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.  
   
  VEL4-04 
   
   
   
   
   
  Enemy of my Enemy 
   
  A One Round D&D LIVING GREYHAWK
  ®  
  Veluna Regional Adventure 
  by Christopher M. Johnson 
  Map of Falsridge: Russell Akred 
  Triad Edit: Jeff Richards 
  Circle Edit: David Christ 
   
  The forces of Evil hold the northern parts of Veluna.  You have been called on by the Church of St. Cuthbert to help 
  prepare for counter attacks against those forces.  You have come to Falsridge because it is a safe place to plan and 
  prepare, or is it?  A module for APLs 4-12. 
   
   
  
  Vel4-04 Enemy of my Enemy 
   
  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 four 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. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  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. 
  
  Vel4-04 Enemy of my Enemy 
   
  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 
  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. 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. 
  5. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Archclericy of Veluna.  Characters native to Veluna 
  pay one Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard Upkeep costs 12 
  gp per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Adventure Background 
   
  The 
  city 
  of 
  Falsridge has been 
  relatively quiet, a 
  good 
  distance 
  away 
  from 
  the 
  fighting.  The only 
  recent problem is 
  an 
  increase 
  of 
  bandits 
  hitting 
  caravans 
  in 
  the 
  Fals pass.  It is here 
  that the Church of 
  St 
  Cuthbert 
  is 
  marshalling forces 
  for 
  special 
  operations against 
  The One’s forces 
  in the east.  What 
  is unknown to the church is that The One has another 
  ally in the war against Veluna in Colmes.  Colmes is 
  behind the bandit activity and is using the bandits to 
  draw out the forces of Fals Keep.  As the adventure opens 
  Colmes has successfully drawn out the forces and has 
  snuck in behind them to take the keep, with the help of 
  an insider that made sure the gate stayed open for the 
  attacking forces.  The attack on Falls Keep happens at the 
  dawn of the day after the introduction of the module. 
  Another wrench in the works is the fact that Stromay has 
  been given sanctuary by the Strinen family.  The Strinen 
  family is a minor noble family in the Diocese of Falsridge. 
   Stromay and Lady Catherine Strinen are at Fals Keep 
  when it is attacked.  As the keep is being overrun 
  Stromay teleports Lady Catherine and himself out of Fals 
  Keep to a place he knows nearby.  This happens to be the 
  room that the PCs are staying in at the inn. 
  Adventure Summary  
  Colmes is not just stopping with Fals Keep.  Colmes also 
  wants to take Falsridge to secure the western flank for 
  The One.  Colmes’ forces are mostly human mercenaries 
  willing to do just about anything for enough money.  
  Colmes also understands a force composed as such does 
  not have a particularly high morale, and would not be 
  able to maintain a siege for very long.  Colmes has 
  therefore decided to resort to some stealth tactics to 
  capture both Fals Keep and Falsridge. 
  Colmes has three groups preparing for the attack on 
  Falsridge.  First, there is a group of gnomes working in 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 4 
  the gnomish area of Falsridge.  Second, there is a group of 
  rogues and thugs who have taken control of the IRC 
  trading company warehouse in Falsridge.  Third, there is 
  the army of mercenaries Colmes has at Fals Keep. 
  The gnomes’ mission is to build a light catapult within 
  the city of Falsridge to draw as much attention away from 
  the western gate as possible.  They have appropriated a 
  two-story building, whose roof had recently collapsed.  
  They have been using the excuse that they are repairing 
  the building to smuggle in the parts for the catapult.  
  They have also built a makeshift lab in the basement to 
  build Alchemical Fire rounds for the catapult when it is 
  complete. 
  The rogues have taken control of the IRC office of 
  Falsridge. They are preparing to claim the main western 
  gate so the army can march uncontested into the city.  
  They are going to do this by bringing a cart to the gate as 
  Colmes’ army approaches and refugees are trying to get 
  within the city walls.  The cart has a trick wheel and it 
  will break while entering the gate, releasing its cargo of 
  alchemical fire and hay.  They want to start a good fire at 
  the entrance to prevent its use while they hit the 
  gatehouse with Stonebreaker Acid catapult rounds. 
  Once the gate has been destroyed, the main force of 
  mercenaries will attack the destroyed gate and enter the 
  city in an attempt to overwhelm the city defenders.  This 
  force does not have heavy siege equipment and therefore 
  is not prepared for taking a walled city.  If the main 
  western gate remains intact, the mercenaries will not be 
  able to succeed in capturing the city. 
  The introduction begins with the PCs answering a notice 
  requesting their presence within Falsridge.  They are 
  signed up for duty and told to relax at the Highlands Inn 
  while they await assignment. 
  The following morning Encounter Two begins.  Stromay 
  and Lady Catherine suddenly appear within some of the 
  PCs rooms arguing about something.  Stromay will 
  announce to the PCs that they need to escort Lady 
  Catherine and himself to the Church of St Cuthbert. 
  At the church, Encounter Three begins and the PCs will 
  be questioned about their association with a known 
  criminal such as Stromay.   
  After some time at the church, the PCs can return to the 
  inn and will arrive to a request from Lady Catherine to 
  meet her agent as soon as possible. 
  Lady Catherine’s agent will explain what Lady Catherine 
  knows and will ask the PCs to investigate what happened 
  in Encounter Three. 
  Encounter Five will bring the PCs back into the presence 
  of Stromay to question/interrogate him. 
  After talking to Stromay, the PCs are free to continue 
  their investigation proceeding to Encounter Six. 
  Early in the evening, Encounter Seven will happen.  The 
  remaining troops from Fals Keep will arrive at Falsridge 
  giving the PCs a new angle to investigate. 
  The following morning, the PCs will receive a note from 
  Lady Catherine stating some of her other investigators 
  have found some strange things going on around a 
  building not too far from the market district.  Encounter 
  Eight is to investigate this building.  This is actually a 
  hideout for the Pack here in Falsridge and actually has 
  nothing to do with any attempted takeover of Fals Keep 
  or Falsridge.   
  Immediately after the investigation of the Pack hideout, 
  the attack on Falsridge (Encounter Nine) will begin, with 
  the gnomes in the gnomish quarter starting to throw 
  their Alchemical Fire rounds starting with the market 
  place.  The gnomes got nervous and started their attacks 
  too early.  It was supposed to be timed with the approach 
  of the army.  At this point the PCs will have 
  approximately 30 game time minutes to destroy the 
  catapults at the IRC compound before the gatehouse is 
  destroyed and the army arrives. 
  Encounter Nine is the PCs’ raid on the gnomish hideout. 
   The gnomes do have an escape route, therefore if the PCs 
  prove too much for them they will escape into the sewers 
  and leave the city via the river. 
  Encounter Ten is the raid on the IRC compound.  At this 
  point, the PCs will probably have to accept Stromay’s 
  help to get them into the compound.  Once they have 
  completed this, they will have a few minutes to look 
  around the compound before they have to retreat to the 
  city because of the arrival of Colmes’ army. 
  The conclusion will follow.  If the PCs succeed in 
  destroying the catapults within the 30-minute time 
  frame, Colmes’ army will discover the western gate still 
  intact and, after a short battle, will retreat.  Otherwise, the 
  PCs will be involved in a fighting retreat out of Falsridge 
  as the forces of Colmes overrun the city. 
  Introduction 
  Hand the players Player Handout #1. 
  The DM should review each player’s character sheets and 
  note each characters Forgery skill total (remember, this 
  can be done untrained).  This will be needed later.  Don’t 
  tell them what you are looking for. 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 5 
  Assuming they follow the instructions read the 
  following. 
  The trip to Falsridge has been unexpectedly quiet. 
  There have been few travelers on the road except for 
  some refugees here and there.  The walls of the city 
  loom large overhead as you approach the gate.  The 
  city of Falsridge is one of the places where the Great 
  Western Road meets the Fals River.  It is the gateway 
  for almost all the goods entering and leaving Veluna 
  from the west.  The traffic has ground almost 
  completely to a stop with the recent events in Mitrik. 
   It is late afternoon as you arrive at the towering gates 
  of Falsridge. 
  Let the PCs do what they wish.  When they decide to go 
  to the Church of St. Cuthbert continue. 
  The church of St. Cuthbert is almost 400 feet long.  
  This is small to the standards to some of the churches 
  in Mitrik, yet it by far dwarfs any of the other 
  buildings here in Falsridge.  The public entrance to 
  the church is on the south side.  The church is 
  currently being guarded by a number of knights in 
  shining silver armor.  These must be the famed 
  Knights of the Cudgel.  Just inside the gate there is a 
  station set up where a number of well-armed people 
  seem to be discussing something. 
  Assuming the PCs approach the station. 
  Near the station, a sign reads, “Please sign in and state 
  your abilities and accomplishments, so we can give 
  you an appropriate assignment.”  A clerk looks up 
  from his desk expectantly. 
  At this point, let the PCs introduce themselves and give 
  tales of their adventures to the cleric and the other party 
  members.  After the PCs have completed their tales read 
  the following. 
  The clerk has taken copious notes during each one of 
  your tales, never interrupting.  After each of you has 
  given your tale, the clerk says, “Thank you for signing 
  up for missions to help us rid the Vale of Luna of the 
  evil that has befallen it.  We are currently tabulating 
  our assets here and will be giving out assignments 
  based on achievement, preparedness, and current 
  need.  We plan to strike back at the forces of The One 
  as soon as we have more intelligence on their 
  movements.  Here take this.” 
  The clerk hands you a piece of paper. 
  He continues, “This is a request for a room for you at 
  the Highland Inn.  Give this request to the barkeep 
  and he will provide a room for you.  Please wait there 
  for us to request your services.  With your list of 
  accomplishments, I could not imagine it being a long 
  wait.”   
  Encounter One: The Highland 
  Inn 
  The PCs are now free to do as they please.  If they try to 
  go to other inns, they will find that they are all booked 
  for use by the Church.  If they choose to gather 
  information, proceed to the results later in the encounter. 
  You enter into a jovial atmosphere in the Highland 
  Inn.  There are numerous other adventurer types 
  recounting their tales over drinks to anyone who will 
  listen.  There is a waiting list of minstrels desiring to 
  entertain the crowd with song or story.  Behind the 
  bar is a tall gruff looking man who has a number of 
  scars across his arms and face.  He looks your way for 
  a second as you enter, then continues pouring a 
  drink. 
  Assuming at least one PC gives the note to the bartender 
  continue reading. 
  As you approach the bar the man looks up and says, 
  “Hello. I am Finnados Livest owner of this 
  establishment and former Knight of the Cudgel.  
  How may I help you?” 
  After barely looking at the note you presented him he 
  continues, “Ahhh, I see more adventurous sorts here 
  to stick it to the invaders up north.  I wish I still had 
  the ability to accompany you...  You are more than 
  welcome to stay here, your room is number 9, upstairs 
  on the left.” 
  Due to all the rooms the church has requisitioned, there 
  are no extra rooms available.  Finnados will put up 
  partitions for those modest types.  Otherwise they are all 
  in one large room. 
  At this point allow the PCs to role-play whatever they 
  would like to do.  Finnados will be more than happy to 
  tell them old war stories.  Any bard wanting to perform 
  will have to make a Diplomacy check [DC 25] to get the 
  others waiting to allow the PC to perform.  Otherwise the 
  PC will not get a chance before the bar closes for the 
  evening. 
  PCs wishing to gather information can pick up some 
  interesting points. 
  DC 5: You overhear another adventurer saying, “There is 
  an army of giants and giant-kin amassing in the south 
  preparing to strike into Veluna.” (false) 
  DC 10: A person claiming to be at Castle Sepher when it 
  fell shouts, “they must have had help from within.  No 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 6 
  one should have routed the Knights of Whitehale so 
  easily.”  (false the knights were caught unaware but the 
  devils had no help) 
  DC 13: A local merchant tells you, “The recent raids on 
  caravans have made it difficult for us to get goods 
  through.  Most of the trading houses have had little to 
  offer.” 
  DC 15: You overhear one of the few locals in the room 
  saying, “I can’t believe they tolerate the gnomes within 
  the city walls.  They are nice folk and all but they 
  continually cause trouble.  Just last week an explosion 
  came from the gnomish quarter, blew the roof off one of 
  the houses.  Well at least this time they didn’t burn down 
  half the quarter.” (true) 
  DC 20: An adventurer coming from Veluna City states, “I 
  can’t believe the gall of the Plar Redin Sarneth, pulling 
  his troops out of Veluna City.  Just in their time of need 
  too.  He is going to have a lot to answer for once the 
  current situation is taken care of.” (True the Plar did pull 
  his troops out of Veluna City) 
  DC 25: A Cleric of St. Cuthbert tells you, “I can’t believe 
  the Strinen family.  They gave Abromax Stromay 
  sanctuary within Veluna.  A complete travesty of justice.” 
  DC 30: A shifty looking man tells you, “I hear that 
  Colmes is operating in these parts.  Be on the lookout - he 
  may be working for The One.” 
  Encounter Two: Surprise at Dawn 
  It is a DC 20 Spellcraft check to determine that Stromay 
  and Lady Catherine used the teleport spell to enter. 
  Just as the fog of sleep is starting to subside a 
  woman’s scream seems to fade into existence.  This is 
  followed by the same voice yelling, “Stromay!  What 
  was that for?  Where are we? Oh…” 
  After a short pause the voice starts to whimper, “In 
  Rao’s name that was horrible.” 
  At this point let the PCs do as they see fit.  If they choose 
  to kill Stromay outright, they will be arrested and the 
  mod is essentially over for them.  They will be set free 
  and told to leave when Colmes takes the city later in the 
  mod, so just fill out the AR with zero exp and zero gold 
  and the normal TU cost.  They are in their room when 
  Lady Catherine and Stromay all of a sudden appear out of 
  nowhere.   
  The lady is dressed in a tight fitting dark purple dress, 
  and black hooded cloak.  Her long, silky black hair is 
  pulled back in a tight braid.  She is quite attractive.  
  The man is wearing a simple tunic and breeches.  He 
  has short-cropped brown hair and a haughty air about 
  him. 
  At APL 4-8 Stromay will have used a scroll of teleport.  At 
  APL10-12 he will have cast the spell himself. 
  If the PCs allow Stromay to talk read the following.  If 
  they pelt him with questions he will answer them 
  honestly but try to get them moving.  Lady Catherine will 
  be too upset to talk.  If pressed, she will just keep saying 
  how horrible it was and press the back of her hand to her 
  forehead as if about to faint. 
  Keep in mind Stromay is extremely full of himself and 
  considers himself a near demi-god and all other mortals 
  to be lesser beings. 
  Stromay says, “We were at Fals Keep when it was 
  attacked at dawn.  Somehow the attacking forces got 
  into the keep unopposed.  We need to head to the 
  church immediately to let them know what is going 
  on.  I am sure since I am no friend of the Church of 
  Saint Cuthbert they will probably arrest me, so I need 
  you to accompany us to the church to protect Lady 
  Catherine.” 
  Lady Catherine will just continue to cry mentioning it 
  was awful.  She is totally ignorant of the situation and 
  knows nothing if pressed.  Stromay will not allow the 
  party to give the Lady a hard time.  The following are 
  answers to some questions the PCs may ask  Stromay: 
  Why were you at Fals Keep? 
  “I was escorting Lady Catherine there to meet with the 
  Archbishop.” 
  What was the Lady’s business with the Archbishop? 
  “Her husband has been doing some investigating into the 
  raids along the Great Western Road and had discovered 
  something.  We were delivering this information to the 
  Archbishop.” 
  What was the information? 
  “I do not know.  She does not know either, she was 
  simply delivering a written message from Lord Strinen.  
  Neither of us read the message.” 
  What happened at the keep? 
  “Upon arrival I was escorted to a room and put under 
  guard while Lady Catherine conducted her business.  I 
  spent the night there and just after dawn I heard a large 
  commotion outside.  When I knocked on my door to ask 
  the guards what was going on, there wasn’t anyone there. 
   I then opened my door and went to see what was 
  happening.  I noticed quite a bit of fighting in the 
  courtyard of the keep and the defenders were losing.  It 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 7 
  was at that time I went to find Lady Catherine in her 
  room.  She was not there.  I found her on the walls 
  watching the fighting.  Then I spied a group of enemy 
  soldiers charging us on the wall and I decided to teleport 
  her here.  I don’t even think she saw them coming, good 
  thing I was there…” 
  Why will the Church of Saint Cuthbert arrest you? 
  “I was accused and found guilty of murder.  I was 
  banished from Veluna unless a noble house gave me 
  sanctuary.  The Strinen family gave me that sanctuary, 
  but I am sure it will take a little while to sort out the 
  details with the Church.  My superior instinct tells me 
  that they will assume I was involved in the attack on Fals 
  Keep, even though I wasn’t!”  (This is a direct result of 
  Vel3-02 The Wing of a Butterfly and the following IC 
  trial in the Veluna IC list archives.) 
  Encounter Three: No Surprise at 
  the Church of St. Cuthbert 
  If the PCs choose to escort Lady Catherine and Stromay 
  to the Church of St Cuthbert read the following. 
  Your short trip to the church has been tense, and 
  Lady Catherine has continued to whimper all the way 
  there.  As you enter the Church of Saint Cuthbert, an 
  older looking priest with a look of indignation 
  approaches, followed by a couple of guards.  He looks 
  directly at Stromay and says, “Abromax Stromay, I had 
  heard you were in the area, but I never believed that 
  you would have the gall to actually show up on my 
  Church’s grounds.” 
  He looks at the rest of you and says, “So are you going 
  to come quietly or do I have to thump some heads?” 
  Stromay replies, “I expected no less from you 
  Jenshan, imagine at one time I actually called such a 
  lesser man friend.” 
  Jenshan looks disgusted and says, “That was before 
  you went insane and killed an innocent woman.  So 
  what will it be?” 
  Stromay continues, “I did what I did to prevent the 
  coming darkness.  My visions were true.  The 
  darkness has come, how many more lives will be lost 
  because I couldn’t complete my work?  What 
  shortsighted fools you all are to weigh one life over 
  the thousands already lost. I have not come here to 
  argue politics with imbeciles.  I bring more important 
  business; Fals Keep has been taken by an unknown 
  enemy.” 
  Jenshan says angrily, “What proof do you have?” 
  Stromay replies, “None but my word.  That used to be 
  good enough for you.  Do as you wish I am sure your 
  petty magic’s will be able to tell the truth of my 
  words.  I do insist that you release these adventurers 
  and Lady Catherine to go with minimal fuss.  She is a 
  friend of Duke Grinish and he would be very 
  unhappy if you mistreated her in any way.” 
  Jenshan relaxes a bit and says, “Very well.  Sergeant!  
  Take this man away.  Be careful. He is a tricky sort, so 
  don’t let him out of your sight.” 
  Jenshan then looks at Lady Catherine with a frown, 
  “Let’s get her comfortable and something to drink.  I 
  need to ask you some questions about this matter 
  before I release her into your custody.  If you’d follow 
  me…” 
  Jenshan motions for you to enter the church. 
  Assuming the PCs follow. 
  You follow Jenshan into the church; as he enters he 
  motions for an acolyte.  When the acolyte gets close 
  he whispers something in his ear and the acolyte runs 
  off.  He leads you to an office in the back of the 
  church.  This well appointed room has a couch and a 
  number of chairs.  He proceeds to help Lady 
  Catherine on to the couch and then looks sternly at 
  you.  He says coolly, “Tell me everything you know 
  about this matter.” 
  He will question the PCs for a few minutes until he is 
  satisfied that they have told him all they know and have 
  not been lying to him.  After he is done with them he will 
  say the following. 
   “I am making arrangements for her to stay with the 
  Duke.  At this point I suggest you return to the inn 
  get something to eat.  If what Stromay has told us is 
  true, we may need your services very soon. 
  If the PCs do not accompany Lady Catherine and 
  Stromay, the church will send some guards to request the 
  PC’s presence.  Once there, the PCs are questioned by 
  Jenshan about the matter.  
  Encounter Four: Surprise 
  Request 
  Assuming the PCs have stayed at the inn, read the 
  following.   Otherwise, paraphrase for wherever they are 
  at.   
  You await assignment, listening to the competing 
  bards one up each other.  You are not sure which is 
  taller -  the beers they are drinking or the tales they 
  are telling.  After a bit, a boy in his teens enters the 
  
