TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  NYR4-07 
   
   
   
   
   
  And All the King’s Men 
   
   
  A Two-Round D&D LIVING GREYHAWK®  
  Nyrond Regional Adventure 
  Version 1.0 
  by Tom Kee 
  (Edited by John Jenks and Stephanie Zuiderweg) 
  (This module also contains information taken from earlier Nyrond Regionals by Loren Dean, Stephanie and J. Eddy 
  Roberts, and Robert Moon) 
   
   
   
   
  Surely the King must know. Not even the maze of crime and treachery known as Oldred could hide a secret of this 
  magnitude. Why then hasn’t he acted? Perhaps he doesn’t know then. But should we tell him? Conceivably this 
  information might even hold value in other markets. How much does an audience with the Duke cost these days 
  anyway? An investigation module full of danger and political intrigue. Set in the Kingdom of Nyrond. Are you ready to 
  take the risk? For APLs 6-16. 
  
  And All the King’s Men 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and record-keeping after the game. The following 
  guidelines are here to help you with both the preparation 
  and voting segment of the game. Read this page carefully 
  so that you know and can communicate to your players 
  the special aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at 
  least one d4, d6, d8, d10, d12, and d20), some scrap paper, 
  a pencil, an RPGA scoring packet, and your sense of fun. 
  It is also a good idea to have a way to track movement 
  during combat. This can be as simple as a pad of graph 
  paper and a pencil, as handy as a vinyl grid map and chits, 
  or as elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the judge) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, or 
  the Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  bold italics. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  
  And All the King’s Men 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  Combat feat, he may bring a single warhorse, light or 
  heavy, with him in the adventure and it will not 
  count 
  toward 
  the 
  APL 
  calculation. 
  3. 
  Sum the results of 1 and 2, and 
  divide by the number of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the 
  adventure begins whether they 
  would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  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. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are two 
  things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep
   
   
   
   
  This is a standard continuous 
  two-round Regional adventure, 
  set in Nyrond.  Characters native 
  to Nyrond pay one Time Unit 
  per round, all others pay two 
  Time Units per round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy 
  new spell component pouches 
  and healer’s kits, and may suffer other in-game penalties 
  (or possibly gain in-game benefits) as may be detailed in 
  this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  The following is a summary of the political forces at work 
  in the city of Oldred, the setting for this scenario.  This 
  section is an updated version of the information 
  presented in NYR4-02 In the Streets of Oldred, which 
  was a compilation of common knowledge taken from the 
  Nyrond website and the Living Greyhawk Gazetteer and 
  plays a notable role in the adventure. 
  Duchy of Korenflass  
   
   
   
  Governed by Duke Regurd Korenflass, the Duchy of 
  Korenflass is geographically split into two regions: the 
  Coast and the Northern Hills. The Coastal region 
  composes the remainder of the original Duchy of 
  Korenflass. The soil is chalky, brittle and stony, and is not 
  easily farmed, being used mostly for grazing and animal 
  
  And All the King’s Men 
   
  Page 3 
  husbandry. The King added the Northern Hills region 
  during the Provincial reorganization, giving Korenflass 
  both the Anodan Hills and arable farmland beyond the 
  hills.  
   
  The Coastal region is notorious for its criminal 
  element, with the capital Oldred being a haven of 
  organized criminal elements delicately balanced through 
  the manipulations of the Duke. The size of the illegal 
  economy in the Duchy of Korenflass is largely 
  guesswork, but smuggling is a way of life and definitely 
  large. Reports of piracy and slavery are common too, and 
  definitely happen, though the actual number of incidents 
  varies widely depending on whom you talk to. Those 
  honest able-bodied men who neither shepherd nor fish 
  are generally either members of Nyrond's navy, work in 
  the Oldred shipyards, or are in some way involved with 
  supporting the various naval stations. At least until 
  recently as the Navy has been pulled from Oldred by 
  order of the king. See below for more detail. 
   
  Along the coast, the locals are moderately friendly, at 
  least by the standards of the hard-pressed. Most are also 
  smugglers, have been smugglers in the past, or have 
  friends or kin who are smugglers. Because of this, 
  questions are often answered indirectly. Deception and 
  dishonestly are ways of life. The criminal element of 
  course prefers to prey on outsiders. In the coastal regions 
  the storm god Procan is widely worshiped, to the point 
  where those worshipping others are sometimes put 
  under some pressure.  
   
  King Lynwerd keeps Duke Regurd Korenflass under 
  careful watch. During the reign of Lynwerd's Father, 
  King Archbold, the Duke was openly critical of the 
  crown's failings, and frustrated by the problems these 
  caused him. In one of the more notable instances, the 
  Duke was forced to pay the Royal Navy stationed in 
  Oldred, and subsequently refused to pay taxes to the 
  Crown because of the costs he incurred. This was the 
  start of a number of minor disputes between the Duke 
  and Archbold, and in the end the Duke paid very little to 
  no taxes. The King was furious and threatened military 
  action to collect taxes, while the Duke insinuated similar 
  threats in kind.  
   
  On top of all this, the Duke was also a friend and 
  supporter of the younger Prince Sewarndt, who later 
  attempted and failed to seize the throne from his father.  
   
  The Duke is quite politically adept however, and 
  upon learning the full situation of Sewarndt's coup he 
  immediately set forth to Rel Mord where he presented 
  the new King, Lynwerd, with a respectable down-
  payment on back taxes, and his sworn word of fealty. 
  While the new King was critical of the Duke, this act was 
  sufficient to allow him to retain the central portion of his 
  lands. In the end he lost most of the coastline, which was 
  placed into the Eventide County and the northern 
  portions of his land beyond the point of Mithat bay, but 
  was given additional arable land to the north and 
  northwest of his original province. Since then, the Duke 
  has been striving to regain control where he can. 
   
  With the two leaders posturing and distracted, there 
  was an increase in criminal activities. All sorts of 
  smugglers and criminal elements have gained a foothold 
  throughout the Coastal Region, mostly centered in 
  Oldred where they play a careful game of cat and mouse 
  to avoid the Duke and to increase their own power. The 
  Duke does his best to balance the various power groups, 
  but sometimes fears he has lost complete control of 
  Oldred. Unfounded rumors off the street claim this has 
  caused him to seek other sources to bolster his power.  
   
  Soon after Lynwerd took the crown, he married the 
  Princess Lehiidi Coriner from the Duchy of Urnst. 
  Unfortunately, in the years since the marriage no heirs 
  have been forthcoming, although there have been a few 
  miscarriages. Much to the dismay of his wife, the Duke 
  has also not stopped his carousing ways. When one of his 
  children by other women is found, the Duke usually has 
  it sent outside his lands for fostering. 
   
  What is not known, although it has been speculated 
  on by some, is that the now Duchess Lehiidi Korenflass is 
  actually a spy for the Scarlet Brotherhood. Her 
  miscarriages have been no accident, as she was not 
  allowed to bear children until the loyalty of the Duke 
  could be assured to the Brotherhood. Alternatively, a 
  secondary plan has been for her to produce an “heir” that 
  was actually sired by an appropriately pureblooded Suel 
  father. This would need to be made to look like it was the 
  Duke’s child however, and that is no easy task. For the 
  past few years, she has been a source of information about 
  the goings on in the Duke’s palace, and as much outside 
  of the palace to which she was privy, to the Scarlet 
  Brotherhood. And through her they have been subtly 
  manipulating the course of actions the Duke has been 
  taking. The Duke has not been unaware of this 
  manipulation and has done his best to finely balance the 
  many powerful forces attempting to pull at him. After all, 
  he brokered the marriage with the Brotherhood. It was 
  his way of arranging a potential ally for the future. One 
  small way in which he has managed to strike back has 
  been to plant his seed outside the palace in an attempt to 
  have heirs should the need arise. In the meantime, he is 
  careful to control the information that he allows his 
  “wife” access to as he knows it will quickly find it’s way to 
  the Brotherhood. 
   
  Approximately five months ago, in what seemed to 
  all as a fit of pique, the King finally declared that Oldred 
  was “a den of crime and treachery” and that until such a 
  time as Duke Korenflass regained control over the city, 
  the Royal Navy was being pulled from Oldred. Most of 
  the fleet was reassigned to Mithat, while a handful of 
  ships were sent to take up station in Shantadern. 
  Additionally, it is rumored that the King is considering 
  sending troops into Oldred to deal with the issue himself. 
  However, other pressing issues would make that seem 
  unlikely at this time. 
  
  And All the King’s Men 
   
  Page 4 
   
  The most important new piece of information about 
  the Duke and Duchess has yet to surface though. In a 
  rather surprising turn of events, the two have actually 
  fallen in love over the course of the last seven months. 
  The many machinations around him and his ability to 
  deal with them have impressed Lehiidi. At the same time, 
  she has felt some guilt for her own role in the troubles 
  and has been sympathetic to the stressful situation he has 
  found himself in. Her sudden show of “affection” for the 
  Duke, while suspicious, was enough for him to let his 
  guard down to her. The gamble paid off and the two have 
  finally formed a true bond. However, they are both still 
  pulled by many responsibilities and many loyalties. 
   
  The main point of this module is to help the 
  Duchess decide by which party the Duke’s best interests 
  can be served. She is truly walking a razor’s edge of 
  uncertainty and will be swayed in whichever direction 
  the PCs wish to move her. Additionally, the PCs and the 
  Duchess will then be able to help influence which 
  direction the Duke decides to go. How he will actually 
  act on that decision is for the future. 
  Oldred Crime Families 
   
   
   
  Few cities in the civilized Flanaess are as corrupt as 
  Oldred.  It is without a doubt a den of iniquity of the 
  highest order.  Dominating the political landscape of this 
  port city are three crime families:  the Vardushis, 
  Caerizars, and Bayfields.  Together, they run nearly all the 
  major “businesses” of the city.   
   
  Additionally, a fourth family, the Torbaas family, has 
  sprung up in the last two years. While it has become 
  more and more apparent that they are simply a front for 
  the Scarlet Brotherhood, hard proof of such has been 
  hard to come by. All of these organizations are described 
  in more detail below. 
  Vardushi Family 
   
   
   
   
  The Vardushi Family is one of the most respected 
  families in Oldred, bearing a lesser noble title and a 
  knighthood for its head, Sir Elmain.  The family fortune 
  officially comes from shipping and receiving, and they 
  will ship almost anything.  Their interests now include 
  ownership of several gaming establishments, an 
  extensive bookmaking operation, management of several 
  ‘recreational’ houses, and of course, ‘street operations.’  
  The Vardushis are the largest of “the Three Families” and 
  by far the most benign; for the last two generations the 
  family has been moving towards total legitimacy, and 
  toward that end, have cut back street operations, 
  shutdown or sold many of their more extreme gambling 
  and pleasure houses, and have become far more selective 
  of their cargo.  Sir Elmain spent time in the Military early 
  in the war and later was tapped for service in the Royal 
  Intelligence Services, and his son, Margus, has followed 
  suit.  Both father and son are absolutely loyal to King 
  Lynwerd.  This loyalty has not endeared the family to 
  Duke Korenflass, but has helped immensely in their 
  move toward legitimacy. 
   
  The family is still involved in smuggling and will 
  ship cargos to just about any location with very few 
  questions.  However the primary ‘illegal’ cargos being 
  shipped by the family recently are weapons to the rebels 
  in Onnwal.  King Lynwerd is aware of, and even involved 
  in these efforts to arm the rebels, and due to their aid 
  with Onnwal, he and his tax collectors look the other way 
  in relation to their other shipments. 
   
  The heir apparent of the Vardushi family is 
  carousing first-born son, Margus.  The twenty-six year-old 
  is starting to receive pressure from both his parents and 
  his uncles to end his dalliances with employees and to 
  find a wife.  Thus he is now looking for a respectable 
  woman who would be an appropriate mistress of a great 
  house. 
   
  This need has become even greater due to the death 
  of Sir Elmain’s youngest son, Josen, about six months 
  past. His son was kidnapped by junior operatives of the 
  Scarlet Brotherhood as part of their attempts to disrupt 
  the shipping of weapons to Onnwal. While they had 
  become aware of the shipments, they had not yet 
  identified a specific source of the weapons and so sought 
  to disrupt the balance of power in general in Oldred. This 
  plan had begun by inserting the new upstart family, the 
  Torbaas’, and continued by attempting set the other 
  families upon each other. One of the earlier and clumsier 
  attempts was the kidnapping, and subsequent death, of 
  Josen. Unfortunately for the brotherhood, a group of 
  young adventurers became involved and captured the 
  operatives behind the kidnapping, although not before 
  the death of Josen. While, the Vardushis were not able to 
  gain much information from the captured monks, they 
  were able to confirm that they were operatives of the 
  Scarlet Brotherhood. 
  Caerizar Family 
   
   
   
   
  Led by Kolir Caerizar, the Caerizar family is the most 
  malicious of “the Three”.  Almost completely Suloise, 
  they claim to be descended from an ancient noble house, 
  but there is little evidence of the truth of such a claim.  
  The Caerizars have avoided political entanglements to 
  this point in an effort to avoid making enemies.  The 
  Caerizar family controls several land-based shipping 
  companies that have regular commerce with the Duchy 
  and County of Urnst.  They prefer to deal with Suel 
  families, but are willing to sell and trade with anyone.  
  Despite the profitable nature of their shipping business, 
  most of their money comes from their activities in and 
  around Oldred.  The Caerizar family makes most of its 
  money from the protection rackets run by Ardrin Uhase, 
  a young man who walked away from the Scarlet 
  Brotherhood. 
   
  The Caerizars own several small and discrete ‘houses’ 
  that specialize in unconventional carnal requests.  One of 
  
  And All the King’s Men 
   
  Page 5 
  the women of the family manages these houses and 
  personally takes care of several of the more important 
  customers. 
   
  The Caerizar family is most likely to deal with 
  opposition by means of quiet assassination rather than by 
  direct confrontation.  Opponents of the family have been 
  known to either have a night-time meeting with A’mic 
  Tael, the family’s head of security, or to be invited to a 
  dinner meeting that has been carefully catered by Lady 
  Athary.  Don Kolir Caerizar has fallen into public 
  disfavor, and has started to allow his son, Ivor, to assume 
  much control of the family’s affairs and public relations.  
  Iana, who is Ivor’s twin sister, became disenchanted with 
  the family and left Oldred at an early age to train at a 
  temple to Lydia in the Duchy.  She has recently returned 
  to Oldred as the manager of a small theater and a member 
  of the staff at the temple to Lydia.  The youngest child, a 
  daughter, Salia, has taken to the family business and is 
  being trained by their mother, Lady Athary. 
   
  The Manilae Shipping Company is a partially owned 
  subsidiary of the Caerizar family, and Obo Toradan, a 
  cousin to the late Lady Amalthea Manilae, the current 
  manager of Manilae Shipping has recently taken over the 
  management of all of the Caerizar’s shipping business. 
   
  Most recently, the Caerizars have come to realize 
  that the Torbaas family and the Scarlet Brotherhood 
  operations in Oldred, if they are not on and the same, 
  have been growing in power by leaps and bounds. They 
  fully realize that they are at risk of being destroyed if they 
  cannot broker some form of deal with at least one of the 
  powers that be. Lady Athary is leaning heavily towards 
  joining forces with the Scarlet Brotherhood even if it 
  means giving up some power. Ardrin Uhase is 
  understandably against this plan and seems to have the 
  ear of Ivor on the issue. He believes it would be wiser to 
  ally with the Vardushis and through them the King, even 
  if it means having to curtail some of their operations. 
  Kolir has yet to weigh in on either side and the opinions 
  of the rest of the family matter little. Salia of course sides 
  with her mother though and Iana refuses to be drawn in. 
  Bayfield Family 
   
   
   
   
  Led by Natania Bayfield and her husband, Arton (he took 
  the Bayfield name when he married into the family), the 
  Bayfields oversee almost all of the street crime in Oldred 
  and manage most of the general-purpose brothels.  They 
  also exclusively market some special gnomish liquors, 
  which have a very loyal customer base (until recently at 
  least). 
   
  For several generations, the Bayfields have held 
  control in several legitimate trades traditionally overseen 
  by guilds.  This guild mentality has also extended to how 
  the family is perceived and structured.  Natania and 
  Arton took over from her parents several years ago. 
   
  Despite 
  the 
  large 
  membership 
  and 
  diverse 
  operations of the family, the Bayfields are by far the most 
  vulnerable of the families.  Most of their ‘family 
  members’ are not much more than children or entry-level 
  thieves.  They have relatively few political ties and no real 
  muscle to defend their turf.  The Vardushi family has in 
  the past protected them, but that support has been drying 
  up as they have been dealing with their own problems.  
  Because 
  of 
  the 
  quality 
  of 
  their 
  entertainment 
  establishments, the Royal Navy has also protected them 
  from time-to-time.  The Bayfields maintain clean brothels 
  and girls, a fact that is appreciated by senior navy officers. 
  But, of course, the Navy has been pulled from Oldred and 
  now that source of both income and protection has also 
  vanished. 
   
  Additionally, the family has numerous important 
  and influential contacts that frequently can be relied 
  upon to provide notice of impending danger.  This 
  network of contacts and informants has helped them to 
  avoid direct confrontation with any of the major power 
  factions and has allowed them to survive and even 
  flourish. But even that network is now being hard 
  pressed to provide the Bayfields enough information to 
  stay one step ahead of their enemies. And that step seems 
  to be quickly faltering. 
   
  The Bayfields have a better knowledge of the City of 
  Oldred than anyone else around.  They continue to be on 
  the move, with only the Bayfield Manor as a permanent 
  base of operations (which they keep absolutely free of 
  incriminating evidence.)  Their offices and safe houses 
  move frequently.  When official raids occur, the materials 
  are moved hours—even minutes—before authorities 
  arrive, with no evidence of how or to where they moved. 
   
  But the Bayfields are on the verge of collapse. They 
  realize fully that they are in a very precarious position 
  and in addition to their normal shell game of moving 
  operations around Oldred, they have begun to move 
  some of their goods outside of Oldred to other cities 
  along the coast. One of the worst blows came about five 
  months ago when operatives within the Scarlet 
  Brotherhood managed to poison their shipments of 
  gnomish liquor. Having to refund money for the 
  shipment in addition to covering damages combined 
  with the Navy leaving has left them reeling. The 
  Bayfields are in desperate need of help. 
  Torbaas Family 
   
   
   
   
  Only recently coming to be fully recognized by the big 
  three crime families, the Torbaas family is the new kid in 
  town, and the power structure in Oldred is quickly 
  changing. The Scarlet Brotherhood has arrived, and they 
  have brought with them a new family to take over the 
  entire city. This is the Torbaas family, and as malicious as 
  the Caerizars are, they pale in comparison to this house of 
  brutality.  The Brotherhood helped to put the “family” in 
  place quietly. While they settled into Oldred, a plan was 
  put in place to pit the existing families against each other. 
   Now that the others have all been weakend, oddly 
  enough with help from the King when he pulled the 
  
  And All the King’s Men 
   
  Page 6 
  navy, the Torbaases are on the verge of making a decisive 
  strike to outright seize all power and eliminate the 
  Bayfields, Caerizars, and Vardushis completely. 
   
  The Scarlet brotherhood, using the Torbaas family as 
  a front, used a number of operations to help weaken the 
  other families.  First, they spread rumors throughout the 
  city that the Vardushis had decided to oust the weaker 
  Bayfields in order to take over their businesses and gain 
  enough power to then take out the Caerizars.  Second, to 
  give credence to these rumors, they poisoned batches of 
  the gnomish liquors the Bayfields sell in order to make it 
  appear the Vardushis are trying to destroy consumer 
  confidence in Bayfield products.  
   
  Third, the Torbaases brought in an assassin of the 
  Scarlet Brotherhood, a doppelganger known as Nar, who 
  is posed as Vaccor, a former mercenary of the Vardushis. 
  This creature began killing prostitutes and some of their 
  johns, using Vaccor’s signature weapon:  a punch dagger.  
  Again, it was done with the intent of driving customers 
  away from the Bayfields, as well as striking terror into the 
  hearts of the residents.  
   
  Additionally, 
  they 
  kidnapped 
  the 
  Vardushi’s 
  youngest son and had him killed. They then attempted to 
  place the blame on both the Caerizars and the Bayfields. 
  This particular plan backfired as a group of adventurers 
  captured the real perpetrators and turned them over to 
  the Vardushis for questioning. 
   
  Still, all of this activity did cause enough confusion 
  to allow the Torbaas family to get settled in. It also 
  succeeded in causing the Caerizars to withdraw 
  somewhat for protection and greatly injured the 
  Bayfields. 
   
  An unexpected benefit came when the King pulled 
  the Navy out of Oldred. This allowed the Scarlet 
  Brotherhood, who were also taking over much of the 
  pirate activity in the area, to also take over control of 
  seagoing shipping into and out of Oldred. This drastically 
  swung the balance of power in the Torbaases direction as 
  they were suddenly the only family who could reliably 
  get goods into and out of Oldred reliably by water. 
  Scarlet Brotherhood  
   
   
  The Scarlet Brotherhood was, until recently, a secret, 
  apparently isolated power in the Flanaess. It came into its 
  own during the Greyhawk Wars, toppling governments 
  in a campaign of espionage, blackmail, and assassination.  
  Prior to revealing itself, the Brotherhood had planted 
  agents in the courts of rulers throughout the Flanaess.  
  The revelation of the order has caused much paranoia and 
  (often undeserved) exiles and assassinations within 
  circles of rulership. 
   
  It is believed the Scarlet Brotherhood controls the 
  whole of the vast Tilvanot Peninsula, from the 
  confluence of the Vast Swamp and Spine Ridge to the 
  immense tropical island of Lof Bosok, off the northeast 
  coast of the mainland. 
   
  The nation’s capital, Hesuel Ilshar, is said to be a 
  marvelous, walled city seldom seen by foreign eyes.  It is 
  hidden somewhere on the massive Okalasna Plateau and 
  ruled by one known only as His Peerless Serenity, the 
  Father of Obedience. 
   
  Prior to the last decade, few paid much attention to 
  the inhabitants of the Tilvanot Peninsula, save the folk of 
  Sunndi.  In 573 CY, however, red-robed ambassadors 
  from the south appeared in the courts of the Iron League. 
   Speaking in whispers, they offered their services to the 
  merchant lords, announcing themselves as peaceful 
  envoys of the Scarlet Brotherhood, representatives of the 
  kingdom of Shar, an Ancient Suloise word meaning 
  “purity.”  At the time, few connected the appearance of 
  these sagely, monastic advisers to the disappearance of 
  Prince Thrommel of Furyondy, or to any number of 
  political developments throughout the Flanaess. 
   
  As the Greyhawk Wars erupted in the north, the 
  agents of the Scarlet Brotherhood sent aid, advisers, and 
  weapons to the states of the Iron League, disguised as 
  succor from friendly nations. After buttressing Irongate 
  and Sunndi from the attacks of South Province, the 
  Brotherhood struck in the Lordship of the Isles, 
  replacing the reigning sovereign with his cousin, the 
  corrupted Frolmar Ingerskatti, who declared for the 
  Brotherhood, ceding the nation and its powerful navy to 
  the Scarlet Sign.  After assassinating twenty-seven of the 
  thirty Sea Princes in a single night, the Brotherhood 
  ensured its hold on the southern seaways. 
   
  Having gained enormous wealth, destroyed and 
  destabilized many of its enemies, and conquered Scant, 
  the capital of Onnwal, the Brotherhood as a political 
  entity is now much, much more powerful than at any 
  time during its long history.  
   
  It is currently an enemy of Nyrond, as well as nearly 
  every other country in the Flanaess. 
   
  Followers of a philosophy established before the 
  Twin Cataclysms, the goal of the Brotherhood is clear:  
  espouse the cause of the Suloise race as rightful rulers of 
  the Flanaess. Their philosophy is such: The Suel are the 
  chosen people of Oerth, as predestined by the gods – 
  pure, virtuous, and the rightful rulers of the Flanaess. 
  Their superiority is evident in their physical perfection, 
  the early birth of their ancient empire, and their mastery 
  of magic. Other races will serve as little more than slaves 
  on whose broken backs will be built an empire to rival 
  that of the ancient Suel. 
   
  The organization of the Brotherhood is divided into 
  three tiers, with monks at the pinnacle of the order, 
  followed in rank by assassins and thieves.  The leader of 
  the thieves is called “Elder Cousin,” that of the assassins is 
  known as “Foster Uncle.”  Lesser members of each order 
  are, respectively, cousins and nephews.  Conquered lands 
  are administered by a singular “shepherd,” usually a 
  
  And All the King’s Men 
   
  Page 7 
  monk, who enjoys nearly unassailable sovereignty but is 
  ultimately subservient to the Father of Obedience. 
   
  The leader of the Scarlet Brotherhood movement in 
  Nyrond is Brother Renpak, who reports directly to the 
  Father of Obedience. He can most typically be found in 
  Rel Mord, but has just passed through Oldred a week ago 
  on his way to treat with the Black Prince Sewarndt in 
  Onyxgate. 
  Brother Renpak: Male human Suel Mnk18. 
   
  The Brotherhood has brokered a deal with Sewarndt 
  wherein they will assist in his coup attempt in return for 
  control over the southern cities of Nyrond including 
  Oldred and the other coastal cites west of Oldred. In an 
  effort to make the exchange of power more flow more 
  smoothly, Duke Korenflass has recently (three weeks 
  ago) been presented with an offer to throw in with his 
  “friend” Sewarndt and the Scarlet Brotherhood in return 
  for being able to remain nominal ruler of Korenflass. 
  Exactly how nominal that rulership will be is completely 
  unknown to Duke Regurd, but he is not a stupid man and 
  has his suspicions. He has been given until this week to 
  make his decision. 
  Temples 
   
   
   
   
   
  For the Most part, the temples of Oldred do not play a 
  significant role in this adventure. However, they are 
  listed below for reference. It is possible that the PCs may 
  seek NPC spell casting at one or more of the temples, so 
  the highest-level PC available at each temple is also listed. 
  Also, feel free to use the temples to disseminate 
  information that might be more commonly known to the 
  PCs. Use your best judgment. If the PCs are closely tied 
  to a given church, a priest or a meta-org worshipper, they 
  should be able to get more information than would an 
  average person off the street. 
   
  Procan (Oeridian god of the seas) – The temple of 
  Procan is the prominent faith of Oldred. A chaotic 
  neutral faith, they have found themselves quite at home 
  in Oldred. In addition to a main temple, there are a 
  number of shrines and signs of Procan worship can be 
  found throughout the city, especially near the docks. The 
  highest-level cleric is 14th. 
   
  Zilchus (Oeridian god of power, money, and 
  business) – As Oldred is a major port city and avenue of 
  commerce, the temple of Zilchus also has a significant 
  presence here. They have one temple building, which 
  also doubles as a local bank and repository. The highest-
  level cleric is 12th. 
   
  Wee Jas (Suel goddess of death, vanity, and magic) – 
  Oldred boasts the only publicly known temple of Wee Jas 
  in Nyrond. As a lawful temple, they are often at odds 
  with much of the goings on in the city and are actually 
  known to be helpful to those who feel they have been 
  wronged in an unlawful manner. The temple is also 
  known for sending patrols into the undercity. The patrols 
  both help to keep the undead problems in check and 
  have also been know to provide aid to folks who have lost 
  their way or gotten into more serious trouble in the 
  undercity. The highest-level cleric is 12th. 
   
