghosts of at least 9 HD and 15 Int 
  that maintain control of a victim for at least ten rounds 
  can also draw upon the possessed creature’s spell-like 
  abilities (at the same caster level as the possessed 
  creature). The ghost assumes the victim’s creature type 
  and is affected by spells and effects as if it were the 
  possessed creature.  
   
  The ghost can automatically maintain control for a 
  number of rounds equal to 15 +1 for each time the ghost 
  has controlled this specific victim. When the ghost’s 
  control lapses, it can attempt to reassert control if it 
  chooses. 
   
  Enemy: The opposite of an ally, this possessing 
  ghost is a hindrance to the creature it possesses. A 
  possessing ghost usually takes this tactic when it has 
  failed to control its victim or when angry with a 
  possessed creature to which it was acting as an ally. The 
  possessing ghost can grant the victim a -4 profane penalty 
  to any ability score. The ghost is in control of this ability 
  and can take it away as a free action. 
  Possessing Objects 
  A ghost can possess an object of at least tiny size and no 
  larger than huge. An item held, worn, or carried by a 
  character uses it’s owners saving throws as if a spell were 
  being cast on them. In each case a Will save DC is 25.  
  The ghost can automatically succeed in possessing an 
  unattended non-magical item. 
  Effects of the Possession of an Object 
  A ghost possessing an object becomes a part of the object. 
  A possessing ghost can see and hear up to 60 feet away 
  from the object, but cannot use darkvision or blindsight 
  while possessing an object, even if it normally has these 
  abilities. The possessing ghost remains vulnerable to 
  spells or abilities that affect undead or evil creatures. 
  Physical attacks and most spells do not affect the ghost, 
  but might damage the object; destroying the object forces 
  the ghost to take ethereal form and seek a new host. 
  The ghost may attempt to hide its presence within the 
  possessed object, allowing it to pass through magic circle 
  against evil, enter a forbiddance-warded church, and 
  escape detection by detect evil. To do so, the ghost must 
  make a “mental” hide check. This is a Hide Check using 
  the ghost’s Int modifier rather than its Dex modifier, but 
  which otherwise uses its Hide skill. The difficulty class 
  for the Hide check is 10 + the level of the spell + the 
  spellcaster’s relevant ability modifier (like a saving throw 
  for a spell). The ghost gets a +8 circumstance bonus if the 
  spell normally only detects or targets creatures. The ghost 
  can also use the Hide check to prevent the possessed 
  creature from taking damage from alignment-based spells 
  such as holy smite. If the ghost fails its Hide check, the 
  possessed object takes damage as if it were the fiend. 
  A ghost can also possess a substance that has no fixed 
  shape (i.e. a pool of water) or is part of a larger object. 
  When it does so, a ghost cannot possess an area or a 
  volume larger than 10 feet on a side. 
  The ghost gets a bonus on attempts to possess creatures 
  that carry, hold, or wear the item. For each day the 
  possessed item was worn, held, or carried by the target 
  prior to the possession attempt, the DC for the target’s 
  Will save increases by +1, up to a maximum of +10.  
  A ghost possessing an object can take any of the 
  following roles. Changing roles is a standard action. 
   
  Watcher: The ghost possesses an object, usually 
  something big and stationary. It can see and hear twice 
  its normal range as long as the object remains stationary. 
   
  Controller: If the possessed object has moving parts, 
  a possessing ghost can control the movement. A wagon 
  can be made to steer toward a pedestrian on a street or 
  roll out of a stable with no horse pulling it. Possessed 
  objects with wheels or legs cannot move faster than the 
  
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  ghost itself could move in its corporeal form.  More 
  powerful ghosts can exert a greater control. A ghost with 
  at least 10 HD and Charisma 17 can force an object to 
  animate even if the object doesn’t have any moving parts. 
  The possessed object functions as an animated object. 
  However, no ghost can control an animated object with a 
  higher challenge rating than its CR. 
   
