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. 
   
  NAE4-03 
   
   
   
   
   
   
   
   
  The Apprentice 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Ahlissa (Naerie) regional Adventure 
  Version 1.3 
   
  Round 1 
   
  By Anders Lindborg & Sampo Haarlaa  
  Triad Reviewer: Paul Bendall 
  Circle Reviewer: Paul Looby 
  Playtesters: Jani Kekkonen, Jarkko Huurreoksa, Jarno Laukkanen, Juha-Pekka Hartikainen,  
  Mikko Laine,  Pasi Riita 
  Special thanks to: Juha-Pekka Saarinen & Paul Looby  
   
   
  You have come to Naerie City in time for Richfest. Weather is pleasant, people are polite and there is always something 
  new around every corner. Unfortunately, someone sent some uninvited guests and it 
  will be up to you and the Nasranite Watch to clear up the situation. 
  A one-round Regional adventure for APLs 2-10 
   
   
   
   
  
  The Apprentice 
   
  Page 2 
  Introduction 
  This is an RPGA
  ® Network scenario for the Dungeons & 
  Dragons
  ® game. A five-hour time block has been allocated 
  for each round of this scenario. 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.  
   
  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 Website, and 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. 
   
  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. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and DM 
  score the game. Complete the RPGA scoring grid with 
  names and RPGA numbers only, and the event information 
  at the top. RPGA no longer uses voting for any reported 
  results. Give the Scoring Packet to your event coordinator 
  along with any event tickets.  
   
  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. 
  
  The Apprentice 
   
  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 two things that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their dogs 
  to attack must succeed at a DC 10 Handle Animal or 
  Charisma check. 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 1-round Regional adventure, set in 
  Naerie. Characters native to Naerie 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. 
   
  Travel In The 
  United Kingdom Of Ahlissa 
  In 593 CY, PCs adventuring in the Splintered Sun had 
  several opportunities to receive AR entries that could help 
  or hinder their movement through the United Kingdom of 
  Ahlissa.  
   
  For the DM’s convenience these are replicated below. 
   
  Free Travel Throughout the Kingdom of Ahlissa: The 
  bearer of this document is entitled to travel freely 
  throughout the Kingdom of Ahlissa without molestation. It 
  is signed by Garlann of Naelax. 
   
  Wanted! The PCs are known to have slain one or more 
  nobles of The Kingdom of Ahlissa. As such the authorities 
  are actively searching for them. 
   
  Wanted In Ahlissa: This PC is wanted in connection with 
  the slaying of several Ahlissan soldiers. This status is in 
  effect in all parts of Ahlissa including the occupied portions 
  of Medegia and the Principalities of Naerie and Innspa but 
  not in the Adri Forest. PCs instantly lose any travel 
  privileges within Ahlissa including the Free Travel 
  Throughout the Kingdom of Ahlissa. At the beginning of a 
  session taking place in Ahlissa the DM should make a 
  secret d20 roll. On a 1 or 2 (a DC 20 Disguise check reduces 
  this to 1) the PC will be captured and must pay total bribes 
  of 100 gp x APL at which the scenario was played to prevent 
  their execution. One favour with a high ranked Ahlissan 
  NPC or powerful organization might be spent instead of 
  the bribes.  
   
  Once this bribe is paid, score through this entry. The 
  PC is free to continue the adventure in which he was 
  caught. 
   
  
  The Apprentice 
   
  Page 4 
  Adventure Background 
  Cawyr, apprentice of the powerful mage Eurynymos, has 
  been possessed by a cursed gem which has granted him 
  great powers. However, the gem is also slowly draining his 
  life force and driving him mad. Convinced that the people 
  of Naerie are out to kill him, he has summoned monsters 
  who now rampage on the streets, killing at random.   
   
  The PCs arrive in Naerie just before Cawyr unleashes 
  his attack. They must help the Nasranite Watch and fight 
  their way through streets into the wizard’s residence and 
  either kill or capture the apprentice. 
   
  Important note: Most monsters in this scenario count as 
  having been summoned by a wizard with the Augment 
  Summoning feat. This has been included in the monster 
  statistics, but you must keep track of how many turns the 
  monsters remain before they vanish at the end of the 
  summoning. Usually this won’t be a problem as they will 
  stay fighting for quite a long time, but they might vanish 
  nonetheless. If this happens, PCs don’t get experience from 
  monsters, that were not killed or otherwise dealt with. For 
  example, getting rid of a monster with dispel magic yields 
  full experience. When describing monsters, you should 
  mention red eyes, pitch-black skin and other such marks. A 
  successful DC15 Knowledge (the Planes) check allows the 
  PC to know things about fiendish creatures (spell 
  resistance, immunities, etc.) 
   
   
   
   
   
  Important NPCs 
  � Damar Rocharion, LN male human (Oeridian/Suel) 
  Ftr6/Rng2. 
   
  Appearance: Nearing his 40s, Damar is a by-the-book 
  type officer with short black hair and beard.  
   
  Character: Damar is currently in charge of the 
  Nasranite Watch (the Naerie city guard) since the usual 
  commander, Captain Belva, is visiting Felten. Originally 
  from the Solnor Compact, Damar arrived in Idee during 
  the Greyhawk Wars and took part in the liberation and 
  annexation of Idee. He speaks Common, Old Oeridian & 
  Goblinoid.  
   
  � Apprentice Cawyr: Student of the powerful wizard 
  Eurynymos, who lives in Naerie City. Recently his master 
  came into possession of a powerful gem and left for 
  Irongate in search of further lore. While Euronymos was 
  away, the gem possessed Cawyr and convinced him that the 
  citizens of Naerie City were planning to kill him. 
  Determined to strike first, Cawyr used his augmented 
  powers to summon monsters and unleash them upon the 
  city.  
   
  � Eurynymos: The wizard Eurynymos has a residence in 
  Naerie City. He specialises in elemental magic and is 
  currently visiting Irongate. Thus he does not appear in this 
  scenario. Other characters may refer to him by name. 
   
  Adventure Summary 
   
  Introduction: Richfest Games 
  The PCs are visiting Naerie City during Richfest. They have 
  a chance to take part in several festival games. 
   
  Encounter 1: There May be Trouble Ahead... 
  As the PCs settle down for the afternoon, they are soon 
  ordered to leave their comfortable inn by the city guard. 
  The PCs will soon learn that citizens are being evacuated 
  and the city guard is blocking the streets leading to the 
  eastern quarters of the city. If the PCs want to get involved, 
  they will be hired by Damar to act as temporary 
  mercenaries in service of the city. 
   
  Encounter 2: City in Trouble: 
  Damar explains the situation and that they know the source 
  of the trouble seems to be a wizard’s residence in the 
  eastern quarter of the city. The PCs are instructed to go 
  there, while the city guard slowly clears the streets and puts 
  a blockade around the residence. 
   
  Encounter 3: The Streets of Naerie City: 
  The PCs start to run towards the wizard’s residence. Before 
  they get there, they hear screams from an adjacent street, 
  where two city guards are trying desperately to save people 
  from monsters who have been summoned by Cawyr.  
   
  Encounter 4: At the Front Gate: 
  Near the gate to the residence, the PCs encounter more 
  monsters summoned by Cawyr. He has also activated a 
  magical trap on the gate leading to the residence. The PCs 
  must either disable or dispel it.  
   
  Encounter 5: The Wizard’s Residence: 
  Having finally battled their way to the wizard’s residence, 
  the PCs find Cawyr drawing even more power from the 
  gem. Unwillingly, Cawyr has opened a gate to the Outer 
  Planes and is summoning fiends to the Prime Material 
  Plane. 
   
  Conclusion 
  Having defeated Cawyr, the PCs have a bit of time to look 
  around before the Nasranite Watch arrives and takes the 
  gem away. 
   
   
  
  The Apprentice 
   
  Page 5 
  Introduction 
  Once the players are settled and player characters have 
  been introduced, proceed with the Introduction. The 
  action begins in Naerie city, capital of Principality of 
  Naerie: 
   
  You have arrived in Naerie City during Midsummer’s  Day, 
  right in the middle of Richfest. The citizens are enjoying 
  themselves and indulging in parties and games, while the 
  Nasranite Watch keeps a relaxed eye on the events. It’s late 
  afternoon and many people have gathered in a large square 
  to watch competing athletes, archers and wizards. 
   
  If the PCs wish to spend their gold in the city, they will be 
  able to purchase any items in the Chapter 7 of the Player’s 
  Handbook within the gp limit of Naerie City (15,000gp). 
  Commonly available magical items (see LGCS) can also be 
  purchased. 
   
  The PCs will see that there are four competitions in 
  progress – unarmed combat, melee, archery and magical 
  duel. Each PC may enter two of these competitions before 
  festivities start to die down, facing a single opponent as 
  determined by APL. You can describe that first opponents 
  are commoners trying their luck and PCs have no problems 
  beating them or play them out with commoners (4 hp) 
  having +0 to hit or grapple against PC. In melee combat, 
  commoners use shortspears (1d6 damage). If PCs defeat 
  their opponent, they will receive an assortment of goods 
  from the local merchants. After any duel, local priests for 
  no charge heal those PCs with subdual damage. 
   
  Note: If more than one PC enters the same 
  competition, they must compete against each other before 
  fighting against the main opponent. If odd number of 
  players enters the competition (3 or 5), then one of them 
  must fight against main opponent and if he wins, compete 
  against other PC in the final round. Priests of the Velaeri 
  (Oeridian agricultural gods), and Sotillion (goddess of 
  summer and the south wind, and the wife of Zilchus) in 
  particular, will watch carefully for signs of PCs deliberately 
  throwing a trial against a companion. PCs attempting it 
  must succeed at an opposed Bluff check against priests 
  Sense Motive (+4 + APL). PCs caught cheating are 
  disqualified.  
   
  Unarmed Combat Competition 
  The rules of the competition are quite simple, the PC must 
  face a single opponent whom he must render either 
  unconscious or pinned immobile for 2 full rounds. 
   
  Use of magic or magical items is not allowed and is 
  enforced by priests of Velaeri around the competition area. 
  The opponents vary by APLs: 
   
  APL 2-4  
  � Umorak: male human (Flan) Bbn4; hp 41 (see 
  Appendix 1 & 2). 
   
  Appearance: Umorak is of Flan origin and 6’2” tall, 
  with blue and green tribal tattoos. His skin is deeply tanned 
  and his hair is black.  
   
  Character: Umorak is a warrior from Sunndi, from the 
  Hollow Highlands to be exact .He is an honourable warrior 
  and will salute his opponent afterwards regardless of 
  defeat/victory, unless the opponent is a half-orc, in which 
  case he will simply walk away after the fight.   
   
  APL 6-10  
  � Fogaln Daveras:  male human (Oeridian/Suel) Mnk8; 
  hp 51  (see Appendix 3, 4 & 5). 
   
  Appearance: Fogaln has sandy brown hair and grey 
  eyes and is 5’8” tall. His skin is pale and freckled, betraying 
  his Suel ancestry. 
   
  Character: Fogaln is a monk, dedicated to the Suel 
  goddess Bralm, goddess of insects and industriousness. He 
  works as a miner in Menst and has traveled here to take 
  part in this ritual in the name of Bralm. He intends to use 
  the prize, if he wins, to buy new tools for his fellow miners. 
  His attitude towards fellow competitors is indifferent but 
  he will greet opponents out of tradition without any excess 
  posturing. 
   
  Treasure: If a PC wins this contest, he/she gets the prize for 
  the Winner of the Richfest Unarmed Competition marked 
  to his AR. 
   
  � Winner of the Richfest Unarmed Competition: This 
  character has received a prize from one of the competitions 
  held at the Naerie City Richfest Fair. He may use this to 
  receive 100gp worth of free equipment from the 
  PHB/DMG after any ONE Naerie regional adventure. 
   
  Melee combat competition 
  PCs entering this competition must face a single opponent 
  with blunted weapons (all weapon types are available) that 
  inflict only subdual damage. The winner is the one who 
  renders his opponent unconscious.  
   
  Use of magic or magical items is not allowed and is 
  enforced by priests of Velaeri around the competition area. 
  The opponents vary by APL: 
   
   
   
   
   
   
  APL 2-4  
  
  The Apprentice 
   
  Page 6 
  �  Royal Guard Brienn: male human (Oeridian) Ftr4; hp 32 
  (see Appendix 1 & 2). 
   
  Appearance: Brienn is a 6 ft. tall, pureblooded 
  Oeridian, and wears a green and brown tabard over his 
  chainmail. 
   
   Character: Brienn is one the royal guards from House 
  Haxx, who guards Prince Barzhaan. He has decided to earn 
  some extra money for himself and takes part in the 
  competition.  
   
  APL 6-10  
  � Damar Rocharion: male human (Oeridian/Suel) 
  Ftr6/Rng2; hp 66 (see Appendix 3, 4 & 5).  
   
   
  Appearance: Damar Rocharion is dressed in a chain 
  shirt, is 6’4” tall and of Oeridian/Suel stock.  
   
  Character: PCs will meet Damar later in the module as 
  well. He is second in command of the Nasranite Watch and 
  he is here after being urged by his colleagues to win the 
  cash prize.  
   
  Treasure: If a PC wins this contest, he/she gets the prize for 
  the Winner of the Richfest Melee Competition marked to 
  his AR. 
   
  � Winner of the Richfest Melee Competition: This 
  character has received a prize from one of the competitions 
  held at the Naerie City Richfest Fair. He may use this to 
  receive 100gp worth of free equipment from the 
  PHB/DMG after any ONE Naerie regional adventure. 
   
  Archery Competition 
  This 
  trial 
  is 
  different 
  than 
  most. 
  Unlike 
  the 
  unarmed/melee combat, all PCs/NPCs take part at the 
  same time. Every contestant uses a standard longbow. It’s 
  assumed few commoners take part but they won’t hit 
  anything further than 200 ft. away. 
  • 
  Each contestant names which of the series of 
  straw butts dressed in looted armor (AC 11), set at 
  200 feet intervals between 200 and 1000 feet, they 
  will hit. 
  • 
  A hit has to penetrate the armor of the butt to 
  count i.e. the attack roll must equal or exceed AC 
  11, hence the addition of chain mail armor bonus 
  to butt’s base AC of 5. 
  • 
  Each contestant has three shots. The one who hits 
  the farthest target is the winner 
  • 
  If there is a draw after three shots, the remaining 
  contestants each shoot a single arrow at next 
  furthest target. Those who fail are out. If there is 
  still a draw, next furthest target is shot and so on 
  until maximum range of 1000 ft. is reached and 
  contestants keep shooting it with single arrow 
  each. 
   
  Use of magic or magical items is not allowed and is 
  enforced by priests of Velaeri around the competition area. 
  The opponents vary by APL: 
   
  APL 2-4  
  �   Hillstalker: male human (Oerdian/Suel) Rng4; hp 27 
  (see Appendix 1 & 2) 
   
  The PC’s main opponent is one of the “Hillstalkers” of 
  Onnwal, is skilled with a longbow and is confident of his 
  abilities. 
   
  APL 6-10  
  �   Alwyrd the Trapper aka Delras Ulquand: male human 
  Rng8 (Oeridian) (see Appendix 3, 4 & 5).  
   
  Appearance: “Alwyrd” is a tall man with wild unkempt 
  hair & beard. 
   
   Character: “Alwyrd” is in fact not a trapper, but Delras 
  Ulquand one of the well-known Hillstalkers of Onnwal and 
  is here under a false identity. PCs might have met him in 
  TSS3-05 For The Families Honour and he will acknowledge 
  this with a wink. In the wake of the Naerie Compact, it’s 
  quite acceptable for Onnwalons to openly visit Naerie. 
  “Alwyrd” will appear to be a gruff and sarcastic trapper from 
  the wilds.  
   
  Treasure: If a PC wins this contest, he/she gets the prize for 
  the Winner of the Richfest Archery Competition marked 
  to his AR. 
   
  � Winner of the Richfest Archery Competition: This 
  character has received a prize from one of the competitions 
  held at the Naerie City Richfest Fair. He may use this to 
  receive 100gp worth of free equipment from the 
  PHB/DMG after any ONE Naerie regional adventure. 
   
  Competition of Magical Combat 
  PC must face a single opponent in magical duel. At the 
  beginning contestants are 100 feet away from each other. 
  At a signal from a priest, they may begin casting (roll for 
  initiative).  
  • 
  The goal is to affect opponent with a spell while 
  avoiding the effects of a spell yourself (example: 
  hitting your opponent with flare while resisting 
  effects of daze). If both contestants are affected by 
  a spell on the same turn, the duel continues. 
  • 
  Contestants may move freely but must stay within 
  500 feet of each other as defined by bounds of the 
  competition field. 
  
  The Apprentice 
   
  Page 7 
  • 
  Contestants may not physically touch or 
  otherwise interfere with their opponent. Harmful, 
  dangerous or illegal spells (those that do damage, 
  ability drain or are otherwise outlawed) may not 
  be cast on pain of minimum sentence of one 
  month (4T Us) imprisonment of Naerie Gaol. 
  Higher penalties are available for more serious 
  crimes (such as fireballing the competition area). 
  You might want to look for Splintered Sun 
  Metabook for more information. 
  • 
  Spells cannot be cast from scrolls or other magical 
  items and magical items may not be worn or used 
  by the contestants. 
   
  APL 2-4  
  �   Rindana: female half-elf Drd4; hp 27 (see Appendix 1 & 
  2) 
   
  Appearance: Rindana is 5.5 tall and with small ritual 
  markings on her hand.  
   
  Character: A half-elf from Menowood of Flan-Grey 
  Olve descent, Rindana is a polite and proud opponent. 
   
  APL 6-10  
  �   Seraster of House Heshun: male human Wiz8; hp 33 
  (see Appendix 3, 4 & 5). 
   
  Appearance: Seraster is a thin, 6 feet tall, olive-skinned 
  Oeridian, with shoulder length black hair. He wears fine 
  robes with colours of House Heshun (red & brown).  
   
  Character: Seraster is totally confident of his abilities 
  to defeat any ‘commoner rabble’ he might encounter and is 
  not here for the prize, just to show off. He is the son 
  Naudus Heshun, leader of House Heshun. 
   
  Treasure: If a PC wins this contest, he/she gets winner of 
  magical combat marked to his AR. 
   
  � Winner of the Richfest Magical Combat: This 
  character has received a prize from the Magical Combat 
  competition held at the Naerie City Richfest Fair. He may 
  use this to receive 100gp worth of free equipment from 
  PHB/DMG after any ONE Naerie regional. In addition the 
  PC may scribe/learn any ONE limited spell (any allowed by 
  the LGCS). Wizards must pay the normal cost for scribing 
  of the spell. 
   
  Development: Once PCs are finished here, ask if they want 
  to get a room for a night now, since it might be difficult 
  later when festivities die down. If not, then PCs will 
  encounter the city guard on the street. Adjust events 
  accordingly. Move to Encounter 1. 
  Encounter 1:  
  There May be Trouble Ahead... 
   
  Read aloud or paraphrase the following:  
   
   
  You go looking for a suitable inn, not an easy task with the 
  city brimming with people attending the Richfest Fair. 
  Finally you find one named the Brown Bird, where there 
  is space for all of you. You pay few silvers for lunch and sit 
  down to wait. 
   
