TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
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  please visit www.wizards.com/d20 
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  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, 
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  VTF5-04 
   
   
   
   
   
   
   
  Secrets and Lies 
   
   
  A One-Round D&D® LIVING GREYHAWK™  
  Tuflik, Fals and Velverdyva 
  Metaregional Adventure 
  By Christopher M. Johnson 
  Maps of Falsridge, Veluna City, and Veluna by: Russell Akred 
  Map of Mitrik by: Ron Goodwin and Russell Akred 
  Circle Edit: Tim Sech 
   
   
   
   
                                                           
   
   
  Falsridge has regained its status as the western trade hub of Veluna.  A request from the church of St. Cuthbert brings 
  you to the world of Secrets and Lies.  Can you survive the secrets and expose the lies?  An investigative adventure 
  especially suited for members of the Pack and the Alliance metaorg of character levels 3 to 15 (APL 4-14).  
   
   
   
  
  VTF5-04 Secrets and Lies 
   
  Page 2 
  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 DM (or 
  usually just DM). Sometimes (and almost all the time 
  in the cases of home events) the senior gamemaster is 
  also the table DM. You don’t have to be a HERALD-
  LEVEL GM to run this adventure if you are not the 
  senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  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 books: Player’s Handbook, 
  Dungeon Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold 
  italics provides player information for you to 
  paraphrase or read aloud when appropriate. Sidebars 
  contain important information for you, including 
  special instruction on running the adventure. 
  Information on nonplayer characters (NPCs) and 
  monsters appear in abbreviated form in the adventure 
  text. Full information on NPCs and monsters are given 
  in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK Adventure Record 
  (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  
  VTF5-04 Secrets and Lies 
   
  Page 3 
  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 1
  st-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 Metaregional adventure, 
  set in Veluna.  Characters native to the VTF 
  Metaregion pay one Time Unit per round, all others 
  pay four Time Units per round. Adventurer’s Standard 
  Upkeep costs 12gp per round.  Rich Upkeep costs 50gp 
  per round.  Luxury Upkeep costs 100gp per round. 
   
  Adventure Background 
   
  Bardic Knowledge 
   
  Unless specifically noted in the adventure, all 
  Knowledge checks can be duplicated by Bardic 
  Knowledge, with a +5 DC modifier to the skill check. 
  If the DM feels that the information in question would 
  in no way be distributed in this fashion, they may 
  apply a +10 modifier instead (since no matter what, 
  some details always seem to slip out).  Should there be 
  multiple DCs for a single item, choose the highest to 
  apply the modifier for Bardic Knowledge to establish 
  the DC. 
   
  Motivations of characters from the lands of 
  the Veluna and Dyvers. 
   
  The Alliance is making a power play to take over the 
  Pack in Veluna.  There are those from Dyvers and 
  Veluna who would very much like to see this happen. 
  There are those in Veluna especially who would like to 
  not see this happen.   
   
  Motivations of characters from the lands of 
  the VTF Metaregion 
   
  Followers of St. Cuthbert will be interested because the 
  origin of this mission supposedly comes from the 
  church of the cudgel.  Additionally, the Pack causes 
  inflation to trade prices and crippling the Pack would 
  be in the best interest of other governments who rely 
  on traffic through Veluna.  Otherwise, there is the age 
  old motivation of coin.  The PCs are being offered 
  money to do this task. 
   
  Motivations for those beyond the VTF 
  Metaregion 
   
  Followers of St. Cuthbert will be interested because the 
  origin of this mission supposedly comes from the 
  church of the cudgel.  Otherwise, there is the age old 
  motivation of coin.  The PCs are being offered money 
  to do this task. 
   
  The Pack 
   
  The Pack is the “Thieves Guild” of Veluna.  They have a 
  rather strict hierarchical ordering.  This hierarchical 
  setup is mainly for control of the organization, whose 
  main focus is to stay below the notice of the lawful 
  government of Veluna.  Pack cells exist in most major 
  cities in Veluna.   
   
  The Alliance 
   
  The Alliance has decided to expand their influence 
  into Verbobonc and Veluna.  In doing so they are 
  looking to take over existing organizations such as the 
  Family in Verbobonc and the Pack in Veluna.  The 
  Alliance has been infiltrating the Pack for some time 
  now and now has someone in position to grab control 
  of the organization if something unfortunate should 
  happen to the current leader.  The plan is simple, send 
  some unwitting fools after the Alpha Male to remove 
  the problem.  Thus if the plan fails the Alliance agent 
  has not been compromised for a future attempt. 
   
  What has happened up to this point. 
   
  The Alliance has been infiltrating the Pack for some 
  time now. Their highest ranking member has recently 
  ascended to the leader in Veluna City and has been 
  quickly consolidating power there, preparing to take 
  control of the organization.  The Alpha Male has 
  learned of a plot to assassinate him and has gone into 
  
  VTF5-04 Secrets and Lies 
   
  Page 4 
  hiding in Mitrik.  At this point the Alliance has lost 
  track of him.  This is where the PCs come in to find 
  and eliminate the Alpha Male.  It also gives the 
  Alliance plausible deniability if the PCs get caught.      
   
  State of Veluna 
   
  Veluna has been at war with an army of orcs, undead, 
  and devils for almost 2 years now.  The ex-canon 
  Herion, now a divine lich dedicated to Nerull, has 
  returned to claim his “rightful” rule over Veluna.  His 
  forces made it as far south as Mitrik with a group 
  taking Fals Keep early in CY 594.  At the end of CY 594 
  the Bissel contingent returned and reclaimed Fals 
  Keep in the name of Veluna.  Early in CY 595, 
  contingents from Falsridge and Bissel reinforced by 
  troops coming in from the south moved on and 
  relieved the siege on Mitrik.  Now the forces of Veluna 
  are preparing to march north and reclaim Whitehale 
  and Castle Sephar from Mitrik. 
  During this time, a new cannon was selected, Cannon 
  Truft, which caused the Plar of Veluna, Redin Sarnath, 
  to secede Greyington from Veluna and declare himself 
  the One True Cannon of the Faithful. He then pulled 
  his troops from their protective role in Veluna City, 
  placing the burden of keeping the peace there on the 
  beleaguered Mitrik Temple Guard.    
   
  Falsridge 
   
  Falsridge has almost completely recovered from the 
  attacks in early CY 594.  While many of the Knights of 
  the Cudgel are off in Mitrik preparing to march north 
  with the armies of Veluna there is still a healthy cadre 
  here in Falsridge to maintain order here and man and 
  protect Falls Keep.  The authorities will be the most 
  responsive to the PCs requests in this city, because 
  most are looking for something to do now the 
  attention has moved away from this area of the 
  country. 
   
  Duke Grinish 
   
  The Duke is not your typical noble. As a young man he 
  left home with nothing but his sword and some clothes 
  and set out to see the world. He returned 10 years later 
  with a wife on his arm and a reputation across Veluna 
  as a champion of Justice. His father stepped down 5 
  years later and the Duke has ruled since. He is a man of 
  very strong convictions. He has seen some of the best 
  and worst the world has to offer and it has made him a 
  better ruler for it. He also has the title of Master of the 
  Cudgel as the leader of the Knights of the Cudgel. He 
  met his wife Keri while adventuring in Geoff and they 
  were married two years later. His oldest son, Theron, is 
  currently out on his own seeing the world and last 
  rumor put him somewhere in the City of Greyhawk 
  area. 
  Duke Grinish recently has gained notoriety in leading 
  the attack to liberate Fals Keep and striking the first 
  major victory against Herion’s forces. 
   
  Maleous Narthan 
   
  Maleous is the Duke’s right hand man.  He acts as the 
  dukes orderly and is in charge of the Duke’s security.  
  While not technically the second in command of the 
  Knights of the Cudgel any request coming from 
  Maleous is assumed to come from the Duke himself.   
   
  Mitrik 
   
  Mitrik has only been recently relieved from the siege 
  which held most of the city except the temple and 
  college district.  Early CY 595 the southern half of 
  Mitrik has been liberated and workers are furiously 
  rebuilding the once glorious center of learning.  Mitrik 
  currently has large encampments of troops stationed to 
  the north of it preparing to head north to strike.  With 
  all the additional people in the area and the reduced 
  infrastructure in the Mitrik area, the authorities are 
  having difficulties meeting everybody’s needs.  The 
  Mitrik Temple Guard is in charge of law and order 
  here.  While they will be mindful of the PCs needs, 
  they will add it to a queue of about a million things 
  they have to do, so very little is going to get done 
  quickly.  If the PCs push them they quickly lose 
  patience with the PCs. 
   
  Jelemanar 
   
  Jelemanar was in charge of the pack in Falsridge up to 
  the end of CY 593, when the serving Alpha Male died 
  under mysterious circumstances.  Under pack rules the 
  city leaders gather to pick another alpha male in such a 
  circumstance.  This particular conclave was difficult 
  due to a number of accusations being passed around 
  about the Alpha Male’s death.  When it was finally 
  proven that about the only one who couldn’t have done 
  it was Jelemanar he was quickly chosen as the new 
  Alpha Male.  He has served in this role for the past two 
  years maintaining the tradition of the pack and 
  attempting to keep a low profile.   
  Recently he discovered some information about the 
  former Alpha Male’s death and a possible threat on his 
  life.  At this point he has gone into hiding sending his 
  
  VTF5-04 Secrets and Lies 
   
  Page 5 
  most trusted compatriot Zassen out to discover who is 
  behind the threat on his life. 
   
  Veluna City 
   
  Veluna City has been relatively peaceful during the 
  recent times of trouble.  Other than a couple of high 
  profile assignation attempts, the city has been quiet as a 
  bell.  With the Plar removing his troops from Veluna 
  City it has fallen on the Mitrik Temple Guard to 
  maintain law and order within the city.  The Mitrik 
  Temple Guard is understaffed in Mitrik and they are 
  really understaffed here.  They will react to the PCs in 
  about the same way they do in Mitrik.  They will be 
  mindful of the PCs requests, but will not be able to get 
  to them in a timely manner. 
   
  Duke Grinish and Maleous 
   
  See Falsridge entry for information about these two. 
   
  Zessen 
   
  Zessen is currently in charge of the Pack in Falsridge.  
  He was Jelemanar’s lieutenant when he was there and 
  got promoted the same time Jelemanar did.  Zessen has 
  been Jelemanar’s staunchest ally and would do 
  anything for him.  He has currently been tasked with 
  discovering who is planning on killing Jelemanar and 
  to take care of the problem if possible. 
   
  Arthan Enastal 
   
  Arthan is a member of the Alliance based in Dyvers.  
  Two years ago he had worked his way up to second in 
  command in Veluna City and had his boss’s complete 
  confidence.  He gained this confidence because he was 
  a master expeditor of illicit goods, due to his Alliance 
  connections.  When Arthan thought his boss was in a 
  perfect position to take command of the Pack, he 
  eliminated the Alpha Male.  This would have been a 
  perfect setup the Alliance basically running things, but 
  any real heat falling on the Pack.  To Arthan’s surprise 
  his boss was politically inept and Jelemanar was 
  selected as the new Alpha Male.   
  Arthan’s new plan arranged for a particularly 
  embarrassing incident to happen to his former boss, 
  which got him sent to jail for a long period of time.  
  Now Arthan has been consolidating power as the 
  leader of the Pack in Veluna City.  It has come time to 
  eliminate Jelemanar and take control himself. 
    
  Adventure Summary 
   
  Introduction – The PCs receive a meeting request 
  from one of the knights of the cudgel who is an 
  Alliance agent in disguise.  He is requesting their help 
  in removing a known doppelganger from a position of 
  power.  Alliance and Pack members get their secret 
  mission.  
   
  Encounter One – Highland Inn.  The PCs meet 
  Maleous Narthen at the Highland Inn.  This is actually 
  Arthan Enastal, who is posing as Maleous.  He gives 
  the PCs the mission to kill the Alpha Male. 
   
  Encounter Two – Falsridge.  The PCs are given the 
  location of an old pack hideout, which has been 
  abandoned.  In addition they can gather additional 
  information around the Falsridge area about Pack 
  operations in the area.  They will eventually be pointed 
  to Mitrik 
   
  Encounter Three – Attacking the Culprit.  If the PCs 
  do not believe Arthas and either attack him or follow 
  him back to Veluna City. 
   
  Encounter Four – Great Western Road.  As the PCs 
  travel the Great Western Road to Mitrik they are 
  attacked.  These are Alliance agents trying to do 1 of 2 
  things.  If the PCs discovered that the knight of the 
  cudgel was actually an Alliance agent they will try to 
  prevent the PCs getting to Mitrik.  Otherwise, they 
  will claim to be Pack members attempting to nudge the 
  PCs along in their quest. 
   
  Encounter Five – Mitrik.  Now it is the PCs job to 
  locate the Alpha Male operating in Mitrik.  In this 
  encounter if they have not caught on that they are the 
  tools of a greater plot a member of the Pack will 
  approach them to try to sway their opinion to their 
  side.   
   
  Encounter Six – Jelemanar’s Hideout. If the party 
  decides to go after the Pack here is the encounters 
  within the headquarters of the Pack. 
   
  Encounter Seven – Veluna City: The PCs have 
  decided the Alliance is the enemy.  They head to 
  Veluna City to root them out.   
   
  Encounter Eight – Alliance Hideout. If the party 
  decides the alliance is the enemy then here is the 
  encounter within the Mitrik headquarters of the 
  alliance. 
  
  VTF5-04 Secrets and Lies 
   
  Page 6 
   
  Conclusion – Murder Investigation. Assuming the 
  PCs have killed one or the other of the leaders they 
  have some explaining to do.  The church does not look 
  kindly upon the murder of a citizen of Veluna.  
  Depending on which organization they went after they 
  get some unexpected help in smoothing things over. 
   
   
  Introduction – Initial Moves 
  of the Alliance 
   
  It would be a good time to get the PCs Sense Motive 
  skill level.  They are going to run into a number of 
  people with agendas whose cover stories could be 
  blown by a simple request for a Sense Motive check. 
  All PCs should get Player Handout #1.  Pack members 
  should get Player Handout #2.  Alliance members 
  should get Player Handout #3. 
  It is a cold day in the city of Falsridge at the end of 
  the Fals Gap.  Snow has yet to come to this area, but 
  from the feel of the mountain breeze it will not be 
  long.  From what seems to be out of nowhere a boy 
  appears before you and says, “Excuse me sir 
  (madam) I was requested to give you this letter.”  
  Upon the acceptance of the letter the boy gives a 
  small bow and takes his leave.   
   
  The note is Player Handout #1 
   
  At this point many PCs may want to question the boy.  
  His name is Ranos and he was given a silver to deliver 
  this letter by a Knight of the Cudgel.  He was 
  presented this note near the gates the PCs have just 
  entered.  He does not know who the knight was and if 
  a PC makes him take them back to the gate the knight 
  is gone. 
   
  Later that day members of the Pack receive a visit from 
  a junior Pack member.  Player Handout #2 is given to 
  them with little or no fanfare.  The messenger does not 
  know anything and does not reveal anything about 
  where it came from.  If the PC in question gets too 
  pushy the junior pack member points out the less he 
  knows, the less that can hurt him and scolds the PC 
  about asking too many questions. 
   
  Also later that day members of the Alliance receive a 
  visit from another member of the Alliance.  They are 
  presented with Player Handout #3.   
   
  If the PCs decide to check up on Maleous Narthen 
  with the church of St. Cuthbert they gain the 
  following information: 
  - 
  Maleous Narthen is on assignment with Duke 
  Grinish in Veluna City.  They do not know the 
  specifics of his current mission because the 
  request came directly from the Duke.   
  - 
  If the church is asked why he is in town, the 
  church’s reply is that Maleous has not checked in 
  with them.  To the church this is unusual, but not 
  completely unheard of.  The Knights of the 
  Cudgel have the same response.   
  - 
  Maleous can not be found before the meeting with 
  the PCs (because Arthan has not dressed up yet).   
   
  Since the PCs have some time to kill they may want to 
  make a Gather Information check. 
   
  General: 
   
  DC 5+ There is a war going on up north.  Apparently an 
  ex-cannon has returned to claim Veluna for himself. 
   
  DC 10+ Fals Keep has just recently completed repairs 
  from the battle that took place there almost a year ago. 
   
  DC 15+ Redin Sarnath and Bishop Velt Harkin were 
  just kidnapped from their residence in Greyington at 
  the request of the Celestial Order of the Moons. 
   
  DC20+ Herion’s forces consist of devils, orcs, and 
  undead. 
   
  25+ There is an underground organization called the 
  Pack who keeps the thieving activities under control 
  within Veluna.   
   
  DC 30+ Cannon Truft has become less tolerant entities 
  who exist outside of the law of the land.  He has taken a 
  more hard-line position on a number of organizations. 
   
  DC 35+ An organization known as the Alliance has 
  started making moves within Veluna, although their 
  actual motivations and background are still a bit fuzzy. 
   
  DC 40+ There is a power play taking place currently 
  between the Alliance and the Pack for control of the 
  underground in Veluna. 
   
  Maleous: 
  
  VTF5-04 Secrets and Lies 
   
  Page 7 
   
  DC 10+ Maleous is a member of the Knights of the 
  Cudgel. 
   
  DC 15+ He has close ties with Duke Grinish and can 
  usually be found where the Duke is located. 
   
  DC 20+ Maleous left with the Duke 7 days ago on their 
  way to Veluna City. 
   
  DC 25+ Maleous has not been seen in Falsridge in the 
  past 7 days. 
   
  Knights of the Cudgel: 
   
  Knowledge (VTF) 10+, Knowledge (Nobility) 15+, or 
  Knowledge (Religion) 20+: 
   
  The Knights of the Cudgel pledge their loyalty to St. 
  Cuthbert.  They are based out of Falsridge and are in 
  charge of protecting the Fals Gap area from incursions 
  from the west (eg. Ket).  They are one of the many 
  knightly organizations to reside within Veluna. 
   
  Duke Grinish: 
   
  Knowledge (VTF) 10+ or Knowledge (Nobility) 10+ 
   
  Duke Grinish is in charge of the Falsridge Diocese and 
  a leader of the Knights of the Cudgel.  He is an ex-
  adventurer and has returned to take his place as the 
  head of House Grinish.  He gained notoriety recently 
  while reclaiming Fals Keep and striking the first blow 
  against Herion’s occupation forces.  The Duke is using 
  this to his advantage to gain political power. 
   
   
  Encounter One – The 
  Highland Inn 
   
  Arthan Enastal (impersonating Maleous) is not telling 
  the whole truth and in some cases outright lying.  Roll 
  the PCs sense motive check versus Arthan’s bluff 
  check 
  (Bluff 
  Check 
  per 
  APL 
  +15/+21/+23/+25/+27/+29) to see if they pick up on it. 
   Note: Maleous is one of Arthan’s cover identities (see 
  spymaster abilities in appendix 2) at APL 6+ and the 
  bluff bonus is already taken into account above. 
   
  The Highland Inn is bustling at this time of night.  
  A number of guards and workers are here bringing 
  the day to a satisfactory close.  A local bard is in the 
  corner, singing of the heroic return of the Bissel 
  contingent and the reclaiming of Falls Keep.  Over 
  in another corner you see a man seated in silver full 
  plate with an impressive cudgel painted on the 
  chest plate of the armor.  
   
  As you approach he looks up and says, “Welcome 
  my friends, I am Maleous Narthan, I assume you 
  are here because of my message?” 
   
  Upon receiving your response he begins, “We have 
  a mission of a rather sensitive nature.  Are you 
  familiar with a local organization known as the 
  Pack?” 
   
  “The Pack,” Maleous explains, whether the answer 
  is negative or not, “is what could be best described 
  as the Thieves Guild of Veluna.  They exist under 
  the radar of the official authority of Veluna.  In the 
  past there has been an agreement between the Pack 
  and the authorities, basically as long as they didn’t 
  cause the authorities too much trouble the 
  authorities ignored their activities as a group and 
  went after individual offenders.  It has come to our 
  attention that the leader of the Pack, known as the 
  Alpha Male is actually a doppelganger, the same 
  creatures that have given us troubles in other areas 
  of the country.  As you can see, we can not let one 
  of these creatures maintain a position of power 
  within 
  Veluna, 
  even 
  a 
  technically 
  illegal 
  organization such as the Pack.” 
   
  “We want you,” he continues, “to eliminate this new 
  threat to Veluna’s security.  Unfortunately, we do 
  not have much to go on in finding this Alpha Male. 
   We do know the location of an old hideout of the 
  Pack here in Falsridge.  Other than that we don’t 
  have much information, I am afraid.” 
   
  Arthan (Maleous) does know more about the Pack than 
  he is letting on.  He does not want the PCs to destroy 
  the whole Pack in trying to find the Alpha Male.  The 
  Alliance wants something to control after everything is 
  said and done. 
   
  The following are answers to questions that the PCs 
  may ask Arthan (Maleous). 
   
  What are we going to be paid? 
   
  Maleous replies, “Ahh…the mercenary’s heart.  The 
  rightful wrath of retribution is worth something to 
  
  VTF5-04 Secrets and Lies 
   
  Page 8 
  us.  I am willing to offer 100 gp per party member 
  up front for this task.” 
   
  Where is this old hideout? 
   
  Maleous says, “The old hideout is in the craft 
  district north of market square.  The house still has 
  burn marks from the attack last year. 
   
  What attack? 
   
  “You must be a stranger to this land.  Fals Keep fell 
  to the forces of Herion due to the treachery of a 
  noblewoman.  Shortly thereafter they tried to claim 
  the city.  Thankfully, due to some quick thinking of 
  some local adventurers they were able to turn back 
  the attack.” 
   
  Do you have anything else to go on? 
   
  This statement is true, but a sense motive roll versus 
  bluff roll could tell the PCs that Arthan (Maleous) is 
  holding something back.   
   
  “The Pack is a secretive organization and do not 
  announce their intentions to us. I would go after 
  their primary areas of operation, look for operatives 
  in the market place or possibly the docks.  They 
  may have more information.” 
   
  How do we contact you again? 
   
  “You don’t.  I will be going back to Veluna City to 
  maintain the cover that I am there protecting the 
  Duke.  My visible presence here is only to meet 
  with you – I will leave immediately after this. 
  Please do not contact me there because I do not 
  want this operation blown. We do not want to miss 
  this opportunity to take out one of those who 
  plague this land.” 
   
  Are you telling us everything? 
   
  Arthan (Maleous) attempts another lie to get out of 
  answering too many more questions along this line. 
   
  “I am sorry,” Maleous says, “I am not used to this 
  cloak and dagger stuff.  We are trying to do this 
  without going through the Celestial Order of the 
  Moons.  We believe if this came up in a meeting the 
  doppelganger would hear about it, change forms 
  and disappear.  This is a chance we cannot take.  As 
  a result we are trying to do this without drawing 
  too much attention.” 
   
  Why didn’t you check in with the Knights when 
  you returned to town? 
   
  “I want as few people as possible to know of my 
  presence here.  As long as everyone thinks I am still 
  in Veluna City I can operate relatively freely.” 
   
  There are three likely outcomes to this encounter.  The 
  PCs accept Arthan’s mission without question.  If this 
  is the case proceed to Encounter Two.  They could 
  also decide that Arthan is lying and not accept the 
  mission.  Finally, they could decide, for any number of 
  reasons known only to adventurers, to kill him.  If 
  either of the last two are the case proceed to 
  Encounter Three. 
   
  Encounter Two – Falsridge 
   
  There are a number of things the PCs could do at this 
  point.  This encounter encompasses what information 
  is available in Falsridge and how to get it.  Once the 
  PCs go to the Old Pack Hideout they pick up a Pack 
  member who tails them and tries to discover what they 
  are up to in the city.  When the PCs are outdoors and 
  within the city of Falsridge let them make Spot checks 
  verses the the Tails take 10 Hide result of 22. Once the 
  tail has started following the PCs he remains at least 30’ 
  away.  If the PCs spot him, give them the opportunity 
  to plan a way to capture the tail.   
   
