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.  
   
  NMR3-05 
   
   
  Norebo’s Luck & 
  Bralm’s Embrace 
   
  A Two-Round D&D LIVING GREYHAWK
  ®  
  Nyrond and Environs Meta-Regional Adventure 
  Version 1.0 
  Round One & Two 
  by James Zwiers & John Jenks 
  Additional Materials: County of Urnst Triad. 
   
   
  Shadows creep across the landscape, and they are trying their best to ensnare you in their blackness.  Can you discover 
  the hand that guides them and put an end to it? A two-round continuous play adventure for Characters levels 4-14. 
  Secrets on the Wind Part 2.  It is highly recommended that Part 1, Xerbo’s Fury (NMR3-01) be played before 
  undertaking this adventure. 
   
  
  <Title> 
  [Round #] 
  Page 2 
  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 scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to be 
  a sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. You as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a Living Greyhawk Adventure.  As a Living 
  Greyhawk 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, ant then have any 
  players without a character create on.  Once all players 
  have a Living Greyhawk character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the Living 
  Greyhawk Gazetteer and Living Greyhawk Campaign 
  Sourcebook (LGCS). 
  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 
  
  <Title> 
  [Round #] 
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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. 
  3. 
  Sum the results of 1 and 2, 
  and divide by the number 
  of characters playing in the 
  adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table 
  of six PCs, add one to that 
  average. 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: Living Greyhawk adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a Living Greyhawk adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless 
  another check is successful. 
  Time Units and Upkeep 
   
  Time Units and 
  Upkeep 
  This is a standard Two-round Meta-
  Regional adventure, set in the 
  Nyrond and Environs Meta-Region.  
  Characters native to the Theocracy of 
  the Pale, Ratik, Nyrond, the Duchy of 
  Urnst or the County of Urnst pay one 
  Time Unit per round; all others pay 
  two 
  Time 
  Units 
  per 
  round.  
  Adventurer’s Standard Upkeep costs 12gp per round.  
  Rich Upkeep costs 50gp per round.  Luxury Upkeep costs 
  100gp per round. 
   
  Adventure Summary and 
  Background 
  In part one the heroes foiled the plans of the Cult, now 
  the cult has devised a means to hopefully remove the 
  heroes from the picture so that their plans are not 
  disturbed again.  The cult has decided to frame the heroes 
  with a large theft. 
   
   
  The adventure begins in Trigol (in the County of 
  Urnst).  The heroes have just arrived for the night (as the 
  cult of Syrul predicted).  The agents of the cult have 
  stolen the Singolin jewels, and are going to plant them on 
  the heroes to frame them for the robbery. 
   
   
  Encounter One:  The heroes are arrested and 
  questioned over their doings and why they were found to 
  be in the possession of the stolen jewels.  
   
   
  Encounter Two: The heroes can investigate the inn 
  where their supposed assailants were staying.  Here they 
  will find the few pieces of evidence that they need to 
  prove their innocence.  
   
   
  Encounter Three: The Merchant’s Guild House is 
  the other place to search for information.  There is 
  
  <Title> 
  [Round #] 
  Page 4 
  nothing useful to be found at the Merchant’s Guild 
  House.  
   
   
  Encounter Four: The heroes can wander around 
  town and explore.  They will encounter gambling and a 
  variety of other distractions.  
   
   
  Encounter Five: They return to the Captain of the 
  Guard, who examines the evidence and pronounces them 
  innocent.  He then gives them their equipment back and 
  tells them that there may be a reward for the capture of 
  these bandits.  
   
   
  Encounter Six:  Presuming that the heroes decide to 
  chase their would-be framers they must ask at the gates to 
  determine which direction their attackers have taken.  
   
   
  Encounter Seven: They give chase to their 
  attackers.  However, the attackers are warned and leave 
  some of their number behind to delay the heroes.  
   
   
  Encounter Eight: The attackers have fled into the 
  forest, however, the forest watches.  When the heroes 
  arrive the forest sends a green dragon to stop the heroes 
  from entering (age very young to mature adult).  
   
   
  Encounter Nine: Giving the heroes the chance to 
  prepare for their trip into the Gamboge. 
   
   
  Encounter Ten: The characters stumble across one 
  of the newest peculiarities of the Gamboge… Dragon 
  Droppings.  They also run into the associated life forms – 
  Giant Dung Beetles.  
   
   
  Encounter Eleven: Once past the Dung Beetles 
  they are stopped by a band of sprites (or similar fey) that 
  demand that the heroes leave before they anger ‘her’.  If 
  the heroes attempt to be diplomatic about it then they are 
  taken to meet with the Fairy Princess. 
   