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  inn and looks around.  Once spotting you he quickly 
  approaches your table and says, “Excuse me are you 
  the adventurers that helped Lady Catherine today?” 
  He waits their response.  
  He continues, “I am Haft, servant to Duke Grinish. 
  Lady Catherine asked me to deliver this note to you.”   
  Haft bows a little bit as he hands you the note and 
  continues, “If there is nothing else?” 
  Again he awaits their response. 
  Haft quickly bows and exits the inn. 
  The note Haft gives the PCs is player handout #2.  Haft 
  does not know anything, he was just assigned to Lady 
  Catherine to take care of her needs.  She asked him to 
  deliver this note and has complied with the request.   
  If any PC can make a DC22+APL forgery check and 
  played VEL1-04 “Like Water Under the Bridge”, VEL2-06 
  “Blood Red Sky”, or VEL3-04 “Shrouded In Mist”, tell 
  them the handwriting of the note looks vaguely familiar 
  but they can’t tell where they have seen it before.  The 
  DM should make this roll in secret. 
  Encounter Five: Vague Answers 
  Upon entering the Great Hall of the Church of Saint 
  Cuthbert, you are greeted by an acolyte who asks, 
  “Welcome to the Church of Saint Cuthbert.  How 
  may I help you?” 
  He awaits the PCs’ answer.  If the PCs mention they are 
  here to see Stromay on behalf of Lady Catherine he will 
  give them no trouble. 
  After you have stated your business the acolyte says, 
  “Very well.  We were told to expect you, please follow 
  me.”  He leads you down to the back of the church 
  where the offices are.  Not too far from where 
  Jenshan’s office was, you are led to a room with a 
  metal door. 
  The acolyte stops and looks you over and then says, 
  “We just had this room made to hold one of those 
  devils who are attacking up north.  It includes a ward 
  to keep them on this plane of existence, and wards to 
  prevent spells being cast.  Who knew our first 
  occupant would be a human.  Be careful with any 
  magic you choose to bring into the room. 
  This room is under the effect of an antimagic field. 
  As you enter, Stromay looks up haughtily and says, 
  “What do you want?” 
  As long as the PCs mention that they were sent by Lady 
  Catherine Stromay will warm up to them. 
  Stromay continues, “Well, at least she is loyal, if not 
  the brightest person in the world.  I will answer your 
  questions to the best of my abilities.” 
  Stromay has many the same answers that he did in 
  encounter 2.  He does have a little more information 
  because he has had time to think about what happened. 
  Why were you at Fals Keep? 
  “I was escorting Lady Catherine here to Fals Keep to 
  meet with the Archbishop.” 
  What was the Lady’s business with the Archbishop? 
  “Her husband has been doing some investigating into the 
  raids along the Great Western Road and had discovered 
  something.  We were delivering this information to the 
  Archbishop.” 
  What was the information? 
  “I do not know.  She does not know either, she was 
  simply delivering a written message from Lord Strinen.” 
  What happened at the keep? 
  “Upon arrival I was escorted to a room and put under 
  guard while Lady Catherine conducted her business.  I 
  spent the night there and just after dawn I heard a large 
  commotion outside.  When I knocked on my door to ask 
  the guards what was going on, there wasn’t anyone there. 
   I then opened my door and went to see what was 
  happening.  I noticed quite a bit of fighting in the 
  courtyard of the keep, and the defenders were losing.  It 
  was at that time I went to find Lady Catherine in her 
  room.  She was not there.  I found her on the walls 
  watching the fighting.  Then I spied a group of enemy 
  soldiers charging us on the wall and I decided to teleport 
  her here.  I don’t even think she saw them coming, good 
  thing I was there…  Now that I think about it, there was 
  something wrong with the attacking force; they didn’t 
  have enough people.  They had enough people for an 
  open ground battle but not a siege of a keep.  It almost 
  seems they knew they were going to get in.” 
  How did they know they were going to get in? 
  “I do not know.  It must have been someone on the inside 
  who let them in.  They did not have the tell tale signs that 
  they were using magic to get in.” 
  Who would they have on the inside? 
  “I do not know, there were a number of people there, it 
  could have been any of them.” 
   
  
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  Was it you? 
  “Certainly not!  I told you I was in my room, under guard 
  the whole night and there I stayed until the commotion 
  broke out.” 
  Why didl the Church of Saint Cuthbert arrest you? 
  “I was accused and found guilty of murder.  I was 
  banished from Veluna unless a noble house gave me 
  sanctuary.  The Strinen family gave me that sanctuary, 
  but I am sure it will take a little while to sort out the 
  details with the Church.”  (This is a direct result of Vel3-
  02 The Wing of a Butterfly and the following IC trial in 
  the Veluna IC list archives.) 
  Encounter Six: Avenues of 
  Investigation 
  This encounter provides guidance for what the PCs do 
  from after they talk to Stromay and before the early 
  evening when the remaining forces from Fals Keep 
  arrive.  Let the PCs do what they think is fit. 
  The following are NPCs, location information, and what 
  the PCs can learn from each.. 
  Jensham:  Jensham is available at the church and more 
  than willing to talk to the PCs.  He is not entirely happy 
  the PCs are investigating the matter too, but he 
  understands the lady’s wishes.  He can recount what 
  Stromay has stated.  He does believe what Stromay has 
  said except for his lack of involvement in the matter.  He 
  has also given the information to the Knights of the 
  Cudgel. 
  Lady Catherine: When the PCs request an audience 
  with Lady Catherine, they will be informed she is out.  
  She did not let anyone know where she went.  She is 
  currently at the IRC trade house.  There is no reason the 
  PCs should know this, but they may have a magical 
  means of locating her. 
  Duke Grinish: The Duke is in an emergency meeting 
  with Bishop Barrett and the Knights of the Cudgel over 
  at their building.  He is not available and will not be 
  anytime soon. 
  Bishop Falton Barrett:  The Bishop is in the meeting 
  with Duke Grinish and the Knights of the Cudgel.  He is 
  not available. 
  Haft: Haft will see the PCs and answer any of their 
  questions.  He knows nothing about the events at Fals 
  Keep.  He does know that Lady Catherine has had him 
  running errands around town.   Mainly delivering letters 
  and such…  She has also asked him to pick her up some 
  clothes and other necessities.  He will refer the PCs to 
  Lady Catherine if they want to know where the letters 
  were delivered. 
  Knights of the Cudgel: The PCs will be able to talk to a 
  clerk at the building.  They will be informed that the 
  leadership is in a meeting discussing the current 
  situation.  The clerk will also inform the PCs that a patrol 
  has been sent to Fals Keep to assess the situation. 
  Fals Keep: If the PCs choose to go to the keep, point out 
  the keep is 17 miles away and would take the better part 
  of a day to get there.  It is currently late afternoon, so 
  suggest that they should wait until morning.  If the PCs 
  fly to Fals Keep they will see the remaining members of 
  the Fals Keep garrison headed to Falsridge.  Proceed to 
  encounter 7 if they stop to talk.  If they teleport, or use 
  some sort of fast movement to get there, and thus would 
  miss the retreating forces, there are three options.  Either 
  way, the PCs will encounter 1000 ready combatants at 
  Fals Keep. 
  First, if they arrive outside the Keep, use the stats for 
  encounter 10 for the combatants on the walls should the 
  PCs choose to engage.  The enemy archers will get at least 
  half cover from the palisades.   
  If the PCs appear within the keep, they will be attacked 
  by all 1000 troops.  The enemy will use good judgment 
  and wait until the PCs are in a place where their numbers 
  are an advantage.   
  If the PCs sit and watch: 750 of the troops will leave after 
  dark in the direction of Falsridge. 
  IRC Trade House: If the PCs manage to locate Lady 
  Catherine at the IRC trade house they will see a place 
  that looks disorganized and numerous people running 
  around.  The preparations are going on out back behind 
  the stacks of crates.  They do not have anything illegal 
  back there, but there are two catapults hidden under 
  tarps, and also a fair number of weapons packed in crates. 
   There is a lot of stuff back there, so the catapults under 
  the tarps will not seem unusual.  The PCs will be led into 
  an office where Lady Catherine will meet them (but only 
  if they ask for her specifically).  She will ask what they 
  have learned.  If they ask her about what happened at Fals 
  Keep she will break down and start crying saying it was 
  awful.  She will be thinking the same (detect thoughts 
  will not pick up anything else).  If asked why she is here, 
  she had some foreign perfume on order with the IRC 
  (she is very particular about her perfume), and she is very 
  upset that it is late!  She came here to pressure the 
  guildmaster into delivering or returning her money.  She 
  is very upset with the IRC and their disorganization, and 
  she should have known better than to go with the cut-
  rate house…  If the party simply asks questions around 
  the IRC, they will find nothing interesting.  The rogues 
  
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  here have actually been operating the guildhouse for the 
  last month or so for the IRC, so they can talk to the PC’s 
  about operations without lying or bluffing in any way.  
  They are aware of detect thoughts and will focus in their 
  minds on the true lies they are telling.  They will say they 
  were recently reassigned here (true but not by the IRC).  
  The old guildmaster is gone (true, he’s dead and buried 
  out back).  If asked about the catapults and weapons in 
  the back, they will truthfully say that with war on they 
  were hoping to supply them to the troops (true; he didn’t 
  say which troops!). 
  The following is information that can be picked up from 
  Gather Information checks. 
  About Fals Keep: 
  • 
  [DC 10] - The person in charge of Fals Keep is 
  Archbishop Beoarn Kitel. 
  • 
  [DC 14] - The keep has a contingent of about 
  350 troops, 100 Knights of the Cudgel and 250 
  man at arms. 
  • 
  [DC 18] - The Fals Keep contingent has been 
  assigned the task of taking care of the bandit 
  problem. 
  About the bandits 
  • 
  [DC 10] - The bandits have been attacking 
  caravans east and west of Falsridge on the Great 
  Western Road. 
  • 
  [DC 14] - All trading companies have had 
  problems. 
  • 
  [DC 18] - Trade has essentially stopped from 
  the east due to the attack on Mitrik. 
  About Stromay 
  • 
  [DC 10] - Stromay was accused and convicted of 
  the murder of Yannotta Ginnie. 
  • 
  [DC 14] - Stromay has been given sanctuary by 
  the Strinen family. 
  • 
  [DC 18] - Stromay is thought by many to be 
  crazy. 
  About Lady Catherine 
  • 
  [DC 10] - Lady Catherine is the wife of Lord 
  Asmal Strinen. 
  • 
  [DC 14] - Lady Catherine is nice but not too 
  bright. 
  • 
  [DC 18] - Asmal has recently come to be the 
  head of the family when his father and older 
  brother were killed when headed towards 
  Mitrik. 
  • 
  [DC 18] - Since Asmal has taken over, the 
  family holdings have been doing very well.  It 
  seems he has a good business sense. 
  • 
  [DC 20] - It is rumored that Lady Catherine is 
  not faithful to her husband, but she is faithful to 
  his money. 
  Other Sources: The Brotherhood of the Unseen, the 
  Pack, and the other Churches have little idea what is 
  going on.  The Churches have been briefed by the 
  Church of Saint Cuthbert and therefore know what the 
  PCs can find out from the Church of Saint Cuthbert.  
  Other sources can give out the general information from 
  encounter one. 
  Encounter Seven: Surprise 
  Arrival 
  This encounter happens just before sunset. 
  As you prepare to follow your next lead, a boy comes 
  running by yelling, “They’re here, they’re here.” 
  It is then you hear a rather large commotion near the 
  western gate. 
  The PCs can stop the boy or rather easily find out the 
  remains of the garrison of Fals Keep has arrived. 
  At this point the PCs can continue their investigation.  At 
  some point they are going to probably want to talk to 
  members of the garrison that just arrived. 
  You arrive at the church grounds to see it has 
  changed much in the last few hours.  The garrison of 
  the keep has definitely arrived and they are starting 
  to set up camp on the church’s grounds.   
  If the PCs explain to the sentries that they are 
  investigating what happened at Fals Keep for Lady 
  Catherine, the sentries will let them pass.  The PCs will 
  be passed around the camp until they are led to Sergeant 
  Finhalm, who can take the time to answer their 
  questions. 
  After being passed around quite a bit you are finally 
  brought to a burly man who seems to at least 
  command some respect.  After taking a moment to 
  speak with your current escort the man will speak, 
  “Hello.  I am Sergeant Finhalm.  I understand you are 
  here on behalf of Lady Catherine to investigate what 
  happened at the keep.  Before I answer your 
  questions, I do have one for you.  How many other 
  people, besides Lady Catherine escaped magically?” 
  