  Old Pack Hideout 
   
  Once the PCs go to this building they pick up a Pack 
  tail.  At appropriate times you can make an opposed 
  Hide vs. the PCs Spot check to pick up the tail (as 
  noted above).  This is the easiest way to capture a Pack 
  member and be able to talk to them. 
   
  The building that must be the remains of an old 
  Pack hideout sits just off the busy merchant district 
  street.  It is the only one that still has fire damage 
  in th roof area and the front windows have been 
  knocked out and never repaired. 
   
  This building is mapped out as DMs Map #1. 
   
  The inside of the building has been thoroughly 
  trashed.  Very little remains of what once was the Pack 
  headquarters in Fals Ridge.  The alarm traps near the 
  entrance both no longer operate.  If the PCs search 
  room D they find 2 things.  First they find the secret 
  
  VTF5-04 Secrets and Lies 
   
  Page 9 
  exit to the alley behind the house.  Second they find 
  Player Handout #4.  The signature on the note is 
  Jastam Sasin.  At the time Jastam was only in charge of 
  the Pack in Falsridge, but since that time he has 
  become Alpha Male, in charge of the entire Pack. 
   
   Looking in the Market Square 
   
  If the PCs arrive during the day read or paraphrase the 
  following, whilst at night the square is very empty. 
   
  The market square is bustling with all sorts of 
  vendors selling their wares, many of which come 
  from the Western lands beyond the mountains.  
  You hear the sounds of haggling everywhere within 
  the market.  Trying to find anyone here is like 
  trying to find a needle in a haystack. 
   
  There are a number of Pack members in the market 
  square applying their trade.  Allow the PCs one Spot 
  check each every 10 minutes they spend in the Market 
  Square.  This Spot can not be assisted by other PCs.  
  Determine the distance the rogue is away by rolling 
  1d6 and multiplying it by 10 (for distance modifiers).  
  The Spot Check is the Sleight of Hand Skill roll of 19 
  plus 1d6 for the number of feet away the thief is 
  making the attempt.  Once the PCs spot the rogue set 
  up the map with the rogue at an appropriate distance 
  (already determined by the 1d6 roll) and roll initiative. 
   As the Rogue makes his attempt, he then tries to Hide 
  in the crowd and flee. It is up to the PCs to catch the 
  rogue.   
   
  Looking at the Docks 
   
  Assuming the PCs arrive during the day. 
   
  The smell of riverwater assails your senses as you 
  enter the dock area.  A number of dock workers are 
  unloading the cargo from boats that are moored 
  here.  The busy streets are bustling here with carts 
  transporting goods to the myriad  local warehouse . 
   
  There is actually no Pack members working the dock 
  area at this time.  The one who usually operates in this 
  area is in jail right now for theft. 
   
  Looking in Jail 
   
  The jail is in the headquarters of the Knights of the 
  Cudgle.  Here a member of the Pack has been captured 
  performing his trade near the docks.  Getting in to to 
  see the prisoner is somewhat difficult.  Assume the 
  jailor is Unfriendly to the idea and the PCs have to 
  make a Diplomacy check to make him frendly.  If the 
  PC making the check is a cleric or paladin of St. 
  Cuthbert the jailor is only Indifferent to the idea. Give 
  the PCs a +2 circumstance bonus to the roll if they 
  drop Maleous’ name.  The jailor is immune to 
  Intimidate being a well-trained and disciplined Paladin 
  of St. Cuthbert.  The jailor has a +15 on Sense Motive 
  checks to be Bluffed and a +7 on a Forgery check to 
  catch forged documents.  The jail is open enough such 
  that if a prisoner screams or makes a lot of noise a 
  guard comes to investigate.  If the PCs are caught 
  breaking into the jail they are arrested.  On the other 
  hand if they want to get thrown in jail for a minor 
  crime like a bar room brawl, reward them with access 
  to the Pack thief.  The church of St. Cuthbert already 
  has a room prepared for the Devils who wander the 
  land.  It contains a permanent antimagic field, so 
  escape should be impossible for anyone masquerading 
  as one, should they then let themselves be arrested.   
   
    Capturing a member of the Pack 
   
  This is the stats for any Pack member appearing in this 
  Encounter.  Feel free to give the PCs the ability to 
  capture this guy if they come up with some 
  imaginative way to capture him.  For example, a PC 
  dressing up as a noble with obvious wealth (and 
  succeeding at a Disguise check at the discretion of the 
  DM) might cause the thief to try to steal something 
  that looks valuable. 
   
  ALL APLs (EL 2) 
  �Pack Rogue: Rog2; hp 14; See Appendix One. 
   
  He tries to resist any sort of interrogation but being 
  relatively low level he probably ends up spilling his 
  guts.  An Intimidate check of 13+ automatically does 
  the trick or he starts as Hostile in the diplomatic world 
  and the PCs need to get him to friendly (35+ 
  Diplomacy 
  Check) 
  to 
  obtain 
  the 
  appropriate 
  information  
   
  The following are answers to typical questions after the 
  appropriate Diplomacy, Intimidate, or speak with dead. 
   
  Who is Zessen? 
   
  “Zessen is my boss here in Falsridge.” 
   
  Where can we find Zessen? 
   
  “Zessen is out of town right now.  Last I heard 
  he was in Veluna City taking care of some 
  business.” 
   
  
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  Page 10 
  Who is Jelemanar/ the Alpha Male? 
   
  “He is our big boss, he use to be the top dog 
  here in Falsridge before he got promoted upon our 
  former leader’s retirement.” 
   
  Where can I find Jelemanar/ the Alpha Male? 
   
  “Last I heard he was in Mitrik personally 
  overseeing the recovery operations there.” 
   
  Where is your hideout here? 
   
  “In the basement of the Drunken Sailor Inn 
  near the docks.” 
   
  How do I get into your hideout? 
   
  “Tell the bartender that you are a friend of the 
  wild and he will let you into the basement.” 
   
  Are there any traps within your hideout here? 
   
  “Just a couple of alarm traps at the entrance” 
   
  How many people are there? 
   
  “With Zessen out of town and me here, the 
  only other one of us in trouble with the law right 
  now, it should be empty.” 
   
  Do you know where I would find the Pack in other 
  cities? 
  “Yes a contact can usually be found at the Drunken 
  Sailor Inn here, the Tannenbaum’s Chalice in 
  Veluna City, and the new Roadside Inn in Mitrik.” 
   
  Do you know the hideouts in the other cities? 
   
  “No, I do not.” 
   
  Did you know your leader was a doppelganger? 
  “No that can’t be.  Jelemanar use to be top dog here. 
   I know him, last time I saw him he was preparing 
  to go to Mitrik to reestablish operations in that city. 
   As far as I know, he has always acted with our best 
  interest at heart.” 
   
  Checking the Drunken Sailor Inn 
   
  The Drunken Sailor inn is crowded this time of day. 
   From the looks of it, it is probably always crowded. 
   From the looks of the clientele the rough and 
  tumble patrons come here to pass the time. Dock 
  workers and sailors pass salty stories along to any 
  who will listen. 
   
  The pack hideout here is cleaner that the one left 
  behind on market street.  There are a few beds and 
  places to store items.  Down here there are no 
  additional leads for the PCs to investigate.  If they do 
  Search the inn thoroughly (Search Check DC 10 but 
  the innkeeper and patrons will object to a regula 
  rsearch) there is a tunnel that leads out to underneath 
  the docks.  There are some secret compartments which 
  currently have nothing of value – minor smuggled 
  items of little worth at this time.   
   
  The only viable lead is to head to Mitrik.  Quite 
  frankly, that can only be reasonably determined by 
  talking to a Pack member.  If the PCs are unable to get 
  this connection, it should be made obvious to them via 
  interaction with a Pack Member, whether deliberate or 
  not (so as not to let the adventure bog down at this 
  point).  This can be accomplished as per the 
  Troubleshooting section below. Once the PCs decide 
  to move on to Mitrik proceed to Encounter Four. 
   
  Going to the Authorities 
  The authorities in Falsridge are the Knights of the 
  Cudgel and their retainers. They know nothing of 
  Maleous’ doings or even if he is in town. The last 
  information they had was that Maleous was seen with 
  Duke Grinish in Veluna City taking care of business. 
  The Knights of the Cudgel echo what Maleous has told 
  the PCs to do since Duke Grinish is their leader and 
  Maleous would speak the Duke’s wishes. 
   
  Unless the PCs present some sort of evidence of a 
  crime, turning in a Pack member is met with Hostility. 
   For example, if the PCs bring in the Pack member 
  from the market somebody neutral (such as a 
  merchant) to attest to  a crime the Pack member 
  committed, the knights will not be very happy.  If the 
  PCs have some sort of authority within Veluna, any  
  such introductions are met more cordially. Examples 
  include any knightly organization within Veluna, 
  Verbobonc, or Furyondy, the Mitrik Temple Guard, or 
  a member of any Church of Rao, St. Cuthbert, or 
  Heironeous metaorg.  Likewise, any PC who gained 
  their last level as a paladin of any faith is believed and 
  treated cordially.     
   
  Other Methods 
  The Alpha Male is under the effects of a nondetection 
  spell at all times.  The caster level is 19 for any checks  
  There is flowing water between him and any target (for 
  anything that would be so effected) and he generally 
  hides in dark areas (so those without the means of 
  seeing in darkness cannot see him in any event). 
   
  Troubleshooting: If the PCs get lost and cannot 
  decide what to do, have the ambush in Encounter 
  Four happen in Falsridge instead.  This should serve to 
  push the PCs towards either Mitrik or Veluna City.  If 
  
  VTF5-04 Secrets and Lies 
   
  Page 11 
  they continue to do nothing have the Pack messanger 
  show up from Encounter Five to try to spur them into 
  action. 
    
  Encounter Three – Attacking 
  the Culprit 
   
  Run this encounter if the PCs decide not to take 
  Maleous up on his offer to hunt down the 
  doppelganger.  This is a free flowing encounter. 
   
  Attack Arthan (Maleous) 
   
  After meeting with the PCs, he returns to Veluna City 
  to make preparations. There are many possibilities for 
  the PCs to attack Maleous.  You can use the map of 
  Falsridge to help set up the encounter. 
   
  1. 
  Attack him within the Highland Inn.  This is 
  a bad option, as the box text states there are a 
  bunch of off duty guards here.  If a fight 
  begins the guards go and get help and the 
  guards attempt to arrest the PCs.  It takes the 
  guards 10 rounds to mobilize a response to 
  the PCs actions.  At that point you have an 
  unlimited supply of guards, paladins, priests 
  with which to take on the PCs (essentially). 
   
  2. Attack him within the streets of Falsridge.  In 
  this case a guard patrol appears in 10 + 1D10 
  rounds to witness the combat or the 
  aftermath.  At this point they start whistling 
  for help and try to arrest the PCs.  If the PCs 
  do not surrender to the guards be sure to give 
  them the appropriate level of punishment and 
  wanted status by Veluna authorities when 
  you give them the AR.   
   
  ALL APLs – Standard Guard Patrol (EL 10) 
  �Knight of the Cudgel: Pal8; hp 60; See Appendix 
  One. 
  �Knight’s Mount: Advanced Heavy Warhorse; hp 67; 
  See Appendix One. 
  �Knight of the Cudgel Squire: Pal4; hp 32; See 
  Appendix One. 
  �Knight of the Cudgel Man-At-Arms (10): Pal1; hp 
  11; See Appendix One. 
  �Heavy Warhorses (11): Heavy Warhorse; hp 35; See 
  Monster Manual Pg. 273.  
   
   
  3. 
  Attack Arthan after he leaves town.  Arthan 
  leaves the road and travel directly to Veluna 
  City.  Unless the PCs keep an eve on him he 
  gathers up his horse and travels overland as 
  fast as he can.  The ground is hard this time of 
  year so the track check is 19.  Ensure that you 
  add modifiers for the speed of the PCs, time 
  of day and such.  It remains dry over the next 
  couple of days. 
   
   
  APL 4 (EL 7) 
  �Arthan Enastal: Rog5/Spymaster2; hp 44; See 
  Appendix One. 
   
  APL 6 (EL 9) 
  �Arthan Enastal: Rog5/Spymaster4; hp 56; See 
  Appendix One. 
   
  APL 8 (EL 11) 
  �Arthan Enastal: Rog5/Spymaster6; hp 68; See 
  Appendix One. 
   
  APL 10 (EL 13) 
  �Arthan Enastal: Rog6/Spymaster7; hp 80; See 
  Appendix One. 
   
  APL12 (EL 15) 
  �Arthan Enastal: Rog8/Spymaster2; hp 92; See 
  Appendix One. 
   
  APL 14 (EL 17) 
  �Arthan Enastal: Rog10/Spymaster7; hp 104; See 
  Appendix One. 
   
  Follow Arthan 
   
  If the PCs try to follow Arthan he returns to Veluna 
  City via horseback after their meeting and then returns 
  to the Alliance/Pack hideout there.  The PCs are 
  welcome to follow him.  Make sure to give him his 
  Spot check to notice he is being followed.  The PCs 
  could also track him back to Veluna City if they wish.  
  The base track check is 19 plus any modifiers for their 
  speed delay although, the area is dry for the next few 
  days so precipitation is not a factor.   Once the PCs 
  show up in Veluna City, he tries once more to get them 
  on track by sending the ambush from Encounter Four 
  after them. 
   
  Do not accept Arthan’s Mission and do nothing. 
   
  
  VTF5-04 Secrets and Lies 
   
  Page 12 
  If the characters decide to do nothing about the 
  mission Arthan gives them, he tries to spur them into 
  action.  The ambush in Encounter Four happens in  
  Falsridge.  It occurs in the evening sometime, possibly 
  in the Inn if the PCs are there otherwise on a deserted 
  street.  If the PCs continue to do nothing have the Pack 
  messenger from Encounter Five try to spur them 
  along in some direction. 
   
   
  Encounter Four – Ambush 
   
  This encounter should happen either when the PCs are 
  on the road to Mitrik, Veluna City or within Falsridge 
  itself.   It is the judgement of the DM as to when it 
  takes place.  The EL is reduced by one as a result of the 
  non-lethal nature of this combat. 
   
  APL 4 (EL 7) 
  Alliance Thugs (4): Rog4; hp 22 each; See Appendix 
  One. 
   
  APL 6 (EL 9) 
  Alliance Thugs (4): Rog6; hp 32 each; See Appendix 
  One. 
   
  APL 8 (EL 11) 
  Alliance Thugs (4): Rog8; hp 42 each; See Appendix 
  One. 
   
  APL 10 (EL 13) 
  Alliance Thugs (4): Rog10; hp 52 each; See Appendix 
  One. 
   
  APL12 (EL 15) 
  Alliance Thugs (4): Rog12; hp 62 each; See Appendix 
  One. 
   
  APL 14 (EL 17) 
  Alliance Thugs (4): Rog14; hp 72 each; See Appendix 
  One. 
   
  Tactics:  The assassins sneak up on the PCs while they 
  are resting or camping.  They attempt to subdue the 
  PCs without killing them.  These are regular Pack 
  members who have been asked by Belile to rough up 
  the PCs and thereby dissuade them from attacking 
  Jelemanar.  They each attempt to leave if their hit 
  points go below 10 (individually, not collectively). 
   
  If the PCs capture any of them they resist all attempts 
  to obtain information from them.  Assume their 
  starting reaction is hostile and they would need to be 
  brought to helpful to reveal any information.   
   
  Possible questions the PCs may ask. 
   
  Who sent you? 
  “We were sent by Belile.” 
   
  Who is Belile? 
  “He is second in command to Arthan in Veluna 
  City.” 
   
  Who is Arthan? 
  “Arthan is Veluna City’s pack leader.” 
   
  Where can we find Arthan/Belile? 
  “I am not sure, I know they both reside in Veluna 
  City.” 
   
  How do you contact Arthan/Belile? 
  “At the Tannenbalmn’s Chalice, but we don’t 
  contact them - they contact us.  We are to be there 
  when we are available.” 
   
  Why did you attack us? 
  “To stop you from getting to Mitrik and killing the 
  Alpha Male.” 
   
  Did you know your leader was a doppelganger? 
  “No that can’t be… wait a minute Arthan has said 
  he is behaving strangely. Arthan said, he has been 
  disappearing for long periods of time, meeting with 
  strange people.  I suppose it could be the case.” 
   
  Do you know where the Alpha Male is at right 
  now? 
  “I think he is in Mitrik, but I am not exactly sure 
  where.” 
   
  Will you come to Mitrik and help us find the Alpha 
  Male? 
  “Are you kidding?  I don’t want anything to do with 
  this” 
   
  Note that there is no effective means of persuading the 
  Pack members in this encounter to accompany the 
  PCs.  If all else fails, they would rather turn themselves 
  over the authorities than go up against the leadership 
  of the Pack in any fasion. 
   
  Encounter Five – Mitrik 
   
  
  VTF5-04 Secrets and Lies 
   
  Page 13 
  The Holy City of Mitrik, the center of faith and 
  learning within Veluna, is still largely under 
  construction after the siege was lifted almost a year 
  ago.  A number of districts have yet to return to 
  their pre-war prosperity.  North of town resides the 
  military camp containing the armies of Veluna and 
  her allies preparing to strike north into the heart of 
  Whitehale. 
   
  This 
  encounter 
  encompasses 
  the 
  avenues 
  of 
  investigation the PCs could take in investigating the 
  location of the Alpha Male.  If the PCs attempt a 
  Gather Information check (or just asking about any of 
  the following in an obvious manner) concerning the 
  Pack, the Alpha male, or Jelemanar they receive a visit 
  from a representative of the Pack who tries to talk 
  them out of their current course of action.  If the PCs 
  have a plan of action don’t interrupt them with the visit 
   it should only happen if the PCs are obvious in the 
  way they are trying to find the Alpha Male. 
   
  Gathering information about the Alpha Male 
   
  A DC 30 Gather Information check results in the 
  details that he is the leader of an organization known as 
  the Pack and his name is Jelemanar.  Proceed to “Visit 
  from a pack member” even if this roll fails. 
   
  Gathering Information about Jelemanar 
   
  It is a DC 20 Gather Information check to determine 
  that Jelemanar has been seen over near the public 
  docks quite often.  Proceed to “Visit from a pack 
  member” even if this roll fails. 
  Gathering information about the Pack 
   
  A DC 20 Gather Information check determines that if 
  you have the need of an acquisition specialist talk to 
  Grivishel at the New Roadside Inn.  Proceed to “Visit 
  from a pack member” even if this roll fails. 
   
  Visit from a Pack member 
   
  As you wander the streets of Mitrik taking in the 
  sites a young Halfling male approaches you with 
  open hands held in front of him in an obviously 
  non-hostile manner.  He bows slightly and says, “I 
  would speak to you if you are willing to listen about 
  your current assignment.” 
   
  The PCs are more than welcome to blow this 
  gentleman off if they wish.  More than likely the PCs 
  want to hear what he has to say. 
   
  After your approval he continues, “I am Fargan, a 
  member of a group of concerned citizens of Veluna. 
   I understand you have come here to assassinate the 
  Alpha Male.  I also understand you are mercenaries 
  sent to do a job.  I do not know what you have been 
  told about him, but I assure you he is an upstanding 
  citizen of Veluna with her best interest at heart.  
  But, I also understand the mercenary heart.  We 
  can offer you double what you were paid to not go 
  through with this contract, triple if you are willing 
  to go after the source of the contract.  What say 
  you?” 
   
  At this point the PCs can choose what to do.  Fargan 
  answers the PCs questions to the best of his ability.  He 
  does not know exactly how much the PCs are being 
  paid, but he is willing to offer up to 400gp for the PCs 
  to just forget the contract and 600gp to go after the 
  originator. 
   
  Here are a number of answers to questions the PCs 
  may ask Fargan. 
   
  Where is the Alpha Male? 
  “I honestly do not know, do you think we are so 
  foolish as to have sent someone who knew where 
  he was, whilst negotiating with his would- be 
  assassins?” 
   
  So who does? 
  “Only his closest advisors.” 
   
  And who are they? 
  “And why should I answer that?” 
   
  If forced to answer the question, he gives the contact of 
  Grivishel here in Mitrik who can be found at the New 
  Roadside Inn. 
   
  But he is a doppelganger? 
  “What is a doppelganger?” 
   
  You 
  fool, 
  a 
  doppelganger, 
  you 
  know, 
  a 
  shapechanger and deceiver. 
  “Oooh…like those things found in Grayington?  If 
  he is, the creature is doing a darn good job of 
  hiding himself.  He has managed to fool his top 
  people into believing he is the real Alpha Male.” 
   
  But doppelgangers can read minds. 
  “My associates are masters of subterfuge, we thrive 
  on knowing what is not supposed to be known.  To 
  think such tactics could be used against us is utterly 
  ridiculous.” 
  
  VTF5-04 Secrets and Lies 
   
  Page 14 
   
  So how do I go about discovering who is the 
  originator of the contract? 
  “I would go back to the person who originally sent 
  you on the mission at hand and ask them.  By 
  whatever means are necessary…” 
   
  Fargan does not know where the Alpha Male actually 
  is, so no amount of prodding or coercion can get it out 
  of him.  The only thing they can force out of him is the 
  location of Grivishel at the New Roadside Inn. 
   
  ALL APLs (EL 5) 
  �Fargan: Rog5; hp 27; See Appendix One. 
   
   
  The New Roadside Inn 
  The New Roadside Inn is one of many newly 
  constructed buildings in Mitrik.  The inside is clean 
  and smells of freshly cut wood.  It is a bustle of 
  activity as patrons conduct the business of relaxing 
  and enjoying another end of the work day.   
   
  The PCs may be here with or without Grivishel’s name. 
   If they do not know who the Pack contact is here in 
  the New Roadside Inn, they can all make a Spot check 
  DC 15 to notice a human male over in the corner 
  definitely conducting business of some sort.  Pack 
  members automatically know Grivishel.  Otherwise, 
  the PCs can ask the bartender where Grivishel is 
  located.  As long as they give a plausible reason for why 
  they are looking for him, the bartender directs the PCs 
  over to him. 
   
  The man doing business in the corner of this bar is 
  gruff looking.  He is wearing a well oiled suit of 
  leather armor under a dusty cloak.  It is obvious he 
  has not shaved over the past few days.  His Flan 
  features are apparent as he smiles at you approach, 
  revealing a gap where his front teeth should be, and 
  says, “Howdy, how may I help some enterprising 
  chaps as yourselves?  Have a questionable item you 
  need to get rid of?  Need something retrieved?  Old 
  Grivishel is your man, I can take care of the 
  problem items no one else seems to want to deal 
  with.  So what’ll it be?” 
   
  Grivishel is a competent dealer and he does not give 
  over the location of the Alpha Male willingly, unless 
  the PCs make him an offer he cannot refuse. One such 
  offer would be 10,000gp.  Diplomacy checks have to 
  get him from hostile to friendly to get the information 
  out of him (he is considered Hostile only for the 
  purposes of getting this information).  He is relatively 
  confident that the PCs will not attack him in here and 
  does everything to dodge questions whilst in the Inn.  
  If forced to answer he knows the same as the Pack 
  visitor except for the following additional two items. 
   
  Where is the Alpha Male/Jelemanar? 
   
   Grivishel knows he is in a warehouse near the public 
  docks and the Halfling enclave.  The distinguishing 
  mark on the warehouse is that there isn’t a company 
  logo on it.  All the other warehouses have a company 
  logo of some sort.  
   
  Did you know Jelemanar is a Doppleganger? 
  “News to me.  He has not been acting any different 
  from the time I met him 10 years ago.  If he were a 
  fake I think I would notice, and if not I one of my 
  associates would have known.  So if he is one, he 
  has been such for the past 10 years.  If you had the 
  ability to take shapes and thoughts would you be so 
  patient to wait 10 years to take control of an 
  organization?”  
   
  After he sees the PCs leave the bar, Grivishel goes to 
  warn Jelemanar about the PCs who are looking for 
  them.  Enterprising PCs could follow him to the 
  location, ask the PCs how far behind Grivishel they are 
  following.  The streets of Mitrik are crowded so for 
  Grivishel to spot the PCs following them it is an 
  opposed Spot and Hide check, remember the Grivishel 
  gets -1 to his Spot check for every 10’ the PC is away 
  from him. 
   