  Corruptor: The possessed item radiates a cursed, 
  befouling presence. Anyone touching the possessed 
  object must succeed at a Will save (DC 25) or fall under 
  the effect of a bestow curse spell with a caster level equal 
  to the ghost’s Hit Dice. Unlike the bestow curse spell, the 
  subject does not necessarily know that the curse is in 
  effect or that it came from the item. Nothing about the 
  object’s appearance suggests that it is possessed. The 
  curse lasts until removed with break enchantment, 
  limited wish, miracle, remove curse, or wish, even if he 
  ghost vacates the possessed object. 
   
  Enhancer: A ghost can possess a Tiny or larger 
  weapon or armor and enhance it as if it were a magic 
  item. The field can duplicate magic item powers worth up 
  to 2,000 gp per HD. A ghost possessing magic armor or a 
  magic weapon can increase it power by the same amount. 
   The ghost is in control of the powers it bestows upon the 
  item. It can take them away as a free action at a moment’s 
  notice if the creature using the item does not act in a 
  manner that the ghost wishes. If the ghost leaves the 
  items, it loses all powers bestowed by the possession.  
  Despite the ghost’s duplication of magic item abilities, a 
  nonmagical possessed item doesn’t become actually 
  magical. Detect magic will not sense an aura; detect evil 
  will, however. Smart characters might notice that the 
  possessed item behaves strangely or has an unusual 
  appearance. A character that succeeds at a Search check 
  (DC 25) notes that there is “something strange” about the 
  item. 
  
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  Appendix V: Rys Hooden the Doppelganger
  Rys slew a Captain of the Gran March military and 
  assumed his identity two years ago.  Rys is a student of 
  the arcane and enjoys dominating those less powerful 
  than it with its magic.  It looks forward to earning a 
  promotion and then assuming the identity of whoever 
  promoted it.  Rys plays his current role very well through 
  his use of his own knowledge and that it can glean from 
  others using its abilities. If Rys senses a confrontation, it 
  will use it silent/stilled spellS while trying to converse 
  with its potential attackers. Rys will also order any Gran 
  March PC soldiers to protect him, if it comes to that.  
  And Rys will use his illusions to create other individuals 
  at the meeting who can be blamed for the strange orders 
  coming from Rys’ office and some of the spells that Rys 
  may cast.  It will then use its mind-affecting spells to best 
  affect. Note that it is not proficient with its shield and 
  will not carry it while spellcasting.  It will use its alter self 
  ability to appear that it has drawn its sword, however the 
  sword will in reality be its arm and use that to perform a 
  slam attack if in melee.  Rys will try to escape if that 
  becomes an option after it is unmasked. 
  APL 6 
  � Captain Rys Hooden: doppelganger Enc6; CR 9; 
  medium shapechanger; HD 4d8+6d4+10; hp 50; Init +2; 
  Spd 30 ft.; AC 16 (touch 12, flat-footed 14) [+2 Dex, +4 
  natural]; Atk +7 melee (1d6+1, 2 slams); SA detect 
  thoughts; SQ alter self, immunities; AL N; SV Fort +7, 
  Ref +8, Will +11; Str 12, Dex 14, Con 12, Int 20 (22), Wis 
  14, Cha 15. 
   
  Skills and Feats: Bluff +13 (+17 if reading opponent’s 
  mind), Concentration +14, Disguise +23 (+27 if reading 
  opponent’s mind), Knowledge (local – Gran March) +13, 
  Knowledge (local – Sheldomar Valley) +12, Listen +11, 
  Profession (soldier) +5, Sense Motive +6, Spellcraft +19, 
  Spot +8; Alertness, Dodge, Scribe Scroll, Silent Spell, 
  Spell Focus (enchantment), Still Spell. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously detect thoughts as the spell cast by an 18
  th 
  level sorcerer (DC 14).  It can suppress or resume this 
  ability as a free action. 
   
  Alter Self (Su): A doppelganger can assume the 
  shape of any Small or Medium humanoid.  This works 
  like alter self as cast as an 18
  th level sorcerer, but the 
  doppelganger 
  can 
  remain 
  in 
  the 
  chosen 
  form 
  indefinitely.  It can assume a new form or return to its 
  own form as a standard action. 
   
  Immunities (Ex): Doppelgangers are immune to 
  sleep and charm effects. 
   