  Encounter Twelve: The princess will help the heroes 
  and lead them to the hidden base.  If they don’t get the 
  help of the Fairy Lords (either by attacking the fey, or by 
  just being rude) then they must track their attackers 
  through the woods (a difficult task since the trail is about 
  2 days old by this time). 
   
  Encounter Thirteen: The heroes have arrived at the 
  base, and can explore the first floor.  Inside they will find 
  more stolen goods, and the ‘pets’ of the guards: a group of 
  feral lizardfolk. 
   
  Encounter Fourteen: The second floor of the base, 
  deeper into the dormant volcano contains a single guard 
  and the sleeping chamber of the Yuan-ti master. 
   
  Encounter Fifteen: The heroes encounter the Yuan-ti 
  and the draconic minder sent by Sasrakananakmasha (a 
  really old green dragon, detailed in several Nyrond 
  modules.  Her actual abilities are not needed for this 
  adventure, so she is not included).  
   
  After defeating the cultists and destroying this sect of the 
  cult the heroes will discover the direct involvement of 
  Sassy and at least one other sect.  The further 
  investigation of these parties takes place in other 
  modules. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 5 
  Introduction 
  A week has passed since the letter asking for your 
  help in resolving the Tenha refugee crisis in Trigol 
  arrived.  It appealed to your sense of justice, or at the 
  very least your purse.  The sender, a presumably man 
  by the name of Shanu promised you 300 nobles (gp) 
  for your trouble. 
   
   
  It was after 10 bells of the night when Trigol 
  came into view after a long day of travel.  The night is 
  cold, and the warm lights of the Rock of Trigol Inn 
  are inviting.  The guards at the gate look tired and 
  bored, but nonetheless they record your entry into 
  the city in their logs.  They also recommend that you 
  stay at the Rock of Trigol Inn, seeing as you’re not the 
  common refugees that they see far too much of now. 
   
   
  The streets of the city are still teaming with life.  
  There are folks of all walks of life wandering the 
  streets, passing from tavern to tavern.  There are 
  stretches where there are no nearby passerby’s and 
  other times when it is hard to move through the 
  press. 
   
   
  The Rock of Trigol is an impressive place, carved 
  into the sides of the hill in Trigol.  Oskyl Tyll, a dwarf 
  known for his Rock Stout brew, is the proprietor.  
  The interior is nearly full with various patrons.  In 
  the corner is a young man, dressed in finery, who is 
  playing a harp; despite his heavily scarred face his 
  deadened, white eyes attested to his blindness.  
  Helping serve beverages is a younger dwarf, who 
  bears a resemblance to Oskyl. Seated near the 
  fireplace is an Elven lady who is writing what might 
  be a letter. 
   
  While the heroes are walking through the streets they 
  are bumped into by a group of cloaked figures.  These 
  people are a group of cultists who have been ordered to 
  frame the heroes in the theft of the Singolin Jewels (see 
  sidebar).  The reasons for the framing depend largely on 
  whether any of the heroes have played NMR3-01 Xerbo’s 
  Fury.  If none have then it is a case of mistaken identity.  
  If anyone has then this is as retribution for their role in 
  disrupting their operation on the Nyr Dyv. Give the 
  heroes an opposed Spot check against the cultist (the DC 
  will be 30, the cultists take 10 on the pick-pocket checks). 
   If they succeed at that then they catch a glimpse of a 
  hand pulling away from their pouch.  Ask for a second 
  Spot check (DC 20) to notice the figure moving off 
  through the crowd.  If they make both checks then refer 
  to Optional Encounter One for further instructions on 
  how to modify the scenario.  
   
   
  Determine which hero has the evidence planted on 
  them by looking at alignment.  The most chaotic neutral 
  character will be chosen.   
   
   
  � Cultist: Human/Elf mixed Rog12; Hide +30; 
  Move Silently +25, Pick Pocket +20, Spot +15, Tumble 
  +20. 
   
   
  Once inside the inn they 
  will be similarly jostled and 
  disturbed.  In fact someone may 
  try to steal stuff from one of the 
  heroes (nothing more than 50 
  gp).  A Spot check (DC 18) will 
  let them catch the culprit.  The 
  culprit is a young boy who is 
  poorly dressed and just trying to 
  get food or money. 
   
   
  For descriptions of the other important folk in the 
  Inn look to Encounter Two, however, keep in mind that 
  they do not yet have any information about the framers. 
   
