TEXT: NYR6-M01 
   
   
   
   
   
  A Lament in Entrell 
  Sofeman zel Entrell 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™ 
  Regional Mini-Adventure set in Nyrond 
  Version 1.0 
   
   
  by Rene Ayala 
  Triad Reviewer: Tom Kee 
  Additional Reviewers: Don Brown, David Howard 
  Playtesters: Gabriel Arndt, Rod Bruce, Tiffany Glenn-Hall, David Howard, Linwood Knowles, Chris 
  Sanders, Russ Stanley, Richard Whatley, Robert Valdes, Sr. 
   
   
  The land of my forefathers, my land. Grandfather’s stories of running through the meadow, sunning on 
  the blossomed hills. Lost are the days of walking unguarded without fear of attack. Encroached my lands 
  have become, restless are the nights. A one-round regional mini-adventure set in the Entrell Estates for 
  characters level 1-10 (APLs 2-8). 
   
  Resources Living Greyhawk Gazetteer [Erik Mona, et al], The Marklands 1983 TSR [Carl Sargent], and 
  Nyrond.org [various contributors].
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, 
  DUNGEON MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US 
  AND OTHER COUNTRIES. THIS MATERIAL IS PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF 
  AMERICA. ANY REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS 
  PROHIBITED WITHOUT THE EXPRESS WRITTEN PERMISSION OF WIZARDS OF THE COAST, INC. THIS PRODUCT IS A 
  WORK OF FICTION. ANY SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY 
  COINCIDENTAL. © 2005 WIZARDS OF THE COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM. 
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points. 
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
   
  Preparing for Play 
  To get the most out of this adventure, you need 
  copies of the following D&D rule books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in Appendix 1. For your convenience, that 
  appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR). 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
   Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1.  Determine the character level for each of the 
  PCs participating in the adventure. 
  2.  If PCs bring animals that have been trained 
  for combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each 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.  
  # 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 
  NYR6-M01 A Lament in Entrell 
   
  Page 1 
  
  3.  Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round up to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a one-round regional mini-mission, set in 
  the Kingdom of Nyrond. Characters from the 
  Kingdom of Nyrond pay one (1) Time Unit per 
  round, while all other characters pay two (2) 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. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
   
  ADVENTURE BACKGROUND 
  Generations before the Veriesti Vernyn Fisama 
  Sheaira (Walk in the Light of Truth); ages before 
  the Twin Cataclysms; when the multiverse was 
  young to planar travelers, Firana (Dark Crafters) 
  walked the Reninirumsha (Ocean Meadows of the 
  West); with his affections, like Mai (Death), cold, 
  deliberate; laid a keystone, calling it Yakash e Nu 
  (The Bridge to Fate is Hope) raised Firenin 
  Aerathadar (Ritual is Law Above All Else). – 
  Translation from a portion of Solist ili Narath (The 
  Scrolls of History of High Arcane) 
   
  Millennia ago a keystone was laid down in the 
  region of what was to become Old Aerdy West. 
  The resulting structure’s location, purpose, and 
  civilization that built it were lost. Coming out of 
  these ancient times tread the footsteps of the first 
  elven settlers, building homes and farms outside 
  the hills and in the meadows of the South-Central 
  Lands. 
   
  In 590 CY the restructuring of the provinces of 
  Nyrond turned the South-Central Lands into the 
  Duchy of Korenflass. The Duchy is geographically 
  split into two regions: the Coast and the Northern 
  Hills. The King added the Northern region during 
  the Provincial reorganization, giving Korenflass 
  both the Anodan Hills and arable farmland beyond 
  the hills. 
   
  The Northern Hills are farm country like much 
  of Nyrond. The people are generally down to 
  earth, friendly and easy to approach. There is a 
  community of Halflings that sometimes takes up 
  residence in the Anodan Hills. While they have 
  permanent structures they tend to change 
  residences and move around frequently. 
   
  The Entrell Estates are located in the Northern 
  Hills region. These Estates are unique because 
  Lord Gelleflair Entrell, the only Elven noble in the 
  Nyrond courts, rules here. Lord Entrell is a High-
  Elf who maintains a respected militia of rangers, 
  NYR6-M01 A Lament in Entrell 
   
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  light fighters and mages, many of whom are High-
  Elf and Half-Elven. 
   
  In the Anodan Hills, smugglers in 595 CY 
  discovered a once hidden entrance to ancient 
  tunnels. The location was ideal for operations 
  between Oldred and Rel Mord. However, a steady 
  supply of merchandise has dried up in the course 
  of the King regaining the throne. Seeking new 
  sources of goods, the most brazen operatives 
  have begun to raid local villages. Others have left 
  to establish new locales. 
   
  The smugglers that stayed have begun to 
  delve deeper into the tunnels, thereby uncovering 
  a civilization long forgotten. Their leaders are 
  unique and believe the civilization is a part of their 
  history. However, the descendants of the original 
  creators have returned through another entrance. 
  Discovering the intrusion has interrupted a 
  required ritual conducted every 1,000 years. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are in the Duchy of 
  Korenflass. They are traveling together from the 
  Celadon Forest to the Entrell Estates. On the road 
  they come across a destroyed refugee caravan. A 
  jackal is sniffing around the remains. 
   
  Encounter 1: They meet an Entrell Militia patrol 
  that will lead them to the Entrell Estates. If a 
  character is a member of the Entrell Militia s/he is 
  informed Sharra Lylas is awaiting their arrival to 
  report for duty. 
   
  Encounter 2: The PCs meet Amalisyann and 
  possibly Sharra Lylas if the character is a member 
  of the Entrell Militia. The PCs learn of the raids 
  and are asked to patrol an area of the Anodan 
  Hills. Elves and half-elves are asked to join the 
  Entrell Militia. 
   
  Encounter 3: On the second day of patrol they 
  see smoke in the hills from a hamlet being raided. 
  After they confront the raiders they may find 
  evidence of a larger operation and motive. The 
  party may be able to follow the tracks left by the 
  raiders to their lair or return to the Entrell Estates 
  with the information found. 
   
  Encounter 4: The party finds an ancient entrance 
  in the Anodan Hills by tracking the raiding party or 
  questioning prisoners. In the hills the PCs find 
  tracks of more jackals and other humanoid 
  footprints. While exploring the entryway tunnel 
  they find it is guarded. 
   
  Encounter 5: The party explores the secondary 
  tunnels and finds evidence of an old civilization. 
  The corridors have inscriptions detailing the 
  civilization. 
   
  Encounter 6: The PCs find some of the stolen 
  goods from the raided towns. The raider leaders 
  may be prepared for the party with an ambush. 
  They find more evidence of a civilization the 
  raiders have taken as their religion. 
   
  Encounter 7: The PCs speak with Amalisyann 
  about what was found. At the Entrell Estates the 
  party has the opportunity to show The Keeper of 
  Lore the marks found on the raiders in Firasel. 
  The party has the opportunity to assist the Keeper 
  of the Lore with research in the library. 
   
  Conclusion: The party hears a reading of a 
  Lament found in the Solist ili Narath (Scrolls of 
  History of High Arcane). In the lament the party 
  learns of a weapon to defeat an ancient enemy. 
   
  PREPARATION FOR PLAY 
  If the PCs participated in any of the following 
  adventures or are members of a listed meta-org 
  s/he will receive a version of Player Handout #1. 
   
  • 
  NMR5-01 Under the Boughs 
  • 
  NMR5-02 Natural Enemies 
  • 
  NMR5-07 Corruption of the Heart 
  • 
  Sagacious Society – any rank 
  • 
  Entrell Militia – any rank 
  • 
  Thieves’ Guild – Oldred members only (any 
  rank) 
   
  META-PLAY BENEFITS: 
  • 
  If the character is a member of the Entrell 
  Militia they will gain free standard upkeep. 
  Additionally, they will gain a +1 circumstance 
  bonus to Diplomacy, Gather Information, and 
  Intimidate vs. residents of the Entrell Estates. 
  • 
  Gelleflair Entrell keeps good relations with the 
  Sagacious Society. Members of the meta-org 
  will gain free standard upkeep. 
  • 
  Players who successfully completed the 
  above mentioned scenarios receive a +1 
  circumstance bonus to Diplomacy and Gather 
  Information checks only if they mention these 
  accomplishments in-game to the NPCs while 
  they are speaking with them. 
  • 
  Thieves Guild members from Oldred do not 
  get any circumstance modifiers or other 
  benefits. Citizens of the Entrell Estates do not 
  NYR6-M01 A Lament in Entrell 
   
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  take too kindly to having a member of the 
  Thieves’ Guild near their homes. If the player 
  announces s/he is part of the Guild the elves 
  will ask him/her to wait at the boundary of the 
  Estates. Additionally, word may get back to 
  the guild of this breach of the code. Please 
  report any such incident directly to the triad 
  (triad@nyrond.org). 
   
  If all the players at the table have not played the 
  listed scenarios and also do not belong to any of 
  the meta-orgs they do not get the player handouts 
  or circumstance modifiers. 
   
  INTRODUCTION 
  This encounter is to set the mood of the problems 
  in the area. The PCs are in the Duchy of 
  Korenflass. They are traveling together to the 
  Entrell Estates having met on the road after 
  departing the Celadon. They are coming over the 
  last of the higher passes in the Anodan Hills when 
  they come across a ruined refugee caravan. A 
  jackal is sniffing around the remains of victims. 
   
  The jackal is the unfortunate casualty of a 
  Jackal Lord’s Curse of the Jackal ability. This once 
  human was part of a party of refugees that moved 
  from their raided village hoping to find food and 
  shelter at the Entrell Estates. The rest of the 
  refugees were put to the sword. Any remaining 
  treasures they possessed were taken. 
   
  The road to the Entrell Estates is nearing its 
  end, as is the path of Pelor’s Glory. The 
  shadows have become long yet there are still a 
  few more hills to pass until you are clear of the 
  trees and the Anodans. Your companions have 
  traveled with you for the past three days from 
  the Celadon Forest . 
   
  Allow the PCs to introduce their characters. They 
  have the discretion to discuss any handouts 
  received to explain why they are traveling this 
  road. 
   
  On the road ahead you catch sight of a small 
  dog sniffing around smashed carts. It appears 
  to have taken an interest in something on the 
  side of the road. 
   
  The PCs are 90 feet away. Allow a Knowledge 
  (nature) check (DC 11) to know it is a jackal and 
  that these creatures are not native to these lands. 
   
  Amongst the scattered personal belongings are 
  broken, crude peasant weapons, three destroyed 
  carts, and seven bodies (two males, three 
  females, and two children, all human). A Heal 
  check (DC 15) will tell these have been here for 
  two days. Allow the PCs time to investigate the 
  site and bury the bodies if desired. Search checks 
  and tracking will not find or reveal anything more. 
   
  The jackal was only sniffing at the remains. It will 
  leave the site if the PCs approach. It will remain at 
  a distance as long as the PCs are not hostile. If 
  they move to attack the jackal will flee. If they 
  manage to subdue it the PCs do not find any 
  distinguishing marks of his former identity. Killing it 
  does not gain the PCs any experience. If they take 
  it with them the jackal will flee at its first 
  opportunity unless Wild Empathy is successful. 
   
  ENCOUNTER 1: ENTRELL 
  MILITIA 
  The party meets a patrol of the Entrell Militia who 
  will lead them to the Entrell Estates. The PCs can 
  ask about the ruined refugee party and the 
  problems in the area. 
   
  At the conclusion of the party’s investigation of the 
  destroyed site read the following text. 
   
  Behind you on the road you hear hoof beats 
  approaching. Coming over the rise are five 
  soldiers riding light warhorses. They are 
  wearing elven chain, carrying elven thinblades 
  and have elvencraft longbows strapped across 
  their backs. Each has a heavy steel shield 
  stowed on his mount’s rear flank. Each rider’s 
  shield bears an insignia of a green circle, a 
  colored border, a tree, and a glyph. The lead 
  rider raises one hand bringing his troops to a 
  halt. “Are you a friend to the Entrell Estates, 
  the Northern Hills, and her citizens or the 
  cause of this evil act?” he calls out to you. 
   
  The elves will greet the PCs and answer any 
  questions once they are satisfied the party did not 
  cause this destruction. While they can provide 
  brief information about what has been happening 
  recently, any other questions would need to be 
  answered 
  by 
  Amalisyann. 
  They 
  know 
  the 
  following: 
   
  The hamlets Ilari, Raeremar, and Willthrope have 
  been raided in the last five months. The attacks 
  were limited to stolen livestock and meager 
  possessions. Recently, however, the attacks have 
  NYR6-M01 A Lament in Entrell 
   
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  turned more deadly with entire hamlets being 
  destroyed leaving no survivors. 
   
  The Entrell Militia has increased patrols in the 
  area. They are returning from a five day patrol of 
  outlying areas. They did not come across any 
  raids or raiders. 
   
  The names of the patrolman are listed next to their 
  rank in the Entrell Militia. 
   
  Ariavain 
  and 
  Ruevaryn, 
  have 
  the 
  insignia 
  belonging to the rank of Vol’tae, a green circle 
  bordered in steel, tree centered under a silver 
  Elven glyph. 
   
  Gaellas has an insignia belonging to the rank of 
  T’alminyae, a green circle, bordered in red; tree 
  centered under a silver Elven glyph. 
   
  Pylyth has an insignia belonging to the rank of 
  Sil’zaeth, a green circle, bordered in white; tree 
  centered under a silver Elven glyph. 
   
  Aelise – and ranking leader - has an insignia 
  belonging to the rank of Olv’nachani, green circle, 
  bordered in bronze; tree centered under a silver 
  Elven glyph. 
   
  The patrol will ask the party questions to learn of 
  their intent in the Northern Hills. 
  (Basics) who are you and what road brought you 
  here? 
  What is your final destination? 
  What did you find here? 
   
  The patrol will volunteer to escort the party to the 
  Entrell Estates. It is not safe to stay in the hills 
  anymore. They can take them to Amalisyann if 
  they want to ask questions or help, or at the least 
  to spend the night in the safety of the Estates. 
   
  ENCOUNTER 2: THE 
  ENTRELL ESTATES 
  The PCs meet Amalisyann and/or Sharra Lylas, 
  Malferra (Captain Sharra Lylas). The PCs will 
  learn of the raids and the militia’s need for 
  assistance. The PCs can assist the militia by 
  taking a patrol to prevent more raids. If a PC in the 
  party is a member of the Sagacious Society s/he 
  may request to speak with Gelleflair Entrell. 
  Amalisyann politely declines the request because 
  Lord Entrell is on state business in Rel Mord. 
   
  Leaving the Anodan, the path to the Entrell 
  Estates is evidently maintained and well 
  manicured. The season’s flowers of varying 
  colors and variety line the roadside. The 
  roadway turns from the hard rubble of the hills 
  to a dark, rich earth. The grasses grow green 
  and lush throughout this vale. 
   
  The Militia leads you past elven homes and 
  gardens before stopping at the stables. They 
  dismount, handing the reins to young elven 
  stable boys. “This way”, Aelise motions 
  toward a large tree with stairs attractively 
  winding up the trunk to the strong boughs. The 
  other Entrell Militia members take their leave 
  with a polite nod. 
   
  Aelise leads you up the stairs to a home 
  constructed of living tree branches. The walls, 
  floor, and ceiling seem molded to impossible 
  angles. The home is furnished with plush 
  sofas in stunning colors, paintings, ceramics, 
  soft rugs, and six inviting crystal goblets filled 
  with wine. 
   
  A high elf enters from an adjoining room. He is 
  dressed in silk robes designed in bright 
  shades of green and colors of sunlight. His 
  sandals are tied with matching silk straps. A 
  platinum necklace and matching bracelets 
  styled in a complex vine pattern complete his 
  attire. “Amalisyann”, Aelise speaks, “may I 
  present <insert the names of each party 
  member>”. 
   
  “I welcome you to the Entrell Estates. Thank 
  you Aelise.” 
   
  If a party member received one of the handouts 
  signed by Amalisyann he will acknowledge them 
  with thanks for answering his letter. 
   
  “Please 
  rest. 
  I 
  have 
  prepared 
  some 
  refreshment.” 
  Amalisyann 
  directs 
  your 
  attention to the wine goblets. 
   
  After the party members each take a goblet and a 
  seat he will address any others who were not 
  personally invited. He will be polite when asking 
  them how they came to the Anodan Hills. 
   
  At this point the PCs will most likely have many 
  questions as to why they are here and how they 
  can help. Amalisyann and Aelise will answer the 
  questions to the best of their ability. After the 
  NYR6-M01 A Lament in Entrell 
   
  Page 5 
  
  questions Amalisyann will tell the party how they 
  can assist. 
   
  Answers to questions are separated into assumed 
  subject groupings. These answers should not be 
  read 
  verbatim. 
  Some 
  answers 
  have 
  more 
  information than what was asked and/or it could 
  bridge into another question and answer grouping 
  for further detail. 
   
  What is going on? 
  Raids in the Anodan Hills have destroyed entire 
  hamlets. These raids were simple at first, lost 
  livestock, possessions left unattended, all mostly 
  stolen in the night. But recently, with Ilari, 
  Raeremar, and Willthrope, these raids have 
  become murderous incursions. The hamlets were 
  burned, the people killed to every soul, and 
  everything of value taken. 
   
  The population in the hills is mostly human. 
  There are some Halfling settlements; they have 
  not been attacked, either because they haven’t 
  been targetted, or have been vacated by the semi-
  nomadic folk. I believe they traveled to the 
  outskirts of Oldred. I do not suspect they have 
  anything to do with the attacks. 
   
  Who is doing this? 
  We don’t know who or what is the cause. Our 
  militia has not found any signs of approach or 
  departure, nor clues among the dead. We have 
  found no lingering auras of magic or magical 
  effects, no sign of corporeal tracks, nor other 
  evidence of the attackers. The victims were all 
  killed 
  by 
  common 
  weapons 
  and 
  other 
  unspectacular 
  methods. 
  The 
  theft 
  of 
  their 
  possessions brings us to the conclusion material 
  wealth is its motive. 
   
  When does it occur? 
  Usually in the night, with the victims found in their 
  beds or in the fields possibly on lookout to protect 
  their crops. We learn of the attack by either smoke 
  rising above the hills in the morning or by a patrol 
  passing by days after the attack. 
   
  Where are the hamlets? (See DM Aid #2) 
  Spread throughout the hills. We cannot post 
  permanent soldiers at the remaining settlements. 
  We are not guardians of the Anodan. In light of the 
  attacks we keep many of our defenders in the 
  Entrell Estates for a possible attack. Yet, we 
  cannot 
  sit 
  idly 
  knowing 
  death 
  awaits 
  the 
  settlements. We send what we can out on patrol. 
   