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  He will listen to the PCs answer and then continue. 
  Sergeant Finhalm will reply, “Well I had hoped more 
  had survived.  Now that you have answered mine, 
  please ask your questions.” 
  He will answer the all the questions honestly.  He is not 
  holding anything back.  The following are the answers he 
  gives to typical PC questions. 
  What happened? 
  “Yesterday we were sent on a search and destroy mission. 
   We thought we had been given the location of the 
  bandit’s hideout.   We took this force here to go after 
  them because we had little data on the group.  When we 
  got to the camp it was deserted.  So, after some searching, 
  we decided to head back to the keep.  We were out about 
  10 miles from the keep when we pitched camp for the 
  night.  This morning, as we were preparing to head back 
  home, a runner from the keep reached us and told us it 
  was under attack by a 1000 man strong force and they had 
  breached the walls.  We completed our packing and 
  headed there as fast as possible.  Unfortunately, by the 
  time we got there, the keep had already been taken.   We 
  were not ready to lay siege against such superior 
  numbers, so we headed back here.  With that size force, 
  we believe this has to be their next target.” 
  What did the force consist of? 
  “All of it I saw was human.  I would guess foreigners by 
  the look of their arms, probably mercenaries.  They were 
  competent enough… ” 
  How could they breach the walls so quickly? 
  “I am not sure. Magic possibly” 
  Where did you get the information about the bandits? 
  “I do not know; we were just following orders that came 
  down from the Archbishop.” 
  Where is the runner? 
  “He is currently being debriefed at headquarters.” 
  What about Stromay? 
  “Heard he was convicted of some crime and banished 
  unless given sanctuary by a nobleman.  Lord Strinen took 
  him in to protect his lovely young wife.”  Sense Motive 
  DC15+APL to determine there is something he is not 
  saying. 
  What about Lady Catherine? 
  “She is the wife of Lord Strinen, a local nobleman.  Very 
  pretty lady.”  If pressed about Catherine and a DC15+APL 
  Diplomacy check is made (only the PC doing the talking 
  may roll, no “aid another”) he will lean in and lower his 
  voice:  “She likes to fool around if you know what I mean. 
   She was making time with one of the Sergeants at the 
  Keep…”  This particular Sergeant was one that stayed at 
  the keep and is presumed dead. 
  After the PCs are done talking to the sergeant, they can 
  continue investigating for as late as they want that night. 
   They will not be able to talk to the runner.  When the 
  PCs decide to call it a day, move to encounter eight. 
  Encounter Eight: Surprise Clue 
  The following morning, Lady Catherine gives the PCs a 
  message.  Give the players Player Handout #3.  
  If any PC can make a DC22+APL Forgery check and 
  played VEL1-04 “Like Water Under the Bridge”, VEL2-06 
  “Blood Red Sky”, or VEL3-04 “Shrouded In Mist”, tell 
  them the handwriting of the note looks vaguely familiar 
  but they can’t tell where they have seen it before.  The 
  DM should make this roll in secret. 
  There is a chance when Haft leads the PCs to the hideout 
  that they know it is a Pack safe house.  If any PC is a 
  member of the Pack they need a DC 10+APL knowledge 
  (Velverdyva Region) check, you may forgo this check for 
  any Pack member who has made contact with the local 
  pack, by either stating so or using the Pack bonus to 
  Gather Information.  Everyone else needs a DC 20+APL 
  Knowledge (Velverdyva Region) check. 
  If and when the PCs go to the location provided, read or 
  paraphrase the following. 
  This building is typical of those in the merchant 
  quarter.  It is a one-story house of wood construction, 
  with a door and two small windows on the front of 
  the house.  The houses on the left and right squeeze 
  this house and there is no room to walk between 
  them. 
  There are currently three occupants of the building, 
  Zessen Lightfoot and his two apprentices.  Zessen is in 
  area B, the sitting room.  The first apprentice is in area D, 
  the bedroom with the secret door.  The second 
  apprentice is in area E, the kitchen/dining room. 
  ALL APLs (EL 6) 
  �Zessen Lightfoot: Male Halfling Rog5; HP: 23; See 
  Appendix 1. 
  �Pack Apprentice (2): Male Halfling Rog1; HP: 6; See 
  Appendix 1. 
  Tactics: How the PCs enter will determine Zessen’s 
  response.  He will talk to the PCs if they are willing to 
  talk.  Otherwise he will try to delay them long enough so 
  his apprentices can escape out the windows in back.  He 
  
  Vel4-04 Enemy of my Enemy 
   
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  will assume the PCs are there to arrest him for his recent 
  acquisitions from the merchant quarter.  If the PCs set off 
  either of the alarm traps, the apprentices will use the 
  windows in back to leave, and Zessen will leave 3 rounds 
  later.  
  Zessen knows nothing about the fall of Fals Keep other 
  than rumors on the street.  He has no intention of 
  helping the bandits or the forces of The One do anything. 
   As a member of the Pack he enjoys a little leeway in his 
  activities and does not want that to change with new 
  management.  He is a 100% loyal citizen of Veluna and 
  would most definitely not want the city taken over by 
  bandits. 
  Zessen’s answer to common questions: 
  Who are you? 
  “I am Zessen.” 
  What are you doing here? 
  “I am a merchant.  I sell my wares in the shop behind this 
  house.”  (He is not telling the entire story; Sense Motive 
  DC15+APL) 
  What do you know about the bandits who took Fals 
  Keep? 
  “Just the rumors I heard last night.” 
  Do you have any plans to help them take Falsridge? 
  “That is silly.  Why would I want to do that?  Where 
  would you hear such a tale?  I am a loyal citizen!” 
  Have you seen anything strange going on? 
  “Not really. There has been an increased military and 
  adventurer population here.  On the other hand, there 
  has been little trade coming in an out of the city with the 
  problems in Mitrik and all, but the IRC trade house 
  seems to be building up its stock.  They must be hoping 
  to make a windfall with weapon sales.”  If the party can 
  make a DC12+APL Diplomacy check:  “There are a group 
  of gnomes from out of town holed up in a damaged house 
  in the gnome quarter.  They say they are repairing the 
  house, but why do you need swords to repair a house?” 
  What do you know of Lady Catherine? 
  “Never heard of her.” 
  Areas in the house: 
  See map #2 for layout of house. 
  A. Entry Hallway – This hallway contains two simple 
  alarm traps.  One is on the door and rings a bell when the 
  door is opened.  The second is a tripwire which pulls over 
  a stack of cans.  The front door is locked (DC 20 Open 
  Lock; Hardness 5; HP: 10; Break 13) 
  All APLs (EL 1) 
  �Alarm Trap: (EL 1) (Search DC15; Disable Device 
  DC15; Reset automatic).   
  B. Sitting Room – This is a sitting room where people 
  can relax.  There are four chairs and a table in the middle. 
  C. Bed Rooms – These bedrooms are places for Pack 
  members to lay low when trouble is brewing.  They all 
  have a bed, chair, window, and chest. 
  E. Kitchen/Dining Room – This room is both a kitchen 
  and a dining room where pack members can eat while 
  staying here. 
  Note:  Zessen could count as an NPC recommendation 
  for entry into The Pack meta-org.  If the DM determines 
  that this happens through the role-playing of this 
  encounter, simply record it on the AR notes and sign the 
  note. 
  Treasure: 
     All APLs– L: 29 gp; C: 0 gp; M:  Chain shirt +1 (104 gp 
  per character), dagger +1 (191 gp per character), cloak of 
  resistance +1 (83 per character). 
   
  Encounter Nine: Fire From the 
  Sky 
  This encounter begins as soon as the PCs leave the Pack’s 
  hideout no matter the outcome of the previous 
  encounter.  At this point, the PCs have 30 minutes game 
  time (300 rounds) to stop the IRC catapults from 
  destroying the western gates.  Remember a PC can move 
  approximately 1200 ft a minute hustling.  See PHB pg 64 
  for movement rates.   You can use the scale band to mark 
  the distance to a location.  The PCs are in the merchant 
  quarter (near 13 on the map of Falsridge) and they need 
  to get to the gnomish quarter (near 12) and the IRC 
  Compound (#8).  The attack will begin with a distraction 
  coming from a group of gnomes working for Colmes.  
  They have set up shop in the gnomish quarter in the 
  building that collapsed.  They have built a light catapult 
  under the guise of repairing the roof.  They have an 
  illusionist with them, so the roof looks like it is getting 
  more and more completed each day.  They are using 
  special Alchemical Fire rounds for their catapult (see 
  Appendix One for effect).  The illusionist is using his 
  wand of invisibility on the rounds before they are fired.  
  The general effect is that people hear a crash as the round 
  hits its target and the area suddenly catches fire. 
  
  Vel4-04 Enemy of my Enemy 
   
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  When the PCs exit the Pack’s hideout, read the following: 
  As you exit, you hear a large crash, followed by a wave 
  of heat.  The building next door has a big hole in its 
  roof and has caught fire. 
  Let the PCs react as they wish.  Unless they can somehow 
  see invisible, they will not be able to track the rounds 
  coming in to discover their source, and even then, they 
  could only track the ones that land near.  Every 30 
  seconds, read or paraphrase the following. 
  Crash!  Another building just got a hole in its roof 
  and it is starting to burn. 
  If the PCs haven’t found the source after 5 minutes read 
  the following.  If they do track the source of the invisible 
  catapult rounds, have Stromay intercept them on their 
  way to the gnomish quarter. 
  Looking around, numerous buildings have been hit 
  by an unseen force and caught fire.  Through the 
  smoke a man comes running, looking around he 
  seems to spot you and begins to approach.  It is 
  Stromay! 
  Again allow the PCs to react as they see fit.  Do not 
  advertise Stromay’s intentions.  Ask what they wish to do 
  as if he were attacking!  Stromay is always overconfident 
  in his abilities, so he is not worried about the PCs 
  attacking him.  If they let him live and speak, read the 
  following. 
  Stromay approaches you quickly.  He looks at you 
  sternly and says, “Rank amateurs! Can none of you see 
  things that are hidden from plain view?  This is an 
  attack coming from within the walls of the city - the 
  gnomish area from what I have plotted of the pattern. 
   Head over there, you should be able to hear whatever 
  is launching those things.  Hurry and stop this, the 
  army that attacked Fals Keep is on its way.”   
  Suddenly, a large plume of smoke comes from the 
  direction of the western gate.  Stromay gives a 
  worried look and hurries off in that direction 
  shouting, “Meet me at the main western gate after 
  you are done with the problem in the gnomish 
  quarter.” 
  Time is very important from this point forward.  The DM 
  will have to keep careful track of time.  See PHB pg 162 
  for movement rates at the 1 minute scale.  If the PCs 
  follow the road to the gnomish area, it is about 2000 ft 
  winding around the ridges.  Going straight there will be 
  about 700 ft, but will require climbing the ridges and 
  they will move at half speed, but they will have to make 4 
  DC0 climb checks. Each failed climb check will delay 
  them by 1 minute.  
  Once they arrive in the gnomish area, they will need to 
  make a Listen check DC 10 + APL to pinpoint the 
  building the catapult is in.  If the PCs fail, they can try 
  again every minute.  Once they have pinpointed the 
  building, read the following. 
  As you approach the area, you hear a “kerrthunk!” 
  approximately every 30 seconds.  It doesn’t take long 
  to localize the sound to a single two-story structure.  
  The place looks like some construction is being done 
  on it - the roof looks half completed, and all the 
  windows are boarded up. 
  The front door is locked (Open Lock 20, Hardness 5, HP: 
  10, Break 13).  One of the windows is an illusion, and one 
  of the gnomes is keeping a lookout out of it and will warn 
  his buddies when the PCs arrive at the front door.   
  See map #3 for layout of building. 
  ALL APLS (EL 4) - Catapult Crew 
  �Gnome Fighter: Male Gnome Ftr3: hp 30; see 
  Appendix 1. 
  �Gnome Warriors (4): Male Gnome War1: hp 13; see 
  Appendix 1 
  �Catapult, Light:  Hardness 5; hp 100. 
   
  APL 4 (EL 6) 
  �Gnome Illusionist: Male Gnome Wiz5 (Ill): hp 20; See 
  Appendix 1. 
  �Gnome Fighter: Male Gnome Ftr2: hp 23; See 
  Appendix 1 
   
  APL 6 (EL 8) 
  �Gnome Illusionist: Male Gnome Wiz7 (Ill): hp 28; See 
  Appendix 1. 
  �Gnome Fighter (3): Male Gnome Ftr2: hp 23 each; See 
  Appendix 1 
   
  APL 8 (EL 10) 
  �Gnome Illusionist: Male Gnome Wiz9 (Ill): hp 36; See 
  Appendix 1. 
  �Gnome Rogue (2): Male Gnome Rog4; hp 27 each; See 
  Appendix 1. 
  �Gnome Fighter (4): Male Gnome Ftr2: hp 23 each; See 
  Appendix 1 
   
  APL 10 (EL 12) 
  �Gnome Illusionist: Male Gnome Wiz11 (Ill): hp 44; 
  See Appendix 1. 
  �Gnome Rogue (2): Male Gnome Rog6; hp 42 each; See 
  Appendix 1. 
  �Gnome Fighter (4): Male Gnome Ftr3: hp 34 each; See 
  Appendix 1 
   
  
  Vel4-04 Enemy of my Enemy 
   
  Page 14 
  APL 12 (EL 14) 
  �Gnome Illusionist: Male Gnome Wiz13 (Ill): hp 52; 
  See Appendix 1. 
  �Gnome Rogue (2): Male Gnome Rog8: hp 58 each; See 
  Appendix 1. 
  �Gnome Fighter (4): Male Gnome Ftr5: hp 56 each; See 
  Appendix 1 
  Tactics: The entrance hallway is set up as a kill zone 
  where the fighters and the illusionist can hide and attack 
  the PCs entering.  The gnomes have set up arrow slits in 
  both walls, and have barrels at the end of the hall which 
  require the PCs to make a DC 10 Climb check to get by.  
  The arrow slits in the walls give the people behind it 
  cover (+8 to AC).  This can be avoided by going in 
  through the roof, which is open.  The lookout will alert 
  the gnomes to the approach of the PCs unless they 
  successfully sneak up on the place.  If warned, the 
  illusionist will precast mage armor, shield, and 
  invisibility or greater invisibility if he has it.  At higher 
  levels, he will cast invisibility sphere and make the 
  rogues and fighters invisible.  If the situation looks too 
  bleak, they will try to retreat through a small trapdoor 
  into the sewers (only small characters can fit).  The third 
  level fighter and the four warriors are the catapult crew.  
  They will not participate in the combat, and will flee or 
  surrender if the PCs kill their guards. 
  The illusionist has player handout #4. The PC’s will 
  realize that it is currently about 30 minutes away from 10 
  bells! 
  If any PC can make a DC22+APL Forgery check, tell 
  them the handwriting of the note looks similar to the 
  other notes they received but a little different.  The DM 
  should make this roll in secret.  
  Treasure: 
      APL 4 – L: 334 gp; C: 0 gp; M:  Wand of silent image 
  (62 gp per character), wand of invisibility (375 gp per 
  character), spell book I (325 gp per character). 
     APL 6 – L: 486 gp; C: 0 gp; M:  Wand of silent image (62 
  gp per character), wand of invisibility (375 gp per 
  character), ring of protection +1 (166 gp per character), 
  cloak of resistance +1 (83 gp per character), spell book I 
  (325 gp per character). 
     APL 8 – L: 745 gp; C: 0 gp; M:  Wand of silent  image 
  (62 gp per character), wand of invisibility (375 gp per 
  character), ring of protection +1 (166 gp per character), 
  cloak of resistance +1 (83 gp per character), rod of 
  metamagic (silent, lesser) (250 gp per character), chain 
  shirt +1 (104 gp per character), spell book I (325 gp per 
  character), spell book II (675 gp per character). 
     APL 10 – L: 618 gp; C: 0 gp; M:  Wand of silent image 
  (62 gp per character), wand of invisibility (375 gp per 
  character), ring of protection +1 (166 gp per character), 
  cloak of resistance +1 (83 gp per character), rod of 
  metamagic (silent, lesser) (250 gp per character), chain 
  shirt +1 x2 (208 gp per character), headband of intellect 
  +2 (333 gp per character), banded mail +1 x6 (696 gp per 
  character), boots of elvenkind x2 (416 gp per character) , 
  spell book I (325 gp per character), spell book II (675 gp 
  per character). 
     APL 12 – L: 618 gp; C: 0 gp; M:  Wand of silent image 
  (62 gp per character), wand of invisibility (375 gp per 
  character), ring of protection +1 (166 gp per character), 
  cloak of resistance +1 (83 gp per character), rod of 
  metamagic (silent, lesser) (250 gp per character), chain 
  shirt +1 x2 (208 gp per character), headband of intellect 
  +4 (1333 gp per character), banded mail +1 x6 (696 gp per 
  character), boots of elvenkind x2 (416 gp per character), 
  cloak of elvenkind x2 (416 gp per character), spell book I 
  (325 gp per character), spell book II (675 gp per 
  character). 
  Encounter Ten: Attack at the 
  Gate 
  The PCs have multiple choices after removing the gnome 
  problem.  They could head straight for the IRC if they 
  previously discovered the catapults at the IRC 
  compound.  They could head for the western gate.  If 
  they dally too long within the gnome house, have a 
  catapult round hit near the house.   
  When they decide to head for the western gate read the 
  following. 
  As the western gate comes into view, it looks as if it 
  has been heated.  The stone itself making up the 
  gatehouse looks to be melting away.  As you watch, 
  the gatehouse takes another hit - some sort of liquid 
  splashes over it and more of the stone melts away.  
  This and the fire in the entrance gate are making this 
  gate useless to traffic. 
  This is a result of the Stonebreaker Acid rounds hitting 
  the gatehouse.  The fire was caused by Colmes’ forces 
  bringing a wagon into the gate just as the attack was 
  about to start.  The wagon was loaded with hay, and a 
  barrel of Alchemical Fire.  The wagon was set up to break 
  a wheel as it entered the gate, and set off the Alchemical 
  Fire. 
  Stromay and a group of Knights of the Cudgel are 
  talking not too far from the gate.  The leader of the 
  Knights shakes his head vigorously and pushes 
  Stromay to the side as he walks away barking orders. 
  Stromay notices your arrival and motions for you to 
  come over. 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 15 
   
  Assuming the PCs follow his request, continue reading. 
   “Damnable pretentious Knights!  They won’t listen to 
  me!  They think the attacks are coming from within 
  the walls of the city and from one source.  However, 
  using the powers provided to me by fate, I have 
  determined that there are two sources of the attacks!  
  Did you discover one of them?”   
  Allow the players to answer.  Interrupt them with: 
  Crash!  Another round strikes the gatehouse and 
  caustic liquid spreads out, melting the stone.  “That 
  proves once again that I am right!  By my 
  calculations, the second source is outside the city 
  walls!  You must accompany me to find it!  There is no 
  time left to convince the cretins.  It is only a matter of 
  minutes before the gatehouse is destroyed and the 
  city is doomed.” 
  If the PCs balk at Stromay’s plan, he will explain that 
  there are not enough troops here to beat the approaching 
  army in a field battle.  If the gatehouse falls, that is what 
  is going to happen.  They believe they can hold if the 
  walls and gate are intact.  The PCs can choose not to go.  
  If so, Stromay will go alone and fail. 
  Once they go outside the walls, the area is mostly 
  abandoned.  Most of the citizens have fled behind the 
  walls. 
  Stromay pauses.  “Now to use my incredible powers to 
  determine the location…” He seems to concentrate.  
  You see a cat leap up on to a fence, startling a large 
  insect who takes flight.  A bird flying overhead 
  changes course to intercept the tasty morsel and 
  suddenly goes spiraling off course with a screech as a 
  large jar strikes it out of nowhere.  The jar continues 
  its altered trajectory and lands short of the gatehouse. 
   The bird falls to the ground near the trading 
  compound of the Iron Rings Trading Consortium. 
  The PCs can approach the IRC however they want.  The 
  IRC consists of an office building and an outdoor 
  compound.  
  Encounter 10 Part A - Outside Compound 
  Let the PCs discuss tactics and decide how they are going 
  to get there.  Every thirty seconds or so, they hear a loud 
  “Crash!”, as another round hits the gatehouse.   
  See map #4 for compound layout and position of archers. 
   There is a wagon gate on the long side of the outdoor 
  compound walls.  The walls are 10 ft tall stone.  The 
  archers have crates set up that they are standing on so 
  they can fire over the walls and use the walls for cover.  
  �Gate:  Hardness 5; hp 70; break DC25; Open Locks 
  (APL 4:  DC30, APL 6-8:  DC35; AP L12:  DC40). 
  Note:  There is a double extended silence spell from a 
  scroll (Caster Level 10
  th) on each of the catapults.  The 
  gnome warriors are carrying invisible Stonebreaker Acid 
  containers from the cleric in the building to the catapult. 
  ALL APLS  (EL 7): Catapult Crews: 
  �Gnome Fighter (2): Male Gnome Ftr3; hp 30; See 
  Appendix 1. 
  �Gnome Warriors(8): Male Gnome War1; hp 13; See 
  Appendix 1 
  �Catapult, Light (2):  Hardness 5; hp 100. 
   