  ALL APLs (EL 7) 
  �Grivishel: Rog7; hp 37; See Appendix One. 
   
  Searching the Public Docks 
   
  If the PCs begin to search the docks for where 
  Jelemanar is located, have them make a Sense Motive 
  check DC 30 to notice something strange about a 
  warehouse without any markings on it.  If they know 
  that they are searching for an unmarked warehouse in 
  the dock district, reduce this to either a Search, Spot or 
  Sense Motive check of 15 (the PCs can choose one 
  check, and it represents various means of finding the 
  warehouse).  Every additional attempt takes one hour 
  and there is no limit to this. 
   
  Going to the Authorities 
   
  
  VTF5-04 Secrets and Lies 
   
  Page 15 
  The authorities in Mitrik are hard pressed to keep 
  order of their own.  With all the troops in and out of 
  town preparing for advances in the north, they have 
  enough to worry about.  They couldn’t care less about a 
  doppelganger 
  supposedly 
  running 
  a 
  criminal 
  organization right at this time (although they are 
  concerned).  They suggest the PCs look into it if they 
  feel the need (this does not, however, change the 
  conclusion as the temple guard are tipped off by one of 
  the factions that a murder is going to happen).  They 
  accept prisoners who were taken on the road, but if the 
  PCs pick people up off the street they are just as likely 
  to land themselves in jail as the person they are trying 
  to apprehend – unless they have irrefutable evidence it 
  is going to be difficult to get the Guard to arrest 
  anyone.  It is at the discretion of the DM to determine 
  how such an approach is treated, but err on the side of 
  the characters, emphasizing the lack of care from the 
  Guard as a result of their overwhelming duties.  
   
  Other avenues of investigation 
   
  If they try the same methods employed in Falsridge to 
  capture a Pack member it is successful and can provide 
  the same information available in Encounter Two.  
  Any captured rogue in Mitrik leads them to Grivishel.   
   
  The nondetection caster level check is still DC 19 to 
  locate Jelemanar through some sort of location spell. 
  Look at the map of Mitrik in appendix 3 to determine 
  if there is flowing water between the caster and target 
  (who is in the public docks district) for locate creature 
  purposes. 
   
  Otherwise the PCs do not need to be able to find 
  Jelemanar.  These people are masters at their trade and 
  if PCs fail to find him, so be it.  The only real method to 
  find the warehouses are presented above and they 
  should be somehow emphasized if the adventure is 
  dragging down without conclusion. 
   
   
  Encounter Six – Jelemanar’s 
  Hideout 
   
  This warehouse would be just that another 
  nondescript warehouse if only that were not so 
  very, very obvious after a careful look.  The problem 
  is it is so nondescript that it stands out to the 
  careful observer.  There is no company logo boldly 
  emblazoned here, only a dusty sign that might have 
  once held an emblem long since worn away and no 
  workers milling about it.  There is, in fact, no sign 
  of ownership at all.  Just a plain front with a pair of 
  double doors headed out to the street. 
   
  This encounter is mapped out in DMs Map #2. 
   
  Area 1 
   
  The door is locked with a lock dependant on APL.  APL 
  4 and 6 the lock is a simple lock [DC 20].  APL 8 and 10 
  the lock is an average lock [DC 25].  APL 12 and 14 the 
  lock is a good lock [DC 30].  They are strong wooden 
  doors with a hardness of 5, hp 20, and a break DC 23. 
   
  The traps behind the door are mechanical traps set to 
  trigger upon the door opening and being let go, 
  effectively when they step into the square behind each 
  door.  Searching the doors does not find the trap, they 
  have to search the square behind the door to locate the 
  trap.  There is one trap keyed to each door.  The other 
  trap is a floor pressure plate between the crates. 
   
  APL 4 (EL 4) 
  �Falling Bag Trap (3): CR 1; mechanical; location 
  trigger; manual reset; DC 18 Reflex save avoids; 
  sandbags dropped on head (6d6 crush); Search DC 15; 
  Disable Device DC 15. 
   
  APL 6 (EL 6) 
  �Falling Bag Trap (3): CR 3; mechanical; location 
  trigger; manual reset; DC 20 Reflex save avoids; 
  sandbags dropped on head (6d6 crush); Search DC 20; 
  Disable Device DC 20. 
   
  APL 8 (EL 8) 
  �Falling Bag Trap (3): CR 5; mechanical; location 
  trigger; manual reset; DC 24 Reflex save avoids; 
  sandbags dropped on head (8d6 crush); Search DC 24; 
  Disable Device DC 25. 
   
  APL 10 (EL 10) 
  �Falling Bag Trap (3): CR 7; mechanical; location 
  trigger; manual reset; DC 28 Reflex save avoids; 
  sandbags dropped on head (10d6 crush); Search DC 24; 
  Disable Device DC 25. 
   
  APL12 (EL 12) 
  �Falling Bag Trap (3): CR 9; mechanical; location 
  trigger; manual reset; DC 29 Reflex save avoids; 
  sandbags dropped on head (12d6 crush); Search DC 29; 
  Disable Device DC 29. 
   
  APL 14 (EL 14) 
  
  VTF5-04 Secrets and Lies 
   
  Page 16 
  �Falling Bag Trap (3): CR 11; mechanical; location 
  trigger; manual reset; DC 34 Reflex save avoids; 
  sandbags dropped on head (14d6 crush); Search DC 29; 
  Disable Device DC 29. 
   
  Entering into this warehouse you see it full of 
  crates and barrels.  It looks like most of them have 
  not been moved for some time.  In the far left 
  corner from where you are standing you see some 
  stairs leading up to the loft. 
   
  In the lower left hand corner of the map there is a bear 
  skin rug.  The trap door to the lower level is below this 
  rug.  Give the PCs a Search check [DC 20]to find it, or 
  make it automatic if someone decides to look under 
  the rug.  Remember the trap between the crates in the 
  only direct path to the rug.  The crates are low enough 
  to climb over with little difficulty. 
   
  Area 2 
   
  Once you have dropped down from the trap door 
  you see a 5’ wide hallway covered in hay ending at a 
  plain door 30’ away. 
   
  The door is locked.  At APL 4 and 6 the lock is an 
  average lock [DC 25].  At APL 8 and 10 the lock is a 
  good lock [DC 30].  At APL 12 and 14 the lock is an 
  amazing lock [DC 40].  This door is also a strong 
  wooden door with a hardness of 5, hp 20, and break DC 
  23. 
   
  Once the PCs open the door, read or paraphrase the 
  following. 
   
  As you enter the room you see a tall man standing 
  by a desk located on the far side of the room.  He 
  looks at you and says, “Ahh…my would-be assassins 
  have arrived.  To tell you the truth I am kind of 
  relieved, I have been getting tired of staying down 
  here waiting for the unknown.  Shall we finish 
  this?” 
   
  People with true seeing up discover he is exactly as he 
  appears, a human male and definitely not a 
  doppelganger.  If the PCs want to talk, Jelemanar is 
  more than willing to not fight and discuss the 
  situation.   
   
  APL 4 (EL 7) 
  �Jelemanar: 
  Rog5/Thief-Acrobat2; 
  hp 
  44; 
  See 
  Appendix One. 
   
  APL 6 (EL 9) 
  �Jelemanar: 
  Rog5/Thief-Acrobat4; 
  hp 
  56; 
  See 
  Appendix One. 
   
  APL 8 (EL 11) 
  �Jelemanar: 
  Rog6/Thief-Acrobat5; 
  hp 
  68; 
  See 
  Appendix One. 
   
  APL 10 (EL 13) 
  �Jelemanar: Rogue8/Thief-Acrobat5; hp 80; See 
  Appendix One. 
   
  APL 12 (EL 15) 
  �Jelemanar: Rog10/Thief-Acrobat5; hp 92; See 
  Appendix One. 
   
  APL 14 (EL 17) 
  �Jelemanar: Rog12/Thief-Acrobat5; hp 104; See 
  Appendix One. 
   
  Tactics: Jelemanar activates his ring of blinking at APL 
  6+ and then tries to take down PCs as quick as possible. 
   He uses his mobility as an acrobat to attack mages and 
  clerics and avoid front line fighters until last.  If a 
  front-line 
  PC 
  approaches Jelemanar to attack, 
  Jelemanar tumbles away as soon as possible and attacks 
  someone else. 
   
  If the PCs choose to talk to Jelemanar he is as honest as 
  possible as long as the PCs don’t move into a position 
  where he is at a disadvantage.  Jelemanar knows 
  anything any other pack members know in this 
  adventure.  The following are answers to probable 
  questions.   
   
  Are you the Alpha Male? 
  “Yes I am. I am Jelemanar of Falsridge, Alpha Male 
  of the Pack.” 
   
    We were told you were a doppelganger, are you? 
  “I am not, as far as I know I have always been 
  human.” 
   
  Who would want to kill you? 
  “I have made a number of enemies over the years, I 
  am not sure which one had decided my life needed 
  ending today.” 
   
  Is the offer still good to go after those who sent us? 
  “Of course, you were enterprising enough to find 
  me here, I am sure you will be able to find who 
  your actual employer is.” 
   
  
  VTF5-04 Secrets and Lies 
   
  Page 17 
  Do you have any leads? 
  “Unfortunately, I do not.  I have been trying to 
  discover who is after me, but so far my organization 
  has turned up nothing.  I find this rather 
  disturbing.  If you go to Veluna City contact my 
  friend Zessen, I have him looking into the matter.  
  He is staying at the Tannenbalm’s Chalice.” 
   
  Could it be an inside job? 
  “It could be…  We have a rather strict policy on 
  that though.  An organization such as mine has 
  enough problems with the local authorities without 
  having to worry about his brothers.” 
   
  If the PCs kill Jelemanar or knock him unconscious, 
  proceed to the Conclusion.  You may have to return to 
  Encounter Five if this does not go well for some 
  reason or they wish to further investigate Mitrik.  If 
  they go after their employer they probably want to go 
  talk to Maleous in Veluna City, or even Duke Grinish, 
  so proceed to Encounter Seven. 
   
  Encounter Seven – Veluna 
  City 
   
  Welcome to Veluna City.  The city is built around 
  two central structures, the church of Rao and the 
  Hall of the Celestial Order of the Moons.  Both 
  these structures can be seen from outside of the 
  city, as the city is built on a small rise the pinnacle 
  of which is at the two centerpieces.  The city itself 
  takes the shape of the domed churches and 
  cathedrals dedicated to Rao.     
   
  This encounter presents the avenues of investigation 
  for Veluna City. 
   
  Maleous Narthan 
  This is probably the first person the PCs want to go 
  visit after they arrive in Veluna City.  Remember that 
  Arthan was impersonating Maleous in Falsridge, so he 
  has no idea what they are talking about.  If you would 
  like have the PCs make a spot check vs. Arthan’s 
  disguise check in encounter one to notice the 
  difference, assume Arthan took a 20 on his roll and 
  determine the difficulty in that manner. 
   
  Maleous can be found with Duke Grinish at the 
  apartments of the Celestial Order of the Moons.  This 
  information can easily be found by asking about 
  anyone on the streets or making a Gather Information 
  check [DC 1]. 
   
  The following is information Maleous would know and 
  he freely gives it to those who ask.  Maleous is a Knight 
  of the Cudgel and a Paladin to St. Cuthbert, and he is 
  disappointed if the PCs won’t take his word for it. 
  Being honorable and just, he submits freely to spells 
  like zone of truth and such to prove his honesty. 
   
  Maleous knows nothing of what the PCs are speaking 
  about and he claims he left Falsridge 7 days before the 
  adventure started and has not been back since. 
   
  Maleous leads Duke Grinish’s personal guard when the 
  Duke travels.  He is not a political type so he usually 
  doesn’t get involved in the Duke’s affairs. 
   
  The PCs information is the first time he heard that the 
  Alpha Male of the Pack was a doppelganger.   
   
  Duke Grinish has definitely not authorized an 
  assassination attempt on the Alpha Male, nor has he 
  informed Maleous about any such matter. 
   
  Maleous is very interested in who is impersonating 
  him and it is of value to him to the tune of 200gp per 
  PC. 
   
  Duke Grinish 
  While they are talking to Maleous, Duke Grinish 
  appears.  If the PCs then explain that someone was 
  impersonating Maleous, or if they have already 
  revealed this fact to get in for an audience (should they 
  somehow surmise this fact), he is willing to talk to 
  them.  He also is very interested in someone 
  impersonating Maleous.  Unlike Maleous he is not 
  willing to submit to spells like zone of truth.  He ends 
  the interview immediately if the PCs start casting 
  spells of any type and summons the Mitrik Temple 
  Guard for Assault.  If this happens the PCs get the 
  Wanted by the Veluna award on the AR.  
   
  Duke Grinish can be found at the apartments of the 
  Celestial Order of the Moons.  This information can 
  easily be found by asking about anyone on the streets 
  or making a Gather Information check [DC 1]. 
   
  The following is information Duke Grinish would 
  know, he freely gives it to those who ask.  He is very 
  interested in who would be impersonating Maleous 
  and using his name to get “illegal” things done. 
   
  Duke Grinish knows nothing of what the PCs are 
  speaking about he claims that Maleous left Falsridge 7 
  
  VTF5-04 Secrets and Lies 
   
  Page 18 
  days before the adventure started with him and has not 
  been back anytime between. 
   
  Maleous leads Duke Grinish’s personal guard when the 
  Duke travels.  He is not a political type so he usually 
  doesn’t get involved in the Duke’s affairs. 
   
  The PCs information is the first time he heard that the 
  Alpha Male of the Pack was a doppelganger.   
   
  Duke Grinish has definitely not authorized an 
  assassination attempt on the Alpha Male, nor has he 
  informed Maleous about any such matter. 
   
  Duke Grinish is very interested in who is 
  impersonating Maleous and using his name to get 
  things done.  It is of value to him to the tune of 200gp 
  per PC. 
   
  Duke Grinish is willing to call in some favors to look 
  into the matter.  This results in the PCs being directed 
  to Zessen at the Tannenbaum’s Chalice a few hours 
  later, enough time for one Gather Information check – 
  if they do not already have this contact. 
   
  Gather Information on the Pack 
  DC 10 Yes they exist. 
  DC 20 You can usually find an member at the 
  Tannenbaum’s Chalice conducting business. 
  DC 30 A Halfling named Zessen is in town making 
  waves about some matter or other. 
  DC 40 A contract has been put out on the Alpha Male 
  of the pack named Jelemanar. 
   
  Gather Information on the Alliance 
  DC 10 Yes they exist. 
  DC 20 They operate out of Dyvers. 
  DC 30 They have recently been expanding their sphere 
  of influence. 
  DC 40 The Alliance is trying to take over the Pack here 
  in Veluna. 
   
  Gather Information on the Zessen 
  DC 15 He is in town and has been seen quite often at 
  the Tannenbaum’s Chalice. 
   
  Talking to Zessen Lightfoot 
  The 
  Tannenbaum’s 
  Chalice 
  is 
  an 
  active 
  establishment in a middle-class neighborhood in 
  Veluna City.  The stage has a harp player upon it, 
  playing soothing tunes that would quell the savage 
  beast.  The walls are painted in light colors with 
  symbols of Rao hung from them. 
   
  Zessen Lightfoot is currently listening to the music 
  talking to some local patrons.  The bartender or any of 
  the waitresses can point him out.  He greets the PCs as 
  they approach him. 
   
  Zessen is not willing to talk until the PCs establish 
  who they are and what they are doing in the area.  This 
  can be done in three ways.   
  1) The PCs can claim they were sent by Jelemanar; 
  2) The PCs can claim they were sent by Duke Grinish; 
  3) Finally, they can tell him their story and how they 
  got to this point.   
   
  Once the PCs have Zessen’s trust (by one of the above 
  means in general) read or paraphrase the following box 
  text (which assumes Arthan is still alive – if he is not, 
  change the name to Arthan’s assistant, Belile). 
   
  “Yes, Jelemanar sent me to look into who is sending 
  someone to assassinate him.  So far I have had little 
  luck in this matter.  It seems every time I start to 
  make progress I run into a brick wall.  Now that 
  Arthan is back, hopefully I will make more 
  headway.” 
   
  The following are questions that the PCs could ask and 
  answers given. 
   
  Why haven’t you used the Pack to find the answers? 
  “I have, every time they get close the trail seems to 
  get cold.” 
   
  Wouldn’t that mean it is an inside job? 
  “It could be… That is why, with Arthan back, 
  hopefully we will make progress.  He knows his 
  people best.” 
   
  Who is Arthan? 
  “Arthan is top dog here in Veluna City.” 
   
  Where was Arthan? 
  “He was in Falsridge, doing… I am not sure what 
  he was doing, I should ask.” 
   
  We were hired in Falsridge by someone in the 
  disguise of a Knight of the Cudgel to kill the Alpha 
  Male, could it be Arthan? 
  “Humm… That does make sense, Arthan is a master 
  of disguise and has even been trained in the use of 
  Heavy Armor.  That makes more sense than I care 
  to admit.  He is the heir apparent to Jelemanar, no 
  one would be able to challenge him if Jelemanar 
  stepped aside, or was killed.” 
   
  
  VTF5-04 Secrets and Lies 
   
  Page 19 
  Where can we find Arthan? 
  “He has a house at 32 Peaceful Lane.  He can 
  usually be found there.” 
   
  Zessen knows where Jelemanar is.  He will under no 
  circumstances give this information up.  Diplomacy 
  does not work.  The only option to get the information 
  about Jelemanar is by some sort of spell. Zessen is 
  slavishly loyal to Jelemanar and does not believe 
  anything about Jelemanar being a doppelganger.  He 
  defends Jelemanar as doing that are in the interest of 
  his organization (the Pack) and has its best interest at 
  heart.  When presented with the strange occurrences 
  that Arthan has presented, Zessen explains this as 
  Jelemanar’s job. 
   
  Going to the Authorities 
   
  While Duke Grinish is interested in capturing anyone 
  who is impersonating his top aide and using his name, 
  the Mitrik Temple Guard in Veluna City is overworked 
  and do not have the time to dedicate themselves to 
  such an endeavor.  Only with irrefutable evidence can 
  the PCs bring anyone to the Guard.  Otherwise it is at 
  the discretion of the DM to determine how such an 
  approach is treated, but err on the side of the 
  characters, emphasizing the lack of care from the 
  Guard as a result of their overwhelming duties.  
   
  Other Avenues of Investigation 
   
  It is possible the PCs have followed Arthan all the way 
  back to his house.  If they have, they are free to attack 
  immediately or deal with him as they see fit.  Proceed 
  to Encounter Eight. 
   
  If they try to locate Maleous via magic, they find him at 
  the Celestial Order of the Moons.  Note: at APL 10+ 
  Arthan has the spymaster ability deep cover, any 
  divination upon him reveals only information about 
  his cover identity of Maleous or Arthan, the PCs are 
  not able to get any information about the Alliance from 
  it.  If they try to locate Arthan via magic they find him 
  at home. 
   
  If the PCs cannot find the final location, this is quite an 
  acceptable outcome – the people in question are 
  masters of their trade and matters should proceed to 
  the Conclusion. 
   
  Encounter Eight – Alliance 
  Hideout 
   
  If the PCs have already killed Arthan in Encounter 
  Three the only person here is Belile.  Otherwise, the 
  guards, Arthan, and Belile are here. 
   
  32 peaceful lane is typical of this section of Veluna 
  City.  It is a single story wood construction, made at 
  the exact same time as its neighbors.  If you didn’t 
  have the address you wouldn’t have been able to 
  pick this house out of the 30 or so others on this 
  street.  All the windows are shuttered and barred 
  for the oncoming winter. 
   
  The front door is locked.  At APL 4 and 6 the lock is a 
  simple lock [DC 20].  At APL 8 and 10 the lock is an 
  average lock [DC 25].  At APL 12 and 14 the lock is a 
  good lock [DC 30].  The door is a strong wood door 
  hardness 5, hp 20, and DC 23 to break. 
   
  Area 1 
  As you enter the house two guard’s call from down 
  the hallway, “Hey what are you doing here?”  They 
  then proceed to draw their swords and approach.   
   
  The guards start in area 2. 
   
  Area 2 
   
  This is where the guards start. 
   
  APL 4 (EL 3) 
  Alliance Guards (2): Ftr1; hp 12; See Appendix One. 
   
  APL 6 (EL 5) 
  Alliance Guards (2): Ftr3; hp 28; See Appendix One. 
   
  APL 8 (EL 7) 
  Alliance Guards (2): Ftr5; hp 44; See Appendix One. 
   
  APL 10 (EL 9) 
  Alliance Guards (2): Ftr7; hp 60; See Appendix One. 
   
  APL 12 (EL 11) 
  Alliance Guards (2): Ftr9; hp 76; See Appendix One. 
   
  APL 14 (EL 13) 
  Alliance Guards (2): Ftr11; hp 92; See Appendix One. 
   
  
  VTF5-04 Secrets and Lies 
   
  Page 20 
  Tactics: Their job is to prevent people from entering 
  the house.  They attack as soon as someone enters the 
  house.  They try to bottle anyone up in the entrance 
  way and prevent people from entering the house, so 
  they can fight as few as possible at a time.  They move 
  to any area where there is an apparent entry.  They 
  move to the door if the PCs take more than 1 round to 
  get through it and make noise. 
   
  Area 3 
   
  This is where Arthan and Belile are to be found.  They 
  do not enter the combat at the door, and only join only 
  when a PC attacks them or enters their room – on the 
  other hand, they prepare as best as possible when they 
  hear the sounds of combat. 
   
  As you enter the room a tall man about the same 
  size and build as Maleous looks at you and smiles.  
  He then says, “Too bad you decided not to complete 
  my task, we could have begun a great partnership 
  together.  Oh well… I guess I have to kill you now.” 
   
  APL 4 (EL 8) 
  �Arthan Enastal: Rog5/Spymaster2; hp 44; See 
  Appendix One. 
  �Belile Crane:  Brd5; hp 35; See Appendix One 
   
  APL 6 (EL 10) 
  �Arthan Enastal: Rog5/Spymaster4; hp 56; See 
  Appendix One. 
  �Belile Crane:  Brd7; hp 45; See Appendix One 
   
  APL 8 (EL 12) 
  �Arthan Enastal: Rog5/Spymaster6; hp 68; See 
  Appendix One. 
  �Belile Crane:  Brd7/Virtuoso2; hp 55; See Appendix 
  One 
   
  APL 10 (EL 14) 
  �Arthan Enastal: Rog6/Spymaster7; hp 80; See 
  Appendix One. 
  �Belile Crane:  Brd7/Virtuoso4; hp 65; See Appendix 
  One 
   
  APL12 (EL 16) 
  �Arthan Enastal: Rog8/Spymaster7; hp 92; See 
  Appendix One. 
  �Belile Crane:  Brd7/Virtuoso6; hp 75; See Appendix 
  One 
   
  APL 14 (EL 18) 
  �Arthan Enastal: Rog10/Spymaster7; hp 104; See 
  Appendix One. 
  �Belile Crane:  Brd7/Virtuoso8; hp 85; See Appendix 
  One 
   
  Tactics: At APL 12+ Belile uses his jarring song to 
  attempt to stop spell casting.  Belile also uses his spells 
  to help Arthan in combat and summon monsters.  He 
  buffs himself and Arthan while the PCs are fighting 
  the guards.  They do not join the guards, because they 
  expect the guards to perform their job (and because, 
  when it comes right down to it, they are selfish and 
  chaotic). 
   
   
  Conclusion – Murder 
  Investigation 
   
   
  Run this encounter if you have time at the end of the 
  adventure.  The Mitrik Temple Guard operates in both 
  Veluna City and Mitrik, so it does not matter where 
  the PCs end up for this final encounter. 
   