  Why do you think this his happening? 
  Without finding a trace of the attackers we are lost 
  to this knowledge. 
   
  How could this be stopped? 
  By augmenting our forces we hope to either run 
  the attackers out of the Anodan or at least 
  discover who they are. I have authority granted by 
  Gelleflair Entrell to enlist the aid of able-bodied, 
  good-natured, souls to assist us. There are many 
  areas in the Anodan our patrols cannot reach 
  without weakening our strength. We would like for 
  you to patrol the southwestern area near the 
  village of Firasel and the destroyed hamlet of Ilari. 
  The duration of your patrol will depend on your 
  ability to spend the nights in the hills. A minimum 
  of three days will complete the patrol in your 
  assigned area. It would be better if you prepare 
  yourselves for a longer duration to perhaps five 
  days. 
   
  What do we get for helping? 
  You will gain the friendship and gratitude of the 
  surviving population in the Anodan, thanks from 
  the souls you avenged, and the appreciation of the 
  Entrell Estates. We can offer the elves and half-
  elves a place in the Entrell Militia, and a place for 
  all of you to call home when traveling through the 
  Duchy. 
   
  Yeah, but what about money? 
  If friendship does not suit you we can recompense 
  you for your services during your employ with me. 
  I will provide a standard wage and a reward when 
  you have completed the task.  
   
  DM note: if the party member is only interested in 
  money Amalisyann will oblige. However, they will 
  no longer be regarded as friends but as 
  mercenaries under her employ. The party member 
  is treated as such in future interactions. 
   
  Do we get supplies? 
  Yes. During times of unrest we offer prayers to 
  The Protector (Knowledge-Religion (DC 15 or 10 
  for elves) to know he speaks of Corellon 
  Larethian). In addition to our prayers, we are 
  crafting items that will aid us if we cannot prevent 
  open battle. You will all be loaned a light riding 
  horse or pony and appropriate equipment to both 
  ride the mount and camp in the hills. Also, you can 
  choose one item from our storehouses (see listing 
  below). 
   
  The remaining items we must retain for our 
  protection and the defense of the Entrell Estates. 
  (DM note: The player is limited to a quantity of one 
  (1) item they can use or in the case of arrows they 
  NYR6-M01 A Lament in Entrell 
   
  Page 6 
  
  can take ten (10). The item is either used up if it is 
  a consumable or returned to the Entrell Estates at 
  the end of the adventure. The gold total is not a 
  factor since it cannot be kept or sold.) 
   
  Each PC may choose one of the following:  
   
  • 
  Simple weapons in PHB Table 7-5. 
  • 
  Adventuring Gear in PHB Table 7-8 (up to 100 
  gp in cost). 
  • 
  (10) Swiftwing arrows in Races of the Wild 
  Table 7-1 (Dmg 1d6 or 1d8 by size, X3 crit, 
  100 ft. range, reduces range increment 
  penalty to -1) 
  • 
  Honey Leather Cloak in Races of the Wild 
  Table 
  7-3 
  (water 
  protection 
  for 
  camp 
  equipment, +1 circumstance on Survival 
  checks when worn while moving or +2 when 
  stationary). 
   
  The party is given a comfortable place to rest 
  under the trees in an area near the gardens. They 
  are given a meal and invited to the temple at first 
  light for those who need to pray to Corellon or 
  another elven deity. 
   
  Entrell Militia members 
  For characters that are part of the militia Sharra 
  Lylas, Malferra (Captain of the Watch Sharra 
  Lylas), will call for them after they have spoken to 
  Amalisyann. She will meet them in the training 
  fields. She has dark braided hair, green eyes, and 
  stands 5’ tall. She is dressed in elven chain and a 
  fine cloak (cloak of charisma +2). 
   
  She will instruct him/her to take command of 
  the adventurer patrol since these patrols are under 
  the authority of the militia. If there is more than 
  one, she will put the highest ranking in command 
  (or the longest tenured if ranks are the same). She 
  will provide these characters with the following in 
  addition to what was offered above to the rest of 
  the party. Under no circumstances can non-militia 
  members gain access to these items. If the 
  member gives a non-member this equipment s/he 
  will be reprimanded (one (1) additional TU to 
  convince the Entrell Militia not to remove them 
  from the ranks). 
   
  As above, this equipment is loaned to the 
  character. The character may choose one (1) item 
  for the duration of the adventure. 
   
  • 
  One (1) suit of leafweave studded leather. See 
  Appendix 6. 
  • 
  One (1) suit of Elven Chain 
  • 
  One (1) potion of 50 gp value 
  • 
  One (1) Light Warhorse with tack and saddle. 
   
  If the PCs accept continue to Encounter 2. 
   
  ENCOUNTER 3: THE 
  RAIDING OF FIRASEL 
  The party leaves for patrol in the southwest region 
  of the Anodan. On the second day of patrol the 
  party comes across a town being raided. They find 
  evidence of a larger operation and motive. 
   
  The morning is greeted by elves throughout 
  the vale in varying forms of adoration to life: in 
  the temple praying to Corellon, in the gardens 
  tending magnificent blooms of color, on a 
  sloped clearing painting the landscape, and in 
  the fields blending swordsmanship with an 
  exquisite dance. 
   
  Amalisyann greets you and offers light 
  cakes and other refreshments. “Good morning, 
  your mounts are prepared. Is there anything 
  else before you leave?” 
   
  The PCs are expected to leave as soon as 
  possible. If they spend time walking through the 
  Entrell Estates Sharra Lylas will approach them 
  and question the delay. 
   
  Returning into the Anodan Hills you find the 
  trail as pointed out by Amalisyann. Heading in 
  a general southwestern direction is not 
  difficult but slow. The close hills rise above 
  you in all directions. They give little ground for 
  error when navigating the trail. Low brush and 
  stout trees are common. 
   
  The PCs need to make a Survival check (DC 15) 
  or a Knowledge (geography) check (DC 15) to 
  keep from getting lost. If the party stays on the trail 
  and keeps to the map they gain a +2 circumstance 
  to the check. 
   
  Traveling through the hills is at one-half 
  movement. The first day comes and goes without 
  incident. The party is free to set up camp 
  anywhere in the hills. The location is not important 
  to the beginning of the second day. There are no 
  encounters on the first night. 
   
  The total distance to reach Firasel from the 
  Entrell Estates is 20 miles. Normal travel in the 
  hills with a base movement of a light riding horse 
  is 16 miles per day. On the second day it is 
  possible to reach the village by mid-morning, if the 
  PCs decide upon this action. Taking a patrol 
  pattern through in their assigned area is also 
  NYR6-M01 A Lament in Entrell 
   
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  permissible. Allow the players to take any 
  precautions with the exception of spells with 
  durations of less than three hours. At 10:00 A.M. 
  of the second day the party will see smoke rising 
  above the hills. Firasel is under attack. 
   
  The attack will still take place even if the party 
  reaches the village before this attack. Change the 
  text and set up as appropriate. Under no 
  circumstance will the raiders approach the village 
  unprepared upon sighting the adventurers or their 
  mounts. 
   
  Smoke rises above the hills to the south. The 
  location is consistent with the location of 
  Firasel. 
   
  For simplicity the party enters the village opposite 
  the direction of the raiders escape path. Four 
  raiders have stayed behind to remove all evidence 
  and spread dust of tracelessness on the ground. 
  The escaping raiders spread more of the dust 
  after traveling 250 ft into the hills. If the party is not 
  able to reach the village within the hour go to 
  Troubleshooting the Encounter, below. 
   
  Firasel is a small village fully engulfed in 
  flames. There are no signs of life amongst the 
  villagers. Every soul has been put to the 
  sword. The only sounds are the crackling of 
  flames as the houses offer themselves to the 
  fire. Ahead on the path leading out of the 
  opposite side of the village are four humans 
  cleaning weapons. There is no mistake they 
  are the cause of this treachery. 
   
  Creatures: 
  The raiders strike villages quickly leaving nothing 
  to identify them. There are 10 raiders in total but 
  four stay behind to cover their trail. When the party 
  arrives, six will have already left to take the loot 
  and escape. The other four will stay behind to 
  cover their escape.  
   
  Note that the mounts for these four are not 
  warhorses. If they start combat mounted, each will 
  require a Ride check DC 20 to control the mount 
  in combat, else spend the round controlling mount. 
  Therefore, they are likely to dismount rather 
  quickly if they start mounted. 
   
  Troubleshooting the Encounter: 
  If the party does not reach Firasel by 11:00 AM the 
  raiders will have left. One possibility for this 
  situation is a party decision to investigate Ilari. 
  Picking up the raiders escape path can be found 
  on a Track check (DC 38) (base 15; -2 for six 
  creatures, +5 for hiding the trail, and +20 for using 
  dust of tracelessness). Picking up the trail outside 
  the boundaries of the dust is impractical. 
   
  The party does not know the direction the 
  raiders took and the size of the area in the hills 
  makes it near impossible. The PCs must find the 
  clues on the raiders to have enough information to 
  continue with the adventure, along with a captive 
  or successfully track the departing raiders. To 
  keep the adventure going in the event that the 
  party misses the raiders at the village, have the 
  characters and the four raiders run into each other 
  in the hills (a fortune of luck perhaps). The precise 
  details are left to the DM. 
   
  If the PCs get there early, before 10 AM, they 
  will have the chance to save the village, as the 
  raiders will have to deal with the PCs before 
  destroying the village. Have the raiders buff as 
  best they can then attack the PCs. The other 
  raiders will flee back to the caves where they will 
  inform the leaders and be sent off with goods as 
  planned. 
   
  If the PCs manage to get there between 10 
  AM and 11 AM, have them witness the last of the 
  villagers being slain and simply roll initiatives. The 
  dust of tracelessness will not have been used yet 
  in this case. 
   
  APL 2 (EL 5) 
   
  Raider Fighter 1: hp 9; see Appendix 2. 
   
  Raider Barbarian 1: hp 11; see Appendix 2.  
   
  Raider Rogue 2: hp 11; see Appendix 2. 
   
  Raider Wizard 2: hp 8; see Appendix 2. 
   
   
  APL 4 (EL 7) 
   
  Raider Fighter 3: hp 28; see Appendix 3. 
   
  Raider Barbarian 3: hp 33; see Appendix 3. 
   
  Raider Rogue 3: hp 16; see Appendix 3. 
   
  Raider Wizard 3: hp 12; see Appendix 3. 
  APL 6 (EL9) 
   
  Raider Fighter 5: hp 47; see Appendix 4. 
   
  Raider Barbarian 5: hp 55; see Appendix 4. 
   
  Raider Rogue 5: hp 27; see Appendix 4. 
   
  Raider Wizard 5: hp 20; see Appendix 4. 
   
  APL 8 (EL11) 
   
  Raider Fighter 7: hp 73; see Appendix 5. 
   
  Raider Barbarian 7: hp 77; see Appendix 5. 
   
  Raider Rogue 7: hp 38; see Appendix 5. 
   
  Raider Wizard 7: hp 28; see Appendix 5. 
   
   
  Searching the raiders: On a successful Search 
  check (DC 10) the PCs will find a tattoo on the left, 
  inside wrist of each raider (Player Handout #2). 
  NYR6-M01 A Lament in Entrell 
   
  Page 8 
  
   
  If the party takes one or more of the raiders 
  captives, the captive will guide the party to the 
  caves in exchange for a promise of his freedom. 
   
  The village of Firasel is in ruins. The PCs can 
  bury the dead and put out the flames but there is 
  little else to accomplish here now. 
   
  The party can attempt to track down the 
  raiding party or bring the evidence back to the 
  Entrell Estates. 
   
  If the characters arrived at Firasel before 
  11:00 AM they can find the escape trail on a 
  successful Track check (DC 17) (base 15; -2 for 
  six creatures, -1 for large size, +5 for hiding the 
  trail). 
   
  If the party decides to go back to the Entrell 
  Estates, go to Encounter 6. If the party picked up 
  the trail of the raiders continue to Encounter 3. 
  Otherwise, the party can continue with their patrol 
  without further incident. 
   
  ENCOUNTER 4: THE 
  ENTRANCE IN THE ANODAN 
  The party can find the raider entrance in the 
  Anodan Hills by tracking the raiding party with the 
  Track feat or questioning a captive. A total of ten 
  (10) checks are required to keep following the trail, 
  one check for each mile on the road. The first five 
  (5) Survival checks are DC 17, and then the next 
  five (5) are at DC 12. Take 10 is permitted. In the 
  last five miles the raiders stopped covering their 
  tracks. Any check may be re-attempted once, an 
  hour later, but a second successive failure will 
  mean the trail has been lost and the module will 
  be aborted. Tracking the 10 miles through the 
  trackless hills at half speed while tracking will take 
  10 hours. (light horse=32 m/day, ½ speed in 
  trackless hills, ½ speed tracking=8 m/day). 
   
  The escaping raiders will out pace a tracking 
  party. Keep in mind the half-movement for tracking 
  and hustle movement of the raiders after they 
  covered their tracks in the first five miles. Any 
  animals or familiars following the raiders by flying 
  or traveling overland will become a target. The 
  raiders have spellcasters among them and know 
  the abilities of such creatures. 
   
  It is possible in the last mile to pick up sets of 
  additional tracks (DC 13). A Knowledge (nature) 
  check (DC 11) identifies these tracks as coming 
  from small canines. Succeeding at (DC 16) 
  reveals they are from jackals. 
   
  Flying familiars or animal companions finding 
  the fleeing raiders is possible with a Spot check 
  (DC 30). 
   
  Note: if the PCs do not have anyone with them 
  with the Track feat, or if they lose the tracks, they 
  can return to the Estates and report in instead. If 
  this happens, ad-lib the role-play and send them 
  back out with an expert tracker (Survival 12). This 
  will cost the PCs two more days of travel (add +2 
  to the DC of each Survival check), assuming they 
  are hurrying, but it will not derail the module 
  otherwise. To provide some sense of risk, you 
  may want to make it seem like they are racing 
  against the clock. 
   
  The trail left by the raiding party ends at the 
  southwest slope of a hillock. The hillside is 
  unmarked and unspectacular. Stout, broad-
  leafed trees of varying ages populate the area. 
  Without the advantage of following tracks the 
  hill would appear as one of the hundreds of 
  similar knolls. 
   
  The entrance is concealed and found on a 
  successful Search check (DC 20). The party gets 
  a +2 circumstance modifier for following the tracks 
  to the area. 
   
  Strategically 
  placed 
  trees 
  conceal 
  the 
  entrance, a 5’ x 5’ hole dropping into a 60-
  degree slope. The burrow plunges 15 feet to a 
  darkened tunnel further leading into the hill. 
  Rising out of the hideaway is a fetid odor 
  overpowering the cool air of the Anodan. 
   
  Tactics: The animated guardian(s) attack under 
  the instructions “attack anyone who enters this 
  room not showing the tattoo”. They attack when a 
  target is within reach, or about to enter the deeper 
  tunnels allowing it to attack with surprise. 
   
  Development: The six raiders who left Firasel are 
  not in the tunnels. The raider leadership handed 
  them loot upon their return to sell in Oldred. They 
  will not return during this adventure. 
   
  Area #1 (see DM Aid #4) 
  APL 2-4 
  The five foot wide tunnel leads into the hillside 
  for 15 feet then turns to the left disappearing 
  out from view. (Continue when the party enters 
  with a light source) The tunnel opens into a 
  wider area. Against the far wall are two stone 
  statues, each are of a human body with the 
  head of a jackal. (When the statue attacks, 
  assumed by surprise) Unexpectedly the statue 
  takes life raising stone fists and attacks. 
   
  APL 6-8: 
  NYR6-M01 A Lament in Entrell 
   
  Page 9 
  
  The five foot wide tunnel leads into the hillside 
  for 15 feet then turns to the left disappearing 
  out from view. (Continue when the party enters 
  with a light source) The tunnel opens into a 
  wider area. Against the far wall are two simple 
  stone 
  pillars. 
  (When 
  the 
  column 
  attacks, 
  assumed by surprise) Unexpectedly the stone 
  pillar(s) becomes a silk draped, beautiful 
  female figure brandishing a bastard sword. 
  The figure attacks. 
   
  Creatures: 
  APL 2 (EL 2) 
   
  Animated Guard: Animated (soft) Stone 
  Object, medium; hp 31; Hardness (5); Monster 
  Manual 13. 
   
  APL 4 (EL 4) 
   
  Animated Guard (2): Animated Stone Object, 
  medium; hp 31, 31; Hardness (8); Monster Manual 
  13. 
   
  APL 6 (EL 6) 
   
  Animated Guard: Caryatid Column; hp 60; 
  see Appendix 4. 
   
  APL 8 (EL 8) 
   
  Animated Guard (2): Caryatid Column; hp 
  60, 60; see Appendix 5. 
   
  Treasure: 
   
  APL 2-4: Loot – 0 gp, Coin – 0 gp, Magic – 0 
  gp. 
   
  APL 6-8: Loot – 50 gp, Coin – 0 gp, Magic – 0 
  gp. 
   
  ENCOUNTER 5: THE 
  ANCIENT KEYSTONE 
  The party explores the tunnels and finds evidence 
  of an old civilization. Some areas were trapped but 
  the traps have been disabled. The corridors have 
  inscriptions detailing the civilization. 
   
  The entrance (location “a” on the map) is 
  guarded with an Alarm spell left by one of the six 
  raiders before he left for Oldred two hours prior to 
  the party’s arrival. The spell is set to produce an 
  audible alarm, as a hand bell, at the triggering 
  location for 1 round. The leaders and animals may 
  hear it during their ritual from 90 feet away, with a 
  Listen check (DC 14) (DC0 for bell, +9 for 90-foot 
  distance, +15 through stone wall, +5 distracted, -
  15 for strategic placement in the echoing corridor). 
  The animals alert the leaders if they succeed in 
  the Listen check. 
   
  The tunnels have rooms, each with a rune on 
  the left and right wall referencing a part of a ritual. 
  The character is able to read the meaning of the 
  runes with a successful Decipher Script check (DC 
  30) or Comprehend Languages. If the Decipher 
  Script check fails the character will misinterpret 
  the rune. The misinterpreted meaning is in 
  parenthesis following the correct interpretation. It 
  is recommended for the DM to make the Decipher 
  Script check per the PHB rules. Read only one 
  interpretation to the character based on the 
  success or failure of the check. If the party 
  returned to the Entrell Estates immediately after 
  the attack on Firasel and spoke with the Keeper of 
  the Lore about the tattoo then it is the DM’s 
  discretion to add +2 to the Decipher Script check. 
   
  The tunnels and rooms have certain traits in 
  common. The following is read aloud text is a 
  general description. Further room details are 
  found in their appropriate Area descriptions. 
   