  Encounter One – Go directly to 
  Jail, Do not pass Go 
  It is the middle of the night when a loud knock sounds 
  on your door and a voice calls out, “The City Guard 
  demands entrance.” 
   
   
  Allow the characters to respond in any way they 
  choose, and then paraphrase the following: 
   
   
  The door opens to the sight of six well-armed men, 
  the leader of who is holding a scroll of paper out as he 
  speaks. “You are under arrest for the theft of the Singolin 
  jewels from the Merchant’s Guildhall. Master Earten 
  discovered their theft and determined by consulting the 
  Temple of Zilchus that it is you who have them. Please 
  come peacefully, we do not wish to fight you.” 
  The Singolin Jewels 
  These pale blue stones 
  are the heirlooms of the 
  Gellor 
  family. 
   
  They 
  exhibit 
  magical 
  properties 
  at 
  certain 
  times of the year, but 
  only for members of the 
  Gellor family. 
   
  Market Value: 20000 gp 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 6 
   
   
  If there are any heroes of Flan descent they will be 
  arrested first, and any pleas for innocence will be met 
  with scorn.  This is due to the resentment in town over 
  the influx of refugees both old (from the Greyhawk 
  Wars) and new (from Tenh). 
   
   
  If the heroes protest their innocence then the 
  guardsman will respond that it is a matter to be taken up 
  with the Captain of the Guard in the morning. 
   
   
  If the heroes resist then use the stats below for the 
  guardsmen; another 6 guardsmen will arrive every 
  minute to a total of 30 guardsmen. 
   
   
  In the morning Captain Rennis Bort will interrogate 
  them using the questions in Appendix I.  For more 
  details on Rennis Bort, and Trigol, see Appendix II. For 
  each time the heroes protest their innocence have them 
  roll a Diplomacy check.  Roll an opposed Sense Motive 
  for the Guard Captain, he needs to fail a number of these 
  checks equal to the APL before he starts to believe the 
  heroes when they say that they are innocent.  If you run 
  out of listed questions then feel free to repeat questions, 
  or just make new ones up.  If the heroes are role-playing 
  well, or you’re rolling exceptionally well you can give the 
  character’s circumstance bonuses to their Diplomacy 
  check, and also don’t forget that they can all assist each 
  other (in fact they should be).  The whole point of these 
  questions is to aggravate and provoke the heroes into 
  wanting to chase their would-be framers. 
   
   
  As he realizes that the heroes were framed he should 
  sit down with a dejected sigh muttering that it means the 
  “bloody thieves have gotten off with it again, they’re 
  probably already out of the County and into Nyrond.” 
   
   
  Once he realizes his mistake he’ll apologize and tell 
  the heroes that they are free to wander the city, but 
  before they get their gear back or can leave town they 
  have to find some proof of their innocence.    
   
   
  He asks them because he thinks that they’ll have a 
  real motive to look into the matter, instead of his regular 
  troops who really don’t care.  
   
   
  If they ask about a reward he will mutter something 
  about ungrateful people, and say that he might be able to 
  find something besides their freedom.  If they ask for 
  suggestions of where to start he will direct them to 
  search the Merchant’s Guild House and the Rock of 
  Trigol Inn. He also tells the people who informed him 
  that the heroes had the jewels looked like some sort of 
  cultists.  He also believed that they were at the Rock of 
  Trigol Inn. 
   
   
  � Captain Rennis Bort: Male Human Ftr5, LN; 
  Sense Motive +6. 
   
  � Guards (7-30): Mixed Ftr5. 
   
  Optional Encounter One – 
  Derailed 
  What to do if the characters discover the framing before 
  they get arrested: 
   
   
  It’s simple.  The city guard catches the would-be 
  framer, but he kills himself to avoid questioning.  His 
  friends take off, something that the guards take note of 
  and inform the characters about.  The two groups were in 
  the same room; it’s a logical assumption. 
   
   
  This leads into the chase, and the rest of the module. 
   If this occurs still award the characters the experience 
  they would have gotten had they proven their innocence 
  as they never got framed. 
   
  Encounter Two – The Inn 
  The Rock of Trigol is a much quieter place during the 
  day.  The rowdy common room is now empty save for 
  a lone dwarven lass sweeping and the young bard 
  sleeping in the corner.  As you are surveying the 
  scene, agreying dwarf enters from the kitchen.  Upon 
  seeing you he hurries over to you.  As he passes the 
  young dwarf he mutters something under his breath 
  at her and then greets you.  “Welcome to my Inn, I 
  am Oskyl Tyll.  How can I be of service to you?” 
   