  Note:  This mis-information comes from the faction 
  the PCs ended up opposing (knowingly or not), so 
  even if the PCs knock Jelemanar or Arthan 
  unconscious they are still arrested.  They are being 
  setup. 
   
  Just as you start to recover from your recent 
  encounter, a patrol of armored men approach 
  wearing the heraldry of the Mitrik Temple Guard.  
  One of the soldiers calls out, “Halt, all of you.  
  Stand down and lower your weapons. We have 
  gotten word that an assassination was taking place 
  and here you are, matching the descriptions 
  provided.  Caught red- handed you have been.  
  Drop your weapons now and come with us!” 
   
  At this point the PCs have a few options.  They can flee 
  the Mitrik temple guard, attempt to fight the temple 
  guard, or surrender to the guard. 
   
  ALL APLs (EL 7) 
  �Mitrik Temple Guard Sergeant: Pal5; hp 44; See 
  Appendix One. 
  �Mitrik Temple Guard Private: War1; hp 10; See 
  Appendix One. 
   
  
  VTF5-04 Secrets and Lies 
   
  Page 21 
  If they flee or fight the guard mark on the AR Wanted 
  by the Veluna Authorities, be sure to mark weather or 
  not they injured, killed, or just fled the guard. 
   
  Surrendering to the guard here is the best option.  If 
  the PCs want to roleplay with the guard, allow some 
  leeway but indicate that the guards advise them to tell 
  it to the inquisitor. Allow the PCs to tell their story to 
  the inquisitor, who is a severe and austere Temple 
  Guard.  After a couple of days in jail they are released. 
   
  “We are sorry for detaining you.  Upon a search of 
  the location we were provided, we found that they 
  were planning additional attacks upon you.  As a 
  result, we have concluded that you have acted in 
  self defense.  In addition, we have a credible 
  witness to an earlier attack upon you by these 
  people.  You are therefore free to go, with our 
  apologies.  Next time get the authorities involved 
  so we do not run into this sort of trouble again.” 
   
  If the PC’s did try to get the authorities involved, do 
  not read the last sentence above out loud. 
    
  Give the PCs the favor of the Alliance if they killed 
  Jelemanar and give them the favor of the Pack if they 
  killed Arthas.  If, somehow, they ended up killing both, 
  give them neither Favor. 
   
  Feeling a bit chagrined at the fact that PCs have done their 
  job for them (if the PCs do surrender – this is not provided if 
  they do not), the Mitrik Temple Guard provide access to any 
  items marked with a *.  This access not provided if the Guard 
  are hurt in any fashion.  
   
  If the PCs have generally acted in a role-playing 
  fashion, taking to the investigative aspects of the 
  adventure, provide them with the “A Friend of a 
  Friend” award but there is no indication who is 
  bestowing this award on them… 
   
  Finally, any character in the adventure who stayed true 
  to stated moral or character specific goals and 
  ambitions (in other words, did they make an impact as 
  a character and role-play in an outstanding manner) is 
  provided with the “Blink and You Miss It” award.  
  This is provided solely at the discretion of the DM and 
  is not available to cohorts.  It is primarily designed to 
  reward those for whom an investigative adventure may 
  not be the best place for them to be, but they have 
  overcome this difficulty! 
   
  Neither of the final two awards are provided to anyone 
  who gets the Wanted by the Veluna Authorities 
  award. 
   
   
  The End 
   
   
  Experience Point Summary 
   
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character.  
   
  Encounter Three:  
   
  Defeat Arthan. 
   
   
  APL 4 
   
   
  210 XP 
   
   
  APL 6 
   
   
  270 XP  
   
   
  APL 8 
   
   
  330 XP 
  APL 10  
   
  390 XP  
   
   
  APL 12  
   
  450 XP  
   
   
  APL 14  
   
  510 XP 
   
  Encounter Four:  
   
  Defeat the thugs. 
   
   
  APL 4 
   
   
  210 XP 
   
   
  APL 6 
   
   
  270 XP  
   
   
  APL 8 
   
   
  330 XP 
  APL 10  
   
  390 XP  
   
   
  APL 12  
   
  450 XP  
   
   
  APL 14  
   
  510 XP 
   
  Encounter Six:  
   
  Defeat the Traps 
   
   
  APL 4 
   
   
  90 XP 
   
   
  APL 6 
   
   
  150 XP  
   
   
  APL 8 
   
   
  210 XP 
  APL 10  
   
  270 XP  
   
   
  APL 12  
   
  330 XP  
   
   
  APL 14  
   
  390 XP 
   
   
  Defeat Jeleanar 
   
   
  APL 4 
   
   
  210 XP 
   
   
  APL 6 
   
   
  270 XP  
   
   
  APL 8 
   
   
  330 XP 
  APL 10  
   
  390 XP  
   
   
  APL 12  
   
  450 XP  
   
   
  APL 14  
   
  510 XP 
   
  
  VTF5-04 Secrets and Lies 
   
  Page 22 
  Encounter Eight:  
   
  Defeat Alliance Guards 
   
   
  APL 4 
   
   
  90 XP 
   
   
  APL 6 
   
   
  150 XP  
   
   
  APL 8 
   
   
  210 XP 
  APL 10  
   
  270 XP  
   
   
  APL 12  
   
  330 XP  
   
   
  APL 14  
   
  390 XP 
   
   
  Defeat Arthan and Belile 
   
   
  APL 4 
   
   
  240 XP 
   
   
  APL 6 
   
   
  300 XP  
   
   
  APL 8 
   
   
  360 XP 
  APL 10  
   
  420 XP  
   
   
  APL 12  
   
  480 XP  
   
   
  APL 14  
   
  540 XP 
   
  Story Award:  
   
  Avoid getting the Wanted by Veluna Authorities 
  AR award. 
   
   
  APL 4 
   
   
  135 XP 
   
   
  APL 6 
   
   
  180 XP  
   
   
  APL 8 
   
   
  225 XP 
  APL 10  
   
  270 XP  
   
   
  APL 12  
   
  315 XP  
   
   
  APL 14  
   
  360 XP 
   
  Total Possible Experience 
   
   
  APL 4 
   
   
  675 XP  
   
   
  APL 6 
   
   
  900 XP  
   
   
  APL 8 
   
   
  1,125 XP 
   
   
   
  APL 10  
   
  1,350 XP 
   
   
  APL 12  
   
  1,575 XP 
   
   
  APL 14  
   
  1,800 XP 
   
   
   
  Treasure Summary 
   
  Treasure Key: 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items 
   
  Encounter One: 
   
  APL 4: L: 100; C: 0; M: 0. 
   
  APL 6: L: 100; C: 0; M: 0. 
   
  APL 8: L: 100; C: 0; M: 0. 
   
  APL 10: L: 100; C: 0; M: 0. 
   
  APL 12: L: 100; C: 0; M: 0. 
   
  APL 14: L: 100; C: 0; M: 0. 
   
  Encounter Three: 
   
  APL 4: L: 128; C: 0; M: +1 dagger (192 gp per 
  character). 
   
  APL 6: L: 128; C: 0; M: +1 dagger (192 gp per 
  character), ring of blinking (2,250 gp per character). 
   
  APL 8: L: 128; C: 0; M: +1 dagger (192 gp per 
  character), gloves of dexterity +4 (1,333 gp per 
  character), ring of blinking (2,250 gp per character). 
   
  APL 10: L: 128; C: 0; M: +1 dagger (192 gp per 
  character), gloves of dexterity +4 (1,333 gp per 
  character), ring of blinking (2,250 gp per character). 
   
  APL 12: L: 128; C: 0; M: +1 dagger (192 gp per 
  character), gloves of dexterity +4 (1,333 gp per 
  character), ring of blinking (2,250 gp per character). 
   
  APL 14: L: 128; C: 0; M: +1 dagger (192 gp per 
  character), gloves of dexterity +4 (1,333 gp per 
  character), ring of blinking (2,250 gp per character). 
   
  Encounter Four:  
   
  APL 4: L: 139; C: 0; M: 0. 
   
  APL 6: L: 139; C: 0; M: 4x ring of protection +1 
  (167 gp per character). 
   
  APL 8: L: 139; C: 0; M: 4x ring of protection +1 
  (167 gp per character). 
   
  APL 10: L: 139; C: 0; M: 4x ring of protection +2 
  (667 gp per character). 
   
  APL 12: L: 35; C: 0; M: 4x ring of protection +2 
  (667 gp per character), 4x +1 short sword (193 gp per 
  character). 
   
  APL 14: L: 2; C: 0; M: 4x +1 chain shirt (104 gp per 
  character), 4x ring of protection +2 (667 gp per 
  character), 4x +1 short sword (193 gp per character). 
   
  Encounter Six: 
   
  APL 4: L: 0; C: 0; M: amulet of proof against 
  detection and location (2,916 gp per character), +1 
  dagger (192 gp per character), +1 mithral chain shirt 
  (188 gp per character), +1 short sword (193 gp per 
  character). 
   
  APL 6: L: 0; C: 0; M: amulet of proof against 
  detection and location (2,916 gp per character), +1 
  dagger (192 gp per character), +1 mithral chain shirt 
  (188 gp per character), ring of blinking (2,250 gp per 
  character), +1 short sword (193 gp per character). 
   
  APL 8: L: 0; C: 0; M: amulet of proof against 
  detection and location (2,916 gp per character), +1 
  dagger (192 gp per character), gloves of dexterity +4 
  (1,333 gp per character), +2 mithral chain shirt (438 gp 
  per character), ring of blinking (2,250 gp per 
  character), +1 short sword (193 gp per character). 
   
  APL 10: L: 0; C: 0; M: amulet of proof against 
  detection and location (2,916 gp per character), cloak of 
  charisma +4 (1,333 gp per character), +1 dagger (192 gp 
  
  VTF5-04 Secrets and Lies 
   
  Page 23 
  per character), gloves of dexterity +4 (1,333 gp per 
  character), +2 mithral chain shirt (438 gp per 
  character), ring of blinking (2,250 gp per character), +1 
  short sword (193 gp per character). 
   
  APL 12: L: 0; C: 0; M: amulet of proof against 
  detection and location (2,916 gp per character), cloak of 
  charisma +4 (1,333 gp per character), +1 dagger (192 gp 
  per character), gem of seeing (6,250 gp per character), 
  gloves of dexterity +4 (1,333 gp per character), +2 
  mithral chain shirt (438 gp per character), ring of 
  blinking (2,250 gp per character), +1 shocking short 
  sword (692  gp per character). 
   
  APL 14: L: 0; C: 0; M: amulet of proof against 
  detection and location (2,916 gp per character), cloak of 
  charisma +4 (1,333 gp per character), +1 dagger (192 gp 
  per character), gem of seeing (6,250 gp per character), 
  gloves of dexterity +4 (1,333 gp per character), +3 
  mithral chain shirt (854 gp per character), ring of 
  blinking (2,250 gp per character), +1 flaming shocking 
  short sword (1,526 gp per character). 
   
  Encounter Eight: 
   
  APL 4: L: 335; C: 0; M: +1 dagger (192 gp per 
  character), +1 mithral chain shirt (188 gp per 
  character), +1 short sword (193 gp per character). 
   
  APL 6: L: 335; C: 0; M: +1 dagger (192 gp per 
  character), +1 mithral chain shirt (188 gp per 
  character), ring of blinking (2,250 gp per character), +1 
  short sword (193 gp per character). 
   
  APL 8: L: 334; C: 0; M: +1 dagger (192 gp per 
  character), gloves of dexterity +4 (1,333 gp per 
  character), +1 leather armor (97 gp per character), +2 
  mithral chain shirt (438 gp per character), ring of 
  blinking (2,250 gp per character), +1 short sword (193 
  gp per character), songblade (533 gp per character). 
   
  APL 10: L: 334; C: 0; M: cloak of charisma +4 
  (1,333 gp per character), +1 dagger (192 gp per 
  character), gloves of dexterity +4 (1,333 gp per 
  character), +1 leather armor (97 gp per character), +2 
  mithral chain shirt (438 gp per character), ring of 
  blinking (2,250 gp per character), 2x ring of protection 
  +1 (167 gp per character), +1 short sword (193 gp per 
  character), songblade (533 gp per character). 
   
  APL 12: L: 254; C: 0; M: +1 buckler (97 gp per 
  character), cloak of charisma +4 (1,333 gp per 
  character), +1 dagger (192 gp per character), gem of 
  seeing (6,250 gp per character), gloves of dexterity +4 
  (1,333 gp per character), +1 leather armor (97 gp per 
  character), 2x +1 longsword (193 gp per character), +2 
  mithral chain shirt (438 gp per character), ring of 
  blinking (2,250 gp per character), 2x ring of protection 
  +3 (1,500 gp per character), +1 shocking short sword 
  (693 gp per character), songblade (533 gp per 
  character). 
   
  APL 14: L: 254; C: 0; M: 2x belt of giant’s strength 
  +4 (1,333 gp per character), +1 buckler (97 gp per 
  character), cloak of charisma +4 (1,333 gp per 
  character), +1 dagger (192 gp per character), gem of 
  seeing (6,250 gp per character), gloves of dexterity +4 
  (1,333 gp per character), +1 leather armor (97 gp per 
  character), 2x +1 longsword (193 gp per character), +3 
  mithral chain shirt (854 gp per character), ring of 
  blinking (2,250 gp per character), 2x ring of protection 
  +3 (1,500 gp per character), +1 flaming shocking short 
  sword (1,526 gp per character), songblade (533 gp per 
  character). 
   
   
  Maximum Possible Treasure 
   
  APL 4  
   
  650 gp 
   
  APL 6  
   
  900 gp 
   
  APL 8  
   
  1,300 gp 
   
  APL 10 
   
  2,300 gp 
   
  APL 12 
   
  3,300 gp 
   
  APL 14  
   
  6,600 gp 
   
   
  
  VTF5-04 Secrets and Lies 
   
  Page 24 
  Appendix One − Creatures
  All APLs 
  Encounter Two  
   
   
   
  Pack Rogue: Rog2; Male Flan Human: CR 2; Medium 
  Humanoid (5’ 7" tall); HD 2d6+4; hp 14; Init +4; Spd 30 
  ft; AC 16, touch 14, flat-footed 12 (+2 for leather armor, 
  +4 dexterity); Base Atk +1; Grp +1; Atk +1 melee (1d4, 
  dagger, 19-20) or +5 ranged (1d4, dagger, 19-20); Full 
  Atk +1 melee (1d4, dagger, 19-20) or Full Atk +5 ranged 
  (1d4, dagger, 19-20); SA Sneak Attack +1d6; SQ 
  Evasion, Trapfinding; AL CN; SV Fort +2, Ref +6, Will 
  +0; Str 10, Dex 18, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Appraise +5, Balance +9, Bluff +5, 
  Climb +5, Disable Device +5, Gather Information +5, 
  Move Silently +9, Search +5, Slight of Hand +12; 
  Dodge, Skill Focus (Slight of Hand). 
   
  Possessions: Leather armor, 3 daggers, backpack. 
   
  Encounter Three 
   
   
   
   
  Knight of the Cudgel: Pal8; Male Flan Human: CR 8; 
  Medium Humanoid (5’ 7" tall); HD 8d10 +8; hp 60; Init 
  +1; Spd 20 ft; AC 23, touch 11, flat-footed 22 (+9 for +1 
  mithral full plate, +3 for +1 heavy steel shield, +1 
  dexterity); Base Atk +8; Grp +10; Atk +11 melee (1d8 + 
  3, +1 longsword, 19-20) or Atk +12 melee (1d8 + 4, +1 
  lance, x3) or +9 ranged (1d8 + 2, composite longbow +2, 
  x3); Full Atk +11/+6 melee (1d8 + 3, +1 longsword, 19-
  20) or Atk +12/+7 melee (1d8 + 4, +1 lance, x3) or Full 
  Atk +9/+4 ranged (1d8 + 2, composite longbow +2, x3); 
  SA Smite evil 2/day; SQ Aura of courage, aura of good, 
  detect evil, divine grace, divine health, lay on hands, 
  remove disease 1/week, special mount, spells, turn 
  undead; AL LG; SV Fort +9, Ref +5, Will +5; Str 14, Dex 
  12, Con 12, Int 10, Wis 13, Cha 14. 
   
  Skills and Feats: Handle Animal +13, Knowledge 
  (Religion) +11, Ride +12; Mounted Combat, Ride-by 
  Attack, Spirited Charge, Weapon Focus (lance). 
   
  Spells Prepared (2; Save DC = 11 + Spell Level) 1
  st – 
  [Cure light wounds, divine sacrifice*];  
   
  Possessions: +1 longsword, +1 lance, +1 mithral 
  full plate, +1 heavy steel shield, composite longbow +2, 
  quiver with 20 arrows. 
  * see Appendix Two: New Rules Items 
   
  Paladin Heavy Warhorse: CR 3; Large animal; HD 
  8d8 + 24; hp 67; Init +2; Spd 60 ft.; AC 21, touch 11, flat-
  footed 20; Base Atk +6; Grp +15; Atk +11 melee (1d8 + 
  5, hoof);  Full Atk +11/+11/+6 melee (1d8 + 5, 2 hooves) 
  and +6 melee (1d4 + 2, bite); Space/Reach 10 ft./ 5 ft.; 
  SQ empathic link, improved evasion, improved speed, 
  low-light vision, scent, share spells, share saving 
  throws; SV Fort +9, Ref +7, Will +3; Str 20, Dex 14, Con 
  17, Int 7, Wis 13, Cha 6. 
   
  Skills and Feats: Jump +12, Listen +5, Spot +4; 
  Endurance, Improved Natural Attack (Hoof), Run. 
   
  Knight of the Cudgel Squire: Pal4; Male Flan 
  Human: CR 4; Medium Humanoid (5’ 7" tall); HD 4d10 
  + 4; hp 32; Init +1; Spd 20 ft; AC 21, touch 11, flat-
  footed 20 (+8 for full plate, +2 for heavy steel shield, +1 
  dexterity); Base Atk +4; Grp +6; Atk +7 melee (1d8 + 2, 
  masterwork longsword, 19-20) or Atk +7 melee (1d8 + 
  3, masterwork lance, x3) or +5 ranged (1d8 + 2, 
  composite longbow +2, x3); Full Atk +7 melee (1d8 + 2, 
  masterwork longsword, 19-20) Atk +7 melee (1d8 + 3, 
  masterwork lance, x3) or Full Atk +5 ranged (1d8 + 2, 
  composite longbow +2, x3); SA Smite evil 1/day; SQ 
  Aura of courage, aura of good, detect evil, divine grace, 
  divine health, lay on hands, spells, turn undead; AL LG; 
  SV Fort +7, Ref +4, Will +4; Str 14, Dex 12, Con 12, Int 
  10, Wis 12, Cha 14. 
   
  Skills and Feats: Handle Animal +9, Knowledge 
  (Religion) +7, Ride +8; Mounted Combat, Ride-by 
  Attack, Spirited Charge. 
   
  Spells Prepared (1; Save DC = 11 + Spell Level) 1
  st – 
  [Cure light wounds];  
   
  Possessions: masterwork longsword, masterwork 
  lance, full plate, steel shield, composite longbow +2, 
  quiver with 20 arrows. 
   
  Knight of the Cudgel Man-At-Arms: Pal1; Male Flan 
  Human: CR 1; Medium Humanoid (5’ 7" tall); HD 1d10 
  + 1; hp 11; Init +1; Spd 20 ft; AC 21, touch 11, flat-
  footed 20 (+8 for full plate, +2 for heavy steel shield, +1 
  dexterity); Base Atk +1; Grp +3; Atk +3 melee (1d8 + 2, 
  longsword, 19-20) or Atk +3 melee (1d8 + 3, lance, x3) 
  or +3 ranged (1d8, longbow, x3); Full Atk +3 melee 
  (1d8 + 2, longsword, 19-20) Atk +3 melee (1d8 + 3, 
  lance, x3) or Full Atk +3 ranged (1d8, longbow, x3); SA 
  Smite evil 1/day; SQ aura of good, detect evil,; AL LG; 
  SV Fort +3, Ref +1, Will +1; Str 14, Dex 12, Con 12, Int 
  10, Wis 12, Cha 13. 
   
  Skills and Feats: Handle Animal +5, Knowledge 
  (Religion) +4, Ride +5; Mounted Combat, Ride-by 
  Attack. 
   
  Possessions: longsword, full plate, heavy steel 
  shield, longbow, quiver with 20 arrows. 
   
  
  VTF5-04 Secrets and Lies 
   
  Page 25 
  Encounter Five  
   
   
   
  Fargan: Rog5; Male Flan Human: CR 5; Medium 
  Humanoid (5’ 7" tall); HD 5d6 +5; hp 27; Init +4; Spd 30 
  ft; AC 16, touch 14, flat-footed 12 (+2 for leather armor, 
  +4 dexterity); Base Atk +3; Grp +3; Atk +8 melee (1d6, 
  masterwork short sword, 19-20) or +7 ranged (1d4, 
  dagger, 19-20); Full Atk +8 melee (1d6, masterwork 
  short sword, 19-20) or Full Atk +7 ranged (1d4, dagger, 
  19-20); SA sneak attack +3d6; SQ evasion, trapfinding, 
  trap sense +1, uncanny dodge; AL CN; SV Fort +2, Ref 
  +8, Will +1; Str 10, Dex 19, Con 12, Int 12, Wis 10, Cha 
  10. 
   
  Skills and Feats: Appraise +9, Balance +12, Bluff 
  +8, Climb +8, Disable Device +9, Gather Information 
  +8, Move Silently +12, Search +8, Slight of Hand +15, 
  Tumble +12; Dodge, Weapon Finesse, Skill Focus 
  (Slight of Hand). 
   
  Possessions: Leather armor, 3 daggers, masterwork 
  short sword, backpack. 
   
  Grivishel: Rog7; Male Flan Human: CR 7; Medium 
  Humanoid (5’ 7" tall); HD 7d6 +7; hp 37; Init +4; Spd 30 
  ft; AC 18, touch 14, flat-footed 14 (+3 for +1 studded 
  leather armor, +4 dexterity); Base Atk +5; Grp +5; Atk 
  +10 melee (1d6 + 1, +1 short sword, 19-20) or +9 ranged 
  (1d4, dagger, 19-20); Full Atk +10 melee (1d6, +1 short 
  sword, 19-20) or Full Atk +7 ranged (1d4, dagger, 19-
  20); SA sneak attack +4d6; SQ evasion, trapfinding, trap 
  sense +2, uncanny dodge; AL CN; SV Fort +3, Ref +9, 
  Will +2; Str 10, Dex 19, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Appraise +11, Balance +14, Bluff 
  +10, Climb +10, Diplomacy +13, Gather Information 
  +10, Knowledge Local (VTF) +11, Move Silently +14, 
  Search +10, Tumble +14; Dodge, Weapon Finesse, Skill 
  Focus (Diplomacy). 
   
  Possessions: +1 studded leather armor, 3 daggers, 
  +1 short sword, backpack. 
   
  Conclusion       
   
   
   
  Mitrik Temple Guard Sergeant: Pal5; Male Flan 
  Human: CR 5; Medium Humanoid (6’ 1" tall); HD 5d10 
  + 10; hp 44; Init +1; Spd 20 ft; AC 21, touch 11, flat-
  footed 20 (+8 for full plate, +2 for heavy steel shield, +1 
  dexterity); Base Atk +5; Grp +7; Atk +8 melee (1d8 + 2, 
  masterwork longsword, 19-20) or Atk +8 melee (1d8 + 
  3, masterwork lance, x3) or +6 ranged (1d8 + 2, 
  composite longbow +2, x3); Full Atk +8 melee (1d8 + 2, 
  masterwork longsword, 19-20) Atk +8 melee (1d8 + 3, 
  masterwork lance, x3) or Full Atk +6 ranged (1d8 + 2, 
  composite longbow +2, x3); SA Smite evil 2/day; SQ 
  aura of courage, aura of good, detect evil, divine grace, 
  divine health, lay on hands, special mount, spells, turn 
  undead; AL LG; SV Fort +7, Ref +4, Will +4; Str 14, Dex 
  12, Con 14, Int 10, Wis 13, Cha 14. 
   