  Soon the innkeeper brings your food to the table. The 
  food is delicious and mead is sweet; it looks like this is 
  going to be peaceful day. Just then, you become aware of a 
  commotion outside, growing louder by the second. 
   
  Suddenly the door bursts opens and three men in 
  Nasranite Watch uniforms step in.  
   
  “By the order of city guard, everyone in this 
  establishment is to be evacuated to central square 
  immediately.” 
   
  The innkeeper is about to say something when one 
  guard interrupts: “Disobedience will be punished!”  
   
  Outside, you see that a large number of people are 
  walking in the direction of central square. There are many 
  armed guards in the colours of the city guard, blocking the 
  eastern end of the street and looking around nervously. A 
  few anguished people who try to get past them are turned 
  away. 
   
  The PCs can stop some people and ask what’s going on and 
  they will mention seeing magical spells and monsters 
  attacking people.  
   
  Here are few answers you can give to the PCs: 
   
  • 
  A young man with his wife, carrying a child says: 
  “Some manner of creature came into our house 
  but we managed to lock it inside our bedroom. 
  Then the guards came and told us to leave.” 
   
  • 
  A panicked young boy with his friend says: 
  “There...there was a man of fi..fire th..there and it 
  nearly killed us.”  
   
  • 
  A middle-aged man, looking like a merchant: “I 
  did not even have time to lock my shop! And my 
  neighbour’s house was on fire! What’s going on?” 
   
  • 
  An angry looking dwarf: “Damned town! I was 
  just getting some grub for meself when some 
  hairy bug crawls out from the fireplace. 
  Fortunately I had min’ axe handy, so I squashed 
  it!”  
  
  The Apprentice 
   
  Page 8 
   
  • 
  An anguished looking woman, who hurries past 
  you: “My child! Have you seen my child?” 
   
  Guards will not let PCs to go through to areas from which 
  people are fleeing. They will be informed that only 
  members of the Nasranite Watch are allowed through. If 
  PCs look for another route, they will meet with a similar 
  sight. If PC is actually a member of the Nasranite Watch, he 
  is directed to Damar for new orders. 
   
  If the PCs ask about helping with the situation, they 
  are directed to the officer in charge, who has temporary 
  command post a small distance away. One of the guards 
  agrees to show the PCs the way. The guards will be stern 
  and direct, but not hostile or too unfriendly. 
   
  If PCs go with everyone else to central square they will 
  have to wait there for a while until a rider comes asking any 
  able-bodied men to become temporary members of the city 
  guard. A few young men volunteer. If PCs agree, they will 
  be directed with some other people to temporary 
  headquarters where a low ranking officer will identify 
  them as adventurers and he will then take them inside 
  where Damar offers them temporary positions as described 
  in Encounter 2. 
   
  If PCs don’t ask about helping with the situation or 
  don’t volunteer when they are called, some guards approach 
  them, identifying them as adventurers. If PCs still decline, 
  Nasranite Watch will resolve the situation, taking many 
  casualties. Naturally, the adventure is over, and the PCs 
  gain no experience or treasure (except from the festivities, 
  if any). 
   
  Troubleshooting: If PCs insist on seeking a route into 
  the closed area, let them find it and proceed straight to 
  Encounter 3. Just alter the events in module accordingly. 
  PCs will earn gratitude of Damar but no extra money 
  reward at the end.  
   
  Encounter 2: 
  City in Trouble 
  Read aloud the following: 
   
  You are led into a merchant’s shop, which has been 
  quickly converted into a temporary command post for the 
  city guard. Several men have gathered around a table, and 
  are studying a map of the city. The guard who escorted you 
  goes to the officer who seems to be in charge of the 
  situation. The officer stands up and comes to you while 
  other men remain in discussion over the map. He is 
  nearing his forties and wears a chain shirt and carries a 
  bastard sword.  
   
  “What is it?” he asks bluntly. 
   
  If one of the PCs fought against him in the melee combat 
  competition (APL6-10), read the following: 
   
  You remember that this was the man who fought against 
  you in the armed competition at the festival. 
   
  This is Damar and he is currently in charge of city guard.  
   
  � Damar Rocharion, LN male human (Oeridian/Suel) 
  Ftr6/Rng2. 
   
  Appearance: Nearing his 40s, Damar is a by-the-book 
  type officer with short black hair and beard.  
   
  Character: Damar is currently in charge of the 
  Nasranite Watch (the Naerie city guard) since the usual 
  commander, Captain Belva, is visiting Felten. Originally 
  from the Solnor Compact, Damar arrived in Idee during 
  the Greyhawk Wars and took part in the liberation and 
  annexation of Idee. He speaks Common, Old Oeridian & 
  Goblinoid.  
   
  If the characters present themselves politely, Damar 
  becomes a bit more relaxed and introduces himself. If the 
  PCs ask what is going on, he says only there is a magical 
  disturbance and monsters in the eastern parts of the city, 
  and that people are being evacuated and city guard is going 
  to launch an attack to clear the streets. 
   
  If the PCs say they can help to solve the situation, 
  Damar says that he could sign them up as temporary 
  mercenaries in service of the city. If they agree, he quickly 
  comes up with documents and asks PCs to sign them. 
  Salaries are a matter for later. If any PC insists on payment, 
  Damar takes other PCs and city guards with him (after 
  explaining the situation), leaving the greedy bugger 
  behind, though that PC can run and catch up if they want 
  to.  
   
  Damar then explains that PCs are needed for a special 
  operation. Read aloud the following: 
   
  Damar leans over the map.  
   
  “We have a few wizards in service, and they have 
  pinpointed the source of the disturbance to the city’s 
  eastern districts. From there it has spread to surrounding 
  areas. One powerful wizard named Eurynymos, lives in 
  that area. We suspect something might have happened in 
  his house. 
   
  “We know he is visiting Irongate at the moment, so 
  we’re not quite sure what is going on. I want you to go 
  there and see what you can do. So far, the monsters seem 
  to be concentrated in a relatively small area around his 
  residence. 
  
  The Apprentice 
   
  Page 9 
   
  “My men will gradually clear the streets of monsters 
  and set up barricades until we can isolate that building and 
  deal with whatever is lurking there if you are unsuccesful.  
   
  “Do you have any questions?” 
   
  If the PCs have anything else to ask, they can do it now but 
  won’t get much more information from Damar. He can 
  describe the residence and surrounding area. If PCs ask if 
  Eyrynumos had an apprentice, they learn that he indeed 
  has apprentice named Cawyr. If pressed further, Damar 
  does not know anything more but says: 
   
   “He appeared quite reclusive to me but I don’t usually 
  hang around apprentice wizards. If he is behind this, see if 
  you can take him alive, but I won’t hold it against you if 
  you don’t, cause he’s gonna hang if this is his doing”’  
   
  With a successful DC 12 Sense Motive check, the PCs note 
  that Damar is very impatient and obviously wants to get the 
  job done fast. If PCs ask for city guard members to 
  accompany them to the wizard’s residence, Damar explains 
  he has already lost several men and will need all the 
  remainder to keep the situation under control. He would 
  not have asked young men to volunteer as temporary 
  guards otherwise. 
   
  When the PCs are ready, read the following: 
   
  You step outside with Damar and see dozens of guards 
  waiting. On a signal, they start after you. You reach the 
  closed-off area in only few minutes. Several soldiers man a 
  hastily build barricade that blocks the street. 
   
  You pass through with the Nasranite Watch and 
  march through eerily quiet streets. Occasionally you hear 
  cries for help from a long distance away but you never 
  reach them in time, finding only torn corpses. Streets are 
  littered with cloth bags and other meager possessions 
  people tried to flee with. 
   
  Damar signals a stop and points forward.  
   
  “The wizard’s residence is some distance that way. You 
  will reach a square after a few minutes walk and the 
  residence will be right in front of you. We will go through 
  the sidestreets and search for any survivors. Good luck!” 
   
  With those words, you are left alone on the street.  
    
   
   
   
   
  Encounter 3:  
  Streets of Naerie 
  Allow the PCs time to cast any spells and do other things 
  like that if they want to. You should then ask them to form 
  a marching order. If they want to look around, you can tell 
  that there are several bodies nearby. Each of them has 
  different kind of wounds. 
   
  - 
  One badly burned body, which is now merely a 
  piece of blackened flesh. 
  - 
  A guardsman who has a large bite wound on his 
  torso. He still has a sword in his hand, covered in 
  some creature’s blood. There is also some sticky 
  substance on his face. A successful DC 15 
  Knowledge (nature) check reveals that it’s spider 
  web. 
  - 
  One female corpse, which has numerous small 
  wounds around her body. A successful DC 15 
  Knowledge (nature) check reveals that they 
  appear to be made by bird claws and beaks. 
   
  They can also find out odd equipment such as spoons, 
  clothes and other household equipment people tried to 
  take away with them, which is of no value to PCs. No 
  monster bodies can be seen, though a successful DC 12 
  Spot check enables them to find a large patch of dried 
  blood near the body of a guardsman.  
   
  When the group is ready, read the following: 
   
  You advance cautiously, watchful for any survivors, looters 
  or worse. Nothing moves on the street leading towards 
  wizard’s residence. You pass several side streets littered 
  with dead citizens - their killers nowhere to be seen.  
   
  A few hundred feet from the wizard’s residence, you 
  stop for a moment to watch a burning house in another 
  side street. Just as you are about to leave, a woman dashes 
  from a nearby house with a golden statue in her hands and 
  starts to run away from you. 
   
  All APLs  
  � Looter; Com1; hp 4  (see DMG p109) 
   
  Ask PCs what they want to do. The looter is 90 ft. away 
  from the PCs and PCs only have a single turn to do 
  something before she disappears behind a corner. 
   
  If the PCs just run after her, the looter will 
  disappear behind the corner. The PCs will hear a brief 
  scream cut off (or sound of something large walking if they 
  catch the looter before that). If they don’t do anything 
  when the looter runs away, they can make a DC 10 Listen 
  check to hear the scream. If they go to see what is going on, 
  they will encounter the monster(s). If not, move to 
  Encounter 4. 
  
  The Apprentice 
   
  Page 10 
   
  Read aloud the following: 
   
  Around the corner you see what has caused the noise. A 
  gigantic spider with pitch-black skin and gleaming red 
  eyes perches atop a web in which several people are 
  hopelessly trapped.  
   
  From the other end of the street, you see two 
  watchmen running towards the spider. 
   
  For those APLs with several spiders, also read the 
  following: 
   
   
  Another spider climbs down from a roof of a nearby house 
  and joins the battle. 
   
  In this battle, the PCs may want to break into nearby 
  houses and take cover. Doors have the following statistics. 
   
  � Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 5; 
  DC 18 Break. 
   
  The spider(s)are 30 ft. & 50 ft. away from PCs, one of them 
  being on the roof. Guardsmen start from the opposite 
  direction to the PCs and are 60 ft. away from the spiders. 
   
   
  Important: These spiders are summoned creatures and are 
  enhanced with the Augment Summoning feat. They will 
  only remain for a limited amount of time and can be 
  banished by dispel magic and other such spells. See the 
  relevant Appendix for the number of turns they stay and 
  the DC needed to dispel them. 
   
  APL 2 (EL 3) 
  � Medium fiendish monstrous spider (2): hp 15; see 
  Appendix 1. 
   
  APL 4 (EL 5) 
  � Large fiendish monstrous spider (2): hp 30; see 
  Appendix 2. 
   
  APL 6 (EL 7) 
  � Huge fiendish monstrous spider: hp 68; see Appendix 
  3. 
   
  APL 8 (EL 9) 
  � Huge fiendish monstrous spider (2): hp 68; see 
  Appendix 4. 
   
  APL 10 (EL 11) 
  � Gargantuan fiendish monstrous spider: hp 136; see 
  Appendix 5. 
  � Huge fiendish monstrous spider: hp 68; see Appendix 
  5. 
   
  All APLs: 
  � Nasranite Guardsmen (2); War1, hp 8  (See DMG p 
  110) 
   
  Tactics: A small part of the street is covered by web (see 
  map) and this is where the looter is (if not caught by the 
  PCs earlier). The spiders will attack the nearest PCs and if 
  several of them are in melee at the same time, concentrate 
  on those who have hit them. The guardsmen will advance 
  and shoot light crossbow bolts (+1 ranged, (1d8/x3, light 
  crossbow)) at the spiders, until they run out and will then 
  move to close combat with longswords (+1 melee (1d8/19-
  20, lonsword). If the PCs go inside a house, the spiders will 
  try to attack them by going through doors/windows if they 
  can fit inside (medium spiders fit through windows/doors, 
  large ones only through door).  
   
  Obviously huge spiders cannot fit in the house but 
  they will try to attack PCs through windows. In this case 
  you should roll a d6 for their attacks. 1 – 4 means regular 
  bite, 5 – 6 is a grapple attack against PC. If PC loses the 
  grapple check, he is moved into the spider’s square, 
  representing the spider pulling the PC out through the 
  window or door.  
   
  If the PCs cannot be attacked, the spiders will go after 
  the city guards. 8 rounds after the combat has started, two 
  more city guards arrive from the direction the PCs 
  originally came. 
   
  The looter will try to free herself from the web and run 
  away. To keep things simple, the looter & city guards will 
  operate last in initiative order. The looter will not take part 
  in combat unless her way out is blocked. If you feel the PCs 
  have a slight problem on their hands, you can let the looter 
  attack with a dagger (+0 melee (1d4/19-20, dagger)) before 
  running away. 
   
  Treasure: The spiders have no treasure. The golden statue 
  has rolled into a nearby trash pile and the PCs can take it 
  with them if they remember it and take the time to look. 
   
  APL 2: Coin: 90 gp; 
   
  APL 4: Coin: 125 gp;  
   
  APL 6: Coin: 175 gp;  
   
  APL 8: Coin:  250 gp;  
   
  APL 10: Coin: 400 gp;  
   
  Development:  The city guard will take the looter (if still 
  there) & the other surviving citizens away. If the PCs ask 
  them what is happening, they will tell that monsters are 
  
  The Apprentice 
   
  Page 11 
  appearing out of nowhere. They have been near the 
  wizard’s residence and will tell PCs that once they 
  approached the gate, monsters appearing from thin air 
  attacked them, and force them to flee for their lives. One of 
  their companions was killed there. 
   
  PCs may try to ask one of the city guards to accompany 
  them. A successful DC 12 Diplomacy check means one of 
  them agrees to accompany the PCs to the wizard’s 
  residence. A successful DC 20 Diplomacy check means two 
  city guards come along. They are under the control of the 
  PC who scored highest on their Diplomacy check, but as 
  DM, you might have to intervene if the PCs try to use the 
  guards as nothing but sword fodder to save their own skins. 
  The spider bodies will disappear after a little while. The 
  guards are named Cera, Ylian (female), Edarin & Arkan 
  (male). Proceed to Encounter 4 when PCs are ready. 
   
  Encounter 4 
  At the Gate: 
  Read aloud the following: 
   
  Carefully crossing the abandoned square, a magnificent 
  residence rises in front of you. Behind the arched gate is a 
  garden, strangely blurred by the roiling magical energies 
  working inside the walls. Beyond the garden is a two-story 
  building - the wizard’s residence. 
   
  You notice that the square in front of the residence 
  has suffered much like the rest of the city. A greengrocer’s 
  cart has been overturned and its owner lies dead among 
  his merchandise. Some distance from the gate, a dead 
  guardsman lies on his back. A black raven is pecking juicy 
  pieces from the corpse. 
   
  If the PCs have been warned by the watch that the wizard’s 
  apprentice might be behind the trouble, they may make a 
  DC 15 Knowledge (arcana) check, to see if they realise this 
  is the wizard’s familiar, and that it might be acting as a 
  sentry. Even if the group has not spoken to the watch, a 
  successful DC 15 Knowledge (nature) or Wisdom check, 
  reveals the raven to isn’t acting in a completely natural way, 
  if PCs observe the situation at least for some time. After a 
  while the raven will fly to the cart and stay there to observe 
  the situation, if PCs take no action before that. The PCs will 
  have one chance to take it out before it alerts it’s master. 
  The raven is 50 ft. away while pecking the body  (70 ft. 
  when on cart) and the PCs will have one round to kill it. If 
  they succeed, read the following: 
   
  The raven flops to the ground, dead. The gate is now in 
  front of you, the magical energy inside the gates still 
  distorting your vision. You can see a pathway leading to 
  the house with, many plants surrounding it. Many have 
  grown to wild proportions - perhaps because of the 
  magical energies raging inside. 
   
  If they fail to kill the raven, don’t try or just walk straight 
  ahead, read the following: 
   
  The raven rises on its wings, sending out a noisy caw as it 
  settles itself on top of the arch. 
   
  If the PCs now say they want to do something, they have 
  one round. Killing the raven at this point won’t prevent the 
  attack that will follow.  
   
  Read the following once the round has passed: 
   
  Suddenly, the air in front of you shimmers. Monsters 
  appear from nowhere and attack!   
   
  Roll for initiative normally. Monsters start 40 ft. from the 
  PCs. 
   
  APL 2 (EL 3) 
  Fiendish Wolf (3): hp 15; see Appendix 1. 
  Raven familiar: hp 5; see Appendix 1. 
   
  APL 4 (EL 6) 
  Fiendish Wolverine (4): hp 34; see Appendix 2. 
  Raven familiar: hp 9; see Appendix 2. 
   
  APL 6 (EL 7) 
  Howler (4): hp 45; see Appendix 3. 
  Raven familiar: hp 16;  see Appendix 3. 
   
  APL 8 (EL 9) 
  Large air elemental (4): hp 76; see Appendix 4. 
  Raven familiar: hp 22; see Appendix 4. 
   
   APL 10 (EL 11) 
  Huge air elemental (4): hp 168; see Appendix 5. 
  Raven familiar: hp 26; see Appendix 4. 
   
  Important: These monsters are summoned creatures that 
  benefit from the effects of Augment Summoning and will 
  only remain on the Prime Material Plane for a limited 
  amount of time. They can also be banished by dispel magic 
  and other such spells. See appendix for number of turns 
  they stay and the DC needed to dispel them. 
   
  Due to the gem’s power, the entire residence counts as 
  an area that the apprentice can use his spells, provided he 
  has some link to a place. The first monsters summoned this 
  way use the power of the gem and don’t require him to use 
  
  The Apprentice 
   
  Page 12 
  his own spells. While the raven lives, the apprentice can 
  cast any of his summon spells and bring them to battle. He 
  will cast one of his summon spells (remove it from his spell 
  selection in last encounter) every three turns. If the raven 
  dies, his contact is temporarily lost and he cannot cast 
  anything more for this encounter. Encounter 5 tactics have 
  a list of monsters he will summon. 
   
  Tactics: Monsters will attack nearest PCs and use whatever 
  special attacks they possess. 
   
  Treasure: These monsters have no treasure. 
   
  Development: If the PCs survive this encounter, read the 
  following: 
   
  The gateway is in front of you, the magical energy inside 
  the gates still distorting your vision.  You can see a 
  pathway going towards the house with many plants 
  surrounding it. Many have grown to wild proportions - 
  perhaps because of the magical energies? 
   