  Possessions: mw longsword (never used), mw large 
  steel shield (never used), Rys’ Spellbook I, headband of 
  intellect +2, scroll of protection from arrows (3
  rd level 
  caster), scroll of haste (5
  th level caster), wand of magic 
  missile (5
  th level caster), pearl of power (1
  st level), 100 gp. 
   
  Spells Prepared (5/6/6/4; base DC = 16 + spell level, 
  18 + spell level for enchantment spells): 0—[daze*, detect 
  magic, mage hand, prestidigitation, read magic]; 1
  st—
  [charm person x3*, expeditious retreat, mage armor, 
  shield]; 2
  nd—[mirror image, resist elements x2, Tasha’s 
  hideous laughter* x2, web]; 3
  rd—[silent stilled charm 
  person x2, stinking cloud, suggestion*].  *specialization 
  bonus spell 
  APL 8 
  � Captain Rys Hooden: doppelganger Enc8; CR 11; 
  medium shapechanger; HD 4d8+8d4+12; hp 57; Init +2; 
  Spd 30 ft.; AC 16 (touch 12, flat-footed 14) [+2 Dex, +4 
  natural]; Atk +8 melee (1d6+1, 2 slams); SA detect 
  thoughts; SQ alter self, immunities; AL N; SV Fort +7, 
  Ref +8, Will +12; Str 12, Dex 14, Con 12, Int 20 (22), Wis 
  14, Cha 16. 
   
  Skills and Feats: Bluff +14 (+18 if reading opponent’s 
  mind), Concentration +16, Disguise +24 (+28 if reading 
  opponent’s mind), Knowledge (local – Gran March) +17, 
  Knowledge (local – Sheldomar Valley) +17, Listen +11, 
  Profession (soldier) +8, Sense Motive +6, Spellcraft +21, 
  Spot +8; Alertness, Dodge, Scribe Scroll, Silent Spell, 
  Spell Focus (enchantment), Still Spell. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously detect thoughts as the spell cast by an 18
  th 
  level sorcerer (DC 15).  It can suppress or resume this 
  ability as a free action. 
   
  Alter Self (Su): A doppelganger can assume the 
  shape of any Small or Medium humanoid.  This works 
  like alter self as cast as an 18
  th level sorcerer, but the 
  doppelganger 
  can 
  remain 
  in 
  the 
  chosen 
  form 
  indefinitely.  It can assume a new form or return to its 
  own form as a standard action. 
   
  Immunities (Ex): Doppelgangers are immune to 
  sleep and charm effects. 
   
  Possessions: mw longsword (never used), mw large 
  steel shield (never used), Rys’ Spellbook I, headband of 
  intellect +2, scroll of protection from arrows (3
  rd level 
  caster), scroll of haste (5
  th level caster), wand of magic 
  missile (5
  th level caster), pearl of power (2
  nd level), 100 gp. 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 46 
   
  Spells Prepared (5/7/6/5/4; base DC = 16 + spell 
  level, 18 + spell level for enchantment spells): 0—[daze*, 
  detect magic, mage hand, prestidigitation, read magic]; 
  1
  st—[charm person x3*, expeditious retreat, mage armor, 
  magic missile, shield]; 2
  nd—[mirror image, resist 
  elements x2, Tasha’s hideous laughter* x2, web]; 3
  rd—
  [silent stilled charm person x2, slow, stinking cloud, 
  suggestion*]; 4
  th—[confusion*, Otiluke’s resilient sphere, 
  phantasmal killer, rainbow pattern].  *specialization 
  bonus spell 
  APL 10 
  � Captain Rys Hooden: doppelganger Enc10; CR 13; 
  medium shapechanger; HD 4d8+10d4+14; hp 65; Init +2; 
  Spd 30 ft.; AC 16 (touch 12, flat-footed 14) [+2 Dex, +4 
  natural]; Atk +9 melee (1d6+1, 2 slams); SA detect 
  thoughts; SQ alter self, immunities; AL N; SV Fort +8, 
  Ref +9, Will +13; Str 12, Dex 14, Con 12, Int 20 (24), Wis 
  14, Cha 16. 
   