  Pelor (Flan god of the sun) & Beory (Flan god of the 
  Oerth) – While these are the two most populous faiths in 
  Nyrond, neither has a strong following in the city of 
  Oldred. There is a small shrine to both gods and the 
  priests and priestesses do their best to take care of the 
  poor and orphans of the city. The highest-level cleric is 
  5th. 
   
  Norebo (Suel god of luck and gambling) – Norebo is 
  a popular god in Oldred. In addition to running a 
  number of gambling dens, the priests are often called 
  upon to bless the other gambling establishments 
  throughout Oldred. The highest-level cleric is 7th. 
   
  Ralishaz (Commonly worshipped god of ill luck, 
  misfortune, and insanity) – This strange faith has also 
  found something of a home in Oldred. However, the 
  temple itself seems to shift about (changing locations, not 
  physically moving) and can often be hard to find (Gather 
  Information DC 15). Likewise the high priests tend to 
  rotate through on a random basis. Even from day to day, 
  it is hard to say who is in charge of the temple. The 
  highest-level cleric is 1d6+4 levels. 
   
  Xerbo & Osprem (Suel gods of the sea, shipping, 
  money, business, ships, and sailors) – A small temple to 
  Xerbo and Osprem also has a home in Oldred. They dealt 
  quite a bit with the navy and have found their coffers 
  dwindling with the withdrawal of the navy. The highest-
  level cleric is 6th. 
  Thieves’ Guild 
   
   
   
   
  The Thieves’ Guild of Oldred is not one group, but is 
  instead made up of the three traditional “crime families” 
  of Oldred: The Vardushi’s, the Caerizars, and the 
  Bayfields. As a group, they are most interested in status 
  quo. They were and are quite happy working alongside 
  each other and very much liked the flexible rulership of 
  Duke Regurd. They know fully well that if the Scarlet 
  Brotherhood gains control of Oldred, that they will at 
  best be assimilated and put under the control of an “Elder 
  Cousin” or more likely be totally destroyed and replaced 
  by the Brotherhoods own network (i.e. the Torbaas 
  family). 
   
  Any PC that is a member of the Oldred Thieves’ 
  Guild via the meta-org is actually a member of one of the 
  three families. Most likely, they are simply an operative 
  and not an actual member of the family. In any case, they 
  would be under strict orders not to reveal that they are 
  part of the crime network and such would never reveal 
  their status in front of the other PCs. If they wished to 
  make check in with their contact, they will need to do so 
  alone (see Encounter Three G). 
  
  And All the King’s Men 
   
  Page 8 
   
  While this is the one thieves’ guild in Nyrond that 
  does not have a true Guild Master, owing to the split 
  control of the three families, there is an individual who 
  works outside all three of the families as something of an 
  arbitrator and go-between for all of them. This individual 
  is Madrav Drugerd.  
  � Madrav Drugerd: Male human Rog12/Asn6. 
   
  He runs a fully legitimate business as a cooper 
  during the day, but he has a group of his own operatives 
  that handle most of the day-to-day work of keeping the 
  families happy. Only his lieutenants know who he is. 
  Even the Brotherhood has been unsuccessful in 
  unearthing this information to date.  
   
  Needless 
  to 
  say, 
  his 
  job 
  has 
  been 
  quite 
  overwhelming for the last year as each family was making 
  claim after claim that the others were breaking deals and 
  attempting to gain power. The last few months have 
  gotten a bit better as it became apparent to all that the 
  troubles were external and via the intervention of the 
  Scarlet Brotherhood. Still, his hands are currently full 
  with attempts to keep all three families afloat. After all, 
  he does take his job personally. 
  Adventure Summary 
  Intro: A “neutral” third party with speculation that more 
  is happening within the city of Oldred then even prior 
  events may have portended contacts the adventurers. If 
  her rumors are true, a plot to overthrow the King may be 
  brewing from within Nyrond and even the Duke of 
  Korenflass might be involved. 
  Encounter One: Assuming the PCs are intrigued, their 
  first encounter will be at the gates of Oldred. PCs with 
  meta-org affiliations will be allowed to enter with 
  weapons other than small simple weapons. Others will 
  need to check their weapons at the gate. Of course, as has 
  been established, there are those happy to sell weapons 
  directly inside the gate.  
  Encounter Two: Where to start? This psuedo encounter 
  attempts to give the judge a roadmap of the possible and 
  likely locations where the PCs might go and a list of 
  associated encounters. The first part of the module is very 
  freeform, but information can be collected by the PCs if 
  they choose to look into the right places. Some 
  instructions will also be given on how to handle the PCs 
  should they wandering aimlessly. 
  Encounters Three A to Three G: These will each cover a 
  different location and describe the location, the key 
  NPCs, and the information that the PCs can reasonably 
  hope to gain there. These are meant to represent the PCs 
  first visit to these locations, but some directions will be 
  given for how to handle subsequent returns that are not 
  specifically detailed in later encounters. 
  A: The Vardushi Villa – Despite being the most powerful 
  crime family in Oldred, the Vardushis are also very loyal 
  to the king and in fact even work with him secretly. 
  Depending on how the PCs approach the family, they 
  could very well learn a lot of truthful and pertinent 
  information from the Vardushis. They may also be given 
  a sealed note leading them to Encounter Four A. The 
  purpose of the sealed note is to test the PCs 
  trustworthiness. 
  B: The Caerizar Estate – The Caerizars have recently 
  discovered that the Scarlet Brotherhood is behind the 
  recent troubles in Oldred and are considering how to 
  deal with it. There is a strong faction within the family 
  that is pushing to join forces with Scarlet Brotherhood so 
  as to gain power. Others wisely question whether they 
  would gain anything more than a façade of power while 
  setting themselves up for retribution from the King. The 
  PCs will initially have a very hard time gaining any 
  information here. They will have to find an “in.” 
  C: The Bayfield Manor – The Bayfields are reeling as a 
  crime family in Oldred. They are in desperate trouble and 
  they know it. Right now they are looking for any means 
  in which to hold onto the little power they have left and 
  could easily be convinced by wise PCs to cooperate with 
  them. If such is the case, they can be a wealth of 
  information and speculation. However, they do not have 
  all of their facts straight and could also lead the PCs 
  astray. 
  D: The Torbaas Estate – It is possible that the PCs may 
  know of the Torbaas family from other mods. Any 
  attempts to see them at this point will be rebuffed. 
  E: The Duke’s Palace – The PCs should have little reason 
  to go here yet and an even smaller chance of seeing the 
  Duke or his family. If they can come up with a good 
  enough reason, they may get into see the Duke’s 
  Chancellor and could even parlay some information from 
  him if they have something of value to trade. 
  F: The Local Taverns – Gather Information checks will 
  garner the PCs a few clues that might be worth following 
  up on. However, a role-play encounter with some pirates 
  at the Sea Wench may very well give them their best 
  clue. 
  G: The Thieves’ Guild – It is possible that some of the PCs 
  are members of the local Thieves’ Guild. Such PCs, and 
  only such PCs, can contact their informants for up to date 
  information. This encounter can short cut some of the 
  information gathering process, but there will be a cost as 
  even the Guild is not immune to infiltration. 
  Encounter Four: Following Clues – After gathering 
  information from a number of sources, the PCs should 
  start to follow up on some of the clues they have been 
  given. It’s quite possible that they will bounce back and 
  forth between Encounter Three and Encounter Four as 
  they get and follow individual clues. 
  A: Smugglers –The Vardushi family has sent the PCs this 
  way in an attempt to show that they have a good side. 
  These smugglers mainly smuggle weapons and food to 
  
  And All the King’s Men 
   
  Page 9 
  the rebel forces in Onnwal. The Vardushi name will get 
  them in, but little information will be gained without a 
  pretty good diplomacy check. However, some fortuitous 
  timing may present the PCs with the chance to gain more 
  information through expertise in combat. While the PCs 
  are at the smuggler’s warehouse, a group of thugs 
  sponsored by the Scarlet Brotherhood, arrives on the 
  scene to terminate this particular operation. If the PCs 
  help the smugglers in the encounter, the smugglers will 
  become very forthcoming with information. 
  B: The Temple of Lydia – A good Gather Information 
  check may very well have led the PCs to the Temple of 
  Lydia where one of the priestesses is a daughter of the 
  Caerizar family. Iana will not be particularly interested in 
  helping the PCs or talking about her family. There are a 
  couple of exceptions though. A fellow priest or priestess 
  of Lydia can get her to tell them about her family and 
  why she wants nothing to with them. It’s also possible 
  that the PCs may be able to barter a valuable book for the 
  same information. 
  C: First trip to the Undercity – The PCs will have reached 
  here via a tip from The Bayfields about a hidden base of 
  the Scarlet Brotherhood. Unfortunately, the Bayfield’s 
  information is out of date and the base has already been 
  abandoned. The Brotherhood did leave behind a surprise 
  in the form of a magical trap however. Assuming the PCs 
  survive the trap and search, they can find another clue 
  and a broken medallion that may come in handy later. 
  D: Obligatory Thug Attack – Quite literally what it 
  sounds like. Any attempt to directly contact the Torbaas 
  family will result in the PCs being followed and 
  eventually jumped by a group of Torbaas thugs. 
  E: A Lady in Waiting – The PCs attempts to contact the 
  Duke have drawn the attention of Duchess who sends 
  one of her ladies in waiting to question them and find out 
  their intentions. Depending on how they answer, the 
  Duchess may ask them to do one of two jobs. One will 
  make her seem loyal to the King and to her husband, the 
  other will make her seem sympathetic to the Scarlet 
  Brotherhood. 
  F: Disgruntled Pirates – While most of the local pirates 
  have come under the influence of the Scarlet 
  Brotherhood, there are those that a more loyalist bent to 
  them. After all, “it may be a broken kingdom with a fool 
  for a king, but it’s our broken kingdom and our fool of a 
  king!”  If the PCs played their cards right at the Sea 
  Wench, they will have been invited to a meeting with 
  these pirates. At this meeting, the pirates (including 
  some friends of Black Shayna) will give the PCs the full 
  scoop on the Scarlet Brotherhood’s pirate activities and 
  some strong suspicions of their other activities. They will 
  also give them the location of current hideout for the 
  Scarlet Brotherhood forces in Oldred. 
  G: Stalked – When contacting the Thieves’ Guild, a 
  Scarlet Brotherhood informant in the guild made the 
  PCs. Her subsequent report to the Brotherhood has 
  resulted in assassins being sent after them. The same 
  encounter can be triggered by talking with Lum Keleb. 
  Encounter Five: Another clue! – The PCs visit the home 
  of Lum Keleb and are eventually sent on a quest by Lum’s 
  butler. 
  Encounter Six: Breaking and Entering – The PCs find 
  themselves fighting blood golems of Hextor while 
  unknowingly “breaking and entering” into a lawful 
  temple of Hextor. 
  Encounter Seven: A Law Abiding Citizen – Having 
  defeated the Blood Golems, a law-abiding priest of 
  Hextor, Lum Keleb, helps move the party along if they 
  deal with him accordingly. If they attempt to fight him, 
  or simply fail to impress him, they will likely end up 
  arrested, as he does legally own the temple property and 
  has a writ from the Duke to operate it. 
  Encounter Eight: It’s a Trap! – Things begin to heat up as 
  the party heads back to talk with the Duchess again. The 
  party wanders into an ambushed by “allies” of the Scarlet 
  Brotherhood. 
  Encounter Nine: Never Keep a Lady Waiting – In which 
  the party pays the Duchess a visit and helps her to make a 
  decision about how she and the Duke should proceed. 
  Encounter Ten: “The Brotherhood Strikes Back” or “The 
  Royal Guard” - Based on their discussion with the 
  Duchess, the party is either set upon by a Scarlet 
  Brotherhood elite enforcer group or a group of Royal 
  Guardsmen attempting to arrest them. 
  Encounter Eleven: An Interview with a Duke – In which 
  our party finally meets face to face with the Duke and has 
  the opportunity to sway him. 
   
  Preparation for Play 
  You need to read the background information 
  thoroughly and then read through all the encounters and 
  understand what triggers them. This is not a linear 
  module and the PCs could easily take off in directions 
  that were unanticipated, or even if they were anticipated, 
  not at the time that they do it. It is your job as the judge 
  to react appropriately given the knowledge of what all 
  the NPCs’ motivations are and given the knowledge of 
  which actions will trigger which reactions. 
   
  You will also be presented with clever questions and 
  clever ideas throughout the course of the module. It is 
  your job as the judge to be able to react quickly and 
  reasonably to these situations. The more you understand 
  the background of the module, the better you will be 
  prepared to do so. You as the judge have a lot of flexibility 
  when running this module. Change the timing of 
  encounters around as you see fit to deal with the actions 
  of the PCs. Withhold or present information as you see 
  fit to help move the PCs along. Don’t make things two 
  
  And All the King’s Men 
   
  Page 10 
  easy for them, but don’t allow them to bog down and get 
  frustrated either. 
   
  One thing to keep in mind if you are running in a 
  restricted time slot, such as at a convention or a gameday, 
  is that the module can very easily run long. If you allow 
  the PCs to wander too far during the investigation 
  portion of the module, you will run over your allotted 
  time. A good rule of thumb for completing the mod on 
  time is to try to conclude the investigation along with 
  Encounters Four A or D, the thugs, and Four C, the trap 
  within three hours. By that time, the PCs should be 
  moving on to dealing with Lum Keleb’s butler if the 
  module is to end on time. 
   
  There is also another important note. Throughout 
  the module, once the PCs have openly contacted any 
  party involved in the goings on (good, bad, or otherwise), 
  the Scarlet Brotherhood will be keeping tabs on them. 
  People working for them on the streets will be given the 
  word to report back any activities. There are so many 
  folks in Oldred who will be watching the PCs that it will 
  be impossible to pick out any particular individuals as 
  specifically observing them. You can tell the PCs that 
  they constantly feel as though they are being watched no 
  matter what they do and where they go. If they took 
  some particular precautions before visiting any of the 
  parties, they can put this off for a while, but it will 
  eventually happen as they become involved. 
   
  Also, any encounters with operatives of the 
  Brotherhood will also include two (separate) spies 
  hanging back and reporting the outcome of all 
  operations. The PCs might be able to pick up these spies 
  with a DC 45 Spot check, but if they are spotted, they will 
  bolt in separate directions. Even if the PCs manage to 
  catch them, other operative or “innocent” bystanders will 
  be happy to report what happened to people willing to 
  pay enough. 
   
  The net result is that as the module goes along, the 
  Scarlet Brotherhood should become more and more 
  aware of the parties capabilities and should use their buff 
  spells accordingly in the final combat, should it come to 
  that. 
   
  Finally, the encounters in the module can be very 
  deadly. Especially if too many of them occur in the same 
  day. There are guidelines and triggers in the modules for 
  when combat encounters will occur. Use them as 
  guidelines, but adjust as you see fit. And don’t be afraid to 
  suggest to the PCs that they rest before pushing on if 
  they have already taken two encounters and are about to 
  trip a third in the same day. They have seven days to 
  complete their investigation. At that time, or whenever 
  they finally talk to the Duke, Rel Mord will fall and the 
  module will end. Even with extra rest, that should be 
  plenty of time in game to complete the investigation. 
  Introduction 
  Individually or separately, a young woman named Yvren 
  Young approaches the PCs. She will find them wherever 
  they may be. 
  � Yvren Young: Female half-elf Exp2/Brd1. 
   
  She will introduce herself as a “neutral third party” 
  that has been sent to hire the PCs to investigate the 
  current situation in Oldred. 
  Things she knows: 
  • 
  The PCs are being hired to find out what is really 
  going on in Oldred and to return to her with the 
  information. 
  • 
  They are not prohibited from telling others what 
  they learn as long as they report the full story to her. 
  • 
  She will be waiting in Wragby to hear from them. 
  They should meet her there in seven days. 
  • 
  Assuming she doesn’t find them all together, she 
  will indicate that they should meet up outside the 
  gates of Oldred with a number of other adventurers 
  who have been hired for the same job. 
  • 
  The person she was hired by declined to give her a 
  name, but she recognized her as a local thief from 
  Wragby. She does not know the name of the woman 
  who hired her nor does she know her to have any 
  particular affiliations. 
  • 
  She knows that Navy was pulled out Oldred five 
  months ago. 
  • 
  She knows that Pirate activity has been at an all time 
  high ever since. 
  • 
  She also knows that kidnappings (probably for 
  slavery) have also been sharply on the rise in the last 
  five months. 
  • 
  She has heard that the King is rumored to be 
  mounting a force to come “deal” with the “Oldred 
  problem.” (Currently false) 
  • 
  She has also heard that the Duke seems to not be 
  doing anything to stem the tide of piracy. (Mostly 
  true) 
  • 
  She is authorized to offer 50 gp x APL per person. 
  She has not been authorized to barter for more. 
  • 
  She will pay the PCs up front as a sign of trust. 
   
  Treasure:  
   
  APL 6: Loot – 0 gp, Coin – 300 gp, Magic – 0 gp. 
   
  APL 8: Loot – 0 gp, Coin – 400 gp, Magic – 0 gp. 
   
  APL 10: Loot – 0 gp, Coin – 500 gp, Magic – 0 gp. 
  
  And All the King’s Men 
   
  Page 11 
   
  APL 12: Loot – 0 gp, Coin – 600 gp, Magic – 0 gp. 
   
  APL 14: Loot – 0 gp, Coin – 700 gp, Magic – 0 gp. 
   
  APL 16: Loot – 0 gp, Coin – 800 gp, Magic – 0 gp. 
  Development: If the PCs choose to investigate who is 
  actually hiring them instead of accepting the mission, 
  they will spend a week’s time and will eventually be able 
  to trace the job back through three parties to Lady 
  Farenne of Shining White. However, if they do this, the 
  week will have expired on the Duke who will have made 
  his decision to throw in with Sewarndt and the Scarlet 
  Brotherhood and the adventure will be over for the PCs. 
  Encounter One: The Gates of 
  Oldred 
  Adapted from the same encounter in a High Price to Pay. 
  Your group reaches the northeast gates of Oldred 
  just before noon. At the gates there is a group of city 
  watch guards, they are carefully watching the 
  various people entering the gates, and are stopping 
  nearly everyone who is carrying weapons. When you 
  reach the gate a guard explains that all weapons of 
  longsword size or longer must be checked, and 
  locked in a nearby heavily guarded shed. 
   
   
  Characters who are allowed to freely carry weapons 
  in Nyrond do not need to check their weapons, but they 
  must 
  have 
  appropriate 
  campaign 
  documentation. 
  Otherwise all weapons larger than a light weapon will be 
  required to be checked. 
   
  However, the PCs will need there weapons inside 
  the city and they should be allowed to get around the 
  gate, in one manner or another, even if they are not 
  members of an appropriate meta-org. It is up to the PCs 
  though to come up with a good plan. And bribery, if done 
  subtly will work. Guards don’t exactly get paid a lot, so 
  even as little as 20 GP per character should work as a 
  bribe. Of course, they’ll try to get more, but will 
  eventually settle for that little if played out well. 
   
  In the rare event that the PCs should enter the city 
  without their weapons and choose not to buy new 
  weapons inside the city, then you should do your best to 
  guide them towards Encounters Three A and Four A, 
  where they can possibly get some loaner weapons. 
  Encounter Two: Where to Start? 
  First off, if the players haven’t done so already, you 
  should encourage them to discuss with each other the 
  modules they have played that might relate to Oldred. 
  Unless they have a reason not to do so, they would be 
  wise to fill each other in on what they know about the 
  city. Additionally, you should encourage them to look 
  through the favors that their characters might have. They 
  might very well come in handy later in addition to 
  helping them get started. 
   
  These actions will generally point at least one of the 
  players toward the Vardushi Villa (Encounter Three A) or 
  the Bayfield Manor (Encounter Three C) based on 
  previous dealings with one or both.  
   
  Alternately, some players may want to head directly 
  to the Sea Wench having played in Run Up the Colors or 
  may just wish to start out by gathering information. In 
  either case, this will lead them to Encounter Three F: The 
  Local Taverns. 
   
  While those are the three most likely starting places, 
  you never know what the players might think of and you 
  should give them free reign. It’s possible they will head 
  off toward one of the other locations listed as a 
  subsection of Encounter Three. It’s possible they might 
  head toward the temples. It’s also possible they will head 
  off in an entirely uncharted direction. In which case, play 
  along, give them any information you think might be 
  pertinent and ask them “what next?” 
   
  By the way, it is quite possible the PCs will attempt 
  to visit Drusilia’s Darlings if they are familiar with it. 
  Sadly, they will find it has been closed down and now 
  just a dead end. 
   
  In any event, you should eventually try to steer them 
  back onto the more scripted path if they stray too far. 
  While it can be fun to make things up on the fly, the slot 
  probably has a time limit and there are encounters that 
  they PCs will need to face if they wish to complete the 
  adventure. 
  Encounter Three A: The 
  Vardushi Villa 
  Notable Personalities:  
  � Elmain Vardushi, Knight of the Realm: Male 
  Human Rog8/Spy4. 
  � Lady Celstinesa Vardushi, Elmain’s Wife: Female 
  human Ari6/Clr4 of Rudd. 
  � Margus Vardushi, Heir: Male Human Rog6/Spy1. 
  � Annia Vardushi, Daughter: Female human Clr5 of 
  Norebo. 
  � Rolondo Vardushi, 2nd Son: Male human 
  Rog2/Ftr1. 
  � Caterina Vardushi, 2nd Daughter: Female human 
  Rog1/Clr1 of Rudd. 
  � Ryn Lynchly, Enforcer: Male half-elf Mnk8. 
  � 
  Nalef 
  Vandice, 
  Shipping 
  and 
  Receiving 
  Management: Male human Exp4/Ftr2. 
  � Lyylian Ferrau, Bookmaking: Male human Exp6. 
  
  And All the King’s Men 
   
  Page 12 
  � Rocco Vardushi, Elmain's Brother and Consigliore: 
  Male human Ftr4/Brb2/Rog2/Exp2. 
  � Valtont Vardushi, Elmain's Brother: Male human 
  Rog3/Rgr4. 
  � Asham Longfingers, Director of Street Operations: 
  Male halfling Rog 7. 
  � Anwyn Voleiir, House Manager: Male elf Brd6. 
   
  After using either a Diplomacy check (DC 10 + APL) 
  or by one of the PCs having helped the Vardushi’s in the 
  past (NMR3-01 Xerbo’s Fury, NYR4-S01 A High Price to 
  Pay, etc.), they will get in to see Rocco Vardushi (escorted 
  by Anwyn). 
   
  This is truly a role-play encounter. If the PCs deal 
  nicely with Rocco and indicate that they are working 
  against the SB/Torbaas’, then he will offer to give them 
  information about what is going on. Here are some 
  things he can share. 
  • 
  The Torbaas Family has moved in over the past two 
  years. 
  • 
  Someone, most likely the Torbaases but definitely 
  the Scarlet Brotherhood, has been behind attempts 
  to get the other families to in fight. This disruption 
  made it easier for the Torbaases, and likely the 
  Brotherhood, to make headway. 
  • 
  The Scarlet Brotherhood was definitely behind the 
  death of Rocco’s youngest nephew (at which point 
  he will get very upset for a while). 
  • 
  After a period of frantic meetings when the Navy 
  was pulled from Oldred, the Duke has since shut 
  down all visitations and has not made a public 
  appearance in the last three weeks (this should make 
  the PCs suspicious that something has happened to 
  the Duke). 
  • 
  Pirate activity, definitely backed by the SB, has 
  increased dramatically since the Navy pulled out. In 
  attempting to punish the Duke for his lack of 
  actions, the King may very well have made matters 
  worse. 
  • 
  The SB backed pirates have made it very difficult to 
  get even smuggled goods out of Oldred, but they 
  have not managed to completely shut down the 
  Vardushi’s operations. They have some very well 
  armed and fast ships, plus some friends among the 
  privateers. 
   
  Also, as gesture to win the PCs trust, he will send 
  them to see the weapon smuggling operation (Encounter 
  Four A). If the PCs already have the note from Encounter 
  Four C and show it to him, he will ask for it so that his 
  family may use it for evidence. In this case, he will try to 
  trade information about the smuggling operation for the 
  note, but will ultimately desire the PCs trust more. He 
  feels that they could be the wildcard that help tip the 
  balance. 
   
  If they indicate in anyway that they are on the side 
  of the SB, he will not deal with them and will ask them to 
  leave. 
  Encounter Three B: The Caerizar 
  Estate 
  Notable Personalities: 
  � 
  Kolir 
  Caerizar: 
  Male 
  human 
  Suel 
  Ftr5/Clr2/Blackguard3 of Pyremius. 
  � Athary Caerizar, Kolir’s wife: Female human Suel 
  Ari1/Exp5/Asn1. 
  � Iana Caerizar, Disenchanted Daughter: Female 
  human Suel Brd3/Clr3 of Lydia. 
  � Ivor Caerizar, Heir and Consigliore: Male 
  human Suel Ari4/Rog2. 
  � Saila Caerizar, 2nd Daughter: Female human Suel 
  Ari1/Rog4. 
  � A'Mic Tael, Head of Security: Male Drow elf 
  Rog5/Bbn1/Asn3. 
  � Admor Taedgamed, financial operations: Male 
  human Suel Exp7. 
  � Obo Toradan, shipping operations: Male human 
  Ftr2/Exp4. 
  � Ardrin Uhase, "protection": Male human Suel 
  Mnk5/Ftr2. 
  � Rabbit, matron of the houses: Female human 
  Clr1 /Exp7/Lash1 of Pyremius. 
  The front gates will be guarded by warriors who will ask 
  the PCs their business and then tyurn them away unless 
  they have a note from a family member. PCs will not be 
  able to get into see the Caerizars on the first trip. To get 
  in, they will have to find a family member to sponsor 
  them.  
   
  A Knowledge (local) DC 30, will let them know that 
  one of the priestesses of Lydia in town is a family 
  member (Iana) who might be approachable. This can also 
  be garnered through a Gather Information roll that is 
  specifically targeted at finding information about the 
  Caerizars (DC 12 + APL). If they pursue this lead, see 
  Encounter Four B. 
   
  If the PCs manage to get Iana to give them an in, 
  they will discover quickly that the Caerizars are only 
  interested in seeing how the PCs can help them.  
   
  Kolir and Athary will both speak with the PCs. They 
  will not be forthcoming with information. However, if 
  the PCs indicate that they are working against the 
  
  And All the King’s Men 
   
  Page 13 
  Brotherhood, the Caerizars will suddenly feed them a 
  bunch of bogus information (Sense Motive DC 30) about 
  the Brotherhoods operations and locations. They will 
  then attempt to make contact with the Brotherhood and 
  will use this information to help barter a deal. 
   