  The PCs now have two options; either going through the 
  gate or over the wall. The wall is 12 ft. high but the PCs can 
  push the cart next to a wall and use it to climb over if they 
  don’t have any other means (such as a grappling hook & 
  rope).  
   
  Trap: The gate is magically trapped, and will trigger if 
  anyone tries to go into the garden through it. Anyone 
  coming from the garden will not set it off. A person can go 
  through the gate, be hit by the trap and step inside without 
  further effects, provided he survives. 
   
  APL 2-6 (EL 2) 
  � burning hands trap: CR 2; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (burning hands, 
  1st-level wizard, 1d4 fire, DC 11 reflex for half damage); 
  Search DC 26; Disable Device DC 26. 
   
  APL 8-10 (EL 3) 
  � burning hands trap: CR 3; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (burning hands, 
  5th-level wizard, 5d4 fire, DC 11 Reflex save half damage); 
  Search DC 26; Disable Device DC 26. 
   
  Troubleshooting: There is also an alternative way in. PCs 
  can simply use the side streets to get behind the building 
  and climb over the wall. In this case proceed to Encounter 
  5. If they do this, they will receive experience for avoiding 
  the trap but not for dealing with the monsters. 
   
  Encounter 5: 
  Wizard’s Residence 
  Read the following: 
   
  Stepping inside the garden, you walk around plants that 
  have been twisted into unnatural forms, hardly resembling 
  their original forms.   
   
  Locations within the house: It is highly unlikely that PCs 
  visit any other locations than 1-3, but descriptions have 
  been provided nonetheless: 
   
  1. 
  Lobby: This place has few coat hangers and place 
  for visitors to put their shoes. A carpet (cheap) is 
  on the floor 
   
  2. 
  Hall: This room has a large door leading to study 
  (location 3). Otherwise this room has few small 
  tables and chairs where Eyrynumos entertains his 
  guests. Two staircases lead upstairs to location 4. 
  Tables have books and scrolls that Cawyr has been 
  reading. Knowledge (planes) DC 15 reveals they 
  are about Inner (Elemental Plane of Earth) and 
  Outer Planes. 
   
  3. 
  Study: There are four large shelves here, filled 
  with historical books, along with information on 
  alchemy, planes, etc. Two tables in the corner have 
  various tools such as spyglass, magnifying glass, 
  alchemist tools, etc. When the PCs enter the 
  house, Cawyr will be here, summoning a fiend.  
   
  4. 
  Dining hall: A large table and chair dominate this 
  area. There is also a large bookshelf filled with 
  various novels, among them a copy of Gnomeborn 
  the Strong (see TSS3-04 Glory of Times Past). 
   
  5. 
  Hallway: This hallway is empty, expect for 
  expensive Bakluni carpets and a statue of a man on 
  the north wall. 
   
  6. 
  Cawyr’s room: This simple room is Cawyr’s room. 
  It has bed and cupboard for personal items. There 
  is also a single chair. His journal is on the bed. 
   
  7. 
  Kitchen: This room has a cupboard for kitchen 
  plates and other cooking equipment, a table for 
  cooking and a small oven with a chimney leading 
  outside. 
   
  
  The Apprentice 
   
  Page 13 
  8. 
  Eyrynumos’ room: The door to this room has an 
  arcane lock and alarm trap (see DMG), which will 
  cause a loud noise to resound throughout the 
  residence. Otherwise it is a strong wooden door. 
  This room has a lavish bed, bookshelf, table and 
  chest with an arcane lock. PCs can find a wand of 
  magic missiles (CL3, 20 charges) inside the chest 
  and use it. This is not counted to treasure total and 
  PCs cannot keep it after the module. A large 
  portrait of Eyrynumos (a large Oeridian man with 
  short black hair and small moustache). A hidden 
  compartment is behind it, which is empty at the 
  moment. 
   
  9. 
  Pantry: This room has several cupboards filled 
  with salted meat, potatoes and other long lasting 
  foodstuff. One cupboard is also filled with various 
  magical components. You may give PCs alchemist 
  fires, acid flasks, holy water & tanglefoot bags 
  (maximum 6 of any one item). This is not counted 
  to treasure total and PCs cannot keep them after 
  the module. 
   
  The PCs can walk around the garden. All the windows are 
  locked shut, but the PCs can certainly break through them, 
  which means you must adjust the box text accordingly. 
  This will most likely alert Cawyr, who is then guided by the 
  gem to prepare his spells and move to attack. Adjust events 
  accordingly. If/when PCs enter lobby without alerting 
  Cawyr, keep reading: 
   
  Entering the manse, the door swings silently open into a 
  reception room littered with books and documents. What 
  appears to be a large wardrobe is just to the left of the door 
  as you enter. Against the left and right hand walls are 
  staircases leading up. Directly ahead of you, a green glow 
  emanates from behind a partially open door. A voice fills 
  the air. Disturbingly, it seems to shriek in pain for few 
  seconds, before uttering another line of gibberish and 
  then going back to painful screams again.  
   
  Cawyr is not shrieking any meaningful sentences, just 
  random words in Ancient Suloise. 
  If the PCs head straight to the opposite door, read the 
  following: 
   
  The shrieking stops as the door opens. On the other side of 
  the room beyond, is a robed figure, staring at a large 
  emerald on a table.  You assume he’s staring, as he has no 
  eyes, only black bleeding sockets where his eyes are used 
  to be.  A green portal has opened on the other side of the 
  table and something seems to be moving within. 
   
  If 
  the 
  characters 
  immediately 
  attack, 
  they 
  will 
  automatically surprise Cawyr. The fiend will emerge from 
  the portal in the next turn and attack. Before that, it cannot 
  be attacked or affected by any means. Cawyr is 25 ft. from 
  the doorway. If the PCs want to talk or advance cautiously, 
  read the following:  
   
  The apprentice turns towards you. Blood drips from his 
  eyes to the floor but he does not seem to be affected by 
  this at all.  He opens his mouth and you hear a faint voice 
  saying: 
   
   “Help me, I see so much...” before a harsh female 
  voice overpowers it and screams: 
   
   “Fools! This body is mine!”  
   
  Roll for initiative normally. The fiend will emerge from the 
  portal in its initiative phase and attack. It cannot be 
  attacked before that. If the PCs go to investigate other 
  rooms instead, inform them (after a while) that shrieking 
  stops - unless they make successful Move Silently checks. 
   
  If Cawyr becomes aware of the PCs before they enter the 
  room 3he will move to attack. He will start by summoning 
  monsters to Room 2 and stay in Room 3 until the PCs come 
  in. If possible, he will cast invisibility before summoning 
  monsters. Fiend(s) are with him and will charge forward 
  while Cawyr stays behind when PCs come to room 3. 
   
  APL 2 (EL 4) 
  � Apprentice Cawyr: Wiz2; hp 10; See Appendix 1. 
  � Lemure (2): hp 13; See Monster Manual page 57 and 
  Appendix 1. 
   
  APL 4 (EL 5) 
  � Apprentice Cawyr:  Wiz3; hp 18; See Appendix 2. 
  � Lemure (3): hp 13; See Monster Manual page 57 and 
  Appendix 2. 
   
  APL 6 (EL 8) 
  � Apprentice Cawyr: Wiz5; hp 33; see Appendix 3. 
  � Bearded Devil (2): hp 57; See Monster Manual page 52 
  and Appendix 3. 
   
  APL 8 (EL 9) 
  � Apprentice Cawyr: Wiz7; hp 49; see Appendix 4. 
  � Bearded Devil (2): hp 57; See Monster Manual page 52 
  and Appendix 4. 
   
  APL 10 (EL 11) 
  � Apprentice Cawyr: Wiz8; hp 55; see Appendix 5. 
  
  The Apprentice 
   
  Page 14 
  � Vrock: hp 135; See Monster Manual page 48 and 
  Appendix 5. 
   
  Tactics: Even though he has clawed his eyes out, the power 
  that controls Cawyr enables him to operate normally 
  without the usual penalties incurred by blindness.  
   
  In the first round, Cawyr will distance himself from 
  the PCs and cast a spell/use an item to turn invisible (if 
  applicable) or otherwise protect himself. On his second 
  turn he will summon monsters next to the closest PCs. The 
  monsters will then perform a full attack. Afterwards he will 
  judge the situation and either use summon or offensive 
  spells, whichever is more appropriate, preferring those 
  spells that affect several characters at once such as color 
  spray.  
   
  If he has the opportunity, Cawyr will summon the 
  following creatures with his spells. They will use their 
  smite good abilities against their first opponent, whether or 
  not he is actually good aligned. For statistics, see Appendix 
  1. 
   
  APL 2: Use summon monster I to summon a fiendish small 
  monstrous scorpion.  
   
  APL 4: Use summon monster II to summon 1d3 fiendish 
  small monstrous scorpions. In subsequent rounds, use 
  summon monster I to summon single fiendish small 
  monstrous scorpions. 
   
  APL 6: Use summon monster III to summon 1d3 fiendish 
  medium monstrous scorpions. In subsequent rounds, use 
  summon monster II to summon single fiendish medium 
  monstrous scorpions. 
   
  APL 8: Use summon monster IV to summon 1d3 fiendish 
  wolverines. In subsequent rounds, use summon monster 
  III to summon single fiendish wolverines. 
   
  APL 10: First he will use his scroll of summon monster VII 
  to summon a bone devil. In subsequent rounds, use 
  summon monster IV to summon 1d3 fiendish wolverines. 
  Then summon monster III to summon single fiendish 
  wolverines. 
   
   
   
  If any PC directs an attack against the gem, they must make 
  a DC 15 Will Save or collapse and receive “The Calling”.  
  See Conclusion for more details. 
   
  Important: These monsters are summoned creatures that 
  benefit from the effects of Augment Summoning and will 
  only stay here for a limited amount of time. Because of 
  gems power, no monster can affected by dispel magic, 
  dismissal or other such spells while inside the residence. 
  Protection spells such as protection from evil do not keep 
  these summoned monsters away from bodily contact, 
  though it does grant AC bonus when appropriate. Also, any 
  summon monster/nature’s ally spell cast by apprentice/PCs 
  will automatically be affected as through Extend Spell feat. 
   
  Any demons/devils who have come through the gate, can 
  use their summon demon/summon devil abilities as 
  normally in this encounter. The fiend(s) will attack the 
  nearest PCs they can get their hands on, preferring obvious 
  clerics if given a choice between two enemies. Demons will 
  use their abilities to summon other demons, preferring 
  large waves of small demons (See Monster Manual for 
  statistics) to overwhelm PCs. 
   
  If Cawyr is rendered unconscious, the portal will 
  remain for six turns. PCs can step through and enter 
  demonic realms and immediately get attacked by dozen 
  same kind of demons as accompanied Cawyr. The gate will 
  be 50 ft. behind the PC in this bleak realm but if it closes, 
  the PC is trapped forever and is quite, quite dead without 
  hope of body ever being recovered.  
   
  At higher APLs, it’s quite possible that house is 
  demolished by the magical energies unleashed by Cawyr 
  and the PCs. You should use the rules for fire & smoke 
  damage if situation warrants it and adjust the events 
  accordingly. If house is destroyed, the PCs cannot receive 
  gratitude of Eurynymos. The gem cannot be destroyed, no 
  matter what 
   
  Treasure: If the PCs search Cawyr, they will find his purse 
  and a number of magical items. 
   
  APL 2: Coin: 45 gp; Magic: potion of cure light wounds x 2 
  (8 gp each), scroll of sleep (4 gp), wand of burning hands 
  (CL 1
  st, 50 charges, 125 gp), 
   
  APL 4: Coin 55 gp; Magic: potion of cure light wounds x 2 
  (8 gp each), scroll of sleep (4 gp), wand of burning hands 
  (CL1
  st, 50 charges, 125 gp), wand of magic missiles (CL3
  rd, 20 
  charges, 150 gp)    
   
  APL 6: Coin: 76 gp; Magic: bracers of armour +1 (166 gp), 
  elixir of fire breath (183 gp), potion of cure light wounds x 
  2 (8 gp each) scroll of sleep (4 gp), wand of burning hands 
  (CL1
  st, 50 charges, 125 gp), wand of magic missiles (CL3
  rd, 20 
  charges, 150 gp)    
   
  APL 8: Coin: 153 gp; Magic: bracers of armour +1 (166 gp), 
  elixir of fire breath (183 gp), potion of cure light wounds x 
  
  The Apprentice 
   
  Page 15 
  2 (8 gp each), ring of protection +2 (1,333 gp), scroll of sleep 
  (4 gp), wand of burning hands (CL1
  st, 50 charges, 125 gp), 
  wand of magic missiles (CL3
  rd, 20 charges, 150 gp)    
   
  APL 10: Loot 244 gp; Coin 0 gp; Magic: bracers of armour 
  +1 (166 gp), elixir of fire breath (183 gp), potion of cure 
  light wounds x 2 (8 gp each), ring of protection +2 (1,333 
  gp), scroll of sleep (4 gp), scroll of summon monster VII 
  (379 gp), wand of burning hands (CL1
  st, 50 charges, 125 gp), 
  wand of magic missiles (CL3
  rd, 20 charges, 150 gp).    
   
  Development: If PCs survive, go to the Conclusion. If the 
  PCs manage to restrain Cawyr without killing him, they 
  will receive the Gratitude of Eurynymos. 
   
  � Gratitude of Eurynymos: The wizard Eurynymos is 
  grateful that you restrained his apprentice Cawyr without 
  killing him and is willing to give tutoring to potential 
  students. After any Naerie regional, a character can spend 4 
  TU and 400 gp to apprentice himself to Eurynymos. This 
  grants access to Bonded Summoner (MH) prestige class 
  (Earth only).   
   
  Conclusion: 
  Assuming the PCs manage to defeat Cawyr, read the 
  following: 
   
  The wizard falls to the ground and the green portal grows 
  dimmer and dimmer. The gem, however, glows more 
  brightly and dark shadows seem to move inside it, forming 
  the faint outline of a woman. Faint whispers start to echo 
  in your head. 
   
  Any PC who has played TSS3-08 Prisoners of the Calling 
  Mines, recognises the voices to be same kind what they 
  heard in the mines. If the PCs want to touch the gem, this 
  is what happens. 
   
  Read the following:  
   
  Your body is wracked by magical energy and you scream in 
  pain before falling to ground unconscious. 
   
  After a PC has touched the gem, they drop to –1 hit points 
  (but automatically stabilize) and loses 2 points of Wisdom 
  permanently and receives “The Calling”. 
   
  � The Calling: The PC has been touched by the power of 
  the Gem and has received a minor gift of magic. Roll 1d6 to 
  determine which. The character also suffers 2 points of 
  permanent Wisdom drain that can only be healed with: 
  dispel evil, restoration, wish or limited wish. 
   
  PC gains following spell on APL 2-4 (roll 1d6): 1: bless (CL 
  3); 2: bane (CL 3); 3: burning hands (CL 3); 4: cure light 
  wounds (CL 3); 4: inflict light wounds (CL 3); 5: summon 
  monster II (CL 3) 
   
  APL 6-10 (roll 1d6): 1: prayer (CL 5); 2: displacement (CL 5); 
  3: scorching ray (CL 3); 4: inflict moderate wounds (CL 5); 
  5: cure moderate wounds (CL 5); 6: summon monster III 
  (CL 5).  
   
  Using this ability counts as activating a magic item, which 
  requires a standard action. This ability is usable only once. 
  Score through when used. This ability does not allow you 
  to enter prestige class or meta-organisation that normally 
  requires spellcasting levels.  
   
  If anyone else wants to touch the gem after this, let them.  
   
  After they have all done it or declined, read the following: 
   
  The door is opened and you see Damar standing there with 
  two priests. They quickly see (PC name) laying on the 
  ground next to the emerald. One of the priests screams, 
  ‘You fools!’ before they throw a nearby rug on top of the 
  gem and start to wrap it up. 
   
  If PCs did not touch the gem, read the following: 
   
  The whisper fades away as louder noise fills the room. It 
  seems the Nasranite Watch has finally managed to fight its 
  way to wizard’s residence. There are loud footsteps in the 
  lobby and soon Damar enters the room with two priests of 
  Zilchus. They see the apprentice and the emerald. The 
  priests quickly tear down two curtains and wrap the 
  emerald inside, carefully avoiding any physical contact. 
   
  After you have read either part, continue from this: 
   
  Damar approaches you and shakes your hand. 
   
   “Your actions have saved many lives this day. You 
  have done Naerie a great service that she won’t soon 
  forget. Please follow me” 
   
   
  As you follow Damar out into the garden, one of the 
  priests approaches you and hands you a book.  
   
  “We found his journal and we think you might want 
  to take a look at it.” 
   
  You can read the journal as you leave the residence 
  behind, following Damar to his headquarters.  
   
  Development: Give PCs Handout 1. The priests confiscate 
  Cawyr’s spellbook, and the gem is taken to a local temple. 
  
  The Apprentice 
   
  Page 16 
  Under no circumstance can the PCs retain it. If they resists, 
  they will not get Influence with Damar Rocharion and they 
  can be put into prison (see Splintered Sun meta-book) for 
  resisting an officer of the law. Any PC suffering from 
  damage caused by bearded devils, howlers, etc. is healed 
  free of charge by Church of Zilchus. 
   
  Treasure: The PCs receive a reward from Damar.  
   
  APL 2: Coin: 100 gp; 
   
  APL 4: Coin: 100 gp; 
   
  APL 6: Coin: 200 gp; 
   
  APL 8: Coin: 200 gp; 
   
  APL 10: Coin: 300 gp; 
   
  If Cawyr was killed (not stabilised), read the following. 
   
  All in all, nearly 70 people and city guard members were 
  killed during this horrible day. Eurynumos finally arrives 
  from Irongate to find the mess his apprentice left behind. 
  You hear that plenty of money exchanges hands while the 
  wizard pays merchants, families and city guard for the 
  damage Cawyr caused. It will take a while to repair the 
  damage but by the next Richfest, everything should be all 
  right once again.  
   
  As for the emerald, the Zilchans have taken it to their 
  temple and sealed it away. Perhaps  it is the best thing to 
  do… 
   
  If Cawyr was taken alive (stabilised), read the following: 
   
  All in all, nearly 70 people and city guard members were 
  killed during this horrible day. As Damar promised, Cawyr 
  is sentenced to hang for his actions. However, Eurynymos 
  intervenes on his apprentice’s behalf. Despite loud protest 
  from Damar, favours are used, money changes hands, 
  families are compensated and Cawyr is spared. Whatever 
  the reason, Eurynymos eventually sends Cawyr to 
  Irongate. Eurynymos later contacts you and thanks you for 
  sparing his apprentice and months of research, offering to 
  tutor you in ways of magic, for a suitable price of course.  
   
  As for the emerald, the Zilchans have taken it to their 
  temple and sealed it away. Perhaps it is the best thing to 
  do… 
   
   
  The End 
   
   
   
   
   
   
  
  The Apprentice 
   
  Page 17 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  role-playing) to each character. 
   