   
  Oskyl will not remember the party from the 
  previous evening unless they made a point of interacting 
  with him before being carted off to jail.  If anybody 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 7 
  speaks Dwarven and makes a Hear Noise check at DC 15 
  will be able to hear him tell his daughter that there are 
  customers in the doorway. 
   
   
  Oskyl will allow the characters to inspect the room 
  of the people that Captain Bort told them about.  If they 
  failed to get that information they can ask Oskyl if he 
  knows what room the people that reported the attack on 
  the Merchant’s Guild House were staying in.  However, if 
  the heroes do not mention that they were framed he then 
  expects a bribe of 10 gp per APL.  If they mention that 
  they were framed he lets them in for free to see the room. 
   
  The Patrons 
   
  � Oskyl Tyll: Male Dwarf Ftr9; Profession 
  (Brewster) +11. 
   
   
  Oskyl doesn’t knows a lot about the framers.  The 
  other occupants know more.  This information is detailed 
  below. 
   
   
  � Bartholomew the Blind: Male Human Brd6; 
  Perform (Harp) +15. 
   
   
  Bartholomew is the son of one of the minor lords in 
  Radigast city.  He was an adventurer for a while, but then 
  was prosecuted in the Pale for preaching Skepticism 
  (which he learnt in the Duchy of Urnst).  He now no 
  longer adventures, or preaches skepticism; they’re simply 
  too detrimental to the health.  He has no information 
  about the kidnappers; but he does have a good selection 
  of rumors: 
   
  • 
  There’s been a strange clicking heard around 
  the city lately; no one seems to know what it 
  means. 
  • 
  The Isles of Woe have risen and it’s been heard 
  that the Circle of Eight is worried, worried 
  enough to send adventuring groups wandering 
  the countryside looking for something. 
  • 
  Many trade shipments have gone missing; just 
  last week my father had to sell a ship to cut 
  costs. 
  • 
  If the heroes want suggestions of other people 
  to talk to then he tells them to find: Oethiud or 
  Renna. 
   
   
  � Oethiud Tyll: Male Dwarf Ftr2. 
   
   
  Oethiud is visiting his uncle Oskyl for the week.  He 
  saw the framers and even spoke to them.  However, he 
  doesn’t know that they are the framers, but he does know 
  which room they were staying in (he is in the room right 
  next door).  If the characters can make either a 
  Diplomacy or a Gather Information check (DC 15) then 
  he will tell them one of the following things, plus one for 
  each full five by which they make the DC: 
   
  • 
  They argued late 
  into the night three 
  days ago about how 
  to 
  remove 
  something, 
  they 
  never 
  said 
  what 
  though. 
  • 
  I heard one of them 
  say 
  something 
  about the bosses 
  being busy because 
  something is nearly 
  ready. 
  • 
  One of them asked 
  when 
  they 
  were 
  going back to the 
  forest 
  (the 
  Gamboge, although 
  Oethiud 
  doesn’t 
  know that).  I heard immediately after some 
  yelling and what sounded like someone getting 
  punched.  
   
   
  He will give the heroes a description of them. 
   
   
  � Renna Oilüke: Female High Elf Rog6; Bluff +10, 
  Diplomacy +10, Gather Information +7, Innuendo +7, 
  Knowledge (Duchy of Urnst) +5, Knowledge (County of 
  Urnst) +5, Listen +6, Spot +7. 
   
   
  Renna is here on the orders of the Ducal Diplomatic 
  Corps of the Duchy of Urnst.  She was the elf writing the 
  letter last night.  She will come down to breakfast while 
  the PCs are looking around. 
   
   
  She is looking into the refugees from Tenh.  She is 
  trying to determine if there are any agents of the Old 
  Underworld Help 
   
  Heroes can also contact the 
  Black Claw thieves’ guild, if 
  they have an influence with 
  the Black Claw.   
   
  The guild is now ruled by 
  “The Mistress” as she likes 
  to be called (no one knows 
  her real name). 
   
  The Black Claw will arrange 
  the release of the heroes by 
  providing evidence to the 
  Captain 
  of 
  the 
  Guard 
  (Rennis 
  Bort), 
  but 
  they 
  require a fee of 750 gp per 
  APL per player to do so. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 8 
  One (Iuz) or the Scarlet Brotherhood hidden amongst 
  them.  She did see the framers, and even followed them 
  for a while.  She’s not sure whom they are working for, 
  but has sent a report back about them.  She doesn’t know 
  anything else about them other than knowing that they 
  are working against the interests of the Duchy of Urnst 
  (and the County of Urnst, Nyrond, Ratik and the 
  Theocracy of the Pale).  She will disclose her knowledge 
  to the heroes if they indicate that they are working 
  against these people.  She will not disclose her allegiance, 
  or whom she is working for, unless the person asking is a 
  member of the Ducal Diplomatic Corps of the Duchy of 
  Urnst (a Duchy of Urnst meta-gaming organization). 
   