  If the PCs actually indicate that they are working to 
  help the Brotherhood, then the Caerizars will become 
  somewhat chummy and will indicate that they cannot 
  really help, but that if there were any way they could put 
  in a good word for them, it would not go without being 
  repaid. 
  Encounter Three C: The Bayfield 
  Manor 
  Notable Personalities: 
  � Natania Bayfield: Female human Brd2/Rog7. 
  � Arton Narwel-Bayfield, Natania’s husband: Male 
  human Rog6. 
  � Reld Judsen, Chief of accounting:  Male human 
  Exp7. 
  � Lyle Lightfingers, street operations: Male 
  halfling Rog8. 
  � 
  Seraphina 
  Laddertopper, 
  second 
  story 
  operations: Female halfling Rog5. 
  � Drusilia Nailo, mistress of the house: Female 
  half-elf Brd6. 
  � Zook "spigot" Turen, chief of brewing: Male 
  gnome Exp5. 
  Getting into the Bayfield Manor is similar to the 
  Vardushi’s. A good Diplomacy check (DC 10 + APL) or 
  the PCs having helped them before (NYR4-02 In the 
  Streets of Oldred) will get them inside. 
   
  The Bayfield estate is in something of a state of 
  chaos. There is a lot of activity as the Bayfields are 
  packing and moving much of there assets. Many of their 
  physical assets are being moved out of the city for 
  safekeeping. Other assets are being more widely 
  distributed within the city to help keep them from being 
  hit in one easy strike. While the latter is typical of the 
  Bayfields, 
  the 
  estate 
  has 
  usually 
  escaped 
  such 
  movements. 
   
  The Bayfields are reeling and the Vardushi’s have too 
  much on their own hands to really help. They are very 
  happy to work with the PCs and will let them know 
  everything they do know about what is really going on in 
  Oldred. 
  • 
  The Torbaas Family has moved in over the past two 
  years. 
  • 
  Someone, most likely the Torbaases but definitely 
  the Scarlet Brotherhood, has been behind attempts 
  to get the other families to in fight. This disruption 
  made it easier for the Torbaases, and likely the 
  Brotherhood, to make headway into the city. 
  • 
  The Scarlet Brotherhood was definitely behind the 
  poisoning of their gnomish liquors. 
  • 
  The Torbaas family is VERY well funded. 
  • 
  All indications are that they are a front for the SB. 
  • 
  However, real proof has been hard to come by. 
  • 
  The Vardushis are paying well for any real proof. 
  • 
  After a period of frantic meetings when the Navy 
  was pulled from Oldred, the Duke has since shut 
  down all visitations and has not made a public 
  appearance in the last three weeks (this should make 
  the PCs suspicious that something has happened to 
  the Duke). 
  • 
  Pirate activity, most likely backed by the SB, has 
  increased dramatically since the Navy pulled out. In 
  attempting to punish the Duke for his lack of 
  actions, the King may very well have made matters 
  worse. 
  • 
  Real trade in and out of the city by water has become 
  increasingly risky and troublesome. Although it 
  doesn’t seem to be bothering the Torbaas family who 
  have been prospering. 
  • 
  Whether or not the SB is behind the Torbaases, and 
  at this point it is little more than an open secret, the 
  SB has definitely been active in Oldred. 
  • 
  They constantly rotate their base of operations 
  (almost monthly) so as not to be easily pinned down. 
  • 
  The Bayfields know where the most recent base is 
  and will tell the PCs if they agree to help in the 
  situation (see Encounter Four C). 
  • 
  If they choose not to help, the Bayfields will send a 
  note to the Royal Guard indicating that the PCs may 
  be working with the SB. 
  • 
  Drusilia’s Darlings has been shut down due to the 
  backlash from the poisoning and the generally weak 
  state of the family. 
  Encounter Three D: The Torbaas 
  Estate 
  Gate guards at the front of the estate will meet the PCs. 
  The PCs will not be able to get in to see the Torbaas 
  family, no matter what story they give. Any attempts to 
  sneak in will be thwarted by DM caveat. However, even 
  
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  Page 14 
  approaching them will result in a group of SB enforcers 
  being sent to deal with them (Encounter Four D). 
  Encounter Three E: The Duke’s 
  Palace 
  If the PCs can make a diplomacy check (DC 16 + APL) 
  they will be able to get into see the Chancellor. The PCs 
  can make a petition once per day and up to four times 
  during the course of the adventure before they are simply 
  turned away on sight. Alternately, if they can show that 
  they have any proof of danger to the Duke (i.e. the note 
  from Encounter Four C), they can lower the DC of the 
  Diplomacy check to 10. 
   
  In the event that they should fail all diplomacy 
  attempts and never get in to see the Chancellor, have 
  Elwyn seek them out wherever they are staying and run 
  Encounter Four E there instead. 
  � Chancellor Rennast Carnivern: Male human 
  Oeridian Ftr5/Exp3/Rog10. 
   
  Chancellor Carnivern is a good ten years older than 
  the Duke and has been serving him since his teens. He is 
  a very trusted and loyal servant to the Duke and asking 
  around would uncover this information easily. Of course, 
  rumors always abound, so feel free to play on the PCs 
  paranoia. 
   
  The PCs will first be asked to wait in a comfortably 
  appointed room with food and drinks provided upon 
  request. They will be told that no magical items, no 
  weapons, and no spell component pouches will be 
  allowed in the audience chamber. All equipment will be 
  guarded and kept in the waiting room. This may cause 
  some players to refuse to go forward. Again, feel free to 
  play on their paranoia by asking if they really want to 
  split the party.  
   
  After about an hour’s wait, they will be lead into a 
  meeting room with the chancellor. A shady looking 
  character (Jaenard, the head the Duke’s intelligence staff) 
  along with a half dozen well-armed guards attend the 
  chancellor. The room is warded against all forms of 
  scrying and is dimensionally anchored. Additionally, 
  there is a greater dispelling screen (caster level 18) in the 
  doorway to the room that PCs must pass through to 
  enter. Jaenard is a wizard and will have detect magic up 
  when the PCs enter. He will scan them as they approach 
  and inform the Chancellor if any of the PCs radiate 
  magic.  
   
  Also, any spells, spell-like abilities, or supernatural 
  abilities that are triggered in the room will cause the 
  person doing so to glow blue. Any spell casting by the 
  PCs without permission will immediately result in more 
  guards being called and the audience being ended. In this 
  event, the Duchesses Lady in Waiting will have to think 
  on her feat and act fast to be able to meet with the PCs 
  who will be being escorted out of the palace. 
   
  The chancellor will listen to their information and 
  will ask to see (and keep) any proof they might have 
  (which should be very little). He will then inform them 
  that the Duke is doing quite well, but that he is not 
  seeing anyone currently. 
   
  He is willing to chat with the PCs for a short while 
  and answer some general questions, but he will not give 
  away any detail about the Duke’s current situation. He 
  knows quite a bit about most things that are currently 
  going on in Oldred. Of course he doesn’t know 
  everything, but he is probably the best-informed person 
  in Oldred outside the Duke himself. Below are a few 
  specific pieces of information he has. He will not part 
  with anything other than that the Duke is alive and 
  healthy, but it’s important to know what he knows when 
  dealing with the PCs. 
  Information he will share readily with the PCs: 
  • 
  The Duke is fine and healthy. 
  • 
  The Duke is extremely busy and is simply refusing to 
  see anyone. 
  Information he will not share with the PCs, but is here to 
  help the judge understand what the Chancellor knows: 
  • 
  The SB has approached him with an offer to work 
  with them against the King. 
  • 
  This offer has been confirmed and extended by 
  Prince Sewarndt, his childhood friend, who intends 
  to take Nyrond and would like the Duke on his side. 
  • 
  They have offered to allow him to “rule” Oldred and 
  the surrounding lands for his assistance. 
  • 
  The Duke is in a quandary about what to do. Both 
  from a moral position and from a position of power. 
  If the coup attempt succeeds, he would be in a great 
  position. Assuming he can trust the SB and they 
  don’t then turn on him. If it fails and he helped, his 
  life would be forfeit. 
  • 
  No amount of cajoling, threatening, or diplomacy 
  will get the PCs into see the Duke at this time. 
  • 
  If truly pushed, he will promise the PCs that he will 
  ask the Duke if he is willing to see them, but he 
  warns that he knows the Duke will say no. 
   
  When you believe that the PCs have asked enough 
  questions, have the Chancellor end the meeting and send 
  them on their way. 
   
  The PCs ultimate mission is to help the Duke decide 
  how he should act, but they should not know this at this 
  time. However, the PCs’ visit has caught the attention of 
  the Duchess and as they leave, proceed to Encounter 
  Four E: A Lady in Waiting. 
  
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  Page 15 
  Encounter Three F: The Local 
  Taverns 
  After making a number of Gather Information checks, 
  the PCs will find themselves at the Sea Wench. The 
  actual scores of the Gather Information checks are 
  somewhat irrelevant. Despite the roles, the PCs will get 
  some general information about Oldred (fill the PCs in as 
  necessary about the background information on Oldred). 
  Eventually, they will end up at the Sea Wench. 
   
  The Sea Wench is a lively drinking establishment 
  near the docks that tends to cater to a fairly rough crowd. 
  Although of late, they have become more a haven for 
  privateers and disdain to allow any pirates known to be 
  working for the SB into the establishment. To the PCs 
  though, unless they have reason to know otherwise, it 
  simply looks like a room full of pirates. 
   
  This is meant to be a role-play encounter with Pirates 
  “loyal” to Nyrond. That is to say, the SB is causing them 
  more problems than the King. Play up the fact that it 
  seems to be a dangerous place and that asking too many 
  questions in this place could get the PCs killed. Have 
  whoever is taking the lead on talking at the table make 
  some diplomacy checks (others can assist, but not role 
  separately, if they so choose). No matter what the result, 
  have a particularly large half-orc pirate, Ungrock, get 
  “insulted” and draw his falchion. The rest of the 
  establishment should also stand and draw weapons at this 
  point, looking like they are going to back the half-orc. 
  The PC who insulted Ungrock should be allowed a Sense 
  Motive check (DC 18) to see a twinkle of humor in the 
  half-orc’s eye. Ask the party what they do. 
  � Ungrock: Male half-orc Brb18; Str 28; Height: 7’ 2”; 
  Weight: 380 lbs; ring of mind blank. 
   
  If the party doesn’t immediately attack, have the 
  half-orc start laughing loudly and slap the focal PC on the 
  shoulder. He’ll say he was just having some fun and will 
  buy them a round. And then he’ll tell them that they 
  ought to be careful about asking the wrong sorts of 
  questions in town. At this point Alek, the first mate of the 
  Renegade (Black Shayna’s ship) will come forward. If he 
  recognizes any of the PCs from NYR3-08 Run up the 
  Colors and they don’t have “Black Shayna’s Grudge,” he 
  will immediately offer to take them elsewhere to discuss 
  “things.” If he doesn’t recognize any of them, he will “take 
  their measure” and will then offer to them elsewhere to 
  discuss “things.” 
   
  If the PCs react violently, Alek will leap onto a table 
  (going second in the round no matter what) and will yell 
  for all to stop. The pirates will stop immediately and the 
  half-orc will say “I was only funnin’ them!” If the PCs 
  persist in attacking, have the pirates attack back in ever 
  increasing numbers until the PCs are forced to run with 
  their tail between their legs or get killed outright. Use 
  the NPC stats for 4th-16th level fighters and barbarians 
  from the DMG (pages 113-116). If the PCs back down, 
  then run Alek the same as above. 
   
  In any event, assuming the PCs didn’t continue the 
  fight, this should lead them to Encounter Four F. 
  Encounter Three G: The Thieves’ 
  Guild 
  This particular avenue of information is only available to 
  members of the Oldred Thieves’ Guild. While the 
  Thieves’ Guild is really just another name for the three 
  families of Oldred, only those PCs that actively belong to 
  the Oldred Thieves’ Guild meta-org are permitted in this 
  encounter - and no other PCs will be allowed to come 
  along. 
   
  Assuming that the PCs present themselves as being 
  against the Brotherhood, the Guild, who are better 
  informed than anyone in Oldred and who would like 
  very much to see the SB stopped, will happily inform the 
  PC of all the SB activity in the city and how it is cutting 
  into their business. If the PCs in anyway indicate that 
  they might be pro SB, then they will get no information, 
  will be kicked out of the Guild, and will be asked to leave 
  immediately. Additionally, they will be reported to the 
  Royal 
  Guard 
  Watch-Captain 
  as 
  pro-Brotherhood 
  sympathizers. 
   
  The Guild as a whole is not happy at all and wishes to 
  cause the Scarlet Brotherhood harm. Feel free to answer 
  any questions the PCs might have about the Scarlet 
  Brotherhood or any of families (this is another way to 
  find out about Iana). They do not know much about the 
  Duke though, nor do they know anything about the deals 
  that are being brokered. Unfortunately, other than 
  background info, they don’t have much else to offer. 
   
  Worse yet, there is indeed at least one spy in the 
  Guild, and the PCs have now been marked by the SB. 
  This is one of the ways to trigger an assassination attempt 
  by the Brotherhood (see Encounter Four G: Stalked). 
  Encounter Four A: Smugglers 
  In this encounter, the PCs will visit a warehouse where 
  the Vardushis are working with an agent of the King to 
  smuggle arms into Onnwal in order to help the liberation 
  army. 
   
  The PCs will have been given a sealed note by Rocco 
  indicating that they should be shown around, but that it 
  is ultimately at the discretion of the King’s man, Vern 
  Keil, how much he wants to reveal. The note is only 
  sealed as a test of the PCs honesty. If the seal has been 
  broken, Vern will reveal nothing and will send the PCs 
  on their way. If the seal has not been broken, he will let 
  the PCs know that he is an agent of the king and that the 
  Vardushis are working with him on a mission of foreign 
  aid. 
  
  And All the King’s Men 
   
  Page 16 
  � Vern Keil: Male human Ftr3/Rog3/Vig10. 
   
  Otherwise, if the PCs can succeed at a Diplomacy 
  check (DC 15 + APL) or if the PCs possess any royal 
  favors (including things like the Hero of the Realm), 
  then Vern will describe the entire operation and show 
  them the goods. This conversation takes place in the 
  upstairs office (there is no office on the ground floor). 
   
  Just as the first PC sets foot off the bottom step 
  coming back down from the office, the back door will 
  burst open and a group of SB enforcers will attack. They 
  are here to shut down this “illegal” operation. 
   
  There is no surprise round, but if any PC says they 
  were specifically watching out the office window, which 
  is difficult as Vern is sitting in front of it, then they 
  should be given a DC 20 + APL spot check to notice the 
  thugs coming two rounds before they burst open the 
  door. Otherwise, simply roll for initiative when the door 
  bursts inward. Vern will not take place in the combat. He 
  will move toward the other door and should things go 
  bad for the PCs, he will slip out the door and disappear. 
  APL 6 (EL 8) 
  � Scarlet Brotherhood Thug (4): hp 35; see Appendix 
  One. 
  APL 8 (EL 10) 
  � Scarlet Brotherhood Thug (4): hp 57; see Appendix 
  Two. 
  APL 10 (EL 12) 
  � Scarlet Brotherhood Thug (4): hp 85; see Appendix 
  Three. 
  APL 12 (EL 14) 
  � Scarlet Brotherhood Thug (4): hp 107; see 
  Appendix Four. 
  APL 14 (EL 16) 
  � Scarlet Brotherhood Thug (4): hp 141; see 
  Appendix Five. 
  APL 16 (EL 18) 
  � Scarlet Brotherhood Thug (4): hp 165; see 
  Appendix Six. 
  NOTE: These are the same thugs from Encounter Four D. 
  They can only be encountered once. Whichever 
  encounter happens first, the other will not. If they have 
  already encountered them here, the King’s man will 
  simply show them around and then send them on their 
  way. In this event, the invisible stalkers from Encounter 
  Four G will set upon the PCs assuming they have not 
  already encountered them as well. 
   
  Treasure:  
   
  APL 6: Loot – 0 gp, Coin – 0 gp, Magic -- bracers of 
  armor +1 x4 (83 gp each), potion of bull’s strength x4 (25 gp 
  each), ring of protection +1 x4 (167 gp each). 
   
  APL 8: Loot – 0 gp, Coin – 0 gp, Magic -- bracers of 
  armor +1 x4 (83 gp each), cloak of resistance +1 x4 (83 gp 
  each), potion of bull’s strength x4 (25 gp each), ring of 
  protection +1 x4 (167 gp each). 
   
  APL 10: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x4 (333 gp each), bracers of armor +1 x4 (83 gp 
  each), cloak of resistance +1 x4 (83 gp each), potion of bull’s 
  strength x4 (25 gp each), ring of protection +1 x4 (167 gp 
  each). 
   
  APL 12: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x4 (333 gp each), bracers of armor +2 x4 (333 gp 
  each), cloak of resistance +1 x4 (83 gp each), gloves of dexterity 
  +2 x4 (333 gp each), potion of bull’s strength x4 (25 gp each), 
  ring of protection +1 x4 (167 gp each). 
   
  APL 14: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x4 (333 gp each), bracers of armor +3 x4 (750 gp 
  each), cloak of resistance +1 x4 (83 gp each), gloves of dexterity 
  +2 x4 (333 gp each), potion of bull’s strength x4 (25 gp each), 
  ring of protection +2 x4 (667 gp each). 
   
  APL 16: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x4 (333 gp each), bracers of armor +3 x4 (750 gp 
  each), cloak of resistance +2 x4 (333 gp each), gloves of 
  dexterity +4 x4 (1333 gp each), potion of bull’s strength x4 (25 
  gp each), ring of protection +2 x4 (667 gp each). 
   
  Assuming the PCs beat the thugs, Vern will continue 
  with the tour before informing the PCs that it’s time for 
  him to move the operation again. The crates are all full of 
  normal and masterwork weapons. If for some reason, the 
  PCs manage to not bring all of their weapons into town 
  with them, Vern will offer to loan them a masterwork 
  version of any weapon thy had on their character sheet. 
  Otherwise, he is willing to loan any PC a masterwork 
  weapon that is listed in the Player’s Handbook. All 
  weapons will be returned at the end of the adventure. 
  Encounter Four B: The Temple 
  of Lydia 
  A good knowledge (local) or Gather Information check 
  may have led the PCs here. However, Iana is not 
  particularly interested in helping the PCs or talking 
  about her family. In fact, unless they have temple 
  business or business with the theater she manages, then 
  she will simply ask them to leave and to leaver her be. 
   
  There are a couple of exceptions though. A fellow 
  priest or priestess of Lydia can make a Diplomacy check 
  (DC 10 + APL) to get her to tell them about her family 
  and why she wants nothing to with them (basically they 
  aren’t nice people). It’s also possible that the PCs may be 
  able to barter a valuable book (temple business) for the 
  
  And All the King’s Men 
   
  Page 17 
  same information. Donating the book will get her to 
  write them a letter of introduction to the family that will 
  allow them to get into the estate to talk to Athary or Ivor. 
  Encounter Four C: First Trip to 
  the Undercity 
  The PCs will have been sent here to only find an 
  abandoned base. The front door is locked with a very nice 
  lock (DC 25 + APL), but other than that, the rest of the 
  doors are unlocked and they may search the building 
  thoroughly (see map). Only the office has anything left at 
  all; a nasty little surprise and a couple of clues. 
   
  The office has a broken desk (one leg broken and 
  leaning) shoved into a corner with a similarly broken 
  chair on top of it. The chair is positioned such that it has 
  to be moved to open the drawers. The trap itself is on the 
  chair. 
  NOTE: If the PCs attempt to remove the chair from the 
  office (disabled or not), the chair (and the trap) will 
  simply fall apart as it passes the doorway (mechanics to 
  come, but it should not be allowed to be used by the PCs 
  as and will not be counted as treasure). 
  APL 6 (EL 7) 
  � Inflict Critical Wounds Trap: CR 7; magic device, 
  touch trigger; automatic reset; Atk +8 touch; Spell 
  effect (empowered inflict critical wounds, 11th-level 
  cleric, (4d8+11) * 1.5 damage, DC 16 will save half 
  damage); Search DC 31; Disable Device DC 31; Cost: 
  60,000 gp, 4,800 XP. 
  APL 8 (EL 9) 
  � Inflict Critical Wounds Trap: CR 9; magic device, 
  proximity trigger 15 ft. (alarm); automatic reset; Atk +8 
  ranged touch; multiple targets (two closest targets 
  within 30 ft.); Spell effect (inflict critical wounds (reach), 
  11th-level cleric, 4d8+11 damage, DC 16 will save half 
  damage); Search DC 31; Disable Device DC 31; Cost: 
  33,000 gp, 2,640 XP. 
  APL 10 (EL 11) 
  � Harm Trap: CR 11; magic device, touch trigger; 
  automatic reset; Atk +10 touch; Spell effect (harm, 11th-
  level cleric, 110 damage (will not drop a character 
  below 1 hp), DC 19 will save half damage); Search DC 
  31; Disable Device DC 31; Cost: 33,000 gp, 2,640 XP. 
  APL 12 (EL 13) 
  � Harm Trap: CR 13; magic device, touch trigger; 
  automatic reset; Atk +10 touch; Spell effect (harm, 13th-
  level cleric, 130 damage (will not drop a character 
  below 1 hp), DC 19 will save half damage); Search DC 
  31; Disable Device DC 31; Cost: 39,000 gp, 3,120 XP. 
  APL 14 (EL 15) 
  � Harm Trap: CR 15; magic device, proximity trigger 
  15 ft. (alarm); automatic reset; Atk +12 ranged touch; 
  Single target (closest target within 30 ft.); Spell effect 
  (harm (reach), 15th-level cleric, 150 damage (will not 
  drop a character below 1 hp), DC 19 will save half 
  damage); Search DC 33; Disable Device DC 33; Cost: 
  60,000 gp, 4,800 XP. 
  APL 16 (EL 17) 
  � Harm Trap: CR 17; magic device, proximity trigger 
  15 ft. (alarm); automatic reset; Atk +12 ranged touch; 
  Single target (closest target within 30 ft.); Spell effect 
  (harm (reach), 17th-level cleric, 170 damage (will not 
  drop a character below 1 hp), DC 19 will save half 
  damage); Search DC 33; Disable Device DC 33; Cost: 
  68,000 gp, 5,440 XP. 
  The Clues: 
  • 
  The first is a note (Player Handout #1). It is shoved 
  way back at the back of the drawer (Search DC 12) 
  where it got caught and crumpled. And hence the 
  reason it got left behind. It says, “Agent inside the 
  palace indicates progress being made with the 
  Duke.” The agent inside the palace is none other 
  than the Duchess. This note is about four weeks old 
  and penned by her contact. The Duchess has been 
  sending other notes since indicating things are 
  going well, but the Scarlet Brotherhood has actually 
  seen no progress. This has caused them to become 
  suspicious. This is one reason why they have been 
  stopping all of the “Duke’s” envoys going to Lum. 
  • 
  The will also find a broken medallion. It is broken as 
  if snapped in half. Only half of it is here. It has 
  arcane symbols and a Spellcraft check (DC 12 + APL) 
  will indicate that it is a keyed teleportation disk. You 
  snap it in half to activate it. They recovered this for 
  informational purposes only. They are trying to 
  court Lum, a local priest of Hextor (see Encounters 
  Five, Six, and Seven), and wanted as much 
  information as possible. This particular piece led 
  them nowhere. However, the medallion can still be 
  useful as it can be presented to the Blood Golems to 
  cause them to allow the PCs passage. It can be 
  doubly useful if the PCs present it to Lum and tell 
  them where they found it. He will be very interested 
  to know that they are trying to get information about 
  him. 
  Encounter Four D: Obligatory 
  Thug Attack 
  If the PCs attempted to contact the Torbaas family. 
  APL 6 (EL 8) 
  � Scarlet Brotherhood Thug (4): hp 35; see Appendix 
  One. 
  
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  Page 18 
  APL 8 (EL 10) 
  � Scarlet Brotherhood Thug (4): hp 57; see Appendix 
  Two. 
  APL 10 (EL 12) 
  � Scarlet Brotherhood Thug (4): hp 85; see Appendix 
  Three. 
  APL 12 (EL 14) 
  � Scarlet Brotherhood Thug (4): hp 107; see 
  Appendix Four. 
  APL 14 (EL 16) 
  � Scarlet Brotherhood Thug (4): hp 141; see 
  Appendix Five. 
  APL 16 (EL 18) 
  � Scarlet Brotherhood Thug (4): hp 165; see 
  Appendix Six. 
  NOTE: These are the same thugs from Encounter Four A 
  (use the Encounter Eight map). They can only be 
  encountered once. Whichever encounter happens first, 
  the other will not. In this event, the invisible stalkers 
  from Encounter Four G will set upon the PCs assuming 
  they have not already encountered them as well. 
   
  Treasure:  
   
  APL 6: Loot – 0 gp, Coin – 0 gp, Magic -- bracers of 
  armor +1 x4 (83 gp each), potion of bull’s strength x4 (25 gp 
  each), ring of protection +1 x4 (167 gp each). 
   
  APL 8: Loot – 0 gp, Coin – 0 gp, Magic -- bracers of 
  armor +1 x4 (83 gp each), cloak of resistance +1 x4 (83 gp 
  each), potion of bull’s strength x4 (25 gp each), ring of 
  protection +1 x4 (167 gp each). 
   
  APL 10: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x4 (333 gp each), bracers of armor +1 x4 (83 gp 
  each), cloak of resistance +1 x4 (83 gp each), potion of bull’s 
  strength x4 (25 gp each), ring of protection +1 x4 (167 gp 
  each). 
   
  APL 12: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x4 (333 gp each), bracers of armor +2 x4 (333 gp 
  each), cloak of resistance +1 x4 (83 gp each), gloves of dexterity 
  +2 x4 (333 gp each), potion of bull’s strength x4 (25 gp each), 
  ring of protection +1 x4 (167 gp each). 
   
  APL 14: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x4 (333 gp each), bracers of armor +3 x4 (750 gp 
  each), cloak of resistance +1 x4 (83 gp each), gloves of dexterity 
  +2 x4 (333 gp each), potion of bull’s strength x4 (25 gp each), 
  ring of protection +2 x4 (667 gp each). 
   
  APL 16: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x4 (333 gp each), bracers of armor +3 x4 (750 gp 
  each), cloak of resistance +2 x4 (333 gp each), gloves of 
  dexterity +4 x4 (1333 gp each), potion of bull’s strength x4 (25 
  gp each), ring of protection +2 x4 (667 gp each). 
  Encounter Four E: A Lady in 
  Waiting 
  The Duchess has sent her lady in waiting to address the 
  PCs as they leave the palace. She will intercept them in 
  the hallways of the palace and invite them into a dining 
  room (with food) to discuss a matter with her.  
  � Elwyn, Duchess Lehiidi’s Lady in Waiting: 
  Female human Suel Mnk6/Exp2. 
   
  After introducing herself, she will explain that the 
  Duchess has sent her to speak with them. She indicates 
  that the Duchess would like to know where there 
  loyalties lie in matters involving Nyrond. 
   
  In either case, she will ask them to do the Duchess a 
  favor. And also in either case, she will indicate that the 
  Duchess’ loyalties are in line with the PCs and that the 
  favor is intended to help.  
   