  Encounter 3:  Streets of Naerie 
  Defeating the spiders 
  APL2                                                       90 XP 
  APL4                                                     150 XP 
  APL6                                                     210 XP 
  APL8                                                     270 XP 
  APL10                                                   330 XP 
   
  Encounter 4: At the Gate 
  Defeating the monsters  
  APL2                                                       90 XP 
  APL4                                                     180 XP 
  APL6                                                     210 XP 
  APL8                                                     270 XP 
  APL10                                                   330 XP 
   
  Avoiding/surviving trap 
  APL2                                                     60 XP 
  APL4                                                     60 XP 
  APL6                                                     60 XP 
  APL8                                                     90 XP 
  APL10                                                   90 XP 
   
  Encounter 5: Wizard’s Residence 
  Defeating fiends and Cawyr 
  APL2                                                      120 XP 
  APL4                                                      150 XP 
  APL6                                                      240 XP 
  APL8                                                      270 XP 
  APL8                                                      330 XP 
   
  Discretionary Role-playing Award 
  APL2                                                       90 XP  
  APL4                                                     135 XP 
  APL6                                                     180 XP 
  APL8                                                     225 XP 
  APL10                                                   270 XP 
   
  Award this role-playing award, if PCs do any of the 
  following: 
   
  • 
  Get guards to help them after Encounter 3 
  • 
  Touch the Gem 
  • 
  Take Cawyr alive. 
   
   
  Total Possible Experience:  
   
  APL2                                                      450 XP  
  APL4                                                      675 XP 
  APL6                                                      900 XP 
  APL8                                                    1125 XP 
  APL10                                                 1350 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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  
  The Apprentice 
   
  Page 18 
  Encounter 3: Streets of Naerie 
   
  APL 2: Loot: 90 gp;  
   
  APL 4: Loot: 125 gp; 
   
  APL 6: Loot: 175 gp; 
   
  APL 8: Loot: 250 gp;  
   
  APL 10: Loot: 400 gp;  
   
  Encounter 5: Wizard’s Residence 
  APL 2: Coin: 45 gp; Magic: potion of cure light wounds x 2 
  (8 gp each), scroll of sleep (4 gp), wand of burning hands 
  (CL 1
  st, 50 charges, 125 gp), 
   
  APL 4: Coin 55 gp; Magic: potion of cure light wounds x 2 
  (8 gp each), scroll of sleep (4 gp), wand of burning hands 
  (CL1
  st, 50 charges, 125 gp), wand of magic missiles (CL3
  rd, 20 
  charges, 150 gp)    
   
  APL 6: Coin: 76 gp; Magic: bracers of armour +1 (166 gp), 
  elixir of fire breath (183 gp), potion of cure light wounds x 
  2 (8 gp each) scroll of sleep (4 gp), wand of burning hands 
  (CL1
  st, 50 charges, 125 gp), wand of magic missiles (CL3
  rd, 20 
  charges, 150 gp)    
   
  APL 8: Coin: 153 gp; Magic: bracers of armour +1 (166 gp), 
  elixir of fire breath (183 gp), potion of cure light wounds x 
  2 (8 gp each), ring of protection +2 (1,333 gp), scroll of sleep 
  (4 gp), wand of burning hands (CL1
  st, 50 charges, 125 gp), 
  wand of magic missiles (CL3
  rd, 20 charges, 150 gp)    
   
  APL 10: Loot 244 gp; Coin 0 gp; Magic: bracers of armour 
  +1 (166 gp), elixir of fire breath (183 gp), potion of cure 
  light wounds x 2 (8 gp each), ring of protection +2 (1,333 
  gp), scroll of sleep (4 gp), scroll of summon monster VII 
  (379 gp), wand of burning hands (CL1
  st, 50 charges, 125 gp), 
  wand of magic missiles (CL3
  rd, 20 charges, 150 gp).    
   
  Conclusion: 
   
  APL 2: Coin: 100 gp;  
   
  APL 4: Coin: 100 gp;  
   
  APL 6: Coin: 200 gp;  
   
  APL 8: Coin: 200 gp;  
   
  APL 10: Coin: 300 gp;  
   
  Total Possible Treasure: 
   
  APL 2: Loot: 90 gp; Coin: 145 gp; Magic: 147 gp; Total: 
  382 gp. 
   
  APL 4: Loot: 125 gp; Coin: 155 gp; Magic: 295 gp; Total: 
  575 gp. 
   
  APL 6: Loot: 175 gp; Coin: 276 gp; Magic: 644 gp; Total: 
  1095 gp (Cap: 900 gp). 
   
  APL 8: Loot: 250 gp; Coin: 353 gp; Magic: 1977 gp; 
  Total: 2580 gp (Cap: 1,300 gp). 
   
  APL 10: Loot: 400 gp; Coin: 544 gp; Magic: 3856 gp; 
  Total: 4800 gp (Cap: 2,300 gp). 
   
  Items for Adventure Record 
   
  � Winner of the Richfest Archery/Melee/Unarmed 
  Competition:  This character has received a prize from one 
  of the competitions held at the Naerie City Richfest Fair. 
  He may use this to receive 100gp worth of free equipment 
  from PHB/DMG after any ONE Naerie regional.  
   
  � Winner of the Richfest Magical Combat: This 
  character has received a prize from magical competition. 
  He may use this to receive 100gp worth of free equipment 
  from PHB/DMG after any Naerie regional. In addition PC 
  may scribe/learn any one limited spell (see LGCS). Wizards 
  must  pay normal cost for scribing. 
   
  � Influence with Damar Rocharion. PC have received 
  influence point with Damar Rocharion.  It can be used in 
  one of three ways: 
  1: If character is currently ‘Wanted in Ahlissa’, PC can use 
  this to pardon himself.  
  2: Put a good word in the right ear and exchange this for the 
  favour of  any noble house in Naerie. Alternatively it can be 
  used to remove one disfavour with a noble house in Naerie 
  that PC currently has. 
  3: Use connections to Church of Zilchus/Merchant guild 
  & gain access to any scroll/potion or wondrous item 
  costing 1,500 gp or less from Church of Zilchus. 
   
  � The Calling: The PC has been touched by the power of 
  the gem and has received a minor gift of magic, the innate 
  ability to cast one spell once. The character also suffers 2 
  points of permanent Wisdom drain that can only be healed 
  with: dispel evil, restoration, wish or limited wish. 
  PC gains one of the following spells at APL 2-4 (roll 1d6 to 
  determine which): 1: bless (CL 3); 2: bane (CL 3); 3: burning 
  hands (CL 3); 4: cure light wounds (CL 3); 4: inflict light 
  wounds (CL 3); 5: summon monster II (CL 3) 
  At APL 6-10 (roll 1d6): 1: prayer (CL 5); 2: displacement (CL 
  5); 3: scorching ray (CL 3); 4: inflict moderate wounds (CL 
  5); 5: cure moderate wounds (CL 5); 6: summon monster III 
  (CL 5).  
  Using this ability counts as activating a magic item, which 
  requires a standard action. This ability is usable only once. 
  Score through when used. This ability does not allow you 
  to enter prestige class or meta-organisation that normally 
  requires spellcasting levels 
   
  � Gratitude of Eurynymos: Wizard Eurynymos is 
  grateful that you restrained Cawyr without killing him and 
  
  The Apprentice 
   
  Page 19 
  is willing to give tutoring to potential students. After any 
  Naerie regional, a character can use 4TU and 400 gp to 
  apprentice himself to Eurynymos. This grants access to 
  Bonded Summoner (MH) prestige class (Earth only).   
   
  Items found during the adventure: 
   
  APL 2: wand of burning hands (Adventure; CL 1
  st; DMG) 
   
  APL4 (All of APL2 plus the following): 
  wand of magic missiles (Adventure, CL3
  rd, DMG) 
   
  APL6 (All of APL4 plus the following): 
  elixir of fire breath (Adventure, DMG) 
   
  APL8 (All of APL6 plus the following): 
  ring of protection +2 (Any, DMG) 
   
  APL10 (All of APL8 plus the following): 
  scroll 
  of 
  summon 
  monster 
  VII 
  (Any, 
  DMG)
  
  The Apprentice 
   
  Page 20 
   
  Appendix 1:  
  APL 2 
   
  Introduction 
   
  The Richfest Competitions 
   
  Umorak: male human Bbn4; CR4; HD 4d12+8; hp 41; 
  Init +6; Spd 40 ft; AC 12, touch 12, flat-footed 10; Base 
  Atk +4; Grp +7; Atk +7 melee (1d3+3, unarmed); Full 
  Atk +7 melee (1d3+3, unarmed); SA Rage 2/day; SQ 
  Fast movement, trapsense +1, uncanny dodge: AL CG; 
  SV Fort +6, Ref +3, Will +0; Str 17, Dex 14, Con 14, Int 
  9, Wis 9, Cha 10. 
   
  Skills and Feats: Escape Artist +6, Handle Animal 
  +7, Jump +8, Tumble +5; Dodge, Improved Initiative, 
  Weapon Focus (unarmed). 
   
  Rage (Ex): +4 Strength, +4 to Constitution, +2 on 
  Will saves, -2 penalty to armor class for up to 7 rounds. 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and +1 dodge bonus to 
  AC against attacks made by traps. 
   
  Royal Guard Brienn: male human Ftr4; CR4; HD 
  4d10+4; hp 32; Init +6; Spd 20 ft; AC 18, touch 12, flat-
  footed 15; Base Atk +4; Grp +6; Atk +7 melee 
  (1d10+4/19-20, bastard sword); Full Atk +7 melee 
  (1d10+4/19-20, bastard sword); AL LN; SV Fort +5, Ref 
  +3, Will +2; Str 14, Dex 14, Con 12, Int 12, Wis 12, Cha 
  11. 
   
  Skills and Feats: Bluff +5, Climb +1, Intimidate +9, 
  Jump +2: Combat Reflexes, Exotic Weapon Proficiency 
  (bastard sword), Improved Initiative, Power Attack, 
  Weapon Focus (bastard sword), Weapon Specialization 
  (bastard sword). 
   
  Possessions: Chainmail, bastard sword, short 
  sword, dagger, small steel shield. 
   
  Hillstalker:  male human Rng4; CR4; HD 4d8+4; hp 27; 
  Init +3; Spd 30 ft; AC 16, touch 13, flat-footed 13; Base 
  Atk +4; Grp +6; Atk +8 ranged (1d8/x3, longbow); AL 
  LN; SV Fort +5, Ref +7, Will +2; Str 14, Dex 17, Con 12, 
  Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +7, Hide +9, Handle 
  Animal +7, Jump +5, Move Silently +9, Spot +8, 
  Survival +5: Endurance, Far Shot, Point-Blank Shot, 
  Rapid Shot, Track, Weapon Focus (longbow) 
   
   
  Rindana: female human Drd4; CR4; HD 4d8+4; hp 27; 
  Init +2; Spd 30 ft; AC 16, touch 13, flat-footed 13; Base 
  Atk +3; Grp +5; Atk +5 melee (d6+2, sickle) or +5 
  ranged (1d8/x3, longbow); Full Atk +5 melee (1d6+2, 
  sickle) or +5 ranged (1d8/x3 longbow); SQ Nature 
  sense, wild empathy, woodland stride, trackless step, 
  resist nature’s lure: AL NG; SV Fort +5, Ref +4, Will +7; 
  Str 14, Dex 14, Con 12, Int 10, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +8, Diplomacy +5, 
  Handle animal +7, Spellcraft +7, Survival +10; Combat 
  casting, Improved Counterspell.  
   
  Possessions: Longbow, 20 arrows, sickle, leather 
  armor. 
   
  Nature Sense (Ex): A Druid gains a +2 bonus on 
  Knowledge (nature) and Survival checks. 
   
  Wild Empathy (Ex): A Druid can improve the 
  attitude of an animal. This ability functions just like 
  diplomacy check made to improve the attitude of a 
  person. The druid rolls 1d20+4 to determine wild 
  empathy check result. 
   
  Woodland Stride (Ex): A Druid may move 
  through any sort of undergrowth (such as natural 
  thorns, briars, overgrown areas and similar terrain) at 
  her normal speed and without taking damage or 
  suffering any other impairment. 
   
  Trackless Step (Ex): A druid leaves no trail in 
  natural surroundings and cannot be tracked. 
   
  Resist Nature’s Lure (Ex): A druid gains a +4 
  bonus on saving throws against spell like abilities of 
  fey. 
   
  Spells prepared (5/4/3: base DC = 13 + spell level) 
  0 – flare x2, light, resistance; 1
  st – entangle 
   
  Encounter 3: Streets of Naerie 
   
  Medium fiendish monstrous spider (2): CR 1; medium 
  magical beast; HD 2d8+6; Hp 15; Init +3; Spd 40 ft., 
  climb 20 ft.; AC 14, flat-footed 11, touch 13; Base Atk; 
  +1; Grp +3; Atk +6 melee (1d6+2 plus poison, bite); Full 
  Atk +6 melee (1d6+2 plus poison, bite); AL: CE; SA: 
  Poison, smite good; SQ: Cold resistance/5, darkvision 
  60 ft., fire resistance/5, tremorsense 60 ft., vermin 
  traits; SR: 7; SV Fort +6 Ref +3 Will +0; Str 15, Dex 17, 
  Con 16, Int 3, Wis 10, Cha 2.   
   
  Skills and feats: Climb +11, Hide +7, Jump +10, 
  Spot +12; Weapon Finesse (bite).  
   
  Poison (Ex): . DC 12 fortitude, 1D4 Str, initial and 
  secondary. 
   
  Web (Ex): Hunting spiders cannot throw web. 
   
  Tremorsense (Ex): Medium fiendish monstrous 
  spider is sensitive to vibrations in the ground and can 
  automatically pinpoint the location of anything that is 
  in contact with the ground. 
   
  Smite Good (Su): Once per day the medium 
  fiendish monstrous spider can make a normal melee 
  
  The Apprentice 
   
  Page 21 
   
  attack to deal extra 2 points of damage against a good 
  foe. 
   
  Vermin Traits: Vermin possess the following 
  traits: mindless — no Intelligence score, and 
  immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects). 
  Darkvision out to 60 feet. 
   
  dispel magic check DC 14.  
   
  Rounds until vanishes: 4 
   
  Encounter 4: At the Gate 
   
  Fiendish wolf (3): medium magical beast; CR 1; HD 
  2d8+8; hp 17; Init +2; Spd 50 ft; AC 14, touch 12, flat-
  footed 1); Base Atk +1; Grp +4; Atk +5 melee (1d6+3, 
  bite); Full Atk +5 melee (1d6+3, bite); AL: LE; SA: Smite 
  good; SQ: Cold resistance/5, darkvision 60 ft., fire 
  resistance/5, scent; SV Fort +5, Ref +5, Will +1; Str 17, 
  Dex 15, Con 15, Int 2, Wis 12, Cha 6;  
   
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +1; Track, Weapon Focus (bite). 
   
  Smite Good (Su): Once per day the fiendish wolf 
  can make a normal melee attack to deal extra 2 points 
  of damage against a good foe 
   
  dispel magic DC 14.  
   
  Turns until vanishes: 6 
   
  Raven: tiny animal; CR ¼; HD 1d8; hp 5; Init +2; Spd 
  10 ft, 40 ft. fly (average); AC 15, touch 15, flat-footed 13; 
  Base Atk +0; Grp -13; Atk +4 melee (1d2-5, claws) ; Full 
  Atk +4 melee (1d2-5, claws); AL N; Space/Reach 2-
  1/2ft/0 ft.; SQ: Empathic link, improved evasion, Iow-
  light vision, share spells; SV Fort +2, Ref +4, Will +2; 
  Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6.  
   
  Skills and Feats: Listen +3, Spot +5; Weapon 
  Finesse (claws). 
   
  Empathic Link: The master has an empathic link 
  with his familiar to a distance of up to 1 mile. The 
  master cannot see through the familiar’s eyes but they 
  can communicate empathically. Because of the limited 
  nature of the link, only general emotional content can 
  be communicated. Because of the empathic link, 
  master has the same connection to an item or place 
  that familiar has.  
   
  Improved Evasion: When subjected to an attack 
  that normally allows a reflex saving throw, familiar 
  takes no damage if it makes a successful save and only 
  half damage if it fails. 
   
  Share Spells: At master’s option, he may have any 
  spell (but not spell like ability) he cast on himself, also 
  affect his familiar. The familiar must be within 5ft in 
  time of casting to receive the benefit. 
   
  Encounter 5: Wizard’s Residence 
   
  Apprentice Cawyr: male human Wiz2; CR2; Medium-
  size humanoid; HD 2d4+2; Hp 10; Init +2; Spd 30 ft.; 
  AC 12, flat-footed 10, touch 12; Base Atk; +1; Grp +2; 
  Atk +2 melee (1d4+1/19-20, dagger); Full Atk +2 melee 
  (1d4+1/19-20, dagger); AL: CE; SV Fort+1 Ref+2 
  Will+3; Str 12, Dex 14, Con 13, Int 17, Wis 11, Cha 15.   
   
  Skills and feats: Concentration +4, Knowledge (the 
  Planes) +5, Spellcraft +5; Augment Summoning, Scribe 
  Scroll, Spell Focus (conjuration). 
   
  Possessions: potion of cure light wounds x 2 , 
  scroll of sleep, wand of burning hands (CL 1
  st, 50 
  charges). 
   
  Spells Prepared (3/4; base DC = 13 + spell level): 
  0—acid splash x 2, flare; 1st—summon monster I x 2, 
  color spray  x 2. 
   
  Lemure (2): CR 1; Medium outsider (Evil, Extraplanar, 
  Lawful); HD 2d8+4; Hp 13; Init +0; Spd 20 ft.; AC 14, 
  flat-footed 14, touch 10; Base Atk; +2; Grp +4; Atk +4 
  melee (1d4+2, claw); Full Atk +4 melee (1d4+2, 2 
  claws); AL LE; SQ; Damage reduction 5/good or silver, 
  darkvision 60 ft., immunity to fire and poison, 
  mindless, resistance to acid 10 and cold 10, mindless; 
  SV Fort +5 Ref +3 Will +3; Str 14, Dex 10, Con 14, Int -, 
  Wis 11, Cha 5.   
   
  Skills and feats: - 
   
  Mindless (Ex): Immunity to mind-affecting 
  effects. 
   
  Small fiendish monstrous scorpion: CR -; small 
  magical beast; HD 1d8+4; Hp 8; Init +0; Spd 30 ft.; AC 
  14, flat-footed 14, touch 11; Base Atk; +0; Grp -2; Atk +3 
  melee (1d3+1 plus poison, claw); Full Atk +3 melee 
  (1d3+1 plus poison, 2 claws) and –2 melee (1d3+1 plus 
  poison, sting); AL: CE; SA: Constrict 1d3+1, improved 
  grab, poison, smite good; SQ; Cold resistance/5, 
  darkvision 60 ft., fire resistance/5, tremorsense 60 ft., 
  vermin traits; SR: 6; SV Fort+6 Ref+0 Will+0; Str 13, 
  Dex 10, Con 18, Int 3, Wis 10, Cha 2.   
   
  Skills and feats: Climb +11, Hide +7, Jump +10, 
  Spot +12; Weapon finesse (bite). 
   
