TEXT: BDK6-04 
   
   
   
   
   
  The Last Word 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Bandit Kingdoms Adventure 
  Version 1.0 
   
   
  by Theo Judd and Susan Threadgill 
  Circle Reviewer: Chris Tulach  
  Triad Reviewer: Casey Brown 
  Playtesters: David Baggett, Michael Haferkamp, Derek Harris, Cory Light, David “Keyoke” Polansky, and John 
  Shannonhouse 
   
   
  A simple man in Balmund has a simple task: guard a small shipment of cargo for a few days. But even the simplest 
  missions tend to embroil you in a complex political web that proves tricky to escape. Who will have the last word when 
  the sun finally sets on this tale of adventure and daring? Citizens of Redhand, Defenders of Morannon, members of 
  Hellstone Tower, and members of the Brotherhood of the Sundered Axe are encouraged to participate in this 
  adventure. Part three of the Breaking Up is Hard to Do series. A one-round Bandit Kingdoms adventure set in Balmund 
  for characters level 1-7 (APLs 2-6). 
   
  Resources for this adventure [and the authors of those works] include Complete Divine [David Noonan], Races of 
  Destiny [David Noonan, Eric Cagle, Aaron Rosenberg], and Spell Compendium [Matthew Sernett, Jeff Grubb, Mike 
  McArtor]. 
  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, players 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. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information 
  on 
  NPCs 
  and 
  monsters. For your 
  convenience, Appendix 1 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). 
  You need one copy of this for each participating player. 
   
   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 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  The Last Word 
   
  Page 2 
  
  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 standard one-round Regional adventure, set in 
  the Bandit Kingdoms. Characters native to the Bandit 
  Kingdoms pay 1 Time Unit per round; all other 
  characters pay 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 
  The wizard Malthos Pe’handru has angered Prince Zeech 
  of Redhand. Last year, when chaos broke out on the 
  docks of Alhaster regarding a bit of contraband on a 
  Rhenee barge, Zeech’s agents learned that Malthos was 
  responsible for the whole affair. Now that Prince Zeech 
  is preparing for a grand celebration of the 20th year of his 
  reign, he can not abide any further examples of such 
  lawlessness. Allowing Malthos’ actions to go unpunished 
  would make the Prince appear weak, so Zeech has issued 
  a bounty of 500 gold lords for the head of Malthos and 
  has posted descriptions of him throughout the southern 
  Bandit Kingdoms. Captain Elhilbor, head of Prince 
  Zeech’s secret police, has been tasked with Malthos’ 
  capture. 
   
  Malthos is no fool. He has not set foot inside 
  Redhand since the bounty was issued, and he has been 
  doing his best to keep one step ahead of Zeech’s agent 
  elsewhere. However, Malthos has a weakness that 
  Elhilbor intends to exploit. Elhilbor has discovered that 
  Malthos is heavily dependent upon green starmetal for 
  his research and that the mage goes to great lengths to 
  find the precious metal. Elhilbor has learned of Malthos’ 
  latest shipment, currently residing in Balmund, and he 
  plans to lay a trap when Malthos comes to collect. 
   
  Meanwhile, in the town of Balmund, a bitter 
  political struggle rages. The four priests of Iuz who run 
  the town and the surrounding region are fiercely 
  competitive with each other. Since they have been 
  bequeathed joint rulership of the area with no clear 
  indication of who is to be superior, they constantly vie for 
  dominance over each other. The chaos that has ensued is 
  typical of Iuzian administration. 
   
  The reviled priestess Jaleena the Merciless is the 
  current leader in this struggle, but not by much. Her 
  closest rival, the warrior-priest Hazakar Kogo, has been 
  gaining ground, and he is seeking to deal the coup de 
  grace by sabotaging her efforts at controlling the 
  populace. He has planned a raid of her temple to 
  complete his rise to power. 
   
  In another part of the region, the nefarious Schzenk 
  Valurya of Trallant schemes of ways to improve his 
  reputation in the eyes of his master, the half-fiend 
  Commander Marionnen. Knowing his master’s desire to 
  conquer Balmund, the next step in building Marionnen’s 
  own Oerthly realm, Schzenk has placed agents within the 
  The Last Word 
   
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  town who have orders to keep their eyes pealed for any 
  chance to gain insight into the workings of the Iuzian 
  priests who rule there. 
   
  ADVENTURE SUMMARY 
  The PCs find themselves in Balmund, where a mysterious 
  fellow named Eldaren hires them to guard a warehouse. 
  The PCs are given virtually free reign of the warehouse to 
  make defensive arrangements against the possibility that 
  a foe should attempt to seize the merchandise stored 
  there. 
   
  The PCs guard the warehouse for three days, during 
  which a series of encounters occur. On the first day, the 
  PCs are shaken down by “tax-collectors” of the priestess 
  Jaleena (really just thugs looking for bribes or 
  information). On the second day, members of Redhand’s 
  secret police assault the warehouse but give the PCs a 
  chance to help them capture Malthos when he arrives. 
  Finally, Malthos comes to claim his cargo on the third 
  day. 
   
  The PCs are next offered the opportunity, either by 
  Malthos or by the Redhand secret police, to work another 
  job; they must break into Jaleena’s temple office and steal 
  sensitive documents. As the PCs make their way to 
  Jaleena’s temple, they are intercepted by Giardo, one of 
  Schzenk’s spies, who offers his aid if the PCs agree to 
  share some of Jaleena’s top secret information with him. 
   
  When the PCs break into the temple, they find that 
  they are not the only ones with the idea. Hazakar has sent 
  his minions to raid the place as well, and, if the PCs do 
  not agree to help them, they attack. Afterwards, the PCs 
  must face a trap that wards Jaleena’s information. 
   
  At the end, if the PCs escape with some information, 
  they must decide with whom they share it. Giardo is 
  unhappy with the PCs if they renege on their deal and 
  tries to steal the information. Malthos or Zeech’s agents 
  thank the PCs for their assistance if they are successful. 
   
  PREPARATION FOR PLAY 
  Determine whether any PCs are members of the 
  following meta-organizations: 
   
  • 
  Brotherhood of the Sundered Axe (members receive 
  Player Handout 1 during Encounter One) 
  • 
  Citizens of Redhand (members receive Player 
  Handout 2 during Encounter One) 
  • 
  Defenders of Morannon (members receive Player 
  Handout 3 during Encounter One) 
  • 
  Hellstone Tower (members receive Player Handout 
  4 during Encounter One) 
  • 
  Banned in Redhand, Branded Criminal: These PCs 
  are offered a chance to atone for their misdeeds 
  during Encounter Three. 
  • 
  Find out if anyone is Wanted by the Church of Iuz 
  and, if so, whether they are in disguise (they may 
  NOT take 20 on Disguise checks, although they may 
  take 10). If anyone has a Wanted! score of 
  Malcontent or higher, be sure to make an ominous 
  “hmmmmm” noise, and roll a few d20s behind a 
  screen. Cackle evilly for effect. 
   
  REGIONAL WARNING 
  If your players are unfamiliar with the Bandit Kingdoms 
  region, read the following aloud before running this 
  event: 
   
  It is important to realize at all times that the Bandit 
  Kingdoms are under the control of Iuz, the Old One, 
  a chaotic, evil deity who revels in torture, depravity 
  and trickery. Government officials tend to imitate 
  many of the attributes of their dread lord. Things that 
  you might take for granted in other lands, such as 
  freedom of worship and the rule of law, are not 
  valued by the rulers of the Combination of Free 
  Lords. You may be able to strike at Iuz, but seldom 
  can you strike at him overtly without paying the final
  price. Be warned, l e is short for those who openly 
  defy Old Wicked. 
   
  if
   
  INTRODUCTION 
  Caravan escort is rarely a lucrative or thrilling 
  enterprise, and your last job was no exception. You 
  drove off the only bandits who attacked along the 
  road, and you arrived in Balmund ahead of schedule.  
   
  Balmund, which is only slightly larger than 
  Groucester, is crawling with servants of the Old One. 
  You passed two temples dedicated to Old Wicked on 
  your way to the merchant quarter, and rumor has it 
  there are two more on the other side of town! This 
  does not seem like an ideal spot to rest after your 
  recent travels. Still, it is always nice to feel the weight 
  of coin in your purse, especially when the caravan 
  master, a respectable businessman by the name of 
  Talbot Trent, offers to buy the first round! 
   
  Talbot leads the party to the Split Skull, a tavern and inn 
  not far from the warehouse district (it used to be called 
  the Broken Cudgel, but upon arrival, the Iuzian forces 
  disagreed with the word “cudgel” being a part of any 
  establishment within their realm and “suggested” that the 
  owner choose a new name). Allow the PCs to describe 
  themselves; they should know something of each other, 
  The Last Word 
   
  Page 4 
  
  since they just spent a week guarding a caravan bound for 
  Balmund.  
   
  1: THREE’S A CROWD 
  You are well into enjoying the second round when 
  the tavern door opens. For a moment, the setting sun 
  backlights the new arrivals, mak ng it hard to see 
  more than their size. Three male orcs enter and take 
  seats near the back, waving at the barmaid as they go. 
  They seem bleary-eyed as they sit in silence, which is 
  broken only when the largest of the three begins to 
  snore. 
  i
   
   
   
   
   
  i
   
   
  Mumbling something about getting his teamsters 
  bedded down, Talbot downs his ale and heads for the 
  door.  
  A DC 15 Spot check reveals that all three orcs wear 
  matching (though soiled and rumpled) tabards: red with 
  the grey-and-white symbol of a skull impaled by a dagger. 
  These are three of the guards assigned to Jaleena’s temple 
  of Iuz; they have stopped here to eat breakfast prior to 
  their nightly shift. The tabard can be identified with a DC 
  15 Knowledge (local: Iuz’s Border States) check. 
   
  Distracted, you almost fail to notice when a man 
  approaches your table, hesitating for a moment to 
  remove a pair of spectacles and tuck them carefully 
  into his sleeve before speaking. 
   
  “Pardon me. I could not help but overhear that 
  you have some experience as caravan guards. I may 
  have need of your services. If you are interested, 
  please follow me upstairs, where we may speak 
  privately.” 
   
  The man walks halfway up the stairs and pauses, 
  clearly waiting to see if you will follow. 
   
  Eldaren: This man is Malthos’ apprentice, but he does 
  not tell the PCs this unless he is under magical 
  compulsion. He is bookish and dull, plus he does not 
  stand out in a crowd. His features are plain, save for a few 
  scars (which actually help him fit into the Bandit 
  Kingdoms) and a stylized dragon tattoo on his right arm. 
  He is not very talkative and prefers brief conversation 
  that is to the point rather than long, drawn-out 
  soliloquies. 
   
  Eldaren: Male human Wiz4; see Appendix 1. 
   
  If the PCs are not interested in Eldaren’s offer, he does 
  not approach them again. The PCs spend an uneventful 
  evening in the tavern until they choose to retire to their 
  rooms. Any members of the appropriate meta-
  organizations (as listed in Preparation for Play) wake to 
  find that sealed messages have been slipped under the 
  doors of their rooms (Player Handouts 1-3), while 
  members of Hellstone Tower receive theirs (Player 
  Handout 4) via a sending from Khazibuhl Janduhar, the 
  dwarven archmage left in charge of Hellstone Tower by 
  Turoush after Cranzer’s recent return forced his 
  departure. It is then be up to the players to seek further 
  contact with Eldaren; he is fairly difficult to locate, 
  requiring a DC 20 Gather Information check. 
   
  If the PCs follow Eldaren, read the following: 
   
  The small bed chamber is quite cramped with all of 
  you inside, so the man wastes no time coming to the 
  point. 
   
  “I am charged with holding a valuable shipment 
  for a customer who will come to take possession of it 
  within the week. I need competent guards to secure 
  its location until h s arrival. I am willing to pay you 
  each a fair price for every sunrise you see while 
  protecting this cargo. If you are interested, you may 
  start tomorrow.” 
   
  • 
  Payment (25 gp per APL per sunrise, of which there 
  will be two) is to be delivered upon receipt of the 
  goods. Eldaren does not discuss further particulars 
  until the PCs accept his offer. 
  • 
  His initial attitude is Indifferent, but Diplomacy 
  checks to adjust his attitude suffer a -5 penalty 
  because he is very overprotective of his cargo. 
  • 
  If his attitude is improved to Friendly, he confides 
  that his “customer” is a mage and that the cargo is 
  valuable to his research. Alternately, a DC 20 Sense 
  Motive check gives the PC a “hunch” that Eldaren is 
  closer to his “customer” than he mean to let on. 
  • 
  If his attitude is improved to Helpful, he explains 
  (very quietly) that the cargo consists of one pound of 
  green starmetal and that the party should be very 
  careful with it and tell no one of it. He also warns 
  them not to get any ideas about absconding with the 
  starmetal, as his “customer” will likely hunt them 
  down if they do. Magical compulsions can make him 
  reveal this information as well. 
  • 
  If his attitude is reduced to Unfriendly or Hostile, he 
  has second thoughts and retracts his offer. He does 
  NOT attack the party under any circumstance. If 
  attacked, he flees. He can still be pressured into 
  allowing the PCs to work for him however. If he is 
  Unfriendly, the PCs might be able to come up with a 
  good lie to convince him with a DC 14 Bluff check 
  (he takes 10 on a Sense Motive check, plus a +5 
  bonus since this is a little hard to believe), or they 
  might “convince” him with a DC 13 Intimidate 
  check. The DCs are increased by 5 if he is Hostile. 
  The Last Word 
   
  Page 5 
  
  • 
  The shipment is not due to arrive in Balmund until 
  tomorrow. 
  • 
  The shipment will be stored in a warehouse in the 
  merchant quarter. This is the location the party must 
  guard. 
  • 
  He knows of no one who intends to steal the cargo; 
  he simply wants to take no chances. 
   
  Development: If the PCs accept Eldaren’s offer, they 
  spend an uneventful evening wherever they choose to 
  stay. As they start out for the warehouse the next 
  morning, any appropriate PCs receive Player Handouts 1-
  4 (according to the list in Preparation for Play). 
   
  2: HEAR NO EVIL 
  Eldaren leads you into the merchant quarter, a warren 
  of warehouses near the river. He stops at the door to a 
  wooden structure and fits a large iron key into the 
  lock. 
   
  Give the PCs Player Handout 5, the warehouse map. The 
  warehouse portion of the building is 40 feet wide by 60 
  feet long, 25 feet tall with a flat roof. The only exterior 
  entrance is a pair of double doors, and there are no 
  windows, although there is a skylight. The side opposite 
  the door features a storage loft 15 feet above the floor, 
  accessed by a ladder attached at one end. Various boxes, 
  barrels and bags are stored here; Eldaren does not make it 
  clear to the PCs that one box is much more valuable than 
  the others. He gives the large iron key to the PCs and 
  departs, not returning until the morning of day three. 
   