  The Duchess wants the PCs to help bring the Priest 
  of Hextor, Lum Keleb, onto her side. She will not tell 
  the PCs that Lum is a Hextorite, but will indicate that 
  he is powerful and dangerous. She will tell them that he 
  is not a “nice” person and that she knows that they are 
  being asked to help broker a deal with the devil. 
  However, the Duchess feels that in such a place and in 
  such a time, help must be garnered from wherever it is 
  available. 
   
  Previous attempts to contact him have resulted in 
  dead emissaries. The emissaries were actually killed in by 
  the SB, in gruesome manners, but the Duchess does not 
  know it was her fellow Brotherhood members who 
  stopped them. The Duchess is hoping that a group of 
  outside adventurers can succeed where known members 
  of the palace failed. 
   
  Assuming the PCs question her, she knows quite a 
  bit about everything the Duchess knows. However, she 
  will only tell them as much as she has to in order to get 
  them to help. For most things of any real secrecy, she will 
  simply state that she is not allowed to say (which is the 
  truth). 
   
  This should send them to Encounter Five, where 
  they will deal with Lum’s butler. 
  Encounter Four F: Disgruntled 
  Pirates 
  Ultimately, this is the same false lead as provided by the 
  Bayfields, but is here to give the PCs a second way to find 
  the used medallion and the note. It is meant to be 
  redundant. It also could confirm the location given by 
  the Bayfields (or vice versa) if the PCs have talked to both 
  groups without going to the site. Of course, if they have 
  already visited the hide out, they will already no it’s a 
  dead end.  
  
  And All the King’s Men 
   
  Page 19 
   
  Alek leads the PCs to another bar (actually an old 
  warehouse that has been converted into a makeshift bar 
  with no name) where they will meet with a small group 
  of disgruntled pirates and privateers. Alek this group will 
  give the PCs concrete information about the SB and how 
  they are “recruiting” pirates to work for them. The fact 
  that most of the pirates who have refused the SB have 
  been killed will definitely come up. Those who have 
  managed to escape or who have not been approached yet 
  are considering going privateer, more for the safety than 
  for any loyalty to the throne. They will also share any 
  information they know that the PCs might ask about. 
  • 
  The Torbaas Family has moved in over the past two 
  years. 
  • 
  Someone, most likely the Torbaases but definitely 
  the Scarlet Brotherhood, has been behind attempts 
  to get the other families to in fight. This disruption 
  made it easier for the Torbaases, and likely the 
  Brotherhood, to make headway. 
  • 
  The Torbaas family is VERY well funded. 
  • 
  All indications are that they are a front for the SB. 
  • 
  The Vardushis are paying well for any real proof 
  about the Torbaas family. 
  • 
  After a period of frantic meetings when the Navy 
  was pulled from Oldred, the Duke has since shut 
  down all visitations and has not made a public 
  appearance in the last three weeks. 
  • 
  Pirate activity backed by the SB, has increased 
  dramatically since the Navy pulled out. In 
  attempting to punish the Duke for his lack of 
  actions, the King may very well have made matters 
  worse. 
  • 
  Real trade in and out of the city by water has become 
  increasingly risky and troublesome. Although the 
  Torbaas family seems to be immune to the problem 
  and have been prospering. 
  • 
  Whether or not the SB is behind the Torbaases, and 
  at this point it is little more than an open secret, the 
  SB has definitely been active in Oldred. 
  • 
  They constantly rotate their base of operations 
  (almost monthly) so as not to be easily pinned down. 
  • 
  Alek will tell the PCs about the most recent hideout 
  of the SB. He does not know that they have moved 
  yet. This tip will lead the PCs to Encounter Four C if 
  they have not already been there. 
  Encounter Four G: Stalked 
  If the PCs have not triggered this attack directly by their 
  actions above, then this encounter should be run when 
  the PCs are returning from talking with the Priest of 
  Hextor. They will not encounter the stalkers twice unless 
  they flee from them the first time. In which case, the 
  stalkers will attempt to track them down again. Bring 
  them back whenever it seems appropriate. 
   
  As this event can be triggered in a number of 
  locations, there is no particular need for a map.  Any 
  generic street map can be used (however, keep in mind 
  that they would not choose a location with small alleys 
  where the PCs could hide).  Similarly, if the PCs are 
  tracked down by the stalkers while inside a building, you 
  may ad-lib the dimensions of the room or rooms when 
  the encounter finally occurs. 
   
  By their nature Invisible Stalkers almost always 
  attack with the element of surprise. However, characters 
  with high spot checks and/or listen checks may very well 
  notice them as they approach and should be allowed to 
  go in the surprise round, likewise characters or familiars 
  with the ability to see invisible creatures. The stalkers 
  still approach by skimming over the rooftops, so they will 
  not be seen until just about to attack. 
   
  The DCs for both spot and listen should be 20 + the 
  stalkers Hide or Move Silently score (as appropriate). 
  Assume that they are taking ten on both skills. The extra 
  20 comes from being invisible and from flying 
  respectively. The stalkers are intelligent and should act as 
  such. They will likely focus attacks on characters that 
  they see as a threat first. But the tactics are left up to the 
  judge. 
  APL 6 (EL 8) 
  � Advanced Invisible Stalker: hp 78; see Appendix 
  One. 
  APL 8 (EL 10) 
  � Advanced Invisible Stalker (2): hp 78 each; see 
  Appendix Two. 
  APL 10 (EL 12) 
  � Advanced Invisible Stalker (2): hp 136 each; see 
  Appendix Three. 
  APL 12 (EL 14) 
  � Advanced Invisible Stalker (4): hp 136 each; see 
  Appendix Four. 
  APL 14 (EL 16) 
  � Advanced Invisible Stalker (4): hp 252 each; see 
  Appendix Five. 
  APL 16 (EL 18) 
  � Advanced Invisible Stalker (8): hp 252 each; see 
  Appendix Six. 
  
  And All the King’s Men 
   
  Page 20 
  Encounter Five:  
  The PCs will visit the home of the Priest of Hextor, Lum 
  Keleb. It is in a nice neighborhood, but not to 
  ostentatious (as that only invites thieves in Oldred). 
  However, the Priest is not at home. In fact, he is in his 
  temple in undercity. But his butler will meet with the 
  PCs. 
  � Doric Grain, Lum’s butler: Male human 
  Rog8/Exp8 (Bluff 25). 
   
  Note: it is important that the PCs not know he is a 
  Priest of Hextor until meeting him unless they make a 
  very high Gather Information, Knowledge (religion), or 
  Bardic Knowledge check (see below). 
   
  Lum has left instructions with the butler to contact 
  him if approached by anyone on the Duke’s, Duchess’, or 
  Brotherhood’s business if they are polite. The butler will 
  indicate that the “master” is out, but that he will attempt 
  to arrange a meeting if they will come back later. 
   
  This is an opportunity for the PCs to attempt to 
  Gather Information if they have not done so already. The 
  DC to find someone who recognizes the name is 10 + 
  APL. The individual they find will simply be terrified by 
  the name and will only tell them that Lum is a very evil 
  man. The DC to find someone who can actually identify 
  Lum is DC 25 + APL. This individual will inform them 
  that Lum is a powerful cleric of Hextor and that he 
  should be avoided at all costs.  
   
  Alternately, if the PCs can make a DC 30 + APL 
  Knowledge (religion) or Bardic Knowledge check (give 
  Heironeans a +5), they may have actually heard of him 
  and will know who he is. Otherwise, let them do as they 
  will for the next three hours. 
   
  Assuming they come back later, Doric will then 
  inform them that his master has gone missing. This is a 
  lie (Bluff DC 45, take 10 and a +10 circumstance modifier 
  for planning and practice). His master actually wants to 
  test and trap them so has set the entire situation up. The 
  butler will inform them that his sendings to his master 
  have not been responded to and that he is concerned for 
  his safety. His master was on a mission in the undercity 
  and has not returned. He will tell them that the mission 
  was to investigate a recently uncovered Flan temple. 
  Doric will ask them to seek him out and will give them a 
  medallion with which to indicate to his master that he 
  has sent them. 
   
  PCs should recognize that the medallion is the same 
  as the other one they found and may know that it is a 
  teleportation disk. In which case, the butler will let them 
  know that it is keyed to return the holder (only) to this 
  house, which actually happens to be true. But more 
  importantly, if the medallion is presented to the blood 
  golems, it will allow the PCs to pass freely. The odds of 
  them making this guess or assumption should be pretty 
  slim though unless they managed to find out that Lum is 
  a Hextorite priest and then make the knowledge checks 
  on the golems to know they are associated with the 
  church of Hextor. Still, it could happen. 
   
  Note: If the PCs attempt to ask Doric for payment 
  for seeking Lum, he will respond with the utmost of 
  disdain and will inform them “an audience with Master 
  Keleb is more than enough payment for this favor!” If 
  they push, he will ask them to leave and module is 
  effectively over unless someone can succeed at a 
  Diplomacy check (DC 20 + APL) to get Doric to give 
  them a second chance. 
   
  Doric will then give them directions to the “recently 
  uncovered Flan temple” (the blood golem room, 
  Encounter Six). 
  Encounter Six: Breaking and 
  Entering 
  The room with the blood golems is completely covered in 
  fresh, sticky, blood. There is no game affect as it is just 
  meant to be creepy. 
   
  There is also a permanent image of a one-way 
  illusionary wall separating the room. The wall also has a 
  programmed image on it that reacts to things being thrown 
  at it to make them look like they bounce to the floor at 
  the foot of the wall or stick in the wall as appropriate. PCs 
  do not get a Will save for interacting with the wall unless 
  they approach it and touch it. The DC on the Will save is 
  23. 
   
  The golems are behind the illusionary wall and will 
  attack as soon as someone approaches within ten feet of 
  the wall (unless they are presenting one of the 
  medallions). A Knowledge (arcana) check of DC 10 + HD 
  can be made to recognize the golems as Blood Golems of 
  Hextor. Likewise, a Knowledge (religion) check of DC 15 
  + HD can be made to recall that they are somehow 
  associated to Hextor (although no additional information 
  should be given). 
   
  At any point during the combat, the golems will 
  cease attacking if a medallion is presented. They will not 
  attack again unless the holder of the medallion leaves the 
  room and someone subsequently reenters the room. 
   
  The wall that the door entering the room is in is also 
  rigged to fall down, opening the entire hallway, with a 
  break DC of 10. The golems will only break down the 
  wall if everyone is attempting to hide in the hallway and 
  fire at them. Otherwise they will stay in the room and 
  attack anyone attempting to go past them. They will 
  always attack the person farthest into the room. They are 
  programmed not to let anyone through and are also 
  programmed to attempt to focus damage. They will not 
  follow PCs out of the room unless the PCs are actively 
  attacking them. They will not sit still and be targets. 
  
  And All the King’s Men 
   
  Page 21 
  APL 6 (EL 8) 
  � Blood Golem of Hextor: hp 130; see Appendix One. 
  APL 8 (EL 10) 
  � Blood Golem of Hextor (2): hp 130; see Appendix 
  Two. 
  APL 10 (EL 12) 
  � Blood Golem of Hextor (2): hp 210; see Appendix 
  Three. 
  APL 12 (EL 14) 
  � Blood Golem of Hextor (2): hp 250; see Appendix 
  Four. 
  APL 14 (EL 16) 
  � Blood Golem of Hextor (2): hp 330; see Appendix 
  Five. 
  APL 16 (EL 18) 
  � Blood Golem of Hextor (4): hp 330; see Appendix 
  Six. 
   
  The Blood Golem hit points are based on a full 
  reservoir. Do not give them additional hit points (fast 
  healing) during the combat. If the PC’s manage to disrupt 
  the reservoir, simply cut the remaining hit points in half. 
  Encounter Seven: A Law Abiding 
  Citizen 
  Upon defeating the golems, the PCs will continue on and 
  enter a fully decorated (make it up) temple of Hextor. 
  Lum, the Priest of Hextor (Clr 20), will be sitting on a 
  dais behind the sacrificial alter. This is a role-play 
  encounter. If the PCs attack Lum, he simply teleports 
  away (he has an item that will counter a dimensional 
  anchor) and has the PCs arrested for Breaking and 
  Entering and Assault. 
   
  Lum will point out that they have unlawfully broken 
  into his temple and destroyed his property. If questioned, 
  he will point out that he has a legal writ form the Duke to 
  operate the temple (under strict guidelines of course) and 
  that he legally owns the land where the temple is. All of 
  this is true. He will suggest that he intends to press 
  charges if the PCs cannot give him a good reason not to. 
   
  If the PCs insist that his butler sent them and that 
  they had permission to enter, he will simply say it must 
  have been a terrible misunderstanding, but that they still 
  had no right to destroy his property. Especially when 
  simply showing the guards his medallion would have 
  allowed peaceful passage. He will never actually admit 
  that he set the entire situation up, but will not go out of 
  his way to truly hide it either; plausible deniability. 
   
  If the PCs role-play well though, they can bargain 
  with him to drop the charges and to meet with the 
  Duchess. The DCs are: 
  • 
  10 + APL to get him to drop the charges (he set them 
  up after all). 
  • 
  16 + APL to get them to treat with the Duchess. 
   
  The DC increases by 5 if they destroyed the Golems. 
  And it increases by 10 more if there are any Heironeans 
  in the party. Drop the DC by 5 if the PCs present Lum 
  with the used medallion and inform him truthfully of 
  where they found it. 
   
  If they succeed at only the former, he will simply ask 
  them to leave. If the succeed at both, he will tell them to 
  inform the Duchess that he will be in contact with her. 
   
  If they completely fail the Diplomacy checks or 
  refuse to treat with him, he will ask them to leave in a 
  non-forgiving tone and will report them to the 
  authorities and have them arrested. See the conclusion 
  for information on how to handle this. 
  Encounter Eight: It’s a Trap! 
  This encounter will be triggered whenever the PCs 
  decide it is time to go back to see the Duchess. If they 
  have already fought the blood golems and the invisible 
  stalkers in the same day, you may want to suggest they 
  rest before proceeding to the palace. Note that these 
  devils have been called by the appropriate planar ally spell 
  and are not summoned. 
  APL 6 (EL 8) 
  � Bearded Devil (Barbazu) (3): hp 45 each; see 
  Monster Manual page 52. 
  APL 8 (EL 10) 
  � Hellcat (Bezekira) (3): hp 60 each; see Monster 
  Manual page 54. 
  APL 10 (EL 12) 
  � Bone Devil (Osyluth) (3): hp 95 each; see Monster 
  Manual page 52. 
  APL 12 (EL 14) 
  � Barbed Devil (Hamatula) (3): hp 126 each; see 
  Monster Manual page 51. 
  APL 14 (EL 16) 
  � Ice Devil (Gelugon) (3): hp 147 each; see Monster 
  Manual page 56. 
  APL 16 (EL 18) 
  � Horned Devil (Cornugon) (2): hp 172 each; see 
  Monster Manual page 55. 
  
  And All the King’s Men 
   
  Page 22 
  Note: If the PCs handle this encounter too easily, judges 
  discretion, have the final encounter occur immediately 
  without going out of rounds. The Brotherhood’s elite 
  enforcers will arrive fully buffed and simply roll into the 
  initiative order of the combat. Depending on the APL, 
  the sorcerer will dimension door them in, or they will 
  come around a nearby corner. 
  Encounter Nine: Never Keep a 
  Lady Waiting 
  Duchess Lehiidi Coriner: Female human Suel 
  Ari4/Mnk8, (Ring of counterspells (dimensional 
  anchor), Freedom of movement (18th level caster), Ring 
  of Teleportation (use activate twist the ring, which can 
  be achieved in a grapple without a grapple check, 
  although not if she is pinned), death ward, and globe of 
  invulnerability. 
  Bodyguard: Male human (Suel) Mnk6/Ftr12. 
   
  The point of this encounter is to tell the PCs what is 
  really going on. The Duchess will let the PCs know that 
  she is the SB spy in the Palace. However, in the past year 
  she has truly fallen in love with the Duke and only wants 
  to do what is best for him.  
   
  The PCs job is to convince the Duchess that the out 
  come they would like to see (siding with the SB or the 
  King) is in the best interestes of the Duke. If the PCs 
  want to support the SB, then she will help them convince 
  the Duke of such. If they want to resist the SB and have 
  the Duke be loyal, then she will assist them with that. 
  They should role-play their position and then make a 
  diplomacy check. However, The DC of the Diplomacy 
  check is only 10 as she has mostly decided to do as they 
  ask already, although you should have the PCs add up 
  everything they have and ask if that’s the best they can 
  get even after they have beaten a DC 10.  
   
  Unless they somehow manage to fail at the DC 10 
  Diplomacy check, in which case, the mod is over, she will 
  then tell them that she will arrange an audience with the 
  Duke where they will both present their cases to him. 
  However, they will have to return on the next day as it 
  takes time to arrange a meeting with him. The PCs will 
  probably get paranoid at this point and be concerned that 
  something will happen to her, but she will insist that 
  everything will be fine and she will be correct. A Sense 
  Motive check of DC 15 will allow the PCs to see that she 
  believes this to be true. The PCs will not be allowed to 
  stay at the palace over night or escort her in any way. 
  Encounter Ten A: The 
  Brotherhood Strikes Back 
  If the PCs are working against the SB, and the PCs have 
  not already been assaulted by the elite enforcers after 
  dealing with the devils that were sent, then they will be 
  assaulted one last time by the forces of the Scarlet 
  Brotherhood in an attempt to keep them from talking to 
  the Duke. 
   
  This encounter should occur on the way to the see 
  the Duke at the palace (the day following the meeting 
  with the Duchess). The Brotherhood enforcers will be 
  fully buffed at the beginning of the combat. The buff 
  spells should be based off what the PCs have been seen 
  casting throughout the mod. 
   
  At higher APLs, the sorcerer will dimension door 
  them right next to the PCs. Or at lower APLs, they will 
  simply step out from around a corner. In either event, 
  simply roll for initiative with no surprise round. 
  APL 6 (EL 9) 
  � Suel Cleric: hp 52; see Appendix One. 
  � Suel Monk: hp 43; see Appendix One. 
  � Suel Sorcerer: hp 31; see Appendix One. 
  APL 8 (EL 11) 
  � Suel Cleric: hp 66; see Appendix Two. 
  � Suel Monk: hp 73; see Appendix Two. 
  � Suel Sorcerer: hp 43; see Appendix Two. 
  APL 10 (EL 13) 
  � Suel Cleric: hp 80; see Appendix Three. 
  � Suel Monk: hp 93; see Appendix Three. 
  � Suel Sorcerer: hp 55; see Appendix Three. 
  APL 12 (EL 15) 
  � Suel Cleric: hp 94; see Appendix Four. 
  � Suel Monk: hp 113; see Appendix Four. 
  � Suel Sorcerer: hp 67; see Appendix Four. 
  APL 14 (EL 17) 
  � Suel Cleric: hp 108; see Appendix Five. 
  � Suel Monk: hp 146; see Appendix Five. 
  � Suel Sorcerer: hp 79; see Appendix Five. 
  APL 16 (EL 19) 
  � Suel Cleric: hp 122; see Appendix Six. 
  � Suel Monk: hp 168; see Appendix Six. 
  � Suel Sorcerer: hp 106; see Appendix Six. 
   
  Treasure:  
   
  APL 6: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 (333 gp each), periapt of wisdom +2 (333 gp each), 
  ring of protection +1 x2 (167 gp each), vest of resistance +1 (83 
  gp each). 
  
  And All the King’s Men 
   
  Page 23 
   
  APL 8: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x2 (333 gp each), bracers of armor +1 (83 gp each), 
  cloak of charisma +2 (333 gp), cloak of elemental protection (83 
  gp each), periapt of wisdom +2 (333 gp each), ring of 
  counterspells (333 gp each), ring of protection +1 x2 (167 gp 
  each), vest of resistance +1 x2 (83 gp each). 
   
  APL 10: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x2 (333 gp each), bracers of armor +1 x2 (83 gp 
  each), cloak of charisma +2 (333 gp), cloak of elemental 
  protection (83 gp each), cloak of resistance +1 (83 gp each), 
  gloves of dexterity +2 (333 gp each), monk’s belt (1083 gp 
  each), periapt of wisdom +2 (333 gp each), ring of 
  counterspells x2 (333 gp each), ring of protection +1 x2 (167 
  gp each), vest of resistance +1 x2 (83 gp each). 
   
  APL 12: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x2 (333 gp each), amulet of natural armor +1 (167 
  gp each), bracers of armor +1 (83 gp each), bracers of armor 
  +2 (333 gp each), cloak of charisma +2 (333 gp), cloak of 
  elemental protection (83 gp each), cloak of resistance +1 (83 gp 
  each), gloves of dexterity +2 x2 (333 gp each),  
  ioun 
  stone 
  (incandescent blue; +2 Wisdom) (667 gp each), lesser rod of 
  empower (750 gp each), monk’s belt (1083 gp each), ring of 
  counterspells x3 (333 gp each), ring of protection +1 (167 gp 
  each), ring of protection +2 (667 gp each), vest of resistance +1 
  x2 (83 gp each). 
   
  APL 14: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 (333 gp each), amulet of natural armor +1 (167 gp 
  each), amulet of natural armor +2 (667 gp each), bracers of 
  armor +2 (333 gp each), bracers of armor +3 (750 gp each), 
  cloak of charisma +2 (333 gp), cloak of elemental protection (83 
  gp each), cloak of resistance +2 (333 gp each), gloves of 
  dexterity +2 x2 (333 gp each), gloves of dexterity +4 (1333 gp 
  each), ioun stone (incandescent blue; +2 Wisdom) (667 gp 
  each), ioun stone (pink; +2 Constitution) (667 gp each), 
  lesser rod of empower (750 gp each), lesser rod of enlarge (250 
  gp each), monk’s belt (1083 gp each), ring of counterspells x3 
  (333 gp each), ring of protection +2 x2 (667 gp each), vest of 
  resistance +2 x2 (333 gp each). 
   
  APL 16: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +4 (1333 gp each), amulet of natural armor +2 x2 (667 
  gp each), boots of big stepping (933 gp each), bracers of armor 
  +3 (750 gp each), bracers of armor +4 (1333 gp each), cloak of 
  charisma +4 (1333 gp), cloak of elemental protection (83 gp 
  each), cloak of resistance +2 (333 gp each), gloves of dexterity 
  +2 (333 gp each), gloves of dexterity +4 x2 (1333 gp each), 
  ioun stone of resistance (burnt orange; resistance +2) (667 gp 
  each), ioun stone (incandescent blue; +2 Wisdom) (667 gp 
  each), ioun stone (pink; +2 Constitution) (667 gp each), 
  lesser rod of empower (750 gp each), lesser rod of enlarge (250 
  gp each), monk’s belt (1083 gp each), ring of counterspells x3 
  (333 gp each), ring of protection +2 (667 gp each), ring of 
  protection +3 (1500 gp each), vest of resistance +2 (333 gp 
  each). 
  Encounter Ten B: The Royal 
  Guard 
  If the PCs have decided to side with the SB, the Royal 
  Guard will have been tipped off and they will have to 
  fight them. Assuming they can defeat them or otherwise 
  get away, continue to the meeting with the Duke. If not, 
  they are imprisoned as traitors. In either event, there will 
  be repercussions, as even the Duke cannot shield them 
  from the Royal Guard Watch-Captain. See the conclusion 
  for how to deal with PCs that have broken the law. 
   
  If PCs choose this path, use generic NPC stats from 
  the DMG as listed below. In any event, the PCs are not 
  meant to win this combat, only to escape. Should they 
  somehow manage to win, they will not be allowed to loot 
  the bodies. More Royal Guardsmen (8) will arrive before 
  they can loot and a third set (also 8) will then show up if 
  they beat the second set. 
  All APLs (EL 19) 
  �/� Watch-Captain Wendian Paradarn: Male 
  human Oeridian Ftr17; hp 157; see Dungeon Master’s 
  Guide page 117. 
  �/� Guardsmen (5): Male human Ftr12; hp 96; see 
  Dungeon Master’s Guide page 117. 
  Encounter Eleven: An Interview 
  with a Duke 
  Once again, this is simply meant to be a role-play 
  encounter. Do not let it turn into a combat of any sort, as 
  the PCs will be quickly swarmed. 
   
  The intent of this encounter is for the PCs to present 
  their case to the Duke on how they think he should 
  handle the situation. Ultimately, it comes down to 
  whether he should accept the offer he has been given and 
  side with Prince Sewarndt and the Brotherhood, or 
  remain loyal to the King and fight with him against the 
  Dark Prince and the insurgent Scarlet Brotherhood. He 
  will discuss both options with the PCs, but with the 
  assistance of the Duchess will appear to be about to agree 
  with them when the doors will burst open. See the 
  Conclusion.  
   
  The Duke finally sighs and nods, “Yes, I see your 
  point. Your wisdom coincides with what I have 
  known to be the right decision all along. “  
   
  However, before he says more, the doors to his 
  great hall fly open. 
  Conclusion 
  As the doors slam into the walls on either side, a 
  royal messenger enters the room. 
   
  “ Your Grace, I have news!”  
   
  With a cautious look the Duke responds, “What 
  is it then?” 
  
  And All the King’s Men 
   
  Page 24 
   
  “Your Grace, Rel Mord has fallen! Prince 
  Sewarndt has claimed the throne and King Lynwerd 
  has gone missing.” 
   
  Without batting an eye, the Duke then turns to 
  all of you, “Well then, that changes everything. 
  Ladies and Gentlemen (as appropriate), please leave 
  now. I must see to the business of the Kingdom.” 
   
  At this point the PCs will be escorted from the 
  palace with the Duchess shooting them a worried look. 
  The Duke will speak with them no more. 
   
  The module is essentially over and the PCs may do 
  or go where they will. Unless they have broken the law, 
  in which case the Royal Guard will be waiting to take 
  them in (will be prepared to block all inter-dimensional 
  travel). The PCs will be outnumbered, outgunned, and 
  arrested. Attempting to fight could actually increase the 
  charges if they were not already being charged with 
  assault and/or murder.  
   
  Assaults on the person of the Duke or the Duchess 
  will also result in the assault arrest. Calling either of them 
  liars or otherwise verbally assaulting the Duke as they are 
  being escorted out is fine. The Duke is expecting this, 
  and doesn’t mind a bit of verbal abuse – so long as it stays 
  verbal. Assume that any attempt to influence the Duke’s 
  mind (such as with a silent, stilled charm person) is met 
  with a successful saving throw. 
   
  Arrested: 
  You have committed a crime and on the word of the 
  Hextorian church (or other witnesses) were arrested by 
  the Royal Guard Watch-Captain in Oldred.  Your crime 
  was one of the following and resulted in the listed 
  punishment: 
  • 
  Breaking and Entering – fine of 100 Gold Nobles 
  (100 gp) 
  • 
  Assault – fine of 100 Gold Nobles, the loss of 4 TUs 
  (must be recorded on this AR or on the first one of 
  the next year if the character is out of TUs in this 
  year), and a prison record. 
  • 
  Murder – you were either sent to prison for life 
  (contact the Nyrond triad for details – character 
  unplayable until then), or hanged by the neck until 
  dead (the character can be raised, but only by other 
  PCs – no church of Nyrond will raise this character) 
  – your choice.  In the event of death by hanging 
  without subsequent raising, the character is removed 
  from play permanently. 
   