  Skills and Feats: Handle Animal +9, Knowledge 
  (Religion) +7, Ride +8; Mounted Combat, Ride-by 
  Attack, Spirited Charge. 
   
  Spells Prepared (1; Save DC = 11 + Spell Level) 1
  st – 
  [Cure light wounds];  
   
  Possessions: masterwork longsword, masterwork 
  lance, full plate, steel shield, composite longbow +2, 
  quiver with 20 arrows. 
   
  Mitrik Temple Guard Sergeant Heavy Warhorse: 
  CR 2; Large animal; HD 6d8 + 18; hp 51; Init +1; Spd 50 
  ft.; AC 18, touch 10, flat-footed 17; Base Atk +4; Grp 
  +12; Atk +8 melee (1d8 + 4, hoof);  Full Atk +8/+8 
  melee (1d8 + 4, 2 hooves) and +3 melee (1d4 + 2, bite); 
  Space/Reach 10 ft./ 5 ft.; SQ empathic link, improved 
  evasion, low-light vision, scent, share spells, share 
  saving throws; SV Fort +8, Ref +6, Will +3; Str 19, Dex 
  13, Con 17, Int 6, Wis 13, Cha 6. 
   
  Skills and Feats: Jump +12, Listen +5, Spot +4; 
  Endurance, Improved Natural Attack (Hoof), Run. 
   
  Mitrik Temple Guard Private: War1; Male Flan 
  Human: CR 1; Medium Humanoid (5’ 11" tall); HD 1d8 
  + 2; hp 10; Init +1; Spd 20 ft; AC 18, touch 11, flat-
  footed 17 (+5 for breast plate, +2 for heavy steel shield, 
  +1 dexterity); Base Atk +1; Grp +4; Atk +5 melee (1d8 + 
  3, longsword, 19-20) or +2 ranged (1d8, longbow, x3); 
  Full Atk +5 melee (1d8 + 3, longsword, 19-20) or Full 
  Atk +2 ranged (1d8, longbow, x3); AL LG; SV Fort +4, 
  Ref +1, Will +1; Str 16, Dex 12, Con 14, Int 8, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Ride +5; Weapon Focus 
  (longsword), Power Attack. 
   
  Possessions: longsword, breast plate, heavy steel 
  shield, longbow, quiver with 20 arrows. 
   
  
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  APL 4
   
  Encounter Three 
   
   
   
   
  Arthan Enstal: Rog5/Spymaster*2; Male Flan Human: 
  CR 7; Medium Humanoid (5’ 11" tall); HD 7d6 + 14; hp 
  44; Init +8; Spd 20 ft; AC 21, touch 11, flat-footed 20 (+8 
  for full plate, +2 for heavy steel shield, +1 dexterity); 
  Base Atk +4; Grp +4; Atk +4 melee (1d8, longsword, 19-
  20) or Atk +9 melee (1d4 + 1, +1 dagger, 19-20) or Atk 
  ranged +9 (1d4 + 1, +1 dagger, 19-20); Full Atk +4 melee 
  (1d8, longsword, 19-20) Atk +9 melee (1d4 + 1, +1 
  dagger, 19-20) or Atk ranged +9 (1d4 + 1, +1 dagger, 19-
  20); SA sneak attack +3d6; SQ cover identity*, evasion, 
  quick change*, scrying defense*, trapfinding, trap 
  sense +1, uncanny dodge, undetectable alignment*; AL 
  CN; SV Fort +3, Ref +11, Will +1; Str 10, Dex 18, Con 
  14, Int 14, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +15, Diplomacy +12, 
  Disguise +12, Escape Artist +14; Forgery +12, Gather 
  Information +12, Hide +14, Move Silently +14, Sense 
  Motive +10, Spot +10, Tumble +14; Armor Proficiency 
  (heavy), Improved Initiative, Skill Focus (Bluff), 
  Weapon Finesse. 
   
  Possessions: longsword, +1 dagger, full plate, steel 
  shield. 
  * see Appendix Two: New Rules Item 
   
  Encounter Four 
   
   
   
   
  Alliance Thugs: Rog4; Male Flan Human: CR 4; 
  Medium Humanoid (5’ 9" tall); HD 4d6 + 4; hp 22; Init 
  +7; Spd 30 ft; AC 17, touch 13, flat-footed 14 (+4 for 
  chain shirt, +3 dexterity); Base Atk +3; Grp +3; Atk +7 
  melee (1d6, masterwork short sword, 19-20) or Atk +6 
  melee (1d4, dagger, 19-20) or Atk +6 ranged (1d4, 
  dagger, 19-20); Full Atk +7 melee (1d6, masterwork 
  short sword, 19-20) or Atk +6 melee (1d4, dagger, 19-
  20) or Atk +6 ranged (1d4, dagger, 19-20); SA sneak 
  attack +2d6; SQ evasion,  trapfinding, trap sense +1, 
  uncanny dodge; AL CN; SV Fort +2, Ref +7, Will +1; Str 
  10, Dex 17, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Appraise +8, Balance +10, Climb 
  +7, Disable Device +8, Escape Artist +10, Hide +10, 
  Move Silently +10, Search +8, Slight of Hand +10, 
  Tumble +10; Dodge, Improved Initiative, Weapon 
  Finesse. 
   
  Possessions: masterwork short sword, dagger x3, 
  chain shirt. 
   
  Encounter Six  
   
   
   
  Jelemanar: Rog5/Thief-Acrobat*2; Male Flan Human: 
  CR 7; Medium Humanoid (5’ 8" tall); HD 7d6 + 14; hp 
  44; Init +8; Spd 30 ft; AC 20, touch 15, flat-footed 15 (+5 
  for +1 Mithral Chain Shirt, +1 for agile fighting bonus, 
  +4 dexterity); Base Atk +4; Grp +4; Atk +9 melee (1d6 + 
  1, +1 short sword, 19-20) or Atk +9 melee (1d4 +1, +1 
  dagger, 19-20) or Atk +9 ranged (1d4 + 1, +1 dagger, 19-
  20); Full Atk +9 melee (1d6 + 1, +1 short sword, 19-20) 
  or Atk +9 melee (1d4 +1, +1 dagger, 19-20) or Atk +9 
  ranged (1d4 + 1, +1 dagger, 19-20); SA sneak attack 
  +3d6; SQ agile fighting +1/+2*, evasion, fast 
  acrobatics*, kip up*, slow fall 20 ft.*, steady stance*, 
  trapfinding, trap sense +1, uncanny dodge; AL CN; SV 
  Fort +3, Ref +11, Will +1; Str 10, Dex 18, Con 14, Int 14, 
  Wis 10, Cha 14. 
   
  Skills and Feats: Balance +14, Bluff +12, Climb +10, 
  Escape Artist +14; Forgery +10, Gather Information 
  +10, Hide +14, Jump +10, Move Silently +14, Spot +10, 
  Tumble +14; Combat Expertise, Improved Feint, 
  Improved Initiative, Weapon Finesse. 
   
  Possessions: +1 short sword, +1 dagger, +1 mithral 
  chain shirt, amulet of proof against detection and 
  location. 
  * see Appendix Two: New Rules Item 
   
  Encounter Eight 
   
   
   
   
  Alliance Guards: Ftr1; Male Flan Human: CR 1; 
  Medium Humanoid (5’ 10" tall); HD 1d10 + 2; hp 12; 
  Init +1; Spd 20 ft; AC 21, touch 11, flat-footed 20 (+8 for 
  full plate, +2 for heavy steel shield, +1 dexterity); Base 
  Atk +1; Grp +4; Atk +6 melee (1d8 + 3, masterwork 
  longsword, 19-20) or Atk melee  +4 (1d4 + 3, dagger, 19-
  20) or Atk ranged +2 (1d4 + 3, dagger, 19-20); Full Atk 
  +6 melee (1d8 + 3, masterwork longsword, 19-20) or 
  Atk melee  +4 (1d4 + 3, dagger, 19-20) or Atk ranged +2 
  (1d4 + 3, dagger, 19-20); AL CN; SV Fort +4, Ref +1, 
  Will +0; Str 16, Dex 13, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +7, Handle Animal +3, 
  Intimidate +3, Ride +5; Combat Expertise, Improved 
  Trip, Weapon Focus (Longsword). 
   
  Possessions: masterwork longsword, dagger x3, 
  full plate, steel shield. 
   
  Arthan Enstal: Rog5/Spymaster*2; Male Flan Human: 
  CR 7; Medium Humanoid (5’ 11" tall); HD 7d6 + 14; hp 
  44; Init +8; Spd 30 ft; AC 19, touch 14, flat-footed 15 (+5 
  for +1 mithral chain shirt, +4 dexterity); Base Atk +4; 
  
  VTF5-04 Secrets and Lies 
   
  Page 27 
  Grp +4; Atk +9 melee (1d6 + 1, +1 short sword, 19-20) or 
  Atk +9 melee (1d4 + 1, +1 dagger, 19-20) or Atk ranged 
  +9 (1d4 + 1, +1 dagger, 19-20); Full Atk +9 melee (1d6 + 
  1, +1 short sword, 19-20) or Atk +9 melee (1d4 + 1, +1 
  dagger, 19-20) or Atk ranged +9 (1d4 + 1, +1 dagger, 19-
  20); SA sneak attack +3d6; SQ cover identity*, evasion, 
  quick change*, scrying defense*, trapfinding, trap 
  sense +1, uncanny dodge, undetectable alignment*; AL 
  CN; SV Fort +3, Ref +11, Will +1; Str 10, Dex 18, Con 
  14, Int 14, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +15, Diplomacy +12, 
  Disguise +12, Escape Artist +14; Forgery +12, Gather 
  Information +12, Hide +14, Move Silently +14, Sense 
  Motive +10, Spot +10, Tumble +14; Armor Proficiency 
  (heavy), Improved Initiative, Skill Focus (Bluff), 
  Weapon Finesse. 
   
  Possessions: +1 short sword, +1 dagger, +1 mithral 
  chain shirt. 
  * see Appendix Two: New Rules Item 
   
  Belile: Brd5; Male Flan Human: CR 5; Medium 
  Humanoid (5’ 6" tall); HD 5d6 + 5; hp 35; Init +2; Spd 
  30 ft; AC 15, touch 12, flat-footed 13 (+2 for leather 
  armor, +1 buckler, +2 dexterity); Base Atk +3; Grp +3; 
  Atk +4 melee (1d8, masterwork, longsword, 19-20); Full 
  Atk +4 melee (1d8, masterwork longsword, 19-20); SQ 
  bardic music bardic knowledge, countersong, fascinate, 
  inspire competence, inspire courage +1; AL CN; SV 
  Fort +2, Ref +6, Will +5; Str 10, Dex 14, Con 12, Int 10, 
  Wis 12, Cha 17. 
   
  Skills and Feats: Bluff +11, Concentration +9, 
  Diplomacy +11, Escape Artist +10, Intimidate +7, 
  Perform (Oratory) +14, Tumble +10; Combat Casting, 
  Dodge, Skill Focus (Perform (Oratory)). 
   
  Spells Known (3/4/2; Save DC = 13 + Spell Level) 
  0
  th – [Detect magic, light, message, read magic, 
  resistance, summon instrument]; 1
  st – [Cure light 
  wounds, grease, summon monster I, Tasha’s hideous 
  laughter]; 2
  nd – [Calm emotions, cure moderate 
  wounds, suggestion];  
   
  Possessions: 
  Masterwork 
  longsword, 
  leather 
  armor, buckler. 
   
  
  VTF5-04 Secrets and Lies 
   
  Page 28 
  APL 6
   
  Encounter Three 
   
   
   
   
  Arthan Enstal: Rog5/Spymaster*4; Male Flan Human: 
  CR 9; Medium Humanoid (5’ 11" tall); HD 9d6 + 18; hp 
  56; Init +8; Spd 20 ft; AC 21, touch 11, flat-footed 20 (+8 
  for full plate, +2 for heavy steel shield, +1 dexterity); 
  Base Atk +6; Grp +6; Atk +6 melee (1d8, longsword, 19-
  20) or Atk +11 melee (1d4 + 1, +1 dagger, 19-20) or Atk 
  ranged +11 (1d4 + 1, +1 dagger, 19-20); Full Atk +6/+1 
  melee (1d8, longsword, 19-20) Atk +11/+6 melee (1d4 + 
  1, +1 dagger, 19-20) or Atk ranged +11/+6 (1d4 + 1, +1 
  dagger, 19-20); SA sneak attack +4d6; SQ cover 
  identity*, evasion, magic aura*, quick change*, scrying 
  defense*, slippery mind, trapfinding, trap sense +1, 
  uncanny dodge, undetectable alignment*; AL CN; SV 
  Fort +4, Ref +12, Will +2; Str 10, Dex 19, Con 14, Int 14, 
  Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +17, Diplomacy +14, 
  Disguise +14, Escape Artist +16; Forgery +14, Gather 
  Information +14, Hide +16, Move Silently +16, Sense 
  Motive +12, Spot +12, Tumble +16; Armor Proficiency 
  (heavy), Dodge, Improved Initiative, Skill Focus 
  (Bluff), Weapon Finesse. 
   
  Possessions: longsword, +1 dagger, full plate, steel 
  shield, ring of blinking. 
  * see Appendix Two: New Rules Item 
   
  Encounter Four 
   
   
   
   
  Alliance Thugs: Rog6; Male Flan Human: CR 6; 
  Medium Humanoid (5’ 9" tall); HD 6d6 + 6; hp 32; Init 
  +7; Spd 30 ft; AC 18, touch 14, flat-footed 15 (+4 for 
  chain shirt, +1 for +1 ring of protection, +3 dexterity); 
  Base Atk +4; Grp +4; Atk +8 melee (1d6, masterwork 
  short sword, 19-20) or Atk +7 melee (1d4, dagger, 19-
  20) or Atk +7 ranged (1d4, dagger, 19-20); Full Atk +8 
  melee (1d6, masterwork short sword, 19-20) or Atk +7 
  melee (1d4, dagger, 19-20) or Atk +7 ranged (1d4, 
  dagger, 19-20); SA sneak attack +3d6; SQ evasion,  
  trapfinding, trap sense +2, uncanny dodge; AL CN; SV 
  Fort +3, Ref +8, Will +2; Str 10, Dex 17, Con 12, Int 13, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Appraise +10, Balance +12, Climb 
  +9, Disable Device +10, Escape Artist +12, Hide +12, 
  Move Silently +12, Search +10, Slight of Hand +12, 
  Tumble +12; Combat Reflexes, Dodge, Improved 
  Initiative, Weapon Finesse. 
   
  Possessions: masterwork short sword, dagger x3, 
  chain shirt, +1 ring of protection. 
   
  Encounter Six  
   
   
   
  Jelemanar: Rog5/Thief-Acrobat*4; Male Flan Human: 
  CR 9; Medium Humanoid (5’ 8" tall); HD 9d6 + 18; hp 
  56; Init +8; Spd 30 ft; AC 21, touch 18, flat-footed 16 (+5 
  for +1 Mithral Chain Shirt, +2 for agile fighting bonus, 
  +4 dexterity); Base Atk +6; Grp +6; Atk +11 melee (1d6 
  + 1, +1 short sword, 19-20) or Atk +11 melee (1d4 +1, +1 
  dagger, 19-20) or Atk +11 ranged (1d4 + 1, +1 dagger, 
  19-20); Full Atk +11/+6 melee (1d6 + 1, +1 short sword, 
  19-20) or Atk +11/+6 melee (1d4 +1, +1 dagger, 19-20) 
  or Atk +11/+6 ranged (1d4 + 1, +1 dagger, 19-20); SA 
  acrobatic charge*, sneak attack +3d6; SQ agile fighting 
  +2/+3*, defensive roll 1/day*, evasion, fast acrobatics*, 
  kip up*, skill mastery*, slow fall 30 ft.*, steady stance*, 
  trapfinding, trap sense +1, uncanny dodge; AL CN; SV 
  Fort +4, Ref +12, Will +2; Str 10, Dex 19, Con 14, Int 14, 
  Wis 10, Cha 14. 
   
  Skills and Feats: Balance +16, Bluff +14, Climb +12, 
  Escape Artist +16; Forgery +10, Gather Information 
  +10, Hide +16, Jump +12, Move Silently +16, Spot +12, 
  Tumble +16; Combat Expertise, Dodge, Improved 
  Feint, Improved Initiative, Weapon Finesse. 
   
   
  Possessions: +1 short sword, +1 dagger, +1 
  mithral chain shirt, ring of blinking, amulet of proof 
  against detection and location. 
  * see Appendix Two: New Rules Item 
   
  Encounter Eight 
   
   
   
   
  Alliance Guards: Ftr3; Male Flan Human: CR 3; 
  Medium Humanoid (5’ 10" tall); HD 3d10 + 6; hp 28; 
  Init +1; Spd 20 ft; AC 21, touch 11, flat-footed 20 (+8 for 
  full plate, +2 for heavy steel shield, +1 dexterity); Base 
  Atk +3; Grp +6; Atk +8 melee (1d8 + 3, masterwork 
  longsword, 19-20) or Atk melee  +6 (1d4 + 3, dagger, 19-
  20) or Atk ranged +4 (1d4 + 3, dagger, 19-20); Full Atk 
  +8 melee (1d8 + 3, masterwork longsword, 19-20) or 
  Atk melee  +6 (1d4 + 3, dagger, 19-20) or Atk ranged +4 
  (1d4 + 3, dagger, 19-20); AL CN; SV Fort +5, Ref +2, 
  Will +1; Str 16, Dex 13, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +9, Handle Animal +5, 
  Intimidate +5, Ride +7; Combat Expertise, Improved 
  Disarm, Improved Trip, Power Attack, Weapon Focus 
  (Longsword). 
   
  Possessions: masterwork longsword, dagger x3, 
  full plate, steel shield. 
   
  Arthan Enstal: Rog5/Spymaster*4; Male Flan Human: 
  CR 9; Medium Humanoid (5’ 11" tall); HD 9d6 + 18; hp 
  
  VTF5-04 Secrets and Lies 
   
  Page 29 
  56; Init +8; Spd 30 ft; AC 22, touch 16, flat-footed 16 (+6 
  for +2 mithral chain shirt, +4 dexterity); Base Atk +6; 
  Grp +6; Atk +11 melee (1d6 + 1, +1 short sword, 19-20) 
  or Atk +11 melee (1d4 + 1, +1 dagger, 19-20) or Atk 
  ranged +11 (1d4 + 1, +1 dagger, 19-20); Full Atk +11/+6 
  melee (1d6 + 1, +1 short sword, 19-20) or Atk +11/+6 
  melee (1d4 + 1, +1 dagger, 19-20) or Atk ranged +11/+6 
  (1d4 + 1, +1 dagger, 19-20); SA sneak attack +4d6; SQ 
  cover identity*, evasion, magic aura*, quick change*, 
  scrying defense*, slippery mind*, trapfinding, trap 
  sense +1, uncanny dodge, undetectable alignment*; AL 
  CN; SV Fort +4, Ref +12, Will +2; Str 10, Dex 19, Con 
  14, Int 14, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +17, Diplomacy +14, 
  Disguise +14, Escape Artist +16; Forgery +14, Gather 
  Information +14, Hide +16, Move Silently +16, Sense 
  Motive +12, Spot +12, Tumble +16; Armor Proficiency 
  (heavy), 
  Dodge, 
   
  Improved 
  Initiative, 
  Skill 
  Focus(Bluff), Weapon Finesse. 
   
  Possessions: +1 short sword, +1 dagger, +1 mithral 
  chain shirt, ring of blinking. 
  * see Appendix Two: New Rules Item 
   
  Belile: Brd7; Male Flan Human: CR 7; Medium 
  Humanoid (5’ 6" tall); HD 7d6 + 7; hp 45; Init +2; Spd 
  30 ft; AC 15, touch 12, flat-footed 13 (+2 for leather 
  armor, +1 buckler, +2 dexterity); Base Atk +5; Grp +5; 
  Atk +6 melee (1d8, masterwork, longsword, 19-20); Full 
  Atk +6 melee (1d8, masterwork longsword, 19-20); SQ 
  bardic music bardic knowledge, countersong, fascinate, 
  inspire competence, inspire courage +1, suggestion; AL 
  CN; SV Fort +3, Ref +7, Will +6; Str 10, Dex 14, Con 12, 
  Int 10, Wis 12, Cha 17. 
   
  Skills and Feats: Bluff +13, Concentration +11, 
  Diplomacy +13, Escape Artist +12, Intimidate +8, 
  Perform (Oratory) +16, Tumble +12; Combat Casting, 
  Dodge, Skill Focus (Perform (Oratory)), Subsonics*. 
   
  Spells Known (3/4/3/1; Save DC = 13 + Spell 
  Level) 0
  th – [Detect magic, light, message, read magic, 
  resistance, summon instrument]; 1
  st – [Cure light 
  wounds, grease, summon monster I, Tasha’s hideous 
  laughter]; 2
  nd – [Calm emotions, cure moderate 
  wounds, glitterdust, mirror image] 3
  rd – [Cure serious 
  wounds, haste];  
   
  Possessions: 
  Masterwork 
  longsword, 
  leather 
  armor, buckler. 
   
  
  VTF5-04 Secrets and Lies 
   
  Page 30 
  APL 8
   
  Encounter Three 
   
   
   
   
  Arthan Enstal: Rog5/Spymaster*6; Male Flan Human: 
  CR 11; Medium Humanoid (5’ 11" tall); HD 11d6 + 22; 
  hp 68; Init +10; Spd 20 ft; AC 21, touch 11, flat-footed 
  20 (+8 for full plate, +2 for heavy steel shield, +1 
  dexterity); Base Atk +7; Grp +7; Atk +7 melee (1d8, 
  longsword, 19-20) or Atk +14 melee (1d4 + 1, +1 dagger, 
  19-20) or Atk ranged +14 (1d4 + 1, +1 dagger, 19-20); 
  Full Atk +7/+2 melee (1d8, longsword, 19-20) Atk 
  +14/+9 melee (1d4 + 1, +1 dagger, 19-20) or Atk ranged 
  +14/+9 (1d4 + 1, +1 dagger, 19-20); SA sneak attack 
  +5d6; SQ cover identity*, dispel scrying*, evasion, 
  magic aura*, quick change*, scrying defense*, slippery 
  mind, trapfinding, trap sense +1, uncanny dodge, 
  undetectable alignment*; AL CN; SV Fort +5, Ref +15, 
  Will +3; Str 10, Dex 23, Con 14, Int 14, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +19, Diplomacy +16, 
  Disguise +16, Escape Artist +20; Forgery +16, Gather 
  Information +16, Hide +20, Move Silently +20, Sense 
  Motive +14, Spot +14, Tumble +20; Armor Proficiency 
  (heavy), Dodge, Improved Initiative, Skill Focus(Bluff), 
  Weapon Finesse. 
   
  Possessions: longsword, +1 dagger, full plate, steel 
  shield, gloves of dexterity +4, ring of blinking. 
  * see Appendix Two: New Rules Item 
   
  Encounter Four 
   
   
   
   
  Alliance Thugs: Rog8; Male Flan Human: CR 8; 
  Medium Humanoid (5’ 9" tall); HD 8d6 + 8; hp 42; Init 
  +8; Spd 30 ft; AC 19, touch 15, flat-footed 15 (+4 for 
  chain shirt, +1 for +1 ring of protection, +4 dexterity); 
  Base Atk +6; Grp +6; Atk +11 melee (1d6, masterwork 
  short sword, 19-20) or Atk +10 melee (1d4, dagger, 19-
  20) or Atk +10 ranged (1d4, dagger, 19-20); Full Atk 
  +11/+6 melee (1d6, masterwork short sword, 19-20) or 
  Atk +10/+5 melee (1d4, dagger, 19-20) or Atk +10/+5 
  ranged (1d4, dagger, 19-20); SA sneak attack +4d6; SQ 
  evasion, improved uncanny dodge, trapfinding, trap 
  sense +2, uncanny dodge; AL CN; SV Fort +3, Ref +10, 
  Will +2; Str 10, Dex 18, Con 12, Int 13, Wis 10, Cha 10. 
   