  The stone construction of the walls, ceiling, 
  and floor appears ancient. Running the length 
  of 
  the 
  walls 
  is 
  scrollwork, 
  employing 
  craftsmanship from an era long ago forgotten. 
  A persistent odor of baked earth and sulfur 
  permeates every inch of space. While the initial 
  entrance into the hillock retained the cooler air 
  of the countryside, deeper in, the air has 
  become stifling. Moving further into the 
  tunnels an aberrant heat drapes over you. 
   
  Area #2 
  This 5’x10’ room contains the same scrollwork 
  as the tunnels. A clutter of boxes and trash 
  hides much of the walls. 
   
  If the party moves the stack of empty boxes 
  against the right and left walls read or paraphrase 
  the following. 
   
  A peculiar symbol is engraved into the left and 
  right wall from the entrance. The symbols do 
  not appear to be any of the common languages 
  of the Flanaess. 
   
  Rune #1 - On the left wall, from the room 
  entrance, this rune governs protection (the rune is 
  seen as obstacles). 
   
  Rune #2 - This rune, on the right wall, governs 
  survival and primal strength (the rune is seen as 
  representing animals). 
   
  NYR6-M01 A Lament in Entrell 
   
  Page 10 
  
  This area seems to only have been used to collect 
  the garbage accumulated by the current tenants. 
  Nothing else is found here. 
   
  Area #3: 
  This oval-shaped 20’x30’ room shows signs of 
  recently being emptied. Shelves lining the far 
  wall hold empty coffers and torn bags. Packing 
  straw lies strewn across the floor. To the left 
  and right are the similar runes as the previous 
  room (area #2). 
   
  Rune #3 - On the left wall this rune governs 
  spiritual communication (thought as spreading 
  gossip). 
   
  Rune #4 - This rune, on the right wall, represents 
  a cycle (the rune represents action or change). 
   
   
  This area held the items looted by the raiders. 
  The shelves are empty since the other raiders 
  have left for Oldred to sell the stolen goods. A 
  successful Search (DC 10) will find a silver 
  earring. With an Appraise check (DC 10) it 
  appears to be the workmanship of an amateur. 
  Perhaps it was created by a former village 
  craftsman or a prized treasure stolen from its 
  former owner. 
   
  Area #4: 
  Straw and filth covers the floor in this alcove 
  with animal hair scattered in knotted clumps. 
  Amid the rubbish are animal bones. 
   
  Rune #5 - On the left wall, the rune signifies 
  enlightenment and absolution (the rune represents 
  confusion). 
   
  Rune #6 - The rune, on the right wall, implies 
  rewards for past efforts (the rune represents 
  condemnation). 
   
  This area is the lair of the jackals and dire jackals. 
  The human raiders camped in the hills finding the 
  heat of the tunnels too much to handle over a long 
  period of time. The animals are in Area #5 with 
  their masters. A Heal check (DC 11) notes the 
  animal bones are common farm animals. 
   
  Area #5: 
  This area is detailed in Encounter #6. 
   
  ENCOUNTER 6: THE 
  JACKAL 
  Ambush (Read or paraphrase the following text if 
  the raider leadership made a Listen check): 
   
  This 20 x 30 foot area appears to be someone’s 
  living quarters. Lavish and ancient looking 
  tapestries decorate the walls from ceiling to 
  floor. Handsome silk bedding and plush 
  pillows are evident even from the doorway 
   
  No Ambush (Read or paraphrase the following if 
  the raider leadership did not make a Listen check) 
   
  APL 2 – 4: 
  Two 
  brutish-looking 
  creatures 
  resembling 
  slender and wiry humanoids with the black 
  head of a jackal kneel near yet another rune. 
  Their fine clothing, armor, and jewelry style 
  them as regal in bearing. Also in the room are 
  jackals of various sizes. As they recognize 
  your presence, snarls emit from each of their 
  snouts as they stand and advance to attack. 
   
  APL 6 – 8: 
  An attractive yet sinister-looking creature 
  resembling a slender and wiry humanoid with 
  the black head of a jackal kneels near yet 
  another rune. His fine clothing, armor, and 
  jewelry style him as regal in bearing. Nearby, 
  two similar, but more brutish, creatures also 
  kneel. Also in the room are jackals of various 
  sizes. As they recognize your presence snarls 
  emit from each of their snouts as they stand 
  and advance to attack. 
   
  Area #5 rune – (see Encounter 5 for details for 
  reading the rune): This represents battle and 
  victory. The literal meaning is to conquer all foes. 
  (This represents heroism and sacrifice oneself for 
  the benefit of all.) 
   
  Tactics: If the jackalwere and/or jackal lord made 
  their Listen checks from the Alarm in Area #1 they 
  will have set up for an ambush. They do this by 
  casting buff spells for three rounds and then hiding 
  in alcoves behind the tapestries, where they can 
  spy on the room and attack when they desire. The 
  tapestries are set to drop as a free action by the 
  creature behind them. If they did not make the 
  check or the party used tactics to prevent any 
  Listen check while exploring the tunnels then they 
  are worshiping in front of the rune. 
   
  NYR6-M01 A Lament in Entrell 
   
  Page 11 
  
   
  In the area are four additional non-combatant 
  jackals. They are the pets of the jackalweres and 
  the jackal lord. These animals do not fight. If the 
  party alerts the leaders to their presence, the 
  jackals will initially be hidden in the larger alcove. 
  If not, they can simply be randomly placed about 
  the room. They exit the tunnels when commanded 
  by their masters. 
   
  APL 2 (EL 5) 
   
  Jackalwere 
  (2): 
  male 
  magical 
  beast 
  [shapechanger]; hp 32; Appendix 2. 
   
  Dire Jackal: Large Animal; hp 26; Appendix 
  2. 
   
   
  APL 4 (EL 7) 
   
  Advanced Jackalwere (2): male magical 
  beast [shapechanger] rogue 2; hp 48, 48; 
  Appendix 3. 
   
  Dire Jackal (2): Large Animal; hp 26; 
  Appendix 3. 
   
  APL 6 (EL9) 
   
  Advanced Jackalwere (2): male magical 
  beast [shapechanger] rogue 2; hp 48, 48; 
  Appendix 4. 
   
  Jackal Lord: male monstrous humanoid; hp 
  52; Appendix 4. 
   
  Jackal: Small Animal; hp 6; Appendix 4. 
   
  APL 8 (EL11) 
   
  Advanced Jackalwere (2): male Magical 
  beast [shapechanger] rogue 3/assassin 1; hp 64, 
  64; Appendix 5. 
   
  Jackal Lord: male monstrous humanoid; hp 
  52; Appendix 5. 
   
  Dire Jackal (2): Large Animal; hp 26; 
  Appendix 5. 
   
  Development: If a PC succumbs to the curse of 
  the jackal, Lord Entrell will make arrangements for 
  a wizard to visit the Entrell Estates and cast a 
  Limited Wish to remove it after the adventure. This 
  will cost the PC two (2) extra TUs while he or she 
  waits for the wizard to arrive and cast the spell.  
   
   
  ENCOUNTER 7: THE SIGN 
  OF THE JACKAL 
  This encounter will give the players the opportunity 
  to speak with the Keeper of the Lore and research 
  the tattoo and other findings in the library. 
   
  The Entrell Estates have magic available to 
  the PCs for spellcasting to repair weapons or 
  healing. The character must pay normal cost. The 
  Entrell Estates are considered a Large Town for 
  purposes of spellcasting services available. Other 
  than requesting the services of a higher level 
  wizard to restore a PC under the Curse of the 
  Jackal, the maximum spell caster level available is 
  9. 
   
  There are two possibilities for running this 
  encounter. It can take place immediately after 
  Encounter 2, if the party returns to research the 
  tattoo, or after Encounter 5, after the party tracked 
  the raiders to their hideout. Do not run this 
  encounter twice. 
   
  To research the library the players need 
  approval from The Keeper of the Lore This is 
  accomplished in one of two ways. First, and most 
  likely, would be by showing the tattoo or runes in 
  the tunnels. Second, would be with a Diplomacy 
  check (DC 20) if the party is struggling during the 
  scenario. The Keeper of the Lore will find 
  passages about the Sign of the Jackal in three 
  days time in the Family Journals of House 
  Sha’avelanis. 
   
  Upon their arrival Amalisyann welcomes them 
  back in his home. 
   
  Amalisyann greets you, “I am glad to see you 
  return safely. What have you found?” 
   
  If the party wants information about the tattoo or 
  the runes in the tunnel, Amalisyann will request 
  Eliqueavain Alelis (Keeper of the Lore) to meet 
  with the party. 
   
  Read or paraphrase the following if the party 
  speaks with Eliqueavain Alelis. 
   
  A High elf with blonde hair and green eyes 
  enters. He is dressed in a robe of blue hues 
  sewn 
  in 
  silver 
  threads. 
  “Good 
  day, 
  Amalisyann. Do you seek assistance?” 
   
  Here are possible questions the PCs may ask 
  during the course of discussion with Amalisyann 
  or Eliqueavain Alelis. It is not expected that these 
  questions are asked as written. Be open to the 
  intent and general idea of the questions. The 
  answers are only possible after three days of 
  research in the library. This is included in the TU 
  cost for this adventure. There is no extra game 
  play to get these answers. The Keeper of the Lore 
  does not personally know the answers to the 
  questions, and must search for relevant passages 
  in the library. 
   
  Q: What is this jackal tattoo? 
  NYR6-M01 A Lament in Entrell 
   
  Page 12 
  
  A: This is the Sign of the Jackal. References to it 
  were found in the Family Journals of House 
  Sha’avelanis. 
   
  Q: What is this Sign of the Jackal all about? 
  A: While humans with jackal tattoos raiding in this 
  manner is not mentioned, it does speak about 
  Children of the Dark Crafters and the following of 
  the Jackal. There is reference to the Solist ili 
  Narath. 
   
  Q: How does House Sha’avelanis know of the 
  Sign of the Jackal to write about them in their 
  Journals? 
  A: It says members of the House fought the Sign 
  of the Jackal 4,000 years ago. It was believed they 
  were defeated. 
   
  Q: How did the elves of the Entrell Estates not 
  know this Jackal cult was the cause? 
  A: There was never any evidence found in the 
  hamlets during the raids that the Sign of the Jackal 
  has returned. 
   
  Q: How were the tunnels never discovered by any 
  of the elves and others who lived here? 
  A: There are many wild lands and each stone has 
  not been turned. 
   
  Q: The Solist ili Narath speaks of an ancient 
  civilization. How did the author not know where it 
  was? 
  A: The exact location is never revealed in the 
  scrolls. The scrolls were written by members of 
  House Sha’avelanis. Also, we have only a portion 
  of the scrolls. If the entire piece were to be found 
  we may learn more of these Dark Crafters and the 
  Sign of the Jackal. 
   
  Q: In terms of the ancient civilization and the 
  raiding, was this always done by jackals? Were 
  the raiders were not always human? 
  A: We cannot be certain of that. Only portions of 
  the Solist ili Narath still exist. Much was lost during 
  the time of the great human migrations. Many 
  elven Houses, whose lands were encroached 
  upon, moved deeper into the forests or to other 
  locations. Much lore is spread across the 
  Flanaess. 
   
  Q: Is this over? What can be done now? 
  A: I need to further consult the scrolls. You are 
  welcome to research them with me. Perhaps we 
  can find answers together. 
   
  CONCLUSION 
  The party hears a reading of a Lament found in 
  the existing portion of Solist ili Narath (Scrolls of 
  History of High Arcane). The scrolls are written in 
  Elven. Elven words are retained for effect. 
   
  Alelis reads from the portion of the Solist ili 
  Narath in Common however retains the Elven 
  language to not lose the meaning in the 
  translation. 
  The 
  translation 
  is 
  provided 
  in 
  parenthesis. As DM you are free to read the box 
  text leaving out the translated text in parenthesis 
  or you can read the entire section as Common 
  only, excluding the Elven phrases altogether. It is 
  not recommended to read both the Elven and its 
  Common translation in one narration. After the first 
  reading you may go back and translate the Elven if 
  necessary. 
   
  Generations before the Veriesti Vernyn Fisama 
  Sheaira (Walk in the Light of Truth); ages 
  before 
  the 
  Twin 
  Cataclysms; 
  when 
  the 
  multiverse was young to planar travelers, 
  Firana 
  (Dark 
  Crafters) 
  walked 
  the 
  Reninirumsha (Ocean Meadows of the West); 
  with his affections, like Mai (Death), cold, 
  deliberate; laid a keystone, calling it Yakash e 
  Nu (The Bridge to Fate is Hope) raised Firenin 
  Aerathadar (Ritual is Law Above All Else). 
  Fisanuhesti (The Light of the Elves) with 
  Tahlnis (Sword of Redawn) held high defeated 
  Firanalyth (The Children of the Dark Crafters). 
   
  Below are hints and other detail about the reading 
  provided by Alelis if the party asks. 
   
  Walk in the Light of Truth: This is when the first 
  elves came to this area of the Flanaess. 
   
  Dark Crafters: Unknown. Nothing else is said of 
  them. 
   
  Ocean Meadows of the West: This speaks of Old 
  Aerdy West. The flat lands west of Relmor Bay. 
   
  The Bridge to Fate is Hope: This is the name of 
  the first stone to build the tunnel structure found in 
  the Anodan Hills. Why it is called as such is 
  unknown. No more information exists. 
   
  Ritual is Law Above All Else: This is the tunnel 
  structure itself perhaps but uncertain about the 
  name. No more information exists. 
   
  The Light of the Elves: This is a hero perhaps. 
   
  NYR6-M01 A Lament in Entrell 
   
  Page 13 
  
  Sword of Redawn: The weapon used to defeat the 
  ancestors of the Dark Crafters. 
   
  The Children of the Dark Crafters: The Dark 
  Crafters’ offspring perhaps. The Journals speak of 
  their defeat by Tahlnis. 
   
  Members of the Thieves’ Guild: Thieves’ Guild 
  members are expected to report the results of the 
  adventure to their guild superiors. If this does not 
  occur, please note this in the adventure results 
  online. 
   
  Members of the Sagacious Society: Sagacious 
  Society members should consider themselves 
  rewarded by their time with the Keeper. The 
  results of the adventure will make there way to the 
  society one way or another. 
   
  The End. (The series continues in NYR6-09) 
   
  NYR6-M01 A Lament in Entrell 
   
  Page 14 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives plus roleplaying) to each 
  character. 
   
  Encounter 3 
  Defeat the Raiders 
  APL 2 
  75 XP 
  APL 4 
  105 XP 
  APL 6 
  135 XP 
  APL 8 
  165 XP 
   
  Encounter 4 
  Defeat the Animated Guardians 
  APL 2 
  30 XP 
  APL 4 
  60 XP 
  APL 6 
  90 XP 
  APL 8 
  120 XP 
   
  Encounter 6 
  Defeat the Jackal Lord 
  APL 2 
  75 XP 
  APL 4 
  105 XP 
  APL 6 
  135 XP 
  APL 8 
  165 XP 
   
  Story Award 
  The PCs found the lair of the raiders and lived to 
  report about it: 
  APL 2 
  25 XP 
  APL 4 
  37 XP 
  APL 6 
  50 XP 
  APL 8 
  62 XP 
   
  Discretionary roleplaying award 
  APL 2 
  20 XP 
  APL 4 
  30 XP 
  APL 6 
  40 XP 
  APL 8 
  50 XP 
   
  Total possible experience: 
  APL 2 
  225 XP 
  APL 4 
  337 XP 
  APL 6 
  450 XP 
  APL 8 
  562 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. 
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. 
   
  Encounter 3: 
   
  APL 2: Loot: 180 gp; Coin: 8 gp; Magic: 168 
  gp – dust of tracelessness (21 gp each), elixir of 
  sneaking (21 gp each), Quaal’s feather token: 
  whip (42 gp each), four scrolls of magic missile 
  (CL1) (2 gp each), spellbook (76 gp each). 
   
  APL 4: Loot: 171 gp; Coin: 8 gp; Magic: 456 
  gp – chain shirt +1 (104 gp each), chainmail +1 
  (108 gp each), dust of tracelessness (21 gp each), 
  elixir of sneaking (21 gp each), Quaal’s feather 
  NYR6-M01 A Lament in Entrell 
   
  Page 15 
  
  token: whip (42 gp each), four scrolls of magic 
  missile (CL3) (6 gp each), spellbook (135 gp 
  each). 
   
  APL 6: Loot: 194 gp; Coin: 8 gp; Magic: 1355 
  gp – amulet of natural armor +1 (167 gp each), 
  bracers of armor +2 (333 gp each), chain shirt +1 
  (104 gp each), chainmail +1 (108 gp each), dust of 
  tracelessness (21 gp each), elixir of sneaking (21 
  gp each), heavy steel shield +1 (98 gp each), 
  Quaal’s feather token: whip (42 gp each), four 
  scrolls of magic missile (CL5) (10 gp each), short 
  sword +1 (193 gp each), spellbook (225 gp each) 
   
  APL 8: Loot: 110 gp; Coin: 8 gp; Magic: 2791 
  gp – amulet of natural armor +1 (167 gp each), 
  battleaxe +1 (193 gp each), bracers of armor +2 
  (333 gp each), chain shirt +1 (104 gp each), 
  chainmail +1 (108 gp each), dire flail +1 (391 gp 
  each) (dust of tracelessness (21 gp each), elixir of 
  sneaking (21 gp each), elvencraft shortbow +1 
  (194 gp each), headband of intellect +2 (333 gp 
  each), heavy steel shield +1 (98 gp each), Quaal’s 
  feather token: whip (42 gp each), ring of protection 
  +1 (167 gp), four scrolls of magic missile (CL7) (15 
  gp each), short sword +1 (193 gp each), spellbook 
  (368 gp each) 
   
  Encounter 6: 
   
  APL 2: Loot: 3 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 4: Loot: 53 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 6: Loot: 21 gp; Coin: 0 gp; Magic: 579 gp 
  – scimitar +1 (193 gp each) 
   
  APL 8: Loot: 42 gp; Coin: 0 gp; Magic: 1105 
  gp – ring of protection +1 (167gp each), scimitar 
  +1 (193 gp each) 
   
  Conclusion: 
  ALL APL: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp 
   
  Total Possible Treasure 
   
  APL 2: Loot: 183 gp; Coin: 8 gp; Magic: 168 
  gp; Total: 359 gp 
   
  APL 4: Loot: 224 gp; Coin: 8 gp; Magic: 456 
  gp; Total: 688 gp 
   
  APL 6: Loot: 215 gp; Coin: 8 gp; Magic: 1934 
  gp; Total: 2157 gp 
   
  APL 8: Loot: 152 gp; Coin: 8 gp; Magic: 3896 
  gp; Total: 4056 gp 
   
   
   
  NYR6-M01 A Lament in Entrell 
   
  Page 16 
  
  APPENDIX 2: APL 2
  Encounter 3: The Raiding of Firasel 
  Raider Fighter: male human (Oeridian/Suel) 
  fighter 1; CR 1; Medium Humanoid; HD 1d10+2; 
  hp 9; Init +1; Spd 20 ft.; AC 18 (+1 Dex, +5 
  armor, +2 shield), touch 11, flat-footed 17; Base 
  Atk +1; Grp +3; 
   
  Atk +4 melee [1d8+2/x3, battleaxe] or +2 
  ranged [1d6+2, throwing axe] or +2 ranged 
  [1d8/19-20, crossbow]; 
   
  Full Atk +4 melee [1d8+2/x3, battleaxe] or 
  +2 ranged [1d6+2, throwing axe] or +2 ranged 
  [1d8/19-20, crossbow]; 
   
  AL CN; SV Fort +4, Ref +1, Will +1; Str 15, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb -3, Handle Animal 
  +1, Intimidate +1, Jump -3, Ride +5; Combat 
  Reflexes (human), Power Attack (1st), Weapon 
  Focus (battleaxe) (Ftr1). 
   