  Note: The PCs can get out of the lesser charges by 
  succeeding at a DC 15 + APL Bluff check or by burning a 
  royal favor, a favor with one of the crime families, or a 
  favor with the Church of Hextor (should any of these 
  exist). They cannot get out of a murder charge. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Four A or D 
  Defeat the Brotherhood thugs: 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  APL14 480 xp 
   
  APL16 540 xp 
  Encounter Four C 
  Encounter and disable or survive the trap: 
   
  APL6 210 xp 
   
  APL8 270 xp 
   
  APL10 330 xp 
   
  APL12 390 xp 
   
  APL14 450 xp 
   
  APL16 510 xp 
  Encounter Four G 
  Defeat the Invisible Stalkers: 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  APL14 480 xp 
   
  APL16 540 xp 
  Encounter Six 
  Defeat the Blood Golems or disable the threat by 
  presenting a medallion to them: 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  APL14 480 xp 
  
  And All the King’s Men 
   
  Page 25 
   
  APL16 540 xp 
  Encounter Eight 
  Defeat the Devils: 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  APL14 480 xp 
   
  APL16 540 xp 
  Encounter 10 A or B 
  Defeat the Scarlet Brotherhood strike team or escape the 
  Royal Guardsmen: 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
   
  APL14 510 xp 
   
  APL16 570 xp 
  Story Award 
  Convince Lum Keleb to meet with the Duchess: 
   
  APL6 180 xp 
   
  APL8 225 xp 
   
  APL10 270 xp 
   
  APL12 315 xp 
   
  APL14 360 xp 
   
  APL16 405 xp 
  Discretionary roleplaying award 
   
  APL6 180 xp 
   
  APL8 225 xp 
   
  APL10 270 xp 
   
  APL12 315 xp 
   
  APL14 360 xp 
   
  APL16 405 xp 
  Total possible experience: 
   
  APL6 1,800 xp 
   
  APL8 2,250 xp 
   
  APL10 2,700 xp 
   
  APL12 3,150 xp 
   
  APL14 3,600 xp 
   
  APL16 4,050 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Introduction 
   
  APL 6: Loot – 0 gp, Coin – 300 gp, Magic – 0 gp. 
   
  APL 8: Loot – 0 gp, Coin – 400 gp, Magic – 0 gp. 
   
  APL 10: Loot – 0 gp, Coin – 500 gp, Magic – 0 gp. 
  
  And All the King’s Men 
   
  Page 26 
   
  APL 12: Loot – 0 gp, Coin – 600 gp, Magic – 0 gp. 
   
  APL 14: Loot – 0 gp, Coin – 700 gp, Magic – 0 gp. 
   
  APL 16: Loot – 0 gp, Coin – 800 gp, Magic – 0 gp. 
  Encounter Four A or D:   
   
  APL 6: Loot – 0 gp, Coin – 0 gp, Magic -- bracers of 
  armor +1 x4 (83 gp each), potion of bull’s strength x4 (25 gp 
  each), ring of protection +1 x4 (167 gp each). 
   
  APL 8: Loot – 0 gp, Coin – 0 gp, Magic -- bracers of 
  armor +1 x4 (83 gp each), cloak of resistance +1 x4 (83 gp 
  each), potion of bull’s strength x4 (25 gp each), ring of 
  protection +1 x4 (167 gp each). 
   
  APL 10: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x4 (333 gp each), bracers of armor +1 x4 (83 gp 
  each), cloak of resistance +1 x4 (83 gp each), potion of bull’s 
  strength x4 (25 gp each), ring of protection +1 x4 (167 gp 
  each). 
   
  APL 12: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x4 (333 gp each), bracers of armor +2 x4 (333 gp 
  each), cloak of resistance +1 x4 (83 gp each), gloves of dexterity 
  +2 x4 (333 gp each), potion of bull’s strength x4 (25 gp each), 
  ring of protection +1 x4 (167 gp each). 
   
  APL 14: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x4 (333 gp each), bracers of armor +3 x4 (750 gp 
  each), cloak of resistance +1 x4 (83 gp each), gloves of dexterity 
  +2 x4 (333 gp each), potion of bull’s strength x4 (25 gp each), 
  ring of protection +2 x4 (667 gp each). 
   
  APL 16: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x4 (333 gp each), bracers of armor +3 x4 (750 gp 
  each), cloak of resistance +2 x4 (333 gp each), gloves of 
  dexterity +4 x4 (1333 gp each), potion of bull’s strength x4 (25 
  gp each), ring of protection +2 x4 (667 gp each). 
  Encounter Ten A:   
   
  APL 6: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 (333 gp each), periapt of wisdom +2 (333 gp each), 
  ring of protection +1 x2 (167 gp each), vest of resistance +1 (83 
  gp each). 
   
  APL 8: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x2 (333 gp each), bracers of armor +1 (83 gp each), 
  cloak of charisma +2 (333 gp), cloak of elemental protection (83 
  gp each), periapt of wisdom +2 (333 gp each), ring of 
  counterspells (333 gp each), ring of protection +1 x2 (167 gp 
  each), vest of resistance +1 x2 (83 gp each). 
   
  APL 10: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x2 (333 gp each), bracers of armor +1 x2 (83 gp 
  each), cloak of charisma +2 (333 gp), cloak of elemental 
  protection (83 gp each), cloak of resistance +1 (83 gp each), 
  gloves of dexterity +2 (333 gp each), monk’s belt (1083 gp 
  each), periapt of wisdom +2 (333 gp each), ring of 
  counterspells x2 (333 gp each), ring of protection +1 x2 (167 
  gp each), vest of resistance +1 x2 (83 gp each). 
   
  APL 12: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 x2 (333 gp each), amulet of natural armor +1 (167 
  gp each), bracers of armor +1 (83 gp each), bracers of armor 
  +2 (333 gp each), cloak of charisma +2 (333 gp), cloak of 
  elemental protection (83 gp each), cloak of resistance +1 (83 gp 
  each), gloves of dexterity +2 x2 (333 gp each),  
  ioun 
  stone 
  (incandescent blue; +2 Wisdom) (667 gp each), lesser rod of 
  empower (750 gp each), monk’s belt (1083 gp each), ring of 
  counterspells x3 (333 gp each), ring of protection +1 (167 gp 
  each), ring of protection +2 (667 gp each), vest of resistance +1 
  x2 (83 gp each). 
   
  APL 14: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +2 (333 gp each), amulet of natural armor +1 (167 gp 
  each), amulet of natural armor +2 (667 gp each), bracers of 
  armor +2 (333 gp each), bracers of armor +3 (750 gp each), 
  cloak of charisma +2 (333 gp), cloak of elemental protection (83 
  gp each), cloak of resistance +2 (333 gp each), gloves of 
  dexterity +2 x2 (333 gp each), gloves of dexterity +4 (1333 gp 
  each), ioun stone (incandescent blue; +2 Wisdom) (667 gp 
  each), ioun stone (pink; +2 Constitution) (667 gp each), 
  lesser rod of empower (750 gp each), lesser rod of enlarge (250 
  gp each), monk’s belt (1083 gp each), ring of counterspells x3 
  (333 gp each), ring of protection +2 x2 (667 gp each), vest of 
  resistance +2 x2 (333 gp each). 
   
  APL 16: Loot – 0 gp, Coin – 0 gp, Magic -- amulet of 
  health +4 (1333 gp each), amulet of natural armor +2 x2 (667 
  gp each), boots of big stepping (933 gp each), bracers of armor 
  +3 (750 gp each), bracers of armor +4 (1333 gp each), cloak of 
  charisma +4 (1333 gp), cloak of elemental protection (83 gp 
  each), cloak of resistance +2 (333 gp each), gloves of dexterity 
  +2 (333 gp each), gloves of dexterity +4 x2 (1333 gp each), 
  ioun stone of resistance (burnt orange; resistance +2) (667 gp 
  each), ioun stone (incandescent blue; +2 Wisdom) (667 gp 
  each), ioun stone (pink; +2 Constitution) (667 gp each), 
  lesser rod of empower (750 gp each), lesser rod of enlarge (250 
  gp each), monk’s belt (1083 gp each), ring of counterspells x3 
  (333 gp each), ring of protection +2 (667 gp each), ring of 
  protection +3 (1500 gp each), vest of resistance +2 (333 gp 
  each). 
  Total Possible Treasure 
   
  APL 6: Loot – 0, Coin – 300 gp, Magic – 2,183 gp – 
  Total: 2,483 gp. 
   
  APL 8: Loot – 0, Coin – 400 gp, Magic – 3,429 gp – 
  Total: 3,829 gp. 
   
  APL 10: Loot – 0, Coin – 500 gp, Magic – 7,010 gp – 
  Total: 7,510 gp. 
   
  APL 12: Loot – 0, Coin – 600 gp, Magic – 12,009 gp – 
  Total: 12,609 gp. 
   
  APL 14: Loot – 0, Coin – 700 gp, Magic – 20,178 gp – 
  Total: 20,878 gp. 
   
  APL 16: Loot – 0, Coin – 800 gp, Magic – 31,778 gp – 
  Total: 32,578 gp. 
  Special 
  Impressed Lady Farrenne: Unbeknownst to you, your 
  recent mission into Oldred was at the will of Lady 
  
  And All the King’s Men 
   
  Page 27 
  Farrenne of Shining White, a Paladin of Pholtus. She was 
  impressed with your actions. While no favors are owed, 
  she thinks of you highly. This may be of use in future 
  scenarios, which involve Lady Farrenne. 
  Boots of Big Stepping: The spirit of the blink dog has 
  been harnessed within these wolf hide boots. Once per 
  day, as a standard action, the wearer can use dimension 
  door. The boots can be used only after being worn 
  continuously for 24 hours. If they are taken off, they 
  become inactive until they are again donned and worn 
  for a full 24 hours. Moderate conjuration; CL 7th; Craft 
  Wondrous Item, dimension door; Market Price 11,200. 
  Cloak of Elemental Protection: This cloak protects the 
  wearer from energy attacks. Once per day, as a swift 
  action, the wearer can activate the cloak and gain 
  resistance 10 against a type of energy of the wearer's 
  choice (acid, cold, electricity, fire, or sonic). The wearer 
  can activate the cloak when it is not his turn. The wearer 
  therefore can respond to an energy attack by immediately 
  activating the cloak and choosing the attack's energy 
  type. The cloak can be used only after being worn 
  continuously for 24 hours. If it is taken off, it becomes 
  inactive until it is again donned and worn for a full 24 
  hours. Faint abjuration; CL 3rd; Craft Wondrous Item, 
  resist energy; Market Price 1,000.gp. 
  Items for the Adventure Record 
  Item Access 
  APL 6 
  • 
  Potion of Greater Magic Fang, +3 (Adventure; 1,800 
  gp; DMG) 
  • 
  Vest of Resistance, +1 (Adventure; 1,000 gp; CA) 
  APL 8 (all of APL6 plus the following) 
  • 
  Cloak of Elemental Protection (Adventure; 1,000gp; 
  MH) 
  • 
  Ring of Counterspells (Adventure; 4,000 gp; DMG) 
  APL 12 (all of APLs 6-8 plus the following) 
  • 
  Bracers of Armor, +2 (Adventure; 4,000 gp; DMG) 
  • 
  Ioun Stone (incandescent blue sphere; +2 WIS) 
  (Adventure; 
  • 
  8,000gp; DMG) 
  • 
  Lesser Rod of Empower (Adventure; 9,000gp; DMG) 
  • 
  Monk’s Belt (Adventure; 13,000gp; DMG) 
  APL 14 (all of APLs 6-12 plus the following) 
  • 
  Amulet of Natural Armor, +2 (Adventure; 8,000gp; D 
  MG) 
  • 
  Bracers of Armor, +3 (Adventure; 9,000gp; DMG) 
  • 
  Cloak of Resistance, +2 (Adventure; 4,000gp; DMG) 
  • 
  Gloves of Dexterity, +4 (Adventure; 16,000gp; DMG) 
  • 
  Ioun Stone (pink rhomboid; +2 CON) (Adventure; 
  8,000gp; DMG) 
  • 
  Ring of Protection, +2 (Adventure; 8,000gp; DMG) 
  • 
  Vest of Resistance, +2 (Adventure; 4,000gp; CA) 
  APL 16 (all of APLs 6-14 plus the following) 
  • 
  Amulet of Health, +4 (Adventure; 16,000gp; DMG) 
  • 
  Boots of Big Stepping (Adventure; 11,200gp; MH) 
  • 
  Cloak of Charisma, +4 (Adventure; 16,000gp; DMG) 
  • 
  Ioun 
  Stone 
  (burnt 
  orange; 
  +2 
  Resistance) 
  (Adventure; 8,000gp; 
  • 
  A&E) 
  • 
  Lesser Rod of Enlarge (Adventure; 3,000gp; DMG) 
  • 
  Ring of Protection, +3 (Adventure; 18,000gp; DMG) 
  
  And All the King’s Men 
   
  Page 28 
  Appendix One – APL 6
  Encounter Four A or D 
   
   
   
  Scarlet Brotherhood Thug:  Male Suel Human Mnk 
  4; CR 4; Medium humanoid (human); HD 4d8+12; hp 
  35; Init +2; Spd 40 ft.; AC 16, touch 15, flat-footed 14; 
  Base Atk/Grp +3/+9; Atk +6 melee (1d8+2, unarmed 
  strike); Full Atk +6 melee or +4/+4 melee (1d8+2, 
  unarmed strike w/flurry of blows); SA Flurry of blows, 
  ki strike (magic); SQ Evasion, slow fall 20 ft., still mind; 
  AL LE; SV Fort +7, Ref +6, Will +6; Str 14, Dex 14, Con 
  16, Int 10, Wis 14, Cha 8. 
   
  Skills: Balance +9, Diplomacy +1, Escape Artist +9, 
  Jump +9, Knowledge (arcana) +1, Knowledge (religion) 
  +2, Sense Motive +7, Spot +9, Tumble +9. 
   
  Feats: Combat Reflexes, Improved Grapple, 
  Improved Unarmed Strike, Power Attack, Stunning 
  Fist (4/day; DC 14), Weapon Focus (unarmed strike). 
   
  Possessions: Red monk’s robe, bracers of armor +1, 
  potion of greater magic fang +3, potion of bull’s strength, ring 
  of protection +1. 
   
  Languages: Ancient Suloise, Common. 
  Encounter Four G 
   
   
   
   
  Invisible Stalker, Advanced: CR 8; Large elemental 
  (air, extraplanar); HD 12d8+24; hp 78; Init +8; Spd 30 
  ft., fly 30 ft. (perfect); AC 17, touch 13, flat-footed 13; 
  Base Atk/Grp +9/+17; Atk +13 melee (2d6+4, slam), 
  Full Atk +13/+13 melee (2d6+4, 2 slams); Space/Reach 
  10ft/10ft; SQ Darkvision 60 ft., elemental traits, natural 
  invisibility, improved tracking; AL N; SV Fort +6, Ref 
  +12, Will +9; Str 18, Dex 19, Con 14, Int 14, Wis 16, 
  Cha 11. 
   
  Skills: Listen +18, Move Silently +19, Search +17, 
  Spot +18, Survival +3 (+5 following tracks). 
   
  Feats: Combat Reflexes, Fly by Attack, Improved 
  Initiative, Iron Will, Weapon Focus (slam). 
   
  Natural Invisibility (Su):  This ability is 
  constant, allowing a stalker to remain invisible even 
  when attacking.  This ability is inherent and not 
  subject to the invisibility purge spell. 
   
  Improved Tracking (Ex): An invisible stalker is a 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
   
  Encounter Six 
   
   
   
   
  Blood Golem of Hextor: CR 8; Large Construct; HD 
  10d10+30; hp 130; Init -1; Spd 20 ft. (can’t run); AC 26, 
  touch 8, flat-footed 26; Base Atk/Grp: +7/+17; Atk +13 
  melee (2d8+6,19-20/x2, masterwork large heavy flail); 
  Full Atk +13 melee (2d8+6,19-20/x2, 2 masterwork 
  large heavy flails); Space/Reach: 10 ft./10 ft.; SA Blood 
  siphon, whirlwind of death; SQ Blood dependency, 
  blood reservoir, construct traits, DR 10/Adamantine, 
  immunity to magic, magic armor, rust vulnerability; AL 
  LE; SV Fort +3, Ref +2, Will +3; Str 22, Dex 8, Con -, Int 
  -, Wis 10, Cha 1. 
   
  Skills: -. 
   
  Feats: -. 
   
  Blood Dependency: Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  stands motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases to 10 
  hit points per day. If the golem reaches 0 hit points 
  from blood leakage, it is destroyed, leaving only its 
  armor. 
   
  Blood Reservoir (Ex): The reservoirs in the 
  golem’s armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the capacity of 
  two average human bodies. The golem normally draws 
  1 point of Constitution from the reservoir every day to 
  sate its blood dependency. It can draw blood from its 
  reservoirs as a free action, and it often does so during 
  combat. 
   
  Blood Siphon (Su): A blood golem can suck the 
  blood out of a helpless creature or a body that has died 
  within the past hour, dealing Constitution damage at 
  the rate of 1 point per full round. Every Constitution 
  lost in this fashion heals the golem 5 hit points. (The 
  golem usually restores its hit points to maximum 
  before filling its reservoirs so that it can remain 
  motionless. Priests of Hextor often provide blood 
  golems with bound or unconscious victims for this 
  very purpose. 
   
  Immunity to Magic (Ex): A blood golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against the creature as noted 
  below. 
   
  A gentle repose spell acts as a slow spell for 3 rounds 
  with no saving throw. Regenerate restores 1 hit point of 
  damage per caster level. Horrid wilting does half or one-
  quarter damage if the golem fails or succeeds on its 
  saving throw, respectively. 
   
  Magic Armor: A blood golem is encased in a suit 
  of full plate armor with an enhancement bonus of at 
  least +1. If the golem is destroyed, the armor can be 
  reused for another blood golem, but it does not resize 
  to fit other creatures. 
  
  And All the King’s Men 
   
  Page 29 
   
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in this 
  manner, the golem’s AC drops and it makes slam 
  attacks instead of flail attacks. Once its armor is gone, 
  the golem loses its blood reservoir, and it loses hit 
  points to blood leakage at the rate of 10 hit points per 
  day instead of 5 per day. 
   
  Whirlwind of Death (Ex): As a full-round action, 
  a blood golem can spin its upper body and cause its 
  flails to rotate at a high speed. This ability allows it to 
  attack all creatures within its reach as if it had the 
  Whirlwind Attack feat. In the round after the golem 
  performs this maneuver, it is limited to a standard 
  action. 
  Encounter Ten A 
   
   
   
   
  Suel Cleric: Male Suel Human Mnk/Clr/SacFst 4/1/2 
  (Pyremius); CR 7; Medium-sized Humanoid (human); 
  HD 7d8+14; hp 52; Init +2; Spd 40 ft.; AC 18, touch 18, 
  flat-footed 16; Base Atk/Grp +5/+11; Atk +8 melee 
  (1d8+2, unarmed strike); Full Atk +8 melee (1d8+2, 
  unarmed strike) or +6/+6 melee (1d8+2, unarmed 
  strike w/flurry of blows); SA Flurry of blows, ki strike 
  (magic), rebuke fire creatures 3/day, rebuke undead 
  3/day, smite, spells (CL 3rd), turn water creatures 3/day; 
  SQ Evasion, slow fall 20 ft., still mind; AL LE; SV Fort 
  +11, Ref +9, Will +10; Str 14, Dex 14, Con 14, Int 10, 
  Wis 18, Cha 10. 
   
  Skills: Balance +8, Concentration +12, Jump +9, 
  Knowledge (arcana) +1, Knowledge (religion) +8, Sense 
  Motive +8, Spellcraft +3, Spot +11, Tumble +12. 
   
  Feats: 
  Combat 
  Casting, 
  Combat 
  Reflexes, 
  Improved Grapple, Improved Unarmed Strike, Power 
  Attack, Stunning Fist (4/day; DC 17), Weapon Focus 
  (unarmed strike). 
   
  Spells Prepared (4/4/3, save DC 14 + spell level): 0 – 
  [create water, cure minor, light, resistance]; 1st – [burning 
  hands*, cure light wounds, divine favor, shield of faith]; 2nd – 
  [bear’s endurance, cure moderate wounds, produce flame*]. 
   
  *Domain spell. Domains: [Destruction (smite); Fire 
  (turn water creatures, rebuke fire creatures)]. 
   
  Possessions: Red monk’s robe, periapt of wisdom +2, 
  potion of greater magic fang +3, ring of protection +1. 
   
  Languages: Ancient Suel, common. 
   
  Smite (Su): The supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your cleric level (if 
  you hit). You must declare a smite before making the 
  attack. This ability is useable once per day. 
   
  Suel Monk:  Male Suel Human Mnk 5 (Pyremius); CR 
  5; Medium-sized Humanoid (human); HD 5d8+15; hp 
  43; Init +3; Spd 40 ft.; AC 16, touch 16, flat-footed 14; 
  Base Atk/Grp +3/+5; Atk +6 melee (1d8+2, unarmed 
  strike); Full Atk +5/+5 melee (1d8+2, unarmed strike 
  w/flurry of blows); SA Flurry of blows, ki strike 
  (magic); SQ Evasion, fast movement, purity of body, 
  slow fall 20’, still mind; AL LE; SV Fort +7, Ref +6, Will 
  +6. 
   
  Str 14, Dex 14, Con 16, Int 10, Wis 14, Cha 8. 
   
  Skills: Balance +10, Escape Artist +10, Jump +9, 
  Knowledge (arcana) +1, Knowledge (religion) +2, Sense 
  Motive +8, Spot +10, Tumble +10. 
   
  Feats: Combat Reflexes, Improved Grapple, 
  Improved Unarmed Strike, Power Attack, Stunning 
  Fist (7/day; DC 15), Weapon Focus (unarmed strike). 
   
  Possessions: Red monk’s robe, potion of barkskin +2, 
  potion of greater magic fang +3, potion of bull’s strength, ring 
  of protection +1. 
   
  Languages: Ancient Suel, common. 
   
   
  Suel Sorcerer: Male Suel Human Sor 5 (Pyremius); 
  CR 5; Medium-sized Humanoid (human); HD 5d4+15; 
  hp 31; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 
  10; Base Atk/Grp +2/+1; Atk +4 ranged (varies by spell, 
  energy missile); Full Atk +4 ranged (varies by spell, 
  energy missile); SA Spells; SQ Familiar (weasel); AL 
  LE; SV Fort +5, Ref +6, Will +6; Str 8, Dex 14, Con 16, 
  Int 10, Wis 12, Cha 17. 
   
  Skills: Concentration +11, Knowledge (arcana) +8, 
  Spellcraft +10. 
   
  Feats: Point Blank Shot, Precise Shot, Silent Spell. 
   
  Spells Known  (6/7/5; base DC = 13 + spell level): 0 
  — acid splash, daze, detect magic, light, prestidigitation, read 
  magic; 1st — lesser orb of cold, lesser orb of electricity, lesser 
  orb of sound, magic missile; 2nd – fireburst, glitterdust. 
   
  Possessions: Red monk’s robe, amulet of health +2, 
  scroll of eagle’s splendor, scroll of fly, vest of resistance +1. 
   
  Languages: Ancient Suel, common, draconic. 
   
  
  And All the King’s Men 
   
  Page 30 
  Appendix One – APL 8
  Encounter Four A or D 
   
   
   
  Scarlet Brotherhood Thug:  Male Suel Human Mnk 
  6; CR 6; Medium humanoid (human); HD 6d8+18 plus 
  6; hp 57; Init +2; Spd 50 ft.; AC 17, touch 16, flat-footed 
  15; Base Atk/Grp +4/+10; Atk +7 melee (1d8+2, 
  unarmed strike); Full Atk +7 melee or +6/+6 melee 
  (1d8+2, unarmed strike w/flurry of blows); SA Flurry 
  of blows, ki strike (magic); SQ Evasion, purity of body, 
  slow fall 30 ft., still mind; AL LE; SV Fort +9, Ref +8, 
  Will +8; Str 14, Dex 14, Con 16, Int 10, Wis 14, Cha 8. 
   
  Skills: Balance +11, Diplomacy +1, Escape Artist 
  +11, Jump +13, Knowledge (arcana) +1, Knowledge 
  (religion) +2, Sense Motive +9, Spot +11, Tumble +11. 
   
  Feats: Combat Reflexes, Improved Grapple, 
  Improved Toughness, Improved Trip, Improved 
  Unarmed Strike, Power Attack, Stunning Fist (6/day; 
  DC 15), Weapon Focus (unarmed strike). 
   
  Possessions: Red monk’s robe, bracers of armor +1, 
  cloak of resistance +1, potion of greater magic fang +3, potion 
  of bull’s strength, ring of protection +1. 
   
  Languages: Ancient Suloise, Common. 
  Encounter Four G 
   
   
   
   
  Invisible Stalker, Advanced: CR 8; Large elemental 
  (air, extraplanar); HD 12d8+24; hp 78; Init +8; Spd 30 
  ft., fly 30 ft. (perfect); AC 17, touch 13, flat-footed 13; 
  Base Atk/Grp +9/+17; Atk +13 melee (2d6+4, slam), 
  Full Atk +13/+13 melee (2d6+4, 2 slams); Space/Reach 
  10ft/10ft; SQ Darkvision 60 ft., elemental traits, natural 
  invisibility, improved tracking; AL N; SV Fort +6, Ref 
  +12, Will +9; Str 18, Dex 19, Con 14, Int 14, Wis 16, 
  Cha 11. 
   
  Skills: Listen +18, Move Silently +19, Search +17, 
  Spot +18, Survival +3 (+5 following tracks). 
   
  Feats: Combat Reflexes, Fly by Attack, Improved 
  Initiative, Iron Will, Weapon Focus (slam). 
   
  Natural Invisibility (Su):  This ability is 
  constant, allowing a stalker to remain invisible even 
  when attacking.  This ability is inherent and not 
  subject to the invisibility purge spell. 
   
  Improved Tracking (Ex): An invisible stalker is a 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
  Encounter Six 
   
   
   
   
  Blood Golem of Hextor: CR 8; Large Construct; HD 
  10d10+30; hp 130; Init -1; Spd 20 ft. (can’t run); AC 26, 
  touch 8, flat-footed 26; Base Atk/Grp: +7/+17; Atk +13 
  melee (2d8+6,19-20/x2, masterwork large heavy flail); 
  Full Atk +13 melee (2d8+6,19-20/x2, 2 masterwork 
  large heavy flails); Space/Reach: 10 ft./10 ft.; SA Blood 
  siphon, whirlwind of death; SQ Blood dependency, 
  blood reservoir, construct traits, DR 10/Adamantine, 
  immunity to magic, magic armor, rust vulnerability; AL 
  LE; SV Fort +3, Ref +2, Will +3; Str 22, Dex 8, Con -, Int 
  -, Wis 10, Cha 1. 
   
  Skills: -. 
   
  Feats: -. 
   
  Blood Dependency: Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  stands motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases to 10 
  hit points per day. If the golem reaches 0 hit points 
  from blood leakage, it is destroyed, leaving only its 
  armor. 
   