  Skills and Feats: Appraise +12, Balance +15, Climb 
  +11, Disable Device +12, Escape Artist +15, Hide +15, 
  Move Silently +15, Search +12, Slight of Hand +15, 
  Tumble +15; Combat Reflexes, Dodge, Improved 
  Initiative, Weapon Finesse. 
   
  Possessions: masterwork short sword, dagger x3, 
  chain shirt, +1 ring of protection. 
   
  Encounter Six  
   
   
   
  Jelemanar: Rog6/Thief-Acrobat*5; Male Flan Human: 
  CR 11; Medium Humanoid (5’ 8" tall); HD 11d6 + 22; 
  hp 68; Init +10; Spd 30 ft; AC 24, touch 18, flat-footed 
  16 (+6 for +2 Mithral Chain Shirt, +2 for agile fighting 
  bonus, +6 dexterity); Base Atk +7; Grp +7; Atk +14 
  melee (1d6 + 1, +1 short sword, 19-20) or Atk +14 melee 
  (1d4 +1, +1 dagger, 19-20) or Atk +14 ranged (1d4 + 1, 
  +1 dagger, 19-20); Full Atk +14/+9 melee (1d6 + 1, +1 
  short sword, 19-20) or Atk +14/+9 melee (1d4 +1, +1 
  dagger, 19-20) or Atk +14/+9 ranged (1d4 + 1, +1 
  dagger, 19-20); SA acrobatic charge*, sneak attack +3d6; 
  SQ agile fighting +2/+3*, defensive roll 2/day*, 
  evasion, fast acrobatics*, improved evasion*, kip up*, 
  skill mastery*, slow fall 30 ft.*, steady stance*, 
  trapfinding, trap sense +2, uncanny dodge; AL CN; SV 
  Fort +5, Ref +15, Will +3; Str 10, Dex 23, Con 14, Int 14, 
  Wis 10, Cha 14. 
   
  Skills and Feats: Balance +18, Bluff +16, Climb +14, 
  Escape Artist +18; Forgery +11, Gather Information 
  +11, Hide +18, Jump +14, Move Silently +18, Spot +14, 
  Tumble +18; Combat Expertise, Dodge, Improved 
  Feint, Improved Initiative, Weapon Finesse. 
   
  Possessions: +1 short sword, +1 dagger, +2 mithral 
  chain shirt, gloves of dexterity +4, ring of blinking, 
  amulet of proof against detection and location. 
  * see Appendix Two: New Rules Item 
   
  Encounter Eight 
   
   
   
   
  Alliance Guards: Ftr5; Male Flan Human: CR 5; 
  Medium Humanoid (5’ 10" tall); HD 5d10 + 10; hp 44; 
  Init +1; Spd 20 ft; AC 21, touch 11, flat-footed 20 (+8 for 
  full plate, +2 for heavy steel shield, +1 dexterity); Base 
  Atk +5; Grp +8; Atk +10 melee (1d8 + 3, masterwork 
  longsword, 19-20) or Atk melee  +8 (1d4 + 3, dagger, 19-
  20) or Atk ranged +6 (1d4 + 3, dagger, 19-20); Full Atk 
  +10 melee (1d8 + 3, masterwork longsword, 19-20) or 
  Atk melee  +8 (1d4 + 3, dagger, 19-20) or Atk ranged +6 
  (1d4 + 3, dagger, 19-20); AL CN; SV Fort +6, Ref +2, 
  Will +1; Str 17, Dex 13, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +11, Handle Animal +7, 
  Intimidate +7, Ride +9; Combat Expertise, Cleve, 
  Improved Disarm, Improved Trip, Power Attack, 
  Weapon Focus (Longsword). 
   
  Possessions: masterwork longsword, dagger x3, 
  full plate, steel shield. 
   
  
  VTF5-04 Secrets and Lies 
   
  Page 31 
  Arthan Enstal: Rog5/Spymaster*6; Male Flan Human: 
  CR 11; Medium Humanoid (5’ 11" tall); HD 11d6 + 22; 
  hp 68; Init +10; Spd 30 ft; AC 22, touch 16, flat-footed 
  16 (+6 for +2 mithral chain shirt, +6 dexterity); Base 
  Atk +7; Grp +7; Atk +14 melee (1d6 + 1, +1 short sword, 
  19-20) or Atk +14 melee (1d4 + 1, +1 dagger, 19-20) or 
  Atk ranged +14 (1d4 + 1, +1 dagger, 19-20); Full Atk 
  +14/+9 melee (1d6 + 1, +1 short sword, 19-20) or Atk 
  +14/+9 melee (1d4 + 1, +1 dagger, 19-20) or Atk ranged 
  +14/+9 (1d4 + 1, +1 dagger, 19-20); SA sneak attack 
  +5d6; SQ cover identity*, dispel scrying*, evasion, 
  magic aura*, quick change*, scrying defense*, slippery 
  mind*, trapfinding, trap sense +1, uncanny dodge, 
  undetectable alignment*; AL CN; SV Fort +5, Ref +15, 
  Will +3; Str 10, Dex 23, Con 14, Int 14, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +19, Diplomacy +16, 
  Disguise +16, Escape Artist +20; Forgery +16, Gather 
  Information +16, Hide +20, Move Silently +20, Sense 
  Motive +14, Spot +14, Tumble +20; Armor Proficiency 
  (heavy), 
   
  Dodge, 
  Improved 
  Initiative, 
  Skill 
  Focus(Bluff), Weapon Finesse. 
   
  Possessions: +1 short sword, +1 dagger, +2 mithral 
  chain shirt, gloves of dexterity +4, ring of blinking. 
  * see Appendix Two: New Rules Item 
   
  Belile: Brd7/Virtuoso*2; Male Flan Human: CR 9; 
  Medium Humanoid (5’ 6" tall); HD 9d6 + 9; hp 55; Init 
  +2; Spd 30 ft; AC 16, touch 12, flat-footed 13 (+3 for +1 
  leather armor, +1 buckler, +2 dexterity); Base Atk +6; 
  Grp +6; Atk +7 melee (1d6 +1, songblade*, 19-20); Full 
  Atk +7/+2 melee (1d6 +1, songblade*, 19-20); SQ bardic 
  music bardic knowledge, countersong, fascinate, 
  inspire competence, inspire courage +2, suggestion, 
  virtuoso performance (persuasive song)*; AL CN; SV 
  Fort +5, Ref +7, Will +9; Str 10, Dex 14, Con 12, Int 10, 
  Wis 12, Cha 18. 
   
  Skills and Feats: Bluff +16, Concentration +13, 
  Diplomacy +16, Escape Artist +14, Intimidate +11, 
  Perform (Oratory) +21, Tumble +14; Combat Casting, 
  Dodge, 
  Great 
  Fortitude, 
  Skill 
  Focus 
  (Perform 
  (Oratory)), Subsonics*. 
   
  Spells Known (3/4/4/2; Save DC = 14 + Spell 
  Level) 0
  th – [Detect magic, light, message, read magic, 
  resistance, summon instrument]; 1
  st – [Cure light 
  wounds, grease, summon monster I, Tasha’s hideous 
  laughter]; 2
  nd – [Calm emotions, cure moderate 
  wounds, glitterdust, mirror image]; 3
  rd – [Confusion, 
  cure serious wounds, haste];  
   
  Possessions: 
  Songblade*, 
  +1 
  leather 
  armor, 
  buckler. 
  * see Appendix Two: New Rules Item 
   
  
  VTF5-04 Secrets and Lies 
   
  Page 32 
  APL 10
  Encounter Three 
   
   
   
   
  Arthan Enstal: Rog6/Spymaster*7; Male Flan Human: 
  CR 13; Medium Humanoid (5’ 11" tall); HD 13d6 + 26; 
  hp 80; Init +11; Spd 20 ft; AC 21, touch 11, flat-footed 
  20 (+8 for full plate, +2 for heavy steel shield, +1 
  dexterity); Base Atk +9; Grp +9; Atk +9 melee (1d8, 
  longsword, 19-20) or Atk +17 melee (1d4 + 1, +1 dagger, 
  19-20) or Atk ranged +17 (1d4 + 1, +1 dagger, 19-20); 
  Full Atk +9/+4 melee (1d8, longsword, 19-20) Atk 
  +17/+12 melee (1d4 + 1, +1 dagger, 19-20) or Atk 
  ranged +17/+12 (1d4 + 1, +1 dagger, 19-20); SA sneak 
  attack +5d6; SQ cover identity*, deep cover*, dispel 
  scrying*, evasion, magic aura*, quick change*, scrying 
  defense*, slippery mind, trapfinding, trap sense +2, 
  uncanny dodge, undetectable alignment*; AL CN; SV 
  Fort +6, Ref +17, Will +4; Str 10, Dex 24, Con 14, Int 14, 
  Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +21, Diplomacy +18, 
  Disguise +18, Escape Artist +23; Forgery +18, Gather 
  Information +18, Hide +23, Move Silently +23, Sense 
  Motive +16, Spot +16, Tumble +23; Armor Proficiency 
  (heavy), Dodge, Improved Initiative, Mobility, Skill 
  Focus(Bluff), Weapon Finesse. 
   
  Possessions: longsword, +1 dagger, full plate, steel 
  shield, gloves of dexterity +4, ring of blinking. 
  * see Appendix Two: New Rules Item 
   
  Encounter Four 
   
   
   
   
  Alliance Thugs: Rog10; Male Flan Human: CR 10; 
  Medium Humanoid (5’ 9" tall); HD 10d6 + 10; hp 52; 
  Init +8; Spd 30 ft; AC 20, touch 16, flat-footed 16 (+4 for 
  chain shirt, +2 for +2 ring of protection, +4 dexterity); 
  Base Atk +7; Grp +7; Atk +12 melee (1d6, masterwork 
  short sword, 19-20) or Atk +11 melee (1d4, dagger, 19-
  20) or Atk +11 ranged (1d4, dagger, 19-20); Full Atk 
  +12/+7 melee (1d6, masterwork short sword, 19-20) or 
  Atk +11/+6 melee (1d4, dagger, 19-20) or Atk +11/+6 
  ranged (1d4, dagger, 19-20); SA crippling strike, sneak 
  attack +5d6; SQ evasion, improved uncanny dodge, 
  trapfinding, trap sense +3, uncanny dodge; AL CN; SV 
  Fort +4, Ref +11, Will +3; Str 10, Dex 18, Con 12, Int 13, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Appraise +14, Balance +17, Climb 
  +13, Disable Device +14, Escape Artist +17, Hide +17, 
  Move Silently +17, Search +14, Slight of Hand +17, 
  Tumble +17; Combat Reflexes, Dodge, Improved 
  Disarm, Improved Initiative, Weapon Finesse. 
   
  Possessions: masterwork short sword, dagger x3, 
  chain shirt, +2 ring of protection. 
  Encounter Six  
   
   
   
  Jelemanar: Rog8/Thief-Acrobat*5; Male Flan Human: 
  CR 13; Medium Humanoid (5’ 8" tall); HD 13d6 + 26; 
  hp 80; Init +11; Spd 30 ft; AC 24, touch 18, flat-footed 
  16 (+6 for +2 Mithral Chain Shirt, +2 for agile fighting 
  bonus, +6 dexterity); Base Atk +9; Grp +9; Atk +17 
  melee (1d6 + 1, +1 short sword, 19-20) or Atk +17 melee 
  (1d4 +1, +1 dagger, 19-20) or Atk +17 ranged (1d4 + 1, 
  +1 dagger, 19-20); Full Atk +17/+12 melee (1d6 + 1, +1 
  short sword, 19-20) or Atk +17/+12 melee (1d4 +1, +1 
  dagger, 19-20) or Atk +17/+12 ranged (1d4 + 1, +1 
  dagger, 19-20); SA acrobatic charge*, sneak attack +4d6; 
  SQ agile fighting +2/+3*, defensive roll 2/day*, 
  evasion, fast acrobatics*, improved evasion*, improved 
  uncanny dodge, kip up*, skill mastery*, slow fall 30 ft.*, 
  steady stance*, trapfinding, trap sense +2, uncanny 
  dodge; AL CN; SV Fort +5, Ref +17, Will +3; Str 10, Dex 
  24, Con 14, Int 14, Wis 10, Cha 18. 
   
  Skills and Feats: Balance +21, Bluff +20, Climb +16, 
  Escape Artist +21; Forgery +13, Gather Information 
  +15, Hide +21, Jump +16, Move Silently +21, Spot +16, 
  Tumble +21; Combat Expertise, Dodge, Improved 
  Feint, Improved Initiative, Mobility, Weapon Finesse. 
   
  Possessions: +1 short sword, +1 dagger, +2 mithral 
  chain shirt, cloak of charisma +4, gloves of dexterity +4, 
  ring of blinking, amulet of proof against detection and 
  location. 
  * see Appendix Two: New Rules Item 
   
  Encounter Eight 
   
   
   
   
  Alliance Guards: Ftr7; Male Flan Human: CR 7; 
  Medium Humanoid (5’ 10" tall); HD 7d10 + 14; hp 60; 
  Init +1; Spd 20 ft; AC 22, touch 12, flat-footed 21 (+8 for 
  full plate, +2 for heavy steel shield, +1 for ring of 
  protection +1, +1 dexterity); Base Atk +7; Grp +10; Atk 
  +12 melee (1d8 + 3, masterwork longsword, 19-20) or 
  Atk melee  +10 (1d4 + 3, dagger, 19-20) or Atk ranged 
  +8 (1d4 + 3, dagger, 19-20); Full Atk +12/+7 melee (1d8 
  + 3, masterwork longsword, 19-20) or Atk melee  
  +10/+5 (1d4 + 3, dagger, 19-20) or Atk ranged +8/+3 
  (1d4 + 3, dagger, 19-20); AL CN; SV Fort +7, Ref +3, 
  Will +2; Str 17, Dex 13, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +13, Handle Animal +9, 
  Intimidate +9, Ride +11; Combat Expertise, Cleve, 
  Diehard, Endurance, Improved Disarm, Improved 
  Trip, Power Attack, Weapon Focus (Longsword). 
   
  Possessions: masterwork longsword, dagger x3, 
  full plate, steel shield, ring of protection +1. 
   
  Arthan Enstal: Rog6/Spymaster*7; Male Flan Human: 
  CR 11; Medium Humanoid (5’ 11" tall); HD 13d6 + 26; 
  
  VTF5-04 Secrets and Lies 
   
  Page 33 
  hp 80; Init +11; Spd 30 ft; AC 22, touch 16, flat-footed 
  16 (+6 for +2 mithral chain shirt, +6 dexterity); Base 
  Atk +9; Grp +9; Atk +17 melee (1d6 + 1, +1 short sword, 
  19-20) or Atk +17 melee (1d4 + 1, +1 dagger, 19-20) or 
  Atk ranged +17 (1d4 + 1, +1 dagger, 19-20); Full Atk 
  +17/+12 melee (1d6 + 1, +1 short sword, 19-20) or Atk 
  +17/+12 melee (1d4 + 1, +1 dagger, 19-20) or Atk 
  ranged +17/+12 (1d4 + 1, +1 dagger, 19-20); SA sneak 
  attack +5d6; SQ cover identity*, deep cover*, dispel 
  scrying*, evasion, magic aura*, quick change*, scrying 
  defense*, slippery mind*, trapfinding, trap sense +2, 
  uncanny dodge, undetectable alignment*; AL CN; SV 
  Fort +6, Ref +17, Will +4; Str 10, Dex 24, Con 14, Int 14, 
  Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +21, Diplomacy +18, 
  Disguise +18, Escape Artist +23; Forgery +18, Gather 
  Information +18, Hide +23, Move Silently +23, Sense 
  Motive +16, Spot +16, Tumble +23; Armor Proficiency 
  (heavy), Dodge, Improved Initiative, Mobility, Skill 
  Focus(Bluff), Weapon Finesse. 
   
  Possessions: +1 short sword, +1 dagger, +2 mithral 
  chain shirt, gloves of dexterity +4, ring of blinking. 
  * see Appendix Two: New Rules Item 
   
  Belile: Brd7/Virtuoso*4; Male Flan Human: CR 11; 
  Medium Humanoid (5’ 6" tall); HD 11d6 + 11; hp 65; 
  Init +2; Spd 30 ft; AC 17, touch 12, flat-footed 15 (+3 for 
  +1 leather armor, +2 for +1 buckler, +2 dexterity); Base 
  Atk +7; Grp +7; Atk +8 melee (1d6 +1, songblade*, 19-
  20); Full Atk +8/+3 melee (1d6 +1, songblade*, 19-20); 
  SQ bardic music bardic knowledge, countersong, 
  fascinate, inspire competence, inspire courage +2, 
  suggestion, virtuoso performance (persuasive song)*, 
  virtuoso performance (sustaining song)*; AL CN; SV 
  Fort +4, Ref +8, Will +10; Str 10, Dex 14, Con 12, Int 10, 
  Wis 12, Cha 22. 
   
  Skills and Feats: Bluff +20, Concentration +15, 
  Diplomacy +20, Escape Artist +16, Intimidate +13, 
  Perform (Oratory) +25, Tumble +16; Combat Casting, 
  Dodge, 
  Great 
  Fortitude, 
  Skill 
  Focus 
  (Perform 
  (Oratory)), Subsonics*. 
   
  Spells Known (3/4/4/3/1; Save DC = 16 + Spell 
  Level) 0
  th – [Detect magic, light, message, read magic, 
  resistance, summon instrument]; 1
  st – [Cure light 
  wounds, grease, summon monster I, Tasha’s hideous 
  laughter]; 2
  nd – [Calm emotions, cure moderate 
  wounds, glitterdust, mirror image]; 3
  rd – [Confusion, 
  cure serious wounds, haste, summon monster III] ; 4
  th 
  – [Cure critical wounds, dominate person]. 
   
  Possessions: Songblade*, +1 leather armor, +1 
  buckler, cloak of charisma +4. 
  * see Appendix Two: New Rules Item 
  
  VTF5-04 Secrets and Lies 
   
  Page 34 
  APL 12 
  Encounter Three 
   
   
   
   
  Arthan Enstal: Rog8/Spymaster*7; Male Flan Human: 
  CR 15; Medium Humanoid (5’ 11" tall); HD 15d6 + 30; 
  hp 92; Init +11; Spd 20 ft; AC 21, touch 11, flat-footed 
  20 (+8 for full plate, +2 for heavy steel shield, +1 
  dexterity); Base Atk +11; Grp +11; Atk +11 melee (1d8, 
  longsword, 19-20) or Atk +19 melee (1d4 + 1, +1 dagger, 
  19-20) or Atk ranged +19 (1d4 + 1, +1 dagger, 19-20); 
  Full Atk +11/+6/+1 melee (1d8, longsword, 19-20) Atk 
  +19/+14/+9 melee (1d4 + 1, +1 dagger, 19-20) or Atk 
  ranged +19/+14/+9 (1d4 + 1, +1 dagger, 19-20); SA 
  sneak attack +6d6; SQ cover identity*, deep cover*, 
  dispel scrying*, evasion, improved uncanny dodge, 
  magic aura*, quick change*, scrying defense*, slippery 
  mind, trapfinding, trap sense +2, uncanny dodge, 
  undetectable alignment*; AL CN; SV Fort +6, Ref +18, 
  Will +4; Str 10, Dex 24, Con 14, Int 16, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +23, Diplomacy +20, 
  Disguise +20, Escape Artist +25; Forgery +21, Gather 
  Information +20, Hide +25, Listen +18, Move Silently 
  +25, Sense Motive +18, Spot +18, Tumble +25; Armor 
  Proficiency (heavy), Dodge, Elusive Target*, Improved 
  Initiative, Mobility, Skill Focus(Bluff), Weapon 
  Finesse. 
   
  Possessions: longsword, +1 dagger, full plate, steel 
  shield, gloves of dexterity +4, ring of blinking, gem of 
  seeing. 
  * see Appendix Two: New Rules Item 
   
  Encounter Four 
   
   
   
   
  Alliance Thugs: Rog12; Male Flan Human: CR 12; 
  Medium Humanoid (5’ 9" tall); HD 12d6 + 12; hp 62; 
  Init +8; Spd 30 ft; AC 20, touch 16, flat-footed 16 (+4 for 
  chain shirt, +2 for +2 ring of protection, +4 dexterity); 
  Base Atk +9; Grp +9; Atk +14 melee (1d6 +1, +1 short 
  sword, 19-20) or Atk +13 melee (1d4, dagger, 19-20) or 
  Atk +13 ranged (1d4, dagger, 19-20); Full Atk +14/+9 
  melee (1d6 +1 , +1 short sword, 19-20) or Atk +13/+8 
  melee (1d4, dagger, 19-20) or Atk +13/+8 ranged (1d4, 
  dagger, 19-20); SA crippling strike, sneak attack +6d6; 
  SQ evasion, improved uncanny dodge, trapfinding, 
  trap sense +4, uncanny dodge; AL CN; SV Fort +5, Ref 
  +12, Will +4; Str 10, Dex 19, Con 12, Int 13, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Appraise +16, Balance +19, Climb 
  +15, Disable Device +16, Escape Artist +19, Hide +19, 
  Move Silently +19, Search +16, Slight of Hand +19, 
  Tumble +19; Combat Reflexes, Dodge, Improved 
  Disarm, Improved Feint, Improved Initiative, Weapon 
  Finesse. 
   
  Possessions: +1 short sword, dagger x3, chain shirt, 
  +2 ring of protection. 
   
  Encounter Six  
   
   
   
  Jelemanar: 
  Rog10/Thief-Acrobat*5; 
  Male 
  Flan 
  Human: CR 15; Medium Humanoid (5’ 8" tall); HD 
  15d6 + 30; hp 92; Init +11; Spd 30 ft; AC 24, touch 18, 
  flat-footed 16 (+6 for +2 Mithral Chain Shirt, +2 for 
  agile fighting bonus, +6 dexterity); Base Atk +10; Grp 
  +10; Atk +18 melee (1d6 + 1 + 1d6 electrical, +1 
  shocking short sword, 19-20) or Atk +18 melee (1d4 +1, 
  +1 dagger, 19-20) or Atk +18 ranged (1d4 + 1, +1 dagger, 
  19-20); Full Atk +18/+13 melee (1d6 + 1 + 1d6 
  electrical, +1 shocking short sword, 19-20) or Atk 
  +18/+13 melee (1d4 +1, +1 dagger, 19-20) or Atk 
  +18/+13 ranged (1d4 + 1, +1 dagger, 19-20); SA 
  acrobatic charge*, sneak attack +5d6; SQ agile fighting 
  +2/+3*, defensive roll 2/day*, evasion, improved 
  evasion, fast acrobatics*, improved evasion*, improved 
  uncanny dodge, kip up*, skill mastery*, slow fall 30 ft.*, 
  steady stance*, trapfinding, trap sense +3, uncanny 
  dodge; AL CN; SV Fort +6, Ref +18, Will +4; Str 10, Dex 
  24, Con 14, Int 14, Wis 10, Cha 18. 
   
  Skills and Feats: Balance +23, Bluff +22, Climb +18, 
  Escape Artist +23; Forgery +15, Gather Information 
  +17, Hide +23, Jump +18, Move Silently +23, Spot +18, 
  Tumble +23; Combat Expertise, Dodge*, Elusive 
  Target, Improved Feint, Improved Initiative, Mobility, 
  Weapon Finesse. 
   