  APL 4 (EL 6) 
  �Human Archer (8): Male Human Ftr1; hp 13; See 
  Appendix 1. 
   
  APL 6 (EL 8) 
  �Human Archer (8): Male Human Ftr2; hp 20; See 
  Appendix 1. 
   
  APL 8 (EL 10) 
  �Human Archer (8): Male Human Ftr4; hp 39; See 
  Appendix 1. 
   
  APL 10 (EL 12) 
  �Human Archer (8): Male Human Ftr6; hp 59; See 
  Appendix 1. 
   
  APL 12 (EL 14) 
  �Human Archer (8): Male Human Ftr8; hp 78; See 
  Appendix 1. 
   
  Tactics: At APL 10+, the wagon gate to the compound 
  has been blocked by a wall of stone spell from the cleric.  
  If the catapult crews come under attack, they will retreat 
  into the building.  The archers are using the crates as 
  palisades, and therefore get a +4 bonus to AC for anyone 
  who is at ground level.  They will shoot at any obvious 
  spell caster first (especially Stromay).  The DM should 
  concentrate on Stromay with the bow fire (fate is 
  conspiring against him!).  Should the PCs attack the 
  archers from outside the walls, half the archers on the 
  other walls will move to the wall being attacked to help. 
  Treasure: 
     APL 4 – L: 833 gp; C: 0 gp; M:  0 gp 
     APL 6 – L: 1,020 gp; C: 0 gp; M:  Potion cure light 
  wounds x8 (36 gp per character). 
     APL 8 – L: 945 gp; C: 0 gp; M:  Potion cure moderate 
  wounds x8 (225 gp per character), breastplate +1 (112 gp 
  per character). 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 16 
     APL 10 – L: 491 gp; C: 0 gp; M:  Potion cure moderate 
  wounds x8 (225 gp per character), breastplate +1 (112 gp 
  per character), composite longbow +1 [Str +3] x9 (2025 gp 
  per character). 
     APL 12 – L: 369 gp; C: 0 gp; M:  Potion cure moderate 
  wounds x8 (225 gp per character), breastplate +1 (112 gp 
  per character), composite longbow +1 [Str +3] x9 (2025 gp 
  per character), buckler +1 x9 (873 gp per character), cloak 
  of resistance +1 x9 (747 gp per character). 
  Encounter 10 Part B - Inside the Building 
  The front door to the building has been locked and 
  blocked with furniture.  Even if the PCs pick the lock, it 
  will still require a DC20 Str check to push through the 
  blocking furniture behind the door.  The two rogues and 
  the cleric will attack immediately upon the PCs entering 
  the building.  The cleric has a see invisible spell precast 
  (he is handling invisible flasks of acid!). 
  �Door:  Hardness 5; hp 30; break DC30; Open Locks 
  (APL4:  DC30, APL6-8:  DC35; APL12:  DC40). 
  If the catapult crews retreated into the building, they will 
  cower and not fight. 
  APL 4 (EL 7) 
  Cleric of Nerull: Male Human Clr4; hp 30; See 
  Appendix 1. 
  Human Rogue (2): Male Human Rog4; hp 24; See 
  Appendix 1. 
   
  APL 6 (EL 9) 
  Cleric of Nerull: Male Human Clr6; hp 45; See 
  Appendix 1. 
  Human Rogue (2): Male Human Rog6; hp 36; See 
  Appendix 1. 
   
  APL 8 (EL 11) 
  Cleric of Nerull: Male Human Clr8; hp 60; See 
  Appendix 1. 
  Human Rogue (2): Male Human Rog8; hp 48; See 
  Appendix 1. 
   
  APL 10 (EL 13) 
  Cleric of Nerull: Male Human Clr10; hp 75; See 
  Appendix 1. 
  Human Rogue (2): Male Human Rog10; hp 60; See 
  Appendix 1. 
   
  APL 12 (EL 15) 
  Cleric of Nerull: Male Human Clr12; hp 90; See 
  Appendix 1. 
  Human Rogue (2): Male Human Rog12; hp 72; See 
  Appendix 1. 
  Tactics:  The rogues will hide and attempt to get near the 
  casters in the party to sneak attack them.  As soon as the 
  cleric is aware of an attack, he will start preparing for it 
  and cast his buff spells.  If possible, he will use his wand 
  of invisibility to make the rogues and himself invisible 
  before they are attacked.  
  If the PCs search the compound, they will find the IRC 
  ledger, which will show normal activity up to a week ago, 
  when all entries stopped. 
  Treasure: 
     APL 4 – L: 110 gp; C: 0 gp; M:  Potion cure light 
  wounds x2 (8 gp per character), full plate +1 (220 gp per 
  character), wand of cure light wounds (62 gp per 
  character), wand of invisibility (375 gp per character), 
  cloak of resistance +1 x2 (166 gp per character), chain 
  shirt +1 x2 (208 gp per character). 
     APL 6 – L: 160 gp; C: 0 gp; M:  Potion cure light 
  wounds x2 (8 gp per character), full plate +1 (220 gp per 
  character), heavy shield +1 (96 gp per character), wand of 
  cure light wounds (62 gp per character), wand of 
  invisibility (375 gp per character), cloak of resistance +1 
  x2 (166 gp per character), chain shirt +1 x2 (208 gp per 
  character). 
     APL 8 – L: 160 gp; C: 0 gp; M:  Potion cure moderate 
  wounds x2 (50 gp per character), potion of cat’s grace x2 
  (50 gp per character), full plate +1 (220 gp per character), 
  heavy shield +1 (96 gp per character), wand of cure 
  moderate wounds (375 gp per character), wand of 
  invisibility (375 gp per character), periapt of wisdom +2 
  (333 gp per character), cloak of resistance +1  x2 (166 gp 
  per character), chain shirt +2 x2 (708 gp per character), 
  amulet of natural armor x2 (332 gp per character). 
     APL 10 – L: 109 gp; C: 0 gp; M:  Potion cure moderate 
  wounds x2 (50 gp per character), potion of cat’s grace x2 
  (50 gp per character), full plate +2 (470 gp per character), 
  heavy shield +1 (96 gp per character), wand of cure 
  moderate wounds (375 gp per character), wand of 
  invisibility (375 gp per character), periapt of wisdom +2 
  (333 gp per character), cloak of resistance +1 x2 (166 gp 
  per character), chain shirt +2 x2 (708 gp per character), 
  amulet of natural armor x2 (332 gp per character), ring of 
  protection +1 x2 (333 gp per character). 
     APL 12 – L: 84 gp; C: 0 gp; M:  Potion cure moderate 
  wounds x2 (50 gp per character), potion of cat’s grace x2 
  (50 gp per character), full plate +2 (470 gp per character), 
  heavy shield +1 (96 gp per character), wand of cure 
  moderate wounds (375 gp per character), wand of 
  invisibility (375 gp per character), periapt of wisdom +2 
  (333 gp per character), heavy mace +1 (192 gp per 
  character), short sword +1 spell storing x2 (1384 gp per 
  character), studded leather +2 x2 (694 gp per character), 
  cloak of resistance +1 x2 (166 gp per character), chain 
  shirt +2 x2 (708 gp per character), amulet of natural armor 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 17 
  x2 (332 gp per character), ring of protection +1 x2 (333 gp 
  per character). 
   
  Conclusion 
  The PCs are going to need to clean up the compound 
  relatively quickly.  Colmes’ army is approaching quickly 
  and the PCs do not want to be outside the walls of 
  Falsridge when they arrive.   Describe the sound of horns 
  coming closer, and a dramatic conclusion as the gates 
  close behind them with the army hot on their heels. 
  If the PCs stop the catapults in under 30 minutes game 
  time and the gatehouse still stands, read the following: 
  You retreat quickly from the IRC compound as the 
  scouts from the approaching army near.  The 
  gatehouse, while looking like a wilted plant, still 
  stands and should be able to withstand the attack.  
  The Knights of the Cudgel and their troops are 
  manning the western wall as the gate closes behind 
  you.  Over the next two days, the army outside the 
  wall burns most of the western part of Falsridge, but 
  never successfully breaches the wall, due in part to 
  your valiant efforts.     
  The enemy retreats after the second day and returns 
  to Fals Keep.  The forces of evil have been stayed and 
  the town of Falsridge can take a break to lick its 
  wounds.  Lady Catherine Strinen had fled the city 
  before the arrival of the enemy army, but she left your 
  payment with the Duke.  For your efforts in saving 
  Falsridge the Duke has rewarded you with his favor. 
  If Stromay survives the final battle: 
  For Abromax Stromay’s role in the battle of Falsridge, 
  Duke Grinish has allowed him to remain within 
  Falsridge to work with the Knights of the Cudgel to 
  attempt to reclaim Fals Keep.  The talk around town is 
  that the Duke is not happy about the situation but he 
  needs all the help he can get right now. 
  If the PCs killed Zessen and his apprentices: 
  Over the next few months Veluna seems to have 
  become an unfriendly place.  Inns seem to be full and 
  very few people want to talk to you or hear your story. 
  If the PCs fail to destroy the catapults on time: 
  Despite all your efforts the enemy forces managed to 
  destroy the western gate and were able to enter the 
  city relatively easily.  Due to some valiant and suicidal 
  counter attacks by the Knights of the Cudgel many 
  people were able to escape the city before it was 
  completely occupied, including yourselves.  Now 
  Falsridge too is in the hands of the enemy.  
  Treasure: 
  All APLs:  Loot (0 gp); coin (100 gp); M (0 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. 
  Encounter Nine 
  Defeat or capture the gnomes. 
  APL 4  
   
  90 xp 
  APL 6  
   
  120 xp 
  APL 8  
   
  150 xp 
  APL 10   
  180 xp 
  APL 12   
  210 xp 
  Destroy the catapult. 
  APL 4  
   
  90 xp 
  APL 6  
   
  120 xp 
  APL 8  
   
  150 xp 
  APL 10   
  180 xp 
  APL 12   
  210 xp 
   
  Encounter Ten A 
  Defeat or capture the guards in the compound. 
  APL 4  
   
  90 xp 
  APL 6  
   
  120 xp 
  APL 8  
   
  150 xp 
  APL 10   
  180 xp 
  APL 12   
  210 xp 
  Destroy the catapults. 
  APL 4  
   
  90 xp 
  APL 6  
   
  120 xp 
  APL 8  
   
  150 xp 
  APL 10   
  180 xp 
  APL 12   
  210 xp 
   
  Encounter Ten B 
  Defeat or capture the villains (cleric and rogues). 
  APL 4  
   
  210 xp 
  APL 6  
   
  270 xp 
  APL 8  
   
  330 xp 
  APL 10   
  390 xp 
  APL 12   
  450 xp 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 18 
  Story Award 
  Not attacking Zessen and his Apprentices 
  All APLs  
  25 xp 
  Destroying the Catapults before the gates are destroyed. 
  APL 4  
   
  80 xp 
  APL 6  
   
  125 xp 
  APL 8  
   
  170 xp 
  APL 10   
  215 xp 
  APL 12   
  260 xp 
   
  Total possible experience:  
   
  APL 4   
   
  675 xp 
  APL 6   
   
  900 xp 
  APL 8   
   
  1,125 xp 
  APL 10  
   
  1,350 xp 
  APL 12   
   
  1,575 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Eight:   
     All APLs– loot: (29 gp); coin: (0 gp); M:  Chain shirt +1 
  (104 gp), dagger +1 (191 gp), cloak of resistance +1 (83). 
   
  Encounter Nine:   
     APL 4 – loot: (334 gp); coin: (0 gp); M:  Wand of silent 
  image (62 gp), wand of invisibility (375 gp), spell book I 
  (325 gp). 
     APL 6 – loot: (486 gp); coin: (0 gp); M:  Wand of silent 
  image (62 gp), wand of invisibility (375 gp), ring of 
  protection +1 (166 gp), cloak of resistance +1 (83 gp), spell 
  book I (325 gp). 
     APL 8 – loot: (745 gp); coin: (0 gp); M:  Wand of silent 
  image (62 gp), wand of invisibility (375 gp), ring of 
  protection +1 (166 gp), cloak of resistance +1 (83 gp), rod 
  of metamagic (silent, lesser) (250 gp), chain shirt +1 (104 
  gp), spell book I (325 gp), spell book II (675 gp). 
     APL 10 – loot: (618 gp); coin: (0 gp); M:  Wand of silent 
  image (62 gp), wand of invisibility (375 gp), ring of 
  protection +1 (166 gp), cloak of resistance +1 (83 gp), rod 
  of metamagic (silent, lesser) (250 gp), chain shirt +1 x2 
  (208 gp), headband of intellect +2 (333 gp), banded mail 
  +1 x6 (696 gp), boots of elvenkind x2 (416 gp) , spell book 
  I (325 gp), spell book II (675 gp). 
     APL 12 – loot: (618 gp); coin: (0 gp); M:  Wand of silent 
  image (62 gp), wand of invisibility (375 gp), ring of 
  protection +1 (166 gp), cloak of resistance +1 (83 gp), rod 
  of metamagic (silent, lesser) (250 gp), chain shirt +1 x2 
  (208 gp), headband of intellect +4 (1333 gp), banded mail 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 19 
  +1 x6 (696 gp), boots of elvenkind x2 (416 gp), cloak of 
  elvenkind x2 (416 gp) , spell book I (325 gp), spell book II 
  (675 gp). 
   
  Encounter 10A:   
     APL 4 – loot: (833 gp); coin: (0 gp); M:  (0 gp). 
     APL 6 – loot: (1020 gp); coin: (0 gp); M:  Potion cure 
  light wounds x9 (36 gp). 
     APL 8 – loot: (945 gp); coin: (0 gp); M:  Potion cure 
  moderate wounds x9 (225 gp), breastplate +1 x9 (1008 
  gp). 
     APL 10 – loot: (491 gp); coin: (0 gp); M:  Potion cure 
  moderate wounds x9 (225 gp), breastplate +1x9  (1008 
  gp), composite longbow +1 [Str +3] x9 (2025 gp). 
     APL 12 – loot: (369 gp); coin: (0 gp); M:  Potion cure 
  moderate wounds x9 (225 gp), breastplate +1 x9 (1008 
  gp), composite longbow +1 [Str +3] x9 (2025 gp), buckler 
  +1 x9 (873 gp), cloak of resistance +1 x9 (747 gp). 
   