  Languages: Common 
   
  Possessions: 26 gp, chainmail, heavy 
  wooden shield, battleaxe, throwing axe (2), light 
  crossbow w/10 bolts, traveler’s outfit, riding 
  horse/saddle, dust of tracelessness. 
   
  Physical Description: Tattoo on left inside 
  wrist (see Player Handout #2). 
   
  Raider Barbarian: male human (Oeridian/Flan) 
  barbarian 1; CR 1; Medium Humanoid; HD 
  1d12+2; hp 11; Init +2; Spd 40 ft.; AC 16 (+2 
  Dex, +4 armor), touch 12, flat-footed 14; Base 
  Atk +1; Grp +2; 
   
  Atk +3 melee [1d8+1, masterwork dire flail]; 
   
  Full 
  Atk 
  +1/+1 
  melee 
  [1d8+1/1d8+1, 
  masterwork dire flail]; 
   
  SQ Fast movement, illiteracy, rage (1/day); 
   
  AL CN; SV Fort +4, Ref +2, Will +1; Str 13, 
  Dex 15, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +4, Handle Animal 
  +3, Intimidate +3, Listen +5, Survival +5; Exotic 
  Weapon (dire flail) (human), Two-Weapon 
  Fighting (1st). 
   
  Languages: Common. 
   
  Possessions: 
  Masterwork 
  chain 
  shirt, 
  masterwork dire flail, backpack (with looted 
  silverware, jewelry, 23 gp, and 34 sp), riding 
  horse/saddle, traveler’s outfit. 
   
  Physical Description: Tattoo on left inside 
  wrist (see Player Handout #2). 
   
   
  Power-Up Suite: (Rage); hp 13; AC 14 (+2 
  Dex, +4 armor, -2 rage), touch 10, flat-footed 12; 
  Grp +4; 
   
  Atk +5 melee [1d8+4, masterwork dire flail]; 
   
  Full 
  Atk 
  +3/+3 
  melee 
  [1d8+3/1d8+1, 
  masterwork dire flail]; 
   
  SV Fort +6, Ref +2, Will +3; Str 17, Dex 15, 
  Con 18, Int 10, Wis 12, Cha 8. 
   
  Rage lasts for 7 rounds, and then the barbarian 
  is fatigued. 
   
  Raider Rogue: male human (Oeridian/Flan) 
  rogue 2; CR 2; Medium Humanoid; HD 2d6+2; 
  hp 11; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 
  armor), touch 12, flat-footed 14; Base Atk +1; 
  Grp +1; 
   
  Atk +3 melee [1d6/19-20, short sword] or +3 
  ranged [1d6+1/x3 extra point is fire and Reflex 
  DC 15 or catch on fire, elvencraft shortbow] or 
  +1 melee [1d6, elvencraft shortbow as club]; 
   
  Full Atk +3 melee [1d6/19-20, short sword] 
  or +3 ranged [1d6+1/x3 extra point is fire and 
  Reflex DC 15 or catch on fire, elvencraft 
  shortbow] or +1 melee [1d6, elvencraft shortbow 
  as club]; 
   
  SA Sneak attack (+1d6); SQ Evasion, 
  trapfinding; 
   
  AL CN; SV Fort +1, Ref +5, Will +1; Str 10, 
  Dex 15, Con 13, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +4, Decipher Script 
  +7, Disable Device +7, Hide +6, Intimidate +6, 
  Knowledge (local) +4, Listen +4, Move Silently 
  +6, Open Locks +7, Search +7, Spot +6, Tumble 
  +6. 
  Combat 
  Expertise 
  (human), 
  Weapon 
  Finesse (1st). 
   
  Languages: Common, Elven, Old Oeridian. 
   
  Possessions: 
  Masterwork 
  chain 
  shirt, 
  elvencraft shortbow, dragonsbreath arrows (20), 
  short sword, riding horse/saddle, traveler’s outfit, 
  elixir of sneaking. 
   
  Physical Description: Tattoo on left inside 
  wrist (see Player Handout #2). 
   
  Raider 
  Wizard: 
  male 
  human 
  (Oeridian/Baklunish) wizard 2; CR 2; Medium 
  Humanoid; HD 2d4+2; hp 8; Init +2; Spd 30 ft.; 
  AC 12 (+2 Dex), touch 12, flat-footed 10; Base 
  Atk +1; Grp +0; 
   
  Atk +0 melee [1d4-1/19-20, dagger]; 
   
  Full Atk +0 melee [1d4-1/19-20, dagger]; 
   
  SA Spells; 
   
  SQ Familiar (weasel), specialized school 
  (enchantment); 
   
  AL CN; SV Fort +1, Ref +4, Will +4; Str 8, 
  Dex 14, Con 12, Int 15, Wis 13, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +6, 
  Decipher Script +6, Knowledge (arcane) +6, 
  NYR6-M01 A Lament in Entrell 
   
  Page 17 
  
  Knowledge (planes) +5, Knowledge (religion) 
  +6, Listen +3, Spellcraft +7, Spot +3; Alertness 
  (Wiz1, 
  Familiar), 
  Greater 
  Spell 
  Focus 
  (Enchantment) (1st), Scribe Scroll (Wiz1), Spell 
  Focus (Enchantment) (human). 
   
  Languages: Common, Draconic, Baklunish. 
   
  Spells Prepared (5/4; base DC = 12 + spell 
  level, *Enchantment base DC = 14 + spell level: 
  0—[acid splash, *daze (2), detect magic, 
  resistance]; 1st—[alarm, *hypnotism, shocking 
  grasp, *sleep]. 
   
  Spellbook: 0—[acid splash, daze, detect 
  magic, 
  resistance]; 
  1st—[alarm, 
  hypnotism, 
  magic missile, sleep, shocking grasp]. 
   
  Possessions: Dagger, spell pouch (2), 
  spellbook, 
  traveler’s 
  outfit, 
  riding 
  horse 
  w/saddle, Quaal’s feather token (whip), scroll of 
  magic missile (CL 1) (4). 
   
  Physical Description: Tattoo on left inside 
  wrist (see Player Handout #2). 
   
  Weasel Familiar (not statted) 
   
  Encounter 6: The Jackal 
  Jackalwere: CR 2; Medium Magical Beast 
  [Shapechanger]; HD 4d8+8; hp 32; Init +2; Spd 
  40 ft. as jackal; 30 ft. as humanoid or hybrid; AC 
  17 (+1 size, +3 Dex, +3 natural), touch 14, flat-
  footed 14; 16 (+3 Dex, +3 natural) as hybrid, 
  touch 13, flat-footed 13; 15 (+3 Dex, +2 natural) 
  as humanoid, touch 13, flat-footed 12; Base Atk 
  +4; Grp +1 Small or +5 Medium-size; 
   
  Atk +5 melee [1d4+1, Bite] as jackal or +5 
  melee [1d6+1, Bite] as hybrid or +5 melee 
  [1d6+1/18-20, scimitar] as humanoid; 
   
  Atk +5 melee [1d4+1, Bite] as jackal or +5 
  melee [1d6+1, Bite] and +0 melee [1d6/18-20, 
  scimitar] as hybrid or +5 melee [1d6+1/18-20, 
  scimitar] as humanoid; 
   
  SA Sleep gaze; SQ Alternate form, damage 
  reduction 5/iron, darkvision 60 ft., low-light 
  vision; 
   
  AL CE; SV Fort +6, Ref +7, Will +3; Str 13, 
  Dex 16, Con 15, Int 11, Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +3, Disguise +3*, 
  Listen +5, Sense Motive +3, Spot +5; Alertness, 
  Dodge. 
   
  Possessions: Scimitar 
   
   
  Sleep Gaze (Su): Anyone within 30 feet of a 
  jackalwere (in any of its forms) that meets the 
  creature’s gaze must succeed on a Will saving 
  throw (DC 13) or fall asleep for 5 minutes. 
  Jackalweres are immune to their own gaze 
  attacks and to those of others of their kind. 
  Creatures engaged in combat receive a +4 
  bonus on their saving throws. 
   
  Alternate Form (Su): A jackalwere can shift 
  form as a standard action as though using the 
  polymorph spell. Equipment a jackalwere in 
  human or hybrid form is wearing or carrying 
  transforms to become part of its jackal form, and 
  magic items cease functioning while it remains 
  in this form. In hybrid form, a jackalwere can 
  wear light or medium armor without modification 
  but 
  wearing 
  heavy 
  armor 
  is 
  impossible. 
  Equipment a jackalwere in human form is 
  wearing or carrying does not transform when it 
  assumes hybrid form. When a jackalwere in the 
  animal form assumes hybrid form its equipment 
  returns to normal form and magic items resume 
  functioning. 
   
  Skills: *In jackal form, a jackalwere is 
  effectively disguised as an animal, gaining a +10 
  bonus on Disguise checks while in this form. 
   
  Dire Jackal; CR 2; Large Animal; HD 4d8+8; hp 
  26; Init +2; Spd 60 ft.; AC 13 (-1 size, +2 Dex, 
  +2 natural), touch 11, flat-footed 11; Base Atk 
  +3; Grp +12; 
   
  Atk Bite +7 melee [1d6+5]; 
   
  Full Atk Bite +7 melee [1d6+5]; 
   
  Space/Reach 10ft./5ft.; SA Trip; SQ Low-
  light vision, scent; 
   
  AL Always Neutral; SV Fort +6, Ref +6, Will 
  +5; Str 20, Dex 14, Con 15, Int 2, Wis 13, Cha 8. 
   
  Skills and Feats: Jump +10, Listen +5, Spot 
  +5, Survival +3*. Alertness, Track. 
   
   
  Trip (Ex): A dire jackal that hits with a bite 
  attack can attempt to trip its opponent (+9 check 
  modifier) as a free action without making a touch 
  attack or provoking attacks of opportunity. If the 
  attempt fails, the opponent cannot react to trip 
  the dire jackal. 
   
  Skills: Dire jackals have a +4 racial bonus 
  on Jump checks. *Jackals have a +4 racial 
  bonus on Survival checks when tracking by 
  scent. 
   
   
  NYR6-M01 A Lament in Entrell 
   
  Page 18 
  
  APPENDIX 3: APL 4 
  Encounter 3: The Raiding of Firasel 
  Raider Fighter: male human (Oeridian/Suel) 
  fighter 3; CR 3; Medium Humanoid; HD 3d10+6; 
  hp 28; Init +1; Spd 20 ft.; AC 19 (+1 Dex, +6 
  armor, +2 shield), touch 11, flat-footed 18; Base 
  Atk +3; Grp +5; 
   
  Atk +6 melee [1d8+2/x3, battleaxe] or +4 
  ranged [1d6+2, throwing axe] or +4 ranged 
  [1d8/19-20, crossbow]; 
   
  Full Atk +6 melee [1d8+2/x3, battleaxe] or 
  +4 ranged [1d6+2, throwing axe] or +4 ranged 
  [1d8/19-20, crossbow]; 
   
  AL CN; SV Fort +5, Ref +2, Will +2; Str 15, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +0, Handle Animal 
  +3, Intimidate +2, Jump -2, Ride +6; Blind-Fight 
  (3rd), Cleave (Ftr2), Combat Reflexes (human), 
  Power Attack (1st), Weapon Focus (battleaxe) 
  (Ftr1). 
   
  Languages: Common 
   
  Possessions: 26 gp, heavy wooden shield, 
  battleaxe, throwing axe (2), light crossbow w/10 
  bolts, traveler’s outfit, riding horse/saddle, 
  chainmail +1, dust of tracelessness. 
   
  Physical Description: Tattoo on left inside 
  wrist (see Player Handout #2). 
   
  Raider Barbarian: male human (Oeridian/Flan) 
  barbarian 3; CR 3; Medium Humanoid; HD 
  3d12+6; hp 33; Init +2; Spd 40 ft.; AC 17 (+2 
  Dex, +5 armor), touch 12, flat-footed 15; Base 
  Atk +3; Grp +4; 
   
  Atk +5 melee [1d8+1, masterwork dire flail]; 
   
  Full 
  Atk 
  +3/+3 
  melee 
  [1d8+1/1d8+1, 
  masterwork dire flail]; 
   
  SQ Fast movement, illiteracy, rage (1/day), 
  trap sense (+1), uncanny dodge; 
   
  AL CN; SV Fort +5, Ref +3, Will +2; Str 13, 
  Dex 15, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +6, Handle Animal 
  +5, Intimidate +5, Listen +7, Ride +4, Survival 
  +7; Endurance (3rd), Exotic Weapon (dire flail) 
  (human), Two-Weapon Fighting (1st). 
   
  Languages: Common. 
   
  Possessions: 
  Masterwork 
  dire 
  flail, 
  backpack (with looted silverware, jewelry, 23 gp, 
  and 34 sp), riding horse/saddle, traveler’s outfit, 
  chain shirt +1. 
   
  Physical Description: Tattoo on left inside 
  wrist (see Player Handout #2). 
   
   
  Power-Up Suite: (Rage); hp 39; AC 15 (+2 
  Dex, +5 armor, -2 rage), touch 10, flat-footed 13; 
  Grp +6; 
   
  Atk +7 melee [1d8+4, masterwork dire flail]; 
   
  Full 
  Atk 
  +5/+5 
  melee 
  [1d8+3/1d8+1, 
  masterwork dire flail]; 
   
  SV Fort +7, Ref +3, Will +4; Str 17, Dex 15, 
  Con 18, Int 10, Wis 12, Cha 8. 
   
  Rage lasts for 7 rounds, and then the barbarian 
  is fatigued. 
   
  Raider Rogue: male human (Oeridian/Flan) 
  rogue 3; CR 3; Medium Humanoid; HD 3d6+3; 
  hp 16; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 
  armor), touch 12, flat-footed 14; Base Atk +2; 
  Grp +2; 
   
  Atk +5 melee [1d6/19-20, short sword] or +4 
  ranged [1d6+1/x3 extra point is fire and Reflex 
  DC 15 or catch on fire, elvencraft shortbow] or 
  +2 melee [1d6, elvencraft shortbow as club]; 
   
  Full Atk +5 melee [1d6/19-20, short sword] 
  or +4 ranged [1d6+1/x3 extra point is fire and 
  Reflex DC 15 or catch on fire, elvencraft 
  shortbow] or +2 melee [1d6, elvencraft shortbow 
  as club]; 
   
  SA Sneak attack (+2d6); SQ Evasion, trap 
  sense (+1), trapfinding; 
   
  AL CN; SV Fort +2, Ref +5, Will +2; Str 10, 
  Dex 15, Con 13, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +6, Decipher Script 
  +9, Disable Device +9, Hide +8, Intimidate +8, 
  Knowledge (local) +5, Listen +5, Move Silently 
  +8, Open Locks +9, Search +9, Spot +8, Tumble 
  +8. Combat Expertise (human), Improved Feint 
  (3rd), Weapon Finesse (1st). 
   
  Languages: Common, Elven, Old Oeridian. 
   
  Possessions: 
  Masterwork 
  chain 
  shirt, 
  elvencraft shortbow, dragonsbreath arrows (20), 
  masterwork short sword, riding horse/saddle, 
  traveler’s outfit, elixir of sneaking. 
   
  Physical Description: Tattoo on left inside 
  wrist (see Player Handout #2). 
   
  Raider 
  Wizard: 
  male 
  human 
  (Oeridian/Baklunish) wizard 3; CR 3; Medium 
  Humanoid; HD 3d4+3; hp 12; Init +2; Spd 30 ft.; 
  AC 12 (+2 Dex), touch 12, flat-footed 10; Base 
  Atk +1; Grp +0; 
   
  Atk +0 melee [1d4-1/19-20, dagger]; 
   
  Full Atk +0 melee [1d4-1/19-20, dagger]; 
   
  SA Spells; 
   
  SQ Familiar (weasel), specialized school 
  (enchantment); 
   
  AL CN; SV Fort +2, Ref +5, Will +4; Str 8, 
  Dex 14, Con 12, Int 15, Wis 13, Cha 10. 
  NYR6-M01 A Lament in Entrell 
   
  Page 19 
  
   
  Skills 
  and 
  Feats: 
  Concentration 
  +7, 
  Decipher Script +6, Knowledge (arcane) +7, 
  Knowledge (planes) +7, Knowledge (religion) 
  +6, Listen +3, Spellcraft +10, Spot +3; Alertness 
  (Wiz1, Familiar), Eschew Materials (3rd), Greater 
  Spell Focus (Enchantment) (1st), Scribe Scroll 
  (Wiz1), Spell Focus (Enchantment) (human). 
   
  Languages: Common, Draconic, Baklunish. 
   
  Spells Prepared (5/4/3; base DC = 12 + 
  spell level, *Enchantment base DC = 14 + spell 
  level: 0—[acid splash, *daze (2), detect magic, 
  resistance]; 1st—[alarm, *hypnotism, shocking 
  grasp, 
  *sleep]; 
  2nd—[Melf’s 
  acid 
  arrow, 
  scorching ray, *Tasha’s hideous laughter]. 
   
  Spellbook: 0—[acid splash, daze, detect 
  magic, 
  resistance]; 
  1st—[alarm, 
  hypnotism, 
  magic missile, shield, sleep, shocking grasp]; 
  2nd—[Melf’s acid arrow, scorching ray, Tasha’s 
  hideous laughter]. 
   
  Possessions: Dagger, spell pouch (2), 
  spellbook, 
  traveler’s 
  outfit, 
  riding 
  horse 
  w/saddle, Quaal’s feather token (whip), scroll of 
  magic missile (CL 3) (4). 
   
  Physical Description: Tattoo on left inside 
  wrist (see Player Handout #2). 
   