  Poison (Ex): . DC 12 fortitude, 1D2 Con, initial 
  and secondary. 
   
  Constrict (Ex): A monstrous scorpion deals 
  automatic claw damage on successful grapple check. 
   
  Improved grab (Ex): To use this ability, monstrous 
  scorpion must hit with a claw attack. Scorpion can use 
  either Str or Dex for grapple checks, whichever is 
  better. 
  
  The Apprentice 
   
  Page 22 
   
   
  Tremorsense (Ex): Small fiendish monstrous 
  scorpion is sensitive to vibrations in the ground and 
  can automatically pinpoint the location of anything 
  that is in contact with the ground. 
   
  Smite Good (Su): Once per day the small fiendish 
  monstrous scorpion can make a normal melee attack to 
  deal extra 1 point of damage against a good foe 
   
  Vermin Traits: Vermin possess the following 
  traits: mindless — no Intelligence score, and 
  immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects). 
  Darkvision out to 60 feet. 
   
  dispel magic DC 13. 
   
  Turns until vanishes: 4. 
   
   
   
   
  
  The Apprentice 
   
  Page 23 
   
  Appendix 2: 
  APL 4 
  Introduction 
   
  The Richfest Competitions 
   
  Umorak: male human Bbn4; CR4; HD 4d12+8; hp 41; 
  Init +6; Spd 40 ft; AC 12, touch 12, flat-footed 10; Base 
  Atk +4; Grp +7; Atk +7 melee (1d3+3, unarmed); Full 
  Atk +7 melee (1d3+3, unarmed); SA Rage 2/day; SQ 
  Fast movement, trapsense +1, uncanny dodge: AL CG; 
  SV Fort +6, Ref +3, Will +0; Str 17, Dex 14, Con 14, Int 
  9, Wis 9, Cha 10. 
   
  Skills and Feats: Escape Artist +6, Handle Animal 
  +7, Jump +8, Tumble +5; Dodge, Improved Initiative, 
  Weapon Focus (unarmed). 
   
  Rage (Ex): +4 Strength, +4 to Constitution, +2 on 
  Will saves, -2 penalty to armor class for up to 7 rounds. 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and +1 dodge bonus to 
  AC against attacks made by traps. 
   
  Royal Guard Brienn: male human Ftr4; CR4; HD 
  4d10+4; hp 32; Init +6; Spd 20 ft; AC 18, touch 12, flat-
  footed 15; Base Atk +4; Grp +6; Atk +7 melee 
  (1d10+4/19-20, bastard sword); Full Atk +7 melee 
  (1d10+4/19-20, bastard sword); AL LN; SV Fort +5, Ref 
  +3, Will +2; Str 14, Dex 14, Con 12, Int 12, Wis 12, Cha 
  11. 
   
  Skills and Feats: Bluff +5, Climb +1, Intimidate +9, 
  Jump +2: Combat Reflexes, Exotic Weapon Proficiency 
  (bastard sword), Improved Initiative, Power Attack, 
  Weapon Focus (bastard sword), Weapon Specialization 
  (bastard sword). 
   
  Possessions: Chainmail, bastard sword, short 
  sword, dagger, small steel shield. 
   
  Hillstalker:  male human Rng4; CR4; HD 4d8+4; hp 27; 
  Init +3; Spd 30 ft; AC 16, touch 13, flat-footed 13; Base 
  Atk +4; Grp +6; Atk +8 ranged (1d8/x3, longbow); AL 
  LN; SV Fort +5, Ref +7, Will +2; Str 14, Dex 17, Con 12, 
  Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +7, Hide +9, Handle 
  Animal +7, Jump +5, Move Silently +9, Spot +8, 
  Survival +5: Endurance, Far Shot, Point-Blank Shot, 
  Rapid Shot, Track, Weapon Focus (longbow) 
   
   
  Rindana: female human Drd4; CR4; HD 4d8+4; hp 27; 
  Init +2; Spd 30 ft; AC 16, touch 13, flat-footed 13; Base 
  Atk +3; Grp +5; Atk +5 melee (d6+2, sickle) or +5 
  ranged (1d8/x3, longbow); Full Atk +5 melee (1d6+2, 
  sickle) or +5 ranged (1d8/x3 longbow); SQ Nature 
  sense, wild empathy, woodland stride, trackless step, 
  resist nature’s lure: AL NG; SV Fort +5, Ref +4, Will +7; 
  Str 14, Dex 14, Con 12, Int 10, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +8, Diplomacy +5, 
  Handle animal +7, Spellcraft +7, Survival +10; Combat 
  casting, Improved Counterspell.  
   
  Possessions: Longbow, 20 arrows, sickle, leather 
  armor. 
   
  Nature Sense (Ex): A Druid gains a +2 bonus on 
  Knowledge (nature) and Survival checks. 
   
  Wild Empathy (Ex): A Druid can improve the 
  attitude of an animal. This ability functions just like 
  diplomacy check made to improve the attitude of a 
  person. The druid rolls 1d20+4 to determine wild 
  empathy check result. 
   
  Woodland Stride (Ex): A Druid may move 
  through any sort of undergrowth (such as natural 
  thorns, briars, overgrown areas and similar terrain) at 
  her normal speed and without taking damage or 
  suffering any other impairment. 
   
  Trackless Step (Ex): A druid leaves no trail in 
  natural surroundings and cannot be tracked. 
   
  Resist Nature’s Lure (Ex): A druid gains a +4 
  bonus on saving throws against spell like abilities of 
  fey. 
   
  Spells prepared (5/4/3: base DC = 13 + spell level) 
  0 – flare x2, light, resistance; 1
  st – entangle 
   
  Encounter 3: Streets of Naerie 
   
  Large fiendish monstrous spider (2): CR 3; Large 
  magical beast; HD 4d8+12; Hp 30; Init +3; Spd 40 ft., 
  climb 20 ft.; AC 14, touch 13, flat-footed 12; Base Atk; 
  +3; Grp +11; Atk +6 melee (1d8+5 plus poison, bite); 
  Full Atk +6 melee (1d8+5 plus poison, bite); AL NE; SA 
  Poison, smite good; SQ; Cold resistance/5, darkvision 
  60 ft., Fire resistance/5, tremorsense 60 ft., vermin 
  traits; SR: 13; SV Fort+7 Ref+4 Will+1; Str 23, Dex 17, 
  Con 18, Int 3, Wis 10, Cha 2.   
   
  Skills and feats: Climb +13, Hide +7, Jump +12, 
  Spot +12; Weapon Finesse (bite).  
   
  Poison (Ex): . DC 13 fortitude, 1D6 Str, initial and 
  secondary. 
   
  Tremorsense (Ex): Large fiendish monstrous 
  spider is sensitive to vibrations in the ground and can 
  automatically pinpoint the location of anything that is 
  in contact with the ground. 
   
  Smite Good (Su): Once per day the large fiendish 
  monstrous spider can make a normal melee attack to 
  deal extra 4 points of damage against a good foe. 
  
  The Apprentice 
   
  Page 24 
   
   
  Vermin Traits: Vermin possess the following 
  traits: mindless — no Intelligence score, and 
  immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects). 
  Darkvision out to 60 feet. 
   
  dispel magic DC 18.  
   
  Turns until vanishes: 6 
   
  Encounter 4: At the Gate 
   
  Fiendish wolverine (4): medium magical beast; CR 3; 
  Medium magical beast; HD 3d8+21; hp 34; Init +2; Spd 
  30 ft; AC 14, touch 12, flat-footed 12; Base Atk +2; Grp 
  +6; Atk +6 melee (1d4+4, claw); Full Atk +6 melee 
  (1d4+4, 2 claws) and +1 melee (1d6+3, bite); AL CE; SA 
  Rage, smite good; SQ: Cold resistance/5, darkvision 60 
  ft., fire resistance/5; SR: 8; SV Fort +9, Ref +5, Will +2; 
  Str 18, Dex 15, Con 23, Int 2, Wis 12, Cha 10;  
   
  Skills and Feats: Climb +12, Listen +6, Spot +6; 
  Alertness, Toughness, Track. 
   
  Rage (Ex): A wolverine that takes damage flies 
  into a berserk frenzy, clawing and biting until either it 
  or it’s opponent is dead. It gains +4 to Str and Con 
  (Strength 22, Constitution 27) and –2 to AC (AC 12). 
  Fiendish wolverine cannot end it’s rage voluntarily. 
   
  Smite Good (Su): Once per day the Fiendish 
  wolverine can make a normal melee attack to deal extra 
  5 points of damage against a good foe. 
   
  dispel magic DC 18.  
   
  Turns until vanishes: 6. 
   
  Raven: tiny animal; CR 1/4 ; HD 2d8; hp 9; Init +2; Spd 
  10 ft, 40 ft. fly (average); AC 16,  touch 16, flat-footed 
  14; Base Atk +0; Grp -13; Atk +4 melee (1d2-5, claws) ; 
  Full Atk +4 melee (1d2-5, claws); AL N; Space/Reach 2-
  1/2ft/0 ft.; SQ; Empathic link, improved evasion, share 
  spells; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 
  10, Int 7, Wis 14, Cha 6.  
   
  Skills and Feats: Listen +3, Spot +5; Weapon 
  Finesse (claws). 
   
  Empathic Link: The master has an empathic link 
  with his familiar to a distance of up to 1 mile. The 
  master cannot see through the familiar’s eyes but they 
  can communicate empathically. Because of the limited 
  nature of the link, only general emotional content can 
  be communicated. Because of the empathic link, 
  master has the same connection to an item or place 
  that familiar has.  
   
  Improved Evasion: When subjected to an attack 
  that normally allows a reflex saving throw, familiar 
  takes no damage if it makes a successful save and only 
  half damage if it fails. 
   
  Share Spells: At the master’s option, he may have 
  any spell (but not spell like ability) he cast on himself, 
  also affect his familiar. The familiar must be within 5ft 
  in time of casting to receive the benefit. 
   
  Encounter 5: Wizard’s Residence 
   
  Apprentice Cawyr: male human Wiz3; CR3; Medium-
  size humanoid; HD 3d4+3; Hp 18; Init +2; Spd 30 ft.; 
  AC 13, touch 13, flat-footed 11; Base Atk; +1; Grp +2; 
  Atk +2 melee (1d4+1/19-20, dagger); Full Atk +2 melee 
  (1d4+1/19-20, dagger); AL: CE; SV Fort +2 Ref +3 Will 
  +3; Str 12, Dex 14, Con 13, Int 17, Wis 11, Cha 15.   
   
  Skills and Feats: Concentration+6, Knowledge 
  (the Planes) +6, Spellcraft +6, Tumble +3; Augment 
  Summoning, Scribe Scroll, Spell Focus (conjuration), 
  Toughness.  
   
  Possessions: potion of cure light wounds x 2, scroll 
  of sleep, wand of burning hands (Caster level: 1
  st, 50 
  charges), wand of magic missiles (Caster Level: 3
  rd, 10 
  charges).    
   
  Spells Prepared (4/4/3; base DC = 13 + spell level): 
  0—acid splash x 2, flare, read magic; 1st—color spray, 
  magic missile x2, summon monster I; 2
  nd—hideous 
  laughter, invisibility, summon monster II. 
   
  Lemure (3): CR 1; Medium outsider; HD 2d8+4; hp 13; 
  Init +0; Spd 20 ft.; AC 14, touch 10, flat-footed 14; Base 
  Atk; +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk +4 
  melee (1d4+2, 2 claws); AL: LE; SQ: Damage reduction 
  5/good or silver, darkvision 60 ft., immunity to fire and 
  poison, mindless, resistance to acid 10 and cold 10, 
  mindless, see in darkness; SV Fort+5 Ref+3 Will+3; Str 
  14, Dex 10, Con 14, Int -, Wis 11, Cha 5.   
   
  Skills and feats: -. 
   
  Mindless (Ex): Lemure is immune to mind-
  affecting effects. 
   
  Small fiendish monstrous scorpion: CR -; small 
  magical beast; HD 1d8+4; Hp 8; Init +0; Spd 30 ft.; AC 
  14, flat-footed 14, touch 11; Base Atk; +0; Grp -2; Atk +3 
  melee (1d3+1 plus poison, claw); Full Atk +3 melee 
  (1d3+1 plus poison, 2 claws) and –2 melee (1d3+1 plus 
  poison); AL: CE; SA: Constrict 1d3+1, improved grab, 
  poison, smite good +1; SQ; Cold resistance/5, 
  darkvision 60 ft., fire resistance/5, tremorsense 60 ft., 
  vermin traits; SR: 6; SV Fort+6 Ref+0 Will+0; Str 13, 
  Dex 10, Con 18, Int 3, Wis 10, Cha 2.   
   
  Skills and feats: Climb +11, Hide +7, Jump +10, 
  Spot +12; Weapon finesse (bite). 
   
  Poison (Ex): . DC 12 fortitude, 1D2 Con, initial 
  and secondary. 
  
  The Apprentice 
   
  Page 25 
   
   
  Constrict (Ex): A monstrous scorpion deals 
  automatic claw damage on succesful grapple check. 
   
  Improved grab (Ex): To use this ability, monstrous 
  scorpion must hit with with a claw attack. Scorpion can 
  use either Str or Dex for grapple checks, whichever is 
  better. 
   
  Tremorsense (Ex): Small fiendish monstrous 
  scorpion is sensitive to vibrations in the ground and 
  can automatically pinpoint the location of anything 
  that is in contact with the ground. 
   
  Smite Good (Su): Once per day the Small fiendish 
  monstrous scorpion can make a normal melee attack to 
  deal extra 1 point of damage against a good foe. 
   
  Vermin Traits: Vermin possess the following 
  traits: mindless — no Intelligence score, and 
  immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects). 
  Darkvision out to 60 feet. 
   
  Turns until vanishes: 6. 
  
  The Apprentice 
   
  Page 26 
   
   
   
   
   
  Appendix 
  3: 
                                        
           APL 6 
  Introduction 
   
  The Richfest Competitions 
   
  Fogaln Daveras: male human Mnk8; CR8; HD 8d8+8; 
  hp 51; Init +7; Spd 50 ft; AC 17, touch 17, flat-footed 14; 
  Base Atk +6/+1; Grp +8; Atk +9 melee (1d10+2, 
  unarmed); Full Atk +9/+3 melee (1d10+2, unarmed) or 
  +8/+8/+2 melee (1d10+2, flurry of blows, unarmed); SA 
  Unarmed strike, flurry of blows, ki strike (magic); SQ 
  Evasion, still mind, purity of body, slow fall 40 ft, 
  wholeness of body: AL LE; SV Fort +7, Ref +9, Will +9; 
  Str 14, Dex 16, Con 12, Int 10, Wis 17, Cha 8. 
   
  Skills and Feats: Escape Artist +13, Hide +13, Jump 
  +13, Move Silently +13, Tumble +13; Combat reflexes, 
  Deflect Arrows, Fists of Iron*, Improved Initiative, 
  Improved Trip, Stunning Fist, Weakening Touch*, 
  Weapon Focus (unarmed)  
   
  Possessions: clothes. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows Fogaln to attempt a Reflex saving 
  throw for half damage, Fogaln takes no damage with a 
  successful saving throw. 
   
  Flurry of Blows (Ex): Using the full attack action, 
  Fogaln can make one additional attack per round with 
  unarmed strikes. This extra attack is made at his 
  highest attack bonus, but each attack in the round 
  takes a -2 penalty on the attack roll. 
   
  Ki Strike (Su): Fogalns unarmed strikes are 
  considered magical when determining damage against 
  creatures with damage reduction. 
   
  Purity of Body (Su): Fogaln is immune to all 
  diseases expect supernatural and magical diseases. 
   
  Slow Fall (Ex): Fogaln can use her hands to slow 
  her fall by 40 ft. if next to a wall or other such surface. 
   
  Still Mind (Ex): Fogaln receives +2 bonus to 
  saving throws against spells and effects from 
  enchantment school. 
   
  Wholeness of Body (Su): Fogaln can heal up to 16 
  points of damage from himself/1day 
   
  *New feat described in Appendix 7. 
   
  Damar Rocharion: male human Ftr6/Rng2; CR8; HD 
  4d10+4; hp 66; Init +6; Spd 20 ft; AC 18, touch 12, flat-
  footed 15; Base Atk +8/+3; Grp +11; Atk +13 melee 
  (1d10+3/19-20, bastard sword); Full Atk +13/+8 melee 
  (1d10+4/19-20, bastard sword) or +11/+6 melee 
  (1d10+4/19-20, bastard sword) and +6 melee (1d6+1, 
  spiked shield); SQ favoured enemy (goblinoid), Wild 
  empathy AL LN; SV Fort +11, Ref +7, Will +3; Str 16, 
  Dex 14, Con 14, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +5, Diplomacy +4, Gather 
  information +4, Handle Animal +8, Knowledge 
  (Splintered Suns) +4, Move Silently +4 Ride +8, Spot 
  +6, Survival +6: Close-quarters fighting*, Combat 
  Expertise, Exotic Weapon Profiency (bastard sword), 
  Improved Initiative, Improved Shield Bash, Track, 
  Two-weapon fighting, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword). 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like 
  diplomacy check made to improve the attitude of a 
  person. The ranger rolls 1d20+8 to determine wild 
  empathy check result. 
   
  Possessions: Chainshirt, bastard sword, large 
  spiked steel shield, shortsword.  
  When on duty, Damar has +1 bastard sword & +1 
  chainshirt. 
  *New feat in Appendix 7 
   
  Alwyrd the Trapper aka Delras Ulquand: Medium 
  male human Rng4; CR4; HD 4d8+4; hp 52; Init +8; Spd 
  30 ft; AC 17, touch 13, flat-footed 14; Base Atk +8/+3; 
  Grp +10; Atk +13 ranged (1d8+2/x3, mighty composite 
  longbow); SQ Favoured enemy (goblinoid, human), 
  wild empathy, animal companion, swift tracker, 
  woodland stride; AL LN; SV Fort +5, Ref +7, Will +2; 
  Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +4, Climb +7, Handle 
  Animal +6, Hide +15, Move Silently +15, Survival +12: 
  Endurance, Far Shot, Improved initiative, Many Shot, 
  Point-Blank Shot, Rapid Shot, Track, Weapon Focus 
  (longbow). 
   
  Combat Style (Ex): This ranger has selected 
  archery. He is treated as having Rapid Shot & Many 
  Shot feats, even without perquisites for those feats. 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like 
  diplomacy check made to improve the attitude of a 
  person. The ranger rolls 1d20+8 to determine wild 
  empathy check result. 
   
  Woodland Stride (Ex): A ranger may move 
  through any sort of undergrowth (such as natural 
  thorns, briars, overgrown areas and similar terrain) at 
  her normal speed and without taking damage or 
  suffering any other impairment. 
   
  Swift Tracker (Ex): A ranger can move at normal 
  speed while following tracks without taking the 
  normal –5 penalty. He takes only –10 penalty (instead 
  of –20) when moving at up to twice normal speed 
  while tracking. 
  
  The Apprentice 
   
  Page 27 
   
   
  Possessions: longbow, 20 arrows, longsword, 
  studded leather. 
   