  Blood Reservoir (Ex): The reservoirs in the 
  golem’s armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the capacity of 
  two average human bodies. The golem normally draws 
  1 point of Constitution from the reservoir every day to 
  sate its blood dependency. It can draw blood from its 
  reservoirs as a free action, and it often does so during 
  combat. 
   
  Blood Siphon (Su): A blood golem can suck the 
  blood out of a helpless creature or a body that has died 
  within the past hour, dealing Constitution damage at 
  the rate of 1 point per full round. Every Constitution 
  lost in this fashion heals the golem 5 hit points. (The 
  golem usually restores its hit points to maximum 
  before filling its reservoirs so that it can remain 
  motionless. Priests of Hextor often provide blood 
  golems with bound or unconscious victims for this 
  very purpose. 
   
  Immunity to Magic (Ex): A blood golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against the creature as noted 
  below. 
   
  A gentle repose spell acts as a slow spell for 3 rounds 
  with no saving throw. Regenerate restores 1 hit point of 
  damage per caster level. Horrid wilting does half or one-
  quarter damage if the golem fails or succeeds on its 
  saving throw, respectively. 
   
  Magic Armor: A blood golem is encased in a suit 
  of full plate armor with an enhancement bonus of at 
  least +1. If the golem is destroyed, the armor can be 
  reused for another blood golem, but it does not resize 
  to fit other creatures. 
  
  And All the King’s Men 
   
  Page 31 
   
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in this 
  manner, the golem’s AC drops and it makes slam 
  attacks instead of flail attacks. Once its armor is gone, 
  the golem loses its blood reservoir, and it loses hit 
  points to blood leakage at the rate of 10 hit points per 
  day instead of 5 per day. 
   
  Whirlwind of Death (Ex): As a full-round action, 
  a blood golem can spin its upper body and cause its 
  flails to rotate at a high speed. This ability allows it to 
  attack all creatures within its reach as if it had the 
  Whirlwind Attack feat. In the round after the golem 
  performs this maneuver, it is limited to a standard 
  action. 
  Encounter Ten A 
   
   
   
   
  Suel Cleric: Male Suel Human Mnk/Clr/SacFst 4/1/4 
  (Pyremius); CR 9; Medium-sized Humanoid (human); 
  HD 9d8+18; hp 66; Init +2; Spd 50 ft.; AC 19, touch 18, 
  flat-footed 17; Base Atk/Grp +7/+13; Atk +10 melee 
  (1d10+2, unarmed strike); Full Atk +10/+5 melee 
  (1d10+2, unarmed strike) or +8/+8/+3 melee (1d10+2, 
  unarmed strike w/flurry of blows); SA Flurry of blows, 
  ki strike (magic), rebuke fire creatures 3/day, rebuke 
  undead 3/day, sacred flames, smite, spells (CL 4th), turn 
  water creatures 3/day; SQ Evasion, slow fall 20 ft., still 
  mind; AL LE; SV Fort +13, Ref +11, Will +12; Str 14, 
  Dex 14, Con 14, Int 10, Wis 19, Cha 10. 
   
  Skills: Balance +12, Concentration +14, Jump +13, 
  Knowledge (arcana) +1, Knowledge (religion) +8, Sense 
  Motive +8, Spellcraft +5, Spot +11, Tumble +14. 
   
  Feats: Combat Casting, Combat Reflexes, Divine 
  Vigor, Improved Grapple, Improved Unarmed Strike, 
  Power Attack, Stunning Fist (5/day; DC 18), Weapon 
  Focus (unarmed strike). 
   
  Spells Prepared (5/5/4, save DC 14 + spell level): 0 – 
  [create water, cure minor, guidance, light, resistance]; 1st – 
  [burning hands*, cure light wounds, divine favor, shield of 
  faith, lesser vigor]; 2nd – [bear’s endurance, cure moderate 
  wounds, produce flame*, silence]. 
   
  *Domain spell. Domains: [Destruction (smite); Fire 
  (turn water creatures, rebuke fire creatures)]. 
   
  Possessions: Red monk’s robe, bracers of armor +1, 
  cloak of elemental protection, periapt of wisdom +2, potion of 
  greater magic fang +3, ring of counterspells (dispel magic), 
  ring of protection +1, vest of resistance +1. 
   
  Languages: Ancient Suel, common. 
   
  Sacred Flames (Su): At 4th level, a sacred fist may 
  use a standard action to invoke flames around his 
  hands and feet. These flames add to the sacred fist’s 
  unarmed damage. The additional damage is equal to 
  the sacred fist’s class level plus his Wisdom modifier (if 
  any). Half of the damage is fire damage (round up), and 
  the rest is sacred energy and thus not subject to effects 
  that reduce fire damage. The sacred flames last 1 
  minute and can be invoked once per day. At 8th level, a 
  sacred fist can invoke sacred flames twice per day. 
   
  Smite (Su): The supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your cleric level (if 
  you hit). You must declare a smite before making the 
  attack. This ability is useable once per day. 
   
  Suel Monk:  Male Suel Human Mnk 7 (Pyremius); CR 
  7; Medium-sized Humanoid (human); HD 7d8+35; hp 
  73; Init +3; Spd 50 ft.; AC 16, touch 16, flat-footed 14; 
  Base Atk/Grp +5/+7; Atk +8 melee (1d8+2, unarmed 
  strike); Full Atk +7/+7 melee (1d8+2, unarmed strike 
  w/flurry of blows); SA Flurry of blows, ki strike 
  (magic); SQ Evasion, fast movement, purity of body, 
  slow fall 30’, still mind, wholeness of body; AL LE; SV 
  Fort +9, Ref +7, Will +7. 
   
  Str 14, Dex 14, Con 18, Int 10, Wis 14, Cha 8. 
   
  Skills: Balance +12, Escape Artist +12, Jump +13, 
  Knowledge (arcana) +1, Knowledge (religion) +2, Sense 
  Motive +10, Spot +12, Tumble +12. 
   
  Feats: Combat Reflexes, Improved Grapple, 
  Improved Toughness, Improved Trip, Improved 
  Unarmed Strike, Power Attack, Stunning Fist (7/day; 
  DC 15), Weapon Focus (unarmed strike). 
   
  Possessions: Red monk’s robe, amulet of health +2, 
  potion of barkskin +2, potion of greater magic fang +3, potion 
  of bull’s strength, ring of protection +1. 
   
  Languages: Ancient Suel, common. 
   
   
  Suel Sorcerer: Male Suel Human Sor 7 (Pyremius); 
  CR 7; Medium-sized Humanoid (human); HD 7d4+21; 
  hp 43; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 
  10; Base Atk/Grp +3/+2; Atk +5 ranged (varies by spell, 
  energy missile); Full Atk +5 ranged (varies by spell, 
  energy missile); SA Spells; SQ Familiar (weasel); AL 
  LE; SV Fort +6, Ref +7, Will +7; Str 8, Dex 14, Con 16, 
  Int 10, Wis 12, Cha 19. 
   
  Skills: 
  Concentration 
  +13, 
  Diplomacy 
  +4, 
  Knowledge (arcana) +8, Spellcraft +12. 
   
  Feats: Energy Substitution (fire), Point Blank Shot, 
  Precise Shot, Silent Spell. 
   
  Spells Known  (6/7/7/5; base DC = 14 + spell level): 
  0 — acid splash, daze, detect magic, light, mage hand, 
  prestidigitation, read magic; 1st — lesser orb of cold, lesser orb 
  of electricity, lesser orb of sound, mage armor, magic missile; 
  2nd – fireburst, glitterdust, see invisibility; 3rd – fireball, haste. 
   
  Possessions: Red monk’s robe, amulet of health +2, 
  cloak of charisma +2, scroll of eagle’s splendor, scroll of fly, vest 
  of resistance +1. 
  
  And All the King’s Men 
   
  Page 32 
   
  Languages: Ancient Suel, common, draconic. 
   
  
  And All the King’s Men 
   
  Page 33 
  Appendix One – APL 10
  Encounter Four A or D 
   
   
   
  Scarlet Brotherhood Thug:  Male Suel Human Mnk 
  6/Ftr 2; CR 8; Medium humanoid (human); HD 
  6d8+2d10+32 plus 8; hp 85; Init +2; Spd 50 ft.; AC 17, 
  touch 16, flat-footed 15; Base Atk/Grp +6/+12; Atk +9 
  melee (1d8+2, unarmed strike); Full Atk +9/+4 melee 
  or +8/+8/+3 melee (1d8+2, unarmed strike w/flurry of 
  blows); SA Flurry of blows, ki strike (magic); SQ 
  Evasion, purity of body, slow fall 30 ft., still mind; AL 
  LE; SV Fort +13, Ref +8, Will +8; Str 14, Dex 14, Con 19, 
  Int 10, Wis 14, Cha 8. 
   
  Skills: Balance +11, Climb +3, Diplomacy +1, 
  Escape Artist +11, Intimidate +1, Jump +14, Knowledge 
  (arcana) +1, Knowledge (religion) +2, Sense Motive +9, 
  Spot +11, Swim +4, Tumble +11. 
   
  Feats: Combat Reflexes, Dodge, Improved Grapple, 
  Improved Toughness, Improved Trip, Improved 
  Unarmed Strike, Mobility, Power Attack, Stunning 
  Fist (6/day; DC 16), Weapon Focus (unarmed strike). 
   
  Possessions: Red monk’s robe, amulet of health +2, 
  bracers of armor +1, cloak of resistance +1, potion of greater 
  magic fang +3, potion of bull’s strength, ring of protection +1. 
   
  Languages: Ancient Suloise, Common. 
  Encounter Four G 
   
   
   
   
  Invisible Stalker, Advanced: CR 10; Huge elemental 
  (air, extraplanar); HD 16d8+64; hp 136; Init +9; Spd 30 
  ft., fly 30 ft. (perfect); AC 21, touch 13, flat-footed 16; 
  Base Atk/Grp +12/+28; Atk +19 melee (4d6+8, slam), 
  Full Atk +19/+19 melee (4d6+8, 2 slams); Space/Reach 
  15ft/15ft; SQ Darkvision 60 ft., elemental traits, natural 
  invisibility, improved tracking; AL N; SV Fort +8, Ref 
  +14, Will +10; Str 26, Dex 20, Con 18, Int 14, Wis 16, 
  Cha 11. 
   
  Skills: Listen +22, Move Silently +24, Search +21, 
  Spot +22, Survival +3 (+5 following tracks). 
   
  Feats: Combat Reflexes, Fly by Attack, Improved 
  Initiative, Improved Natural Attack, Iron Will, 
  Weapon Focus (slam). 
   
  Natural Invisibility (Su):  This ability is 
  constant, allowing a stalker to remain invisible even 
  when attacking.  This ability is inherent and not 
  subject to the invisibility purge spell. 
   
  Improved Tracking (Ex): An invisible stalker is a 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
  Encounter Six 
   
   
   
   
  Advanced Blood Golem of Hextor: CR 10; Large 
  Construct; HD 18d10+30; hp 210; Init -1; Spd 20 ft. 
  (can’t run); AC 26, touch 8, flat-footed 26; Base 
  Atk/Grp: +13/+24; Atk +20 melee (2d8+7, 19-20/x2, 
  masterwork large heavy flail); Full Atk +20 melee 
  (2d8+7, 19-20/x2, 2 masterwork large heavy flails); 
  Space/Reach: 10 ft./10 ft.; SA Blood siphon, whirlwind 
  of death; SQ Blood dependency, blood reservoir, 
  construct traits, DR 10/Adamantine, immunity to 
  magic, magic armor, rust vulnerability; AL LE; SV Fort 
  +6, Ref +5, Will +6; Str 24, Dex 8, Con -, Int -, Wis 10, 
  Cha 1. 
   
  Skills: -. 
   
  Feats: -. 
   
  Blood Dependency: Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  stands motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases to 10 
  hit points per day. If the golem reaches 0 hit points 
  from blood leakage, it is destroyed, leaving only its 
  armor. 
   
  Blood Reservoir (Ex): The reservoirs in the 
  golem’s armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the capacity of 
  two average human bodies. The golem normally draws 
  1 point of Constitution from the reservoir every day to 
  sate its blood dependency. It can draw blood from its 
  reservoirs as a free action, and it often does so during 
  combat. 
   
  Blood Siphon (Su): A blood golem can suck the 
  blood out of a helpless creature or a body that has died 
  within the past hour, dealing Constitution damage at 
  the rate of 1 point per full round. Every Constitution 
  lost in this fashion heals the golem 5 hit points. (The 
  golem usually restores its hit points to maximum 
  before filling its reservoirs so that it can remain 
  motionless. Priests of Hextor often provide blood 
  golems with bound or unconscious victims for this 
  very purpose. 
   
  Immunity to Magic (Ex): A blood golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against the creature as noted 
  below. 
   
  A gentle repose spell acts as a slow spell for 3 rounds 
  with no saving throw. Regenerate restores 1 hit point of 
  damage per caster level. Horrid wilting does half or one-
  
  And All the King’s Men 
   
  Page 34 
  quarter damage if the golem fails or succeeds on its 
  saving throw, respectively. 
   
  Magic Armor: A blood golem is encased in a suit 
  of full plate armor with an enhancement bonus of at 
  least +1. If the golem is destroyed, the armor can be 
  reused for another blood golem, but it does not resize 
  to fit other creatures. 
   
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in this 
  manner, the golem’s AC drops and it makes slam 
  attacks instead of flail attacks. Once its armor is gone, 
  the golem loses its blood reservoir, and it loses hit 
  points to blood leakage at the rate of 10 hit points per 
  day instead of 5 per day. 
   
  Whirlwind of Death (Ex): As a full-round action, 
  a blood golem can spin its upper body and cause its 
  flails to rotate at a high speed. This ability allows it to 
  attack all creatures within its reach as if it had the 
  Whirlwind Attack feat. In the round after the golem 
  performs this maneuver, it is limited to a standard 
  action. 
  Encounter Ten A 
   
   
   
   
  Suel Cleric: Male Suel Human Mnk/Clr/SacFst 4/1/6 
  (Pyremius); CR 11; Medium-sized Humanoid (human); 
  HD 11d8+22; hp 80; Init +2; Spd 60 ft.; AC 21, touch 20, 
  flat-footed 19; Base Atk/Grp +9/+15; Atk +12 melee 
  (2d6+2, unarmed strike); Full Atk +12/+7 melee 
  (2d6+2, unarmed strike) or +10/+10/+5 melee (2d6+2, 
  unarmed strike w/flurry of blows); SA Flurry of blows, 
  ki strike (magic), rebuke fire creatures 3/day, rebuke 
  undead 3/day, sacred flames, smite, spells (CL 6th), turn 
  water creatures 3/day; SQ Blindsense 10ft., evasion, 
  slow fall 20 ft., still mind; AL LE; SV Fort +14, Ref +12, 
  Will +13; Str 14, Dex 14, Con 14, Int 10, Wis 19, Cha 
  10. 
   
  Skills: Balance +16, Concentration +16, Jump +17, 
  Knowledge (arcana) +1, Knowledge (religion) +8, Sense 
  Motive +8, Spellcraft +7, Spot +11, Tumble +16. 
   
  Feats: Combat Casting, Combat Reflexes, Divine 
  Vigor, Improved Grapple, Improved Unarmed Strike, 
  Power Attack, Stunning Fist (7/day; DC 19), Weapon 
  Focus (unarmed strike). 
   
  Spells Prepared (5/5/5/4, save DC 14 + spell level): 0 
  – [create water, cure minor, guidance, light, resistance]; 1st – 
  [burning hands*, cure light wounds, divine favor, shield of 
  faith, lesser vigor]; 2nd – [bear’s endurance, calm emotions, 
  cure moderate wounds, produce flame*, silence]; 3rd – 
  [blindness/deafness, dispel magic, magic circle against good, 
  resist energy*]. 
   
  *Domain spell. Domains: [Destruction (smite); Fire 
  (turn water creatures, rebuke fire creatures)]. 
   
  Possessions: Red monk’s robe, bracers of armor +1, 
  cloak of elemental protection, monk’s belt, periapt of wisdom 
  +2, potion of greater magic fang +3, ring of counterspells 
  (dispel magic), ring of protection +1, vest of resistance +1. 
   
  Languages: Ancient Suel, common. 
   
  Blindsense (Su): A 6th level sacred fist gains 
  sensitivity to vibrations, scent, and noise, granting him 
  blindsense out to 10 feet. 
   
  Sacred Flames (Su): At 4th level, a sacred fist may 
  use a standard action to invoke flames around his 
  hands and feet. These flames add to the sacred fist’s 
  unarmed damage. The additional damage is equal to 
  the sacred fist’s class level plus his Wisdom modifier (if 
  any). Half of the damage is fire damage (round up), and 
  the rest is sacred energy and thus not subject to effects 
  that reduce fire damage. The sacred flames last 1 
  minute and can be invoked once per day. At 8th level, a 
  sacred fist can invoke sacred flames twice per day. 
   
  Smite (Su): The supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your cleric level (if 
  you hit). You must declare a smite before making the 
  attack. This ability is useable once per day. 
   
  Suel Monk:  Male Suel Human Mnk 9 (Pyremius); CR 
  9; Medium-sized Humanoid (human); HD 9d8+45; hp 
  93; Init +3; Spd 60 ft.; AC 18, touch 17, flat-footed 15; 
  Base Atk/Grp +6/+8; Atk +10 melee (1d10+2, unarmed 
  strike); Full Atk +10/+10/+5 melee (1d10+2, unarmed 
  strike w/flurry of blows); SA Flurry of blows, ki strike 
  (magic); SQ Fast movement, improved evasion, purity 
  of body, slow fall 40’, still mind, wholeness of body; AL 
  LE; SV Fort +11, Ref +10, Will +9. 
   
  Str 14, Dex 16, Con 19, Int 10, Wis 14, Cha 8. 
   
  Skills: Balance +15, Escape Artist +15, Jump +17, 
  Knowledge (arcana) +1, Knowledge (religion) +2, Sense 
  Motive +12, Spot +14, Tumble +15. 
   
  Feats: Combat Reflexes, Improved Grapple, 
  Improved Toughness, Improved Trip, Improved 
  Unarmed Strike, Power Attack, Stunning Fist (9/day; 
  DC 16), Weapon Finesse (unarmed strike), Weapon 
  Focus (unarmed strike). 
   
  Possessions: Red monk’s robe, amulet of health +2, 
  bracers of armor +1, cloak of resistance +1, gloves of dexterity 
  +2, potion of barkskin +2, potion of greater magic fang +3, 
  potion of bull’s strength, ring of protection +1. 
   
  Languages: Ancient Suel, common. 
   
   
  Suel Sorcerer: Male Suel Human Sor 9 (Pyremius); 
  CR 9; Medium-sized Humanoid (human); HD 9d4+27; 
  hp 55; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 
  10; Base Atk/Grp +4/+3; Atk +7 ranged (varies by spell, 
  
  And All the King’s Men 
   
  Page 35 
  energy missile); Full Atk +7 ranged (varies by spell, 
  energy missile); SA Spells; SQ Familiar (weasel); AL 
  LE; SV Fort +7, Ref +8, Will +8; Str 8, Dex 14, Con 16, 
  Int 10, Wis 12, Cha 20. 
   
  Skills: 
  Concentration 
  +15, 
  Diplomacy 
  +6, 
  Knowledge (arcana) +8, Spellcraft +14. 
   
  Feats: Energy Substitution (fire), Point Blank Shot, 
  Precise Shot, Silent Spell, Weapon Focus (ranged 
  spells). 
   
  Spells Known  (6/8/7/7/5; base DC = 15 + spell 
  level): 0 — acid splash, daze, detect magic, ghost sound, light, 
  mage hand, prestidigitation, read magic; 1st — lesser orb of 
  cold, lesser orb of electricity, lesser orb of sound, mage armor, 
  magic missile; 2nd – eagle’s splendor, fireburst, glitterdust, see 
  invisibility; 3rd – fireball, haste, protection from energy; 4th – 
  dimension door, stoneskin. 
   
  Possessions: Red monk’s robe, amulet of health +2, 
  cloak of charisma +2, ring of counterspells (dispel magic), 
  scroll of fly, vest of resistance +1. 
   
  Languages: Ancient Suel, common, draconic. 
   
  
  And All the King’s Men 
   
  Page 36 
  Appendix One – APL 12
  Encounter Four A or D 
   
   
   
  Scarlet Brotherhood Thug:  Male Suel Human Mnk 
  6/Ftr 4; CR 10; Medium humanoid (human); HD 
  6d8+4d10+40 plus 10; hp 107; Init +3; Spd 50 ft.; AC 19, 
  touch 17, flat-footed 16; Base Atk/Grp +8/+14; Atk +12 
  melee (1d8+4, unarmed strike); Full Atk +12/+7 melee 
  or +11/+11/+6 melee (1d8+4, unarmed strike w/flurry 
  of blows); SA Flurry of blows, ki strike (magic); SQ 
  Evasion, purity of body, slow fall 30 ft., still mind; AL 
  LE; SV Fort +14, Ref +10, Will +9; Str 14, Dex 16, Con 
  19, Int 10, Wis 14, Cha 8. 
   
  Skills: Balance +12, Climb +4, Diplomacy +1, 
  Escape Artist +12, Intimidate +3, Jump +15, Knowledge 
  (arcana) +1, Knowledge (religion) +2, Sense Motive +9, 
  Spot +11, Swim +6, Tumble +12. 
   
  Feats: Combat Reflexes, Dodge, Improved Grapple, 
  Improved Toughness, Improved Trip, Improved 
  Unarmed Strike, Mobility, Power Attack, Stunning 
  Fist (7/day; DC 17), Weapon Finesse, Weapon Focus 
  (unarmed strike), Weapon Specialization (unarmed 
  strike). 
   
  Possessions: Red monk’s robe, amulet of health +2, 
  bracers of armor +2, cloak of resistance +1, gloves of dexterity 
  +2, potion of greater magic fang +3, potion of bull’s strength, 
  ring of protection +1. 
   
  Languages: Ancient Suloise, Common. 
  Encounter Four G 
   
   
   
   
  Invisible Stalker, Advanced: CR 10; Huge elemental 
  (air, extraplanar); HD 16d8+64; hp 136; Init +9; Spd 30 
  ft., fly 30 ft. (perfect); AC 21, touch 13, flat-footed 16; 
  Base Atk/Grp +12/+28; Atk +19 melee (4d6+8, slam), 
  Full Atk +19/+19 melee (4d6+8, 2 slams); Space/Reach 
  15ft/15ft; SQ Darkvision 60 ft., elemental traits, natural 
  invisibility, improved tracking; AL N; SV Fort +8, Ref 
  +14, Will +10; Str 26, Dex 20, Con 18, Int 14, Wis 16, 
  Cha 11. 
   
  Skills: Listen +22, Move Silently +24, Search +21, 
  Spot +22, Survival +3 (+5 following tracks). 
   
  Feats: Combat Reflexes, Fly by Attack, Improved 
  Initiative, Improved Natural Attack, Iron Will, 
  Weapon Focus (slam). 
   
  Natural Invisibility (Su):  This ability is 
  constant, allowing a stalker to remain invisible even 
  when attacking.  This ability is inherent and not 
  subject to the invisibility purge spell. 
   
  Improved Tracking (Ex): An invisible stalker is a 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
  Encounter Six 
   
   
   
   
  Advanced Blood Golem of Hextor: CR 12; Huge 
  Construct; HD 22d10+30; hp 250; Init -1; Spd 20 ft. 
  (can’t run); AC 29, touch 7, flat-footed 29; Base 
  Atk/Grp: +16/+37; Atk +26 melee (3d8+11, 19-20/x2, 
  masterwork huge heavy flail); Full Atk +26 melee 
  (3d8+11, 19-20/x2, 2 masterwork huge heavy flails); 
  Space/Reach: 15 ft./15 ft.; SA Blood siphon, whirlwind 
  of death; SQ Blood dependency, blood reservoir, 
  construct traits, DR 10/Adamantine, immunity to 
  magic, magic armor, rust vulnerability; AL LE; SV Fort 
  +7, Ref +6, Will +7; Str 33, Dex 8, Con -, Int -, Wis 10, 
  Cha 1. 
   
  Skills: -. 
   
  Feats: -. 
   
  Blood Dependency: Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  stands motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases to 10 
  hit points per day. If the golem reaches 0 hit points 
  from blood leakage, it is destroyed, leaving only its 
  armor. 
   
  Blood Reservoir (Ex): The reservoirs in the 
  golem’s armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the capacity of 
  two average human bodies. The golem normally draws 
  1 point of Constitution from the reservoir every day to 
  sate its blood dependency. It can draw blood from its 
  reservoirs as a free action, and it often does so during 
  combat. 
   
  Blood Siphon (Su): A blood golem can suck the 
  blood out of a helpless creature or a body that has died 
  within the past hour, dealing Constitution damage at 
  the rate of 1 point per full round. Every Constitution 
  lost in this fashion heals the golem 5 hit points. (The 
  golem usually restores its hit points to maximum 
  before filling its reservoirs so that it can remain 
  motionless. Priests of Hextor often provide blood 
  golems with bound or unconscious victims for this 
  very purpose. 
   
  Immunity to Magic (Ex): A blood golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against the creature as noted 
  below. 
   
  A gentle repose spell acts as a slow spell for 3 rounds 
  with no saving throw. Regenerate restores 1 hit point of 
  damage per caster level. Horrid wilting does half or one-
  
  And All the King’s Men 
   
  Page 37 
  quarter damage if the golem fails or succeeds on its 
  saving throw, respectively. 
   
  Magic Armor: A blood golem is encased in a suit 
  of full plate armor with an enhancement bonus of at 
  least +1. If the golem is destroyed, the armor can be 
  reused for another blood golem, but it does not resize 
  to fit other creatures. 
   
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in this 
  manner, the golem’s AC drops and it makes slam 
  attacks instead of flail attacks. Once its armor is gone, 
  the golem loses its blood reservoir, and it loses hit 
  points to blood leakage at the rate of 10 hit points per 
  day instead of 5 per day. 
   
  Whirlwind of Death (Ex): As a full-round action, 
  a blood golem can spin its upper body and cause its 
  flails to rotate at a high speed. This ability allows it to 
  attack all creatures within its reach as if it had the 
  Whirlwind Attack feat. In the round after the golem 
  performs this maneuver, it is limited to a standard 
  action. 
  Encounter Ten A 
   
   
   
   
  Suel Cleric: Male Suel Human Mnk/Clr/SacFst 4/1/8 
  (Pyremius); CR 13; Medium-sized Humanoid (human); 
  HD 13d8+26; hp 94; Init +3; Spd 70 ft.; AC 25, touch 23, 
  flat-footed 22; Base Atk/Grp +11/+17; Atk +14 melee 
  (2d6+2, unarmed strike); Full Atk +14/+9/+4 melee 
  (2d6+2, unarmed strike) or +12/+12/+7/+2 melee 
  (2d8+2, unarmed strike w/flurry of blows); SA Flurry 
  of blows, ki strike (magic), rebuke fire creatures 3/day, 
  rebuke undead 3/day, sacred flames, smite, spells (CL 
  7th), turn water creatures 3/day; SQ Blindsense 10 ft., 
  evasion, slow fall 20 ft., still mind; AL LE; SV Fort +15, 
  Ref +14, Will +14; Str 14, Dex 16, Con 14, Int 10, Wis 
  20, Cha 10. 
   