  Weasel Familiar (not statted) 
   
  Encounter 6: The Jackal 
  Advanced Jackalwere: CR 4; Medium Magical 
  Beast [Shapechanger] rogue 2; HD 6d8+12; hp 
  48; Init +6; Spd 40 ft. as jackal; 30 ft. as 
  humanoid or hybrid; AC 17 (+1 size, +3 Dex, +3 
  natural), touch 14, flat-footed 14; 16 (+3 Dex, +3 
  natural) as hybrid, touch 13, flat-footed 13; 15 
  (+3 Dex, +2 natural) as humanoid, touch 13, flat-
  footed 12; Base Atk +5; Grp +3 Small or +7 
  Medium-size; 
   
  Atk +7 melee [1d4+3, Bite] as jackal or +7 
  melee [1d6+3, Bite] as hybrid or +8 melee 
  [1d6+3/18-20, 
  masterwork 
  scimitar] 
  as 
  humanoid; 
   
  Atk +7 melee [1d4+3, Bite] as jackal or +7 
  melee [1d6+3, Bite] and +3 melee [1d6+1/18-20, 
  masterwork scimitar] as hybrid or +8 melee 
  [1d6+3/18-20, 
  masterwork 
  scimitar] 
  as 
  humanoid; 
   
  SA Sleep gaze, sneak attack (+1d6); SQ 
  Alternate 
  form, 
  damage 
  reduction 
  5/iron, 
  darkvision 60 ft., evasion, low-light vision, 
  trapfinding; 
   
  AL CE; SV Fort +6, Ref +10, Will +3; Str 14, 
  Dex 16, Con 15, Int 11, Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +3, Disguise +5*, 
  Hide +8, Listen +5, Move Silently +8, Sense 
  Motive +3, Spot +5, Tumble +7; Alertness, 
  Dodge, Improved Initiative (6 HD). 
   
  Possessions: Masterwork scimitar 
   
   
  Sleep Gaze (Su): Anyone within 30 feet of a 
  jackalwere (in any of its forms) that meets the 
  creature’s gaze must succeed on a Will saving 
  throw (DC 13) or fall asleep for 5 minutes. 
  Jackalweres are immune to their own gaze 
  attacks and to those of others of their kind. 
  Creatures engaged in combat receive a +4 
  bonus on their saving throws. 
   
  Alternate Form (Su): A jackalwere can shift 
  form as a standard action as though using the 
  polymorph spell. Equipment a jackalwere in 
  human or hybrid form is wearing or carrying 
  transforms to become part of its jackal form, and 
  magic items cease functioning while it remains 
  in this form. In hybrid form, a jackalwere can 
  wear light or medium armor without modification 
  but 
  wearing 
  heavy 
  armor 
  is 
  impossible. 
  Equipment a jackalwere in human form is 
  wearing or carrying does not transform when it 
  assumes hybrid form. When a jackalwere in the 
  animal form assumes hybrid form its equipment 
  returns to normal form and magic items resume 
  functioning. 
   
  Skills: *In jackal form, a jackalwere is 
  effectively disguised as an animal, gaining a +10 
  bonus on Disguise checks while in this form. 
   
  Dire Jackal; CR 2; Large Animal; HD 4d8+8; hp 
  26; Init +2; Spd 60 ft.; AC 13 (-1 size, +2 Dex, 
  +2 natural), touch 11, flat-footed 11; Base Atk 
  +3; Grp +12; 
   
  Atk Bite +7 melee [1d6+5]; 
   
  Full Atk Bite +7 melee [1d6+5]; 
   
  Space/Reach 10ft./5ft.; SA Trip; SQ Low-
  light vision, scent; 
   
  AL Always Neutral; SV Fort +6, Ref +6, Will 
  +5; Str 20, Dex 14, Con 15, Int 2, Wis 13, Cha 8. 
   
  Skills and Feats: Jump +10, Listen +5, Spot 
  +5, Survival +3*. Alertness, Track. 
   
   
  Trip (Ex): A dire jackal that hits with a bite 
  attack can attempt to trip its opponent (+9 check 
  modifier) as a free action without making a touch 
  attack or provoking attacks of opportunity. If the 
  attempt fails, the opponent cannot react to trip 
  the dire jackal. 
   
  Skills: Dire jackals have a +4 racial bonus 
  on Jump checks. *Jackals have a +4 racial 
  bonus on Survival checks when tracking by 
  scent. 
   
   
  NYR6-M01 A Lament in Entrell 
   
  Page 20 
  
  APPENDIX 4: APL 6 
  Encounter 3: The Raiding of Firasel 
  Raider Fighter: male human (Oeridian/Suel) 
  fighter 5; CR 5; Medium Humanoid; HD 
  5d10+10; hp 47; Init +1; Spd 20 ft.; AC 20 (+1 
  Dex, +6 armor, +3 shield), touch 11, flat-footed 
  19; Base Atk +5; Grp +8; 
   
  Full Atk +10 melee [1d8+5/x3, masterwork 
  battleaxe] or +6 ranged [1d6+3, throwing axe] or 
  +6 ranged [1d8/19-20, crossbow]; 
   
  AL CN; SV Fort +6, Ref +2, Will +2; Str 16, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +3, Handle Animal 
  +4, Intimidate +4, Jump +2, Ride +6; Blind-Fight 
  (3rd), Cleave (Ftr2), Combat Reflexes (human), 
  Power Attack (1st), Weapon Focus (battleaxe) 
  (Ftr1), Weapon Specialization (battleaxe) (Ftr4). 
   
  Languages: Common 
   
  Possessions: 26 gp, masterwork battleaxe, 
  throwing axe (2), light crossbow w/10 bolts, 
  traveler’s outfit, riding horse/saddle, chainmail 
  +1, dust of tracelessness, heavy steel shield +1. 
   
  Physical Description: Tattoo on left inside 
  wrist (see Player Handout #2). 
   
  Raider Barbarian: male human (Oeridian/Flan) 
  barbarian 5; CR 5; Medium Humanoid; HD 
  5d12+10; hp 55; Init +2; Spd 40 ft.; AC 18 (+2 
  Dex, +1 natural, +5 armor), touch 12, flat-footed 
  16; Base Atk +5; Grp +7; 
   
  Atk +8 melee [1d8+3, masterwork dire flail]; 
   
  Full 
  Atk 
  +6/+6 
  melee 
  [1d8+2/1d8+1, 
  masterwork dire flail]; 
   
  SQ Fast movement, illiteracy, improved 
  uncanny dodge, rage (2/day), trap sense (+1), 
  uncanny dodge; 
   
  AL CN; SV Fort +6, Ref +3, Will +2; Str 14, 
  Dex 15, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +9, Handle Animal 
  +7, Intimidate +7, Listen +9, Ride +4, Survival 
  +9; Endurance (3rd), Exotic Weapon (dire flail) 
  (human), Two-Weapon Fighting (1st). 
   
  Languages: Common. 
   
  Possessions: 
  Masterwork 
  dire 
  flail, 
  backpack (with looted silverware, jewelry, 23 gp, 
  and 34 sp), riding horse/saddle, traveler’s outfit, 
  amulet of natural armor +1 (in the shape of a 
  jackal’s head), chain shirt +1. 
   
  Physical Description: Tattoo on left inside 
  wrist (see Player Handout #2), wearing an 
  amulet in the shape of a jackal’s head (see 
  possessions). 
   
   
  Power-Up Suite: (Rage); hp 65; AC 16 (+2 
  Dex, +1 natural, +5 armor, -2 rage), touch 10, 
  flat-footed 14; Grp +9; 
   
  Atk +10 melee [1d8+6, masterwork dire 
  flail]; 
   
  Full 
  Atk 
  +8/+8 
  melee 
  [1d8+4/1d8+2, 
  masterwork dire flail]; 
   
  SV Fort +8, Ref +3, Will +4; Str 18, Dex 15, 
  Con 18, Int 10, Wis 12, Cha 8. 
   
  Rage lasts for 7 rounds, and then the barbarian 
  is fatigued. 
   
  Raider Rogue: male human (Oeridian/Flan) 
  rogue 5; CR 5; Medium Humanoid; HD 5d6+5; 
  hp 27; Init +3; Spd 30 ft.; AC 17 (+3 Dex, +4 
  armor), touch 13, flat-footed 14; Base Atk +3; 
  Grp +3; 
   
  Atk +7 melee [1d6+1/19-20, short sword +1] 
  or +6 ranged [1d6+1/x3 extra point is fire and 
  Reflex DC 15 or catch on fire, elvencraft 
  shortbow] or +3 melee [1d6, elvencraft shortbow 
  as club]; 
   
  Full Atk +7 melee [1d6+1/19-20, short sword 
  +1] or +6 ranged [1d6+1/x3 extra point is fire 
  and Reflex DC 15 or catch on fire, elvencraft 
  shortbow] or +3 melee [1d6, elvencraft shortbow 
  as club]; 
   
  SA Sneak attack (+3d6); SQ Evasion, trap 
  sense (+1), trapfinding, uncanny dodge; 
   
  AL CN; SV Fort +2, Ref +7, Will +2; Str 10, 
  Dex 16, Con 13, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +8, Decipher Script 
  +11, Disable Device +11, Hide +10, Intimidate 
  +10, Knowledge (local) +6, Listen +6, Move 
  Silently +11, Open Locks +11, Search +11, Spot 
  +10, Tumble +11. Combat Expertise (human), 
  Improved Feint (3rd), Weapon Finesse (1st). 
   
  Languages: Common, Elven, Old Oeridian. 
   
  Possessions: 
  Masterwork 
  chain 
  shirt, 
  elvencraft shortbow, dragonsbreath arrows (20), 
  short sword +1, riding horse/saddle, traveler’s 
  outfit, elixir of sneaking. 
   
  Physical Description: Tattoo on left inside 
  wrist (see Player Handout #2). 
   
  Raider 
  Wizard: 
  male 
  human 
  (Oeridian/Baklunish) wizard 5; CR 5; Medium 
  Humanoid; HD 5d4+5; hp 20; Init +2; Spd 30 ft.; 
  AC 14 (+2 Dex, +2 armor), touch 12, flat-footed 
  12; Base Atk +2; Grp +1; 
   
  Atk +2 melee [1d4-1/19-20, masterwork 
  dagger]; 
  NYR6-M01 A Lament in Entrell 
   
  Page 21 
  
   
  Full Atk +2 melee [1d4-1/19-20, masterwork 
  dagger]; 
   
  SA Spells; 
   
  SQ Familiar (weasel), specialized school 
  (enchantment); 
   
  AL CN; SV Fort +2, Ref +5, Will +5; Str 8, 
  Dex 14, Con 12, Int 16, Wis 13, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +9, 
  Decipher Script +8, Knowledge (arcane) +10, 
  Knowledge (planes) +10, Knowledge (religion) 
  +10, Listen +3, Spellcraft +13, Spot +3; 
  Alertness (Wiz1, Familiar), Eschew Materials 
  (3rd), Greater Spell Focus (Enchantment) (1st), 
  Scribe Scroll (Wiz1), Spell Focus (Enchantment) 
  (human), Still Spell (Wiz5). 
   
  Languages: Common, Draconic, Baklunish. 
   
  Spells Prepared (5/5/4/3; base DC = 13 + 
  spell level, *Enchantment base DC = 15 + spell 
  level: 0—[acid splash, *daze (2), detect magic, 
  resistance]; 1st—[alarm, *hypnotism, magic 
  missile 
  (2), 
  shield]; 
  2nd—[*daze 
  monster, 
  scorching ray, shocking grasp (stilled), *Tasha’s 
  hideous laughter]; 3rd—[*deep slumber, fireball, 
  *hold person]. 
   
  Spellbook: 0—[acid splash, daze, detect 
  magic, 
  resistance]; 
  1st—[alarm, 
  hypnotism, 
  magic missile, shield, shocking grasp, sleep]; 
  2nd—[daze 
  monster, 
  Melf’s 
  acid 
  arrow, 
  scorching ray, Tasha’s hideous laughter]; 3rd—
  [deep slumber, fireball, hold person]. 
   
   
  Possessions: 
  Masterwork dagger, spell 
  pouch (2), spellbook, traveler’s outfit, riding 
  horse w/saddle, bracers of armor +2, Quaal’s 
  feather token (whip), scroll of magic missile (CL 
  5) (4). 
   
  Physical Description: Tattoo on left inside 
  wrist (see Player Handout #2). 
   
  Weasel Familiar (not statted) 
   
  Encounter 4: The Entrance in the 
  Anodan 
   
  Caryatid Column Animated Guard: CR 6; 
  Medium Construct; HD 6d10+20; hp 60; Init +3; 
  Spd 30 ft.; AC 22 (+3 Dex, +9 natural), touch 13, 
  flat-footed 19; Base Atk +4; Grp +9; 
   
  Atk +12 melee (two-handed) [1d10+9/19-20, 
  +2 bastard sword], or +9 melee [1d4+7, slam]; 
   
  Full 
  Atk 
  +12 
  melee 
  (two-handed) 
  [1d10+9/19-20, +2 bastard sword], +12 melee 
  (one-handed) [1d10+7/19-20, +2 bastard sword] 
  and +9 melee [1d4+2, slam], or +9 melee 
  [1d4+7, 2 slams]; 
   
  SQ Break weapon, column form, construct 
  traits, hardness 8, magic weapon; 
   
  AL Neutral; SV Fort +2, Ref +5, Will -3; Str 
  20, Dex 16, Con -, Int 6, Wis 1, Cha 1. 
   
  Skills and Feats: Diplomacy -3, Sense 
  Motive +4; Improved Sunder, Power Attack, 
  Weapon Focus (bastard sword)B. 
   
  Break Weapon (Su): A caryatid column is 
  imbued with a supernatural defense against 
  weapon attacks. Whenever a creature strikes a 
  caryatid column with a melee weapon, the 
  weapon must succeed on a Fortitude save (DC 
  13) or break and become useless dealing no 
  damage to the caryatid column. As usual, a 
  magic weapon uses either the wielder’s save 
  bonus or its own save bonus, whichever is 
  better. 
   
  Nonmagic ranged weapons automatically 
  shatter upon hitting the caryatid column, dealing 
  no damage. Magic ranged weapons receive a 
  Fortitude save (DC 13) to resist this effect. 
   
  Column Form (Ex): When at rest (not 
  commanded, or waiting to fulfill a command), a 
  caryatid column takes the form of a simple 
  column of stone. This column is about 2 feet in 
  diameter, and it extends up to the ceiling of the 
  chamber or to a height of 25 feet, which is less. 
  Unless 
  commanded 
  otherwise, 
  a 
  caryatid 
  column remains in this form until attacked, and it 
  even allows creatures to climb it (Climb check 
  DC 15). 
   
  A caryatid column in column form looks like 
  a pillar in most respects. It does not radiate 
  magic, and true seeing does not reveal its 
  humanoid form. Careful examination of the 
  column (Search check DC 25) reveals very faint 
  and distorted lines that make the pillar resemble 
  a 
  woman 
  with 
  a 
  sword. 
  Anyone 
  who 
  successfully makes a Knowledge (architecture 
  and engineering) check (DC 12) notes that the 
  column serves no structural purpose since it 
  bears none of the ceiling’s weight. A close 
  examination of the top of the column (Search 
  check DC 15) or a keen eye (Spot check DC 20) 
  shows that the column is not cemented or joined 
  to the ceiling. Dwarves and other creatures with 
  stonecutting receive a free Search check as 
  though actively looking when they pass within 
  10 feet of a caryatid column. 
   
  Changing form is a free action, and a 
  caryatid column can change once per round. 
   
  Construct Traits: A caryatid column is 
  immune to mind-affecting effects, and to poison, 
  sleep, 
  paralysis, 
  stunning, 
  disease, 
  death 
  effects, necromantic effects, and any effect that 
  requires a Fortitude save unless is also works 
  NYR6-M01 A Lament in Entrell 
   
  Page 22 
  
  on objects. The creature is not subject to critical 
  hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive 
  damage. It cannot heal itself but can be healed 
  through 
  repair. 
  It 
  cannot 
  be 
  raised 
  or 
  resurrected. A caryatid column has darkvision 
  (60-foot range). 
   
  Hardness (Ex): Like an animated object 
  made of stone, a caryatid column has a 
  hardness of 8. 
   
  Magic Weapon: A magic weapon is 
  incorporated into a caryatid column at the time 
  of its creation. This weapon, usually a +2 
  bastard sword, functions in all respects like a 
  normal magic weapon of its type, with one 
  exception: Whenever it is out of out of the 
  caryatid column’s hands, it reverts to stone and 
  become a nonmagical sculpture. Should the 
  caryatid column then pick up weapon, it regains 
  its normal form and magical qualities. 
   
  If the caryatid column needs both hands 
  free, it can stow its weapon by simply pressing it 
  against its side; the weapon then merges with 
  the caryatid column’s body and can be retrieved 
  by the caryatid column as any character would 
  draw a weapon. 
   
  Encounter 6: The Jackal 
  Advanced Jackalwere: CR 4; Medium Magical 
  Beast [Shapechanger] rogue 2; HD 6d8+12; hp 
  48; Init +6; Spd 40 ft. as jackal; 30 ft. as 
  humanoid or hybrid; AC 17 (+1 size, +3 Dex, +3 
  natural), touch 14, flat-footed 14; 16 (+3 Dex, +3 
  natural) as hybrid, touch 13, flat-footed 13; 15 
  (+3 Dex, +2 natural) as humanoid, touch 13, flat-
  footed 12; Base Atk +5; Grp +3 Small or +7 
  Medium-size; 
   
  Atk +7 melee [1d4+3, Bite] as jackal or +7 
  melee [1d6+3, Bite] as hybrid or +8 melee 
  [1d6+4/18-20, Scimitar +1] as humanoid; 
   
  Atk +7 melee [1d4+3, Bite] as jackal or +7 
  melee [1d6+3, Bite] and +3 melee [1d6+2/18-20, 
  Scimitar +1] as hybrid or +8 melee [1d6+4/18-
  20, Scimitar +1] as humanoid; 
   
  SA Sleep gaze, sneak attack (+1d6); SQ 
  Alternate 
  form, 
  damage 
  reduction 
  5/iron, 
  darkvision 60 ft., evasion, low-light vision, 
  trapfinding; 
   
  AL CE; SV Fort +6, Ref +10, Will +3; Str 14, 
  Dex 16, Con 15, Int 11, Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +3, Disguise +5*, 
  Hide +8, Listen +5, Move Silently +8, Sense 
  Motive +3, Spot +5, Tumble +7; Alertness, 
  Dodge, Improved Initiative (6 HD). 
   
  Possessions: Scimitar +1 
   
   
  Sleep Gaze (Su): Anyone within 30 feet of a 
  jackalwere (in any of its forms) that meets the 
  creature’s gaze must succeed on a Will saving 
  throw (DC 13) or fall asleep for 5 minutes. 
  Jackalweres are immune to their own gaze 
  attacks and to those of others of their kind. 
  Creatures engaged in combat receive a +4 
  bonus on their saving throws. 
   