  Skills and Feats: Bluff +14 (+18 if reading opponent’s 
  mind), Concentration +18, Disguise +24 (+28 if reading 
  opponent’s mind), Knowledge (local – Gran March) +24, 
  Knowledge (local – Sheldomar Valley) +24, Listen +11, 
  Profession (soldier) +10, Sense Motive +6, Spellcraft +24, 
  Spot +8; Alertness, Dodge, Scribe Scroll, Silent Spell, 
  Spell Focus (enchantment, illusion), Spell Mastery 
  (charm person, dominate person, hold person, mage 
  armor, persistent image, shield, suggestion), Still Spell. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously detect thoughts as the spell cast by an 18
  th 
  level sorcerer (DC 15).  It can suppress or resume this 
  ability as a free action. 
   
  Alter Self (Su): A doppelganger can assume the 
  shape of any Small or Medium humanoid.  This works 
  like alter self as cast as an 18
  th level sorcerer, but the 
  doppelganger 
  can 
  remain 
  in 
  the 
  chosen 
  form 
  indefinitely.  It can assume a new form or return to its 
  own form as a standard action. 
   
  Immunities (Ex): Doppelgangers are immune to 
  sleep and charm effects. 
   
  Possessions: mw longsword (never used), mw large 
  steel shield (never used), Rys’ Spellbook I & II, headband 
  of intellect +4, scroll of protection from arrows (3
  rd level 
  caster), scroll of haste (5
  th level caster), wand of magic 
  missile (5
  th level caster), pearl of power (3
  rd level), 100 gp. 
   
  Spells Prepared (5/7/7/6/5/4; base DC = 17 + spell 
  level, 19 + spell level for enchantment and illusion 
  spells): 
  0—[daze*, 
  detect 
  magic, 
  mage 
  hand, 
  prestidigitation, read magic]; 1
  st—[charm person x3*, 
  expeditious retreat, mage armor, magic missile, shield]; 
  2
  nd—[mirror image, resist elements x3, Tasha’s hideous 
  laughter* x2, web]; 3
  rd—[silent stilled charm person x2, 
  hold person, slow, stinking cloud, suggestion*]; 4
  th—
  [confusion x2*, Otiluke’s resilient sphere, phantasmal 
  killer, 
  rainbow 
  pattern]; 
  5
  th—[dominate 
  person*, 
  feeblemind, mind fog, persistent image].  *specialization 
  bonus spell 
  APL 12 
  � Captain Rys Hooden: doppelganger Enc12; CR 15; 
  medium shapechanger; HD 4d8+12d4+16; hp 72; Init +2; 
  Spd 30 ft.; AC 16 (touch 12, flat-footed 14) [+2 Dex, +4 
  natural]; Atk +10 melee (1d6+1, 2 slams); SA detect 
  thoughts; SQ alter self, immunities; AL N; SV Fort +9, 
  Ref +10, Will +14; Str 12, Dex 14, Con 12, Int 20 (24), Wis 
  14, Cha 17 (19). 
   
  Skills and Feats: Bluff +15 (+19 if reading opponent’s 
  mind), Concentration +20, Disguise +25 (+29 if reading 
  opponent’s mind), Knowledge (local – Gran March) +26, 
  Knowledge (local – Sheldomar Valley) +26, Listen +11, 
  Profession (soldier) +20, Sense Motive +6, Spellcraft +26, 
  Spot +8; Alertness, Combat Casting, Dodge, Scribe Scroll, 
  Silent Spell, Spell Focus (enchantment, illusion), Spell 
  Mastery (charm person, dominate person, hold person, 
  mage armor, persistent image, shield, suggestion), Still 
  Spell. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously detect thoughts as the spell cast by an 18
  th 
  level sorcerer (DC 16).  It can suppress or resume this 
  ability as a free action. 
   
  Alter Self (Su): A doppelganger can assume the 
  shape of any Small or Medium humanoid.  This works 
  like alter self as cast as an 18
  th level sorcerer, but the 
  doppelganger 
  can 
  remain 
  in 
  the 
  chosen 
  form 
  indefinitely.  It can assume a new form or return to its 
  own form as a standard action. 
   
  Immunities (Ex): Doppelgangers are immune to 
  sleep and charm effects. 
   