  A DC 20 Search check reveals a Tiny-sized steel chest 
  hidden within one of the crates; this chest contains the 
  starmetal. The chest is warded by an arcane lock and a fire 
  trap. 
   
  Warehouse Walls: 6 in. thick; hardness 5; hp 60; AC 1; 
  Break DC 20. 
   
  Warehouse Door: 2 in. thick; hardness 5; hp 20; AC 
  4; Break DC 25; Open Lock DC 25. 
   
  Tiny Steel Chest: 1/5 in. thick; hardness 10; hp 6; 
  AC 7; Break DC 36; Open Lock DC 30. 
   
  All APLs (EL 5) 
  Fire Trap Spell: CR 5; spell; spell trigger; no reset; 
  spell effect (fire trap, 10th-level wizard, 1d4+10 fire, DC 
  16 Reflex save half damage); Search DC 29; Disable 
  Device DC 29. 
   
  The regular door opens into the office portion of the 
  building, which is 10 feet tall with a flat roof. It is 
  comprised of a hallway, an office with a desk and 
  bookcase, and another chamber where guards or visitors 
  may wait. Another regular door allows entry to the 
  warehouse from the hallway. 
   
  Exterior Office Door: 2 in. thick; hardness 5; hp 20; AC 
  5; Break DC 25; Open Lock DC 25. 
   
  Interior Doors: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 13. 
   
  Let the PCs have up to 15 minutes to plan any special 
  defenses for the warehouse. Note that Eldaren is not 
  willing to take on any expenses incurred in the defense 
  of the warehouse. 
   
  The following encounter takes place late in the 
  afternoon of day one. Be sure to alter the following text if 
  PC precautions and defenses make it necessary. 
   
  PCs keeping watch outside note the approach of two 
  men: one is short, stout and slightly hunched, while the 
  other is tall and lanky, with shoulder-length stringy hair. 
   
  You hear a muffled giggle just before someone 
  knocks sharply on the door to the office area. Then a 
  nasal voice commands: “Open up! City tax collectors!” 
   
  l
  l
  l
   
   
  The tax collectors know someone is inside and they make 
  veiled threats if the PCs do not open the door. If the PCs 
  do not concede, they return with three orcs and an Iuzian 
  templar (see Appendix 1) to add force to their threat. If 
  the PCs open the door, read: 
   
  Opening the door reveals two men. The one on the 
  left, a squat little blonde-haired man with a slight 
  hunch, scratches at the stubble on his chin as one of 
  his eyes meets yours; the other eye seems to watch his 
  partner, a tal  and lanky fel ow with a arge hooked 
  nose and thin moustache, a combination that makes 
  him seem almost rat-like. He stares at you coldly with 
  both eyes, all the while flipping an electrum piece 
  with his left hand. Both wear tabards of faded red 
  marked with the skull-and-dagger symbol. 
   
  The taller man says, “Hail Iuz! Who’s in charge 
  here? We are the city tax collectors. We have to 
  inspect your merchandise and collect the proper levy
  based on its value.” 
   
  His partner nods, giggles, and says “Hail Iuz!” 
  The tall man’s cold stare shifts to him for the merest 
  moment, then back to you. 
  Cazkin and Luthar: The “tax-collectors” are loathsome 
  servants of Jaleena, the priestess of Iuz. They have no 
  papers to prove their claims (if the PCs ask). They depend 
  on Luthar’s +9 Bluff modifier to carry out their scam. 
  They have no idea what the PCs are guarding, but they 
  know it must be valuable (otherwise, why so many 
  expensive guards?). They ask to open boxes and inspect 
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  Page 6 
  
  their contents. Failing that, they ask for a detailed 
  description of the contents. They then attempt to fleece 
  the PCs by levying taxes based upon the value of the 
  cargo. There is no minimum amount they accept; they 
  simply try to squeeze as much out of the PCs as they can. 
  If the PCs do not offer a bribe, they demand an exorbitant 
  sum, expecting the PCs to haggle. They report whatever 
  information they glean to Jaleena, but they fail to 
  mention any gold collected. 
  • 
  Cazkin is the squat one with the lazy eye; he has 
  surprisingly keen ears. He giggles to himself 
  incessantly 
  • 
  Luthar is the tall one with the ratty appearance. He 
  flips a lucky electrum piece while he is thinking. 
  Having the better gift of gab, he does most of the 
  talking. 
  • 
  Their starting attitude is Unfriendly. 
  • 
  If their attitude is improved to Indifferent, they offer 
  to accept a bribe equal to half of the agreed-upon 
  “tax.” 
  • 
  If their attitude is improved to Friendly, they offer to 
  accept a bribe equal to one quarter of the agreed-
  upon “tax.” 
  • 
  If their attitude is improved to Helpful, they say they 
  were just joking around about the tax and leave after 
  a bit of idle chit-chat. 
  • 
  If their attitude is reduced to Hostile, they demand 
  ridiculous sums of money and later claim (falsely) to 
  Jaleena that the PCs are enemies of the Empire of 
  Iuz hiding a weapons shipment for rebels. They do 
  likewise if they are attacked and the PCs do not 
  prevent them from fleeing. The following day, 
  before Raynar arrives, an Iuzian templar (see 
  Appendix 1) approaches the building with three orcs 
  (see Monster Manual) and attempts to place the PCs 
  under arrest. If the PCs do not flee or defeat the 
  templar, they are imprisoned for 12 TUs and the 
  adventure is over. 
   
  Cazkin: Male human Com2 (Listen +8). 
  Luthar: Male human Exp3 (Appraise +10, Bluff +9, 
  Intimidate +9, Sense Motive +8). 
   
  Tactics: These men have no intention of fighting and flee 
  if combat begins. 
   
  Treasure: The PCs can abscond with the starmetal if they 
  locate it. Of course, Malthos is not too happy about this 
  and they earn his enmity if they do. 
   
  All APLs: Loot: 416 gp. 
   
  Development: If the PCs show the valuable portion of 
  the shipment to Cazkin and Luthar, they do not 
  recognize it for what it is, but they do report what they 
  see to Jaleena. She asks them to keep watch on the 
  warehouse, possibly causing complications for the PCs 
  later (see Encounter 3). 
   
  If the PCs steal the starmetal and run off, the 
  adventure is over. 
   
  3: SEE NO EVIL 
  The rest of day one and the night pass without incident. 
  At mid-morning of day two, the following encounter 
  occurs. Be sure to alter the following text if PC 
  precautions and defenses make it necessary. 
   
  PCs keeping watch outside must succeed at a Spot 
  and Listen checks opposed by Raynar’s and Flugg’s Hide 
  and Move Silently checks to notice the approach of 
  Raynar and Flugg, as they are hidden by Raynar’s 
  invisibility spells. Flugg’s noisy footfalls are likely to 
  aurally alert those standing watch, but chances are 
  reduced if the PCs are inside. The PCs suffer a -1 penalty 
  to Spot and Listen checks for each 10 feet of distance 
  between them and the pair of attackers. Plus, any PCs 
  inside cannot roll Spot checks and suffer an additional -
  10 penalty to Listen checks for each intervening wall. 
   
  If any PC detects Raynar’s and Flugg’s approach, read 
  the following: 
   
  Someone has attempted to approach the office door 
  by stealth. You hear a gentle rattle as they check to 
  see that the door is locked, and then a deep voice 
  quietly asks, “Flugg smash?” 
   
   
   
  “No, no,” comes the whispered reply, followed by 
  quiet words of incantation. 
  Any PC who hears spellcasting (DC 0 plus any modifiers 
  for distance or walls) and beats the Listen DC by 10 can 
  make a DC 17 Spellcraft check to recognize a knock spell 
  being cast. 
   
  The door opens, but you can see no one. Then the 
  door suddenly swings wider, as if to admit something 
  large. 
  The two sneak around the office area and then proceed to 
  the warehouse, moving until Raynar sees any of the PCs. 
  At that time, he immediately whispers for Flugg to hold 
  (DC 15 Listen check to hear, DC 25 to understand, 
  modify for distance). They are seeking Malthos or 
  Eldaren, and he knows that none of the PCs fit the 
  descriptions he was given.  
   
  If the PCs allow Raynar to talk, use the following 
  points: 
   
  The Last Word 
   
  Page 7 
  
  • 
  He begins by asking to meet with Malthos, as 
  though he is expected. 
  • 
  If the PCs tell him that Malthos is not at the 
  warehouse (or that they do not know Malthos), 
  Raynar states that he and his associate are in the 
  employ of His Highness, Prince Zeech (but no other 
  details). 
  • 
  He accuses PCs of being involved in smuggling, 
  since they are guarding contraband for a condemned 
  criminal, one Malthos Pe’handru. 
  • 
  If the PCs agree to help him capture Malthos and his 
  accomplice/apprentice Eldaren, he is willing to 
  forget their part in the crime. 
  • 
  Some PCs may find it interesting that Raynar does 
  not seem the least bit interested in finding or 
  securing the contraband. If they ask, Raynar says he 
  has no interest in it and that the PCs may keep it if 
  they help him. 
   
  When the invisibility spell ends (consult stat blocks for 
  caster level to determine duration), the PCs see that they 
  are dealing with a man in blue robes and his large half-
  ogre bodyguard. However, Raynar does not talk all day 
  long, and combat likely occurs before this happens unless 
  the PCs have made an agreement with him. 
   
  Raynar and Flugg: Raynar and Flugg have very different 
  specialties. Consequently, they fill very different roles in 
  Zeech’s secret police. Raynar is an accomplished 
  illusionist who is adept in the art of infiltration while 
  Flugg is simply a brute. They make an excellent team. 
   
  Raynar is pensive and reserved. He is always 
  calculating and rarely speaks his thoughts unless he has 
  something important to say. His mind is always awhirl 
  with tactical plans and devilish schemes. Flugg’s mind on 
  the other hand is quite empty except for a few choice 
  words: namely “smash,” “crush,” and “smush.” He is quite 
  protective of Raynar, whom he sees as something of a 
  father figure. Raynar, for his part, knows how important 
  Flugg’s protection is, and he nurtures this relationship 
  with positive reinforcement. 
   
  APL 2 (EL 4) 
  Raynar: Male human Wiz3; hp 13; Hide +1, Move 
  Silently +1; see Appendix 1. 
  Flugg: Male half-ogre War1; hp 10; Hide -8, Move 
  Silently -8; see Appendix 1. 
   
  APL 4 (EL 6) 
  Raynar: Male human Wiz5; hp 21; Hide +2, Move 
  Silently +2; see Appendix 1. 
  Flugg: Male half-ogre War3; hp 24; Hide -10, Move 
  Silently -10; see Appendix 1. 
   
  APL 6 (EL 8) 
  Raynar: Male human Wiz7; hp 29; Hide +2, Move 
  Silently +2; see Appendix 1. 
  Flugg: Male half-ogre War5; hp 38; Hide -9, Move 
  Silently -9; see Appendix 1. 
   
  Tactics: Flugg fights to the death to defend Raynar, 
  unless Raynar orders him to break off. Raynar is a canny 
  opponent who uses his illusions and other spells to 
  hamper his opponents while Flugg beats them down. If 
  injured and in danger of being killed, Raynar flees and 
  leaves Flugg as a rear guard. 
   
  Treasure: If the PCs defeat Raynar and Flugg in combat, 
  they may loot them. 
   
  APL 2: (Raynar) Loot: 28 gp; Magic: 370 gp – scroll of 
  antimagic field (137 gp), spellbook I (233 gp); (Flugg) 
  Loot: 30 gp. 
   
  APL 4: (Raynar) Loot: 28 gp; Magic: 603 gp – cloak of 
  resistance +1 (83 gp), scroll of antimagic field (137 gp), 
  scroll of greater invisibility (58 gp), spellbook II (325 gp); 
  (Flugg) Loot: 130 gp. 
   
  APL 6: (Raynar) Loot: 28 gp; Magic: 950 gp – cloak of 
  resistance +1 (83 gp), scroll of antimagic field (137 gp), 
  scroll of greater invisibility (58 gp), scroll of scorching ray 
  (12 gp), scroll of wall of stone (93 gp), scroll of web (12 
  gp), wand of invisibility (13 charges; 97 gp), spellbook III 
  (458 gp); (Flugg) Loot: 30 gp; Magic 195 gp – +1 half plate 
  (195 gp). 
   
  Development: If the PCs agree to help Raynar and 
  Flugg, they explain their plan to the PCs. They intend to 
  capture Malthos using a scroll of antimagic shield Raynar 
  carries. When Malthos arrives, Raynar intends to get 
  within 10 feet of him and use his scroll of antimagic field 
  in a surprise round while Flugg moves to threaten. In 
  following rounds, they beat Malthos to unconsciousness, 
  as Raynar readies actions to follow Malthos wherever he 
  goes to ensure he is continually within the area of 
  antimagic field and thus, unable to escape magically. 
   
  If the PCs are being watched by Cazkin and Luthar 
  because they foolishly showed them the starmetal, the 
  two miscreants report any battle with Raynar to Jaleena. 
  Jaleena decides there is more to this than meets the eye, 
  and sends an Iuzian templar (see Appendix 1) with three 
  orcs to seize the cargo (possibly ending the adventure for 
  the PCs or forcing them to fight). If the PCs succeed in 
  making the initially Hostile templar Indifferent, he 
  agrees to accept a bribe equal to half the amount of the 
  starmetal (a princely sum of 2,500 gp!). If they can 
  improve his attitude to Friendly, he accepts a bribe equal 
  to one fifth its value (1,000 gp). If they can improve his 
  attitude to Helpful, he offers to help them capture their 
  The Last Word 
   
  Page 8 
  
  important employer instead. He waits with the orcs until 
  Malthos arrives the next day and then jumps him, likely 
  forcing him to use dimension door to escape (unless the 
  PCs manage to use Raynar’s scroll of antimagic field first) 
  although he tries to get to his cargo first. The templar is 
  satisfied if the PCs help him capture Eldaren, however he 
  does not allow the PCs to keep any of Malthos’ or 
  Eldaren’s gear. 
   
  4: SPEAK NO EVIL 
  Day two ends without further action. That night is 
  peaceful. Be sure to alter the following text if PC 
  precautions and defenses make it necessary. 
   
  In the early morning, PCs keeping watch outside 
  notice the approach of a hooded figure. As he comes 
  closer, they recognize him as Eldaren. He walks to the 
  office door, looks around cautiously, then knocks. 
   
  A gentle knock signals the arriva  of your employer. 
  “I have news that my customer is near. It is my hope 
  that he will come for h s shipmen  today.” 
  l
  i
  t
   
  If Raynar and Flugg are present, they prepare themselves 
  with invisibility spells at this time and remain hidden 
  under the warehouse loft, hoping to capture both 
  Malthos and Eldaren. 
   