   
  Seraster of House Heshun: Medium male human 
  Wiz8; CR8; HD 8d4+8; hp 33; Init +6; Spd 30 ft; AC 12, 
  touch 12, flat-footed 10; Base Atk +4; Grp +4; Atk +4 
  melee (1d6, quarterstaff); Full Atk +4 melee (1d6, 
  quarterstaff); SQ Nature Sense, Wild Empathy: AL NE; 
  SV Fort +3, Ref +4, Will +7; Str 10, Dex 14, Con 12, Int 
  18, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +12, Gather 
  Information +5, Knowledge (arcana) +15, Move 
  Silently +8, Profession (alchemist) +12, Spellcraft +15, 
  use magic device +5; Combat Casting, Improved 
  Counterspell, Improved Initiative, Scribe Scroll, Silent 
  Spell, Spell Focus (evocation) 
   
  Spells prepared (wiz 4/5/4/3: base DC = 14 + spell 
  level; evocation 15+spell level) 0 – daze, flare, mage 
  hand, touch of fatigue; 1
  st – cause fear, charm person, 
  grease, reduce person; 2
  nd – darkness, gust of wind, 
  tasha’s hideous laughter, web: 3
  rd – dispel magic x4 4
  th – 
  otilukes resilient sphere, rainbow pattern. 
   
  Encounter 3: Streets of Naerie 
   
  Huge fiendish monstrous spider: CR 7; Huge magical 
  beast; HD 8d8+32; Hp 68; Init +3; Spd 40 ft., climb 20 
  ft.; AC 16, flat-footed 13, Touch 11; Base Atk; +9; Grp 
  +20; Atk +11 melee (2d6+8 plus poison, bite); Full Atk 
  +11 melee (2d6+8 plus poison, bite); AL: NE; 
  Space/reach; 15ft/10 ft.; SA: Poison, Smite Good+8; SQ; 
  Cold resistance/10, Darkvision 60 ft., DR5/magic, Fire 
  resistance/10, tremorsense 60 ft., vermin traits; SR: 14; 
  SV Fort+7 Ref+4 Will+1; Str 23, Dex 17, Con 20, Int 3, 
  Wis 10, Cha 2.   
   
  Skills and feats: Climb +13, Hide +7, Jump +12, 
  Spot +12; Weapon finesse (bite).  
   
  Poison (Ex): . DC 16 Fortitude, 1D8 Str, initial and 
  secondary. 
   
  Tremorsense (Ex): Large fiendish monstrous 
  spider is sensitive to vibrations in the ground and can 
  automatically pinpoint the location of anything that is 
  in contact with the ground. 
   
  Smite Good (Su): Once per day the huge fiendish 
  monstrous spider can make a normal melee attack to 
  deal extra 8 points of damage against a good foe. 
   
  Vermin Traits: Vermin possess the following 
  traits: mindless — no Intelligence score, and 
  immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects). 
  Darkvision out to 60 feet. 
   
  dispel magic DC 24.  
  Turns until vanishes: 8 
   
  Encounter 4: At the Gate 
  Howler (5): Large outsider; CR 3; HD 6d8+24; hp 51; 
  Init +7; Spd 60 ft.; AC 17, touch 12, flat-footed 14; Base 
  Atk +6; Grp +17; Atk +12 melee (2d8+7, bite); Full Atk 
  +12 melee (2d8+7, bite) and +6 melee (1d4 quills 
  1d6+3); AL: CE; Space/Reach: 10 ft./5ft; SA: Quills, 
  Howl; SQ: Darkvision 60 ft., SV Fort +9, Ref +8, Will 
  +7; Str 25, Dex 17, Con 19, Int 6, Wis 14, Cha 8;  
   
  Skills and Feats: Climb +14, Hide +8, Listen +13, 
  Move Silently +12, Search +7, Spot +13, Survival +2; 
  Alertness, Combat Reflexes, Improved Initiative. 
   
  Quills (Ex): A howler’s neck bristles with sharp 
  quills. While biting, the creature trashes about, striking 
  with 1d4 of them. An opponent hit by howlers quill 
  attack must succeed in DC 16 Reflex save or have quills 
  break in his or her flesh. Lodged quills impose –1 
  penalty on attacks, saves and checks per quill. A quill 
  can be removed safely with DC 20 heal check, 
  otherwise removal of quill causes additional 1d6 points 
  of damage. 
   
  Howl (Ex): Has no effect on this scenario.  
   
  Dispel Magic DC 22.  
   
  Turns until vanishes: 8 
   
  Raven: Tiny animal; CR ¼; HD 2d8; hp 16; Init +2; Spd 
  10 ft, 40 ft. fly (average); AC 17, touch 17, flat-footed 15; 
  Base Atk +0; Grp -13; Atk +4 melee (1d2-5, claws); Full 
  Atk +4 melee (1d2-5, claws); AL N; Space/Reach 2-
  1/2ft/0 ft.; SQ; Empathic link, Improved evasion, Iow-
  light vision, share spells, speak with master; SV Fort +2, 
  Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 8, Wis 14, 
  Cha 6.  
   
  Skills and Feats: Listen +3, Spot +5; Weapon 
  Finesse (claws). 
   
  Empathic Link: The master has an empathic link 
  with his familiar to a distance of up to 1 mile. The 
  master cannot see through the familiar’s eyes but they 
  can communicate empathically. Because of the limited 
  nature of the link, only general emotional content can 
  be communicated. Because of the empathic link, 
  master has the same connection to an item or place 
  that familiar has.  
   
  Improved Evasion: When subjected to an attack 
  that normally allows a reflex saving throw, familiar 
  takes no damage if it makes a successful save and only 
  half damage if it fails. 
   
  Share Spells: At the master’s option, he may have 
  any spell (but not spell like ability) he cast on himself, 
  also affect his familiar. The familiar must be within 5ft 
  in time of casting to receive the benefit. 
  
  The Apprentice 
   
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  Speak with Master: A familiar and master can 
  communicate verbally as if they were using common 
  language. Other creatures cannot understand the 
  communication without magical help. 
   
  Encounter 5: Wizard’s Residence 
   
  Apprentice Cawyr: male human Wiz5; CR5; Medium-
  size humanoid; HD 5d4+10; Hp 33; Init +2; Spd 30 ft.; 
  AC 13, flat-footed 11, touch 13; Base Atk; +1; Grp +2; 
  Atk +2 melee (1d4+1, dagger); Full Atk +2 melee 
  (1d4+1, dagger); AL: CE; SA: spells; SV Fort+3 Ref+4 
  Will+4;  Str 12, Dex 14, Con 14, Int 17, Wis 11, Cha 15.   
   
  Skills 
  and 
  feats: 
  Concentration 
  +6, 
  Knowledge/planes +6, Spellcraft +6, Tumble +3; 
  Augment Summoning, Widen Spell, Scribe Scroll, 
  Spell focus (conjuration), Toughness. 
   
  Possessions: bracers of armour +1, elixir of fire 
  breath, potion of cure light wounds x 2, scroll of sleep, 
  wand of burning hands (CL1
  st, 50 charges), wand of 
  magic missiles (CL3
  rd, 20 charges)    
   
  Spells Prepared (4/4/4/3; base DC = 10 + spell 
  level +3): 0—acid splash x 2, flare, read magic; 1st—
  burning hands, magic missile x 2, summon monster I; 
  2
  nd— hideous laughter, invisibility, summon monster 
  II x2 3
  rd – summon monster III, fireball x 2. 
   
  Bearded devil (2): CR 5; Medium outsider; HD 6d8+30; 
  hp 57; Init +6; Spd 40 ft.; AC 19, flat-footed 17, touch 
  12; Base Atk; +6; Grp +10; Atk +11 melee (1d10+3 plus 
  infernal wound, glaive) or +10 melee (1d6+2, claw); 
  Full Atk +11/+6 melee (1d10+5 plus infernal wound, 
  glaive) or +10 melee (1d6+4, 2 claws); AL LE; 
  Space/Reach 5ft/5ft (10 ft. with glaive); SA Infernal 
  wound, beard, battle frenzy, summon devil; SQ 
  Damage reduction 5/silver or good, darkvision 60 ft., 
  immunity to fire and poison, resistance to acid 10 and 
  cold 10, see in darkness, spell resistance 17, telepathy 
  100 ft.; SV Fort +8, Ref +7, Will +5; Str 15, Dex 15, Con 
  17, Int 6, Wis 10, Cha 10.   
   
  Skills and feats: Climb +11, Diplomacy +2, Hide 
  +11, Listen +9, Move Silently +9, Sense Motive +9, Spot 
  +9); Improved Initiative, Power Attack, Weapon Focus 
  (glaive). 
   
  Spell-Like Abilities: At will— greater teleport (self 
  plus 50 pounds of objects only). Caster level 12th. 
   
   
  Infernal Wound (Su): The damage a bearded devil 
  deals with its glaive causes a persistent wound. An 
  injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and resists 
  healing spells. The continuing hit point loss can be 
  stopped by a DC 16 Heal check, a cure spell, or a heal 
  spell. However, a character attempting to cast a cure 
  spell or a heal spell on a creature damaged by a bearded 
  devil’s glaive must succeed on a DC 16 caster level 
  check, or the spell has no effect on the injured 
  character. A successful Heal check automatically stops 
  the continuing hit point loss as well as restoring hit 
  points. The infernal wound is a supernatural ability of 
  the bearded devil, not of the weapon. The check DC is 
  Constitution-based. 
   
  Beard (Ex): If a bearded devil hits a single 
  opponent with both claw attacks, it automatically hits 
  with its beard. The affected creature takes 1d8+2 points 
  of damage and must succeed on a DC 16 Fortitude save 
  or be infected with a vile disease known as devil chills 
  (incubation period 1d4 days, damage 1d4 Str). Damage 
  is dealt each day until the afflicted creature succeeds 
  on three consecutive Fortitude saves, the disease is 
  cured magically, or the creature dies. The save DC is 
  Constitution-based. 
   
  Battle Frenzy (Ex): Twice per day, a bearded devil 
  can work itself into a battle frenzy similar to the 
  barbarian’s rage (+4 Strength, +4 Constitution, +2 
  morale bonus on Will saves, –2 AC penalty). The 
  frenzy lasts for 6 rounds, and the bearded devil suffers 
  no ill effects afterward. 
   
   
  Summon Devil (Sp): Once per day a bearded devil 
  can attempt to summon 2d10 lemures with a 50% 
  chance of success, or another bearded devil with a 35% 
  chance of success. This ability is the equivalent of a 
  3rd-level spell. 
   
  Medium fiendish monstrous scorpion: CR -; medium 
  magical beast; HD 2d8+8; Hp 17; Init +0; Spd 40 ft.; AC 
  14, flat-footed 14, touch 10; Base Atk; +1; Grp +4; Atk +4 
  melee (1d4+3 plus poison, claw); Full Atk +4 melee 
  (1d4+3 plus poison, 2 claws) and –1 melee (1d4+2 plus 
  poison); AL: CE; SA: Constrict 1d3+1, Improved Grab, 
  Poison, Smite Good+2; SQ; Cold resistance/5, 
  Darkvision 60 ft., Fire resistance/5, tremorsense 60 ft., 
  vermin traits; SR: 7; SV Fort+7 Ref+0 Will+0; Str 17, 
  Dex 10, Con 18, Int 3, Wis 10, Cha 2.   
   
  Skills and feats: Climb +7, Hide +4, Spot +4; Turns 
  until vanishes: 10.  
   
  Poison (Ex):. DC 13 Fortitude, 1D3 Con, initial 
  and secondary. 
   
  Constrict (Ex): A monstrous scorpion deals 
  automatic claw damage on successful grapple check. 
   
  Improved grab (Ex): To use this ability, monstrous 
  scorpion must hit with a claw attack. Scorpion can use 
  either Str or Dex for grapple checks, whichever is 
  better. 
  
  The Apprentice 
   
  Page 29 
   
   
  Tremorsense (Ex): Creature with tremorsense is 
  sensitive to vibrations in the ground and can 
  automatically pinpoint the location of anything that is 
  in contact with the ground. 
   
  Smite Good (Su): Once per day medium fiendish 
  monstrous scorpion can make a normal melee attack to 
  deal extra 2 points of damage against a good foe. 
   
  Vermin Traits: Vermin possess the following 
  traits: mindless — no Intelligence score, and 
  immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects). 
  Darkvision out to 60 feet. 
  
  The Apprentice 
   
  Page 30 
   
  Appendix 4: 
  APL 8 
   
  Introduction 
   
  The Richfest Competitions 
   
  Fogaln Daveras: male human Mnk8; CR8; HD 8d8+8; 
  hp 51; Init +7; Spd 50 ft; AC 17, touch 17, flat-footed 14; 
  Base Atk +6/+1; Grp +8; Atk +9 melee (1d10+2, 
  unarmed); Full Atk +9/+3 melee (1d10+2, unarmed) or 
  +8/+8/+2 melee (1d10+2, flurry of blows, unarmed); SA 
  Unarmed strike, flurry of blows, ki strike (magic); SQ 
  Evasion, still mind, purity of body, slow fall 40 ft, 
  wholeness of body: AL LE; SV Fort +7, Ref +9, Will +9; 
  Str 14, Dex 16, Con 12, Int 10, Wis 17, Cha 8. 
   
  Skills and Feats: Escape Artist +13, Hide +13, Jump 
  +13, Move Silently +13, Tumble +13; Combat reflexes, 
  Deflect Arrows, Fists of Iron*, Improved Initiative, 
  Improved Trip, Stunning Fist, Weakening Touch*, 
  Weapon Focus (unarmed)  
   
  Possessions: clothes. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows Fogaln to attempt a Reflex saving 
  throw for half damage, Fogaln takes no damage with a 
  successful saving throw. 
   
  Flurry of Blows (Ex): Using the full attack action, 
  Fogaln can make one additional attack per round with 
  unarmed strikes. This extra attack is made at his 
  highest attack bonus, but each attack in the round 
  takes a -2 penalty on the attack roll. 
   
  Ki Strike (Su): Fogalns unarmed strikes are 
  considered magical when determining damage against 
  creatures with damage reduction. 
   
  Purity of Body (Su): Fogaln is immune to all 
  diseases expect supernatural and magical diseases. 
   
  Slow Fall (Ex): Fogaln can use her hands to slow 
  her fall by 40 ft. if next to a wall or other such surface. 
   
  Still Mind (Ex): Fogaln receives +2 bonus to 
  saving throws against spells and effects from 
  enchantment school. 
   
  Wholeness of Body (Su): Fogaln can heal up to 16 
  points of damage from himself/1day 
   
  *New feat described in Appendix 7. 
   
  Damar Rocharion: male human Ftr6/Rng2; CR8; HD 
  4d10+4; hp 66; Init +6; Spd 20 ft; AC 18, touch 12, flat-
  footed 15; Base Atk +8/+3; Grp +11; Atk +13 melee 
  (1d10+3/19-20, bastard sword); Full Atk +13/+8 melee 
  (1d10+4/19-20, bastard sword) or +11/+6 melee 
  (1d10+4/19-20, bastard sword) and +6 melee (1d6+1, 
  spiked shield); SQ favoured enemy (goblinoid), Wild 
  empathy AL LN; SV Fort +11, Ref +7, Will +3; Str 16, 
  Dex 14, Con 14, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +5, Diplomacy +4, Gather 
  information +4, Handle Animal +8, Knowledge 
  (Splintered Suns) +4, Move Silently +4 Ride +8, Spot 
  +6, Survival +6: Close-quarters fighting*, Combat 
  Expertise, Exotic Weapon Profiency (bastard sword), 
  Improved Initiative, Improved Shield Bash, Track, 
  Two-weapon fighting, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword). 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like 
  diplomacy check made to improve the attitude of a 
  person. The ranger rolls 1d20+8 to determine wild 
  empathy check result. 
   
  Possessions: Chainshirt, bastard sword, large 
  spiked steel shield, shortsword.  
  When on duty, Damar has +1 bastard sword & +1 
  chainshirt. 
  *New feat in Appendix 7 
   
  Alwyrd the Trapper aka Delras Ulquand: Medium 
  male human Rng4; CR4; HD 4d8+4; hp 52; Init +8; Spd 
  30 ft; AC 17, touch 13, flat-footed 14; Base Atk +8/+3; 
  Grp +10; Atk +13 ranged (1d8+2/x3, mighty composite 
  longbow); SQ Favoured enemy (goblinoid, human), 
  wild empathy, animal companion, swift tracker, 
  woodland stride; AL LN; SV Fort +5, Ref +7, Will +2; 
  Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +4, Climb +7, Handle 
  Animal +6, Hide +15, Move Silently +15, Survival +12: 
  Endurance, Far Shot, Improved initiative, Many Shot, 
  Point-Blank Shot, Rapid Shot, Track, Weapon Focus 
  (longbow). 
   
  Combat Style (Ex): This ranger has selected 
  archery. He is treated as having Rapid Shot & Many 
  Shot feats, even without perquisites for those feats. 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like 
  diplomacy check made to improve the attitude of a 
  person. The ranger rolls 1d20+8 to determine wild 
  empathy check result. 
   
  Woodland Stride (Ex): A ranger may move 
  through any sort of undergrowth (such as natural 
  thorns, briars, overgrown areas and similar terrain) at 
  her normal speed and without taking damage or 
  suffering any other impairment. 
   
  Swift Tracker (Ex): A ranger can move at normal 
  speed while following tracks without taking the 
  normal –5 penalty. He takes only –10 penalty (instead 
  
  The Apprentice 
   
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  of –20) when moving at up to twice normal speed 
  while tracking. 
   
  Possessions: longbow, 20 arrows, longsword, 
  studded leather. 
   
   
  Seraster of House Heshun: Medium male human 
  Wiz8; CR8; HD 8d4+8; hp 33; Init +6; Spd 30 ft; AC 12, 
  touch 12, flat-footed 10; Base Atk +4; Grp +4; Atk +4 
  melee (1d6, quarterstaff); Full Atk +4 melee (1d6, 
  quarterstaff); SQ Nature Sense, Wild Empathy: AL NE; 
  SV Fort +3, Ref +4, Will +7; Str 10, Dex 14, Con 12, Int 
  18, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +12, Gather 
  Information +5, Knowledge (arcana) +15, Move 
  Silently +8, Profession (alchemist) +12, Spellcraft +15, 
  use magic device +5; Combat Casting, Improved 
  Counterspell, Improved Initiative, Scribe Scroll, Silent 
  Spell, Spell Focus (evocation) 
   
  Spells prepared (wiz 4/5/4/3: base DC = 14 + spell 
  level; evocation 15+spell level) 0 – daze, flare, mage 
  hand, touch of fatigue; 1
  st – cause fear, charm person, 
  grease, reduce person; 2
  nd – darkness, gust of wind, 
  tasha’s hideous laughter, web: 3
  rd – dispel magic x4 4
  th – 
  otilukes resilient sphere, rainbow pattern. 
   