  Alternate Form (Su): A jackalwere can shift 
  form as a standard action as though using the 
  polymorph spell. Equipment a jackalwere in 
  human or hybrid form is wearing or carrying 
  transforms to become part of its jackal form, and 
  magic items cease functioning while it remains 
  in this form. In hybrid form, a jackalwere can 
  wear light or medium armor without modification 
  but 
  wearing 
  heavy 
  armor 
  is 
  impossible. 
  Equipment a jackalwere in human form is 
  wearing or carrying does not transform when it 
  assumes hybrid form. When a jackalwere in the 
  animal form assumes hybrid form its equipment 
  returns to normal form and magic items resume 
  functioning. 
   
  Skills: *In jackal form, a jackalwere is 
  effectively disguised as an animal, gaining a +10 
  bonus on Disguise checks while in this form. 
   
   
  Jackal Lord: CR 8; Medium-size Monstrous 
  Beast; HD 8d8+16; hp 52; Init +2; Spd 30 ft.; AC 
  20 (+2 Dex, +4 masterwork chain shirt, +4 
  natural), touch 12, flat-footed 18; Base Atk +8; 
  Grp +9; 
   
  Atk Bite +9 melee [1d10+1], or +1 scimitar 
  +10 melee [1d6+2]; 
   
  Full Atk Bite +9 melee [1d1 0+1] and 2 
  claws +4 [1d4+1], or +1 scimitar +10/+5 [1d6+2]; 
   
  SA Alternate form, curse of the jackal, 
  dominate animal, spell-like abilities, spells, 
  summon 
  jackals; 
  SQ 
  Damage 
  reduction 
  10/magic, darkvision 60 ft.; 
   
  AL Always lawful evil; SV Fort +4, Ref +8, 
  Will +12; Str 13, Dex 15, Con 14, Int 12, Wis 18, 
  Cha 17. 
   
  Skills and Feats Bluff +9, Diplomacy +7, 
  Disguise 
  +3 
  (+5 
  acting), 
  Intimidate 
  +5, 
  Knowledge (religion) +7, Listen +9, Move 
  Silently +7, Sense Motive +9, Spot +10; Combat 
  Casting, Dodge Iron Will. 
   
  Spell-like Abilities: At will – cat’s grace, 
  alter self, detect magic, detect good, suggestion; 
  3/day – shadow walk. Caster level 15th; save DC 
  13+spell level. 
   
  Spells: A jackal lord can cast divine spells 
  as an 8th-level cleric (6/6/5/5/4, save DC 
  NYR6-M01 A Lament in Entrell 
   
  Page 23 
  
  14+spell level), from the cleric list and from the 
  Animal and Evil Domains. A typical spell list: 0 –
  [cure minor wounds (3), guidance, resistance, 
  virtue]; 1st – [bless, comprehend languages, 
  calm animals*, cure light wounds, obscuring 
  mist, shield of faith]; 2nd – [bull’s strength, hold 
  animal*, hold person, resist energy, spiritual 
  weapon]; 3rd – [blindness/deafness, invisibility 
  purge, magic vestment, magic circle against 
  good*, searing light]; 4th – [cure critical wounds, 
  spell immunity, summon monster IV, unholy 
  blight*]. 
   
  *Domain spell. Domains: Animal (animal 
  friendship 1/day), Evil (cast evil spells at +1 
  caster level). 
   
  Possessions: 
  Masterwork 
  chain 
  shirt, 
  scimitar +1 
   
   
  Alternate Form (Su): As a standard action, 
  a jackal lord can assume the form of a large 
  jackal (see the statistics for the wolf in the 
  Monster Manual) as if by a polymorph spell. 
   
  Curse of the Jackal (Su): Once per day, a 
  jackal lord can make a gaze attack against a 
  single opponent within 30 feet. If the target fails 
  a Will save (DC 20), it is transformed into a 
  jackal (use the statistics for the dog in the 
  Monster Manual). The effect is as the baleful 
  polymorph spell, but without the secondary 
  effect. A jackal lord can reverse this effect by 
  gazing upon an individual that was cursed by 
  itself or by some other jackal lord, but doing so 
  counts as its use of the ability for that day. 
  Otherwise, only a limited wish, miracle, or wish 
  can restore the victim. 
   
  Dominate Animal (Su): Jackal lords can 
  use dominate animal (canines only) at will as if 
  they were 16th-level clerics. 
   
  Jackal; CR 1/3; Small Animal; HD 1d8+2; hp 6; 
  Init +3; Spd460 ft.; AC 15 (+1 size, +3 Dex, +1 
  natural), touch 14, flat-footed 12; Base Atk +0; 
  Grp -3; 
   
  Atk +2 melee [1d4+1, bite]; 
   
  Full Atk +2 melee [1d4+1, bite]; 
   
  SQ Low-light vision, scent; 
   
  AL N; SV Fort +4, Ref +5, Will +1; Str 13, 
  Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Jump +7, Listen +5, Spot 
  +5, Survival +1*. Alertness, TrackB. 
   
   
  Skills: *Jackals have a +4 racial bonus on 
  Jump checks. Jackals have a +4 racial bonus on 
  Survival checks when tracking by scent.
  NYR6-M01 A Lament in Entrell 
   
  Page 24 
  
  APPENDIX 5: APL 8 
  Encounter 3: The Raiding of Firasel 
  Raider Fighter: male human (Oeridian/Suel) 
  fighter 7; CR 7; Medium Humanoid; HD 
  7d10+21; hp 73; Init +1; Spd 20 ft.; AC 21 (+1 
  Dex, +1 deflection, +6 armor, +3 shield), touch 
  12, flat-footed 20; Base Atk +7; Grp +10; 
   
  Atk +12 melee [1d8+6/x3 (+4 to confirm), +1 
  battleaxe] or +8 ranged [1d6+3/x3, throwing axe] 
  or +8 ranged [1d8/19-20, crossbow]; 
   
  Full Atk +12/+7 melee [1d8+6/x3 (+4 to 
  confirm), +1 battleaxe] or +8 ranged [1d6+3/x3, 
  throwing 
  axe] 
  or 
  +8 
  ranged 
  [1d8/19-20, 
  crossbow]; 
   
  AL CN; SV Fort +7, Ref +3, Will +3; Str 16, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +4, Handle Animal 
  +5, Intimidate +5, Jump +5, Ride +8; Blind-Fight 
  (3rd), Cleave (Ftr2), Combat Reflexes (human), 
  Improved Toughness (6th), Power Attack (1st), 
  Power Critical (battleaxe) (Ftr6),Weapon Focus 
  (battleaxe) 
  (Ftr1), 
  Weapon 
  Specialization 
  (battleaxe) (Ftr4). 
   
  Languages: Common 
   
  Possessions: 26 gp, throwing axe (2), light 
  crossbow w/10 bolts, traveler’s outfit, riding 
  horse/saddle, +1 battleaxe, chainmail +1, dust of 
  tracelessness, heavy steel shield +1, ring of 
  protection +1. 
   
  Physical Description: Tattoo on left inside 
  wrist (see Player Handout #2). 
   
  Raider Barbarian: male human (Oeridian/Flan) 
  barbarian 7; CR 7; Medium Humanoid; HD 
  7d12+14; hp 77 (plus Diehard); Init +2; Spd 40 
  ft.; AC 18 (+2 Dex, +1 natural, +5 armor), touch 
  12, flat-footed 16; Base Atk +7; Grp +9; 
   
  Atk +10 melee [1d8+4, +1 dire flail]; 
   
  Full 
  Atk 
  +8/+8/+3 
  melee 
  [1d8+3/1d8+3/1d8+2, +1 dire flail]; 
   
  SQ Damage reduction 1/–, fast movement, 
  illiteracy, 
  improved 
  uncanny 
  dodge, 
  rage 
  (2/day), trap sense (+2), uncanny dodge; 
   
  AL CN; SV Fort +7, Ref +4, Will +3; Str 14, 
  Dex 15, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +11, Handle Animal 
  +9, Intimidate +9, Listen +11, Ride +4, Survival 
  +11; Die Hard (6th), Endurance (3rd), Exotic 
  Weapon (dire flail) (human), Two-Weapon 
  Fighting (1st). 
   
  Languages: Common. 
   
  Possessions: 
  Backpack 
  (with 
  looted 
  silverware, jewelry, 23 gp, and 34 sp), riding 
  horse/saddle, traveler’s outfit, +1 dire flail, 
  amulet of natural armor +1 (in the shape of a 
  jackal’s head), chain shirt +1. 
   
  Physical Description: Tattoo on left inside 
  wrist (see Player Handout #2), wearing an 
  amulet in the shape of a jackal’s head (see 
  possessions). 
   
   
  Power-Up Suite: (Rage); hp 91 (plus 
  Diehard); AC 16 (+2 Dex, +1 natural, +5 armor, -
  2 rage), touch 10, flat-footed 14; Grp +11; 
   
  Atk +12 melee [1d8+7, +1 dire flail]; 
   
  Full 
  Atk 
  +10/+10/+5 
  melee 
  [1d8+5/1d8+5/1d8+3, +1 dire flail]; 
   
  SV Fort +9, Ref +4, Will +5; Str 18, Dex 15, 
  Con 18, Int 10, Wis 12, Cha 8. 
   
  Rage lasts for 7 rounds, and then the barbarian 
  is fatigued. 
   
  Raider Rogue: male human (Oeridian/Flan) 
  rogue 7; CR 7; Medium Humanoid; HD 7d6+7; 
  hp 38; Init +3; Spd 30 ft.; AC 17 (+3 Dex, +4 
  armor), touch 13, flat-footed 14; Base Atk +5; 
  Grp +5; 
   
  Atk +9 melee [1d6+1/19-20, short sword +1] 
  or +9 ranged [1d6+2/x3 extra point is fire and 
  Reflex DC 15 or catch on fire, elvencraft 
  shortbow +1] or +5 melee [1d6, elvencraft 
  shortbow as club]; 
   
  Full Atk +9 melee [1d6+1/19-20, short sword 
  +1] or +9 ranged [1d6+2/x3 extra point is fire 
  and Reflex DC 15 or catch on fire, elvencraft 
  shortbow +1] or +5 melee [1d6, elvencraft 
  shortbow as club]; 
   
  SA Sneak attack (+4d6); SQ Evasion, trap 
  sense (+2), trapfinding, uncanny dodge; 
   
  AL CN; SV Fort +3, Ref +8, Will +3; Str 10, 
  Dex 16, Con 13, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +10, Decipher Script 
  +13, Disable Device +13, Hide +12, Intimidate 
  +12, Knowledge (local) +7, Listen +7, Move 
  Silently +13, Open Locks +13, Search +13, Spot 
  +12, Tumble +13. Combat Expertise (human), 
  Improved Feint (3rd), Point Blank Shot (6th), 
  Weapon Finesse (1st). 
   
  Languages: Common, Elven, Old Oeridian. 
   
  Possessions: 
  Masterwork 
  chain 
  shirt, 
  elvencraft shortbow +1, dragonsbreath arrows 
  (20), short sword +1, riding horse/saddle, 
  traveler’s outfit, elixir of sneaking. 
   
  Physical Description: Tattoo on left inside 
  wrist (see Player Handout #2). 
   
  NYR6-M01 A Lament in Entrell 
   
  Page 25 
  
  Raider 
  Wizard: 
  male 
  human 
  (Oeridian/Baklunish) wizard 7; CR 7; Medium 
  Humanoid; HD 7d4+7; hp 28; Init +2; Spd 30 ft.; 
  AC 14 (+2 Dex, +2 armor), touch 12, flat-footed 
  12; Base Atk +3; Grp +2; 
   
  Atk +3 melee [1d4-1/19-20, masterwork 
  dagger]; 
   
  Full Atk +3 melee [1d4-1/19-20, masterwork 
  dagger]; 
   
  SA Spells; 
   
  SQ Familiar (weasel), specialized school 
  (enchantment); 
   
  AL CN; SV Fort +3, Ref +6, Will +6; Str 8, 
  Dex 14, Con 12, Int 18, Wis 13, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +11, 
  Decipher Script +11, Knowledge (arcane) +13, 
  Knowledge (planes) +13, Knowledge (religion) 
  +13, Listen +3, Spellcraft +16, Spot +3; 
  Alertness (Wiz1, Familiar), Empower Spell (6th), 
  Eschew Materials (3rd), Greater Spell Focus 
  (Enchantment) (1st), Scribe Scroll (Wiz1), Spell 
  Focus 
  (Enchantment) 
  (human), 
  Still 
  Spell 
  (Wiz5). 
   
  Languages: Common, Draconic, Baklunish. 
   
  Spells Prepared (5/6/5/4/3; base DC = 14 + 
  spell level, *Enchantment base DC = 16 + spell 
  level: 0—[acid splash, *daze (2), detect magic, 
  resistance]; 1st—[alarm, *hypnotism, magic 
  missile 
  (2), 
  shield]; 
  2nd—[*daze 
  monster, 
  glitterdust, 
  scorching 
  ray, 
  shocking 
  grasp 
  (stilled), *Tasha’s hideous laughter]; 3rd—
  [fireball, haste, *hold person, magic missile 
  (empowered)]; 4th—[*confusion, Evard’s black 
  tentacles, Otiluke’s resilient sphere]. 
   
  Spellbook: 0—[acid splash, daze, detect 
  magic, 
  resistance]; 
  1st—[alarm, 
  hypnotism, 
  magic missile, shield, shocking grasp, sleep]; 
  2nd—[daze monster, glitterdust, Melf’s acid 
  arrow, scorching ray, Tasha’s hideous laughter]; 
  3rd—[deep 
  slumber, 
  fireball, 
  haste, 
  hold 
  person]; 
  4th—[confusion, 
  Evard’s 
  black 
  tentacles, Otiluke’s resilient sphere]. 
   
   
  Possessions: 
  Masterwork dagger, spell 
  pouch (2), spellbook, traveler’s outfit, riding 
  horse w/saddle, bracers of armor +2, headband 
  of intellect +2, Quaal’s feather token (whip), 
  scroll of magic missile (CL 7) (4). 
   
  Physical Description: Tattoo on left inside 
  wrist (see Player Handout #2). 
   
  Weasel Familiar (not statted) 
   
  Encounter 4: The Entrance in the 
  Anodan 
  Caryatid Column Animated Guard: CR 6; 
  Medium Construct; HD 6d10+20; hp 60; Init +3; 
  Spd 30 ft.; AC 22 (+3 Dex, +9 natural), touch 13, 
  flat-footed 19; Base Atk +4; Grp +9; 
   
  Atk +12 melee (two-handed) [1d10+9/19-20, 
  +2 bastard sword], or +9 melee [1d4+7, slam]; 
   
  Full 
  Atk 
  +12 
  melee 
  (two-handed) 
  [1d10+9/19-20, +2 bastard sword], +12 melee 
  (one-handed) [1d10+7/19-20, +2 bastard sword] 
  and +9 melee [1d4+2, slam], or +9 melee 
  [1d4+7, 2 slams]; 
   
  SQ Break weapon, column form, construct 
  traits, hardness 8, magic weapon; 
   
  AL Neutral; SV Fort +2, Ref +5, Will -3; Str 
  20, Dex 16, Con -, Int 6, Wis 1, Cha 1. 
   
  Skills and Feats: Diplomacy -3, Sense 
  Motive +4; Improved Sunder, Power Attack, 
  Weapon Focus (bastard sword)B. 
   
  Break Weapon (Su): A caryatid column is 
  imbued with a supernatural defense against 
  weapon attacks. Whenever a creature strikes a 
  caryatid column with a melee weapon, the 
  weapon must succeed on a Fortitude save (DC 
  13) or break and become useless dealing no 
  damage to the caryatid column. As usual, a 
  magic weapon uses either the wielder’s save 
  bonus or its own save bonus, whichever is 
  better. 
   
  Nonmagic ranged weapons automatically 
  shatter upon hitting the caryatid column, dealing 
  no damage. Magic ranged weapons receive a 
  Fortitude save (DC 13) to resist this effect. 
   
  Column Form (Ex): When at rest (not 
  commanded, or waiting to fulfill a command), a 
  caryatid column takes the form of a simple 
  column of stone. This column is about 2 feet in 
  diameter, and it extends up to the ceiling of the 
  chamber or to a height of 25 feet, which is less. 
  Unless 
  commanded 
  otherwise, 
  a 
  caryatid 
  column remains in this form until attacked, and it 
  even allows creatures to climb it (Climb check 
  DC 15). 
   
  A caryatid column in column form looks like 
  a pillar in most respects. It does not radiate 
  magic, and true seeing does not reveal its 
  humanoid form. Careful examination of the 
  column (Search check DC 25) reveals very faint 
  and distorted lines that make the pillar resemble 
  a 
  woman 
  with 
  a 
  sword. 
  Anyone 
  who 
  successfully makes a Knowledge (architecture 
  and engineering) check (DC 12) notes that the 
  column serves no structural purpose since it 
  bears none of the ceiling’s weight. A close 
  examination of the top of the column (Search 
  check DC 15) or a keen eye (Spot check DC 20) 
  shows that the column is not cemented or joined 
  NYR6-M01 A Lament in Entrell 
   
  Page 26 
  
  to the ceiling. Dwarves and other creatures with 
  stonecutting receive a free Search check as 
  though actively looking when they pass within 
  10 feet of a caryatid column. 
   
  Changing form is a free action, and a 
  caryatid column can change once per round. 
   
  Construct Traits: A caryatid column is 
  immune to mind-affecting effects, and to poison, 
  sleep, 
  paralysis, 
  stunning, 
  disease, 
  death 
  effects, necromantic effects, and any effect that 
  requires a Fortitude save unless is also works 
  on objects. The creature is not subject to critical 
  hits, non-lethal damage, ability damage, ability 
  drain, energy drain, or death from massive 
  damage. It cannot heal itself but can be healed 
  through 
  repair. 
  It 
  cannot 
  be 
  raised 
  or 
  resurrected. A caryatid column has darkvision 
  (60-foot range). 
   
  Hardness (Ex): Like an animated object 
  made of stone, a caryatid column has a 
  hardness of 8. 
   
  Magic Weapon: A magic weapon is 
  incorporated into a caryatid column at the time 
  of its creation. This weapon, usually a +2 
  bastard sword, functions in all respects like a 
  normal magic weapon of its type, with one 
  exception: Whenever it is out of out of the 
  caryatid column’s hands, it reverts to stone and 
  become a nonmagical sculpture. Should the 
  caryatid column then pick up weapon, it regains 
  its normal form and magical qualities. 
   