  At midday, PCs keeping watch outside notice the 
  approach of an elderly human male. He walks with the 
  help of a staff, leaning heavily on it as he makes his 
  painful way along the street. He passes the warehouse 
  and then seems to stop in confusion. Finally, he turns 
  back, crosses the street, and approaches the door to the 
  office area. 
   
  You almost miss hearing the knock because it is so 
  soft and timid. After allowing you to ready yourselves, 
  Eldaren moves to open the door. He reveals an old 
  man, hooded and clutching a gnarled wooden staff for 
  support.  
   
  Eldaren gives an exasperated sigh and says, “May 
  I help you, sir? Have you business with our 
  establishment?” 
   
  The cowled head lifts slightly, and the old man 
  clears his throat before answering. “Is this the office 
  of the Darenel family? If so I most certainly do have 
  business here.” 
   
  The visitor is Malthos, in disguise and under the effect of 
  his hat of disguise. Success on a DC 16 Spot check 
  (Malthos takes 10 and is disguised as two age categories 
  older giving him a -4 penalty) reveals that he is disguised, 
  but unless a particular PC has met Malthos in his true 
  form before (unlikely), they do not recognize him. 
  Eldaren recognizes his master, but he does not end the 
  ruse until told to do so by Malthos. His conversation 
  gives Malthos time to make a Spot check (+2 modifier) to 
  find hidden enemies, as well as a Sense Motive check (+2 
  modifier) against any PCs he can see. 
   
  If the PCs made a deal with Raynar and any of them 
  speak to Malthos, his Sense Motive check is opposed by 
  their Bluff check. Otherwise, if Malthos succeeds on a 
  DC 20 Sense Motive check, he gets a hunch something is 
  amiss and tries to escape. He ends the conversation by 
  claiming that he has come to the wrong warehouse. He 
  tries to maintain the disguise and walk away; if 
  threatened, he casts silent dimension door to achieve a 
  safe distance and flees, vowing vengeance against the PCs 
  (they earn his enmity). 
   
  If Malthos’ suspicions are not aroused, he enters the 
  door and drops his disguise, immediately asking Eldaren 
  to show him his shipment. Malthos examines the chest 
  for signs of tinkering, and then opens it using a magical 
  command word to disarm the trap. He examines the 
  starmetal to make sure it is real (this gives him a Will save 
  against any illusions that might be over it). See 
  Development below for the consequences of missing 
  starmetal. 
   
  If Raynar and Flugg are present, they remain hidden 
  until everyone has entered the warehouse. Then they 
  attack, striking to subdue until they are fairly certain that 
  their targets will not die in the combat. Their primary 
  target is Malthos; capturing Eldaren is of secondary 
  importance. 
   
  If the Iuzian templar and orcs are present, they 
  attack as soon as Malthos enters the room (being chaotic 
  as they are). 
   
  Malthos: Malthos Pe’handru is a shrewd fellow. He has 
  not survived this long in the Bandit Kingdoms without a 
  good bit of moxie and a healthy paranoia. Being this close 
  to the border of Redhand, he is very suspicious of 
  anything that seems out of place. Before he enters a 
  room, he usually makes a Spot check to look around first 
  and always spends a minute observing anyone he is 
  meeting for the first time (such as a PC) to make a Sense 
  Motive check and see if there is anything suspicious 
  about that person. He is more trusting of those who have 
  shared helpful relations with him in the past, but these 
  are few and far between so he is fairly cautious. He always 
  keeps a silent dimension door prepared for a quick escape 
  if necessary. 
   
  Malthos Pe’handru: Male human Wiz5/Green Star 
  Adept1/Mage of the Arcane Order4; hp 58; see 
  Appendix 1. 
  Eldaren: Male human Wiz4; see Appendix 1. 
   
  The Last Word 
   
  Page 9 
  
  Tactics: Combat is only likely if the PCs work with 
  Raynar and Flugg or the Iuzian templar to capture 
  Malthos. After Malthos enters the warehouse, Raynar 
  moves into position. This is the only chance Malthos has 
  to notice the intruders. He makes a Listen check (+2 
  modifier) opposed by Raynar’s Move Silently check 
  (depends on APL). If he fails, Raynar and Flugg get a 
  surprise action against him. If he succeeds, roll initiative 
  and begin a normal round. If Malthos goes before Raynar, 
  he casts dimension door to achieve a safe distance and 
  flees. Eldaren also tries to flee but fights if forced. 
   
  If Raynar takes Malthos by surprise or beats his 
  initiative, he casts antimagic field from his scroll. 
  Remember to make a caster level check (DC 12) since 
  there is the possibility he might fail. If he succeeds, the 
  battle is likely over before it begins as Flugg moves to 
  subdue the magically-void Malthos. Raynar readies 
  actions to follow Malthos, preventing him from escaping 
  and Flugg uses any attacks of opportunity against 
  Malthos to attempt to trip him. Additionally, Raynar 
  expects the PCs to aid him in this endeavor, mostly by 
  keeping Eldaren busy. 
   
  If the Iuzian templar and orcs are present, roll Spot 
  checks for Malthos and Eldaren (+2 and +4 respectively) 
  against the Hide checks of the Iuzian templar and orcs (-4 
  and -1 respectively). If they are not seen, they get a 
  surprise action. They strike to kill. 
   
  Treasure: Raynar expects to take Malthos, Eldaren, and 
  all of their gear into custody and becomes Hostile if the 
  PCs try to take it. However, he allows the PCs to keep 
  Malthos’ cargo, which he explains is probably quite 
  valuable (see Encounter 3). The Iuzian templar reacts 
  similarly to attempts to claim Malthos’ or Eldaren’s gear. 
   
  The PCs get paid by Malthos if his starmetal is safe. 
   
  APL 2: Coin: 50 gp. 
   
  APL 4: Coin: 100 gp. 
   
  APL 6: Coin: 150 gp. 
   
  If Malthos is captured, Raynar is very pleased. He tells 
  PCs: 
   
  “You have done a fine job assisting me in this matter. 
  His Highness will be most p eased. Perhaps you 
  would be interested in providing assistance with 
  another matter before you go on your way.” 
   
  l
  l
  i
   
  l
  f
   
   
   
  If Malthos escapes, Raynar is very angry. He tells PCs: 
   
  “It was your incompetence that allowed his escape. I 
  am not at al  sure you did not aid him in his cause. 
  His Highness will be most displeased.” 
   
  He paces the warehouse floor as his half-ogre 
  bodyguard glares at you with eyes full of menace. 
   
  “I will give you one more chance to redeem 
  yourselves. If you accomplish the task I give you, I 
  will be k nd to you when it is time for my report.” 
   
  If Malthos or Eldaren is captured by the Iuzian templar, 
  he is satisfied. He allows the PCs to keep Malthos’ cargo 
  as a reward and the adventure is over. If neither is 
  captured, he is angry and insists on taking the cargo. If 
  the PCs refuse, he and any remaining orcs attack, taking 
  any PCs who survive the battle prisoner (and taking those 
  who do not survive to Jaleena to be raised as undead, 
  though a PC’s body may be retrieved by virtue of his WCI 
  score). Captured PCs earn Whip Scars and lose 12 TUs to 
  imprisonment; they also lose their equipment and must 
  use the Charity of Friends clause (see the Living 
  Greyhawk 
  Campaign 
  Sourcerbook) 
  to 
  re-equip 
  themselves. 
   
  If neither Zeech’s agents nor the Iuzian templar are 
  present, Eldaren helps Malthos move a single chest from 
  the warehouse to the office. They ask PCs to wait while 
  they 
  inspect 
  the 
  merchandise 
  privately. 
  Shortly 
  thereafter, they ask PCs to join them. 
   
  The old man smiles as you enter the office. The crate, 
  closed once again, sits on the desk. 
   
  “I thank you for guarding my shipment so wel . 
  Forgive me i  I am wrong, but I cannot help but think 
  your talents are wasted on such a task. I have a better 
  offer, if you have the time and inclination.” 
   
  If PCs show interest in undertaking a task for either 
  Raynar or Malthos, read the following (no matter which 
  one makes the offer): 
   
  “There are four temples to the Old One in Balmund, 
  each controlled by a powerful priest or priestess. They 
  have fallen into the habit of competing with one 
  another for their dread lord’s favor, which makes 
  them very dangerous to the rest of Oerth. The 
  dominant power, for now, is the sect headed by 
  Jaleena the Merciless. Her temple is the largest – the 
  one that fronts on the town square.” 
   
  I would be most interested to take a look at her 
  plans for Balmund and Redhand. I propose that you 
  pay a clandestine visit to her office and bring out any 
  documents of interest you may find there. Some 
  powerful friends of mine would, no doubt, be grateful
  for such a service.” 
   
  If the PCs have questions, their prospective employer 
  knows the following: 
   
  The Last Word 
   
  Page 10 
  
  • 
  The most powerful sect is Jaleena’s (CE female 
  human Clr11 of Iuz); the uniform worn by her 
  followers is a red tabard emblazoned with the 
  symbol of a skull impaled by a dagger. Their temple 
  fronts the town square. 
  • 
  Jaleena’s greatest rival is the order which follows the 
  warrior-priest Hazakar Kogo (CE male half-orc 
  Clr6/Ftr5 of Iuz); the tabard favored by his followers 
  is black, featuring a screaming silver skull with 
  bejeweled blue eyes. Their temple (fortress) is near 
  the city wall on the west side of town. 
  • 
  The followers of Xerenal (CE male tiefling Clr9) are 
  purist priests; they wear traditional robes of deepest 
  black with scarlet tassles and the all-too-familiar 
  skull on the left breast. Their temple, the oldest in 
  town, is nearest the river. 
  • 
  The smallest order, depleted when many of their 
  number were recently sent to die at the Battle of 
  Marsakeer (see BDKI6-02 Of Weapons, War, and 
  Woe), is the one that follows Norvin Blackteeth (CN 
  male human Clr5/Rog5 of Iuz). Their robes are grey, 
  and their symbol is that of a silver skull with a black 
  chain passing in through one eye socket and back 
  out its open mouth. Their temple sits behind a 
  screen of tangled briars and brush. No one but those 
  who worship there knows what goes on within those 
  walls. 
  • 
  Jaleena’s temple will, no doubt, be guarded. She does 
  not trust the other priests of the Old One, much less 
  the citizens of Balmund. 
  • 
  Her office is not on the ground level. 
   
  If the PCs accept the offer, proceed to Encounter 5. If 
  they decline, go to Conclusion. 
   
  Development: If the PCs sided with Malthos but stole 
  the starmetal, Malthos calls them thieves if he discovers 
  it is missing and orders them to hand it over, attacking 
  them if they refuse. In any event, Malthos eventually 
  discovers any deception, and the PCs gain his enmity for 
  stealing the starmetal whether they successfully swindle 
  him or not. 
   
  5: A PIECE OF THE ACTION 
  While the PCs are on their way to the Temple, they are 
  intercepted by a spy sent by Schzenk Valurya. He knows 
  of their plan and intends to offer the PCs a bit of 
  assistance if they do him a favor as well. Read or 
  paraphrase the following: 
   
  As you approach the temple from the narrow streets 
  behind t, a man appears, walk ng toward you along 
  the same street. He glances all around, as if to make 
  sure he is not watched. He approaches you, calling 
  out in a low voice: 
  i
  i
  l
   
   
  “Pardon, good folks. Name’s Castrick. The ol’ 
  gentleman said fer me to offer you a ride in my wagon 
  when yer job is done. It’s a nice rig, lotsa room and a 
  heavy cover, too. Al ’s I’m askin’ is one quick look at 
  whatever ya find that’s worth readin’, if ya git my 
  meanin’.”  
   
  He smiles, showing stained teeth, as he awaits 
  your answer. 
  Giardo: The man who calls himself Castrick is actually a 
  talented spy named Giardo. He is in the employ of 
  Schzenk Valurya. He is not evil, but he certainly has no 
  qualms about serving his evil master, as long as his master 
  pays the most. 
   
  Giardo is medium height, medium build, and of 
  mixed human and elf descent. The most telling feature 
  about his appearance is his green eyes, but even those are 
  unremarkable for anyone of elf blood. He has no tattoos 
  or visible scars and is either friendly and loquacious or 
  quiet and reserved as the situation requires. He has two 
  cover identities. One is a human tanner named Landon in 
  Alhaster, the other is a human teamster in Balmund 
  named Castrick (the identity he uses when approaching 
  the PCs). It requires a DC 31 Spot check to penetrate his 
  disguise (he takes 10 on his Disguise check). 
   
  Giardo’s backup is a pair of halfling thieves named 
  Tillyard and Tish, locals who were willing to sell out to 
  Schzenk for a profitable return. They accompany him 
  wherever he goes, following in the shadows and always 
  ready to aid should disaster strike. The PCs might notice 
  them with a Spot check opposed by their Hide checks 
  (they take 10). They typically stay 20 feet back imposing a 
  -2 penalty on any such check. 
  Giardo 
  does 
  not 
  know Malthos. He was lucky enough to overhear his 
  arrangement with the PCs while snooping for 
  information at the warehouse. If the PCs agree to his 
  terms Giardo smuggles them safely back to the 
  warehouse in his wagon after they escape Jaleena’s 
  temple. 
   
  If the PCs refuse, Giardo and his allies withdraw, 
  waiting for the PCs to exit the temple with the 
  information from Jaleena’s office. They then attempt to 
  take it by force or subterfuge (see Encounter 7). 
   
   If the PCs attack, Giardo’s allies move in to assist. 
   
  All APLs (EL 10) 
  Giardo: Male half-elf Rog5/Spymaster4; hp 47; Bluff 
  +20; see Appendix 1. 
  Tillyard and Tish: Male and female halfling Rog5; hp 
  27 each; Hide +18; see Appendix 1.  
   
  The Last Word 
   
  Page 11 
  
  Tactics: The halflings try to fight as a team, using their 
  flank abilities to best advantage. If the fight occurs after 
  the PCs have the documents, their priority is to steal the 
  documents (via Sleight of Hand) and flee to meet up with 
  Giardo later. Unless the PCs have stored the documents 
  in an extra dimensional space, the halflings figure out 
  who is keeping them and where by shadowing the PCs 
  and closely observing them. 
   
  Treasure: The PCs can loot Giardo and the halflings if 
  they defeat them in combat. However they have a short 
  time to do so if such a fight occurs in public, as Iuzian 
  guards (use the stats for the Iuzian Templar) show up in 
  1d4+1 minutes to take the brigands into “custody.” 
   