  Encounter 10B:   
     APL 4 – loot: (110 gp); coin: (0 gp); M:  Potion cure 
  light wounds x2 (8 gp), full plate +1 (220 gp), wand of 
  cure light wounds (62 gp), wand of invisibility (375 gp), 
  cloak of resistance +1 x2 (166 gp), chain shirt +1 x2 (208 
  gp), book of alchemy (4 gp). 
     APL 6 – loot: (160 gp); coin: (0 gp); M:  Potion cure 
  light wounds x2 (8 gp), full plate +1 (220 gp), heavy shield 
  +1 (96 gp), wand of cure light wounds (62 gp), wand of 
  invisibility (375 gp), cloak of resistance +1 x2 (166 gp), 
  chain shirt +1 x2 (208 gp), book of alchemy (4 gp). 
     APL 8 – loot: (160 gp); coin: (0 gp); M:  Potion cure 
  moderate wounds x2 (50 gp), potion of cat’s grace x2 (50 
  gp), full plate +1 (220 gp), heavy shield +1 (96 gp), wand 
  of cure moderate wounds (375 gp), wand of invisibility 
  (375 gp), periapt of wisdom +2 (333 gp), cloak of 
  resistance +1 x2 (166 gp), chain shirt +2 x2 (708 gp), 
  amulet of natural armor +1 x2 (332 gp), book of alchemy 
  (4 gp). 
     APL 10 – loot: (109 gp); coin: (0 gp); M:  Potion cure 
  moderate wounds x2 (50 gp), potion of cat’s grace x2 (50 
  gp), full plate +2 (470 gp), heavy shield +1 (96 gp), wand 
  of cure moderate wounds (375 gp), wand of invisibility 
  (375 gp), periapt of wisdom +2 (333 gp), cloak of 
  resistance +1 x2 (166 gp), chain shirt +2 x2 (708 gp), 
  amulet of natural armor +1 x2 (332 gp), ring of protection 
  +1 x2 (333 gp), book of alchemy (4 gp). 
     APL 12 – loot: (84 gp); coin: (0 gp); M:  Potion cure 
  moderate wounds x2 (50 gp), potion of cat’s grace x2 (50 
  gp), full plate +2 (470 gp), heavy shield +1 (96 gp), wand 
  of cure moderate wounds (375 gp), wand of invisibility 
  (375 gp), periapt of wisdom +2 (333 gp), heavy mace +1 
  (192 gp), short sword +1 spell storing x2 (1384 gp), 
  studded leather +2 x2 (694 gp), cloak of resistance +1 x2 
  (166 gp), chain shirt +2 x2 (708 gp), amulet of natural 
  armor +1 x2 (332 gp), ring of protection +1 x2 (333 gp), 
  book of alchemy (4 gp). 
  Conclusion: 
     All APLs:  Loot (0 gp); coin (100 gp); M (0 gp) 
   
  Total Possible Treasure 
  APL 4:   
   
  650 gp 
  APL 6:   
   
  900 gp 
  APL 8:   
   
  1,300 gp 
  APL 10:   
   
  2,300 gp 
  APL 12:   
   
  3,300 gp 
   
  Special 
  �Favor of Duke Grinish:  For great service in defense 
  of the city of Falsridge, Duke Grinish has put in a good 
  word with the Church of St Cuthbert.  This favor can be 
  used one time to upgrade any standard magic weapon 
  with the Axiomatic or Disrupting special abilities. Pay 
  the difference in cost between the new and old costs. 
  Frequency:  Metaregional and Regional. 
  �Enmity of The Pack:  For killing members of The 
  Pack, this criminal organization is making life difficult 
  for you.  Upkeep costs for all Veluna regional or meta-
  regionals set in Veluna are doubled for the next year (real 
  world time).  You have a -4 circumstance penalty for 
  social interactions with any member of The Pack.  In 
  addition, any member of The Pack meta-org must quit the 
  meta-org or double all monies paid to The Pack as “fees” 
  each module for the next year (real world time). 
  �Spell Book I:  1
  st – color spray, magic missile, silent 
  image, mage armor, shield, reduce person; 2
  nd – 
  protection from arrows, hypnotic pattern, invisibility, 
  mirror image, web, scorching ray; 3
  rd – displacement, 
  fireball, haste, magic circle against good, invisibility 
  sphere, fly, lightning bolt.  Cost:  3900 gp. 
  �Spell Book II:  4
  th – greater invisibility, phantasmal 
  killer, rainbow pattern, enervation; 5
  th – shadow 
  evocation, teleport, cone of cold, cloudkill; 6
  th – shadow 
  walk, chain lightning, greater dispel magic, mass bear’s 
  endurance; 7
  th – mass invisibility, prismatic spray, finger 
  of death.  Cost:  8100 gp. 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 20 
  �Book of Alchemy:  This well worn leather bound book 
  describes the recipes for several alchemical items.  A 
  character must have 5 ranks in Craft (Alchemy) to get any 
  benefit from this book.  While the character owns this 
  book they receive a +2 to any Craft (Alchemy) checks if 
  they take 2d10 minutes to consult the book.  In addition, 
  this book allows the user to craft the following items 
  from the DMG (using the normal item crafting rules):  
  Universal solvent, elixir of love, unguent of timelessness, 
  elixir of hiding, elixir of sneaking, elixir of swimming, 
  elixir of vision, silversheen, elixir of truth, salve of 
  slipperiness, elixir of fire breath, sovereign glue, Nolzur’s 
  marvelous pigments, and stone salve.  Cost:  1,000 gp. 
   
   
  
  Vel4-04 Enemy of my Enemy 
   
  Page 21 
  Appendix One: NPCs 
  Encounter Two 
  APL 4 
  �Abromax Stromay (Butterfly): Sor 5; CR 5; 
  Medium-sized humanoid (human); HD 5d4; hp 16; Init 
  +7; Spd 30 ft; AC13 (Touch AC 13, Flat Footed AC 10); 
  Bab/Grap +2/+2; Atk +2 melee (1d4, dagger, 19-20x2) 
  or  +5 ranged (1d8, light crossbow, 19-20/x2); Full Atk 
  +2 melee (1d4, dagger, 19-20x2) or +5 ranged  (1d8, 
  light crossbow, 19-20x2); SA Flap of a Wing; SQ 
  Choose Fate; AL LE; SV Fort +1, Ref  +4, Will +6; Str 10, 
  Dex 16, Con 10, Int 12, Wis 14, Cha 14. 
   
  Skills and Feats: Bluff +10, Concentration +8, 
  Knowledge (arcana) +9, Spellcraft +9; Blind Fight, 
  Combat Casting, Improved Initiative. 
   
  Equipment:  Scroll (teleport). 
   
  Spells: (6/7/5; DC 12 + Spell Level):0- Daze, detect 
  magic, mage hand, mending, prestidigitation, read 
  magic; 1
  st – color spray, mage armor, Nystul’s 
  undetectable aura, true strike; 2
  nd – alter self, ice knife. 
  *See Appendix 4: New Rules 
   
  Flap of a Wing (Ex):  As a full round action, the 
  Butterfly may cause bizarre, improbable (but possible) 
  situations to occur.  These situations have a number of 
  outcomes determined by the imagination of the 
  Butterfly.  He may, for example, stand in just the right 
  place so that an opponent’s eyes are momentarily 
  dazzled by the glint of sunlight (effect as a Daze spell 
  with no limit on the hit dice effected).  
   
  Choose Fate (Ex):  Once per day, the Butterfly may 
  reroll one roll that he has just made.  He may choose 
  which result he prefers. 
  APL 6 
  �Abromax Stromay (Butterfly): Sor 7; CR 7; 
  Medium-sized humanoid (human); HD 7d4; hp 21; Init 
  +7; Spd 30 ft; AC13 (Touch AC 13, Flat Footed AC 10); 
  Bab/Grap +3/+3; Atk +3 melee (1d4, dagger, 19-20x2) 
  or  +6 ranged (1d8, light crossbow, 19-20/x2); Full Atk 
  +3 melee (1d4, dagger, 19-20x2) or +6 ranged  (1d8, 
  light crossbow, 19-20x2); SA Flap of a Wing; SQ 
  Choose Fate; AL LE; SV Fort +2, Ref  +7, Will +7; Str 10, 
  Dex 16, Con 10, Int 12, Wis 14, Cha 14. 
   
  Skills and Feats: Bluff +12, Concentration +10, 
  Knowledge (arcana) +11, Spellcraft +11; Blind Fight, 
  Combat Casting, Improved Initiative, Lightning 
  Reflexes. 
   
  Equipment:  Scroll (teleport). 
   
  Spells: (6/7/7/4; DC 12 + Spell Level):0- Daze, 
  detect 
  magic, 
  light, 
  mage 
  hand, 
  mending, 
  prestidigitation, read magic; 1
  st – color spray, mage 
  armor, Nystul’s undetectable aura, shield, true strike; 
  2
  nd – alter self, ice knife*, Melf’s acid arrow; 3
  rd – ice 
  burst*, nondetection. 
  *See Appendix 4: New Rules 
   
  Flap of a Wing (Ex):  As a full round action, the 
  Butterfly may cause bizarre, improbable (but possible) 
  situations to occur.  These situations have a number of 
  outcomes determined by the imagination of the 
  Butterfly.  He may, for example, stand in just the right 
  place so that an opponent’s eyes are momentarily 
  dazzled by the glint of sunlight (effect as a Daze spell 
  with no limit on the hit dice effected).  
   
  Choose Fate (Ex):  Once per day, the Butterfly may 
  reroll one roll that he has just made.  He may choose 
  which result he prefers. 
  APL 8 
  �Abromax Stromay (Butterfly): Sor 9; CR 9; 
  Medium-sized humanoid (human); HD 9d4; hp 27; Init 
  +7; Spd 30 ft; AC13 (Touch AC 13, Flat Footed AC 10); 
  Bab/Grap +4/+4; Atk +4 melee (1d4, dagger, 19-20x2) 
  or  +7 ranged (1d8, light crossbow, 19-20/x2); Full Atk 
  +4 melee (1d4, dagger, 19-20x2) or +7 ranged  (1d8, 
  light crossbow, 19-20x2); SA  Flap of a Wing; SQ 
  Choose Fate; AL LE; SV Fort +3, Ref  +8, Will +8; Str 10, 
  Dex 16, Con 10, Int 12, Wis 14, Cha 15. 
   
  Skills and Feats: Bluff +14, Concentration +12, 
  Knowledge (arcana) +13, Spellcraft +13; Blind Fight, 
  Combat Casting, Improved Initiative, Lightning 
  Reflexes, Sanctum Spell*. 
   
  Equipment:  Scroll (teleport). 
   
  Spells: (6/7/7/6/4; DC 12 + Spell Level):0- Daze, 
  detect 
  magic, 
  light, 
  mage 
  hand, 
  mending, 
  prestidigitation, ray of frost, read magic; 1
  st – color 
  spray, mage armor, Nystul’s undetectable aura, shield, 
  true strike; 2
  nd – alter self, ice knife*, Melf’s acid arrow, 
  detect thoughts; 3
  rd – flame arrow, ice burst*, 
  nondetection; 4
  th – sonic orb*, Otiluke’s dispelling 
  screen*. 
  *See Appendix 4: New Rules 
   
  Flap of a Wing (Ex):  As a full round action, the 
  Butterfly may cause bizarre, improbable (but possible) 
  situations to occur.  These situations have a number of 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 22 
  outcomes determined by the imagination of the 
  Butterfly.  He may, for example, stand in just the right 
  place so that an opponent’s eyes are momentarily 
  dazzled by the glint of sunlight (effect as a Daze spell 
  with no limit on the hit dice effected).  
   
  Choose Fate (Ex):  Once per day, the Butterfly may 
  reroll one roll that he has just made.  He may choose 
  which result he prefers. 
  APL 10 
  �Abromax Stromay (Butterfly): Sor 11; CR 11; 
  Medium-sized humanoid (human); HD 11d4; hp 33; 
  Init +7; Spd 30 ft; AC13 (Touch AC 13, Flat Footed AC 
  10); Bab/Grap +5/+5; Atk +5 melee (1d4, dagger, 19-
  20x2) or  +8 ranged (1d8, light crossbow, 19-20/x2); 
  Full Atk +5 melee (1d4, dagger, 19-20x2) or +8 ranged  
  (1d8, light crossbow, 19-20x2); SA  Flap of a Wing; SQ 
  Choose Fate; AL LE; SV Fort +3, Ref  +8, Will +9; Str 10, 
  Dex 16, Con 10, Int 12, Wis 14, Cha 15. 
   
  Skills and Feats: Bluff +16, Concentration +14, 
  Knowledge (arcana) +15, Spellcraft +15; Blind Fight, 
  Combat Casting, Improved Initiative, Lightning 
  Reflexes , Sanctum Spell*. 
   
  Spells: (6/7/7/6/6/4; DC 12 + Spell Level):0- Daze, 
  detect 
  magic, 
  light, 
  mage 
  hand, 
  mending, 
  prestidigitation, ray of frost, read magic, resistance; 1
  st – 
  color spray, mage armor, Nystul’s undetectable aura, 
  shield, true strike; 2
  nd – alter self, ice knife*, Melf’s acid 
  arrow, see invisibility, detect thoughts; 3
  rd – flame 
  arrow, ice burst*, nondetection, tongues; 4
  th – sonic 
  orb*, Otiluke’s dispelling screen*, rainbow pattern; 5
  th – 
  mind fog, teleport. 
  *See Appendix 4: New Rules 
   
  Flap of a Wing (Ex):  As a full round action, the 
  Butterfly may cause bizarre, improbable (but possible) 
  situations to occur.  These situations have a number of 
  outcomes determined by the imagination of the 
  Butterfly.  He may, for example, stand in just the right 
  place so that an opponent’s eyes are momentarily 
  dazzled by the glint of sunlight (effect as a Daze spell 
  with no limit on the hit dice effected).  
   
  Choose Fate (Ex):  Once per day, the Butterfly may 
  reroll one roll that he has just made.  He may choose 
  which result he prefers. 
  APL12 
  �Abromax Stromay (Butterfly): Sor 13; CR 13; 
  Medium-sized humanoid (human); HD 13d4; hp 39; 
  Init +7; Spd 30 ft; AC13 (Touch AC 13, Flat Footed AC 
  10); Bab/Grap +6/+6; Atk +6 melee (1d4, dagger, 19-
  20x2) or  +9 ranged (1d8, light crossbow, 19-20/x2); 
  Full Atk +6/+1 melee (1d4, dagger, 19-20x2) or +9 
  ranged  (1d8, light crossbow, 19-20x2); SA  Flap of a 
  Wing; SQ Choose Fate; AL LE; SV Fort +6, Ref  +9, Will 
  +10; Str 10, Dex 16, Con 10, Int 12, Wis 14, Cha 16. 
   
  Skills and Feats:  Bluff +19, Concentration +16, 
  Knowledge (arcana) +17, Spellcraft +17; Blind Fight, 
  Combat Casting, Improved Initiative, Lightning 
  Reflexes , Sanctum Spell*, Great Fortitude. 
   
  Spells: (6/7/7/7/6/6/4; DC 13 + Spell Level):0- 
  Daze, detect magic, light, mage hand, mending, 
  prestidigitation, ray of frost, read magic, resistance; 1
  st – 
  color spray, mage armor, Nystul’s undetectable aura, 
  shield, true strike; 2
  nd – alter self, ice knife*, Melf’s acid 
  arrow, see invisibility, detect thoughts; 3
  rd – flame 
  arrow, ice burst*, nondetection, tongues; 4
  th – sonic 
  orb*, Otiluke’s dispelling screen*, dimension door, 
  rainbow pattern; 5
  th – dominate person, mind fog, 
  teleport; 6
  th – permanent image, antimagic field. 
  *See Appendix 4: New Rules 
   
  Flap of a Wing (Ex):  As a full round action, the 
  Butterfly may cause bizarre, improbable (but possible) 
  situations to occur.  These situations have a number of 
  outcomes determined by the imagination of the 
  Butterfly.  He may, for example, stand in just the right 
  place so that an opponent’s eyes are momentarily 
  dazzled by the glint of sunlight (effect as a Daze spell 
  with no limit on the hit dice effected).  
   
  Choose Fate (Ex):  Once per day, the Butterfly may 
  reroll one roll that he has just made.  He may choose 
  which result he prefers. 
  Encounter Eight 
  All APLs 
  �Zessen Lightfoot: Rogue 5; CR 5; Small humanoid 
  (Halfling); HD 5d6; hp 23; Init +9; Spd 20 ft; AC 21 
  (Touch AC 16, Flat Footed AC 16); Bab/Grap +3/-1; Atk 
  +10 melee (1d3+1, small dagger +1, 19-20x2) or  +9 
  ranged (1d6, small light crossbow, 19-20/x2); Full Atk 
  +10 melee (1d3+1, small dagger +1, 19-20x2) or +9 
  ranged  (1d6, small light crossbow, 19-20x2); SA Sneak 
  attack 3D6; AL N; SV Fort +3, Ref  +11, Will +4; Str 10, 
  Dex 20, Con 10, Int 14, Wis 12, Cha 14. 
   
  Skills and Feats: Balance +12, Bluff +10, Climb +9, 
  Disable Device +10, Hide +16, Move Silently + 14, 
  Open Lock +13, Search +10, Sleight of Hand +12, 
  Tumble +10; Improved Initiative, Weapon Finesse 
  (Dagger). 
   
  Possessions: Small dagger +1, small light crossbow, 
  quiver with 20 bolts, chain shirt +1, cloak of resistance 
  +1. 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 23 
  �Pack Apprentice: Rogue 1; CR 1; Small humanoid 
  (Halfling); HD 1d6; hp 6; Init +8; Spd 20 ft; AC 19 
  (Touch AC 15, Flat Footed AC 15); Bab/Grap +0/-3; Atk 
  +1 melee (1d3, small dagger, 19-20x2) or  +5 ranged 
  (1d6, small light crossbow, 19-20/x2); Full Atk +1 
  melee (1d3, small dagger, 19-20x2) or +5 ranged  (1d6, 
  small light crossbow, 19-20x2); SA Sneak attack 1D6; 
  AL N; SV Fort +1, Ref  +7 Will +2; Str 10, Dex 19, Con 
  10, Int 14, Wis 12, Cha 10. 
   
  Skills and Feats: Balance +7, Bluff +4, Climb +5, 
  Disable Device +6, Hide +11, Move Silently + 9, Open 
  Lock +8, Search +6, Sleight of Hand +6, Tumble +7; 
  Improved Initiative. 
   
  Possessions: Small dagger, small crossbow, quiver 
  with 20 bolts, masterwork chain shirt. 
  Encounter Nine 
  All APLs 
  �Gnome Fighter: Ftr 3; CR 3; Small humanoid 
  (gnome); HD 3d10 + 9; hp 30; Init +1; Spd 15 ft; AC 20 
  (Touch AC 11, Flat Footed AC 19); Bab/Grap +3/+1; 
  Atk +8 melee (1d6 +2, small longsword, 19-20x2) or  +6 
  ranged (1d6, small light crossbow, 19-20/x2); Full Atk 
  +8 melee (1d6 +2, small longsword, 19-20x2) or +6 
  ranged  (1d6, small light crossbow, 19-20x2); SQ Low-
  light vision AL CN; SV Fort +6, Ref  +1, Will +2; Str 14, 
  Dex 12, Con 16, Int 12, Wis 12, Cha 8. 
   
  Skills and Feats: Profession (Siege Engineer) +10, 
  Hide -1, Listen +3, Craft (Weapon Smith) +7; Point 
  Blank Shot, Precise Shot, Skill Focus (Siege Engineer), 
  Weapon Focus (Long Sword). 
   