  If the caryatid column needs both hands 
  free, it can stow its weapon by simply pressing it 
  against its side; the weapon then merges with 
  the caryatid column’s body and can be retrieved 
  by the caryatid column as any character would 
  draw a weapon. 
   
   
  Encounter 6: The Jackal 
  Advanced Jackalwere: CR 6; Medium Magical 
  Beast [Shapechanger] rogue 3/assassin 1; HD 
  8d8+16; hp 64; Init +6; Spd 40 ft. as jackal; 30 ft. 
  as humanoid or hybrid; AC 18 (+1 size, +3 Dex, 
  +3 natural, +1 deflection), touch 15, flat-footed 
  15; 17 (+3 Dex, +3 natural, +1 deflection) as 
  hybrid, touch 14, flat-footed 14; 16 (+3 Dex, +2 
  natural, +1 deflection) as humanoid, touch 14, 
  flat-footed 13; Base Atk +6; Grp +4 Small or +8 
  Medium-size; 
   
  Atk +8 melee [1d4+3, Bite] as jackal or +8 
  melee [1d6+3, Bite] as hybrid or +9 melee 
  [1d6+4/18-20, Scimitar +1] as humanoid; 
   
  Atk +8 melee [1d4+3, Bite] as jackal or +8 
  melee [1d6+3, Bite] and +4 melee [1d6+2/18-20, 
  Scimitar 
  +1] 
  as 
  hybrid 
  or 
  +9/+4 
  melee 
  [1d6+4/18-20, Scimitar +1] as humanoid; 
   
  SA Death attack, sleep gaze, sneak attack 
  (+3d6), spells; SQ Alternate form, damage 
  reduction 5/iron, darkvision 60 ft., evasion, low-
  light vision, poison use, trap sense (+1), 
  trapfinding; 
   
  AL CE; SV Fort +7, Ref +12, Will +4; Str 14, 
  Dex 17, Con 15, Int 11, Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +3, Disguise +7*, 
  Hide +10, Intimidate +5, Listen +5, Move Silently 
  +10, Sense Motive +3, Spot +5, Tumble +9; 
  Alertness, Dodge, Improved Initiative (6 HD). 
   
  Spells Known (1; base DC = 10 + spell 
  level): 1st—[obscuring mist, true strike]. 
   
  Possessions: Scimitar +1, ring of protection 
  +1. 
   
   
  Sleep Gaze (Su): Anyone within 30 feet of a 
  jackalwere (in any of its forms) that meets the 
  creature’s gaze must succeed on a Will saving 
  throw (DC 13) or fall asleep for 5 minutes. 
  Jackalweres are immune to their own gaze 
  attacks and to those of others of their kind. 
  Creatures engaged in combat receive a +4 
  bonus on their saving throws. 
   
  Alternate Form (Su): A jackalwere can shift 
  form as a standard action as though using the 
  polymorph spell. Equipment a jackalwere in 
  human or hybrid form is wearing or carrying 
  transforms to become part of its jackal form, and 
  magic items cease functioning while it remains 
  in this form. In hybrid form, a jackalwere can 
  wear light or medium armor without modification 
  but 
  wearing 
  heavy 
  armor 
  is 
  impossible. 
  Equipment a jackalwere in human form is 
  wearing or carrying does not transform when it 
  assumes hybrid form. When a jackalwere in the 
  animal form assumes hybrid form its equipment 
  returns to normal form and magic items resume 
  functioning. 
   
  Skills: *In jackal form, a jackalwere is 
  effectively disguised as an animal, gaining a +10 
  bonus on Disguise checks while in this form. 
   
   
  Jackal Lord: CR 8; Medium-size Monstrous 
  Beast; HD 8d8+16; hp 52; Init +2; Spd 30 ft.; AC 
  20 (+2 Dex, +4 masterwork chain shirt, +4 
  natural), touch 12, flat-footed 18; Base Atk +8; 
  Grp +9; 
   
  Atk Bite +9 melee [1d10+1], or +1 scimitar 
  +10 melee [1d6+2]; 
   
  Full Atk Bite +9 melee [1d1 0+1] and 2 
  claws +4 [1d4+1], or +1 scimitar +10/+5 [1d6+2]; 
  NYR6-M01 A Lament in Entrell 
   
  Page 27 
  
   
  SA Alternate form, curse of the jackal, 
  dominate animal, spell-like abilities, spells, 
  summon 
  jackals; 
  SQ 
  Damage 
  reduction 
  10/magic, darkvision 60 ft.; 
   
  AL Always lawful evil; SV Fort +4, Ref +8, 
  Will +12; Str 13, Dex 15, Con 14, Int 12, Wis 18, 
  Cha 17. 
   
  Skills and Feats Bluff +9, Diplomacy +7, 
  Disguise 
  +3 
  (+5 
  acting), 
  Intimidate 
  +5, 
  Knowledge (religion) +7, Listen +9, Move 
  Silently +7, Sense Motive +9, Spot +10; Combat 
  Casting, Dodge Iron Will. 
   
  Spell-like Abilities: At will – cat’s grace, 
  alter self, detect magic, detect good, suggestion; 
  3/day – shadow walk. Caster level 15th; save DC 
  13+spell level. 
   
  Spells: A jackal lord can cast divine spells 
  as an 8th-level cleric (6/6/5/5/4, save DC 
  14+spell level), from the cleric list and from the 
  Animal and Evil Domains. A typical spell list: 0 –
  [cure minor wounds (3), guidance, resistance, 
  virtue]; 1st – [bless, comprehend languages, 
  calm animals*, cure light wounds, obscuring 
  mist, shield of faith]; 2nd – [bull’s strength, hold 
  animal*, hold person, resist energy, spiritual 
  weapon]; 3rd – [blindness/deafness, invisibility 
  purge, magic vestment, magic circle against 
  good*, searing light]; 4th – [cure critical wounds, 
  spell immunity, summon monster IV, unholy 
  blight*]. 
   
  *Domain spell. Domains: Animal (animal 
  friendship 1/day), Evil (cast evil spells at +1 
  caster level). 
   
  Possessions: 
  Masterwork 
  chain 
  shirt, 
  scimitar +1 
   
   
  Curse of the Jackal (Su): Once per day, a 
  jackal lord can make a gaze attack against a 
  single opponent within 30 feet. If the target fails 
  a Will save (DC 20), it is transformed into a 
  jackal (use the statistics for the dog in the 
  Monster Manual). The effect is as the baleful 
  polymorph spell, but without the secondary 
  effect. A jackal lord can reverse this effect by 
  gazing upon an individual that was cursed by 
  itself or by some other jackal lord, but doing so 
  counts as its use of the ability for that day. 
  Otherwise, only a limited wish, miracle, or wish 
  can restore the victim. 
   
  Dominate Animal (Su): Jackal lords can use 
  dominate animal (canines only) at will as if they 
  were 16th-level clerics. 
   
  Summon Jackals (Sp): Three times per day, a 
  jackal lord can summon up to 8 HD of jackals 
  (use the statistics for the dog in the Monster 
  Manual). 
   
  Dire Jackal; CR 2; Large Animal; HD 4d8+8; hp 
  26; Init +2; Spd 60 ft.; AC 13 (-1 size, +2 Dex, 
  +2 natural), touch 11, flat-footed 11; Base Atk 
  +3; Grp +12; 
   
  Atk Bite +7 melee [1d6+5]; 
   
  Full Atk Bite +7 melee [1d6+5]; 
   
  Space/Reach 10ft./5ft.; SA Trip; SQ Low-
  light vision, scent; 
   
  AL Always Neutral; SV Fort +6, Ref +6, Will 
  +5; Str 20, Dex 14, Con 15, Int 2, Wis 13, Cha 8. 
   
  Skills and Feats: Jump +10, Listen +5, Spot 
  +5, Survival +3*. Alertness, Track. 
   
   
  Trip (Ex): A dire jackal that hits with a bite 
  attack can attempt to trip its opponent (+9 check 
  modifier) as a free action without making a touch 
  attack or provoking attacks of opportunity. If the 
  attempt fails, the opponent cannot react to trip 
  the dire jackal. 
   
  Skills: Dire jackals have a +4 racial bonus 
  on Jump checks. *Jackals have a +4 racial 
  bonus on Survival checks when tracking by 
  scent. 
   
   
  NYR6-M01 A Lament in Entrell 
   
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  APPENDIX 6: NEW RULES 
  NEW MONSTERS 
   
  Caryatid Column (Fiend Folio) 
  Medium-Size Construct 
  Hit Dice: 6d10+20 (53 hp) 
  Initiative: +3 
  Speed: 30 ft. 
  AC: 22 (+3 Dex, +9 Natural), touch 13, flat-
  footed 19 
  Base Attack/Grapple: +4/+9 
  Attack: +2 bastard sword +12 melee (two-
  handed), or slam +9 melee 
  Full Attack: +2 bastard sword +12 melee (two-
  handed), or +2 bastard sword and slam +4 
  melee, or 2 slams +9 
  Damage: +2 bastard sword 1d10+9 (two-
  handed), or +2 bastard sword 1d10+7 and slam 
  1d4+2, or slam 1d4+7. 
  Face/Reach: 5 ft./5 ft. 
  Special Attacks: - 
  Special Qualities: Break weapon, column form, 
  construct traits, hardness 8, magic weapon. 
  Saves: Fort +2, Ref +5, Will -3 
  Abilities: Str 20, Dex 16, Con -, Int 6, Wis 1, 
  Cha 1 
  Skills: Diplomacy -3, Sense Motive +4 
  Feats: Improved Sunder, Power Attack, 
  Weapon Focus (bastard sword)(B) 
  Climate/Terrain: Any 
  Organization: Solitary, corbel (2), or colonnade 
  (4-24) 
  Challenge Rating: 6 
  Treasure: - 
  Alignment: Always Neutral 
  Advancement: 7-10 HD (Medium-size); 11-21 
  HD (Large) 
   
  A caryatid column looks like a simple stone pillar 
  until an unwary creature violates the strictures 
  given to the construct by its creator. In the blink 
  of an eye, the caryatid column becomes a silk 
  draped, beautiful female figure that wields a 
  deadly magic weapon. 
   
  Caryatid columns are relentless opponents, 
  and they are surprisingly agile despite their 
  stone composition. They dance fearlessly into 
  combat and expect feeble weapons to shatter 
  against their marble skin. With martial skill 
  uncommon in constructs, they attack and break 
  their foes’ weapons. 
   
  Caryatid columns are incapable of speech. 
   
  Combat 
  Caryatid columns are typically assigned to guard 
  a particular doorway or room against intrusion. 
  Sometimes these intrusion are a simple as “Kill 
  anyone but me who enters this room,” but a 
  caryatid 
  column 
  can 
  understand 
  more 
  complicated instructions, such as an order to a 
  “Eject anyone who does not perform the proper 
  ritual observances upon entering this room.” 
   
  Caryatid column are often placed so that 
  they take fighting form when a target is within 
  reach, allowing the caryatid column to attack 
  with surprise. Upon taking its normal fighting 
  form, a caryatid column fights tirelessly to fulfill 
  the wording of its command to the letter. 
   
  Break Weapon (Su): A caryatid column is 
  imbued with a supernatural defense against 
  weapon attacks. Whenever a creature strikes a 
  caryatid column with a melee weapon, the 
  weapon must succeed on a Fortitude save (DC 
  13) or break and become useless dealing no 
  damage to the caryatid column. As usual, a 
  magic weapon uses either the wielder’s save 
  bonus or its own save bonus, whichever is 
  better. 
   
  Nonmagic ranged weapons automatically 
  shatter upon hitting the caryatid column, dealing 
  no damage. Magic ranged weapons receive a 
  Fortitude save (DC 13) to resist this effect. 
   
  Column Form (Ex): When at rest (not 
  commanded, or waiting to fulfill a command), a 
  caryatid column takes the form of a simple 
  column of stone. This column is about 2 feet in 
  diameter, and it extends up to the ceiling of the 
  chamber or to a height of 25 feet, which is less. 
  Unless 
  commanded 
  otherwise, 
  a 
  caryatid 
  column remains in this form until attacked, and it 
  even allows creatures to climb it (Climb check 
  DC 15). 
   
  A caryatid column in column form looks like 
  a pillar in most respects. It does not radiate 
  magic, and true seeing does not reveal its 
  humanoid form. Careful examination of the 
  column (Search check DC 25) reveals very faint 
  and distorted lines that make the pillar resemble 
  a 
  woman 
  with 
  a 
  sword. 
  Anyone 
  who 
  successfully makes a Knowledge (architecture 
  and engineering) check (DC 12) notes that the 
  column serves no structural purpose since it 
  bears none of the ceiling’s weight. A close 
  examination of the top of the column (Search 
  check DC 15) or a keen eye (Spot check DC 20) 
  shows that the column is not cemented or joined 
  to the ceiling. Dwarves and other creatures with 
  stonecutting receive a free Search check as 
  NYR6-M01 A Lament in Entrell 
   
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  though actively looking when they pass within 
  10 feet of a caryatid column. 
   
  Changing form is a free action, and a 
  caryatid column can change once per round. 
   
  Construct Traits: A caryatid column is 
  immune to mind-affecting effects, and to poison, 
  sleep, 
  paralysis, 
  stunning, 
  disease, 
  death 
  effects, necromantic effects, and any effect that 
  requires a Fortitude save unless is also works 
  on objects. The creature is not subject to critical 
  hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive 
  damage. It cannot heal itself but can be healed 
  through 
  repair. 
  It 
  cannot 
  be 
  raised 
  or 
  resurrected. A caryatid column has darkvision 
  (60-foot range). 
   
  Hardness (Ex): Like an animated object 
  made of stone, a caryatid column has a 
  hardness of 8. 
   
  Magic Weapon: A magic weapon is 
  incorporated into a caryatid column at the time 
  of its creation. This weapon, usually a +2 
  bastard sword, functions in all respects like a 
  normal magic weapon of its type, with one 
  exception: Whenever it is out of out of the 
  caryatid column’s hands, it reverts to stone and 
  become a nonmagical sculpture. Should the 
  caryatid column then pick up weapon, it regains 
  its normal form and magical qualities. 
   
  If the caryatid column needs both hands 
  free, it can stow its weapon by simply pressing it 
  against its side; the weapon then merges with 
  the caryatid column’s body and can be retrieved 
  by the caryatid column as any character would 
  draw a weapon. 
   
  Dire Jackal (Sandstorm) 
  Large Animal 
  Hit Dice: 4d8+8 (26 hp) 
  Initiative: +2 
  Speed: 60 ft. 
  Armor Class: 13 (-1 size, +2 Dex, +2 natural), 
  touch 11, flat-footed 11 
  Base Attack/Grapple: +3/+12 
  Attack: Bite +7 melee (1d6+5) 
  Full Attack: Bite +7 melee (1d6+5) 
  Space/Reach: 10ft./5ft. 
  Special Attacks: Trip 
  Special Qualities: Low-light vision, scent 
  Saves: Fort +6, Ref +6, Will +5 
  Abilities: Str 20, Dex 14, Con 15, Int 2, Wis 13, 
  Cha 8 
  Skills: Jump +10, Listen +5, Spot +5, Survival 
  +3* 
  Feats: Alertness, Track 
  Environment: Warm deserts 
  Organization: Solitary or pair 
  Challenge Rating: 2 
  Alignment: Always neutral 
  Advancement: 5-9 DH (Large), 10-12 HD 
  (Huge) 
  Level Adjustment: - 
   
  This hulking canine is as big as a pony, is 
  covered in shaggy tan fur, and sports large, 
  sharp teeth. Its ears fan back as it bares its 
  fangs in a hungry smile. 
   
  Dire jackals, unlike ordinary jackals, hunt 
  fearlessly day or night, in any area, and are 
  even so bold as to enter city dwellings in search 
  of unguarded livestock – or even unprotected 
  children. Their hunting cry fills their prey with 
  dread, and civilized folk who hear it outside their 
  tents know that death is nearby. 
   
  Combat 
  Dire jackals hunt alone or in mated pairs. Like 
  ordinary jackals, they chase prey until it is 
  exhausted, or work together to flank their 
  opponents. 
   
  Trip (Ex): A dire jackal that hits with a bite 
  attack can attempt to trip its opponent (+9 check 
  modifier) as a free action without making a touch 
  attack or provoking attacks of opportunity. If the 
  attempt fails, the opponent cannot react to trip 
  the dire jackal. 
   
  Skills: Dire jackals have a +4 racial bonus 
  on Jump checks. *Jackals have a +4 racial 
  bonus on Survival checks when tracking by 
  scent. 
   
  Jackalwere (Fiend Folio) 
  Small/Medium-size Magical Beast 
  (Shapechanger) 
  Hit Dice: 4d8+8 (26 hp) 
  Initiative: +2 
  Speed: 40 ft. as jackal; 30 ft. as humanoid or 
  hybrid 
  Armor Class: 17 (+1 size, +3 Dex, +3 natural), 
  touch 14, flat-footed 14; 16 (+3 Dex, +3 natural) 
  as hybrid, touch 13, flat-footed 13; 15 (+3 Dex, 
  +2 natural) as humanoid, touch 13, flat-footed 
  12 
  Base Attack/Grapple: +4/+1 Small or +5 
  Medium-size 
  Attack: Bite +5 melee as jackal or hybrid; 
  scimitar +5 melee as humanoid. 
  NYR6-M01 A Lament in Entrell 
   
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  Full Attack: Bite +5 melee as jackal; bite +5 
  melee and scimitar +0 melee as hybrid; scimitar 
  +5 melee as humanoid. 
  Damage: Bite 1d4+1 as jackal; bite 1d6+1, 
  scimitar 1d6 as hybrid; scimitar 1d6+1 as 
  humanoid. 
  Space/Reach: 5ft./5ft. 
  Special Attacks: Sleep gaze 
  Special Qualities: Alternate form, damage 
  reduction 5/iron, darkvision 60 ft., low-light vision 
  Saves: Fort +6, Ref +7, Will +3 
  Abilities: Str 13, Dex 16, Con 15, Int 11, Wis 
  12, Cha 12 
  Skills: Bluff +3, Disguise +3*, Listen +5, Sense 
  Motive +3, Spot +5 
  Feats: Alertness, Dodge 
  Environment: Temperate land 
  Organization: Solitary or pack (2-4 plus 1-6 
  jackals) 
  Challenge Rating: 2 
  Alignment: Usually chaotic eviil 
  Advancement: By character class 
   
  The jackalwere is a savage creature that 
  assumes a pleasing guise, lulls foes into sleep, 
  and feasts on their freshly killed corpses. In its 
  natural form, a jackalwere is indistinguishable 
  from a normal jackal, though it is far bolder. It 
  can also take the form of a Medium-size 
  humanoid of any kind or a hybrid that stands 
  erect buy retains the jackal’s head and fur. 
  Jackalweres are often found in a pack with 
  ordinary jackals (use the statistics for the dog in 
  the Monster Manual). 
   