  All APLs: (Giardo) Magic: 993 gp – +1 studded 
  leather (97 gp), +1 buckler (97 gp), +1 short sword (192 
  gp), cloak of resistance +1 (83 gp), wand of cat’s grace (20 
  charges; 150 gp), wand of glibness (10 charges; 262 gp), 
  wand of invisibility (15 charges; 112 gp); (Tillyard and 
  Tish) Loot: 357 gp; Magic: 149 gp – potion of 
  displacement (62 gp), potion of heroism (62 gp), potion of 
  invisibility (25 gp). 
   
  Development: Giardo does not reveal his affiliations to 
  the PCs unless he is ordered to do so while under magical 
  compulsion. If caught in a Bluff the halflings do not 
  know who Giardo works for or even his real name. They 
  only know he pays them well to steal secrets from the 
  Iuzians and perform other shady tasks. 
   
  6: ONE IF BY DAY, TWO IF BY 
  NIGHT 
  Consult the DM Map for a diagram of the temple 
  complex. Please adjust the following text for the time of 
  day (or night) the PCs choose to attempt this encounter: 
   
  Approaching the temple from the narrow back 
  streets, you see no obvious entrances other than the 
  large iron door in front. This unholy house of 
  worship is a large square building fashioned of finely-
  crafted dark stone, with each side featuring a wide 
  portico framed by columns carved to resemble fiends 
  holding skulls. Topping the peaked roof is a huge 
  stone skull, its mouth open to reveal a bell and its 
  eyes illuminated by ever-burn ng flames. 
  i
  i
   
  Front Door (Iron): 2 in. thick; hardness 10; hp 60; AC 5; 
  Break DC 28; Open Lock DC 30 (night only). 
   
  Masonry Walls: 1 ft. thick; hardness 8; hp 90; AC 5; 
  Break DC 35. 
   
  The PCs may use the portico (porch) to approach the 
  front doors unseen. If they intend to Hide and Move 
  Silently, have them make two checks each. (Do this to 
  keep up the suspense; regardless of what time they 
  attempt entry, there is no one who cares to investigate.) 
   
  The front doors are neither locked nor warded 
  during the day. They are kept locked at night. 
   
  The massive double doors lead into a wide foyer 
  which s open to the bell tower above. Ahead, open 
  double doors reveal the dim interior of the temple 
  proper. Four braziers burn in the center of the temple 
  and an altar sits on the far edge, adorned with the 
  unholy accoutrements of a worship place for a god of 
  pain. To either side, stone staircases curve down into 
  shadow. 
   
   
  If the PCs enter by day, the foyer is occupied by the 
  Iuzian templar who tend the altar and the temple is 
  empty. If they enter by night, this room is empty, 
  although noisy PCs might alert the orc guards on the 
  floor below. Read the following if the PCs enter by day: 
   
  Two priests of Iuz dressed in the unholy garments of 
  Jaleena’s faction attend the altar in this room. They 
  are clad in full plate armor and sport finely-crafted 
  greatswords sheathed on their backs. They turn as 
  you enter and take quick stock of you, “Come to make 
  a donation?” they ask, “Or would you prefer to join 
  the ranks of the Old One’s armies,” they say with a 
  sneer. 
   
  Iuzian Templar: These two templar stand guard over the 
  altar during the day and collect “donations” from those 
  who enter; most stay away. Visiting worshippers of Iuz 
  are treated with respect befitting their donations. No 
  donation means no respect. 
   
  The templar expect a hefty donation to the church: 
  50 gp x APL or 25 gp x APL if the PCs succeed on a DC 25 
  Diplomacy check. The locals are experienced enough to 
  know never to enter the temple without a considerable 
  donation, as those who do so without are usually 
  “conscripted” into Jaleena’s zombie army. Consequently, 
  only the (few) wealthy visit and only when they 
  desperately need a favor from the church. 
   
  If the PCs pay the expected donation, they may ask 
  to purchase spells from either Jaleena or the templar. 
  They can cast any spells they have prepared. Jaleena 
  charges 110 gp x spell level and the templar charge 20 gp 
  x spell level. Purchasing spells might be a good way for 
  the PCs to find out where Jaleena’s office is located. 
   
  The Last Word 
   
  Page 12 
  
  All APLs (EL 12) (daytime only) 
  Jaleena the Merciless: Female human Clr11; hp 80; 
  see Appendix 1. 
  Iuzian 
  Templar 
  (2): 
  Male 
  human 
  Ftr5/Pious 
  Templar2; hp 60; see Appendix 1. 
   
  Tactics: If the PCs are brandishing weapons when they 
  enter or they attack, the templar call out a warning to 
  Jaleena, whose office is behind the centermost door in 
  the floor below. She arrives in 1d4+1 rounds. The Iuzians 
  are Hostile to invaders and show them no mercy (-10 to 
  Diplomacy checks). 
   
  Treasure: If, by some amazing stroke of luck, the PCs 
  manage to defeat Jaleena and the templar in battle, they 
  may loot them. 
   
  All APLs: (Jaleena) Loot: 29 gp; Magic: 2,477 gp – +1 
  full plate (220 gp), +1 heavy steel shield (97 gp), ring of 
  protection +1 (166 gp), periapt of Wisdom +2 (333 gp), 
  cloak of resistance +3 (750 gp), wand of cure serious 
  wounds (20 charges; 375 gp), helm of comprehend 
  languages and read magic (433 gp), elixir of fire breath 
  (91 gp), scroll of sound burst (12 gp); (Iuzian Templar) 
  Loot: (58 gp); Magic: 1,310 gp – +1 full plate (2 @ 220 gp 
  each), +1 greatsword (2 @ 195 gp each), oil of corrupt 
  weapon (2 @ 8 gp each), potion of blur (2 @ 25 gp each), 
  potion of cure light wounds (4 @ 4 gp each), potion of 
  cure serious wounds (2 @ 62 gp each), potion of heroism 
  (2 @ 62 gp each), potion of shield of faith +5 (2 @ 75 gp 
  each). 
   
  Read the following once the PCs enter the temple on the 
  lower level (this assumes they approach at night; if 
  daytime, do not mention the guards): 
   
  As you descend to the chamber below, you see that 
  both staircases lead to the same place. This room 
  mirrors the foyer above, both in form and function. 
  One of the long wal s features a font for unholy 
  water, whi e the one opposite frames three closed 
  doors.  
  l
  l
  i i
   
  Of more immediate concern are the guards, who 
  seem to know that you are not here on a rel g ous 
  pilgrimage. 
   
  The doors on the right and left lead to identical small 
  chambers which store the ceremonial robes for the 
  priests and acolytes of the temple. All of the robes feature 
  the now familiar skull and dagger emblem. 
   
  The door in the center is locked. The PCs can either 
  pick the lock or break the door down. Or they may come 
  up with another means of entry.  
   
  Office Door: 1-1/2 in. thick; hardness 5; hp 15; AC 5; 
  Break DC 18; Open Lock DC 25. 
   
  Orc Sentries: If the PCs enter by night, there are six orc 
  sentries here, playing dice by the unholy font. They 
  attempt to sound the alarm if they notice anyone break 
  into the temple, but they loathe to do this for two 
  reasons. First, they are lazy and know that sounding the 
  alarm means they have to stay late on their shift, 
  explaining the details to Jaleena. Second, they get in 
  trouble if they raise a false alarm. Consequently, they do 
  so only when faced with an obvious threat. If the alarm is 
  sounded, the Iuzian templar arrive in 1d4+1 minutes and 
  Jaleena arrives in 1d6+3 minutes. This may still leave the 
  PCs enough time to get the job done, although they have 
  to be quick about it. 
   
  All APLs (EL 2) (nighttime only) 
  Orc Sentries (6): Male orc War1; see Monster Manual 
  page 203 
   
  Tactics: If attacked, five orcs move to engage, while the 
  sixth bolts for the opposite staircase, intending to reach a 
  bell pull in the bell tower above to sound the alarm. 
   
  Treasure: If the PCs manage to take the orcs out without 
  raising an alarm, they have time to loot the orcs. 
   
  All APLs: Loot: 45 gp. 
   
  Trap: Jaleena’s office is warded by a magical trap with an 
  onset delay of two rounds. This gives Jaleena enough 
  time to trip the bypass after entering. The bypass for the 
  trap is located underneath Jaleena’s desk and can be 
  located with a DC 25 Search check. The trap goes off if 
  any character enters the room without tripping the 
  bypass. If a PC locates the trap and beats the Search check 
  DC by 5 or more, he realizes that the means to bypass the 
  trap is located somewhere within the room. 
   
  A canny character might be able to figure out the 
  location of the bypass by following Jaleena during the day 
  and watching her very closely. However, Jaleena always 
  closes the door to her office before tripping the bypass 
  and there are no windows in the room. Such a character 
  would probably need to be invisible or watching the 
  room with some sort of divination spell to accomplish 
  this task. 
   
  APL 2 (EL 3) 
  Burning Hands Trap: CR 3; magic device; proximity 
  trigger (alarm); automatic reset; switch bypass (Search 
  DC 25); spell effect (burning hands, 5th-level wizard, 
  5d4 fire, DC 11 Reflex save half damage); Search DC 
  26; Disable Device DC 26. 
  The Last Word 
   
  Page 13 
  
   
  APL 4 (EL 5) 
  Fireball Trap: CR 5; magic device; proximity trigger 
  (alarm); automatic reset; switch bypass (Search DC 25); 
  spell effect (fireball, 7th-level wizard, 7d6 fire, DC 14 
  Reflex save half damage); Search DC 28; Disable Device 
  DC 28. 
   
  APL 6 (EL 7) 
  Acid Fog Trap: CR 7; magic device; proximity trigger 
  (alarm); automatic reset; switch bypass (Search DC 25); 
  spell effect (acid fog, 11th-level wizard, 2d6/round acid 
  for 11 rounds); Search DC 31; Disable Device DC 31. 
   
  The papers on top Jaleena’s desk are destroyed if the trap 
  detonates, but PCs may still be able to salvage her journal, 
  which is tucked away in the bottom right hand drawer. 
  This book details her plans for wresting control of the 
  region from her fellow priests, as well as the tasks she 
  intends to assign to Prince Zeech. 
   
  If the PCs manage to disarm the trap, they can 
  recover the papers on her desk. These include maps 
  detailing troop dispositions in Redhand and letters from 
  spies Jaleena has planted in Balmund, Trallant, and 
  Alhaster. 
   
  Development: Stealth or deception is a viable method to 
  retrieve Jaleena’s notes. Sneaky PCs might be able to 
  enter the temple without detection, learn how to disable 
  Jaleena’s trap, and then sneak in whenever she is out. 
  Alternately, PCs using spells like glibness and a very 
  good Disguise check might even be able to convince 
  Jaleena that they are an important individual  who should 
  be allowed access to her notes (due to the suspicious 
  circumstances, she gets a +10 bonus to such an opposed 
  Sense Motive check, +20 if she sees through a disguise). 
  It is unlikely such endeavors will be successful, but if the 
  PCs manage to pull them off, you do not need to punish 
  them for seeking creative solutions to the problem. 
   
  Please note that if the PCs decide to scout out the 
  temple during the day, the Iuzian priests do not 
  automatically attack. Allow them to roleplay their way 
  out of the situation as long as they show proper deference 
  and offer a suitable donation. 
   
  7: PARTY CRASHERS 
  This encounter should occur at some point during the 
  PCs’ raid on the Iuzian temple, provided they strike at 
  night. It should be at a fairly dramatic moment, 
  preferably before they actually make it to Jaleena’s office. 
  Hazakar Kogo has sent Gobranda the witchknife and a 
  pair of orc thugs to steal information from Jaleena at the 
  same time as the PCs. 
   
  As you move about the temple, you find that you are 
  not the only visitors to the wretched place. 
   
  l
  l
   
   
   
  Your path ahead is blocked by a stocky, five-foot-
  tal  humanoid flanked by a pair of orc warriors. Its 
  wide eyes regard you coldly, and you cannot help but 
  notice the horns on its head, as wel  as the ones that 
  protrude from the thick reddish skin of its face. All 
  three wear crisp black tabards bearing the emblem of 
  a screaming skull with bejeweled blue eyes. 
  “Did you find anything of interest?” it speaks in a 
  deep, gruff voice. “Perhaps we can strike a deal.” 
  If the PCs agree to give the papers to Gobranda, or at least 
  give him time to have them magically copied, he aids 
  them in raiding Jaleena’s office without a fight (he can aid 
  their Search and Disable Device attempts to deal with the 
  traps). Otherwise, he sees no reason not to fight the PCs 
  for the information. 
   
  Gobranda: Gobranda is a witchknife originally from the 
  Rift who now serves Hazakar Kogo as a mercenary. He is 
  a favored crony of the warrior-priest and often selected 
  for dangerous tasks such as this one. He is usually 
  accompanied by a pair of orcs who serve as his unwitting 
  lackeys. 
   
  Gobranda is more than willing to negotiate as long as 
  his negotiating partners show proper deference. Like 
  most witchknives, he is supremely arrogant, and detests 
  being told what to do. He allows himself to be considered 
  no less than an equal on any bargaining table. When 
  angered, he enters combat with brutal efficiency, 
  although he is obliging to those who grovel. 
   
  His initial attitude is Indifferent. If he can be made 
  Friendly, he agrees to cooperate with the PCs to get 
  Jaleena’s notes but he insists on looking at them first. If 
  the PCs can make him Helpful, he allows the PCs to look 
  at the notes first as long as they promise to allow him to 
  copy them afterwards. If his attitude is reduced to 
  Unfriendly, he insists the PCs leave and becomes Hostile 
  if they refuse. If his attitude is reduced to Hostile, he 
  attacks, seeking to subdue them. 
   
  APL 2 (EL 5) 
  Gobranda: Male witchknife Rog1; hp 54; see 
  Appendix 1. 
  Lork and Dub’go: Male orc War1; hp 5 each; see 
  Monster Manual page 203. 
   
  APL 4 (EL 7) 
  Gobranda: Male witchknife Rog2; hp 58; see 
  Appendix Two. 
  Lork and Dub’go: Male orc Bbn2; hp 23 each; see 
  Appendix 1. 
  The Last Word 
   
  Page 14 
  
   
  APL 6 (EL 9) 
  Gobranda: Male witchknife Rog3; hp 63; see 
  Appendix 1. 
  Lork and Dub’go: Male orc Bbn5; hp 50 each; see 
  Appendix 1. 
   
  Tactics: Gobranda opens with a greater command 
  targeted on the PCs, ordering them to “halt.” In the 
  following rounds he attempts to flank with the orcs and 
  strike the PCs for nonlethal damage with his sap. The 
  orcs move in to beat the PCs down using lethal damage. 
  Gobranda switches to his short sword if the PCs prove 
  enormously dangerous or difficult to hit. 
   