  Possessions: mw longsword (never used), mw large 
  steel shield (never used), Rys’ Spellbook I & II, headband 
  of intellect +4, cloak of charisma +2, scroll of protection 
  from arrows (3
  rd level caster), scroll of haste (5
  th level 
  caster), wand of magic missile (5
  th level caster), pearl of 
  power (4
  th level), 100 gp. 
   
  Spells Prepared (5/7/7/7/5/5/4; base DC = 17 + spell 
  level, 19 + spell level for enchantment and illusion 
  spells): 
  0—[daze*, 
  detect 
  magic, 
  mage 
  hand, 
  prestidigitation, read magic]; 1
  st—[charm person x3*, 
  expeditious retreat, mage armor, magic missile, shield]; 
  2
  nd—[mirror image, resist elements x3, Tasha’s hideous 
  laughter* x2, web]; 3
  rd—[silent stilled charm person x3, 
  hold person, stinking cloud, suggestion x2*]; 4
  th—
  [confusion x2*, Otiluke’s resilient sphere, phantasmal 
  killer, 
  rainbow 
  pattern]; 
  5
  th—[dominate 
  person*, 
  feeblemind, mind fog, persistent image, silent stilled 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 47 
  slow]; 6
  th—[acid fog, mass suggestion*, mislead, 
  programmed illusion].  *specialization bonus spell 
  APL 14 
  � Captain Rys Hooden: doppelganger Enc14; CR 17; 
  medium shapechanger; HD 4d8+14d4+18; hp 80; Init +2; 
  Spd 30 ft.; AC 16 (touch 12, flat-footed 14) [+2 Dex, +4 
  natural]; Atk +11 melee (1d6+1, 2 slams); SA detect 
  thoughts; SQ alter self, immunities; AL N; SV Fort +9, 
  Ref +10, Will +15; Str 12, Dex 14, Con 12, Int 20 (26), Wis 
  14, Cha 17 (19). 
   
  Skills and Feats: Bluff +25 (+29 if reading opponent’s 
  mind), Concentration +20, Disguise +25 (+29 if reading 
  opponent’s mind), Knowledge (local – Gran March) +27, 
  Knowledge (local – Sheldomar Valley) +27, Listen +11, 
  Profession (soldier) +20, Sense Motive +6, Spellcraft +27, 
  Spot +8; Alertness, Combat Casting, Dodge, Scribe Scroll, 
  Silent Spell, Spell Focus (enchantment, illusion), Spell 
  Mastery (charm person, dominate person, hold person, 
  mage armor, persistent image, shield, suggestion), Still 
  Spell. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously detect thoughts as the spell cast by an 18
  th 
  level sorcerer (DC 16).  It can suppress or resume this 
  ability as a free action. 
   
  Alter Self (Su): A doppelganger can assume the 
  shape of any Small or Medium humanoid.  This works 
  like alter self as cast as an 18
  th level sorcerer, but the 
  doppelganger 
  can 
  remain 
  in 
  the 
  chosen 
  form 
  indefinitely.  It can assume a new form or return to its 
  own form as a standard action. 
   
  Immunities (Ex): Doppelgangers are immune to 
  sleep and charm effects. 
   
  Possessions: mw longsword (never used), mw large 
  steel shield (never used), Rys’ Spellbook I & II, headband 
  of intellect +6, cloak of charisma +2, scroll of protection 
  from arrows (3
  rd level caster), scroll of haste (5
  th level 
  caster), wand of magic missile (5
  th level caster), pearl of 
  power (5
  th level), 100 gp. 
   
  Spells Prepared (5/7/7/7/7/5/5/4; base DC = 18 + 
  spell level, 20 + spell level for enchantment and illusion 
  spells): 
  0—[daze*, 
  detect 
  magic, 
  mage 
  hand, 
  prestidigitation, read magic]; 1
  st—[charm person x3*, 
  expeditious retreat, mage armor, magic missile, shield]; 
  2
  nd—[mirror image, resist elements x3, Tasha’s hideous 
  laughter* x2, web]; 3
  rd—[silent stilled charm person x3, 
  hold person, stinking cloud, suggestion x2*]; 4
  th—
  [confusion x2*, Otiluke’s resilient sphere, phantasmal 
  killer x2, rainbow pattern]; 5
  th—[dominate person*, 
  feeblemind, mind fog, persistent image, silent stilled 
  slow]; 6
  th—[acid fog, silent stilled confusion , mass 
  suggestion*, mislead, programmed illusion]; 7
  th—
  [forcecage, insanity*, Mordenkainen’s sword, prismatic 
  spray].  *specialization bonus spell 
   