  Jackalweres speak Common and can 
  communicate with jackals in any form. 
   
  Combat 
  In jackal form, a jackalwere uses its bite. In 
  hybrid form, it uses weapons and its bite. In 
  humanoid form, it can attack only with weapons. 
   
  Sleep Gaze (Su): Anyone within 30 feet of a 
  jackalwere (in any of its forms) that meets the 
  creature’s gaze must succeed on a Will saving 
  throw (DC 13) or fall asleep for 5 minutes. 
  Jackalweres are immune to their own gaze 
  attacks and to those of others of their kind. 
  Creatures engaged in combat receive a +4 
  bonus on their saving throws. 
   
  Alternate Form (Su): A jackalwere can shift 
  form as a standard action as though using the 
  polymorph spell. Equipment a jackalwere in 
  human or hybrid form is wearing or carrying 
  transforms to become part of its jackal form, and 
  magic items cease functioning while it remains 
  in this form. In hybrid form, a jackalwere can 
  wear light or medium armor without modification 
  but 
  wearing 
  heavy 
  armor 
  is 
  impossible. 
  Equipment a jackalwere in human form is 
  wearing or carrying does not transform when it 
  assumes hybrid form. When a jackalwere in the 
  animal form assumes hybrid form its equipment 
  returns to normal form and magic items resume 
  functioning. 
   
  Skills: *In jackal form, a jackalwere is 
  effectively disguised as an animal, gaining a +10 
  bonus on Disguise checks while in this form. 
   
  Jackal Lord (Fiend Folio) 
  Medium-size Monstrous Beast 
  Hit Dice: 8d+16 (52 hp) 
  Initiative: +2 
  Speed: 30 ft. 
  Armor Class: 20 (+2 Dex, +4 masterwork chain 
  shirt, +4 natural), touch 12, flat-footed 18; 
  Base Attack/Grapple: +8/+9 
  Attack: Bite +9 melee, or +1 scimitar +10 
  melee. 
  Full Attack: Bite +9 melee and 2 claws +4, or 
  +1 scimitar +10/+5. 
  Damage: Bite 1d10+1, claw 1d4+1, scimitar 
  1d6+2. 
  Space/Reach: 5ft./5ft. 
  Special Attacks: Alternate form, curse of the 
  jackal, dominate animal, spell-like abilities, 
  spells, summon jackals 
  Special Qualities: Damage reduction 10/magic, 
  darkvision 60 ft. 
  Saves: Fort +4, Ref +8, Will +12 
  Abilities: Str 13, Dex 15, Con 14, Int 12, Wis 
  18, Cha 17. 
  Skills: Bluff +9, Diplomacy +7, Disguise +3 (+5 
  acting), Intimidate +5, Knowledge (religion) +7, 
  Listen +9, Move Silently +7, Sense Motive +9, 
  Spot +10. 
  Feats: Combat Casting, Dodge Iron Will 
  Environment: Any desert and underground 
  Organization: Solitary 
  Challenge Rating: 8 
  Alignment: Always lawful evil 
  Advancement: By character class 
  Level Adjustment: +4 
   
  Jackal lords are mysterious creatures that serve 
  dark and sinister gods. They are notorious for 
  undermining 
  legitimate 
  organizations, 
  governments, 
  and 
  religious 
  groups 
  and 
  replacing with their own puppets. They are 
  masters of subterfuge, terrorism, blackmail, and 
  bribery. 
  NYR6-M01 A Lament in Entrell 
   
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  Vain and gluttonous, jackal lords surround 
  themselves with rich furnishings, slaves, and the 
  finest foods. They crave to possess what others 
  have and are cruel in the extreme toward those 
  that displease them. 
   
  A jackal lord is an attractive if sinister-
  looking creature, resembling a slender and wiry 
  humanoid with the black head of a jackal. Jackal 
  lords commonly wear fine clothing, armor, and 
  jewelry, styling themselves as regal beings that 
  deserve worship. 
   
  Preferring to work in the shadows, jackal 
  lords use intimidation, bribes, and boons to 
  gather followers to worship their gods and do 
  their bidding. Most start out in isolated and 
  backwater communities, where they can flaunt 
  their power and impurity, sponsoring bandits 
  and highwaymen to finance their organizations. 
  Some jackal lords set up bases in large cities, 
  where they either pose as respected elders and 
  businessmen 
  of 
  the 
  community 
  or 
  live 
  underground or pull strings through a maze of 
  fronts. 
   
  Jackal lords speak Common and Infernal. 
  They can also converse with any sort of canine, 
  including jackals, dogs, and wolves. 
   
  Combat 
  Most jackal lords are cowards, and prefer to 
  have their minions and jackals do the fighting for 
  them. They will typically summon a large pack of 
  jackals to protect them in case an opponent gets 
  too close. 
   
  A jackal lord will use its alternate form ability 
  either to attack or to blend in with a pack of 
  jackals and slip away from danger. Barring that, 
  jackal lords use their scimitars, teeth, and claws 
  to eliminate and opponent. 
   
  Jackal lords reserve their curse of the jackal 
  ability for only the most powerful opponents or 
  those they want to make an example of. 
  Because they can dominate jackals, they usually 
  try to dominate an opponent after it has been 
  transformed. 
   
  Alternate Form (Su): As a standard action, 
  a jackal lord can assume the form of a large 
  jackal (see the statistics for the wolf in the 
  Monster Manual) as if by a polymorph spell. 
   
  Curse of the Jackal (Su): Once per day, a 
  jackal lord can make a gaze attack against a 
  single opponent within 30 feet. If the target fails 
  a Will save (DC 20), it is transformed into a 
  jackal (use the statistics for the dog in the 
  Monster Manual). The effect is as the baleful 
  polymorph spell, but without the secondary 
  effect. A jackal lord can reverse this effect by 
  gazing upon an individual that was cursed by 
  itself or by some other jackal lord, but doing so 
  counts as its use of the ability for that day. 
  Otherwise, only a limited wish, miracle, or wish 
  can restore the victim. 
   
  Dominate Animal (Su): Jackal lords can 
  use dominate animal (canines only) at will as if 
  they were 16th-level clerics. 
   
  Spell-like Abilities: At will – cat’s grace, 
  alter self, detect magic, detect good, suggestion; 
  3/day – shadow walk. Caster level 15th; save DC 
  13+spell level. 
   
  Spells: A jackal lord can cast divine spells 
  as an 8th-level cleric (6/6/5/5/4, save DC 
  14+spell level), from the cleric list and from the 
  Animal and Evil Domains. A typical spell list: 0 –
  cure minor wounds (3), guidance, resistance, 
  virtue; 1st – bless, comprehend languages, calm 
  animals*, cure light wounds, obscuring mist, 
  shield of faith; 2nd – bull’s strength, hold animal*, 
  hold person, resist energy, spiritual weapon; 3rd 
  – blindness/deafness, invisibility purge, magic 
  vestment, magic circle against good*, searing 
  light; 4th – cure critical wounds, spell immunity, 
  summon monster IV, unholy blight*. 
   
  *Domain spell. Domains: Animal (animal 
  friendship 1/day), Evil (cast evil spells at +1 
  caster level). 
   
  Summon Jackals (Sp): Three times per 
  day, a jackal lord can summon up to 8 HD of 
  jackals (use the statistics for the dog in the 
  Monster Manual). 
   
  New Feats 
   
  Improved Toughness [General] (Complete 
  Warrior) 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus 
  +2. 
   
  Benefits: You gain a number oh tit points 
  equal to your current Hit Dice. Each time you 
  gain a HD (such as by gaining a level) you gain 
  1 additional hit point. If you lose a HD (such as 
  by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved 
  Toughness as one of his fighter bonus feats. 
   
  Power Critical [General] (Complete Warrior) 
  Choose one weapon, such as a longsword or a 
  greataxe. With that weapon, you know how to hit 
  where it hurts. 
  Prerequisites: 
  Weapon 
  Focus 
  with 
  Weapon, base attack bonus +4. 
  NYR6-M01 A Lament in Entrell 
   
  Page 32 
  
  Benefit: When using the weapon you 
  selected, you gain a +4 bonus on the roll to 
  confirm a threat. 
  Special: A fighter may select Power Critical 
  as one of his fighter bonus feats. 
  You can gain Power Critical multiple times. 
  Each time you take the feat, it may be with 
  different weapon or the same weapon. If you 
  take it with the same weapon, the effects of the 
  feats stack. 
   
  New Weapons 
   
  Arrow, Dragonsbreath (Races of the Wild) 
  A dragonsbreath arrow has a shaft soaked 
  in resin or pitch and a slightly enlarged head 
  filled with a dab of alchemist’s fire. Slots in the 
  head force air into the chamber when the arrow 
  is fired, igniting the alchemist’s fire and the shaft 
  as well. The slots in the head emit a low screech 
  as 
  the 
  arrow 
  flies 
  through 
  the 
  air. 
  A 
  dragonsbreath arrow deals an extra 1 point of 
  fire damage when it hits a target, and that target 
  must make a DC 15 Reflex save or catch on fire. 
  A dragonsbreath arrow can’t be reused on a 
  miss. 
   
  Arrow, Swiftwing (Races of the Wild) 
  These arrows are made slightly longer than 
  normal with a small, aerodynamic head and 
  enlarged fletching (the feathers added to the 
  shaft) for extra stability and accuracy on long 
  shots. A swiftwing arrow incurs only half the 
  usual penalty for attacking at range (-1 per 
  range increment rather than the usual -2). 
   
  New Armor 
   
  Leafweave (Races of the Wild) 
  As the name suggests, leafweave armor is 
  made from forest leaves, which are then treated 
  with a special alchemical process that makes 
  them as tough and flexible as leather, with 
  considerably less weight and encumbrance. 
  The 
  arcane 
  spell 
  failure 
  chance 
  for 
  leafweave armor is reduced by 5% compared to 
  ordinary armor of the same sort, due to its 
  increased flexibility. The armor’s maximum 
  Dexterity bonus is increased by +1, and its 
  armor check penalty (if any) is lessened by 2. 
  Leafweave versions of padded, leather, studded 
  leather, and hide armor exist; leafweave 
  studded leather typically incorporates darkwood 
  studs to make it druid-friendly. 
  Creating leafweave armor requires a single 
  successful DC 25 Craft (alchemy) check in 
  addition to the normal Craft (armorsmithing) 
  checks. 
  Leafweave armor costs 740 gp more than 
  ordinary armor of the same sort. It has hardness 
  2 and 5 hit points per inch of thickness. 
   
   
  New Weapon Modification 
   
  Bow, Elvencraft (Races of the Wild) 
  One of the biggest problems facing any 
  archer is deciding what to do when a foe gets 
  within melee reach. Does one stand fast and 
  take the consequences (which can prove painful 
  if not deadly), fall back (not always practical), or 
  drop the bow and draw a melee weapon 
  (inconvenient at best). Elf bowyers have made 
  the choice somewhat less difficult by crafting 
  bows that can stand up to melee combat. 
  Thanks to elven ingenuity, these weapons work 
  just as well as melee weapons as they do as 
  ranged weapons. 
  An elvencraft bow is thicker and heavier 
  than a normal bow. An elvencraft shortbow 
  functions as a club when wielded as a melee 
  weapon. An elvencraft longbow functions as a 
  quarterstaff when wielded as a melee weapon. 
  The wielder incurs no penalty on attack rolls 
  when using an elvencraft bow as a melee 
  weapon. 
  A character wielding an elvencraft bow can 
  freely interchange melee and ranged attacks 
  during the same round. When wielding an 
  elvencraft bow, the user threatens the squars 
  around him no matter how he last used the 
  weapon. 
  Magical enhancements to an elvencraft bow 
  only affect its use as a bow. Enhancements to 
  the melee capabilities of the weapon must be 
  added separately. 
  An elvencraft bow costs 300gp more than a 
  normal bow. 
   
  New Gear 
   
  Honey Leather (Races of the Wild) 
  Honey leather is a light canvas used as 
  protection against rain and dampness. It gets its 
  name from its golden color and its texture, which 
  resembles soft, cured leather. Elves, raptorans, 
  and Halflings use honey leather for tents and to 
  protect camping gear. It snags and tears easily, 
  so honey leather isn’t much good outside camp. 
  It is, however, waterproof thanks to the 
  alchemical treatment that gives it its color and 
  texture. 
  NYR6-M01 A Lament in Entrell 
   
  Page 33 
  
  A character equipped with a honey leather 
  tarpaulin big enough to drape over his body 
  gains a +1 circumstance bonus on Survival 
  checks made to resist the effects of severe 
  weather. If the character is stationary, the bonus 
  increases to a +2. A tarpaulin ranges in size 
  from 3 feet square (for Small or Medium 
  characters) to 6 feet square (for Medium or 
  Large characters). 
  A tent made of honey leather provides a +4 
  bonus on Survival checks for anyone inside. The 
  cost of all such tents includes poles and stakes. 
  A small pup tent (roomy enough for one small 
  character to lie down with his gear) is 2 feet 
  wide by 4 feet long. A medium pup tent (roomy 
  enough for one Medium character and gear) is 3 
  feet by 7 feet. Pup tents are as tall as they are 
  wide. A square tent 10 feet wide is big enough 
  for a party of four Small or Medium characters. A 
  square tent 20 feet wide is big enough for a 
  party of eight Small or Medium characters or 
  four Large characters. Square tents are half as 
  tall as they are wide. 
   
   
   
  NYR6-M01 A Lament in Entrell 
   
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  DM AID #1 
  Anodan Hills 
  The Anodan Hills stretch from Shantadern in the south to nearly 100 miles north of Wragby in the north 
  and they fill the region from Callistor in the east to the areas just north of Wragby in the west. Although 
  they are a low range of hills they are quite rugged and cut by a great number of small streams creating 
  hundreds of small valleys and hollows. The soil is reasonably fertile here but the rough terrain makes any 
  large scale farming impossible, though small farms and sheep/goat herds dot the hillsides almost 
  everywhere. There are probably hundreds of tiny villages in the hills but none are of any real size, and 
  only the locals know where half of them are. 
   
  Though most of the Anodan Hills are predominantly populated by humans, there are regions in the 
  northeast in the Duchy of Korenflass that are composed almost entirely of halflings. The people living 
  here tend to be simple self-sufficient rural folk and there is almost no trade outside of the region except 
  for a fairly brisk trade in wool. Mostly the people of the hills keep to themselves and don't get involved in 
  outsider's problems or politics. 
   
  Although the hills are fairly centrally located they are in effect much more isolated. The lack of any major 
  roads, rivers, trade routes, farming areas, or mineral deposits makes it of little interest to outsiders, 
  though it is rumored that the smugglers in Korenflass make great use of its rugged terrain to hide both 
  themselves and their goods on occasion. The local population is generally not very fond of outsiders so 
  for the smugglers who are known in the region or have relatives there it can be a great place to escape 
  to. 
   
   
   
  NYR6-M01 A Lament in Entrell 
   
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  DM Aid #2 
  Map of the Anodan Hills 
  NYR6-M01 A Lament in Entrell 
   
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  DM AID #3 
  Map of Firasel in the Anodan Hills 
   
   
  Raiders
  Party Approach
   
  NYR6-M01 A Lament in Entrell 
   
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  DM AID #4 
  Map of the Ancient Tunnels in the Anodan Hills 
  Raider Entrance
  Statues
  1 
  a
  2 
  3
  4 
  c 
  5 
  b 
  NYR6-M01 A Lament in Entrell 
   
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  PLAYER HANDOUT 1-A 
  (Invitation for PCs participated in any of the following adventures: NMR5-01 Under the Boughs, NMR5-02 
  Natural Enemies, NMR5-07 Corruption of the Heart. The note is sealed with the official signet of the 
  Entrell Estates and includes a map.) 
   
  Friend, 
   
  I hope you find yourself well and in good spirits. Word has reached us here in the Entrell Estates of your 
  assistance with the keepers of the Celadon Forest. I afford you the opportunity to provide your expertise 
  to investigate recent raids of our surrounding villages. I regret I cannot provide more detail other than 
  these raids are disturbing in nature. 
   
  I look forward to introducing myself in person upon your arrival. 
   
  Cordially, 
  Amalisyann 
   
   
   
  NYR6-M01 A Lament in Entrell 
   
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  PLAYER HANDOUT 1-B 
  (Orders for members of the Entrell Militia to report for duty. Written in Elven.) 
   
  Vol’nachani, 
   
  Kol’nachim aerili quetre minya; Tye aira aerili mallian; Nielen pustaelya; Umea ili maraith veriess veraith; 
  Shunti ilem simlath lelya thamus antayth huroyn es rumlian; 
   
  Oanti cenle amauana; 
   
  Sharra Lylas, Malferra; 
   
   
   
  (Translated into Common for those players who can’t read Elven ☺) 
   
  Strength of the Body, 
   
  Our Commander sends orders to report for duty immediately. You are to report to me when you have 
  arrived. Do not delay. Raids have plagued the homes surrounding our lands. Others may come to assist. 
  Treat them with kindness when escorting them to our lord’s land. 
   
  Safety and speed sends you back to us. 
   
  Captain Sharra Lylas 
  NYR6-M01 A Lament in Entrell 
   
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  PLAYER HANDOUT 1-C 
  (An invitation for PCs belonging to the Sagacious Society meta-org. The note is sealed with the official 
  signet of the Entrell Estates and includes a map.) 
   
  Comrade of Learning, 
   
  Lord Gelleflair sends his best to you and your colleagues. I invite you to assist in our efforts to learn more 
  of recent raids in the surrounding Anodan Hills. We have requested assistance from other individuals in 
  your profession. We would welcome any of your associates with a strong sword, true bow, or knowledge 
  in the magical arts. As our thanks Eliqueavain Alelis, the Keeper of Lore, will share his time with you in 
  the library at the Entrell Estates. 
   
  It is my sincere hope to introduce myself in person. 
   
  Cordially, 
  Amalisyann 
   
   
   
   
  NYR6-M01 A Lament in Entrell 
   
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  PLAYER HANDOUT 1-D 
  (Member of Oldred Thieves’ Guild. Instruction from your Guild Lieutenant.) 
   
  We have come to learn there is a non-guild operation hidden in the Anodan Hills near the Entrell Estates. 
  This operation is out of our jurisdiction however their tactics have brought pressure to established routes 
  used to and from Rel Mord. Find out who they are and, if possible, the name of their leader. 
   
  T. 
  NYR6-M01 A Lament in Entrell 
   
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  PLAYER HANDOUT 2 
  Tattoo found on the left-inside wrist of each raider 
   
  NYR6-M01 A Lament in Entrell 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR6-M01 - A Lament in Entrell.pdf