  Possessions: 
  masterwork 
  Small 
  longsword, 
  masterwork small crossbow, quiver with 20 bolts, 
  banded mail, large shield. 
  �Gnome Warriors: War 1; CR 1; Small humanoid 
  (gnome); HD 1d10 + 3; hp 13; Init +1; Spd 15 ft; AC 20 
  (Touch AC 11, Flat Footed AC 19); Bab/Grap +1/-1; Atk 
  +4 melee (1d6 +2, small longsword, 19-20x2) or  +3 
  ranged (1d6, small light crossbow, 19-20/x2); Full Atk 
  +4 melee (1d6 +2, small longsword, 19-20x2) or +3 
  ranged  (1d6, small light crossbow, 19-20x2); AL CN; 
  SV Fort +5, Ref  +1, Will +1; Str 14, Dex 12, Con 16, Int 
  12, Wis 12, Cha 8. 
   
  Skills and Feats: Craft (Weapon Smith) +5, Listen 
  +3, Hide -1, Profession (Siege Engineer) +8; Skill Focus 
  (Siege Engineer). 
   
  Possessions: Small longsword, small crossbow, 
  quiver with 20 bolts, banded mail, large shield. 
   
  APL  4 
  �Gnome Illusionist: Illusionist 5; CR 5; Small 
  humanoid (gnome); HD 5d4 + 5; hp 20; Init +3; Spd 20 
  ft; AC 14 (Touch AC 14, Flat Footed AC 11); Bab/Grap 
  +2/-2; Atk +3 melee (1d3, small dagger, 19-20x2) or  +6 
  ranged (1d6, small light crossbow, 19-20/x2); Full Atk 
  +3 melee (1d3, small dagger, 19-20x2) or +6 ranged  
  (1d6, small light crossbow, 19-20x2); SQ Low-light 
  vision; AL CN; SV Fort +2, Ref  +4, Will +4; Str 10, Dex 
  16, Con 12, Int 18, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +13, Craft 
  (Alchemy) +13, Decipher Script +12, Knowledge 
  (Arcana) +12, Knowledge (Planes) +12, Spellcraft +12; 
  Combat Casting, Spell Focus (Illusion), Craft Wands, 
  Scribe Scroll. 
   
  Possessions: Small dagger, small crossbow, quiver 
  with 20 bolts, wand of silent image, wand of 
  invisibility, spell book I. 
   
  Spells Prepared: (4+1/4+1/3+1/2+1; DC 14 + Spell 
  Level, DC 16 + Spell Level for Illusions): 0
  th – Ghost 
  sound, acid splash, touch of fatigue, ray of frost, 
  open/close; 1
  st – color spray, magic missile, silent 
  image, mage armor, shield; 2
  nd – mirror image, web, 
  scorching ray (2); 3
  rd – displacement, fireball, lightning 
  bolt. 
  �Gnome Fighter: Ftr 2; CR 2; Small humanoid 
  (gnome); HD 2d10 + 10; hp 23; Init +1; Spd 15 ft; AC 20 
  (Touch AC 11, Flat Footed AC 19); Bab/Grap +2/+0; 
  Atk +6 melee (1d6 +2, small longsword, 19-20x2) or  +6 
  ranged (1d6, small light crossbow, 19-20/x2); Full Atk 
  +6 melee (1d6 +2, small longsword, 19-20x2) or +6 
  ranged  (1d6, small light crossbow, 19-20x2); AL CN; 
  SV Fort +8, Ref  +1, Will -1; Str 14, Dex 12, Con 20, Int 
  10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb -1, Intimidate +4; Point 
  Blank Shot, Precise Shot, Weapon Focus (Crossbow). 
   
  Possessions: 
  Masterwork 
  small 
  longsword, 
  masterwork small crossbow, Quiver with 20 bolts, 
  banded mail, large shield. 
  APL 6 
  �Gnome Illusionist: Illusionist 7; CR 7; Small 
  humanoid (gnome); HD 7d4 + 7; hp 28; Init +3; Spd 20 
  ft; AC 15 (Touch AC 15, Flat Footed AC 12); Bab/Grap 
  +3/-1; Atk +4 melee (1d3, small dagger, 19-20x2) or  +7 
  ranged (1d6, small light crossbow, 19-20/x2); Full Atk 
  +4 melee (1d3, small dagger, 19-20x2) or +7 ranged  
  (1d6, small light crossbow, 19-20x2); AL CN; SV Fort 
  +4, Ref  +6, Will +6; Str 10, Dex 16, Con 12, Int 18, Wis 
  10, Cha 10. 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 24 
   
  Skills and Feats: Concentration +15, Craft 
  (Alchemy) +15, Decipher Script +14, Knowledge 
  (Arcana) +14, Knowledge (Planes) +14, Spellcraft +14; 
  Combat Casting, Spell Focus (Illusion), Greater Spell 
  Focus (Illusion), Craft Wands, Scribe Scroll. 
   
  Possessions: Small dagger, small crossbow, quiver 
  with 20 bolts, wand of silent image, wand of 
  invisibility, ring protection +1, cloak resistance +1, 
  spell book II. 
   
  Spells Prepared: (4+1/5+1/4+1/3+1/2+1; DC 14 + 
  Spell Level, DC 16 + Spell Level for Illusions): 0
  th – 
  Ghost sound, acid splash, touch of fatigue, ray of frost, 
  open/close; 1
  st – color spray, magic missile (2), silent 
  image, mage armor, shield; 2
  nd – mirror image, 
  invisibility, web, scorching ray (2); 3
  rd – displacement, 
  fireball, lightning bolt, magic circle against good, 4
  th – 
  greater invisibility, phantasmal killer (2). 
  �Gnome Fighter: Ftr 2; CR 2; Small humanoid 
  (gnome); HD 2d10 + 10; hp 23; Init +1; Spd 15 ft; AC 20 
  (Touch AC 11, Flat Footed AC 19); Bab/Grap +2/+0; 
  Atk +6 melee (1d6 +2, small longsword, 19-20x2) or  +6 
  ranged (1d6, small light crossbow, 19-20/x2); Full Atk 
  +6 melee (1d6 +2, small longsword, 19-20x2) or +6 
  ranged  (1d6, small light crossbow, 19-20x2); AL CN; 
  SV Fort +8, Ref  +1, Will -1; Str 14, Dex 12, Con 20, Int 
  10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb -1, Intimidate +4; Point 
  Blank Shot, Precise Shot, Weapon Focus (Crossbow). 
   
  Possessions: 
  Masterwork 
  small 
  longsword, 
  masterwork small crossbow, quiver with 20 bolts, 
  banded mail, large shield. 
  APL 8 
  �Gnome Illusionist: Illusionist 9; CR 9; Small 
  humanoid (gnome); HD 9d4 + 9; hp 36; Init +3; Spd 20 
  ft; AC 15 (Touch AC 15, Flat Footed AC 12); Bab/Grap 
  +4/+1; Atk +5 melee (1d3, small dagger, 19-20x2) or  +8 
  ranged (1d6, small light crossbow, 19-20/x2); Full Atk 
  +5 melee (1d3, small dagger, 19-20x2) or +8 ranged  
  (1d6, small light crossbow, 19-20x2); AL CN; SV Fort 
  +4, Ref  +6, Will +6; Str 10, Dex 16, Con 12, Int 20, Wis 
  10, Cha 10. 
   
  Skills and Feats: Concentration +17, Craft 
  (Alchemy) +17, Decipher Script +17, Knowledge 
  (Arcana) +17, Knowledge (Planes) +17, Spellcraft +17; 
  Combat Casting, Spell Focus (Illusion), Greater Spell 
  Focus (Illusion), Silent Spell, Craft Wands, Scribe 
  Scroll. 
   
  Possessions: Small dagger, small crossbow, quiver 
  with 20 bolts, wand of silent image, wand of 
  invisibility, ring protection +1, cloak resistance +1,  rod 
  of metamagic (silent, lesser), spell book II. 
   
  Spells Prepared: (4+1/6+1/5+1/4+1/3+1/2+1; DC 
  15 + Spell Level, DC 18 + Spell Level for Illusions): 0
  th – 
  Ghost Sound, acid splash, touch of fatigue, ray of frost, 
  open/close; 1
  st – color spray, magic missile (2), silent 
  image, mage armor, shield, reduce person; 2
  nd – mirror 
  image, invisibility, web, scorching ray (2), hypnotic 
  pattern; 3
  rd – displacement, fireball, lightning bolt, 
  magic circle against good, invisibility sphere; 4
  th – 
  greater invisibility, phantasmal killer (2), rainbow 
  pattern; 5
  th – shadow evocation, teleport, cloudkill. 
  �Gnome Rogue: Rog 4; CR 4; Small humanoid 
  (gnome); HD 4d6 + 12; hp 27; Init +7; Spd 20 ft; AC 19 
  (Touch AC 14, Flat Footed AC 16); Bab/Grap +3/-1; Atk 
  +8 melee (1d4, small shortsword, 19-20x2) or  +8 
  ranged (1d6, small light crossbow, 19-20/x2); Full Atk 
  +8 melee (1d4, small shortsword, 19-20x2) or +8 ranged 
   (1d6, small light crossbow, 19-20x2); SA Sneak Attack 
  2d6; AL CN; SV Fort +4, Ref  +7, Will +1; Str 10, Dex 
  16, Con 16, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (Trapmaking) +8, Climb +6, 
  Disable Device +8, Escape Artist +10, Forgery +8, Hide 
  +14, Move Silently +9, Search +8, Tumble +9; Improved 
  Initiative, Weapon Finesse. 
   
  Possessions: 
  Masterwork 
  small 
  shortsword, 
  masterwork small crossbow, quiver with 20 bolts, chain 
  shirt +1. 
  �Gnome Fighter: Ftr 2; CR 2; Small humanoid 
  (gnome); HD 2d10 + 10; hp 23; Init +1; Spd 15 ft; AC 20 
  (Touch AC 11, Flat Footed AC 19); Bab/Grap +2/+0; 
  Atk +6 melee (1d6 +2, small longsword, 19-20x2) or  +6 
  ranged (1d6, small light crossbow, 19-20/x2); Full Atk 
  +6 melee (1d6 +2, small longsword, 19-20x2) or +6 
  ranged  (1d6, small light crossbow, 19-20x2); AL CN; 
  SV Fort +8, Ref  +1, Will -1; Str 14, Dex 12, Con 20, Int 
  10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb -1, Intimidate +4; Point 
  Blank Shot, Precise Shot, Weapon Focus (Crossbow). 
   
  Possessions: 
  Masterwork 
  small 
  longsword, 
  masterwork small crossbow, quiver with 20 bolts, 
  banded mail, large shield. 
  APL 10 
  �Gnome Illusionist: Illusionist 11; CR 11; Small 
  humanoid (gnome); HD 11d4 + 11; hp 44; Init +3; Spd 
  20 ft; AC 15 (Touch AC 15, Flat Footed AC 12); 
  Bab/Grap +5/+1; Atk +6 melee (1d3, small dagger, 19-
  20x2) or  +9 ranged (1d6, small light crossbow, 19-
  20/x2); Full Atk +6 melee (1d3, small dagger, 19-20x2) 
  or +9 ranged  (1d6, small light crossbow, 19-20x2); AL 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 25 
  CN; SV Fort +5, Ref  +7, Will +8; Str 10, Dex 16, Con 
  12, Int 22, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +17, Craft 
  (Alchemy) +17, Decipher Script +17, Knowledge 
  (Arcana) +17, Knowledge (Planes) +17, Spellcraft +17; 
  Combat Casting, Spell Focus (Illusion), Greater Spell 
  Focus (Illusion), Silent Spell, Craft Wands, Craft 
  Wondrous Item, Scribe Scroll. 
   
  Possessions: Small dagger, small crossbow, quiver 
  with 20 bolts, wand of silent image, wand of 
  invisibility, ring protection +1, cloak resistance +1, rod 
  of metamagic (silent, lesser), headband of intellect +2, 
  spell book II. 
   
  Spells prepared: (4+1/6+1/6+1/5+1/4+1/3+1/2+1; 
  DC 16 + Spell Level, DC 19 + Spell Level for Illusions): 
  0
  th – Ghost sound, acid splash, restore, ray of frost, 
  open/close; 1
  st – color spray, magic missile (2), silent 
  image, mage armor, shield, reduce person; 2
  nd – 
  protection from arrows, mirror image, invisibility, web, 
  scorching ray (2), hypnotic pattern; 3
  rd – displacement, 
  fireball, haste, lightning bolt, magic circle against good, 
  invisibility sphere; 4
  th – greater invisibility, phantasmal 
  killer (2), rainbow pattern, enervation; 5
  th – shadow 
  evocation, teleport, cone of cold, cloudkill; 6
  th – shadow 
  walk, chain lightning, mass bear’s endurance. 
  �Gnome Rogue: Rog 6; CR 6; Small humanoid 
  (gnome); HD 6d6 + 18; hp 42; Init +8; Spd 20 ft; AC 20 
  (Touch AC 15, Flat Footed AC 16); Bab/Grap +4/+1; 
  Atk +11 melee (1d4, small shortsword, 19-20x2) or  +10 
  ranged (1d6, small light crossbow, 19-20/x2); Full Atk 
  +11 melee (1d4, small shortsword, 19-20x2) or +10 
  ranged  (1d6, small light crossbow, 19-20x2); SA Sneak 
  Attack 3d6; AL CN; SV Fort +5, Ref  +9, Will +2; Str 10, 
  Dex 18, Con 16, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (Trapmaking) +10, Climb 
  +8, Disable Device +11, Escape Artist +13, Forgery +10, 
  Hide +15, Move Silently +16, Search +10, Tumble +12; 
  Improved Initiative, Weapon Finesse, Weapon Focus 
  (Shortsword). 
   
  Possessions: 
  Masterwork 
  small 
  shortsword, 
  masterwork small crossbow, quiver with 20 bolts, chain 
  shirt +1, boots of elvenkind. 
  �Gnome Fighter: Ftr 3; CR 3; Small humanoid 
  (gnome); HD 3d10 + 15; hp 34; Init +1; Spd 15 ft; AC 21 
  (Touch AC 11, Flat Footed AC 20); Bab/Grap +3/+1; 
  Atk +8 melee (1d6 +2, small longsword, 19-20x2) or  +7 
  ranged (1d6, small light crossbow, 19-20/x2); Full Atk 
  +8 melee (1d6 +2, small longsword, 19-20x2) or +7 
  ranged  (1d6, small light crossbow, 19-20x2); AL CN; 
  SV Fort +8, Ref  +2, Will +0; Str 14, Dex 12, Con 20, Int 
  10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +0, Intimidate +5; Point 
  Blank Shot, Precise Shot, Weapon Focus (Crossbow), 
  Weapon Focus (Longsword). 
   
  Possessions: 
  Masterwork 
  small 
  longsword, 
  masterwork small crossbow, quiver with 20 bolts, 
  banded mail +1, large shield. 
  APL  12 
  �Gnome Illusionist: Illusionist 13; CR 13; Small 
  humanoid (gnome); HD 13d4 + 13; hp 52; Init +3; Spd 
  20 ft; AC 15 (Touch AC 15, Flat Footed AC 12); 
  Bab/Grap +6/+2; Atk +7 melee (1d3, small dagger, 19-
  20x2) or  +10 ranged (1d6, small light crossbow, 19-
  20/x2); Full Atk +7/+2 melee (1d3, small dagger, 19-
  20x2) or +10 ranged  (1d6, small light crossbow, 19-
  20x2); AL CN; SV Fort +6, Ref  +8, Will +9; Str 10, Dex 
  16, Con 12, Int 24, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +19, Craft 
  (Alchemy) +20, Decipher Script +20, Knowledge 
  (Arcana) +20, Knowledge (Planes) +20, Spellcraft +20; 
  Combat Casting, Spell Focus (Illusion), Greater Spell 
  Focus (Illusion), Silent Spell, Craft Wands, Craft 
  Wondrous Item, Forge Ring, Scribe Scroll. 
   
  Possessions: Small Dagger, small crossbow, quiver 
  with 20 bolts, wand of silent image, wand of 
  invisibility, ring protection +1, cloak resistance +1, rod 
  of metamagic (silent, lesser), headband of intellect +4,  
  spell book II. 
   
  Spells 
  Prepared: 
  (4+1/6+1/6+1/6+1/5+1/4+1/3+1/2+1; DC 17 + Spell 
  Level, DC 20 + Spell Level for Illusions): 0
  th – Ghost 
  Sound, acid splash, touch of fatigue, ray of frost, 
  open/close; 1
  st – color spray, magic missile (2), silent 
  image, mage armor, shield, reduce person; 2
  nd – 
  protection from arrows, mirror image, invisibility, web, 
  scorching ray (2), hypnotic pattern; 3
  rd – displacement, 
  fireball, haste, lightning bolt, magic circle against good, 
  invisibility sphere, fly; 4
  th – greater invisibility, 
  phantasmal killer (2), rainbow pattern, enervation (2); 
  5
  th – shadow evocation, teleport, cone of cold, cloudkill, 
  silent phantasmal killer; 6
  th – shadow walk, chain 
  lightning, mass bear’s endurance, greater dispel magic; 
  7
  th – invisibility mass, prismatic spray, finger of death. 
  �Gnome Rogue: Rog 8; CR 8; Small humanoid 
  (gnome); HD 8d6 + 24; hp 56; Init +8; Spd 20 ft; AC 19 
  (Touch AC 15, Flat Footed AC 15); Bab/Grap +6/+3; 
  Atk +13 melee (1d4 + 1, small shortsword, 19-20x2) or  
  +12 ranged (1d6, small light crossbow, 19-20/x2); Full 
  Atk +13/+8 melee (1d4 + 1, small shortsword, 19-20x2) 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 26 
  or +12 ranged  (1d6, small light crossbow, 19-20x2); SA 
  Sneak Attack 4d6; AL CN; SV Fort +5, Ref  +10, Will 
  +2; Str 12, Dex 18, Con 16, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (Trapmaking) +12, Climb 
  +11, Disable Device +13, Escape Artist +15, Forgery 
  +12, Hide +23, Move Silently +19, Search +12, Tumble 
  +14; Improved Initiative, Weapon Finesse, Weapon 
  Focus (Shortsword). 
   