  Skills: Balance +21, Concentration +18, Jump +21, 
  Knowledge (arcana) +1, Knowledge (religion) +8, Sense 
  Motive +9, Spellcraft +9, Spot +12, Tumble +19. 
   
  Feats: Combat Casting, Combat Reflexes, Divine 
  Vigor, Improved Grapple, Improved Unarmed Strike, 
  Power Attack, Stunning Fist (7/day; DC 21), 
  Weakening Touch, Weapon Focus (unarmed strike). 
   
  Spells Prepared (6/7/5/4/3, save DC 15 + spell level): 
  0 – [create water, cure minor, guidance, light x2, resistance]; 
  1st – [burning hands*, command, cure light wounds x 2, 
  divine favor, shield of faith, lesser vigor]; 2nd – [bear’s 
  endurance, calm emotions, cure moderate wounds, produce 
  flame*, silence]; 3rd – [blindness/deafness, dispel magic, 
  magic circle against good, resist energy*]; 4th – [divine power, 
  freedom of movement, wall of fire*]. 
   
  *Domain spell. Domains: [Destruction (smite); Fire 
  (turn water creatures, rebuke fire creatures)]. 
   
  Possessions: Red monk’s robe, amulet of natural armor 
  +1, bracers of armor +1, cloak of elemental protection, gloves 
  of dexterity +2, ioun stone (incandescent blue; +2 
  Wisdom), monk’s belt, potion of greater magic fang +3, ring 
  of counterspells (dispel magic), ring of protection +2, vest of 
  resistance +1. 
   
  Languages: Ancient Suel, common. 
   
  Blindsense (Su): A 6th level sacred fist gains 
  sensitivity to vibrations, scent, and noise, granting him 
  blindsense out to 10 feet. 
   
  Sacred Flames (Su): At 4th level, a sacred fist may 
  use a standard action to invoke flames around his 
  hands and feet. These flames add to the sacred fist’s 
  unarmed damage. The additional damage is equal to 
  the sacred fist’s class level plus his Wisdom modifier (if 
  any). Half of the damage is fire damage (round up), and 
  the rest is sacred energy and thus not subject to effects 
  that reduce fire damage. The sacred flames last 1 
  minute and can be invoked once per day. At 8th level, a 
  sacred fist can invoke sacred flames twice per day. 
   
  Smite (Su): The supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your cleric level (if 
  you hit). You must declare a smite before making the 
  attack. This ability is useable once per day. 
   
  Suel Monk:  Male Suel Human Mnk 11 (Pyremius); 
  CR 11; Medium-sized Humanoid (human); HD 
  11d8+55; hp 113; Init +3; Spd 60 ft.; AC 20, touch 18, 
  flat-footed 17; Base Atk/Grp +8/+10; Atk +12 melee 
  (1d10+2, unarmed strike); Full Atk +12/+12/+12/+7 
  melee (1d10+2, unarmed strike w/flurry of blows); SA 
  Flurry of blows, ki strike (lawful and magic); SQ 
  Diamond body, fast movement, improved evasion, 
  purity of body, slow fall 50’, still mind, wholeness of 
  body; AL LE; SV Fort +12, Ref +11, Will +10. 
   
  Str 14, Dex 16, Con 19, Int 10, Wis 14, Cha 8. 
   
  Skills: Balance +17, Escape Artist +17, Jump +17, 
  Knowledge (arcana) +1, Knowledge (religion) +2, Sense 
  Motive +14, Spot +16, Tumble +17. 
   
  Feats: Combat Reflexes, Improved Grapple, 
  Improved Toughness, Improved Trip, Improved 
  Unarmed Strike, Power Attack, Stunning Fist (11/day; 
  DC 17), Weapon Finesse (unarmed strike), Weapon 
  Focus (unarmed strike). 
   
  Possessions: Red monk’s robe, amulet of health +2, 
  bracers of armor +2, cloak of resistance +1, gloves of dexterity 
  +2, potion of barkskin +2, potion of greater magic fang +3, 
  potion of bull’s strength x2, ring of counterspells (dispel 
  magic), ring of protection +1. 
   
  Languages: Ancient Suel, common. 
   
   
  
  And All the King’s Men 
   
  Page 38 
  Suel Sorcerer: Male Suel Human Sor 11 (Pyremius); 
  CR 11; Medium-sized Humanoid (human); HD 
  11d4+33; hp 67; Init +2; Spd 30 ft.; AC 12, touch 12, 
  flat-footed 10; Base Atk/Grp +5/+4; Atk +8 ranged 
  (varies by spell, energy missile); Full Atk +8 ranged 
  (varies by spell, energy missile); SA Spells; SQ Familiar 
  (weasel); AL LE; SV Fort +7, Ref +8, Will +9; Str 8, Dex 
  14, Con 16, Int 10, Wis 12, Cha 20. 
   
  Skills: 
  Concentration 
  +17, 
  Diplomacy 
  +7, 
  Knowledge (arcana) +8, Spellcraft +14. 
   
  Feats: Energy Substitution (fire), Point Blank Shot, 
  Precise Shot, Silent Spell, Weapon Focus (ranged 
  spells). 
   
  Spells Known  (6/8/7/7/7/5; base DC = 15 + spell 
  level): 0 — acid splash, daze, detect magic, ghost sound, light, 
  mage hand, open/close, prestidigitation, read magic; 1st — 
  lesser orb of cold, lesser orb of electricity, lesser orb of sound, 
  mage armor, magic missile; 2nd – eagle’s splendor, fireburst, 
  glitterdust, resist energy, see invisibility; 3rd – displacement, 
  fireball, haste, protection from energy; 4th – dimension door, 
  orb of acid, stoneskin; 5th – spiritwall, wall of force. 
   
  Possessions: Red monk’s robe, amulet of health +2, 
  cloak of charisma +2, ring of counterspells (dispel magic), 
  lesser rod of empower, scroll of fly, vest of resistance +1. 
   
  Languages: Ancient Suel, common, draconic. 
   
  
  And All the King’s Men 
   
  Page 39 
  Appendix One – APL 14
  Encounter Four A or D 
   
   
   
  Scarlet Brotherhood Thug:  Male Suel Human Mnk 
  6/Ftr 6; CR 12; Medium humanoid (human); HD 
  6d8+6d10+60 plus 12; hp 141; Init +3; Spd 50 ft.; AC 21, 
  touch 18, flat-footed 18; Base Atk/Grp +10/+16; Atk 
  +14 melee (1d8+4, unarmed strike); Full Atk +14/+9 
  melee or +13/+13/+8 melee (1d8+4, unarmed strike 
  w/flurry of blows); SA Flurry of blows, ki strike 
  (magic); SQ Evasion, purity of body, slow fall 30 ft., still 
  mind; AL LE; SV Fort +16, Ref +11, Will +10; Str 14, 
  Dex 16, Con 20, Int 10, Wis 14, Cha 8. 
   
  Skills: Balance +12, Climb +5, Diplomacy +1, 
  Escape Artist +12, Intimidate +5, Jump +16, Knowledge 
  (arcana) +1, Knowledge (religion) +2, Sense Motive +9, 
  Spot +11, Swim +8, Tumble +12. 
   
  Feats: Combat Reflexes, Dodge, Fists of Iron, 
  Improved Grapple, Improved Toughness, Improved 
  Trip, Improved Unarmed Strike, Mobility, Power 
  Attack, Spring Attack, Stunning Fist (7/day; DC 18), 
  Weapon Finesse, Weapon Focus (unarmed strike), 
  Weapon Specialization (unarmed strike). 
   
  Possessions: Red monk’s robe, amulet of health +2, 
  bracers of armor +3, cloak of resistance +1, gloves of dexterity 
  +2, potion of greater magic fang +3, potion of bull’s strength, 
  ring of protection +2. 
   
  Languages: Ancient Suloise, Common. 
  Encounter Four G 
   
   
   
   
  Invisible Stalker, Advanced: CR 12; Huge elemental 
  (air, extraplanar); HD 24d8+120 plus 24; hp 252; Init 
  +9; Spd 30 ft., fly 30 ft. (perfect); AC 21, touch 13, flat-
  footed 16; Base Atk/Grp +18/+34; Atk +25 melee 
  (4d6+8, slam), Full Atk +25/+25 melee (4d6+8, 2 slams); 
  Space/Reach 15ft/15ft; SQ Darkvision 60 ft., elemental 
  traits, natural invisibility, improved tracking; AL N; SV 
  Fort +12, Ref +18, Will +13; Str 26, Dex 20, Con 20, Int 
  14, Wis 16, Cha 11. 
   
  Skills: Listen +30, Move Silently +32, Search +29, 
  Spot +30, Survival +3 (+5 following tracks). 
   
  Feats: Combat Reflexes, Eyes in the Back of Your 
  Head, Fly by Attack, Improved Initiative, Improved 
  Natural Attack, Improved Toughness, Iron Will, Power 
  Attack, Weapon Focus (slam). 
   
  Natural Invisibility (Su):  This ability is 
  constant, allowing a stalker to remain invisible even 
  when attacking.  This ability is inherent and not 
  subject to the invisibility purge spell. 
   
  Improved Tracking (Ex): An invisible stalker is a 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
   
  Elemental Traits:  Immune to poison, sleep 
  effects, paralysis, and stunning.  Not subject to critical 
  hits or flanking. 
  Encounter Six 
   
   
   
   
  Advanced Blood Golem of Hextor: CR 14; Huge 
  Construct; HD 30d10+30; hp 330; Init -1; Spd 20 ft. 
  (can’t run); AC 29, touch 7, flat-footed 29; Base 
  Atk/Grp: +22/+44; Atk +33 melee (3d8+12, 19-20/x2, 
  masterwork huge heavy flail); Full Atk +33 melee 
  (3d8+12, 19-20/x2, 2 masterwork huge heavy flails); 
  Space/Reach: 15 ft./15 ft.; SA Blood siphon, whirlwind 
  of death; SQ Blood dependency, blood reservoir, 
  construct traits, DR 10/Adamantine, immunity to 
  magic, magic armor, rust vulnerability; AL LE; SV Fort 
  +9, Ref +8, Will +9; Str 35, Dex 8, Con -, Int -, Wis 10, 
  Cha 1. 
   
  Skills: -. 
   
  Feats: -. 
   
  Blood Dependency: Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  stands motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases to 10 
  hit points per day. If the golem reaches 0 hit points 
  from blood leakage, it is destroyed, leaving only its 
  armor. 
   
  Blood Reservoir (Ex): The reservoirs in the 
  golem’s armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the capacity of 
  two average human bodies. The golem normally draws 
  1 point of Constitution from the reservoir every day to 
  sate its blood dependency. It can draw blood from its 
  reservoirs as a free action, and it often does so during 
  combat. 
   
  Blood Siphon (Su): A blood golem can suck the 
  blood out of a helpless creature or a body that has died 
  within the past hour, dealing Constitution damage at 
  the rate of 1 point per full round. Every Constitution 
  lost in this fashion heals the golem 5 hit points. (The 
  golem usually restores its hit points to maximum 
  before filling its reservoirs so that it can remain 
  motionless. Priests of Hextor often provide blood 
  golems with bound or unconscious victims for this 
  very purpose. 
   
  Immunity to Magic (Ex): A blood golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against the creature as noted 
  below. 
  
  And All the King’s Men 
   
  Page 40 
   
  A gentle repose spell acts as a slow spell for 3 rounds 
  with no saving throw. Regenerate restores 1 hit point of 
  damage per caster level. Horrid wilting does half or one-
  quarter damage if the golem fails or succeeds on its 
  saving throw, respectively. 
   
  Magic Armor: A blood golem is encased in a suit 
  of full plate armor with an enhancement bonus of at 
  least +1. If the golem is destroyed, the armor can be 
  reused for another blood golem, but it does not resize 
  to fit other creatures. 
   
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in this 
  manner, the golem’s AC drops and it makes slam 
  attacks instead of flail attacks. Once its armor is gone, 
  the golem loses its blood reservoir, and it loses hit 
  points to blood leakage at the rate of 10 hit points per 
  day instead of 5 per day. 
   
  Whirlwind of Death (Ex): As a full-round action, 
  a blood golem can spin its upper body and cause its 
  flails to rotate at a high speed. This ability allows it to 
  attack all creatures within its reach as if it had the 
  Whirlwind Attack feat. In the round after the golem 
  performs this maneuver, it is limited to a standard 
  action. 
  Encounter Ten A 
   
   
   
   
  Suel Cleric: Male Suel Human Mnk/Clr/SacFst 
  4/1/10 (Pyremius); CR 15; Medium-sized Humanoid 
  (human); HD 15d8+30; hp 108; Init +4; Spd 70 ft.; AC 
  30, touch 25, flat-footed 26; Base Atk/Grp +13/+19; Atk 
  +16 melee (2d8+2, unarmed strike); Full Atk 
  +16/+11/+6 melee (2d8+2, unarmed strike) or 
  +14/+14/+9/+4 melee (2d8+2, unarmed strike w/flurry 
  of blows); SA Flurry of blows, ki strike (magic), rebuke 
  fire creatures 3/day, rebuke undead 3/day, sacred 
  flames, smite, spells (CL 9th), turn water creatures 
  3/day; SQ Blindsense 10 ft., evasion, inner armor, slow 
  fall 20 ft., still mind; AL LE; SV Fort +17, Ref +17, Will 
  +16; Str 14, Dex 18, Con 14, Int 10, Wis 20, Cha 10. 
   
  Skills: Balance +24, Concentration +20, Jump +23, 
  Knowledge (arcana) +1, Knowledge (religion) +8, Sense 
  Motive +9, Spellcraft +11, Spot +12, Tumble +22. 
   
  Feats: Blind-Fight, Combat Casting, Combat 
  Reflexes, Divine Vigor, Improved Grapple, Improved 
  Unarmed Strike, Power Attack, Stunning Fist (7/day; 
  DC 22), Weakening Touch, Weapon Focus (unarmed 
  strike). 
   
  Spells Prepared (6/7/6/5/4/3, save DC 15 + spell 
  level): 0 – [create water, cure minor, guidance, light x2, 
  resistance]; 1st – [burning hands*, command, cure light 
  wounds x 2, divine favor, shield of faith, lesser vigor]; 2nd – 
  [bear’s endurance, bull’s strength, calm emotions, cure 
  moderate wounds, produce flame*, silence]; 3rd – 
  [blindness/deafness, dispel magic, magic circle against good, 
  resist energy*, wrack]; 4th – [divine power, freedom of 
  movement, recitation, wall of fire*]; 5th – [fire shield*, flame 
  strike, righteous might]. 
   
  *Domain spell. Domains: [Destruction (smite); Fire 
  (turn water creatures, rebuke fire creatures)]. 
   
  Possessions: Red monk’s robe, amulet of natural armor 
  +2, bracers of armor +3, cloak of elemental protection, gloves 
  of dexterity +4, ioun stone (incandescent blue; +2 
  Wisdom), monk’s belt, potion of greater magic fang +3, ring 
  of counterspells (greater dispel magic), ring of protection +2, 
  vest of resistance +2. 
   
  Languages: Ancient Suel, common. 
   
  Blindsense (Su): A 6th level sacred fist gains 
  sensitivity to vibrations, scent, and noise, granting him 
  blindsense out to 10 feet. 
   
  Sacred Flames (Su): At 4th level, a sacred fist may 
  use a standard action to invoke flames around his 
  hands and feet. These flames add to the sacred fist’s 
  unarmed damage. The additional damage is equal to 
  the sacred fist’s class level plus his Wisdom modifier (if 
  any). Half of the damage is fire damage (round up), and 
  the rest is sacred energy and thus not subject to effects 
  that reduce fire damage. The sacred flames last 1 
  minute and can be invoked once per day. At 8th level, a 
  sacred fist can invoke sacred flames twice per day. 
   
  Smite (Su): The supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your cleric level (if 
  you hit). You must declare a smite before making the 
  attack. This ability is useable once per day. 
   
  Suel Monk:  Male Suel Human Mnk 13 (Pyremius); 
  CR 13; Medium-sized Humanoid (human); HD 
  13d8+78; hp 146; Init +3; Spd 70 ft.; AC 22, touch 19, 
  flat-footed 19; Base Atk/Grp +9/+11; Atk +13 melee 
  (2d6+2, unarmed strike); Full Atk +13/+13/+13/+8 
  melee (2d6+2, unarmed strike w/flurry of blows); SA 
  Flurry of blows, ki strike (lawful and magic); SQ 
  Abundant step, diamond body, diamond soul (SR 23), 
  fast movement, improved evasion, purity of body, slow 
  fall 60’, still mind, wholeness of body; AL LE; SV Fort 
  +15, Ref +13, Will +12. 
   
  Str 14, Dex 16, Con 20, Int 10, Wis 14, Cha 8. 
   
  Skills: Balance +19, Escape Artist +19, Jump +21, 
  Knowledge (arcana) +1, Knowledge (religion) +2, Sense 
  Motive +16, Spot +18, Tumble +19. 
   
  Feats: Combat Reflexes, Fists of Iron, Improved 
  Grapple, 
  Improved 
  Toughness, 
  Improved 
  Trip, 
  Improved Unarmed Strike, Power Attack, Stunning 
  Fist (13/day; DC 18), Weapon Finesse (unarmed 
  strike), Weapon Focus (unarmed strike). 
   
  Possessions: Red monk’s robe, amulet of natural armor 
  +1, bracers of armor +2, cloak of resistance +2, gloves of 
  
  And All the King’s Men 
   
  Page 41 
  dexterity +2, ioun stone (pink; +2 Constitution), potion of 
  greater magic fang +3, potion of bull’s strength x2, ring of 
  counterspells (greater dispel magic), ring of protection +2. 
   
  Languages: Ancient Suel, common. 
   
   
  Suel Sorcerer: Male Suel Human Sor 13 (Pyremius); 
  CR 13; Medium-sized Humanoid (human); HD 
  13d4+39; hp 79; Init +3; Spd 30 ft.; AC 13, touch 13, 
  flat-footed 10; Base Atk/Grp +6/+5; Atk +10 ranged 
  (varies by spell, energy missile); Full Atk +10 ranged 
  (varies by spell, energy missile); SA Spells; SQ Familiar 
  (weasel); AL LE; SV Fort +9, Ref +11, Will +11; Str 8, 
  Dex 16, Con 16, Int 10, Wis 12, Cha 21. 
   
  Skills: 
  Concentration 
  +19, 
  Diplomacy 
  +8, 
  Knowledge (arcana) +8, Spellcraft +16. 
   
  Feats: Energy Substitution (fire), Point Blank Shot, 
  Precise Shot, Silent Spell, Maximize Spell, Weapon 
  Focus (ranged spells). 
   
  Spells Known  (6/8/7/7/7/7/4; base DC = 15 + spell 
  level): 0 — acid splash, daze, detect magic, ghost sound, light, 
  mage hand, open/close, prestidigitation, read magic; 1st — 
  lesser orb of cold, lesser orb of electricity, lesser orb of sound, 
  mage armor, magic missile; 2nd – eagle’s splendor, fireburst, 
  glitterdust, resist energy, see invisibility; 3rd – displacement, 
  fireball, haste, protection from energy; 4th – dimension door, 
  enervation, orb of acid, stoneskin; 5th – dominate person, 
  spiritwall, wall of force; 6th – disintegrate, greater dispel 
  magic. 
   
  Possessions: Red monk’s robe, amulet of health +2, 
  cloak of charisma +2, gloves of dexterity +2, ring of 
  counterspells (greater dispel magic), lesser rod of enlarge, lesser 
  rod of empower, scroll of fly, vest of resistance +2. 
   
  Languages: Ancient Suel, common, draconic. 
   
  
  And All the King’s Men 
   
  Page 42 
  Appendix One – APL 16
  Encounter Four A or D 
   
   
   
  Scarlet Brotherhood Thug:  Male Suel Human Mnk 
  6/Ftr 8; CR 14; Medium humanoid (human); HD 
  6d8+8d10+70 plus 14; hp 165; Init +4; Spd 50 ft.; AC 22, 
  touch 19, flat-footed 18; Base Atk/Grp +12/+18; Atk 
  +18 melee (1d8+4, unarmed strike); Full Atk 
  +18/+13/+8 melee or +17/+17/+12/+7 melee (1d8+4, 
  unarmed strike w/flurry of blows); SA Flurry of blows, 
  ki strike (magic); SQ Evasion, purity of body, slow fall 
  30 ft., still mind; AL LE; SV Fort +18, Ref +13, Will +11; 
  Str 14, Dex 18, Con 20, Int 10, Wis 14, Cha 8. 
   
  Skills: Balance +13, Climb +6, Diplomacy +1, 
  Escape Artist +13, Intimidate +7, Jump +17, Knowledge 
  (arcana) +1, Knowledge (religion) +2, Sense Motive +9, 
  Spot +11, Swim +9, Tumble +15 
   
  Feats: Combat Reflexes, Dodge, Fists of Iron, 
  Greater Weapon Focus (unarmed strike), Improved 
  Grapple, 
  Improved 
  Toughness, 
  Improved 
  Trip, 
  Improved Unarmed Strike, Mobility, Power Attack, 
  Spring Attack, Stunning Fist (7/day; DC 18), Weapon 
  Finesse, Weapon Focus (unarmed strike), Weapon 
  Specialization (unarmed strike). 
   
  Possessions: Red monk’s robe, amulet of health +2, 
  bracers of armor +3, cloak of resistance +2, gloves of dexterity 
  +4, potion of greater magic fang +3, potion of bull’s strength, 
  ring of protection +2. 
   
  Languages: Ancient Suloise, Common. 
  Encounter Four G 
   
   
   
   
  Invisible Stalker, Advanced: CR 12; Huge elemental 
  (air, extraplanar); HD 24d8+120 plus 24; hp 252; Init 
  +9; Spd 30 ft., fly 30 ft. (perfect); AC 21, touch 13, flat-
  footed 16; Base Atk/Grp +18/+34; Atk +25 melee 
  (4d6+8, slam), Full Atk +25/+25 melee (4d6+8, 2 slams); 
  Space/Reach 15ft/15ft; SQ Darkvision 60 ft., elemental 
  traits, natural invisibility, improved tracking; AL N; SV 
  Fort +12, Ref +18, Will +13; Str 26, Dex 20, Con 20, Int 
  14, Wis 16, Cha 11. 
   
  Skills: Listen +30, Move Silently +32, Search +29, 
  Spot +30, Survival +3 (+5 following tracks). 
   
  Feats: Combat Reflexes, Eyes in the Back of Your 
  Head, Fly by Attack, Improved Initiative, Improved 
  Natural Attack, Improved Toughness, Iron Will, Power 
  Attack, Weapon Focus (slam). 
   
  Natural Invisibility (Su):  This ability is 
  constant, allowing a stalker to remain invisible even 
  when attacking.  This ability is inherent and not 
  subject to the invisibility purge spell. 
   
  Improved Tracking (Ex): An invisible stalker is a 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
   
  Elemental Traits:  Immune to poison, sleep 
  effects, paralysis, and stunning.  Not subject to critical 
  hits or flanking. 
  Encounter Six 
   
   
   
   
  Advanced Blood Golem of Hextor: CR 14; Huge 
  Construct; HD 30d10+30; hp 330; Init -1; Spd 20 ft. 
  (can’t run); AC 29, touch 7, flat-footed 29; Base 
  Atk/Grp: +22/+44; Atk +33 melee (3d8+12, 19-20/x2, 
  masterwork huge heavy flail); Full Atk +33 melee 
  (3d8+12, 19-20/x2, 2 masterwork huge heavy flails); 
  Space/Reach: 15 ft./15 ft.; SA Blood siphon, whirlwind 
  of death; SQ Blood dependency, blood reservoir, 
  construct traits, DR 10/Adamantine, immunity to 
  magic, magic armor, rust vulnerability; AL LE; SV Fort 
  +9, Ref +8, Will +9; Str 35, Dex 8, Con -, Int -, Wis 10, 
  Cha 1. 
   
  Skills: -. 
   
  Feats: -. 
   
  Blood Dependency: Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  stands motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases to 10 
  hit points per day. If the golem reaches 0 hit points 
  from blood leakage, it is destroyed, leaving only its 
  armor. 
   
  Blood Reservoir (Ex): The reservoirs in the 
  golem’s armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the capacity of 
  two average human bodies. The golem normally draws 
  1 point of Constitution from the reservoir every day to 
  sate its blood dependency. It can draw blood from its 
  reservoirs as a free action, and it often does so during 
  combat. 
   
  Blood Siphon (Su): A blood golem can suck the 
  blood out of a helpless creature or a body that has died 
  within the past hour, dealing Constitution damage at 
  the rate of 1 point per full round. Every Constitution 
  lost in this fashion heals the golem 5 hit points. (The 
  golem usually restores its hit points to maximum 
  before filling its reservoirs so that it can remain 
  motionless. Priests of Hextor often provide blood 
  golems with bound or unconscious victims for this 
  very purpose. 
   
  Immunity to Magic (Ex): A blood golem is 
  immune to any spell or spell-like ability that allows 
  
  And All the King’s Men 
   
  Page 43 
  spell resistance. In addition, certain spells and effects 
  function differently against the creature as noted 
  below. 
   
  A gentle repose spell acts as a slow spell for 3 rounds 
  with no saving throw. Regenerate restores 1 hit point of 
  damage per caster level. Horrid wilting does half or one-
  quarter damage if the golem fails or succeeds on its 
  saving throw, respectively. 
   
  Magic Armor: A blood golem is encased in a suit 
  of full plate armor with an enhancement bonus of at 
  least +1. If the golem is destroyed, the armor can be 
  reused for another blood golem, but it does not resize 
  to fit other creatures. 
   
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in this 
  manner, the golem’s AC drops and it makes slam 
  attacks instead of flail attacks. Once its armor is gone, 
  the golem loses its blood reservoir, and it loses hit 
  points to blood leakage at the rate of 10 hit points per 
  day instead of 5 per day. 
   
  Whirlwind of Death (Ex): As a full-round action, 
  a blood golem can spin its upper body and cause its 
  flails to rotate at a high speed. This ability allows it to 
  attack all creatures within its reach as if it had the 
  Whirlwind Attack feat. In the round after the golem 
  performs this maneuver, it is limited to a standard 
  action. 
  Encounter Ten A 
   
   
   
   
  Suel Cleric: Male Suel Human Mnk/Clr/SacFst 
  4/3/10 (Pyremius); CR 17; Medium-sized Humanoid 
  (human); HD 17d8+34; hp 122; Init +4; Spd 70 ft.; AC 
  32, touch 26, flat-footed 28; Base Atk/Grp +15/+21; Atk 
  +18 melee (2d8+2, unarmed strike); Full Atk 
  +18/+13/+8 melee (2d8+2, unarmed strike) or 
  +16/+16/+11/+6 
  melee 
  (2d8+2, 
  unarmed 
  strike 
  w/flurry of blows); SA Flurry of blows, ki strike 
  (magic), rebuke fire creatures 3/day, rebuke undead 
  3/day, sacred flames, smite, spells (CL 11th), turn water 
  creatures 3/day; SQ Blindsense 10 ft., evasion, inner 
  armor, slow fall 20 ft., still mind; AL LE; SV Fort +18, 
  Ref +18, Will +17; Str 14, Dex 18, Con 14, Int 10, Wis 
  21, Cha 10. 
   