  Treasure: The PCs can loot Gobranda and the orcs if they 
  defeat them in combat, as long as the alarm has not been 
  sounded (unless of course, the PCs have means to 
  transporting their bodies safely elsewhere and looting 
  them later). 
   
  APL 2: (Gobranda) Loot: 82 gp; Magic 112 gp – 
  potion of cure serious wounds (62 gp), oil of sonic 
  weapon (2 @ 25 gp each); (orcs) Loot: 15 gp. 
   
  APL 4: (Gobranda) Loot: 82 gp; Magic 174 gp – 
  potion of cure serious wounds (62 gp), potion of 
  hamatula barbs (62 gp), oil of sonic weapon (2 @ 25 gp 
  each); (orcs) Loot: 196 gp; Magic: 282 gp –potion of cure 
  light wounds (2 @ 4 gp each), potion of cure serious 
  wounds (2 @ 62 gp each), potion of shield of faith +5 (2 @ 
  75 gp each). 
   
  APL 6: (Gobranda) Loot: 69 gp; Magic 295 gp – +1 
  studded leather armor (97 gp), potion of cure serious 
  wounds (62 gp), potion of hamatula barbs (62 gp), oil of 
  sonic weapon (2 @ 25 gp each), oil of infernal wound (2 
  @ 25 gp each); (orcs) Loot: 136 gp; Magic: 648 gp – +1 
  breastplate (2 @ 108 gp each), potion of cure light 
  wounds (2 @ 4 gp each), potion of cure serious wounds (2 
  @ 62 gp each), potion of shield of faith +5 (2 @ 75 gp 
  each), potion of vigor (2 @ 62 gp each). 
   
  Development: This does not have to be a combat 
  encounter. Gobranda does not pick a fight with the PCs 
  unless he has to. However, he offers nothing to the PCs 
  other than his aid in recovering the information and a 
  promise not to attack them. The PCs cannot pay him 
  more than Hazakar does, and even if they could, Hazakar 
  is steady employment. 
   
  Remember that once the PCs have the notes in hand, 
  unless they made an agreement with Giardo, he attempts 
  to steal the notes from them; either through force or 
  subterfuge (see Encounter 5). This should happen after 
  the PCs have parted ways with Gobranda if they made a 
  deal with him, or after they exit the temple if they did 
  not. If the PCs did make a deal with Giardo, he picks 
  them up outside the temple as promised and hastens 
  them away. The PCs are safe in this event, even if the 
  alarm was sounded. 
   
  CONCLUSION 
  Read the following for PCs who worked for Malthos or 
  Raynar but not did wish to raid Jaleena’s temple: 
   
  You are oddly relieved to walk away from Balmund; 
  there seems to be much more about this place than 
  meets the eye, and you breathe easier once you are 
  free of its walls. Working for vassals of the Old One is 
  never wise; keeping clear of the place is the best 
  option for now. 
   
  Read the following if the PCs raided Jaleena’s temple: 
   
  You are oddly relieved to walk away from Balmund, 
  which has proven to be as politically complex as 
  Rookroost in i s own way. Although you are sure you 
  have struck a blow against the forces of evil, you are 
  not entirely sure who will benefit most from your 
  actions. You get the feeling that these servants of Old 
  Wicked have only begun to cause trouble for the 
  people of the Combination. 
  t
   
  Read the following if the PCs were captured by at any 
  point in the adventure: 
   
  As you limp away from Balmund, grateful to be alive, 
  you regret that you ever let yourself be pulled into 
  the cesspit of their evil politics. You get the feeling 
  that these servants of Old Wicked have only begun to 
  cause trouble for the people of the Combination. 
   
  If the PCs helped the Secret Police capture Malthos, they 
  receive the Favor of Elhilbor and the Enmity of Malthos. 
   
  If the PCs helped Malthos avoid capture and allowed 
  him to depart with his shipment, they receive the Favor 
  of Malthos. If either Raynar or Flugg escaped, or 
  precautions were not taken to prevent speak with dead 
  on their corpses, the PCs earn the Enmity of Elhilbor. 
   
  If the PCs stole the starmetal, they receive the 
  Enmity of Malthos and the Enmity of Elhilbor. If the PCs 
  acquired the starmetal in any way, they have two choices: 
  1) they may sell the starmetal, earning the listed gp value 
  for it or 2) select ONE PC at the table to receive it. The 
  PCs must agree unanimously in the latter case, otherwise 
  they must sell the starmetal. That PC earns the Starmetal 
  plot point. Alternately, if only one PC wishes to claim the 
  starmetal, but others wish to sell it, that PC may pay 2,500 
  gp to buy the starmetal back from the vendor and receive 
  The Last Word 
   
  Page 15 
  
  the Starmetal plot point. In any event, only one PC per 
  table can earn the Starmetal plot point. 
   
  If the PCs failed to cover their tracks (by making sure 
  spells such as speak with dead would be ineffective), they 
  receive the Enmity of Jaleena. 
   
  The PCs are eligible for the following favors, 
  depending upon those with whom they shared the 
  information stolen from Jaleena: 
   
  • 
  IP with Elhilbor 
  • 
  IP with Malthos 
  • 
  IP with Hazakar Kogo 
   
  Sharing the information with Giardo gains the PCs 
  nothing other than the boon of avoiding his attack. 
   
  PCs who botched the raid on Jaleena’s temple but 
  escaped with their lives earn the Enmity of Jaleena. 
   
  Any PCs who are captured instead of killed are sent 
  to serve 12 TUs in the silver mines and gain the Whip 
  Scars plot point (for WCI). They also receive the Enmity 
  of Jaleena. 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  2: Hear No Evil 
  Encounter the fire trap spell 
  All APLs 
  150 xp 
   
  Keep Cazkin and Luthar from discovering the starmetal 
  All APLs 
  30 xp 
   
  3: See No Evil 
  Defeat Raynar and Flugg in combat 
  APL 2 
  90 xp 
  APL 4 
  150 xp 
  APL 6 
  210 xp 
   
  4: Speak No Evil 
  Capture Malthos (only if PCs did not fight Raynar and 
  Flugg) 
  All APLs 
  120 xp 
   
  5: A Piece of the Action 
  Defeat Giardo and the halflings in combat 
  All APLs 
  300 xp 
   
  6: One if by Day, Two if by Night 
  Encounter Jaleena’s trap 
  APL 2 
  90 xp 
  APL 4 
  150 xp 
  APL 6 
  210 xp 
   
  Defeat Jaleena and the templar in combat 
  All APLs 
  360 xp 
   
  Defeat or distract the orc guards 
  All APLs 
  60 xp 
   
  7: Party Crashers 
  Defeat Gobranda and the orcs in combat 
  APL 2 
  150 xp 
  APL 4 
  210 xp 
  APL 6 
  270 xp 
   
  -OR- 
   
  Successfully negotiate with Gobranda 
  APL 2 
  75 xp 
  APL 4 
  105 xp 
  APL 6 
  135 xp 
   
  Discretionary roleplaying award 
  APL 4 
  45 xp 
  APL 6 
  90 xp 
   
  Total possible experience: 
  APL 2 
  450 xp 
  APL 4 
  675 xp 
  APL 6 
  900 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 
  The Last Word 
   
  Page 16 
  
  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. 
   
  2: Hear No Evil 
   
  All APLs: Loot: 416 gp. 
   
  3: See No Evil 
   
  APL 2: (Raynar) Loot: 28 gp; Magic: 370 gp – scroll of 
  antimagic field (137 gp), spellbook I (233 gp); (Flugg) 
  Loot: 30 gp. 
   
  APL 4: (Raynar) Loot: 28 gp; Magic: 603 gp – cloak of 
  resistance +1 (83 gp), scroll of antimagic field (137 gp), 
  scroll of greater invisibility (58 gp), spellbook II (325 gp); 
  (Flugg) Loot: 130 gp. 
   
  APL 6: (Raynar) Loot: 28 gp; Magic: 950 gp – cloak of 
  resistance +1 (83 gp), scroll of antimagic field (137 gp), 
  scroll of greater invisibility (58 gp), scroll of scorching ray 
  (12 gp), scroll of wall of stone (93 gp), scroll of web (12 
  gp), wand of invisibility (13 charges; 97 gp), spellbook III 
  (458 gp); (Flugg) Loot: 30 gp; Magic 195 gp – +1 half plate 
  (195 gp). 
   
  4: Speak No Evil 
   
  APL 2: Coin: 50 gp. 
   
  APL 4: Coin: 100 gp. 
   
  APL 6: Coin: 150 gp. 
   
  5: A Piece of the Action 
   
  All APLs: (Giardo) Magic: 993 gp – +1 studded 
  leather (97 gp), +1 buckler (97 gp), +1 short sword (192 
  gp), cloak of resistance +1 (83 gp), wand of cat’s grace (20 
  charges; 150 gp), wand of glibness (10 charges; 262 gp), 
  wand of invisibility (15 charges; 112 gp); (Tillyard and 
  Tish) Loot: 357 gp; Magic: 298 gp – potion of 
  displacement (2 @ 62 gp each), potion of heroism (2 @ 62 
  gp each), potion of invisibility (2 @ 25 gp each). 
   
  6: One if by Day… 
   
  All APLs: (orcs) Loot: 45 gp; (Jaleena) Loot: 29 gp; 
  Magic: 2,477 gp – +1 full plate (220 gp), +1 heavy steel 
  shield (97 gp), ring of protection +1 (166 gp), periapt of 
  Wisdom +2 (333 gp), cloak of resistance +3 (750 gp), 
  wand of cure serious wounds (20 charges; 375 gp), helm 
  of comprehend languages and read magic (433 gp), elixir 
  of fire breath (91 gp), scroll of sound burst (12 gp); 
  (Iuzian Templar) Loot: (58 gp); Magic: 1,310 gp – +1 full 
  plate (2 @ 220 gp each), +1 greatsword (2 @ 195 gp each),
  oil of corrupt weapon (2 @ 8 gp each), potion of blur (2 @ 
  25 gp each), potion of cure light wounds (4 @ 4 gp each), 
  potion of cure serious wounds (2 @ 62 gp each), potion of 
  heroism (2 @ 62 gp each), potion of shield of faith +5 (2 
  @ 75 gp each). 
   
   
  7: Party Crashers 
   
  APL 2: (Gobranda) Loot: 82 gp; Magic 112 gp – 
  potion of cure serious wounds (62 gp), oil of sonic 
  weapon (2 @ 25 gp each); (orcs) Loot: 15 gp. 
   
  APL 4: (Gobranda) Loot: 82 gp; Magic 174 gp – 
  potion of cure serious wounds (62 gp), potion of 
  hamatula barbs (62 gp), oil of sonic weapon (2 @ 25 gp 
  each); (orcs) Loot: 196 gp; Magic: 282 gp –potion of cure 
  light wounds (2 @ 4 gp each), potion of cure serious 
  wounds (2 @ 62 gp each), potion of shield of faith +5 (2 @ 
  75 gp each). 
   
  APL 6: (Gobranda) Loot: 69 gp; Magic 295 gp – +1 
  studded leather armor (97 gp), potion of cure serious 
  wounds (62 gp), potion of hamatula barbs (62 gp), oil of 
  sonic weapon (2 @ 25 gp each), oil of infernal wound (2 
  @ 25 gp each); (orcs) Loot: 136 gp; Magic: 648 gp – +1 
  breastplate (2 @ 108 gp each), potion of cure light 
  wounds (2 @ 4 gp each), potion of cure serious wounds (2 
  @ 62 gp each), potion of shield of faith +5 (2 @ 75 gp 
  each), potion of vigor (2 @ 62 gp each). 
   
  Total Possible Treasure 
   
  APL 2: Loot: 557 gp; Coin: 50 gp; Magic: 1,773 gp; 
  Total: 450 gp (1,930 over the cap). 
   
  APL 4: Loot: 838 gp; Coin: 100 gp; Magic: 2,350 gp; 
  Total: 650 gp (2,638 over the cap). 
  The Last Word 
   
  Page 17 
  
   
  APL 6: Loot: 665 gp; Coin: 150 gp; Magic: 3,379 gp; 
  Total: 900 gp (3,294 over the cap). 
   
  ADVENTURE RECORD ITEMS 
  IP with Elhilbor: Citizens of Redhand gain Bandit 
  Kingdoms Regional access to all of the following. Others 
  may choose one (circle now): focused enhancement
  CAd, 
  forgery kit
  CAd, papyrus of deception
  CAd, quickflame
  CAd, 
  arcane scroll of grace
  SpC, scroll of sign
  SpC, weapon capsule 
  retainer
  CAd. 
   
  IP with Malthos: Members of Hellstone Tower gain 
  Bandit Kingdoms Regional access to all of the following. 
  Others may choose one (circle now): defensive surge 
  enhancement
  DMG2, elixir of reckoning
  DMG2, focusing 
  candle
  CAd, scroll of blast of force
  SpC, arcane scroll of 
  incite
  SpC, scroll of lesser telepathic bond
  SpC, spellsight 
  spectacles
  CAd. 
   
  IP with Hazakar Kogo: May be spent immediately to 
  reduce your WCI score by 1 (Insurgent level or lower 
  only). Otherwise spend this favor to gain Bandit 
  Kingdoms Regional access to one of the following (circle 
  now): masterwork barbed dagger
  CAd, brutal surge 
  enhancement
  DMG2, collar of slavery
  MH, doom burst 
  enhancement
  MH, rod of grievous wounds
  DMG2. 
   
  Enmity of Elhilbor: You must pay ten times normal 
  standard upkeep (or 60 gp if using free upkeep) during 
  future adventures within Redhand as long as Elhilbor 
  runs the Secret Police. 
   
  Enmity of Jaleena: WCI +1 (Insurgent) 
   
  Enmity of Malthos: This may be removed by expending 
  two IPs with Malthos. 
   
  Starmetal
  CAr: This may be forged into a weapon weighing 
  no more than 1 pound or used to take a level in the Green 
  Star Adept prestige class.  
   
  Whip Scars: WCI +1 (Malcontent) 
   
  SPELLBOOK ACCESS 
   
  Spellbook I: 0—acid splash, dancing lights, daze, detect 
  magic, detect poison, flare, ghost sound, light, ray of frost, 
  read magic, resistance; 1st— burning hands, charm 
  person, color spray, grease, mage armor, magic missile, 
  protection from chaos, silent image, Tenser’s floating 
  disk; 2nd—invisibility, mirror image, Tasha’s hideous 
  laughter. 
   
  Market Price: 2,800 gp. 
   
  Spellbook II: as Spellbook I plus 1st—shield; 2nd—
  glitterdust, 
  knock; 
  3rd—deep 
  slumber, 
  shadow 
  binding
  SpC. 
   
  Market Price: 3,900 gp. 
   