  Possessions: +1 shocking short sword, +1 dagger, 
  +2 mithral chain shirt, cloak of charisma +4, gloves of 
  dexterity +4, ring of blinking, amulet of proof against 
  detection and location, gem of seeing. 
  * see Appendix Two: New Rules Item 
   
  Encounter Eight 
   
   
   
   
  Alliance Guards: Ftr9; Male Flan Human: CR 9; 
  Medium Humanoid (5’ 10" tall); HD 9d10 + 18; hp 76; 
  Init +1; Spd 20 ft; AC 24, touch 12, flat-footed 23 (+8 for 
  full plate, +2 for heavy steel shield, +1 for ring of 
  protection +3, +1 dexterity); Base Atk +9; Grp +13; Atk 
  +16 melee (1d8 + 7,  +1 longsword, 19-20) or Atk melee 
   +13 (1d4 + 4, dagger, 19-20) or Atk ranged +10 (1d4 + 4, 
  dagger, 19-20); Full Atk +16/+11 melee (1d8 + 7,  +1 
  longsword, 19-20) or Atk melee  +13/+8 (1d4 + 4, 
  dagger, 19-20) or Atk ranged +10/+5 (1d4 + 4, dagger, 
  19-20); AL CN; SV Fort +8, Ref +4, Will +3; Str 18, Dex 
  13, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +15, Handle Animal +11, 
  Intimidate +11, Ride +13; Combat Expertise, Cleve, 
  
  VTF5-04 Secrets and Lies 
   
  Page 35 
  Diehard, 
  Endurance, 
  Greater 
  Weapon 
  Focus 
  (Longsword), Improved Disarm, Improved Trip, Power 
  Attack, 
  Weapon 
  Focus 
  (Longsword), 
  Weapon 
  Specialization (Longsword). 
   
  Possessions: +1 longsword, dagger x3, full plate, 
  steel shield, ring of protection +3. 
   
  Arthan Enstal: Rog8/Spymaster*7; Male Flan Human: 
  CR 15; Medium Humanoid (5’ 11" tall); HD 15d6 + 30; 
  hp 92; Init +11; Spd 30 ft; AC 22, touch 16, flat-footed 
  16 (+6 for +2 mithral chain shirt, +6 dexterity); Base 
  Atk +11; Grp +11; Atk +19 melee (1d6 + 1 + 1d6 
  electricity, +1 shocking short sword, 19-20) or Atk +19 
  melee (1d4 + 1, +1 dagger, 19-20) or Atk ranged +19 
  (1d4 + 1, +1 dagger, 19-20); Full Atk +19/+14/+9 melee 
  (1d6 + 1 + 1d6 electricity, +1 shocking short sword, 19-
  20) or Atk +19/+14/+9 melee (1d4 + 1, +1 dagger, 19-20) 
  or Atk ranged +19/+14/+9 (1d4 + 1, +1 dagger, 19-20); 
  SA sneak attack +6d6; SQ cover identity*, deep cover*, 
  dispel scrying*, evasion, improved uncanny dodge, 
  magic aura*, quick change*, scrying defense*, slippery 
  mind*, trapfinding, trap sense +2, uncanny dodge, 
  undetectable alignment*; AL CN; SV Fort +6, Ref +18, 
  Will +4; Str 10, Dex 24, Con 14, Int 16, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +23, Diplomacy +20, 
  Disguise +20, Escape Artist +25; Forgery +20, Gather 
  Information +20, Hide +25, Listen +18, Move Silently 
  +25, Sense Motive +18, Spot +18, Tumble +25; Armor 
  Proficiency (heavy), Dodge, Elusive Target*, Improved 
  Initiative, Mobility, Skill Focus(Bluff), Weapon 
  Finesse. 
   
  Possessions: +1 shocking short sword, +1 dagger, 
  +2 mithral chain shirt, gloves of dexterity +4, ring of 
  blinking, gem of seeing. 
  * see Appendix Two: New Rules Item 
   
  Belile: Brd7/Virtuoso*6; Male Flan Human: CR 13; 
  Medium Humanoid (5’ 6" tall); HD 13d6 + 13; hp 75; 
  Init +2; Spd 30 ft; AC 17, touch 12, flat-footed 15 (+3 for 
  +1 leather armor, +2 for +1 buckler, +2 dexterity); Base 
  Atk +8; Grp +8; Atk +9 melee (1d6 +1, songblade*, 19-
  20); Full Atk +9/+4 melee (1d6 +1, songblade*, 19-20); 
  SQ bardic music bardic knowledge, countersong, 
  fascinate, inspire competence, inspire courage +2, 
  suggestion, virtuoso performance (jarring song)*, 
  virtuoso performance (persuasive song)*, virtuoso 
  performance (sustaining song)*; AL CN; SV Fort +5, 
  Ref +9, Will +11; Str 10, Dex 14, Con 12, Int 10, Wis 12, 
  Cha 23. 
   
  Skills and Feats: Bluff +22, Concentration +17, 
  Diplomacy +22, Escape Artist +18, Intimidate +15, 
  Perform (Oratory) +27, Tumble +18; Combat Casting, 
  Dodge, Extra Music, Great Fortitude, Skill Focus 
  (Perform (Oratory)), Subsonics*. 
   
  Spells Known (3/4/4/4/3; Save DC = 16 + Spell 
  Level) 0
  th – detect magic, light, message, read magic, 
  resistance, summon instrument; 1
  st – cure light 
  wounds, grease, summon monster I, Tasha’s hideous 
  laughter; 2
  nd – calm emotions, cure moderate wounds, 
  glitterdust, mirror image; 3
  rd – confusion, cure serious 
  wounds, haste, summon monster iii; 4
  th – cure critical 
  wounds, dominate person, freedom of movement. 
   
  Possessions: Songblade, +1 leather armor, +1 
  buckler, cloak of charisma +4. 
  * see Appendix Two: New Rules Item 
  
  VTF5-04 Secrets and Lies 
   
  Page 36 
  APL 14
  Encounter Three 
   
   
   
   
  Arthan 
  Enstal: 
  Rog10/Spymaster*7; 
  Male Flan 
  Human: CR 17; Medium Humanoid (5’ 11" tall); HD 
  17d6 + 34; hp 104; Init +11; Spd 20 ft; AC 21, touch 11, 
  flat-footed 20 (+8 for full plate, +2 for heavy steel 
  shield, +1 dexterity); Base Atk +12; Grp +12; Atk +12 
  melee (1d8, longsword, 19-20) or Atk +20 melee (1d4 + 
  1, +1 dagger, 19-20) or Atk ranged +20 (1d4 + 1, +1 
  dagger, 19-20); Full Atk +12/+7/+2 melee (1d8, 
  longsword, 19-20) Atk +20/+15/+10 melee (1d4 + 1, +1 
  dagger, 19-20) or Atk ranged +20/+15/+10 (1d4 + 1, +1 
  dagger, 19-20); SA crippling strike, sneak attack +7d6; 
  SQ cover identity*, deep cover*, dispel scrying*, 
  evasion, improved uncanny dodge, magic aura*, quick 
  change*, scrying defense*, slippery mind, trapfinding, 
  trap 
  sense 
  +3, 
  uncanny 
  dodge, 
  undetectable 
  alignment*; AL CN; SV Fort +7, Ref +19, Will +5; Str 
  10, Dex 25, Con 14, Int 16, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +25, Diplomacy +22, 
  Disguise +22, Escape Artist +27; Forgery +23, Gather 
  Information +22, Hide +27, Listen +20, Move Silently 
  +27, Sense Motive +20, Spot +20, Tumble +27; Armor 
  Proficiency (heavy), Dodge, Elusive Target*, Improved 
  Initiative, Mobility, Skill Focus(Bluff), Weapon 
  Finesse. 
   
  Possessions: longsword, +1 dagger, full plate, steel 
  shield, gloves of dexterity +4, ring of blinking, gem of 
  seeing. 
  * see Appendix Two: New Rules Item 
   
  Encounter Four 
   
   
   
   
  Alliance Thugs: Rog14; Male Flan Human: CR 14; 
  Medium Humanoid (5’ 9" tall); HD 14d6 + 14; hp 72; 
  Init +8; Spd 30 ft; AC 21, touch 16, flat-footed 17 (+5 for 
  +1 chain shirt, +2 for +2 ring of protection, +4 
  dexterity); Base Atk +10; Grp +10; Atk +15 melee (1d6 
  +1, +1 short sword, 19-20) or Atk +14 melee (1d4, 
  dagger, 19-20) or Atk +14 ranged (1d4, dagger, 19-20); 
  Full Atk +15/+10 melee (1d6 +1 , +1 short sword, 19-20) 
  or Atk +14/+9 melee (1d4, dagger, 19-20) or Atk +14/+9 
  ranged (1d4, dagger, 19-20); SA crippling strike, sneak 
  attack +7d6; SQ evasion, improved evasion, improved 
  uncanny dodge, trapfinding, trap sense +4, uncanny 
  dodge; AL CN; SV Fort +5, Ref +13, Will +4; Str 10, Dex 
  19, Con 12, Int 13, Wis 10, Cha 10. 
   
  Skills and Feats: Appraise +18, Balance +21, Climb 
  +17, Disable Device +18, Escape Artist +21, Hide +21, 
  Move Silently +21, Search +18, Slight of Hand +21, 
  Tumble +21; Combat Reflexes, Dodge, Improved 
  Disarm, Improved Feint, Improved Initiative, Weapon 
  Finesse. 
   
  Possessions: +1 short sword, dagger x3, +1 chain 
  shirt, +2 ring of protection. 
   
  Encounter Six  
   
   
   
  Jelemanar: 
  Rog12/Thief-Acrobat*5; 
  Male 
  Flan 
  Human: CR 17; Medium Humanoid (5’ 8" tall); HD 
  17d6 + 34; hp 104; Init +11; Spd 30 ft; AC 25, touch 18, 
  flat-footed 17 (+7 for +3 Mithral Chain Shirt, +2 for 
  agile fighting bonus, +6 dexterity); Base Atk +12; Grp 
  +12; Atk +20 melee (1d6 + 1 + 1d6 electrical + 1d6 fire, 
  +1 flaming shocking short sword, 19-20) or Atk +20 
  melee (1d4 +1, +1 dagger, 19-20) or Atk +20 ranged 
  (1d4 + 1, +1 dagger, 19-20); Full Atk +20/+15/+10 melee 
  (1d6 + 1 + 1d6 electrical + 1d6 fire, +1 flaming shocking 
  short sword, 19-20) or Atk +20/+15/+10 melee (1d4 +1, 
  +1 dagger, 19-20) or Atk +20/+15/+10 ranged (1d4 + 1, 
  +1 dagger, 19-20); SA acrobatic charge*, sneak attack 
  +6d6; SQ agile fighting +2/+3*, defensive roll 2/day*, 
  evasion, improved evasion, fast acrobatics*, improved 
  evasion*, improved uncanny dodge, kip up*, skill 
  mastery*, slow fall 30 ft.*, steady stance*, trapfinding, 
  trap sense +4, uncanny dodge; AL CN; SV Fort +7, Ref 
  +19, Will +5; Str 10, Dex 25, Con 14, Int 14, Wis 10, 
  Cha 18. 
   
  Skills and Feats: Balance +25, Bluff +24, Climb +20, 
  Escape Artist +25; Forgery +17, Gather Information 
  +19, Hide +25, Jump +20, Move Silently +25, Spot +20, 
  Tumble +25; Combat Expertise, Dodge, Elusive 
  Target*, 
  Improved 
  Feint, 
  Improved 
  Initiative, 
  Mobility, Weapon Finesse. 
   
   
  Possessions: +1 flaming shocking short sword, 
  +1 dagger, +3 mithral chain shirt, cloak of charisma +4, 
  gloves of dexterity +4, ring of blinking, amulet of proof 
  against detection and location, gem of seeing. 
  * see Appendix Two: New Rules Item 
   
  Encounter Eight 
   
   
   
   
  Alliance Guards: Ftr11; Male Flan Human: CR 11; 
  Medium Humanoid (5’ 10" tall); HD 11d10 + 22; hp 92; 
  Init +1; Spd 20 ft; AC 24, touch 12, flat-footed 23 (+8 for 
  full plate, +2 for heavy steel shield, +1 for ring of 
  protection +3, +1 dexterity); Base Atk +11; Grp +17; Atk 
  +20 melee (1d8 + 9,  +1 longsword, 19-20) or Atk melee 
   +17 (1d4 + 6, dagger, 19-20) or Atk ranged +12 (1d4 + 6, 
  dagger, 19-20); Full Atk +20/+15/+10 melee (1d8 + 9,  
  +1 longsword, 19-20) or Atk melee  +17/+12/+7 (1d4 + 
  6, dagger, 19-20) or Atk ranged +12/+7/+2 (1d4 + 6, 
  
  VTF5-04 Secrets and Lies 
   
  Page 37 
  dagger, 19-20); AL CN; SV Fort +9, Ref +4, Will +3; Str 
  18, Dex 13, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +17, Handle Animal +13, 
  Intimidate +13, Ride +15; Blind-Fighting, Combat 
  Expertise, Cleve, Diehard, Endurance, Greater Weapon 
  Focus (Longsword), Improved Disarm, Improved Trip, 
  Power Attack, Weapon Focus (Longsword), Weapon 
  Specialization (Longsword). 
   
  Possessions: +1 longsword, dagger x3, full plate, 
  steel shield, ring of protection +3, belt of giant’s 
  strength +4. 
   
  Arthan 
  Enstal: 
  Rog10/Spymaster*7; 
  Male Flan 
  Human: CR 17; Medium Humanoid (5’ 11" tall); HD 
  17d6 + 34; hp 104; Init +11; Spd 30 ft; AC 23, touch 16, 
  flat-footed 16 (+7 for +3 mithral chain shirt, +6 
  dexterity); Base Atk +12; Grp +12; Atk +20 melee (1d6 + 
  1 + 1d6 electricity + 1d6 fire, +1 flaming shocking short 
  sword, 19-20) or Atk +20 melee (1d4 + 1, +1 dagger, 19-
  20) or Atk ranged +20 (1d4 + 1, +1 dagger, 19-20); Full 
  Atk +20/+15/+10 melee (1d6 + 1 + 1d6 electricity + 1d6 
  fire, +1 flaming shocking short sword, 19-20) or Atk 
  +20/+15/+10 melee (1d4 + 1, +1 dagger, 19-20) or Atk 
  ranged +20/+15/+10 (1d4 + 1, +1 dagger, 19-20); SA 
  crippling strike, sneak attack +7d6; SQ cover identity*, 
  deep cover*, dispel scrying*, evasion, improved 
  uncanny dodge, magic aura*, quick change*, scrying 
  defense*, slippery mind*, trapfinding, trap sense +3, 
  uncanny dodge, undetectable alignment*; AL CN; SV 
  Fort +7, Ref +19, Will +5; Str 10, Dex 25, Con 14, Int 16, 
  Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +25, Diplomacy +22, 
  Disguise +22, Escape Artist +27; Forgery +22, Gather 
  Information +22, Hide +27, Listen +20, Move Silently 
  +27, Sense Motive +20, Spot +20, Tumble +27; Armor 
  Proficiency (heavy), Dodge, Elusive Target*, Improved 
  Initiative, Mobility, Skill Focus(Bluff), Weapon 
  Finesse. 
   
  Possessions: +1 flaming shocking short sword, +1 
  dagger, +3 mithral chain shirt, gloves of dexterity +4, 
  ring of blinking, gem of seeing. 
  * see Appendix Two: New Rules Item 
   
  Belile: Brd7/Virtuoso*8; Male Flan Human: CR 15; 
  Medium Humanoid (5’ 6" tall); HD 15d6 + 15; hp 85; 
  Init +2; Spd 30 ft; AC 17, touch 12, flat-footed 15 (+3 for 
  +1 leather armor, +2 for +1 buckler, +2 dexterity); Base 
  Atk +9; Grp +9; Atk +10 melee (1d6 +1, songblade*, 19-
  20); Full Atk +10/+5 melee (1d8 +1, songblade*, 19-20); 
  SQ bardic music bardic knowledge, countersong, 
  fascinate, inspire competence, inspire courage +3, 
  suggestion, virtuoso performance (jarring song)*, 
  virtuoso performance (persuasive song)*, virtuoso 
  performance (song of fury)*, virtuoso performance 
  (sustaining song)*; AL CN; SV Fort +5, Ref +9, Will 
  +12; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 23. 
   
  Skills and Feats: Bluff +23, Concentration +19, 
  Diplomacy +24, Escape Artist +20, Intimidate +17, 
  Perform (Oratory) +29, Tumble +20; Combat Casting, 
  Dodge, Extra Music, Great Fortitude, Skill Focus 
  (Perform (Oratory)), Spell Penetration, Subsonics*. 
   
  Spells Known (4/4/4/4/4/2; Save DC = 16 + Spell 
  Level) 0
  th – detect magic, light, message, read magic, 
  resistance, summon instrument; 1
  st – cure light 
  wounds, grease, summon monster I, Tasha’s hideous 
  laughter; 2
  nd – calm emotions, cure moderate wounds, 
  glitterdust, mirror image; 3
  rd – confusion, cure serious 
  wounds, haste, summon monster iii ; 4
  th – cure critical 
  wounds, dominate person, freedom of movement, 
  greater invisibility ; 5
  th – greater dispel magic, greater 
  heroism, summon monster V. 
   
  Possessions: Songblade, +1 leather armor, +1 
  buckler, cloak of charisma +4. 
  * see Appendix Two: New Rules Item 
   
   
   
  
  VTF5-04 Secrets and Lies 
   
  Page 38 
  Appendix 2: New Rules Items
  Divine Sacrifice as presented in Complete Divine 
  Evocation 
  Level: Blackguard 1, paladin 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You can sacrifice life force to increase the damage you 
  deal.  Once each round, as a free action, you can 
  sacrifice up to 10 of your hit points (doing this does not 
  trigger an attack of opportunity).  For every 2 hit points 
  you sacrifice, on your next successful attack you deal 
  +1d6 damage, to a maximum of +5d6 on that attack.  
  Your ability to deal this additional damage ends when 
  you successfully attack or when the spell duration 
  ends.  You can make as many sacrifices as the spell 
  duration allows.  Sacrificed hit points count as normal 
  damage.  For example, an 8
  th-level paladin can cast this 
  spell with a duration of 4 rounds.  If she sacrifices 10 
  hit points a round and hits every round, she can spend 
  up to 40 hit points and deal up to +5d6 points of 
  additional damage all 4 rounds. 
   
  Elusive Target [Tactical] as presented in the 
  Complete Warrior 
   
  Prerequisites: Base Attack Bonus +6, Dodge, 
  Mobility. 
   
  Benefit: 1. Negate Power Attack: If the target of 
  your Dodge feat uses Power Attack against you, that 
  target gains no bonus to damage, but still takes an 
  attack penalty. 
  2. Diverting Defense: Target 1 enemy flanking you 
  with your Dodge feat. The first attack of that 
  round from that attacker instead targets the other 
  flanking enemy, who is considered flat-footed for 
  this attack. Any other attacks that round are as normal. 
  3. Cause Overreach: If an attack of opportunity caused 
  by your movement misses you, make a 
  free trip attack on that enemy. The enemy may not try 
  to trip you if you fail. 
   
  Songblade as presented in Complete Adventurer 
  Every move made with this +1 rapier fills the air with 
  sweet sounds.  While holding a songblade unsheathed, 
  the sword’s wielder gets a +2 enhancement bonus on 
  perform checks.  A bard wielding a songblade can use 
  her bardic music abilities one additional time per day.  
  The blade is scored in a beautiful, intricate pattern, and 
  as air moves across this magical etching generates the 
  music of  a songblade.  The blade’s musical qualities do 
  not function underwater, in a vacuum, or in other 
  environments where air cannot freely pass over the 
  blade. 
  Moderate transmutation; CL 8
  th, Craft Magic Arms and 
  Armor, sculpt sound, creator must have bardic music 
  class feature; Price 6,400 gp; Cost 3,360 gp + 243 XP. 
   
  Subsonics [General] as presented in Complete 
  Adventurer 
  Your music can affect even those who do not 
  consciously hear it. 
   
  Prerequisites: Perform(any) 10 ranks, bardic 
  music. 
   
  Benefit: You can produce music or poetics so 
  subtly that opponents do not notice it, yet your allies 
  still gain all the usual benefits from your bardic music.  
  Similarly, you can affect opponents within the range of 
  your music, but unless they can see you performing or 
  have some other means of discovering it, they cannot 
  determine the source of the effect. 
   
  Spymaster as presented in Complete 
  Adventurer 
   
  Some adventurers glory in their reputations – the 
  wider their exploits are known, the happier they are.  
  By contrast, the spymaster prefers to avoid attention.  
  She does her work quietly and in private, keeping well 
  away for public scrutiny.  To ally suspicions, she often 
  maintains a cover identity by pretending to be a 
  member of some other class – typically the one in 
  which she began her career. 
  Spymasters are rarely popular, but so long as nation 
  distrusts nation there will be work for those who can 
  gather information that others wish to keep hidden.  
  Many a ruler who publicly claims to abhor spymasters 
  secretly employs a stable of them, if only to protect his 
  own secrets from the spymasters of other nations.  This 
  set of circumstances, plus the secrecy inherent in the 
  profession of spymaster and its high mortality rate, 
  makes it impossible to determine how many 
  spymasters are active in a setting at any given time. 
  Rogues make excellent spymasters because of their 
  generous skill allotments and their propensity for 
  sneakiness.  Likewise, rangers have an edge when 
  operating as spymasters in outdoor surroundings.  
  However, a character of any class may become a 
  spymaster – the more unlikely the combination may 
  seem, the better the cover it provides.  Some wizards 
  and sorcerers use their spell ability as a cover for 
  
  VTF5-04 Secrets and Lies 
   
  Page 39 
  subterfuge, and some barbarians are far more subtle 
  than it seems.  Spymasters can be of any alignment.  
  They range from self-serving information brokers who 
  sell their information to the highest bidder to high-
  minded moles who penetrate and destroy corrupt 
  organizations. 
  It’s important for a spymaster to keep her personal 
  emotions distinct from her professional attachments.  
  She must be ready to liquidate someone she has come 
  to like without a moments thought if so ordered.  
  Betrayal is her business, and her loyalty is always to her 
  mission, not to the people she encounters while 
  carrying it out. 
  Occasionally, a spymaster may find it expedient to 
  infiltrate an adventuring party heading for an area 
  where her real mission lies.  In such a case, she behaves 
  in always a loyal party member until her goals and 
  those of her companions diverge. 
   
  Adaptation: Nearly undetectable and constantly 
  covering their tracks, spymasters are easily included in 
  a campaign as single NPCs or villains.  Spymasters 
  work best on their own or with a small group of 
  adventuring 
  companions 
  of 
  other 
  classes, 
  so 
  incorporating them into a campaign doesn’t usually 
  involve creating spymaster-specific organizations.  
  Rather, spymasters serve as the eyes and ears of many 
  organizations.  Several of these organizations described 
  in Chapter 6 of this book might make use of one or 
  more high-level spymasters to train other members, 
  keep tabs on rival organizations, and undertake special 
  missions not suitable for the talents of their regular 
  members.  Every kingdom has or wants many 
  spymasters in its employ as possible, and many who 
  have talent for such work find themselves carefully 
  watched and encouraged by agents of the crown. 
   
  Hit Die: d6 
   
  Requirements 
  To qualify to become a spymaster, a character must 
  fulfill the following criteria. 
  Skills: Bluff 8 ranks, Diplomacy 4 ranks, Disguise 8 
  ranks, Forgery 4 ranks, Gather Information 4 ranks, 
  Sense Motive 4 ranks. 
  Feats:  Skill Focus (Bluff). 
   