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 48 
   
   DM Aid
  Map #1 – Map of Tunnel 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 49 
  Map #2 – Castle Hall and Audience Area  
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 50 
  Map #1 – Illustration of a Night Terror 
   
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 51 
  Player Handout #1 
   
  [The following was hand-delivered to you, sealed with wax and affixed with a ribbon, by a Herald of Keoland.] 
   
  Intrepid Adventurer, 
   
   
  Though it has been some time, I still intend to honor my part of the contract we 
  made this past fall. If you will again accompany me on my path to the Grand 
  Duchy of Geoff, you would be most welcome, and I will discharge my obligations 
  to you. 
   
  I am currently staying as the guest of Lord Kyerdylan of Mandismoor. 
  Please inquire directly, I have much news of developments in the relationship of 
  my native land and that of the Gyri.  
   
  I may also know of another who could be in use of your services, which would 
  only slightly delay my mission. The lands of Mandismoor have experienced some 
  strange happenings since the Siege of Ravonnar. Perhaps we can discuss this 
  upon arrival. 
   
   
   
   
   
   
   
  Officially Yours, 
   
   
   
   
   
   
  Charlton Pendal Dasco 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 52 
  Player Handout #2 
   
  [The following was hand-delivered to you, sealed with wax and affixed with a ribbon, by a Herald of Keoland.] 
   
  Bold Adventurer, 
   
   
  This past fall you had accompanied one Charlton Pendal Dasco on his 
  venture to the lands of Geoff.  It is my understanding that he unfortunately 
  expired in the course of your travels.  This is unfortunate as he was a friend of my 
  father, and when I learned of his intent to pass through my lands, I had hoped to 
  see him. 
   
  It has also come to my attention that you bear in trust a certain small package 
  that he was bearing. I have learned from my representative at the Council of 
  Niole Dra that this package bears a gift to Princess, now Grand Duchess, 
  Calisse. It would do me great honor if, now knowing this, you would complete the 
  voyage to Hochoch to deliver the gift to my dear cousin in Charlton’s memory. I 
  know the two of them were very close. 
   
  In addition, there are other more local concerns that I would like to discuss 
  with a person of your caliber. You may wish to gather some trusted companions to 
  entertain my offer. 
   
  Seek me at Fortress Ravonnar. 
   
   
   
   
   
   
   
  Officially Yours, 
   
   
   
   
   
   
  Trad Kyerdylan 
   
   
   
   
   
   
  Lord of Mandismoor 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 53 
  Player Handout #3 
   
  [The following was hand-delivered to you, sealed with wax and affixed with a ribbon, by a Herald of Keoland.] 
   
  Dear Adventurer, 
   
   
  I have been led to understand that you may have in your possession, or may 
  know another who does, a certain article, a box or chest, which is properly my 
  charge.  I must ask that you return this to me immediately. 
   
  Though it has been some time, I still intend to honor my part of the contract we 
  made this past fall. If you will again accompany me on my path to the Grand 
  Duchy of Geoff, I will discharge my obligations to you. 
   
  I am currently staying as the guest of Lord Kyerdylan of Mandismoor. 
  Please inquire directly, 
   
  I may also know of another who could be in use of your services, which would 
  only slightly delay my mission. The lands of Mandismoor have experienced some 
  strange happenings since the Siege of Ravonnar. Perhaps we can discuss this 
  upon arrival. 
   
   
   
   
   
   
   
  Very Truly Yours, 
   
   
   
   
   
   
  Charlton Pendal Dasco 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 54 
  Player Handout #4 
   
  [The following was hand-delivered to you, sealed with wax and affixed with a ribbon indicating official orders of the 
  Gran March military.] 
   