  Spellbook III: as Spellbook II plus 2nd—burning 
  sword
  SpC; 3rd—dispel magic, lightning bolt; 4th—
  phantasmal killer, stoneskin. 
   
  Market Price: 5,500 gp. 
   
  ITEM ACCESS 
  APL 2: 
  • 
  Oil of sonic weapon (Adventure; CL 3rd; Spell 
  Compendium; 300 gp) 
  • 
  Scroll of antimagic field (Adventure; DMG) 
  • 
  Spellbook I (Adventure; see bonus AR; 2,800 gp) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Potion of hamatula barbs (Adventure; CL 5th; Spell 
  Compendium; 750 gp) 
  • 
  Potion of shield of faith +5 (Adventure; DMG) 
  • 
  Spellbook II (Adventure; see bonus AR; 3,900 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Oil of infernal wound (Adventure; CL 3rd; Spell 
  Compendium; 300 gp) 
  • 
  Potion of vigor (Adventure; CL 5th; Spell 
  Compendium; 750 gp) 
  • 
  Spellbook III (Adventure; see bonus AR; 5,500 gp) 
  • 
  Scroll of wall of stone (Adventure; DMG) 
  • 
  Wand of invisibility (Adventure; DMG) 
  The Last Word 
   
  Page 18 
  
  APPENDIX 1: ALL APLS
  ENCOUNTER ONE 
  Eldaren: Male human (Flan/Oeridian) Wiz4; CR 4; 
  Medium human (humanoid); HD 4d4+11; hp 24; Init 
  +0; Spd 30 ft.; AC 14, touch 10, flat-footed 14 (+4 mage 
  armor); BAB/Grp +2/+2;  Atk +2 melee (1d4/19-20, 
  dagger) or +3 ranged (1d8/19-20, mwk light crossbow); 
  SA spell-like abilities; SQ toad familiar; AL N; SV Fort 
  +4, Ref +2, Will +4; Str 10, Dex 10, Con 14, Int 18, Wis 
  8, Cha 10. 
   
  Skills and Feats: Concentration +9, Gather 
  Information +2, Knowledge (arcana) +14, Knowledge 
  (history) +6, Knowledge (local: Iuz’s Border States) +11, 
  Knowledge (the planes) +11, Listen +1, Spellcraft +13, 
  Spot +4; Alertness
  B (when familiar is within 5 ft.), 
  Insightful*, Scribe Scroll
  B, Skill Focus (Knowledge 
  [arcana])
  B, Still Spell. 
   
  Languages: Common, Draconic, Old Oeridian, 
  Orc. 
   
  Spell-Like Abilities: 1/day—detect magic, detect 
  secret doors, read magic. Caster level 1st. 
   
  Possessions: cloak of resistance +1, dagger, 
  masterwork light crossbow, 10 bolts, 5 cold iron bolts, 
  spellbook, potion of cure light wounds, scroll of 
  fireball, scroll of fly, scroll of mirror image. 
   
  Wizard Spells Prepared (4/4/3; +3 melee touch): 
  0—daze (DC 14), mage hand, prestidigitation, ray of 
  frost; 1st—comprehend languages, mage armor, magic 
  missile, shocking grasp; 2nd—ghoul touch (DC 16), 
  rope trick, web. 
   
  Spellbook: all cantrips and prepared spells plus 
  1st—alarm, charm person, expeditious retreat, identify, 
  mount, shield, sleep, unseen servant; 2nd—blur, daze 
  monster, Melf’s acid arrow, spider climb. 
   
  Active Spells: mage armor (CL 4). 
   
  *New rules items. Details on this item appear in 
  Appendix 2. 
   
  ENCOUNTER FOUR 
  Malthos 
  Pe’handru: 
  Male 
  human 
  Wiz5 
  (conjurer)/Green Star Adept1/Mage of the Arcane 
  Order4; CR 10; Medium humanoid (human); HD 
  9d4+9 plus 1d8+1 (+15 false life); hp 58; Init +7; Spd 30 
  ft.; AC 18, touch 13, flat-footed 15 (+3 Dex, +4 mage 
  armor, +1 natural); BAB/Grp +4/+3;  Atk +4 melee (1d4-
  1/19-20, mwk dagger) or +7 ranged (1d4-1/19-20, mwk 
  dagger); SA Spellpool II; SQ DR 1/adamantine, guild 
  member; AL N; SV Fort +5, Ref +7, Will +14; Str 9, Dex 
  15, Con 12, Int 16, Wis 14, Cha 10.  
   
  Skills and Feats: Concentration +14, Decipher 
  Script +11, Knowledge (arcana) +19, Knowledge 
  (architecture 
  and 
  engineering) 
  +6, 
  Knowledge 
  (geography) +6, Knowledge Knowledge (local: Iuz’s 
  Border States) +7, (history) +6, Knowledge (the planes) 
  +15, Spellcraft +18; Combat Casting
  B, Cooperative 
  Spell*, Improved Initiative, Quicken Spell, Scribe 
  Scroll
  B, Silent Spell
  B, Skill Focus (Knowledge [arcana]), 
  Still Spell
  B. 
   
  Languages: 
  Common, 
  Draconic, 
  Flan, 
  Old 
  Oeridian. 
   
  Spellpool (Su): If Malthos leaves a spell slot of the 
  appropriate level open, he can call a number of spells 
  per day from the Arcane Order’s Spellpool whose total 
  levels are equal to or less than five. He must pay off any 
  spell debt accrued through use of this ability within 
  four days. 
   
  Guild Member: As a member of the Arcane 
  Order, Malthos gains all the benefits of guild 
  membership, including a place to stay and eat for a 
  reduced rate, access to the order’s library, laboratory 
  workspace, and access to the group’s Spellpool. 
   
  Possessions: brooch of shielding, cloak of 
  resistance +2, gloves of Dexterity +2, hat of disguise, 
  Heward’s handy haversack, masterwork dagger, 
  spellbook, 260 pp. 
   
  Spells Prepared (5/6/6/5/3/2; CL 9; +6 ranged 
  touch): 0—acid splash, detect poison, light, mage hand, 
  message; 1st—mage armor, magic missile (3), ray of 
  enfeeblement, shield; 2nd—OPEN SLOT, false life, 
  glitterdust (DC 15), rope trick, scorching ray, silent 
  magic missile; 3rd—OPEN SLOT, dispel magic, 
  nondetection, summon monster III, tongues; 4th—fire 
  shield, polymorph, stoneskin; 5th—silent dimension 
  door, teleport. 
   
  Active Spells: hat of disguise (disguise self; CL 1), 
  false life (CL 9), mage armor (CL 9), nondetection (CL 
  9), tongues (CL 9). 
   
  ENCOUNTER FIVE 
  Giardo: Male half-elf Rog5/Spymaster4; CR 9; 
  Medium humanoid (elf); HD 9d6+9; hp 47; Init +2; Spd 
  30 ft.; AC 18, touch 12, flat-footed 18 (+2 Dex, +4 +1 
  studded leather, +2 +1 buckler); BAB/Grp +6/+7;  Atk 
  +8 melee (1d6+2/19-20, +1 short sword); Full Atk +8/+3 
  melee (1d6+2/19-20, +1 short sword); SA sneak attack 
  +4d6; SQ cover identity, evasion, half-elf traits, low-
  light vision, magic aura, quick change, scrying defense, 
  slippery mind, trap sense +1, trapfinding, uncanny 
  dodge, undetectable alignment; AL CN; SV Fort +4, 
  Ref +11, Will +2 (+4 vs. enchantment); Str 12, Dex 14, 
  Con 12, Int 14, Wis 8, Cha 16.  
   
  Skills and Feats: Bluff +18 (+20 under cover), 
  Diplomacy +17, Disable Device +14, Disguise +17 (+19 
  The Last Word 
   
  Page 19 
  
  acting, +21 under cover), Forgery +14, Gather 
  Information +17 (+19 under cover), Intimidate +5, 
  Listen +14, Search +17, Sense Motive +7, Spot +14, Use 
  Magic Device +15; Alertness, Deceitful, Investigator, 
  Skill Focus (Bluff). 
   
  Languages: Common, Elven, Old Oeridian, Orc. 
   
  Cover Identity (Ex): Giardo has two cover 
  identities. While operating in one of these cover 
  identities, he gains a +4 circumstance bonus on 
  Disguise checks and a +2 circumstance bonus on Bluff 
  and Gather Information checks. 
   
  Cover identities do not in themselves provide 
  Giardo with additional skills, proficiencies, or class 
  features that others might expect of the professions 
  pretended. Thus, a spymaster must be careful to choose 
  identities that can withstand ordinary scrutiny. 
   
  Magic Aura (Sp): Giardo can use Nystul’s magic 
  aura at will as a 4th level caster. 
   
  Quick Change (Ex): Giardo can don a disguise in 
  1d3 minutes and don or remove armor in one-half the 
  normal time. 
   
  Scrying Defense (Ex): Giardo gains a +4 bonus on 
  Will saves against divination (scrying) spells and a +4 
  bonus on Spot checks made to notice sensors created 
  by such spells. 
   
  Slippery Mind (Ex): Giardo has a second chance 
  to wriggle free from any enchantment spells and 
  effects. See the rogue class feature, page 51 of the 
  Player’s Handbook. 
   
  Undetectable 
  Alignment 
  (Ex): 
  Giardo’s 
  alignment is concealed as by an always active 
  undetectable alignment spell. 
   
  Possessions: +1 studded leather, +1 buckler, +1 
  short sword, cloak of resistance +1, wand of cat’s grace 
  (20 charges), wand of glibness (10 charges), wand of 
  invisibility (15 charges). 
   
  Tillyard and Tish: Male and female halfling Rog5; CR 
  5; Small humanoid (halfling); HD 5d6+5; hp 27; Init +4; 
  Spd 20 ft.; AC 19, touch 15, flat-footed 19 (+1 size, +4 
  Dex, +3 mwk studded leather, +1 buckler); BAB/Grp 
  +3/-1;  Atk +5 melee (1d4/19-20, mwk short sword) or 
  +9 ranged (1d4, mwk javelin); SA sneak attack +3d6; SQ 
  evasion, halfling traits, trap sense +1, trapfinding, 
  uncanny dodge; AL N; SV Fort +3, Ref +9, Will +2 (+4 
  vs. fear); Str 10, Dex 18, Con 13, Int 14, Wis 10, Cha 8.  
   
  Skills and Feats: Balance +6, Bluff +7, Climb +10, 
  Disable Device +10, Hide +18, Jump +6, Listen +2, 
  Move Silently +16, Open Lock +12, Search +10, Swim 
  +8, Tumble +14; Point Blank Shot, Stealthy. 
   
  Languages: Common, Halfing, Elven, Goblin. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork 
  buckler, 
  masterwork 
  short 
  sword, 
  masterwork javelins (5), potion of displacement, potion 
  of heroism, potion of invisibility. 
   
  ENCOUNTER SIX 
  Jaleena the Merciless: Female human Clr11 of Iuz; 
  CR 11; Medium humanoid (human); HD 11d8+22; hp 
  80; Init +0; Spd 20 ft.; AC 25, touch 11, flat-footed 25 
  (+10 +2 full plate, +4 +2 heavy steel shield, +1 ring of 
  protection +1); BAB/Grp +8/+7;  Atk +7 melee (1d8-1, 
  heavy mace) or +9 ranged (1d8/19-20, mwk light 
  crossbow); Atk +7/+2 melee (1d8-1, heavy mace); SA 
  rebuked undead 5/day; AL CE; SV Fort +12, Ref +8, 
  Will +14; Str 8, Dex 10, Con 14, Int 12, Wis 18, Cha 14.  
   
  Skills and Feats: Bluff +7, Concentration +16, 
  Diplomacy +21, Intimidate +4, Knowledge (religion) 
  +15, Spellcraft +10; Greater Spell Focus (enchantment), 
  Lightning Reflexes, Skill Focus (Diplomacy), Spell 
  Focus (enchantment), Spell Penetration. 
   
  Languages: Common, Orc. 
   
  Possessions: +1 full plate, +1 heavy steel shield, 
  heavy mace, masterwork light crossbow, 20 bolts, 
  unholy symbol of Iuz, ring of protection +1, periapt of 
  Wisdom +2, cloak of resistance +3, wand of cure 
  serious wounds (20 charges), helm of comprehend 
  languages and read magic, elixir of fire breath, scroll of 
  sound burst. 
   
  Spells Prepared (6/7/6/6/5/3/2; +8 ranged touch): 
  0—create water, cure minor wounds, detect magic, 
  detect poison, guidance, light; 1st—bane (DC 17), 
  bless, command (DC 17), divine favor, entropic shield, 
  protection from good
  D, shield of faith; 2nd—aid, calm 
  emotions (DC 18), hold person (DC 18) (2), 
  invisibility
  D, resist energy; 3rd—dispel magic, magic 
  circle against good
  D, magic vestment (2), prayer, 
  searing light; 4th—confusion
  D (DC 20), cure critical 
  wounds, divination, freedom of movement, spell 
  immunity; 5th—dispel good
  D, greater command (DC 
  21), slay living (DC 19); 6th—antilife shell, mislead
  D. 
   
  DDomain spell. Domains: Evil (cast evil spells at +1 
  caster level), Trickery (Bluff, Disguise, and Hide are 
  class skills). 
   
  Active Spells: magic vestment (armor; CL 11th), 
  magic vestment (shield; CL 11th), spell immunity 
  (enervation, Otiluke’s resilient sphere; CL 11th). 
   
  Iuzian Templar: Male human Ftr5/Pious Templar2 of 
  Iuz; CR 7; Medium humanoid (human); HD 7d10+14; 
  hp 60; Init +1; Spd 20 ft.; AC 20, touch 11, flat-footed 19 
  (+1 Dex, +9 +1 full plate); BAB/Grp +7/+10;  Atk +12 
  melee (2d6+7/19-20, +1 greatsword) or +9 ranged 
  (1d8+3/x3, mwk longbow); Atk +12/+7 melee 
  (2d6+7/19-20, +1 greatsword) or +9/+4 ranged 
  (1d8+3/x3, mwk longbow); SA smite 1/day; SQ mettle; 
  The Last Word 
   
  Page 20 
  
  AL CE; SV Fort +9, Ref +2, Will +5; Str 16, Dex 13, Con 
  14, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Concentration +4, Heal +3, Listen 
  +5, Knowledge (religion) +6, Spot +5; Blind-Fight, 
  Cleave
  B, Improved Sunder, Power Attack
  B, True 
  Believer*, Weapon Focus (greatsword)
  B, Weapon 
  Specialization (greatsword)
  B. 
   
  Languages: Common. 
   