  Class Skills 
  The spymasters’s class skills (and the key ability for 
  each skill) are Appraise (Int), Balance (Dex), Bluff 
  (Cha), Climb (Str), Decipher Script(Int), Diplomacy 
  (Cha), Disable Device (Int), Disguise (Cha), Escape 
  Artist (Dex), Forgery (Int), Gather Information (Cha), 
  Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge 
  (history) (Int), Knowledge (local) (Int), Knowledge 
  (nobility and royalty) (Int), Listen (Wis), Move Silently 
  (Dex), Open Lock (Dex), Search (Int), Sense Motive 
  (Wis), Slight of Hand (Dex), Speak Language (n/a), 
  Spot (Wis), Swim (Str), Tumble (Dex), Use Magic 
  Device (Cha) and Use Rope (Dex). See Chapter 4 of the 
  Player’s Handbook for all skill descriptions. 
  Skill Points at Each Level:  8 + Int Modifier 
   
  Class Features 
  The following are class features of the spymaster 
  prestige class. 
  Weapon and Armor Proficiency: Spymasters are 
  proficient with all simple and martial weapons and 
  with light and medium armor. 
  Cover Identity (Ex): A spymaster has one specific 
  cover identity (such as “Murek, the tailor from 
  Sumberton”).  While operating in that identity, she 
  gains +4 circumstance bonus on Disguise checks and a 
  +2 circumstance bonus on Bluff and Gather 
  Information checks. 
  A spymaster can add an additional cover identity to her 
  repertoire at 4
  th level and another at 7
  th level. 
  Should a spymaster wish to “retire” a cover identity and 
  develop a new one, she must spend one week 
  rigorously practicing subtle vocal intonations and body 
  language before she earns the bonuses.  Cover 
  identities do not in themselves provide the spymaster 
  with additional skills, proficiencies, or class features 
  that others might expect of the professions pretended.  
  Thus, a spymaster must be careful to choose identities 
  that can withstand ordinary scrutiny. 
  Undetectable Alignment (Ex): The web of different 
  identities and agendas inside a spymaster’s mind makes 
  it impossible for others to detect her alignment by 
  means of any for of divination.  This ability functions 
  like an undetectable alignment spell, except it is always 
  active. 
  Quick Change (Ex): By 2
  nd level, a spymaster has 
  become adept at quickly switching from one identity 
  to another.  She can now don a disguise in one-tenth 
  the normal time (1d3 minutes) and don or remove 
  armor in one-half the time. 
  Scrying Defense (Ex): Starting at 2
  nd level, a spymaster 
  can add her class level to Will saves against divination 
  (scrying) spells, as well as spot checks made to notice 
  the sensors created by such spells. 
  Magic Aura (Sp): At 3
  rd level, a spymaster gains the 
  ability to use Nystul’s magic aura at will with a caster 
  level equal to her class level.  Most spymasters use this 
  ability to shield their own magic items from detection. 
  
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  Sneak Attack (Ex): Beginning at 3
  rd level, a spymaster 
  deals an extra 1d6 points of damage when flanking an 
  opponent or any time the target would be denied its 
  dexterity bonus.  This ability applies to ranged attacks 
  only if the target is within 30 feet.  It increases to 2d6 at 
  6
  th level.  See the rogue class feature, page 50 of the 
  Player’s Handbook. If a spymaster sneak attack bonus 
  from another source (such as levels of rogue), the 
  bonus on damage stack. 
  Slippery Mind (Ex):  Starting at 4
  th level, a spymaster 
  has a second chance to wriggle free from any 
  enchantment spells and effects.  See rogue class 
  feature, page 51 of the Player’s Handbook.  
  Dispel Scrying (Su):  At 5
  th level and higher, a 
  spymaster can dispel a scrying sensor as casting a 
  targeted greater dispell magic.  Her caster level is equal 
  to her class level +10.  She can use this ability of times a 
  day equal to 3 + her Intelligence modifier.  
  Deep Cover (Ex):  At 7
  th level, a spymaster becomes 
  able to quiet her mind and completely immerse herself 
  in her cover identity.  While she operates under deep 
  cover divination spells detect information appropriate 
  to her cover identity; they reveal nothing relating to 
  her spymaster persona.  
   
   
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +0 
  +0 
  +2 
  +0 
  Cover Identity, undetectable alignment 
  2
  nd 
  +1 
  +0 
  +3 
  +0 
  Quick change, scrying defense 
  3
  rd 
  +2 
  +1 
  +3 
  +1 
  Magic aura, sneak attack +1d6 
  4
  th 
  +3 
  +1 
  +4 
  +1 
  Cover identity, slippery mind 
  5
  th 
  +3 
  +1 
  +4 
  +1 
  Dispel scrying 
  6
  th 
  +4 
  +2 
  +5 
  +2 
  Sneak attack +2d6 
  7
  th 
  +5 
  +2 
  +5 
  +2 
  Cover identity, deep cover 
   
  Thief-Acrobat 
  as 
  presented 
  in 
  Complete Adventurer 
  A thief-acrobat excels in getting in and getting out.  If 
  every street-level entrance to the Jewelers’ Guildhouse 
  is locked and well guarded, a thief-acrobat simply 
  jumps atop the building from the roof of a nearby inn, 
  throws a grappling hook to the highest minaret, runs 
  up the attached rope to a shuddered window, and 
  quickly picks the lock.  Should a thief-acrobat’s escape 
  go awry once she has the goods, her gymnastic combat 
  style keeps her out of harms way. 
  Most thief-acrobats are rogues who worked their way 
  up through the ranks of the local thieves’ guild before 
  learning the second-story trade from more experienced 
  burglars.   Characters of other classes – particularly 
  barbarians and illusionists – often find that the 
  acrobatics and climbing skills of the thief-acrobat class 
  complement their abilities nicely. 
  Adventuring parties often encounter an NPC thief-
  acrobat in the middle of committing a crime.  
  Sometimes, however, thief-acrobats hire adventurers to 
  help them with particularly dangerous capers, or even 
  create diversions while they work. 
   
  Adaptation: Guilds of thieves large and small could 
  have an elite cadre of cat burglars and second-story 
  people.  Changing the class’s name slightly can have a 
  great impact on how the prestige class is perceived in 
  your game.  Despite its name, members of the thief-
  acrobat class might have nothing to do with thievery.  
  Labeling the class “adventuring acrobat” or something 
  
  VTF5-04 Secrets and Lies 
   
  Page 41 
  similar gives the class a reason to exist that has little to 
  do with high-level burglaries.  
   
  Hit Die: d6. 
   
  Requirements 
  To qualify to become a thief-acrobat, a character must 
  fulfill the following criteria. 
  Skills: Balance 8 ranks, Climb 8 ranks, Jump 8 ranks, 
  Tumble 8 ranks. 
  Special:  Evasion class feature 
   
  Class Skills 
  The thief-acrobat’s class skills (and the key ability for 
  each skill) are Appraise (Int), Balance (Dex), Climb 
  (Str), Craft (Int), Disable Device (Int), Escape Artist 
  (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), 
  Open Lock (Dex), Perform (Cha), Search (Int), Tumble 
  (Dex) and Use Rope (Dex). See Chapter 4 of the 
  Player’s Handbook for all skill descriptions. 
  Skill Points at Each Level:  6 + Int Modifier 
   
  Class Features 
  The following are class features of the thief-acrobat 
  prestige class. 
  Weapon and Armor Proficiency: Thief-acrobats are 
  proficient with all simple weapons. 
  Fast Acrobatics (Ex): A thief-acrobat can avoid the 
  normal penalties for accelerated movement while 
  using her acrobatic talents.  She ignores the normal -5 
  penalty when making a Balance check while moving at 
  her normal speed.  She can climb at half her speed as a 
  move action without taking the -5 penalty on her 
  Climb check.  Finally, she can tumble at her full speed 
  without taking her normal -10 penalty on her Tumble 
  check. 
  Kip Up (Ex): A thief-acrobat can stand up from a 
  prone position as a free action that doesn’t provoke 
  attacks of opportunity.  This ability works only if the 
  thief-acrobat wears light or no armor and carries no 
  more than a light load. 
  Steady Stance (Ex): A thief-acrobat stays stable on her 
  feet when others have difficulty standing.  She is not 
  considered flat footed while balancing or climbing, and 
  she adds her class level as a bonus on Balance or Climb 
  checks to remain balancing or climbing when she 
  takes damage. 
  Agile Fighting (Ex): A whirling, spinning thief-
  acrobat is a devilishly difficult target.  Starting at 2
  nd 
  level, a thief-acrobat gains a +1 dodge bonus to Armor 
  Class.  While fighting defensively or using total 
  defense, this bonus becomes +2.  At 4
  th level, these 
  bonuses increase by 1 (to +2 and +3 respectively). 
  In addition, a thief-acrobat takes no penalty to her 
  Armor Class or on her melee attacks rolls when 
  kneeling, sitting, or prone. 
  This ability works only if a thief-acrobat wears light or 
  no armor and carries no more than a light load. 
  Slow Fall (Ex): Beginning at 2
  nd level, a thief-acrobat 
  reduces the effective distance of falls by 20 feet.  At 4
  th 
  level, this improves to reduce the effective distance of 
  falls by 30 feet.  See monk class feature, page 41 of the 
  Player’s Handbook.  If a thief-acrobat has this ability 
  from another class, the distances stack to determine 
  the effective reduction of the falling distance. 
  Acrobatic Charge (Ex): Starting at 3
  rd level, a thief-
  acrobat can charge in situations where others cannot.  
  She can charge over difficult terrain that normally 
  slows movement or through allies blocking her path.  
  This ability enables her to charge across a cluttered 
  battlefield, leap down from a ledge, or swing across a 
  chasm to get to her target.  Depending on the 
  circumstance, she may still need to make appropriate 
  checks (such as Jump, Tumble, or Use Rope checks) to 
  successfully move over the terrain. 
  Defensive Roll (Ex): Beginning at 3
  rd level, one per 
  day a thief-acrobat can roll with a potentially lethal 
  blow to take less damage from it than she otherwise 
  would.  See the rogue class feature, page 51 of the 
  Player’s Handbook. 
  At 5
  th level, a thief-acrobat can use this ability twice per 
  day.  
  Skill Mastery (Ex): At 4
  th level, a thief-acrobat has 
  become so confident in the use of certain skills that she 
  can use them reliably even under adverse conditions.  
  When making Balance, Climb, Jump, or Tumble 
  checks she can take 10 even if stress and distractions 
  would normally prevent her from doing so. 
  Improved Evasion (Ex): A 5
  th-level thief-acrobat can 
  avoid damage from certain attacks with a successful 
  Reflex save and only takes half damage on a failed save. 
   See the monk class feature, page 42 of the Player’s 
  Handbook. 
   
  Class 
  Base 
  Fort 
  Ref 
  Will 
  Special 
  
  VTF5-04 Secrets and Lies 
   
  Page 42 
  Level 
  Attack 
  Bonus 
  Save 
  Save 
  Save 
  1
  st 
  +0 
  +0 
  +2 
  +0 
  Fast acrobatics, kip up, steady stance 
  2
  nd 
  +1 
  +0 
  +3 
  +0 
  Agile fighting +1/+2, slow fall 20 ft. 
  3
  rd 
  +2 
  +1 
  +3 
  +1 
  Acrobatic charge, defensive roll 1/day 
  4
  th 
  +3 
  +1 
  +4 
  +1 
  Agile fighting +2/+3, skill mastery, slow fall 30 ft. 
  5
  th 
  +3 
  +1 
  +4 
  +1 
  Defensive roll 2/day, improved evasion 
   
   
  Virtuoso as presented in Complete 
  Adventurer 
   
  The roar of the crowd, the praise of spectators after a 
  truly great performance, the showers of gifts from 
  attractive admirers – why would anyone trade all that 
  for sleeping in the woods or poking around in smelly 
  old dungeons?  The virtuoso leaves creeping down 
  dark corridors and matching wits against deadly traps 
  to others.  His place is on the stage, surrounded by 
  adoring fans.  Fortunately for him, every place he goes 
  becomes a stage, and so long as there’s anyone around 
  to impress, he’s in the spotlight. 
  The typical virtuoso is outgoing, charismatic, and 
  gregarious.  He loves to be around people and is quick 
  to win friends with his charming manner.  Some might 
  call him a temperamental egomaniac, yet everyone 
  feels a little better in his presence.  Many virtuosos are 
  musicians; others accomplished dancers or actors.  Still 
  others choose to specialize in obscure and unusual 
  forms of entertainment, such as stage magic or 
  juggling. 
  Bards are most often drawn to this prestige class, 
  although multiclass rogue/sorcerers or rogue/clerics 
  can also excel in it.  Bards tend to perform as musicians 
  or actors, rogues as dancers or slight-of-hand artists, 
  sorcerers as stage magicians, and clerics as orators.  
  Characters of most other classes are either not 
  outgoing enough to enjoy being virtuosos, or they find 
  other outlets for their extroverted tendencies. 
  Since entertainers are often on the road, an NPC 
  virtuoso can be encountered anywhere, incorporating 
  as much adventuring into his journeys as he wishes.  
  Because of his talent for winning admirers, he usually 
  remains 
  above 
  suspicion 
  should 
  anything 
  underhanded take place in the town he is visiting on 
  tour. 
   
  Adaptation: The virtuoso prestige class can play many 
  different roles in a campaign.  In one world, members 
  of a specific bardic college might all be members of the 
  class.  In another, virtuosos might be dedicated to 
  magic, not music. 
   
  Hit Die: d6 
   
  Requirements 
  To qualify to become a virtuoso, a character must fulfill 
  the following criteria. 
  Skills: Diplomacy 4 ranks, Intimidate 4 ranks, Perform 
  (any) 10 ranks. 
  Special: Arcane caster level 1
  st. 
   
  Class Skills 
  The virtuoso’s class skills (and the key ability for each 
  skill) are Balance (Dex), Bluff (Cha), Concentration 
  (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), 
  Escape Artist (Dex), Gather Information (Cha), 
  Intimidate (Cha), Jump (Str), Perform (Cha), Spellcraft 
  (Int), and Tumble (Dex).  
  Skill Points at Each Level:  6 + Int Modifier 
   
  Class Features 
  All of the following are class features of the virtuoso 
  prestige class. 
  Weapon and Armor Proficiency: Virtuosos gain no 
  proficiency with any weapon or armor. 
  Bardic Music: Virtuoso levels stack with bard levels 
  for the purpose of determining the virtuoso’s daily uses 
  of his bardic music abilities (if any) and the value of the 
  bonus granted by inspire courage (if the virtuoso has 
  that bardic music ability).  For example, a 10
  th-level 
  bard/4
  th-level virtuoso could use bardic music fourteen 
  times a day, and his inspire courage ability would grant 
  a +3 moral bonus on the appropriate rolls. 
  A virtuoso also gains the fascinate bardic music ability, 
  if he doesn’t already have it.  He can use his 
  performance to cause one or more creatures to become 
  fascinated with him.  See the bard class feature, page 29 
  of the Player’s Handbook. 
  Virtuoso Performance (Ex): A virtuoso can use his 
  Perform skill to create magical effects on those around 
  him.  He can use these abilities once per day per 
  virtuoso level.  He can use any form of performance as 
  part of the ability.  Although many of the names refer 
  
  VTF5-04 Secrets and Lies 
   
  Page 43 
  to musical performances, a virtuoso isn’t actually so 
  limited – for example, an actor could perform a 
  “sustaining soliloquy” or “sustaining dance” rather than 
  sustaining song.  Each ability requires both a minimum 
  virtuoso level and a minimum number of ranks in any 
  Perform skill to qualify.  If a virtuoso does not have the 
  required number of ranks in at least one Perform skill, 
  he does not gain the virtuoso performance ability until 
  he acquires the needed ranks. 
  Starting a virtuoso performance effect is a standard 
  action.  Some virtuoso performance abilities require 
  concentration, which means that the virtuoso must 
  take a standard action each round to maintain the 
  ability. 
   
  Unlike 
  with 
  bardic 
  music 
  virtuoso 
  performance doesn’t restrict a virtuoso’s spellcasting or 
  magic item activation.  If a virtuoso’s performance 
  requires sound, a deaf virtuoso has a 20% chance to fail 
  when attempting to use virtuoso performance.  If he 
  fails, the attempt still counts against his daily limit. 
  If a virtuoso has the bardic music class feature, he can 
  spend two daily uses of bardic music to deliver a 
  virtuoso performance. 
  Persuasive Song (Ex): A virtuoso with at least 11 ranks 
  in a perform skill can deliver a performance that sways 
  the attitude of his audience.  Treat this as a Diplomacy 
  check made to influence NPC attitudes (see pages 71-
  72 of the Player’s Handbook), but replace the 
  Diplomacy check with a perform check.  Viewers must 
  be within 30 feet of the virtuoso, be able to see him 
  clearly, and be willingly paying attention to his actions. 
   This ability requires at least 10 consecutive rounds of 
  concentration to take effect, and it can affect a 
  particular creature only once per day.  Hostile audience 
  members can’t be influenced with this ability. 
  Sustaining Song (Su): A virtuoso of 3
  rd level or higher 
  with at least 13 ranks in a Perform skill can sustain his 
  dying allies, assisting their recovery.  Each round that 
  the song continues, all allies within 30 feet of 
  automatically become stable (if dying) or regain 1 hit 
  point (if stable and between -1 and -9 hit points).  A 
  sustaining song has no effect on enemies or on allies 
  with 0 or more hit points.  A virtuoso can keep up his 
  sustaining song for 5 minutes.  This is a mind affecting 
  ability. 
  Jarring Song (Su): A virtuoso of 5
  th level or higher with 
  at least 15 ranks in a perform skill can inhibit 
  spellcasting.  Any enemy trying to cast a spell during a 
  jarring song must make a Concentration check with a 
  DC equal to the virtuoso’s Perform check to avoid 
  losing the spell.  A virtuoso can keep up his jarring 
  song for 10 rounds.   
  Song of Fury (Su): A virtuoso of 7
  th level or higher with 
  at least 17 ranks in a Perform skill can use his 
  performance to turn allies into furious berserkers.  
  Each ally within 30 feet who can see and hear the 
  virtuoso can choose to go into a rage on her turn.  This 
  functions identically to the barbarian’s rage except that 
  it ends automatically if the virtuoso stops performing.  
  If the ally already has the ability to rage, she can choose 
  to apply the full effect of her own rage, without 
  spending one of her daily uses of rage.  A virtuoso can’t 
  use song of fury on himself.  This is a mind-affecting 
  ability. 
  Mindbending Melody (Sp): A virtuoso 9
  th level or 
  higher with at least 19 ranks in a Perform skill can 
  dominate a humanoid that he has already fascinated.  
  This ability functions like a dominate person spell with 
  a caster level equal to the virtuoso’s class level.  The 
  target can make a Will save (DC 10 + virtuoso’s class 
  level + virtuoso’s Cha modifier) to negate the effect.  A 
  mindbending melody is a mind-affecting, language-
  dependent, enchantment (compulsion) ability. 
  Revealing Melody (Su): A 10
  th-level virtuoso with at 
  least 20 ranks in a Perform skill can use his 
  performance to reveal all things as they actually are.  
  All allies within 30 feet who can see and hear the 
  virtuoso’s performance are affected as if by a true 
  seeing spell with a caster level equal to the virtuoso’s 
  class level.  The effect lasts as long as the virtuoso 
  performs. 
  
  VTF5-04 Secrets and Lies 
   
  Page 44 
   
  Spells per Day/Spells Known: Beginning at 2
  nd level, 
  a virtuoso gains new spells per day (and spells known, 
  if applicable) as if he had gained a level in an arcane 
  spell casting class to which he belonged before adding 
  the prestige class level.  He does not, however, gain any 
  other benefit a character of that class would have 
  gained.  If he has more than one arcane spellcasting 
  class before becoming a virtuoso, he must decide to 
  which class to add each level for the purpose of 
  determining spells per day and spells known. 
   
   
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1
  st 
  +0 
  +0 
  +0 
  +2 
  Bardic music (fascinate), 
  virtuoso performance 
  (persuasive song) 
   
  2
  nd 
  +1 
  +0 
  +0 
  +3 
   
   +1 level of existing arcane 
  spellcasting class 
  3
  rd 
  +1 
  +1 
  +1 
  +3 
  Virtuoso performance 
  (sustaining song) 
  +1 level of existing arcane 
  spellcasting class 
  4
  th 
  +2 
  +1 
  +1 
  +4 
   
  +1 level of existing arcane 
  spellcasting class  
  5
  th 
  +2 
  +1 
  +1 
  +4 
  Virtuoso performance (jarring 
  song) 
  +1 level of existing arcane 
  spellcasting class 
  6
  th 
  +3 
  +2 
  +2 
  +5 
   
  +1 level of existing arcane 
  spellcasting class  
  7
  th 
  +3 
  +2 
  +2 
  +5 
  Virtuoso performance (song of 
  fury) 
  +1 level of existing arcane 
  spellcasting class 
  8
  th 
  +4 
  +2 
  +2 
  +6 
   
  +1 level of existing arcane 
  spellcasting class  
  9
  th 
  +4 
  +3 
  +3 
  +6 
  Virtuoso performance 
  (mindbending melody) 
  +1 level of existing arcane 
  spellcasting class 
  10
  th 
  +5 
  +3 
  +3 
  +7 
  Virtuoso performance 
  (revealing melody) 
  +1 level of existing arcane 
  spellcasting class  
   
   
   
  
  VTF5-04 Secrets and Lies 
   
  Page 45 
  Appendix Three – Maps 
  Player Map #1 – Veluna 
  Full color map available at http://www.veluna.net/geo_map.html. 
   
  
  VTF5-04 Secrets and Lies 
   
  Page 46 
  Player Map #2 – Falsridge 
  Full color map available at http://www.veluna.net/images/citymaps/falsridge_map.jpg 
   
   
   
   
   
  
  VTF5-04 Secrets and Lies 
   
  Page 47 
  Player Map #3 – Mitrik 
  Full color map available at http://www.veluna.net/images/citymaps/map_mitrik.jpg. 
   
   
  
  VTF5-04 Secrets and Lies 
   
  Page 48 
  Player Map #4 – Veluna City  
  Full color map available at http://www.veluna.net/geo_m-city.html 
  
  VTF5-04 Secrets and Lies 
   
  Page 49 
  DM Map #1 – Falsridge Pack Hideout 
   
   
  
  VTF5-04 Secrets and Lies 
   
  Page 50 
  DM Map #2 – Jelemanar’s Mitrik Hideout  
   
   
  
  VTF5-04 Secrets and Lies 
   
  Page 51 
  DM Map #3 – Arthan’s House  
   
  
  VTF5-04 Secrets and Lies 
   
  Page 52 
  Appendix 4 – Player Handouts 
  Player Handout #1 
   
  Dear Sir or Madam, 
   
  I overheard your interview as you entered the gates of Falsridge.  I believe your 
  skills can be of use to the Knights of the Cudgel in a particular sensitive matter that 
  needs to be taken care of.  If you would be so kind to meet me at the Highland Inn at 
  7 bells this evening so we can discuss the matter and fees for such a task. 
   
  Sir Maleous Narthen 
  Knight of the Cudgel 
   
   
   
   
   
  Player Handout #2 
   
  Dear Brother, 
   
  It has come to our attention that there is a plot to assassinate the alpha male.  We 
  want you to discover who is behind this plot and attempt to stop it.   
    
   
   
   
   
   
  Player Handout #3 
   
  Friend, 
   
  It is time to take over this pitiful organization known as the Pack.  Unfortunately, 
  the leader has learned of our goals and has gone into hiding.  We need him found and 
  eliminated so we can smooth over the transition process.  Be sure to take standard 
  protocols in eliminating this communication.  
  
  VTF5-04 Secrets and Lies 
   
  Page 53 
  Player Handout #4 
   
  Zessen, 
   
  Since my ascension to Alpha Male I have had to leave the group in Falsridge 
  relatively leaderless.  I need you to oversee a couple of things for me.  First, find a new 
  hideout, I have come to believe after recent events your current one may be 
  compromised.  Second, bring operations in Falsridge back under the fold.  If you can 
  complete these two tasks satisfactorily I think we may have found the new top dog in 
  Falsridge. 
   
  Your friend, 
   
  Jelemanar 
   
  Alpha Male  
   
   
   
   
   
  Player Handout #5 
   
  Gentlemen, 
   
  We have discovered who is attempting to kill the Alpha Male.  There will be a 
  party of adventurers matching this description coming here over the next few days.   
   
  (Followed by a good description of the PCs.) 
   
  Take care of the problem and do not let them get to Mitrik. 
   
   
  The Alpha Male  
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Velverdyva Trade Route/595/Normal Scenarios/VTF5-04 - Secrets and Lies (APL 4-14)/VTF5-04 - Secrets and Lies.pdf