  To: 
   
  <Your Rank, Name> 
  From: 
  His 
  Most 
  Resolute 
  Magnitude, 
  Magnus 
  Vrianian, 
  Commandant of Gran March 
  Reports have come to my attention of certain unauthorized operations 
  conducted by members of the Army.  A group, led by a Captain who has 
  since disappeared, attempted to ambush and assassinate a Keoish noble.  
  This has caused no end of diplomatic problems for our forces.  In light of 
  recent events in Hochoch, our good relations with King Skotti and 
  Brenin Owen are already strained. 
  I understand that the target of this attack, a Charlton Pendal Dasco, is 
  currently staying in Mandismoor.  I wish for you to journey to Fortress 
  Ravonnar and learn what you can of this matter.  If you can, in any 
  way, be of service to him, please put yourself at his disposal.  Return to 
  Gran March with your report once relations with Charlton Pendal Dasco 
  are no longer strained and you have an answer as to who attacked him 
  and why. 
  For Commandant and Country! 
  M.V. 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 55 
  Player Handout #5 
   
  [The following was hand-delivered to you, sealed with wax and affixed with a ribbon indicating official orders of the 
  (Bissel Army/Keoish Military/Yeomanry Militia).] 
   
  To: 
   
  <Your Rank, Name> 
  As you well know, we have recently sent a large force to our ally Geoff to 
  aid them in their fight against the Giant horde.  Some of this force has 
  been stationed at Fortress Ravonnar in the Province of Mandismoor in 
  Keoland awaiting deployment into Geoff.  Recently there have been a 
  number of alleged sightings of strange creatures attacking the civilians 
  of Mandismoor.  These attacks are disrupting our preparations for aiding 
  Geoff and causing significant panic amongst the populace.  In an 
  attempt to improve our relations with Keoland and continue our efforts 
  to assist Geoff, please journey to Ravonnar and help the authorities there 
  deal with the terrible situation they are facing. 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 56 
  Player Handout #6 
   
  [The following was hand-delivered to you, sealed with wax and affixed with a ribbon, by a Herald of Keoland.] 
   
  Bold Adventurer, 
   
   
  Tales of your adventures have reached my ear.  I am doubly in need of 
  assistance from resourceful individuals like yourself.  First, some strange and 
  foul creatures have been terrorizing the populace of Mandismoor in the vicinity 
  of Fortress Ravonnar.  Our attempts to find and stop these creatures have not 
  been fruitful.  Second, a family friend, Charlton Pendal Dasco, is in need of 
  some brave adventurers to provide him assistance on a personal mission to Geoff.  
   
  I hope you will reply to this summons with your presence and a willingness to 
  deal with the above situations.  You may wish to gather some trusted companions 
  to entertain my offer. 
   
  Seek me at Fortress Ravonnar. 
   
   
   
   
   
   
   
  Officially Yours, 
   
   
   
   
   
   
  Trad Kyerdylan 
   
   
   
   
   
   
  Lord of Mandismoor 
  
  SHE3-02 Good Things Come in Small Packages 
   
  Page 57 
  Good Things Come in Small Packages 
  Critical Events Summary 
  For Tables Running in June, July, or August of 2003 
   
  1. Did the PCs defeat the fihyr and inform the local lords of their existence? 
   
   
  2. At APL 14, what happened to Gil?  List the name, email address, and RPGA # of 
  anyone who asked to go on the special mission to help Gil atone. 
   
   
  3. Did the PCs rescue the villagers? 
   
   
  4. Was the swordwraith army reported to anyone?  If so, to whom? 
   
   
  5. How did the PCs resolve the Baklunish squatters situation? 
   
   
  6. Did the PCs get the ghost to lie down via diplomacy, did they slay it (and was it 
  permanent), or did the ghost escape?  Was Dartun resurrected? 
   
   
  7. Was the doppelganger exposed and, if so, did he escape? 
   
   
  If you run this event in June, July, or August of 2003, please e-mail the results from this sheet to Steven Conforti, Circle 
  representative for the Sheldomar Valley, scon40@aol.com, by September 15, 2003. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/593/Normal Scenarios/SHE3-02 - Good Things Come in Small Packages (APL 6-14)/SHE3-02 - Good Things Come in Small Packages.pdf