  Skills: Balance +24, Concentration +22, Diplomacy 
  +4, Jump +23, Knowledge (arcana) +1, Knowledge 
  (religion) +8, Sense Motive +9, Spellcraft +11, Spot +12, 
  Tumble +22. 
   
  Feats: Blind-Fight, Combat Casting, Combat 
  Reflexes, Divine Vigor, Improved Grapple, Improved 
  Unarmed Strike, Power Attack, Stunning Fist (8/day; 
  DC 23), Weakening Touch, Weapon Focus (unarmed 
  strike). 
   
  Spells Prepared (6/8/6/6/5/4/2, save DC 15 + spell 
  level): 0 – [create water, cure minor, guidance, light x2, 
  resistance]; 1st – [burning hands*, command, cure light 
  wounds x 3, divine favor, shield of faith, lesser vigor]; 2nd – 
  [bear’s endurance, bull’s strength, calm emotions, cure 
  moderate wounds, produce flame*, silence]; 3rd – 
  [blindness/deafness, dispel magic x 2, magic circle against 
  good, resist energy*, wrack]; 4th – [divine power, freedom of 
  movement, recitation, restoration, wall of fire*]; 5th – [fire 
  shield*, flame strike x 2, righteous might]; 6th – [heal, 
  harm*]. 
   
  *Domain spell. Domains: [Destruction (smite); Fire 
  (turn water creatures, rebuke fire creatures)]. 
   
  Possessions: Red monk’s robe, amulet of natural armor 
  +2, boots of big stepping, bracers of armor +4, cloak of 
  elemental protection, gloves of dexterity +4, ioun stone of 
  resistance (burnt orange; resistance +2), ioun stone 
  (incandescent blue; +2 Wisdom), monk’s belt, potion of 
  greater magic fang +3, ring of counterspells (greater dispel 
  magic), ring of protection +3. 
   
  Languages: Ancient Suel, common. 
   
  Blindsense (Su): A 6th level sacred fist gains 
  sensitivity to vibrations, scent, and noise, granting him 
  blindsense out to 10 feet. 
   
  Inner Armor (Ex): At 10th level, a sacred fist’s 
  inner tranquility protects him from external threats, 
  He may invoke a +4 sacred bonus to AC, a +4 sacred 
  bonus on all saves, and spell resistance 25 for a number 
  of rounds equal to his wisdom modifier. He may use 
  inner armor once per day. 
   
  Sacred Flames (Su): At 4th level, a sacred fist may 
  use a standard action to invoke flames around his 
  hands and feet. These flames add to the sacred fist’s 
  unarmed damage. The additional damage is equal to 
  the sacred fist’s class level plus his Wisdom modifier (if 
  any). Half of the damage is fire damage (round up), and 
  the rest is sacred energy and thus not subject to effects 
  that reduce fire damage. The sacred flames last 1 
  minute and can be invoked once per day. At 8th level, a 
  sacred fist can invoke sacred flames twice per day. 
   
  Smite (Su): The supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your cleric level (if 
  you hit). You must declare a smite before making the 
  attack. This ability is useable once per day. 
   
  Suel Monk:  Male Suel Human Mnk 15 (Pyremius); 
  CR 15; Medium-sized Humanoid (human); HD 
  15d8+90; hp 168; Init +4; Spd 80 ft.; AC 27, touch 21, 
  flat-footed 23; Base Atk/Grp +11/+13; Atk +16 melee 
  (2d6+2, unarmed strike); Full Atk +16/+16/+16/+11/+6 
  melee (2d6+2, unarmed strike w/flurry of blows); SA 
  Flurry of blows, ki strike (lawful and magic), quivering 
  palm; SQ Abundant step, diamond body, diamond soul 
  (SR 25), fast movement, improved evasion, purity of 
  
  And All the King’s Men 
   
  Page 44 
  body, slow fall 70’, still mind, wholeness of body; AL 
  LE; SV Fort +16, Ref +15, Will +15. 
   
  Str 14, Dex 18, Con 20, Int 10, Wis 14, Cha 8. 
   
  Skills: Balance +22, Escape Artist +22, Jump +25, 
  Knowledge (arcana) +1, Knowledge (religion) +2, Sense 
  Motive +18, Spot +20, Tumble +22. 
   
  Feats: Combat Reflexes, Fists of Iron, Improved 
  Grapple, 
  Improved 
  Toughness, 
  Improved 
  Trip, 
  Improved Unarmed Strike, Iron Will, Power Attack, 
  Stunning Fist (15/day; DC 19), Weapon Finesse 
  (unarmed strike), Weapon Focus (unarmed strike). 
   
  Possessions: Red monk’s robe, amulet of natural armor 
  +2, bracers of armor +3, cloak of resistance +2, gloves of 
  dexterity +4, ioun stone (pink; +2 Constitution), potion of 
  greater magic fang +3, potion of bull’s strength x2, ring of 
  counterspells (greater dispel magic), ring of protection +2. 
   
  Languages: Ancient Suel, common. 
   
  Suel Sorcerer: Male Suel Human Sor 15 (Pyremius); 
  CR 15; Medium-sized Humanoid (human); HD 
  15d4+60; hp 106; Init +7; Spd 30 ft.; AC 13, touch 13, 
  flat-footed 10; Base Atk/Grp +7/+6; Atk +11 ranged 
  (varies by spell, energy missile); Full Atk +11 ranged 
  (varies by spell, energy missile); SA Spells; SQ Familiar 
  (weasel); AL LE; SV Fort +11, Ref +12, Will +12; Str 8, 
  Dex 16, Con 18, Int 10, Wis 12, Cha 23. 
   
  Skills: 
  Concentration 
  +22, 
  Diplomacy 
  +11, 
  Knowledge (arcana) +8, Spellcraft +18. 
   
  Feats: 
  Energy 
  Substitution 
  (fire), Improved 
  Initiative, Point Blank Shot, Precise Shot, Silent Spell, 
  Maximize Spell, Weapon Focus (ranged spells). 
   
  Spells Known  (6/8/8/7/7/7/7/4; base DC = 16 + 
  spell level): 0 — acid splash, daze, detect magic, ghost sound, 
  light, mage hand, open/close, prestidigitation, read magic; 1st 
  — lesser orb of cold, lesser orb of electricity, lesser orb of sound, 
  mage armor, magic missile; 2nd – eagle’s splendor, fireburst, 
  glitterdust, resist energy, see invisibility; 3rd – displacement, 
  fireball, haste, protection from energy; 4th – dimension door, 
  enervation, orb of acid, stoneskin; 5th – dominate person, 
  reciprocal gyre, spiritwall, wall of force; 6th – chain lightning, 
  disintegrate, greater dispel magic; 7th – forcecage, power word: 
  blind. 
   
  Possessions: Red monk’s robe, amulet of health +4, 
  cloak of charisma +4, gloves of dexterity +2, ring of 
  counterspells (greater dispel magic), lesser rod of enlarge, lesser 
  rod of empower, scroll of fly, vest of resistance +2. 
   
  Languages: Ancient Suel, common, draconic. 
   
  
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  Appendix Seven: New Monsters 
  Blood Golem of Hextor (Fiend Folio) 
  Large Construct 
  Hit Dice: 10d10+30 (130 hp if supplied with blood) 
  Initiative: -1 
  Speed: 20 ft. (can’t run) 
  Armor Class: 26 (-1 size, -1 Dex, +9 natural, +9 +1 full plate), touch 8, flat-footed 26; without armor 17 (-1 size, -1 Dex, +9 
  natural), touch 8, flat-footed 17 
  Base Atk/Grapple: +7/+17 
  Attack: +13 melee (2d8+6,19-20/x2, masterwork large heavy flail), or +12 melee (1d8+6, slam) see text 
  Full Attack: +13 melee (2d8+6,19-20/x2, 2 masterwork large heavy flails), or +12 melee (1d8+6, 2 slams) see text 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Blood siphon, whirlwind of death 
  Special Qualities: Blood dependency, blood reservoir, construct traits, DR 10/Adamantine, immunity to magic, magic 
  armor, rust vulnerability 
  Saves: Fort +3, Ref +2, Will +3 
  Abilities: Str 22, Dex 8, Con -, Int -, Wis 10, Cha 1. 
  Skills: - 
  Feats: - 
  Environment: Any land and underground 
  Organization: Solitary or gang (2-4) 
  Challenge Rating: 8 
  Treasure: Large +1 full plate (does not resize) 
  Alignment: Always Lawful Evil 
  Advancement: 11-20 HD (Large); 21-30 HD (Huge) 
  Level Adjustment: 
  The blood golems of Hextor are foul constructs made of the coagulated blood of sacrificial victims. Girded in magic 
  armor and bearing masterwork weapons, they bring death to the enemies of the faith. 
   
  Without its armor, a blood golem looks like a vaguely humanoid shape made out of thickened red and black blood. 
  It constantly leaks blood wherever it goes and is often surrounded by swarms of flies and other flying vermin that dine 
  on its leavings. Although the church of Hextor once was satisfied with this raw form, recently the creators of these 
  golems have added a final step in which they seal the golem in a custom made suit of +1 full plate with masterwork large 
  heavy flails fused to each of its arms. This suit of armor includes two spherical reservoirs on the shoulders that store 
  more blood to fuel the creature. Metal pipes and valves convey the creature’s blood within the armor, but the seals are 
  imperfect and it still leaks fluid. 
   
  Because it is a construct, a blood golem can remain motionless in one place for days, although it requires fresh 
  blood on a regular basis. This requirement makes it a poor guardian for remote places that do not have many visitors. 
  Combat 
  A blood golem is straightforward in combat: It simply lashes out at its foes with its heavy flails, which are actually part 
  of its body. It is a cruel and malicious combatant, in that it apparently derives satisfaction from slaying enemies despite 
  its lack of true intelligence. 
   
  Blood Dependency: Because a blood golem constantly leaks its own vital fluid, it must absorb blood from other 
  creatures to continue functioning. The golem loses 5 hit points per day, regardless whether it is engaged in physical 
  activity or merely stands motionless for the entire day. If the golem’s armor is removed or destroyed, this loss increases 
  to 10 hit points per day. If the golem reaches 0 hit points from blood leakage, it is destroyed, leaving only its armor. 
   
  Blood Reservoir (Ex): The reservoirs in the golem’s armor hold blood equivalent to 20 points of Constitution, 
  which is about as much as the capacity of two average human bodies. The golem normally draws 1 point of Constitution 
  
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  from the reservoir every day to sate its blood dependency. It can draw blood from its reservoirs as a free action, and it 
  often does so during combat. 
   
  Blood Siphon (Su): A blood golem can suck the blood out of a helpless creature or a body that has died within the 
  past hour, dealing Constitution damage at the rate of 1 point per full round. Every Constitution lost in this fashion heals 
  the golem 5 hit points. (The golem usually restores its hit points to maximum before filling its reservoirs so that it can 
  remain motionless. Priests of Hextor often provide blood golems with bound or unconscious victims for this very 
  purpose. 
   
  Immunity to Magic (Ex): A blood golem is immune to any spell or spell-like ability that allows spell resistance. In 
  addition, certain spells and effects function differently against the creature as noted below. 
   
  A gentle repose spell acts as a slow spell for 3 rounds with no saving throw. Regenerate restores 1 hit point of damage 
  per caster level. Horrid wilting does half or one-quarter damage if the golem fails or succeeds on its saving throw, 
  respectively. 
   
  Magic Armor: A blood golem is encased in a suit of full plate armor with an enhancement bonus of at least +1. If 
  the golem is destroyed, the armor can be reused for another blood golem, but it does not resize to fit other creatures. 
   
  Rust Vulnerability: A blood golem’s armor is vulnerable to rust attacks, such as from a rust monster or the rusting 
  grasp spell. If its armor is destroyed in this manner, the golem’s AC drops and it makes slam attacks instead of flail 
  attacks. Once its armor is gone, the golem loses its blood reservoir, and it loses hit points to blood leakage at the rate of 
  10 hit points per day instead of 5 per day. 
   
  Whirlwind of Death (Ex): As a full-round action, a blood golem can spin its upper body and cause its flails to 
  rotate at a high speed. This ability allows it to attack all creatures within its reach as if it had the Whirlwind Attack feat. 
  In the round after the golem performs this maneuver, it is limited to a standard action. 
  Construction 
  A blood golem’s semisolid body is created from the blood of 16 medium-size humanoids sacrificed to Hextor. The golem 
  costs 50,000 gp to create. Extracting the blood from the sacrificial victims requires a Heal check (DC 15). Castor Level: 
  14th; Prerequisites: Craft Construct, animate objects, bull’s strength, gentle repose, heal; Market Price: 25,000 gp; Cost to Create: 
  17,280 + 809 XP. 
   
  The magic armor of the golem costs the standard amount for its kind, except that the materials cost for the 
  masterwork full plate costs more than the normal amount because of the larger size and special requirements of the 
  golem’s physiology (total cost for the armor is 4,500 gp). The masterwork flails cost 315 gp each. Blood golems can be 
  built with more powerful armors or weapons. 
  
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  Appendix Eight: New Classes 
  Sacred Fist (Complete Divine) 
  Sacred fists are independent organizations found within many temples. Their ascetic members have turned their divine 
  magic inward, bringing their bodies and wills into harmony. 
   
  Sacred fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from 
  their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not 
  dishonor them or their deity. Sacred fists are strong in faith, will, and body. Clerics are excellent candidates for sacred 
  fists orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their 
  calling. Fighters, rogues, bards, and even ex-monks may make good candidates, provided they have enough levels in a 
  class that grants divine spells. Druids occasionally find the class’s combat skills useful, but sorcerers and wizards find 
  little to interest them. 
   
  NPC sacred fists are as varied as their faiths. In general, they travel the land individually, lending their skills to 
  those who need protection or assistance. While a sacred fist from a temple of Pelor might humbly assist almost anyone 
  who asked, one from Erythnul’s faith might help only when it gains him something. Sacred fists from the temple of 
  Kord tend to be genial brawlers, humble in victory and gracious in defeat. All sacred fists seek challenges that allow 
  them to further develop their fighting skills. 
   
  Adaptation: This prestige class is designed to emphasize a monk who sacrifices her array of supernatural abilities 
  and cast spells instead. The sacred fist (under that name or another) could be an esoteric order of monks who combine 
  rigorous self-defense training with near-constant prayer. And if you connect them to a specific nonlawful deity, the 
  sacred fists are a good way to create an exception to the “monks must be lawful” rule. 
   
  Hit Die: d8 
   
  Requirements 
  To qualify to become a sacred fist, a character must fulfill all the following criteria. 
   
  Base Attack Bonus: +4 
   
  Skills: Knowledge (religion) 8 ranks. 
   
  Feats: Combat Casting, Combat Reflexes, Improved Unarmed Strike, Stunning Fist. 
   
  Spells: Able to cast 1st-level divine spells. 
   
  Class Skills 
  The sacred fist’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Escape Artist 
  (Dex), Heal (Wis), Jump (Str), Profession (Wis), Spellcraft (Int), and Tumble (Dex).  See chapter 4 of the Player’s 
  Handbook for skill descriptions. 
  Skill Points at Each Level: 4 + Int modifer. 
  The Sacred Fist 
  Class 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  AC 
  Bonus 
  Unarmored 
  Speed Bonus 
  Spells per Day 
  1st 
  +1 
  +2 
  +2 
  +0 
  Unarmed 
  Damage 
  +1 
  +0 ft. 
  +1 level of existing divine 
  spellcasting class 
  2nd 
  +2 
  +3 
  +3 
  +0 
  - 
  +1 
  +0 ft. 
  +1 level of existing divine 
  spellcasting class 
  3rd 
  +3 
  +3 
  +3 
  +1 
  - 
  +1 
  +10 ft. 
  +1 level of existing divine 
  spellcasting class 
  
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  4th 
  +4 
  +4 
  +4 
  +1 
  Sacred 
  Flames 1/day
  +1 
  +10 ft. 
  +1 level of existing divine 
  spellcasting class 
  5th 
  +5 
  +4 
  +4 
  +1 
  - 
  +2 
  +10 ft. 
  +1 level of existing divine 
  spellcasting class 
  6th 
  +6 
  +5 
  +5 
  +2 
  Blindsense 
  10 ft. 
  +2 
  +20 ft. 
  +1 level of existing divine 
  spellcasting class 
  7th 
  +7 
  +5 
  +5 
  +2 
  - 
  +2 
  +20 ft. 
  +1 level of existing divine 
  spellcasting class 
  8th 
  +8 
  +6 
  +6 
  +2 
  Sacred 
  Flames 2/day
  +2 
  +30 ft. 
  - 
  9th 
  +9 
  +6 
  +6 
  +3 
  - 
  +2 
  +30 ft. 
  +1 level of existing divine 
  spellcasting class 
  10th 
  +10 
  +7 
  +7 
  +3 
  Inner Armor 
  +3 
  +30 ft. 
  +1 level of existing divine 
  spellcasting class 
   
  Class Features 
  All of the following are features of the sacred fist prestige class. 
  Weapon and Armor Proficiency: Sacred fists gain no proficiency with any weapons, armors, or shields. 
   
  AC Bonus (EX): A sacred fist is highly trained at dodging blows, and has a sixth sense that lets him avoid even 
  unanticipated attacks. When unencumbered and wearing light or no armor, a sacred fist gains a +1 bonus to his AC. 
  This bonus increases to +2 at 5th level and to +3 at 10th. 
   
  This bonus to AC applies even against touch attacks or when the sacred fist is flat-footed. He loses the bonus when 
  he is immobilized or helpless, when he wears any armor heavier than light armor, when he carries a shield, or when he 
  carries a medium or heavy load. 
   
  Spells per Day/Spells Known: When a new sacred fist level is gained, the character gains new spells per day (and 
  spells known if applicable) as if he had also gained a level in whatever spellcasting class in which he could cast divine 
  spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would 
  have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means 
  that he adds the level of sacred fist to the level of whatever spellcasting class the character has, then determines spells 
  per day accordingly. 
   
  If a character had more than one spellcasting class in which he could cast divine spells before he became a sacred 
  fist, the player must decide which class to assign each level of sacred fist for the purpose of determining spells per day 
  and spells known. 
   
  Unarmed Damage (Ex): A sacred fist’s class levels stack with his monk levels (if any) for the purpose of 
  determining his unarmed damage. If a sacred fist doesn’t have monk levels prior to becoming a sacred fist, treat him as a 
  monk of the same class level as his sacred fist class level for determining his unarmed damage. 
   
  Fast Movement (Ex): At 3rd level, a sacred fist gains an enhancement bonus to his speed, as shown on the table 
  above. A sacred fist in medium or heavy armor or carrying a medium or heavy load loses this extra speed. 
   
  Sacred Flames (Su): At 4th level, a sacred fist may use a standard action to invoke flames around his hands and 
  feet. These flames add to the sacred fist’s unarmed damage. The additional damage is equal to the sacred fist’s class level 
  plus his Wisdom modifier (if any). Half of the damage is fire damage (round up), and the rest is sacred energy and thus 
  not subject to effects that reduce fire damage. The sacred flames last 1 minute and can be invoked once per day. At 8th 
  level, a sacred fist can invoke sacred flames twice per day. 
   
  Blindsense (Su): A 6th level sacred fist gains sensitivity to vibrations, scent, and noise, granting him blindsense out 
  to 10 feet. 
   
  Inner Armor (Ex): At 10th level, a sacred fist’s inner tranquility protects him from external threats, He may 
  invoke a +4 sacred bonus to AC, a +4 sacred bonus on all saves, and spell resistance 25 for a number of rounds equal to 
  his wisdom modifier. He may use inner armor once per day. 
  
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  Code of Conduct: A member of a sacred fist order refuses to use any weapon. A sacred fist who knowingly carries 
  or uses a weapon loses all class spells and features and advances no farther as a sacred fist until he atones for his action 
  (see the atonement spell, page 201 of the player’s handbook). 
   
  Like a member of any other class, a sacred fist may be a multiclass character, but multiclass sacred fists face a special 
  restriction. A sacred fist who gains a level in any class other than sacred fist may never again raise his sacred fist level, 
  though he retains all his sacred fist abilities. The path of the sacred fist requires a constant focus. If a character adopts 
  this class, he must pursue it to the exclusion of all other careers. Once he has turned off the path, he may never return. 
   
  
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  Appendix Nine: New Spells 
  Fireburst (Complete Arcane) 
  Evocation [Fire] 
  Level: Sorcerer/Wizard 2, warmage 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 5 ft. 
  Effect: Burst of fire extending 5 ft. from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 5 feet of you. All creatures 
  and objects within that area, except for you and any creatures or objects that share your space, take 1d8 points of fire 
  damage per caster level (maximum 5d8). 
   
  Material Component: A bit of sulfur. 
  Orb of Acid (Complete Arcane) 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/Wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage per caster 
  level (maximum 15d6). You must succeed on a ranged touch attack to hit your target. 
   
  A creature struck by the orb takes damage and becomes sickened by the acid’s noxious fumes for 1 round. A 
  successful Fortitude save negates the sickened effect but does not reduce the damage. 
  Orb of Cold, Lesser (Complete Arcane) 
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/Wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: One orb of cold 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  An orb of cold about 2 inches across shoots from your palm at its target, dealing 1d8 points of cold damage. You must 
  succeed on a ranged touch attack to hit your target. 
   
  For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th 
  level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. 
  
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  Orb of Electricity, Lesser (Complete Arcane) 
  Conjuration (Creation) [Electricity] 
  Level: Sorcerer/Wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: One orb of electricity 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  An orb of electricity about 2 inches across shoots from your palm at its target, dealing 1d8 points of electricity damage. 
  You must succeed on a ranged touch attack to hit your target. 
   
  For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th 
  level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. 
  Orb of Sound, Lesser (Complete Arcane) 
  Conjuration (Creation) [Sonic] 
  Level: Sorcerer/Wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: One orb of sonic energy 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  An orb of sonic energy about 2 inches across shoots from your palm at its target, dealing 1d6 points of sonic damage. 
  You must succeed on a ranged touch attack to hit your target. 
   
  For every two caster levels beyond 1st, your orb deals an additional 1d6 points of damage: 2d6 at 3rd level, 3d6 at 5th 
  level, 4d6 at 7th level, and the maximum of 5d6 at 9th level or higher. 
  Reciprocal Gyre (Complete Arcane) 
  Abjuration 
  Level: Sorcerer/Wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. +10 ft./level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then Fortitude negates; see text 
  Spell Resistance: No 
  You manipulate the magical aura of a creature or object, creating a damaging feedback reaction of arcane power. The 
  target takes 1d6 points of damage per spell level of each functioning spell or spell-like ability currently affecting it 
  (maximum 25d6). For example, a creature who is hasted (3rd level), flying (3rd level), and protected by a stoneskin spell (4th-
  level wizard version) takes 10d6 points of damage (Will save for half). In addition, any creature that fails its save must 
  then succeed on a Fortitude save or be dazed for 1d6 rounds. 
   
  Only spells specifically targeted on the creature in question can be used to create the backlash of a reciprocal gyre, so 
  spells that affect an area (such as invisibility sphere and solid fog) can’t be used to deal reciprocal damage to creatures 
  within the area. Likewise, persistent or continuous effects from magic items can’t be used to deal reciprocal damage, but 
  
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  targeted spell effects can be – for example, the magic of a cloak of resistance can’t be used by reciprocal gyre, but a spell 
  cast by a wand of invisibility could be. 
   
  Material Components: A tiny closed loop of copper wire. 
  Recitation (Complete Divine) 
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  By reciting a sacred passage or declaration, you invoke your deity’s blessing upon yourself and your allies while causing 
  confusion and weakness among your enemies. The spell affects all allies and foes within the spell’s area at the moment 
  you cast it. Your allies gain a +2 luck bonus on attack rolls and saving throws, or a +3 luck bonus if they worship the 
  same patron deity as you. Enemies suffer a –2 luck penalty on attack rolls and saving throws. After casting the spell, you 
  are free to take further actions during the spell’s duration as you see fit. 
   
  Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus. 
  Spiritwall (Complete Arcane) 
  Necromancy [Fear, Mind-Affecting] 
  Level: Sorcerer/Wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. +10 ft./level) 
  Effect: Swirling wall whose area is up to one 10-ft. square/level, or a sphere or hemisphere with a radius of up to 1 
  ft./level 
  Duration: 1 min./level (D) 
  Saving Throw: None, Will negates, or Fortitude negates (see text) 
  Spell Resistance: No 
  This spell creates an immobile, swirling mass of greenish-white forms resembling tortured spirits. One side of the wall, 
  selected by you, emits a low groaning that causes creatures within 60 feet of that side to make a Will save or flee in panic 
  for 1d4 rounds. Any living creature that merely touches the wall takes 1d10 points of damage as its life force is 
  disrupted. A living creature passing through the wall takes 1d10 points of damage, as above, and must make a successful 
  Fortitude save or gain one negative level. 
   
  The barrier is semi material and opaque, providing cover and total concealment against physical attacks, and it 
  blocks magical effects (including spells, spell-like abilities, and supernatural abilities). 
   
  Material Components: A clear-cut gemstone. 
  Vigor, Lesser (Complete Divine) 
  Conjuration (Healing) 
  Level: Cleric 5, druid 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (Max 15 rounds) 
  
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  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  With a touch of your hand, you boost the subject’s life energy, granting him or her the fast healing ability for the 
  duration of the spell. The subject heals 1 hit point per round of such damage until the spell ends and is automatically 
  stabilized if he or she begins dying from hit point loss during that time. Lesser vigor does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. 
   
  The effects of multiple vigor spells do not stack; only the highest-level effect applies. Applying a second vigor spell 
  of equal level extends the first spell’s duration by the full duration of the second spell. 
  Wrack (Complete Divine) 
  Necromancy [Evil] 
  Level: Cleric 3, sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Target: One humanoid 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  A humanoid subject of the spellcaster’s choosing is wracked with such pain that he doubles over and collapses. His face 
  and hands blister and drip fluid, and the eyes cloud with blood, rendering him blind. For the duration of the spell, the 
  subject is considered helpless and cannot take actions. 
   
  Even when the spell ends, the subject is still visibly shaken and suffers a –2 penalty on attack rolls, saves, and 
  checks for 3d10 minutes. The subject’s sight returns at the end of the spell’s duration. 
   
  
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  Judge Aid #1: Encounter Four A Map 
   
   
   
   
   
  
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  Judge Aid #2: Encounter Four C Map 
   
   
   
   
  
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  Judge Aid #3: Encounters Six & Seven Map 
   
  
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  Judge Aid #4: Encounters Eight & Ten A or B Map 
   
   
  
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  Player Handout #1 
   
   
  Agent inside the palace indicates 
  progress being made with the 
  Duke.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR4-07 - And All the King's Men.pdf