  Possessions: 
  Masterwork 
  small 
  shortsword, 
  masterwork small crossbow, quiver with 20 bolts, chain 
  shirt +1, boots of elvinkind, cloak of elvenkind. 
  �Gnome Fighter: Ftr 5; CR 3; Small humanoid 
  (gnome); HD 5d10 + 25; hp 57; Init +1; Spd 15 ft; AC 21 
  (Touch AC 11, Flat Footed AC 20); Bab/Grap +5/+4; 
  Atk +11 melee (1d6 +5, small longsword, 19-20x2) or  
  +9 ranged (1d6, small light crossbow, 19-20/x2); Full 
  Atk +11 melee (1d6 +5, small longsword, 19-20x2) or +9 
  ranged  (1d6, small light crossbow, 19-20x2); AL CN; 
  SV Fort +9, Ref  +2, Will +0; Str 16, Dex 12, Con 20, Int 
  10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +0, Intimidate +5; Point 
  Blank Shot, Precise Shot, Weapon Focus (Crossbow), 
  Weapon Focus (Longsword), Weapon Specialization 
  (Longsword). 
   
  Possessions: 
  Masterwork 
  small 
  longsword, 
  masterwork small crossbow, quiver with 20 bolts, 
  banded mail +1, large shield. 
  Encounter Ten A 
  All APLs 
  �Gnome Fighter: Ftr 3; CR 3; Small humanoid 
  (gnome); HD 3d10 + 9; hp 30; Init +1; Spd 15 ft; AC 20 
  (Touch AC 11, Flat Footed AC 19); Bab/Grap +3/+1; 
  Atk +8 melee (1d6 +2, small longsword, 19-20x2) or  +6 
  ranged (1d6, small light crossbow, 19-20/x2); Full Atk 
  +8 melee (1d6 +2, small longsword, 19-20x2) or +6 
  ranged  (1d6, small light crossbow, 19-20x2); AL CN; 
  SV Fort +7, Ref  +2, Will +2; Str 14, Dex 12, Con 16, Int 
  12, Wis 12, Cha 8. 
   
  Skills and Feats: Profession (Siege Engineer) +10, 
  Craft (Weapon Smith) +7; Point Blank Shot, Precise 
  Shot, Skill Focus (Siege Engineer), Weapon Focus 
  (Long Sword). 
   
  Possessions: 
  Masterwork 
  small 
  longsword, 
  masterwork small crossbow, quiver with 20 bolts, 
  banded mail, large shield. 
  �Gnome Warriors: War 1; CR 1; Small humanoid 
  (gnome); HD 1d10 + 3; hp 13; Init +1; Spd 15 ft; AC 20 
  (Touch AC 11, Flat Footed AC 19); Bab/Grap +1/-1; Atk 
  +4 melee (1d6 +2, small longsword, 19-20x2) or  +3 
  ranged (1d6, small light crossbow, 19-20/x2); Full Atk 
  +4 melee (1d6 +2, small longsword, 19-20x2) or +3 
  ranged  (1d6, small light crossbow, 19-20x2); AL CN; 
  SV Fort +5, Ref  +1, Will +1; Str 14, Dex 12, Con 16, Int 
  12, Wis 12, Cha 8. 
   
  Skills and Feats: Craft (Weapon Smith) +5, 
  Profession (Siege Engineer) +8; Skill Focus (Siege 
  Engineer). 
   
  Possessions: Small longsword, small crossbow, 
  quiver with 20 bolts, banded mail, large shield. 
  APL 4 
  �Human Archer: Ftr 1; CR 1; Medium humanoid 
  (human); HD 1d10 + 3; hp 13; Init +3; Spd 30 ft; AC 18 
  (Touch AC 13, Flat Footed AC 15); Bab/Grap +1/+2; 
  Atk +2 melee (1d8 + 1, longsword, 19-20x2) or  +6 
  ranged (1d8 +1 , composite longbow, x3); Full Atk +2 
  melee (1d8 + 1, longsword, 19-20x2) or +6 ranged  (1d8 
  + 1, composite longbow, x3); AL CN; SV Fort +5, Ref  
  +3, Will +0; Str 12, Dex 16, Con 16, Int 10, Wis 10, Cha 
  8. 
   
  Skills and Feats: Climb +2, Intimidate +3, Jump +2; 
  Point Blank Shot, Precise Shot, Weapon Focus 
  (longbow),. 
   
  Possessions: Longsword, masterwork composite 
  longbow [Str +1], quiver with 40 arrows, chain shirt, 
  buckler. 
  APL 6  
  �Human Archer: Ftr 2; CR 2; Medium humanoid 
  (human); HD 2d10 + 6; hp 20; Init +3; Spd 30 ft; AC 19 
  (Touch AC 13, Flat Footed AC 16); Bab/Grap +2/+3; 
  Atk +3 melee (1d8 + 1, longsword, 19-20x2) or  +7 
  ranged (1d8 +1 , composite longbow , x3); Full Atk +3 
  melee (1d8 + 1, longsword, 19-20x2) or +5/+5 ranged  
  (1d8 + 1, composite longbow, x3); AL CN; SV Fort +6, 
  Ref  +3, Will +0; Str 12, Dex 16, Con 16, Int 10, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Climb +2, Intimidate +4, Jump +2; 
  Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus (longbow). 
   
  Possessions: Longsword, masterwork composite 
  longbow [Str +1], quiver with 40 arrows, masterwork 
  breastplate, buckler, potion of cure light wounds. 
  APL 8 
  �Human Archer: Ftr 4; CR 4; Medium humanoid 
  (human); HD 4d10 + 12; hp 39; Init +3; Spd 30 ft; AC 20 
  (Touch AC 13, Flat Footed AC 17); Bab/Grap +4/+6; 
  Atk +6 melee (1d8 + 2, longsword, 19-20x2) or  +9 
  ranged (1d8 + 4 , composite longbow, x3); Full Atk +6 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 27 
  melee (1d8 + 2, longsword, 19-20x2) or +7/+7 ranged  
  (1d8 + 4, composite longbow, x3); AL CN; SV Fort +7, 
  Ref  +4, Will +3; Str 14, Dex 16, Con 16, Int 13, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Climb +6, Intimidate +6, Jump +6, 
  Ride +9; Point Blank Shot, Precise Shot, Rapid Shot, 
  Iron Will, Weapon Focus (longbow), Weapon 
  Specialization (Longbow). 
   
  Possessions: Longsword, masterwork composite 
  longbow [Str +2], quiver with 40 arrows, breastplate +1, 
  masterwork buckler, potion of cure moderate wounds. 
  APL 10 
  �Human Archer: Ftr 6; CR 6; Medium humanoid 
  (human); HD 6d10 + 18; hp 59; Init +4; Spd 30 ft; AC 20 
  (Touch AC 13, Flat Footed AC 17); Bab/Grap +6/+8; 
  Atk +8 melee (1d8 + 2, longsword, 19-20x2) or  +12 
  ranged (1d8 + 5 , composite longbow, x3); Full Atk 
  +8/+3 melee (1d8 + 2, longsword, 19-20x2) or 
  +12/+12/+7 ranged  (1d8 + 5, composite longbow , x3); 
  AL CN; SV Fort +8, Ref  +5, Will +4; Str 14, Dex 18, 
  Con 16, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +9, Intimidate +8, Jump +9, 
  Ride +11; Point Blank Shot, Precise Shot, Rapid Shot, 
  Many Shot, Improved Rapid Shot, Iron Will, Weapon 
  Focus (longbow), Weapon Specialization (Longbow). 
   
  Possessions: Longsword, composite longbow +1 
  [Str +2], quiver with 40 arrows, breastplate +1, 
  masterwork buckler, potion of cure moderate wounds. 
  APL12 
  �Human Archer: Ftr 8; CR 8; Medium humanoid 
  (human); HD 8d10 + 24; hp 78; Init +4; Spd 30 ft; AC 21 
  (Touch AC 13, Flat Footed AC 18); Bab/Grap +8/+11; 
  Atk +11 melee (1d8 + 3, longsword, 19-20x2) or  +14 
  ranged (1d8 + 6 , composite longbow +3, 19-20x3); Full 
  Atk +11/+6 melee (1d8 + 3, longsword, 19-20x2) or 
  +14/+14/+9 ranged  (1d8 + 6, composite longbow +3, 
  x3); AL CN; SV Fort +10, Ref  +6, Will +5; Str 16, Dex 
  18, Con 16, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +11, Intimidate +11, Jump 
  +11, Ride +13; Point Blank Shot, Precise Shot, Rapid 
  Shot, Many Shot, Improved Rapid Shot, Improved 
  Critical, Iron Will, Weapon Focus (longbow), Weapon 
  Specialization (Longbow). 
   
  Possessions: Longsword, composite longbow +1 
  [Str +3], quiver with 40 arrows, breastplate +1, buckler 
  +1, cloak of resistance +1, potion of cure moderate 
  wounds. 
  Encounter 10B 
  APL 4 
  �Cleric of Nerull: Cleric 4; CR 4; Medium humanoid 
  (human); HD 4d8 + 8; hp 30; Init +1; Spd 20 ft; AC 22 
  (Touch AC 11, Flat Footed AC 21); Bab/Grap +3/+4; 
  Atk +4 melee (1d8 + 1, Heavy Mace, x2) or  +4 ranged 
  (1d8, light crossbow, 19-20/x2); Full Atk +4 melee (1d8 
  + 1, Heavy Mace, x2) or +4 ranged  (1d8, light 
  crossbow, 19-20x2); AL NE; SV Fort +6, Ref  +2, Will 
  +7; Str 12, Dex 12, Con 14, Int 10, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +9, Heal +10, 
  Knowledge (Religion) +7; Point Blank Shot, Precise 
  Shot, Brew Potion. 
   
  Possessions: Heavy mace, light crossbow, quiver 
  with 20 bolts, full plate +1, heavy shield, wand of cure 
  light wounds, wand of invisibility. 
   
  Spells Prepared: (5/4+1/3+1; DC 13 + Spell Level): 
  0
  th – Cure minor wounds (4), light; 1
  st – cause fear*, 
  bane, shield of faith, doom; 2
  nd – death knell*, hold 
  person [2], sound burst. 
  * Domain Spells. Domains:  Death Domain; Granted 
  Power Death Touch; Trickery Domain: Add to class 
  skills. 
  �Human Rogue: Rog 4; CR 4; Medium humanoid 
  (human); HD 4d6 + 8; hp 24; Init +7; Spd 30 ft; AC 18 
  (Touch AC 13, Flat Footed AC 18); Bab/Grap +3/+5; 
  Atk +6 melee (1d6 +2, shortsword, 19-20x2) or  +7 
  ranged (1d8, light crossbow, 19-20/x2); Full Atk +6 
  melee (1d6 +2, shortsword, 19-20x2) or +7 ranged  (1d8, 
  light crossbow, 19-20x2); SA 2d6 Sneak Attack; SQ 
  Evasion, Trap Sense +1, Uncanny Dodge; AL CN; SV 
  Fort +4, Ref  +8, Will +2; Str 14, Dex 16, Con 14, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Climb +8, Craft (Trapmaking) +7, 
  Disable Device +9, Escape Artist +9, Forgery +7, Hide 
  +9, Move Silently +9, Search +7, Tumble +9; Improved 
  Initiative, Point Blank Shot, Precise Shot. 
   
  Possessions:  Masterwork shortsword, masterwork 
  light crossbow, quiver with 20 bolts, chain shirt +1, 
  cloak of resistance +1, potion of cure light wounds. 
  APL 6 
  �Cleric of Nerull: Cleric 6; CR 6; Medium humanoid 
  (human); HD 6d8 + 12; hp 45; Init +1; Spd 20 ft; AC 23 
  (Touch AC 11, Flat Footed AC 22); Bab/Grap +4/+5; 
  Atk +6 melee (1d8 + 1, Heavy Mace, x2) or  +6 ranged 
  (1d8, light crossbow, 19-20/x2); Full Atk +6 melee (1d8 
  + 1, Heavy Mace, x2) or +6 ranged  (1d8, light 
  crossbow, 19-20x2); AL NE; SV Fort +7, Ref  +3, Will 
  +8; Str 12, Dex 12, Con 14, Int 10, Wis 16, Cha 10. 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 28 
   
  Skills and Feats: Concentration +15, Heal +12, 
  Knowledge (Religion) +9; Combat Casting, Point Blank 
  Shot, Precise Shot, Brew Potion. 
   
  Possessions:  Masterwork 
  heavy 
  mace, 
  masterwork light crossbow, quiver with 20 bolts, full 
  plate +1, heavy shield +1, wand of cure light wounds, 
  wand of invisibility. 
   
  Spells Prepared: (5/4+1/4+1/3+1; DC 13 + Spell 
  Level): 0
  th – Cure minor wounds (4), light; 1
  st – cause 
  fear*, bane, shield of faith, doom; 2
  nd – death knell*, 
  cure moderate wounds, hold person [2], sound burst; 
  3
  rd – magic circle against good*, cure serious wounds, 
  dispel magic, invisibility purge. 
  * Domain Spells. Domains:  Death Domain; Granted 
  Power Death Touch; Trickery Domain: Add to class 
  skills. 
  �Human Rogue: Rog 6; CR 6; Medium humanoid 
  (human); HD 6d6 + 12; hp 36; Init +7; Spd 30 ft; AC 19 
  (Touch AC 13, Flat Footed AC 19); Bab/Grap +4/+6; 
  Atk +8 melee (1d6 +2, shortsword, 19-20x2) or  +8 
  ranged (1d8, light crossbow, 19-20/x2); Full Atk +8 
  melee (1d6 +2, shortsword, 19-20x2) or +8 ranged  (1d8, 
  light crossbow, 19-20x2); SA 3d6 Sneak Attack; SQ 
  Evasion, Trap Sense +2, Uncanny Dodge; AL CN; SV 
  Fort +5, Ref  +9, Will +3; Str 14, Dex 16, Con 14, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Climb +9, Craft (Trapmaking) +9, 
  Disable Device +11, Escape Artist +11, Forgery +9, 
  Hide +11, Move Silently +11, Search +9, Tumble +11; 
  Weapon Finesse, Improved Initiative, Point Blank 
  Shot, Precise Shot. 
   
  Possessions: Masterwork shortsword, masterwork 
  light crossbow, quiver with 20 bolts, chain shirt +2, 
  cloak of resistance +1, potion of cure light wounds. 
  APL 8 
  �Cleric of Nerull: Cleric 8; CR 8; Medium humanoid 
  (human); HD 8d8 + 16; hp 60; Init +1; Spd 20 ft; AC 23 
  (Touch AC 11, Flat Footed AC 22); Bab/Grap +6/+7; 
  Atk +8 melee (1d8 + 1, Heavy Mace, x2) or  +8 ranged 
  (1d8, light crossbow, 19-20/x2); Full Atk +8/+3 melee 
  (1d8 + 1, Heavy Mace, x2) or +8 ranged  (1d8, light 
  crossbow, 19-20x2); AL NE; SV Fort +8, Ref  +3, Will 
  +10; Str 12, Dex 12, Con 14, Int 10, Wis 20, Cha 10. 
   
  Skills and Feats: Concentration +17, Heal +16, 
  Knowledge (Religion) +11; Combat Casting, Point 
  Blank Shot, Precise Shot, Brew Potion. 
   
  Possessions: Masterwork heavy mace, masterwork 
  light crossbow, quiver with 20 bolts, full plate +1, 
  heavy shield +1, periapt of wisdom +2, wand of cure 
  moderate wounds, wand of invisibility. 
   
  Spells Prepared: (5/5+1/4+1/4+1/3+1; DC 15 + 
  Spell Level): 0
  th – Cure minor wounds (4), light; 1
  st – 
  cause fear*, bane, shield of faith (2), doom, sanctuary; 
  2
  nd – death knell*, cure moderate wounds, hold person 
  [2], sound burst; 3
  rd – magic circle against good*, cure 
  serious wounds, dispel magic, magic circle against 
  good, invisibility purge; 4
  th – unholy blight*, divine 
  power, freedom of movement, spell immunity. 
  * Domain Spells. Domains:  Death Domain; Granted 
  Power Death Touch; Trickery Domain: Add to class 
  skills. 
  �Human Rogue: Rog 8; CR 8; Medium humanoid 
  (human); HD 8d6 + 16; hp 48; Init +8; Spd 30 ft; AC 21 
  (Touch AC 14, Flat Footed AC 21); Bab/Grap +6/+8; 
  Atk +11 melee (1d6 +2, shortsword, 19-20x2) or  +11 
  ranged (1d8, light crossbow, 19-20/x2); Full Atk +11/+6 
  melee (1d6 +2, shortsword, 19-20x2) or +11 ranged  
  (1d8, light crossbow, 19-20x2); SA 4d6 Sneak Attack; 
  SQ Evasion, Trap Sense +2, Improved Uncanny Dodge; 
  AL CN; SV Fort +5, Ref  +11, Will +3; Str 14, Dex 18, 
  Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +11, Craft (Trapmaking) 
  +11, Disable Device +14, Escape Artist +14, Forgery 
  +11, Hide +14, Move Silently +14, Search +11, Tumble 
  +14; Weapon Finesse, Improved Initiative, Point Blank 
  Shot, Precise Shot. 
   