  Smite (Su): Once per day, an Iuzian Templar may 
  attempt to smite with one normal melee attack. He 
  adds +4 to his attack roll and deals 2 extra points of 
  damage. 
   
  Mettle (Su): An Iuzian Templar’s special blessing 
  allows him to shrug off magical effects that would 
  otherwise harm him. If he makes a successful Will or 
  Fortitude saving throw that would normally reduce the 
  spell’s effect, he suffers no effect from the spell at all. 
  Only those spells with a Saving Throw entry of “Will 
  partial,” “Fortitude half,” or similar entries can be 
  negated through this ability. 
   
  Possessions: 
  +1 
  full 
  plate, 
  +1 
  greatsword, 
  masterwork composite longbow (Str +3), 20 arrows, 
  unholy symbol of Iuz, oil of corrupt weapon, potion of 
  blur, potion of cure light wounds (2), potion of cure 
  serious wounds, potion of heroism, potion of shield of 
  faith +5. 
   
  Spells Prepared (2): 1st—cure light wounds, doom 
  (DC 12). 
   
  *New rules items. Details on this item appear in 
  Appendix 2. 
  The Last Word 
   
  Page 21 
  
  APL 2
  ENCOUNTER THREE 
  Raynar: Male human Wiz3 (illusionist); CR 3; Medium 
  humanoid (human); HD 3d4+3; hp 13; Init +5; Spd 30 
  ft.; AC 15, touch 15, flat-footed 10 (+1 Dex, +4 mage 
  armor); BAB/Grp +1/+0;  Atk +0 melee (1d6-1, 
  quarterstaff) or +3 ranged (1d8/19-20, mwk light 
  crossbow); SQ rat familiar; AL LE; SV Fort +4, Ref +2, 
  Will +2; Str 8, Dex 13, Con 12, Int 18, Wis 8, Cha 8. 
   
  Skills and Feats: Concentration +7 (+11 casting 
  defensively), Decipher Script +10, Knowledge (arcana) 
  +10, Knowledge (local: Iuz’s Border States) +7, 
  Knowledge (religion) +7, Listen +4, Spellcraft +12, Spot 
  +4; Alertness
  B (when familiar is within 5 ft.), Combat 
  Casting, Improved Initiative, Scribe Scroll
  B, Spell 
  Focus (illusion)
  B. 
   
  Languages: Common, Ancient Suloise, Draconic, 
  Flan, Infernal. 
   
  Possessions: 
  quarterstaff, 
  masterwork 
  light 
  crossbow, 10 bolts, spellbook, scroll of antimagic field, 
  scroll of invisibility, scroll of knock. 
   
  Spells 
  Prepared 
  (5/4/3; 
  necromancy 
  and 
  transmutation prohibited; +2 ranged touch): 0—acid 
  splash, daze, detect magic, ghost sound, resistance; 
  1st—color spray (DC 16), grease (DC 15), mage armor, 
  magic missile; 2nd—invisibility, mirror image, Tasha’s 
  hideous laughter (DC 16). 
   
  Spellbook: all cantrips and prepared spells plus 
  1st—burning hands, charm person, protection from 
  chaos, silent image, Tenser’s floating disk. 
   
  Active Spells: invisibility (CL 3), mage armor, 
  mirror image (CL 3; 1d4+1 images). 
   
  Flugg: Male half-ogre War1; CR 1; Large giant; HD 
  1d8+5; hp 10; Init -1; Spd 20 ft.; AC 19, touch 8, flat-
  footed 19 (-1 size, -1 Dex, +4 natural, +5 chain mail, +2 
  heavy steel shield); BAB/Grp +1/+9;  Atk +4 melee 
  (2d6+4/19-20, longsword); Space/Reach 10 ft./10 ft.; 
  SQ darkvision 60 ft.; AL NE; SV Fort +4, Ref -1, Will 
  +0; Str 19, Dex 9, Con 14, Int 7, Wis 10, Cha 6.  
   
  Skills and Feats: Listen +2; Toughness. 
   
  Languages: Giant, Common. 
   
  Possessions: chain mail, longsword, heavy steel 
  shield. 
   
  Active Spells: invisibility (CL 3). 
   
  ENCOUNTER SEVEN 
  Gobranda: Male witchknife Rog1; CR 5; Medium 
  monstrous humanoid; HD 9d8+9 plus 1d6+1; hp 54; 
  Init +9; Spd 30 ft.; AC 20, touch 15, flat-footed 15 (+5 
  Dex, +1 natural, +3 mwk studded leather, +1 mwk light 
  steel shield); BAB/Grp +9/+10;  Atk +11 melee 
  (1d6+1/19-20, mwk short sword) or +10 melee (1d6+1 
  nonlethal, sap) or +15 ranged (1d6/x3, mwk shortbow); 
  Full Atk +11/+6 melee (1d6+1/19-20, mwk short 
  sword) or +10/+5 melee (1d6+1 nonlethal, sap) or 
  +15/+10 ranged (1d6/x3, mwk shortbow); SA psionics, 
  sneak attack +3d6; SQ low-light vision, resistance to 
  fire 5, trapfinding, vulnerability to sonic; AL N; SV Fort 
  +4, Ref +13, Will +11; Str 13, Dex 20, Con 13, Int 12, 
  Wis 16, Cha 14.  
   
  Skills and Feats: Concentration +13, Diplomacy 
  +4, Disable Device +7, Hide +12, Search +5, Sense 
  Motive +8, Spot +11; Ability Focus (command), 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Spell 
  Focus 
  (enchantment). 
   
  Languages: Common, Undercommon, Ancient 
  Baklunish, Dwarven, Flan, Old Oeridian, Orc. 
   
  Psionics (Sp): At will—command (DC 15), 
  message, silence (self only; dismiss as a free action); 
  1/day—greater command (DC 17). Effective caster 
  level 9th. The save DCs are Charisma-based. 
   
  Possessions: masterwork studded leather armor, 
  masterwork light steel shield, masterwork short sword, 
  sap, masterwork shortbow, 20 arrows, potion of cure 
  serious wounds, oil of sonic weapon*, masterwork 
  thieves tools. 
   
  Physical Description: This 5-foot-tall humanoid 
  has stubby red horns atop its head. It seems to lack a 
  nose, and tiny red horns grow from its chin like a 
  beard. It wears brown leather armor studded with 
  more horns and bears a black-jack and a shield, with a 
  short sword strapped to its side. Its orange eyes widen 
  as it opens its mouth. 
   
  *New rules items. Details on this item appear in 
  Appendix 2. 
  The Last Word 
   
  Page 22 
  
  APL 4 
  ENCOUNTER THREE 
  Raynar: Male human Wiz5 (illusionist); CR 5; Medium 
  humanoid (human); HD 5d4+5; hp 21; Init +6; Spd 30 
  ft.; AC 20, touch 12, flat-footed 18 (+2 Dex, +4 mage 
  armor, +4 shield); BAB/Grp +2/+1;  Atk +1 melee (1d6-
  1, quarterstaff) or +4 ranged (1d8/19-20, mwk light 
  crossbow); SQ rat familiar; AL LE; SV Fort +5, Ref +4, 
  Will +4; Str 8, Dex 14, Con 12, Int 18, Wis 8, Cha 8. 
   
  Skills and Feats: Concentration +9 (+13 casting 
  defensively), Decipher Script +12, Knowledge (arcana) 
  +12, Knowledge (local: Iuz’s Border States) +8, 
  Knowledge (religion) +8, Listen +5, Spellcraft +14, Spot 
  +5; Alertness
  B (when familiar is within 5 ft.), Combat 
  Casting, Empower Spell
  B, Improved Initiative, Scribe 
  Scroll
  B, Spell Focus (illusion)
  B. 
   
  Languages: Common, Ancient Suloise, Draconic, 
  Flan, Infernal. 
   
  Possessions: 
  quarterstaff, 
  masterwork 
  light 
  crossbow, 10 bolts, spellbook, cloak of resistance +1, 
  scroll of antimagic field, scroll of greater invisibility, 
  scroll of invisibility, scroll of knock. 
   
  Spells 
  Prepared 
  (5/5/4/3; 
  necromancy 
  and 
  transmutation prohibited; +4 ranged touch): 0—acid 
  splash, daze, detect magic, ghost sound, resistance; 
  1st—color spray (DC 16), grease (DC 15), mage armor, 
  magic missile, shield; 2nd—glitterdust (DC 16), 
  invisibility, mirror image, Tasha’s hideous laughter 
  (DC 16); 3rd—deep slumber (DC 17), empowered 
  magic missile, shadow binding* (DC 18). 
   
  Spellbook: all cantrips and prepared spells plus 
  1st—burning hands, charm person, protection from 
  chaos, silent image, Tenser’s floating disk; 2nd—
  knock. 
   
  Active Spells: invisibility (CL 5), mage armor (CL 
  5), mirror image (CL 5; 1d4+1 images), shield (CL 5). 
   
  *New rules items. Details on this item appear in 
  Appendix 2. 
   
  Flugg: Male half-ogre War3; CR 3; Large giant; HD 
  3d8+9; hp 24; Init -1; Spd 20 ft.; AC 21, touch 8, flat-
  footed 21 (-1 size, -1 Dex, +4 natural, +7 half plate, +2 
  heavy steel shield); BAB/Grp +3/+13;  Atk +10 melee 
  (2d6+6/19-20, mwk longsword); Space/Reach 10 ft./10 
  ft.; SQ darkvision 60 ft.; AL NE; SV Fort +5, Ref +0, 
  Will +1; Str 23, Dex 9, Con 14, Int 7, Wis 10, Cha 6.  
   
  Skills and Feats: Listen +3; Toughness, Weapon 
  Focus (longsword). 
   
  Languages: Giant, Common. 
   
  Possessions: half plate, masterwork longsword, 
  heavy steel shield, potion of bull’s strength. 
   
  Active Spells: bull’s strength (CL 3), invisibility 
  (CL 3). 
   
  ENCOUNTER SEVEN 
  Gobranda: Male witchknife Rog2; CR 6; Medium 
  monstrous humanoid; HD 9d8+9 plus 2d6+2; hp 58; 
  Init +9; Spd 30 ft.; AC 20, touch 15, flat-footed 15 (+5 
  Dex, +1 natural, +3 mwk studded leather, +1 mwk light 
  steel shield); BAB/Grp +10/+11;  Atk +12 melee 
  (1d6+1/19-20, mwk short sword) or +11 melee (1d6+1 
  nonlethal, sap) or +16 ranged (1d6/x3, mwk shortbow); 
  Full Atk +12/+7 melee (1d6+1/19-20, mwk short 
  sword) or +11/+6 melee (1d6+1 nonlethal, sap) or 
  +16/+11 ranged (1d6/x3, mwk shortbow); SA psionics, 
  sneak attack +3d6; SQ evasion, low-light vision, 
  resistance to fire 5, trapfinding, vulnerability to sonic; 
  AL N; SV Fort +4, Ref +14, Will +11; Str 13, Dex 20, 
  Con 13, Int 12, Wis 16, Cha 14.  
   
  Skills and Feats: Concentration +13, Diplomacy 
  +4, Disable Device +10, Hide +12, Move Silently +9, 
  Search +7, Sense Motive +8, Spot +11; Ability Focus 
  (command), Improved Initiative, Iron Will, Spell 
  Focus (enchantment). 
   
  Languages: Common, Undercommon, Ancient 
  Baklunish, Dwarven, Flan, Old Oeridian, Orc. 
   
  Psionics (Sp): At will—command (DC 15), 
  message, silence (self only; dismiss as a free action); 
  1/day—greater command (DC 17). Effective caster 
  level 9th. The save DCs are Charisma-based. 
   
  Possessions: masterwork studded leather armor, 
  masterwork light steel shield, masterwork short sword, 
  sap, masterwork shortbow, 20 arrows, potion of cure 
  serious wounds, potion of hamatula barbs*, oil of sonic 
  weapon* (2), masterwork thieves tools. 
   
  Physical Description: This 5-foot-tall humanoid 
  has stubby red horns atop its head. It seems to lack a 
  nose, and tiny red horns grow from its chin like a 
  beard. It wears brown leather armor studded with 
  more horns and bears a black-jack and a shield, with a 
  short sword strapped to its side. Its orange eyes widen 
  as it opens its mouth. 
   
  *New rules items. Details on this item appear in 
  Appendix 2. 
   
  Lork and Dub’go: Medium orc Bbn3; CR 3; Medium 
  humanoid (orc); HD 3d12+3; hp 28; Init +2; Spd 30 ft.; 
  AC 17, touch 12, flat-footed 17 (+2 Dex, +5 mwk 
  breastplate); BAB/Grp +3/+7;  Atk +8 melee 
  (1d12+6/x3, mwk greataxe) or +5 ranged (1d8+4/x3, 
  composite longbow); SQ darkvision 60 ft., rage 1/day, 
  The Last Word 
   
  Page 23 
  
  trap sense +1, uncanny dodge; AL NE; SV Fort +4, Ref 
  +3, Will +1; Str 19, Dex 14, Con 13, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +7, Jump +7, Listen +6; 
  Power Attack, Weapon Focus (greataxe). 
   
  Languages: Orc. 
   
  Possessions: masterwork breastplate, masterwork 
  greataxe, composite longbow (Str +4), potion of cure 
  light wounds, potion of cure serious wounds, potion of 
  shield of faith +5. 
  The Last Word 
   
  Page 24 
  
  APL 6 
  ENCOUNTER THREE 
  Raynar: Male human Wiz7 (illusionist); CR 7; Medium 
  humanoid (human); HD 7d4+7; hp 29; Init +6; Spd 30 
  ft.; AC 20, touch 12, flat-footed 18 (+2 Dex, +4 mage 
  armor, +4 shield); BAB/Grp +3/+2;  Atk +2 melee (1d6-
  1, quarterstaff) or +5 ranged (1d8/19-20, mwk light 
  crossbow); SQ DR 10/adamantine, rat familiar; AL LE; 
  SV Fort +6, Ref +5, Will +5; Str 8, Dex 14, Con 12, Int 
  18, Wis 8, Cha 8. 
   
  Skills and Feats: Concentration +11 (+15 casting 
  defensively), Decipher Script +14, Gather Information 
  +1, Knowledge (arcana) +14, Knowledge (local: Iuz’s 
  Border States) +9, Knowledge (religion) +9, Listen +6, 
  Spellcraft +16, Spot +6; Alertness
  B (when familiar is 
  within 5 ft.), Combat Casting, Empower Spell
  B, Greater 
  Spell Focus (illusion), Improved Initiative, Scribe 
  Scroll
  B, Spell Focus (illusion)
  B. 
   
  Languages: Common, Ancient Suloise, Draconic, 
  Flan, Infernal. 
   