  Encounter 3: Streets of  Naerie 
   
  Huge fiendish monstrous spider (2): CR 7; Huge 
  magical beast; HD 8d8+32; Hp 68; Init +3; Spd 40 ft., 
  climb 20 ft.; AC 16, flat-footed 13, touch 11; Base Atk; 
  +9; Grp +20; Atk +11 melee (2d6+8 plus poison, bite); 
  Full Atk +11 melee (2d6+8 plus poison, bite); 
  Space/reach; 15ft/10 ft.; SA: Poison, smite good+8; SQ 
  Cold resistance/10, Darkvision 60 ft., DR5/magic, Fire 
  resistance/10, tremorsense 60 ft., vermin traits; SR 14; 
  AL NE; SV Fort+7 Ref+4 Will+1; Str 23, Dex 17, Con 
  20, Int 3, Wis 10, Cha 2.   
   
  Skills and feats: Climb +13, Hide +7, Jump +12, 
  Spot +12; Weapon finesse (bite).  
   
  Poison (Ex): DC 16 Fortitude, 1D8 Str, initial and 
  secondary. 
   
  Web (Ex): .Hunting spiders cannot throw web. 
   
  Tremorsense (Ex): Creature with tremorsense is 
  sensitive to vibrations in the ground and can 
  automatically pinpoint the location of anything that is 
  in contact with the ground. 
   
  Smite Good (Su): Once per day the huge fiendish 
  monstrous spider can make a normal melee attack to 
  deal extra 8 points of damage against a good foe. 
   
  Vermin Traits: Vermin possess the following 
  traits: mindless — no Intelligence score, and 
  immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects). 
  Darkvision out to 60 feet. 
   
  dispel magic DC 24.  
   
  Turns until vanishes: 10 
   
  Encounter 4: At the Gate 
  Large air elemental (3): Large Elemental (air, 
  extraplanar); CR 5; HD 8d8+40; hp 76; Init +11; Spd fly 
  100 ft. (perfect); AC 20, touch 16, flat-footed 13; Base 
  Atk +6; Grp +14; Atk +14 melee (2d6+4, slam); Full Atk 
  +14 melee (2d6+4, 2 slams); Space/Reach: 10 ft./10 ft.; 
  SA: Air mastery, whirlwind; SQ Damage reduction 5/–, 
  darkvision 60 ft., elemental traits; AL N; SV Fort +7, 
  Ref +13, Will +2; Str 18, Dex 25, Con 20, Int 6, Wis 11, 
  Cha 11;  
   
  Skills and Feats: Listen +5, Spot +6; Combat 
  reflexes, Dodge, Flyby Attack, Improved Initiative, 
  Weapon Finesse. 
   
  Air mastery (Ex): Airborne creatures attacking air 
  elemental take –1 penalty to attack and damage rolls. 
   
  Whirlwind (Su): See Monster Manual p 95 for full 
  description. 
   
  dispel magic DC 26.  
   
  Turns until vanishes: 10 
   
  Raven: tiny animal; CR ¼; HD 2d8; hp 24; Init +2; Spd 
  10 ft, 40 ft. fly (average); AC 17, touch 17, flat-footed 15; 
  Base Atk +0; Grp -13; Atk +4 melee (1d2-5, claws) ; Full 
  Atk +4 melee (1d2-5, claws); Space/Reach 2-1/2ft/0 ft.; 
  SQ; Empathic link, Improved evasion, Iow-light vision, 
  share spells, speak with master; AL N; SV Fort +2, Ref 
  +4, Will +2; Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 6.  
   
  Skills and Feats: Listen +3, Spot +5; weapon finesse 
  (claws). 
   
  Empathic Link: The master has an empathic link 
  with his familiar to a distance of up to 1 mile. The 
  master cannot see through the familiar’s eyes but they 
  can communicate empathically. Because of the limited 
  nature of the link, only general emotional content can 
  be communicated. Because of the empathic link, 
  master has the same connection to an item or place 
  that familiar has.  
   
  Improved Evasion: When subjected to an attack 
  that normally allows a reflex saving throw, familiar 
  takes no damage if it makes a successful save and only 
  half damage if it fails. 
   
  Share Spells: At the master’s option, he may have 
  any spell (but not spell like ability) he cast on himself, 
  also affect his familiar. The familiar must be within 5ft 
  in time of casting to receive the benefit. 
   
  Speak with animals of its kind: Familiar can 
  communicate with animals approximately the same 
  
  The Apprentice 
   
  Page 32 
   
  size as itself. Such communication is limited by 
  intelligence of communicating animals. 
   
  Speak with Master: A familiar and master can 
  communicate verbally as if they were using common 
  language. Other creatures cannot understand the 
  communication without magical help. 
   
  Encounter 5: Wizard’s Residence 
   
  Apprentice Cawyr: male human Wiz7; CR7; Medium-
  size humanoid; HD 7d4+49; Hp 49; Init +2; Spd 30 ft.; 
  AC 15, flat-footed 13, touch 15; Base Atk; +3; Grp +4; 
  Atk +4 melee (1d4+1, dagger); Full Atk +4 melee 
  (1d4+1, dagger); AL: CE; SA: spells; SV Fort+5 Ref+5 
  Will+6; Str 12, Dex 14, Con 14, Int 17, Wis 11, Cha 15.   
   
  Skills and feats:  Concentration+8, Knowledge (the 
  Planes) +6, Spellcraft +6, Tumble +3; Augment 
  Summoning, Improved Toughness, Maximize Spell, 
  Scribe Scroll, Spell Focus (conjuration), Widen Spell. 
   
  Possessions: bracers of armour +1, elixir of fire 
  breath, potion of cure light wounds x 2, ring of 
  protection+2, scroll of sleep, wand of burning hands 
  (CL1
  st, 50 charges), wand of magic missiles (CL3
  rd, 20 
  charges)    
   
  Spells Prepared (4/6/5/4/3; base DC = 10 + spell 
  level +3): 0—acid splash x 2, flare, read magic; 1st—
  burning hands, mage armor, magic missile x 4; 2
  nd—
  acid arrow, hideous laughter, scorching ray x 2, 
  invisibility; 3
  rd — displacement, fireball, suggestion, 
  summon monster III; 4
  th—black tentacles, summon 
  monster IV, wall of ice. 
   
  Bearded devil (2): CR 5; medium outsider; HD 6d8+30; 
  Hp 57; Init +6; Spd 40 ft.; AC 19, flat-footed 17, touch 
  12; Base Atk; +6; Grp +10; Atk +11 melee (1d10+3 plus 
  infernal wound, glaive) or +10 melee (1d6+2, claw); 
  Full Atk +11/+6 melee (1d10+5 plus infernal wound, 
  glaive) or +10 melee (1d6+4, 2 claws); Space/Reach 
  5ft/5ft (10 ft. with glaive); SA Infernal wound, beard, 
  battle frenzy, summon devil; SQ Damage reduction 
  5/silver or good, darkvision 60 ft., immunity to fire and 
  poison, resistance to acid 10 and cold 10, see in 
  darkness, spell resistance 17, telepathy 100 ft.; AL LE; 
  SV Fort +8, Ref +7, Will +5; Str 15, Dex 15, Con 17, Int 
  6, Wis 10, Cha 10.   
   
  Skills and feats: Climb +11, Diplomacy +2, Hide 
  +11, Listen +9, Move Silently +9, Sense Motive +9, Spot 
  +9); Improved Initiative, Power Attack, Weapon Focus 
  (glaive). 
   
  Spell-Like Abilities: At will— greater teleport (self 
  plus 50 pounds of objects only). Caster level 12th. 
   
  Infernal Wound (Su): The damage a bearded devil 
  deals with its glaive causes a persistent wound. An 
  injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and resists 
  healing spells. The continuing hit point loss can be 
  stopped by a DC 16 Heal check, a cure spell, or a heal 
  spell. However, a character attempting to cast a cure 
  spell or a heal spell on a creature damaged by a bearded 
  devil’s glaive must succeed on a DC 16 caster level 
  check, or the spell has no effect on the injured 
  character. A successful Heal check automatically stops 
  the continuing hit point loss as well as restoring hit 
  points. The infernal wound is a supernatural ability of 
  the bearded devil, not of the weapon. The check DC is 
  Constitution-based.  
   
  Beard (Ex): If a bearded devil hits a single 
  opponent with both claw attacks, it automatically hits 
  with its beard. The affected creature takes 1d8+2 points 
  of damage and must succeed on a DC 16 Fortitude save 
  or be infected with a vile disease known as devil chills 
  (incubation period 1d4 days, damage 1d4 Str). Damage 
  is dealt each day until the afflicted creature succeeds 
  on three consecutive Fortitude saves, the disease is 
  cured magically, or the creature dies. The save DC is 
  Constitution-based. 
   
  Battle Frenzy (Ex): Twice per day, a bearded devil 
  can work itself into a battle frenzy similar to the 
  barbarian’s rage (+4 Strength, +4 Constitution, +2 
  morale bonus on Will saves, –2 AC penalty). The 
  frenzy lasts for 6 rounds, and the bearded devil suffers 
  no ill effects afterward. 
   
  Summon Devil (Sp): Once per day a bearded devil 
  can attempt to summon 2d10 lemures with a 50% 
  chance of success, or another bearded devil with a 35% 
  chance of success. This ability is the equivalent of a 
  3rd-level spell. 
   
  Fiendish wolverine: Medium magical beast; CR 3; 
  Medium magical beast; HD 3d8+21; hp 34; Init +2; Spd 
  30 ft; AC 14, touch 12, flat-footed 12; Base Atk +2; Grp 
  +6; Atk +6 melee (1d4+4, claw); Full Atk +6 melee 
  (1d4+4, 2 claws) and +1 melee (1d6+3, bite); SA Rage, 
  smite good+5; SQ Cold resistance/5 , darkvision 60 ft., 
  fire resistance/5; SR: 8; AL CE; SV Fort +9, Ref +5, Will 
  +2; Str 18, Dex 15, Con 23, Int 2, Wis 12, Cha 10;  
   
  Skills and Feats: Climb +12, Listen +6, Spot +6; 
  Alertness, Toughness, Track. 
   
  Rage (Ex): A wolverine that takes damage flies 
  into a berserk frenzy, clawing and biting until either it 
  or it’s opponent is dead. It gains +4 to Str and Con 
  (Strength 22, Constitution 27) and –2 to AC (AC 12). 
  Fiendish wolverine cannot end its rage voluntarily. 
  
  The Apprentice 
   
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  Smite Good (Su): Once per day fiendish wolverine 
  can make a normal melee attack to deal extra 3 damage 
  against a good foe. 
   
  Turns until vanishes: 14 
  
  The Apprentice 
   
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  Appendix 5: 
  APL 10 
   
  Introduction 
   
  The Richfest Competitions 
   
  Fogaln Daveras: male human Mnk8; CR8; HD 8d8+8; 
  hp 51; Init +7; Spd 50 ft; AC 17, touch 17, flat-footed 14; 
  Base Atk +6/+1; Grp +8; Atk +9 melee (1d10+2, 
  unarmed); Full Atk +9/+3 melee (1d10+2, unarmed) or 
  +8/+8/+2 melee (1d10+2, flurry of blows, unarmed); SA 
  Unarmed strike, flurry of blows, ki strike (magic); SQ 
  Evasion, still mind, purity of body, slow fall 40 ft, 
  wholeness of body: AL LE; SV Fort +7, Ref +9, Will +9; 
  Str 14, Dex 16, Con 12, Int 10, Wis 17, Cha 8. 
   
  Skills and Feats: Escape Artist +13, Hide +13, Jump 
  +13, Move Silently +13, Tumble +13; Combat reflexes, 
  Deflect Arrows, Fists of Iron*, Improved Initiative, 
  Improved Trip, Stunning Fist, Weakening Touch*, 
  Weapon Focus (unarmed)  
   
  Possessions: clothes. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows Fogaln to attempt a Reflex saving 
  throw for half damage, Fogaln takes no damage with a 
  successful saving throw. 
   
  Flurry of Blows (Ex): Using the full attack action, 
  Fogaln can make one additional attack per round with 
  unarmed strikes. This extra attack is made at his 
  highest attack bonus, but each attack in the round 
  takes a -2 penalty on the attack roll. 
   
  Ki Strike (Su): Fogalns unarmed strikes are 
  considered magical when determining damage against 
  creatures with damage reduction. 
   
  Purity of Body (Su): Fogaln is immune to all 
  diseases expect supernatural and magical diseases. 
   
  Slow Fall (Ex): Fogaln can use her hands to slow 
  her fall by 40 ft. if next to a wall or other such surface. 
   
  Still Mind (Ex): Fogaln receives +2 bonus to 
  saving throws against spells and effects from 
  enchantment school. 
   
  Wholeness of Body (Su): Fogaln can heal up to 16 
  points of damage from himself/1day 
   
  *New feat described in Appendix 7. 
   
  Damar Rocharion: male human Ftr6/Rng2; CR8; HD 
  4d10+4; hp 66; Init +6; Spd 20 ft; AC 18, touch 12, flat-
  footed 15; Base Atk +8/+3; Grp +11; Atk +13 melee 
  (1d10+3/19-20, bastard sword); Full Atk +13/+8 melee 
  (1d10+4/19-20, bastard sword) or +11/+6 melee 
  (1d10+4/19-20, bastard sword) and +6 melee (1d6+1, 
  spiked shield); SQ favoured enemy (goblinoid), Wild 
  empathy AL LN; SV Fort +11, Ref +7, Will +3; Str 16, 
  Dex 14, Con 14, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +5, Diplomacy +4, Gather 
  information +4, Handle Animal +8, Knowledge 
  (Splintered Suns) +4, Move Silently +4 Ride +8, Spot 
  +6, Survival +6: Close-quarters fighting*, Combat 
  Expertise, Exotic Weapon Profiency (bastard sword), 
  Improved Initiative, Improved Shield Bash, Track, 
  Two-weapon fighting, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword). 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like 
  diplomacy check made to improve the attitude of a 
  person. The ranger rolls 1d20+8 to determine wild 
  empathy check result. 
   
  Possessions: Chainshirt, bastard sword, large 
  spiked steel shield, shortsword.  
  When on duty, Damar has +1 bastard sword & +1 
  chainshirt. 
  *New feat in Appendix 7 
   
  Alwyrd the Trapper aka Delras Ulquand: Medium 
  male human Rng4; CR4; HD 4d8+4; hp 52; Init +8; Spd 
  30 ft; AC 17, touch 13, flat-footed 14; Base Atk +8/+3; 
  Grp +10; Atk +13 ranged (1d8+2/x3, mighty composite 
  longbow); SQ Favoured enemy (goblinoid, human), 
  wild empathy, animal companion, swift tracker, 
  woodland stride; AL LN; SV Fort +5, Ref +7, Will +2; 
  Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +4, Climb +7, Handle 
  Animal +6, Hide +15, Move Silently +15, Survival +12: 
  Endurance, Far Shot, Improved initiative, Many Shot, 
  Point-Blank Shot, Rapid Shot, Track, Weapon Focus 
  (longbow). 
   
  Combat Style (Ex): This ranger has selected 
  archery. He is treated as having Rapid Shot & Many 
  Shot feats, even without perquisites for those feats. 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like 
  diplomacy check made to improve the attitude of a 
  person. The ranger rolls 1d20+8 to determine wild 
  empathy check result. 
   
  Woodland Stride (Ex): A ranger may move 
  through any sort of undergrowth (such as natural 
  thorns, briars, overgrown areas and similar terrain) at 
  her normal speed and without taking damage or 
  suffering any other impairment. 
   
  Swift Tracker (Ex): A ranger can move at normal 
  speed while following tracks without taking the 
  normal –5 penalty. He takes only –10 penalty (instead 
  
  The Apprentice 
   
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  of –20) when moving at up to twice normal speed 
  while tracking. 
   
  Possessions: longbow, 20 arrows, longsword, 
  studded leather. 
   
   
  Seraster of House Heshun: Medium male human 
  Wiz8; CR8; HD 8d4+8; hp 33; Init +6; Spd 30 ft; AC 12, 
  touch 12, flat-footed 10; Base Atk +4; Grp +4; Atk +4 
  melee (1d6, quarterstaff); Full Atk +4 melee (1d6, 
  quarterstaff); SQ Nature Sense, Wild Empathy: AL NE; 
  SV Fort +3, Ref +4, Will +7; Str 10, Dex 14, Con 12, Int 
  18, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +12, Gather 
  Information +5, Knowledge (arcana) +15, Move 
  Silently +8, Profession (alchemist) +12, Spellcraft +15, 
  use magic device +5; Combat Casting, Improved 
  Counterspell, Improved Initiative, Scribe Scroll, Silent 
  Spell, Spell Focus (evocation) 
   
  Spells prepared (wiz 4/5/4/3: base DC = 14 + spell 
  level; evocation 15+spell level) 0 – daze, flare, mage 
  hand, touch of fatigue; 1
  st – cause fear, charm person, 
  grease, reduce person; 2
  nd – darkness, gust of wind, 
  tasha’s hideous laughter, web: 3
  rd – dispel magic x4 4
  th – 
  otilukes resilient sphere, rainbow pattern. 
   
  Encounter 3: Streets of Naerie 
   
  Gargantuan fiendish monstrous spider: CR 10; 
  Gargantuan magical beast; HD 16d8+64; hp 136; Init 
  +3; Spd 40 ft., climb 20 ft.; AC 19, flat-footed 16, touch 
  9; Base Atk; +12; Grp +33; Atk +17 melee (2d8+12 plus 
  poison, bite); Full Atk +17 melee (2d8+12 plus poison, 
  bite); Space/reach; 20 ft./15ft; SA: Poison, smite 
  good+16; SQ; Cold resistance/10, darkvision 60 ft., DR 
  10/magic, fire resistance/10, tremorsense 60 ft., vermin 
  traits; SR 21; AL NE; SV Fort+14 Ref+8 Will+5; Str 27, 
  Dex 17, Con 18, Int 3, Wis 10, Cha 2.   
   
  Skills and feats: Climb +14, Hide –5, Jump +17, 
  Spot +12; Weapon Finesse (bite).  
   
  Poison (Ex): DC 20 Fortitude, 2d6 Str, initial and 
  secondary. 
   
  Web (Ex): .Hunting spiders cannot throw web. 
   
  Tremorsense (Ex): Creature with tremorsense is 
  sensitive to vibrations in the ground and can 
  automatically pinpoint the location of anything that is 
  in contact with the ground. 
   
  Smite Good (Su): Once per day the Large fiendish 
  monstrous spider can make a normal melee attack to 
  deal extra 16 points of damage against a good foe. 
   
  Vermin Traits: Vermin possess the following 
  traits: mindless — no Intelligence score, and 
  immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects). 
  Darkvision out to 60 feet. 
   
  dispel magic DC 26.  
   
  Turns until vanishes: 12 
   
  Huge fiendish monstrous spider: CR 7; Huge magical 
  beast; HD 8d8+32; hp 68; Init +3; Spd 40 ft., climb 20 
  ft.; AC 16, flat-footed 13, touch 11; Base Atk; +9; Grp 
  +20; Atk +11 melee (2d6+8 plus poison, bite); Full Atk 
  +11 melee (2d6+8 plus poison, bite); Space/reach; 
  15ft/10 ft.; SA: Poison, smite good+8; SQ Cold 
  resistance/10, darkvision 60 ft, DR 5/magic, Fire 
  resistance/10, tremorsense 60 ft., vermin traits; SR: 14; 
  AL NE; SV Fort+7 Ref+4 Will+1; Str 23, Dex 17, Con 
  20, Int 3, Wis 10, Cha 2.   
   