  Possessions: Masterwork shortsword, masterwork 
  light crossbow, quiver with 20 bolts, chain shirt +2, 
  cloak of resistance +1, amulet of natural armor +1, 
  potion of cure moderate wounds, potion of cat’s grace. 
  APL 10 
  Cleric of Nerull: Cleric 10; CR 10; Medium humanoid 
  (human); HD 10d8 + 20; hp 75; Init +5; Spd 20 ft; AC 24 
  (Touch AC 11, Flat Footed AC 24); Bab/Grap +7/+8; 
  Atk +9 melee (1d8 + 1, Heavy Mace, x2) or  +9 ranged 
  (1d8, light crossbow, 19-20/x2); Full Atk +9/+4 melee 
  (1d8 + 1, Heavy Mace, x2) or +9 ranged  (1d8, light 
  crossbow, 19-20x2); AL NE; SV Fort +9, Ref  +4, Will 
  +11; Str 12, Dex 12, Con 14, Int 10, Wis 20, Cha 10. 
   
  Skills and Feats: Concentration +19, Heal +17, 
  Knowledge (Religion) +13; Combat Casting, Improved 
  Initiative, Point Blank Shot, Precise Shot, Brew Potion. 
   
  Possessions: Masterwork heavy mace, masterwork 
  light crossbow, quiver with 20 bolts, full plate +2, 
  heavy shield +1, periapt of wisdom +2, wand of cure 
  moderate wounds, wand of invisibility. 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 29 
   
  Spells Prepared: (5/5+1/5+1/4+1/4+1/2+1; DC 15 + 
  Spell Level): 0
  th – Cure minor wounds (2), light, inflict 
  minor wounds (2); 1
  st – cause fear*, bane, shield of faith 
  (2), doom, sanctuary; 2
  nd – death knell*, cure moderate 
  wounds, hold person [2], silence, sound burst; 3
  rd – 
  magic circle against good*, cure serious wounds, dispel 
  magic, magic circle against good, invisibility purge; 4
  th 
  – unholy blight*, divine power, freedom of movement, 
  poison, spell immunity; 5
  th – slay living*, flame strike, 
  wall of stone, spell resistance. 
  * Domain Spells. Domains:  Death Domain; Granted 
  Power Death Touch; Trickery Domain: Add to class 
  skills. 
  �Human Rogue: Rog 10; CR 10; Medium humanoid 
  (human); HD 10d6 + 20; hp 60; Init +8; Spd 30 ft; AC 22 
  (Touch AC 15, Flat Footed AC 22); Bab/Grap +7/+9; 
  Atk +13 melee (1d6 +3, shortsword, 19-20x2) or  +12 
  ranged (1d8, light crossbow, 19-20/x2); Full Atk +12/+7 
  melee (1d6 +3, shortsword, 19-20x2) or +12 ranged  
  (1d8, light crossbow, 19-20x2); SA 5d6 Sneak Attack; 
  SQ Improved Evasion, Trap Sense +3, Improved 
  Uncanny Dodge; AL CN; SV Fort +6, Ref  +12, Will +4; 
  Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +13, Craft (Trapmaking) 
  +13, Disable Device +15, Escape Artist +16, Forgery 
  +13, Hide +16, Move Silently +16, Search +13, Tumble 
  +16; Weapon Finesse, Combat Reflexes, Improved 
  Initiative, Point Blank Shot, Precise Shot. 
   
  Possessions: Shortsword +1, masterwork light 
  crossbow, quiver with 20 bolts, chain shirt +2, cloak of 
  resistance +1, amulet of natural armor +1, ring of 
  protection +1, potion of cure moderate wounds, potion 
  of cat’s grace. 
   
  APL 12 
  �Cleric of Nerull: Cleric 12; CR 12; Medium 
  humanoid (human); HD 12d8 + 24; hp 90; Init +5; Spd 
  20 ft; AC 24 (Touch AC 11, Flat Footed AC 23); 
  Bab/Grap +9/+10; Atk +11 melee (1d8 + 2, Heavy Mace, 
  x2) or  +11 ranged (1d8, light crossbow, 19-20/x2); Full 
  Atk +11/+6 melee (1d8 + 2, Heavy Mace, x2) or +11 
  ranged  (1d8, light crossbow, 19-20x2); AL NE; SV Fort 
  +10, Ref  +7, Will +13; Str 12, Dex 12, Con 14, Int 10, 
  Wis 22, Cha 10. 
   
  Skills and Feats: Concentration +21, Heal +20, 
  Knowledge (Religion) +15; Combat Casting, Lightning 
  Reflexes, Improved Initiative, Point Blank Shot, 
  Precise Shot, Brew Potion. 
   
  Possessions: Heavy mace +1, masterwork light 
  crossbow, quiver with 20 bolts, full plate +2, heavy 
  shield +1, periapt of wisdom +2, wand of cure moderate 
  wounds, wand of invisibility. 
   
  Spells Prepared: (5/5+1/5+1/4+1/4+1/2+1; DC 16 + 
  Spell Level): 0
  th – Cure minor wounds (2), light, inflict 
  minor wounds (2); 1
  st – cause fear*, bane, divine Favor, 
  shield of faith (2), doom, sanctuary; 2
  nd – death knell*, 
  cure moderate wounds, hold person [2], silence [2], 
  sound burst; 3
  rd – magic circle against good*, cure 
  serious wounds, dispel magic (2), magic circle against 
  good, invisibility purge; 4
  th – unholy blight*, divine 
  power, freedom of movement, poison, spell immunity; 
  5
  th – slay living*, flame strike (2), spell resistance, wall 
  of stone; 6
  th – create undead*, blade barrier, greater 
  dispel magic, harm. 
  * Domain Spells. Domains:  Death Domain; Granted 
  Power Death Touch; Trickery Domain: Add to class 
  skills. 
  �Human Rogue: Rog 12; CR 12; Medium humanoid 
  (human); HD 12d6 + 24; hp 72; Init +9; Spd 30 ft; AC 22 
  (Touch AC 16, Flat Footed AC 22); Bab/Grap +9/+11; 
  Atk +15 melee (1d6 +3, shortsword, 19-20x2) or  +15 
  ranged (1d8, light crossbow, 19-20/x2); Full Atk 
  +15/+10 melee (1d6 +3, shortsword, 19-20x2) or +15 
  ranged  (1d8, light crossbow, 19-20x2); SA 6d6 Sneak 
  Attack; SQ Improved Evasion, Trap Sense +4, 
  Improved Uncanny Dodge; AL CN; SV Fort +6, Ref  
  +13, Will +6; Str 14, Dex 20, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Climb +16, Craft (Trapmaking) 
  +15, Disable Device +15, Escape Artist +18, Forgery 
  +15, Hide +19, Move Silently +19, Search +15, Tumble 
  +19; Weapon Finesse, Combat Reflexes, Improved 
  Initiative, Iron Will, Point Blank Shot, Precise Shot. 
   
  Possessions: Shortsword +1 spell storing (inflict 
  serious wounds CL12), masterwork light crossbow, 
  quiver with 20 bolts, studded leather +2, cloak of 
  resistance +1, amulet of natural armor +1, ring of 
  protection +1,  potion of cure moderate wounds, potion 
  of cat’s grace. 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 30 
  Appendix Two: Maps 
  Map #1:  Falsridge 
   
   
  
  Vel4-04 Enemy of my Enemy 
   
  Page 31 
  Map #2 Pack Safe House 
   
   
  
  Vel4-04 Enemy of my Enemy 
   
  Page 32 
  Map #3 House of Gnomes 
   
  
  Vel4-04 Enemy of my Enemy 
   
  Page 33 
  Map #4 IRC Warehouse 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 34 
  Appendix Three: New Rules 
   
   
   
   
                New Feats 
  Sanctum Spell [Metamagic] as presented in Tome 
  and Blood. 
  Your spells have a home ground advantage. 
   
  Prerequisites: Any other metamagic feat. 
   
  Benefit: A sanctum spell has an effective spell 
  level one level higher than normal if cast in your 
  sanctum. (see Special, below) – but if not cast in the 
  sanctum, it has an effective spell level one level lower 
  than normal.  All effects dependent on spell level (such 
  as DCs or the ability to penetrate a minor globe of 
  invulnerability) are calculated according to the 
  adjusted level.  A sanctum spell uses a spell slot of the 
  spell’s normal level, modified by any other metamagic 
  feats. 
   
  Special: Your sanctum is an area you have 
  previously designated within a 10-foot/level radius 
  from the center.  This area can be a particular site, 
  building, or structure.  A sanctum can be designated 
  within a larger structure, but its special advantages cut 
  off beyond the maximum area.  The designated area 
  must be a site where you have spent a cumulative 
  period of at least three months.  Once designated, it 
  takes seven days for the site to become a sanctum.  If 
  you designate a new area to be your sanctum, the 
  benefits of the old one immediately fade.  You may 
  only have a single sanctum at one time. 
  Improved Rapid Shot [General] as presented in 
  Complete Warrior. 
  You are an expert at firing weapons with exceptional 
  speed. 
   
  Prerequisites: Manyshot, Point Blank Shot, Rapid 
  Shot. 
   
  Benefit: When using the Rapid Shot feat, you may 
  ignore the -2 penalty on all your ranged attack rolls. 
   
  Special: A fighter may select Improved Rapid 
  Shot as one of his fighter bonus feats. 
   
   
   
   
   
    New Spells 
  Ice Knife [Spell] as presented in Tome and Blood 
  Conjuration (Creation) [Cold] 
  Level: Sor/Wiz 2 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Long (400 ft. + 40 ft./level) 
  Effect: One icy missile 
  Duration: Instantaneous 
  Saving Throw: See Text 
  Spell Resistance: Yes 
  A magical shard of ice springs from your hand and 
  speeds to its target.  You must succeed at a normal 
  ranged attack to hit.  For every two caster levels, you 
  gain a +2 modifier on the ranges attack roll.  The shard 
  deals 1d8 points of cold damage and 2 points of cold 
  Dexterity damage.  Creatures that are immune to cold 
  damage take no Dexterity damage.  A successful 
  Fortitude save reduces the cold damage by half and 
  negates the Dexterity damage. 
   
  A miss creates a shower of ice crystals in a 10-foot-
  radius burst centered where the shard lands (see the 
  rules for grenade like weapons on page 138 of the 
  Player’s Handbook).  The icy burst deals 1D8 points of 
  damage.  A creature within the burst area can make a 
  Reflex save to take only half damage. 
   
  Material Component: A drop of water or piece of 
  ice. 
  Ice Burst [Spell] as presented in Tome and Blood 
  Evocation (Creation)  
  Level: Sor/Wiz 3 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: 30 ft. Radius burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  A hail of magical ice chunks erupt from a point in 
  space.  The chunks fly in all directions, hitting 
  everything within the burst.  The pelting ice deals 1d4 
  points of cold damage +1 point of blunt damage per 
  caster level, to a maximum of 10D4 + 10. 
   
  Material Component: A chunk of ice or a single 
  pearl. 
  Sonic Orb [Spell] as presented in Tome and Blood 
  Evocation (Sonic) 
  Level: Sor/Wiz 4 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25  ft. + 5 ft./2 levels) 
  Effect: One or more creatures or objects, no two of 
  which can be more then 30 ft. apart 
  Duration: Instantaneous 
  Saving Throw: Fortitude half ( see text) 
  Spell Resistance: Yes 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 35 
  As acid orb, except sonic orb deals sonic damage.  A 
  creature stuck directly take the orb’s damage and is 
  deafened for 1 round.  A deafened creature cannot 
  hear, and has a 20% chance of spell failure when casting 
  spells with verbal components.  The creature cannot 
  make Listen checks.  A successful Fortitude save 
  reduced damage by half and negates the deafening 
  effect. 
   
  Otiluke’s Dispelling Screen [Spell] as presented in 
  Tome and Blood 
  Abjuration 
  Level: Sor/Wiz 4 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Wall whose area is up to one 10-ft. square/level 
  or a sphere with a radius of up to 1 ft./level 
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   You create an opaque, immobile, shimmering screen 
  of violet energy.  Any creature or unattended object 
  passing through the screen is affected by a targeted 
  dispel magic cast at your caster level.  (see page 196 of 
  the player’s handbook). 
   
  You make a dispel magic check against the spell or 
  against each ongoing spell currently in effect on the 
  object or creature a dispel check is 1D20 per caster 
  level (maximum +10) against a DC of 11+ the spell’s 
  caster level.  The screen has no effect on any items a 
  creature carries. 
   
  If an unattended magic item passes through the 
  screen, you make a dispel check against the item’s 
  caster level.  If you succeed, all the items magical 
  properties are suppressed for 1d4 rounds. 
   
  Spell effects that are not operating on objects or 
  creatures cannot pass through the screen.  A 
  disintegrate or successful dispel magic spell removes 
  Otiluke’s dispelling screen, while an antimagic field 
  suppresses it. 
   
  Magical Component: A sheet of fine lead crystal. 
  Mass Fly  as presented in Tome and Blood 
  Transmutation 
  Level: Sor/Wiz 5 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Touch 
  Effect: 1person/level are conferred the Fly ability.   
  Duration: 1 minute/level  
  Saving Throw: Will Negates 
  Spell Resistance: Yes 
  As fly, except this spell confers the power of flight 
  upon all targeted creatures.  Once a creature receives 
  the spell, it must remain within 30 feet of at least one 
  other recipient, or the spell is broken for that creature. 
   (If only two individuals are affected, the one moving 
  away from the other loses the ability to fly.  If both are 
  moving away from each other, they both become 
  unable to fly when the distance between them exceeds 
  30 
  feet.)
   
  
  Vel4-04 Enemy of my Enemy 
   
  Page 36 
  Player Handout #1 
   
   
   
   
  Attention Heroes of Veluna 
  The Church of St. Cuthbert needs you. 
  The Church of St. Cuthbert is organizing opposition to the forces occupying our land 
  through the northern portions of the Whitehale diocese. 
   
  If you are stout of heart and willing to knock some wicked heads in, please report to 
  the Church of St. Cuthbert in Falsridge for assignment.  
   
  Duke Grinish 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 37 
  Player Handout #2 
   
   
  Dearest Adventurers, 
  I have a request for you.  It seems that Fals Keep has fallen to some sort of treachery.   From my 
  information, the Church of St. Cuthbert believes that Abromax Stromay is involved in the plot.  I 
  need you to confirm this for me; it could be very embarrassing to my family if this is the case. 
  Here is what I know of the events of the past days.  Stromay and I went to Fals Keep to deliver a 
  message from my husband.  My husband insisted I take Stromay for my protection, since he could 
  get me out of a sticky situation.  The message included information about the raiders that have 
  recently been plaguing the Great Western Road.  When we arrived at Fals Keep one of the guards 
  recognized Stromay, and they were going to arrest him.  I informed them that my family had 
  granted him sanctuary and he was under my protection.  They insisted that he be placed under 
  guard, but they did concede to put him in a guest room instead of the stockade.  That evening I had 
  dinner with the Archbishop and delivered my message.  This morning we intended to leave to 
  return home.      
  This morning I woke to shouts coming from outside.  I went out on the walls to see what was 
  happening, and saw fighting in the courtyard.  I have always wondered why men always try to 
  shelter us women from the vileness of war, now I know.  I almost fainted then and there, and before 
  I knew it, Stromay was doing some sort of chanting and we appeared in your room this morning. 
  Stromay saved my life, so I at least owe him the courtesy of looking into the matter.  I can offer you 
  100gp each for investigating the matter and finding out his guilt or innocence. I do have other 
  friends in town who are also doing some looking for me.  I will send you a note if they dig anything 
  up.  I suggest you go talk to Stromay first, I have sent a note to Jenshan requesting that you be 
  allowed to speak with Stromay. 
   
  Lady Catherine Strinen 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 38 
  Player Handout #3 
   
   
   
  Dearest Adventurers, 
  I have come across some interesting information for you.  I have heard that an insider helped the 
  attacking army to enter the keep unopposed.  One of my friends has discovered a house within the 
  merchant’s quarter has had quite a lot of strange activity at it. They believe that this may be a cell 
  working for the enemy.  When my friend got close to the place, someone shot at him.  I now have to 
  rely upon someone better equipped to handle this situation.  Please check out this building for me, 
  and if you find any wrongdoing there, please report this to the Church of Saint Cuthbert and 
  myself.  Haft here knows the exact location of the house and will be able to show you the way. 
  Yours truly, 
  Lady Catherine Strinen 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 39 
  Player Handout #4 
   
   
   
   
  The plan is to attack at just past 10 bells on the next morn. 
  Colmes 
  
  Vel4-04 Enemy of my Enemy 
   
  Page 40 
  Critical Events Summary VEL4-04 
   
  Thank you for taking the time to fill out this VERY important form so that the players in fact do affect the region on 
  how well they do during the adventure.  Please be sure to turn this into the lead judge at MVC when you are finished 
  judging the module.  Once again thank you for judging!! 
   
  Did the PCs destroy the gnomes catapult? 
   
   
   
   
  Y 
   
  N 
   
  Did the PCs destroy the IRC catapults? 
   
   
   
   
  Y 
   
  N 
   
  Did the PCs stop the enemy from destroying the gates?  
   
   
  Y 
   
  N 
   
  Was Abromax Stromay killed? 
   
   
   
   
   
  Y 
   
  N 
   
  If so, did the PC’s kill Stromay? 
   
   
   
   
   
  Y 
   
  N 
   
  Did the PC’s discover that the safehouse belonged to The Pack?  
   
  Y 
   
  N 
   
  Were the Pack members in the safehouse killed? 
   
   
   
  Y 
   
  N 
   
  Were the Pack members in the safehouse turned over to authorities? 
   
  Y 
   
  N 
   
  Was the Pack safehouse existence reported to authorities? 
   
   
  Y 
   
  N 
   
   
  
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