  Possessions: 
  quarterstaff, 
  masterwork 
  light 
  crossbow, 10 bolts, spellbook, cloak of resistance +1, 
  scroll of antimagic field, scroll of greater invisibility, 
  scroll of scorching ray, scroll of wall of stone, scroll of 
  web, wand of invisibility (13 charges), 250 gp worth of 
  diamond dust. 
   
  Spells Prepared (5/6/5/4/3; necromancy and 
  transmutation prohibited; +5 ranged touch): 0—acid 
  splash, daze, detect magic, ghost sound, resistance; 
  1st—burning hands (DC 15), color spray (DC 17), 
  grease (DC 15), mage armor, magic missile, shield; 
  2nd—burning sword*, glitterdust (DC 16), knock, 
  mirror image, Tasha’s hideous laughter (DC 16); 3rd—
  deep slumber (DC 17), dispel magic, empowered magic 
  missile, shadow binding* (DC 19); 4th—empowered 
  scorching ray, phantasmal killer (DC 20), stoneskin. 
   
  Spellbook: all cantrips and prepared spells plus 
  1st—charm person, protection from chaos, silent 
  image, Tenser’s floating disk; 2nd—invisibility; 3rd—
  lightning bolt. 
   
  Active Spells: invisibility (CL 3), mage armor (CL 
  7), mirror image (CL 7; 1d4+2 images), shield (CL 7), 
  stoneskin (7). 
   
  *New rules items. Details on this item appear in 
  Appendix 2. 
   
  Flugg: Male half-ogre War5; CR 5; Large giant; HD 
  5d8+13; hp 38; Init -1; Spd 20 ft.; AC 24, touch 10, flat-
  footed 24 (-1 size, -1 Dex, +4 natural, +8 +1 half plate, +2 
  heavy steel shield, +2 shield of faith); BAB/Grp +5/+16; 
   Atk +13 melee (2d6+7/19-20 plus 1d6 fire [plus 1d10 
  fire on a critical hit], mwk longsword); Space/Reach 10 
  ft./10 ft.; SQ darkvision 60 ft.; AL NE; SV Fort +6, Ref 
  +0, Will +1; Str 24, Dex 9, Con 14, Int 7, Wis 10, Cha 6.  
   
  Skills and Feats: Listen +4; Toughness, Weapon 
  Focus (longsword). 
   
  Languages: Giant, Common. 
   
  Possessions: +1 half plate, masterwork longsword, 
  heavy steel shield, potion of bull’s strength, potion of 
  shield of faith. 
   
  Active Spells: bull’s strength (CL 3), burning 
  sword (CL 7), invisibility (CL 3), shield of faith (CL 1). 
   
  ENCOUNTER SEVEN 
  Gobranda: Male witchknife Rog3; CR 7; Medium 
  monstrous humanoid; HD 9d8+9 plus 3d6+3; hp 63; 
  Init +9; Spd 30 ft.; AC 21, touch 15, flat-footed 16 (+5 
  Dex, +1 natural, +4 +1 studded leather, +1 mwk light 
  steel shield); BAB/Grp +11/+12;  Atk +17 melee 
  (1d6+1/19-20, mwk short sword) or +16 melee (1d6+1 
  nonlethal, sap) or +17 ranged (1d6/x3, mwk shortbow); 
  Full Atk +17/+12/+7 melee (1d6+1/19-20, mwk short 
  sword) or +16/+11/+6 melee (1d6+1 nonlethal, sap) or 
  +17/+12/+7 ranged (1d6/x3, mwk shortbow); SA 
  psionics, sneak attack +4d6; SQ evasion, low-light 
  vision, resistance to fire 5, trap sense +1, trapfinding, 
  vulnerability to sonic; AL N; SV Fort +5, Ref +14, Will 
  +12; Str 13, Dex 20, Con 13, Int 12, Wis 16, Cha 15.  
   
  Skills and Feats: Concentration +13, Diplomacy 
  +4, Disable Device +12, Hide +12, Move Silently +13, 
  Search +10, Sense Motive +8, Spot +11; Ability Focus 
  (command), Improved Initiative, Iron Will, Spell 
  Focus (enchantment), Weapon Finesse. 
   
  Languages: Common, Undercommon, Ancient 
  Baklunish, Dwarven, Flan, Old Oeridian, Orc. 
   
  Psionics (Sp): At will—command (DC 15), 
  message, silence (self only; dismiss as a free action); 
  1/day—greater command (DC 17). Effective caster 
  level 9th. The save DCs are Charisma-based. 
   
  Possessions: 
  +1 
  studded 
  leather 
  armor, 
  masterwork light steel shield, masterwork short sword, 
  sap, masterwork shortbow, 20 arrows, potion of cure 
  serious wounds, potion of hamatula barbs*, oil of sonic 
  weapon* (2), oil of infernal wound* (2), masterwork 
  thieves tools. 
   
  Physical Description: This 5-foot-tall humanoid 
  has stubby red horns atop its head. It seems to lack a 
  nose, and tiny red horns grow from its chin like a 
  beard. It wears brown leather armor studded with 
  more horns and bears a black-jack and a shield, with a 
  short sword strapped to its side. Its orange eyes widen 
  as it opens its mouth. 
  The Last Word 
   
  Page 25 
  
   
  *New rules items. Details on this item appear in 
  Appendix 2. 
   
  Lork and Dub’go: Medium orc Bbn5; CR 5; Medium 
  humanoid (orc); HD 5d12+5; hp 43; Init +2; Spd 30 ft.; 
  AC 18, touch 12, flat-footed 18 (+2 Dex, +5 +1 
  breastplate); BAB/Grp +5/+10;  Atk +11 melee 
  (1d12+7/x3, mwk greataxe) or +7 ranged (1d8+4/x3, 
  composite longbow); SQ darkvision 60 ft., improved 
  uncanny dodge, rage 2/day, trap sense +1, uncanny 
  dodge; AL NE; SV Fort +5, Ref +3, Will +1; Str 20, Dex 
  14, Con 13, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +9, Jump +9, Listen +8; 
  Power Attack, Weapon Focus (greataxe). 
   
  Languages: Orc. 
   
  Possessions: +1 breastplate, masterwork greataxe, 
  composite longbow (Str +4), potion of cure light 
  wounds (2), potion of cure serious wounds, potion of 
  shield of faith +5, potion of vigor*. 
   
  *New rules items. Details on this item appear in 
  Appendix 2. 
  The Last Word 
   
  Page 26 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  List alphabetically. Include source and page reference 
  like so: 
   
  Insightful [General] 
  You possess a magical understanding of the workings 
  of arcane detection. 
   
  Benefit: An innate talent for magic grants you the 
  following spell-like abilities as a 1st-level caster: 
  1/day—detect magic, detect secret doors, read magic. 
   
  Source: Complete Arcane 80 
   
  True Believer [General] 
  Your deity rewards your unquestioning faith and 
  dedication. 
   
  Prerequisites: Must choose a single deity to 
  worship. Must be within one step of that god’s 
  alignment. 
   
  Benefit: Once per day when you are about to 
  make a saving throw you may declare that you are 
  using this feat to gain a +2 insight bonus on that saving 
  throw. 
   
  This feat also allows you to use a relic (see relics, 
  page 88 of Complete Divine) of the deity your worship. 
   
  Source: Complete Divine 86 
   
  SPELLS 
  Burning Sword 
  Evocation [Fire] 
  Level: Sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  By chopping your hand like an axe and uttering the 
  last few phrases of the spell, you cause the weapon 
  you’ve touched to become wreathed in flickering blue 
  flames. 
   
  The flames from this spell shed azure light out to 30 
  feet. These flames do not harm the weapon or its 
  wielder, but for the duration of the spell, it delivers fire 
  damage in addition to its normal damage. 
   
  The enchanted weapon deals an extra 1d6 points 
  of fire damage on a successful hit. Also on a critical hit, 
  the weapon deals additional fire damage based on the 
  weapon’s critical multiplier: 
  Critical Multiplier 
  Additional Damage 
  x2  
   
   
  +1d10 
  x3  
   
   
  +2d10 
  x4  
   
   
  +3d10 
   
  Source: Spell Compendium 41 
   
  Hamatula Barbs 
  Transmutation 
  Level: Cleric 3, sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You invoke the dark nature of the spell and slender, 
  sharp-edged barbs sprout from your body and clothing, 
  glowing with hellish energy. 
   
  Any creature hitting the subject of this spell with a 
  handheld weapon or a natural weapon takes 1d8 points 
  of slashing and piercing damage from the subject’s 
  barbs. This damage does not apply to attackers using 
  reach weapons, such as longspears. The subject itself is 
  not harmed by its own barbs. 
   
  Arcane Material Component: A barb from a 
  hamatula. 
   
  Source: Spell Compendium 109 
   
  Infernal Wound 
  Transmutation [Evil] 
  Level: Cleric 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  You wave your hands over the blade and it takes on a 
  gray pallor. Its attacks will now leave a lingering, 
  painful memory in their wake. 
   
  A creature injured by a weapon with infernal wound 
  cast upon it loses 2 additional hit points each round for 
  the duration of the spell (regardless of how many times 
  it is struck during that time). The continuing hit point 
  loss can be stopped by a Heal check (DC 10 + spell level 
  The Last Word 
   
  Page 27 
  
  + your relevant ability modifier), a cure spell, or a heal 
  spell. 
   
  Source: Spell Compendium 123 
   
  Shadow Binding 
  Illusion (Shadow) 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 10-ft. radius burst 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  As the links of chain in your hand dissipate to feed the 
  arcane energies of your spell, a multitude of ribbonlike 
  shadows instantaneously explodes outward from an 
  indicated point nearby. 
   
  Creatures in the area that fail a Will save are entangled 
  and unable to move. Breaking free of a shadow binding 
  requires a DC 20 Strength check or a DC 20 Escape 
  Artist check, taken as a full round action. 
   
  Material Component: A few links of iron chain. 
   
  Source: Spell Compendium 182 
   
  Sonic Weapon 
  Transmutation [Sonic] 
  Level: Bard 2, sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 minute/level 
   
  Holding the weapon to your mouth, you whisper the 
  spell’s arcane words, shrouding the weapon in visible 
  sound like a thin sheen of water. 
   
  While the spell is in effect, the affected weapon deals 
  1d6 points of sonic damage with each successful attack. 
  The sonic energy does not harm the weapon’s wielder. 
  Bows, crossbows, and slings that are affected by this 
  spell bestow the sonic energy upon their ammunition. 
   
  Source: Spell Compendium 195 
   
  Vigor 
  Conjuration (Healing) 
  Level: Cleric 3, druid 3 
  Duration: 10 rounds + 1 round/level (max 25 rounds) 
   
  This spell functions like lesser vigor, except as noted 
  here and that it grants fast healing 2. 
   
  Source: Spell Compendium 229 
   
  Vigor, Lesser 
  Conjuration (Healing) 
  Level: Cleric 1, druid 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 15 rounds) 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  The sounds of battle ring in your ears as you lay hands 
  on your fallen comrade. You can spare neither the time 
  nor magic to do more right now, but the b ood flow 
  slows to a trickle and her breathing becomes less 
  labored, even as you are called to the aid of another. 
  l
   
  The subject gains fast healing 1, enabling it to heal 1 hit 
  point per round until the spell ends and automatically 
  becoming stabilized if it begins dying from hit point 
  loss during that time. Lesser vigor does not restore hit 
  points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow or attach lost body 
  parts. 
   
  The effects of multiple vigor spells do not stack; 
  only the highest-level effect applies. 
   
  Source: Spell Compendium 229 
  The Last Word 
   
  Page 28 
  
  PLAYER HANDOUT 1 
  Brother, 
   
  Our spies tell us that Prince Zeech has taken undue interest in a shipment scheduled to 
  leave Balmund in three days’ time. Find out what you can and if the shipment contains 
  items that would prove troublesome in the hands of the Esteemed Effete Lord, do your 
  best to see that his men never find them. 
   
   
   
   
   
   
   
   
   
  By the Axe, 
   
   
   
   
   
   
   
   
   
  Sir Ingo of the Sundered Axe 
  The Last Word 
   
  Page 29 
  
   
  PLAYER HANDOUT 2 
  Loyal Defender of Morannon Keep, 
  The Baron’s master, His Highness, Prince Zeech of Redhand, may he live eternally, etc., 
  etc., is aware of an illegal shipment due to depart Balmund in the next few days. His 
  men should arrive before that departure to confiscate the contraband. Baron Ulik 
  desires that you should fulfill your duty as a vassal to him – and thusly, to Prince 
  Zeech – by assisting the Prince’s men in any manner that you deem appropriate. 
   
   
   
   
  Charles  
   
   
   
   
  Chamberlain to His Prominence 
   
   
   
   
  Baron Ulik the Unpredictable  
   
   
   
   
  Morannon Keep 
  The Last Word 
   
  Page 30 
  
  PLAYER HANDOUT 3 
  Loyal Citizen, 
  Our Most Esteemed Lord, Prince Zeech, is aware of an illegal shipment due to depart 
  Balmund in the next few days. His men will arrive shortly in order to confiscate the 
  contraband. Consider it your duty, as a loyal citizen of the Principality of Redhand, to 
  assist the agents of Prince Zeech in foiling the plans of the condemned criminal Malthos 
  Pe’handru. Your cooperation in this matter will be appreciated and rewarded. 
   
   
   
   
  Sincerely, 
   
   
   
   
  Captain Elhilbor 
   
   
   
   
  Minister to His Highness, Prince Zeech of Redhand 
  The Last Word 
   
  Page 31 
  
  PLAYER HANDOUT 4 
  “Shipment is green starmetal. Old Z is using it to trap Malthos. Do what you want as long as no stray cats 
  follow you home.” 
  (a sending from Khazibuhl Janduhar) 
   
  The Last Word 
   
  Page 32 
  
  PLAYER HANDOUT 5 
   
  The Last Word 
   
  Page 33 
  
  DM MAP 
  The Last Word 
   
  Page 34 
  
  CAMPAIGN CONSEQUENCES 
  If you are running this event as part of the premiere (Protocon 2006) or within one month of the premiere (i.e. 
  before October 18th, 2006), please email the answers to these questions to airwalkrr@gmail.com. 
   
  Did the PCs protect the cargo or did they attempt to capture Malthos? Were they successful? 
   
   
   
  Did the PCs agree to let Giardo look at Jaleena’s notes? 
   
   
   
  Did the PCs agree to let Gobranda look at Jaleena’s notes? 
   
   
   
  Did the PCs successfully recover Jaleena’s notes? 
   
   
   
  Did the PCs kill Jaleena? 
   
   
   
  Did the PCs kill Giardo? 
   
   
   
  Did the PCs kill Gobranda? 
   
   
   
  The Last Word 
   
  Page 35 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Bandit Kingdoms/BDK6-04 - The Last Word.pdf