  Skills and feats: Climb +13, Hide +7, Jump +12, 
  Spot +12; Weapon Finesse (bite).  
   
  Poison (Ex): DC 16 Fortitude, 1d8 Str, initial and 
  secondary. 
   
  Web (Ex): .Hunting spiders cannot throw web. 
   
  Tremorsense (Ex): Creature with tremorsense is 
  sensitive to vibrations in the ground and can 
  automatically pinpoint the location of anything that is 
  in contact with the ground. 
   
  Smite Good (Su): Once per day the huge fiendish 
  monstrous spider can make a normal melee attack to 
  deal extra 8 points of damage against a good foe. 
   
  Vermin Traits: Vermin possess the following 
  traits: mindless — no Intelligence score, and 
  immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects). 
  Darkvision out to 60 feet. 
   
  dispel magic DC 26.  
   
  Turns until vanishes: 12 
   
  Encounter 4: At the Gate 
   
  Huge air elemental (4): Huge Elemental (air, 
  extraplanar); CR 7; HD 16d8+92; hp 168; Init +13; Spd 
  fly 100 ft. (perfect); AC 21, touch 17, flat-footed 12; 
  Base Atk +12; Grp +26; Atk +21 melee (2d8+6, slam); 
  Full Atk +21 melee (2d8+6, 2 slams); AL: N; 
  Space/Reach: 15ft/15ft; SA: Air mastery, whirlwind; 
  SQ: Damage reduction 5/–, darkvision 60 ft., elemental 
  traits; SV Fort +11, Ref +19, Will +7; Str 22, Dex 29, 
  Con 22, Int 6, Wis 11, Cha 11;  
   
  Skills and Feats: Listen +11, Spot +12; Alertness, 
  Combat Reflexes, Dodge, Flyby Attack, Improved 
  Initiative, Mobility, Spring Attack, Weapon Finesse. 
   
  Air mastery (Ex): Airborne creatures attacking air 
  elemental take –1 penalty to attack and damage rolls. 
   
  Whirlwind (Su): See MM for full description 
  
  The Apprentice 
   
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  dispel magic DC 26.  
   
  Turns until vanishes: 12 
   
  Raven: tiny animal; CR ¼; small animal; HD 2 d8; hp 
  27; Init +2; Spd 10 ft, 40 ft. fly (average); AC 17, touch 
  17, flat-footed 15; Base Atk +0; Grp -13; Atk +4 melee 
  (1d2-5, claws) ; Full Atk +4 melee (1d2-5, claws); 
  Space/Reach 2-1/2ft/0 ft.; SQ; Empathic link, 
  improved evasion, Iow-light vision, share spells, speak 
  with master; AL N; SV Fort +2, Ref +4, Will +2; Str 1, 
  Dex 15, Con 10, Int 8, Wis 14, Cha 6.  
   
  Skills and Feats: Listen +3, Spot +5; Weapon 
  Finesse (claws). 
   
  Empathic Link: The master has an empathic link 
  with his familiar to a distance of up to 1 mile. The 
  master cannot see through the familiar’s eyes but they 
  can communicate empathically. Because of the limited 
  nature of the link, only general emotional content can 
  be communicated. Because of the empathic link, 
  master has the same connection to an item or place 
  that familiar has.  
   
  Improved Evasion: When subjected to an attack 
  that normally allows a reflex saving throw, familiar 
  takes no damage if it makes a successful save and only 
  half damage if it fails. 
   
  Share Spells: At the master’s option, he may have 
  any spell (but not spell like ability) he cast on himself, 
  also affect his familiar. The familiar must be within 5ft 
  in time of casting to receive the benefit. 
   
  Speak with animals of its kind: Familiar can 
  communicate with animals approximately the same 
  size as itself. Such communication is limited by 
  intelligence of communicating animals.  
   
  Speak with Master: A familiar and master can 
  communicate verbally as if they were using common 
  language. Other creatures cannot understand the 
  communication without magical help. 
   
  Encounter 5: Wizard’s Residence 
   
  Apprentice Cawyr: male human Wiz8; CR 8; Medium-
  size humanoid;  HD 8d4+16; hp 55; Init +2; Spd 30 ft.; 
  AC 12, flat-footed 10, touch 12; Base Atk; +4; Grp +5; 
  Atk +5 melee (1d4+1, dagger); Full Atk +5 melee 
  (1d4+1, dagger); SA spells; AL: CE; SV Fort+5 Ref+5 
  Will+8; Str 12, Dex 14, Con 14, Int 17, Wis 12, Cha 15.   
   
  Skills and feats: Concentration +10, Knowledge 
  (the planes) +6, Spellcraft +6, Tumble +5; Augment 
  Summoning, Maximise Spell, Scribe Scroll, Spell 
  Focus (conjuration), Widen Spell. 
   
  Possessions: bracers of armour +1, elixir of fire 
  breath, potion of cure light wounds x 2, ring of 
  protection +2, scroll of sleep, scroll of summon 
  monster VII, wand of burning hands (CL1
  st, 50 
  charges), wand of magic missiles (CL3
  rd, 20 charges).    
   
  Spells Prepared (4/6/5/4/3; base DC = 10 + spell 
  level +3): 0—acid splash x 2, flare, read magic; 1st—
  burning hands, magic missile x 2, ray of enfeeblement; 
  2
  nd—acid arrow, hideous laughter, scorching ray x 2, 
  invisibility; 3
  rd 
  – displacement, fireball, suggestion, 
  summon monster III; 4
  th—stoneskin, black tentacles, 
  summon monster IV x 2. 
   
  Vrock: CR 9; Large outsider; HD 10d8+90; Hp 135; Init 
  +2; Spd 30 ft., fly 50 ft. (aver.); AC 22, flat-footed 20, 
  touch 11; Base Atk; +10; Grp +22; Atk; +17 melee 
  (2d6+8, claw); Full Atk; +15 melee (2d6+6, 2 claws) and 
  +13 melee (1d8+3, bite) and 2 talons +13 melee (1d6+3); 
  Space/Reach 10 ft./10 ft.; SA: Dance of ruin, spell-like 
  abilities, spores, stunning screech, summon demon; 
  SQ; Damage reduction 10/good, darkvision 60 ft., 
  immunity to electricity and poison, resistance to acid 
  10, cold 10, and fire 10, spell resistance 17, telepathy 
  100 ft.; AL CE;  SV Fort +16, Ref +9, Will +10; Str 27, 
  Dex 15, Con 29, Int 14, Wis 16, Cha 16.   
   
  Skills and feats: Concentration +20, Diplomacy +5, 
  Hide +11, Intimidate +16, Knowledge (the Planes) +15, 
  Listen +24, Move Silently +15, Search +15, Sense 
  Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 
  following 
  tracks); 
  Cleave, 
  Combat 
  Reflexes, 
  Multiattack, Power Attack. 
   
  Dance of ruin (Ex): To use this ability, a group of 
  at least three vrocks must join hands in a circle, 
  dancing wildly and chanting. At the end of 3 rounds of 
  dancing, a wave of crackling energy flashes outward in 
  a 100-foot radius. All creatures except for demons 
  within the radius take 20d6 points of damage (Reflex 
  DC 18 half ). Stunning, paralyzing, or slaying one of 
  the vrocks stops the dance. The save DC is Charisma-
  based. 
   
  Spell-like 
  abilities: 
  At 
  will—mirror 
  image, 
  telekinesis (DC 18), greater teleport (self plus 50 
  pounds of objects only); 1/day—heroism. Caster level 
  12th. The save DCs are Charisma-based. 
   
  Spores (Ex): A vrock can release masses of spores 
  from its body once every 3 rounds as a free action. The 
  spores automatically deal 1d8 points of damage to all 
  creatures adjacent to the vrock. They then penetrate 
  the skin and grow, dealing an additional 1d4 points of 
  damage each round for 10 rounds. At the end of this 
  time, the victim is covered with a tangle of viny 
  growths. (The vines are harmless and wither away in 
  1d4 days.) A delay poison spell stops the spores’ growth 
  for its duration. Bless, neutralize poison, or remove 
  
  The Apprentice 
   
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  disease kills the spores, as does sprinkling the victim 
  with a vial of holy water. 
   
  Stunning screech (Su): Once per hour a vrock can 
  emit a piercing screech. All creatures except for 
  demons within a 30-foot radius must succeed on a DC 
  22 Fortitude save or be stunned for 1 round. The save 
  DC is Constitution-based 
   
  Summon Devil (Sp): Once per day a vrock can 
  attempt to summon 2d10 dretches with a 50% chance 
  of success, or another vrock with a 35% chance of 
  success. This ability is the equivalent of a 3rd-level 
  spell. 
   
  Turns until vanishes: 16. 
   
  Fiendish wolverine: Medium magical beast; CR 3; 
  Medium magical beast; HD 3d8+21; hp 34; Init +2; Spd 
  30 ft; AC 14, touch 12, flat-footed 12; Base Atk +2; Grp 
  +6; Atk +6 melee (1d4+4, claw); Full Atk +6 melee 
  (1d4+4, 2 claws) and +1 melee (1d6+3, bite); AL: CE; SA: 
  Rage, smite good +5; SQ: Cold resistance/5, darkvision 
  60 ft., fire resistance/5; SR: 8; SV Fort +9, Ref +5, Will 
  +2; Str 18, Dex 15, Con 23, Int 2, Wis 12, Cha 10;  
   
  Skills and Feats: Climb +12, Listen +6, Spot +6; 
  Alertness, Toughness, Track. 
   
  Rage (Ex): A wolverine that takes damage flies 
  into a berserk frenzy, clawing and biting until either it 
  or it’s opponent is dead. It gains +4 to Str and Con 
  (Strength 22, Constitution 27) and –2 to AC (AC 12). 
  Fiendish wolverine cannot end it’s rage voluntarily. 
   
  Smite Good (Su): Once per day fiendish wolverine 
  can make a normal melee attack to deal extra 3 points 
  of damage against a good foe. 
   
  Turns until vanishes: 14 
   
  Bone Devil: CR 9; Large outsider; HD 10d8+70; Hp 
  115; Init +9; Spd 40 ft.: AC 25 (–1 size, +5 Dex, +11 
  natural) touch 14, flat-footed 20; Base Atk; +10; Grp 
  +21; Atk; +16 melee (1d8+7); Full Atk; Bite +16 melee 
  (1d8+7) and 2 claws +14 melee (1d4+4) and sting +14 
  melee (3d4+4 plus poison)); Space/Reach 10 ft./10 ft.; 
  SA Spell-like abilities, fear aura, poison, summon devil; 
  SQ Damage reduction 10/good, darkvision 60 ft., 
  immunity to fire and poison, resistance to acid 10 and 
  cold 10, see in darkness, spell resistance 21, telepathy 
  100 ft.; AL LE; SV Fort +14, Ref +12, Will +11; Str 25, 
  Dex 21, Con 25, Int 14, Wis 14, Cha 14.   
   
  Skills and feats: Bluff+15, Concentration +20 
  Diplomacy +6, Disguise +2 (+4 acting), Hide +14, 
  Intimidate +17, Knowledge (the Planes) +15, Listen 
  +17, Move Silently +18, Search +15, Sense Motive +15, 
  Spot +17, Survival +2 (+4 following tracks); Alertness, 
  Improved Initiative, Iron Will, Multiattack. 
   
  Fear Aura (Su): Bone devils can radiate a 5-foot-
  radius fear aura as a free action. Affected creatures must 
  succeed on a DC 17 Will save or be affected as though 
  by a fear spell (caster level 7th). A creature that 
  successfully saves cannot be affected again by the same 
  bone devil’s aura for 24 hours. Other devils are 
  immune to the aura. The save DC is Charisma-based. 
   
  Poison (Ex): Injury, Fortitude DC 20, initial 
  damage 1d6 Str, secondary damage 2d6 Str. The save 
  DC is Constitution-based. 
   
  Spell-abilities (Ex): At will—greater teleport (self 
  plus 50 pounds of objects only), dimensional anchor, 
  fly, invisibility (self only), major image (DC 15), wall of 
  ice. Caster level 12th. The save DC is Charisma-based. 
   
  Summon Devil (Sp): Once per day a bone devil 
  can attempt to summon 2d10 lemures with a 50% 
  chance of success, or another bearded devil with a 35% 
  chance of success. This ability is the equivalent of a 
  4th-level spell. 
   
  Turns until vanishes: 16. 
  
  The Apprentice 
   
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  Appendix 6: New Feats 
   
  This scenario features several non-core feats used by 
  NPCs. These include: 
   
  Fists of Iron (General) 
  You have learned the secrets of imbuing your unarmed 
  attacks with extra force. 
  Prerequisites: Improved Unarmed Strike, Stunning 
  Fist, Base attack bonus +2 
  Benefit: Declare that you are using this feat before you 
  make your attack roll (thus, a missed attack roll ruins 
  the attempt). You deal an extra 1d6 points of damage 
  when you make a succesful unarmed attack. Each 
  attempt counts as one of your uses of the Stunning Fist 
  for the day. 
  Source: Complete Warrior, Page 99 
   
  Weakening Touch (General) 
  You can temporarily weaken an opponent with your 
  unarmed strike. 
  Prerequisites: Wis 17, Improved Unarmed Strike, 
  Stunning Fist, Base attack bonus +2 
  Benefit: Declare that you are using this feat before you 
  make your attack roll (thus, a missed attack roll ruins 
  the attempt). You can make an unarmed attack that 
  deals no damage but instead applies a –6 penalty to the 
  target’s Strength score for 1 minute. Multiple 
  weakening touches delivered on the same target are 
  not cumulative. Each attempt to deliver a weakening 
  touch counts as one of your Stunning fist attacks for 
  that day. Creatures with immunity to stun effects 
  cannot be affected by this feat. 
  Special: A fighter may select Weakening Touch as one 
  of his fighter bonus feats. 
  Source: Complete Warrior, Page 106 
   
  Close-Quarters Fighting (General) 
  You are skilled at fighting close range and resisting 
  grapple attempts. 
  Prerequisites: Base attack bonus +3 
  Benefit: You gain an attack of opportunity whenever 
  an opponent attempts to grapple you, even if the 
  enemy has a special ability or feat that would normally 
  bypass the attack. If you deal damage with this attack, 
  the enemy fails to start the grapple unless he has 
  Improved Grablle feat or a special ability such as 
  Improved Grab. If the enemy has such an ability, you 
  may add you’re the damage you deal as a bonus to your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity during a 
  round or allows you to make an attack of opportunity 
  when you would be denied one for being surprised, 
  helpless or in a similar situation. For example, an ogre 
  tries to grapple Tordek. Trodek takes attack of 
  opportunity, hits and causes damage. Since an Ogre 
  does not have any special grappling ability, it fails to 
  start a grapple. Then an Ankheg – a creature with 
  Improved Grab attempts to grapple Tordek. He takes 
  an attack of opportunity, hit and deals 10 points of 
  damage to the Ankheg. Tordek then adds +10 to his 
  opposed check to resist being grappled. 
  Normal: Creatures with Improved Grapple, improved 
  grab or similar feats do not provoke attacks of 
  opportunity when they attempt to start a grapple. 
  Special: A fighter may select Close-Quarters Fighting 
  as one of his bonus feats. 
  Source: Complete Warrior, page 97 
  
  The Apprentice 
   
  Page 39 
   
  Appendix 7: Encounter 3 map 
   
  
  The Apprentice 
   
  Page 40 
   
  Appendix 8: Encounter 4 map 
   
   
  
  The Apprentice 
   
  Page 41 
   
  Appendix 9: Encounter 5 map 
   
   
  
  The Apprentice 
   
  Page 42 
   
   
  Player Handout 1: 
   
  (Crude and simple journal of apprentice Cawyr) 
   
  Wealsun, 10
  th Moonday, CY594. 
  My master has been studying a gem he recently 
  acquired from the Calling Mines of Hexpools. He 
  refuses to show it to me, saying I should concentrate 
  on easier projects.  
   
  Wealsun, 13
  th Earthday, CY594 
  For two nights I’ve heard strange whispers emanating 
  from my master’s study. I finally sneaked to take a look 
  and saw my master sitting on a table and staring the 
  gem intently. He did not seem to notice, even when I 
  stood in the doorway for a long time. 
   
  Wealsun, 15
  th Starday, CY594 
  I had the most wonderful dream! A young woman 
  came to me in my sleep and said he would come to visit 
  me later. I saw how she walked through the walls as if 
  they were not even there and entered the gem. 
   
  Wealsun, 17
  th Moonday, CY594 
  My master has told me he must go to Irongate and has 
  left me in charge of the residence. I am to hire a 
  carpenter and fix a minor damage that a recent storm 
  did to the roof. 
   
  For some reason he does not seem to trust magic 
  in these cases, preferring to have a waterproof ceiling 
  that cannot be dispelled accidentally. 
   
  Wealsun, 18
  th Godsday, CY594 
  I saw the woman again and she told me to go and take 
  up my master’s gem. I said my master would surely be 
  offended but she would not have none of it. 
   
  She even told me that my master keeps it in a 
  hidden compartment behind his own portrait. 
   
  Wealsun, 21
  th Freeday, CY594 
  Foolish master. He could not appreciate the true power 
  of gem like me and my dear could. With the gems 
  power she manifested in flesh and we slept together. 
   
  She is truly beautiful, tall and dark and passion of 
  the wild beast. I hope I see her soon again. 
   
  Wealsun, 23
  th Sunday, CY594 
  I’ve finally unlocked the gem’s true power. How pitiful 
  my ‘master’ is! With this power I’ll be more powerful 
  than any in this town. My dear appeared to me in my 
  dreams again and said she would be back soon. 
   
  Carpenter visited, asking for his payment. I told 
  the miserable rodent to begone or face my wrath! Such 
  mundane things cannot bother me. 
   
  Wealsun, 28
  th Freeday, CY594 
  The carpenter came back again with a member of 
  craftsman’s guild. I did not even bother to open the 
  door, for I can now see my dear in the blessed emerald. 
   
  She told me that I should not suffer such 
  intrusions. The people of Naerie are surely against me 
  and I should rule over them as I was destined. 
   
  I will start right at Midsummers Day and kill the 
  pesky craftsmen and city guard first. Afterwards I will 
  seal the city and personally kill everyone who tries to 
  leave, much like Delgath of Rinloru! 
   
  After that, my dear says he will be with me 
  forever. Oh how I would want to start my reign 
  immediately but I will obey my dark lover.  
   
  Richfest, 3
  rd Moonday, CY594 
  Pathetic ants! Preparing for the festivities, completely 
  unaware what awaits them… I think I will start with 
  Zilchans and church of Heironeous, or maybe with 
  that irritating bitch that calls herself the guard 
  captain… 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ahlissa (Naerie)/594/Normal Scenarios/NAE4-03 - The Apprentice (APL 2-10)/NAE4-03 - The Apprentice.pdf