  She is currently penning her report to Lord Kaern 
  Grek, the director of the Ducal Diplomatic Corps. 
  The Room 
  The room that the people who framed you stayed in has 
  eight beds. There is a chest at the foot of each bed, and a 
  table under the left window.  The right window has a 
  brazier beneath it. 
   
  Use Map #1 – Room 16 to represent this room. 
  There are several things that the characters can find here, 
  the search check DC and location are listed in 
  parentheses after the item: 
  • 
  Partially burnt portraits of each of the heroes, 
  with their name. (In the brazier, DC 10) 
  • 
  A letter.  Give them Player’s Handout #1. 
  (Under the mattress of the bed marked with an 
  X, Search DC 25) 
  Encounter Three – The 
  Merchant’s Guild House 
  The Merchant’s Guild House is a large 
  imposing structure, which is attached to the 
  Temple of Zilchus.  The entrance is guarded by 
  a pair of soldiers, wearing the livery of the 
  Merchant’s Guild and a second pair of guards 
  wearing holy symbols of Zilchus.   
   
  If the heroes go to enter the guards stop them:  
   
  “Welcome to the Guild House.  What kind of 
  business are you here to transact?” 
   
  The Merchant’s Guild House had any mess cleaned 
  up the night before after the city guard had left.  The 
  heroes will be able to talk to a minor clerk, but they will 
  not be able to discover any useful information.  The clerk 
  will not accept any bribes. 
   
  � Iffitz: Male Oeridian (Human) Exp3; Minor 
  Clerk in the Trigol Merchant’s Guild & Temple of 
  Zilchus. 
  Encounter Four – Distractions 
  There are several other things that the heroes can do in 
  Trigol, only one (talking with the Black Claw, if they can 
  contact them) will result in anything. 
  Gambling Barges 
   
  There are gambling barges on 
  the river.  These are generally not 
  profitable (the house typically wins). 
   
  If players wish to gamble then 
  they may using the following rules.  
   
  Each side rolls a profession 
  (gambling or gambler) check.  The 
  higher check wins. There are four 
  gambling barges that are open while 
  the heroes are there; the house 
  employees on those barges have the 
  following 
  profession 
  (gambling) 
  modifiers: +10, +7, +8 and +12.  The 
  minimum bet on each roll is 5 silver; 
  the maximum is 5 gold.  The house 
  always matches the bet (meaning if someone bets 1 gold 
  and wins then they receive back 2 gold for a net profit of 
  1 gold). 
  Temples 
   
  None of the temples in town can provide any 
  assistance beyond the normal spells (of up to 5th level) 
  for the costs as described in the Living Greyhawk 
  Campaign Sourcebook and the County of Urnst Regional 
  Documentation. Look to the Divinations sidebar for 
  additional information about those spells. 
  Encounter Five – Just Visiting 
  When the heroes return to the Guard station they are 
  immediately taken to meet Rennis Bort, who starts by 
  asking: 
   
  “Well, you’re back so I’m assuming you’ve found 
  something, 
  what 
  is 
  it 
  you’ve 
  found?” 
   
   
  Assuming that the heroes present him with the 
  two items that were in room 16 of the Inn he will 
  return their gear and let them go.  As they are leaving 
  he will present them with a sealed letter, and tell 
  them to deliver it to whichever gate they leave from. 
  Divinations 
  Divination 
  spells, 
  regardless of type 
  (arcane or divine) 
  are being blocked by 
  powerful allies of 
  the Syrulian cult.  
  These 
  forces 
  are 
  described in later 
  events. 
   
  Most 
  divinations 
  will 
  result in forecasts of 
  darkness 
  and 
  destruction. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 9 
   
  If they do not have any evidence then he will tell 
  them to go look some more, or accept their fate and 
  return to their cells.  If they accept their fate and return 
  to their cells then the adventure is over for them, proceed 
  to Conclusion B. 
   
  The letter, if they look, is a set of orders to help them 
  in any way and to let them leave the city.  Each gate has 6 
  guards if they decide to cause trouble.  If they do cause 
  trouble and reinforcements are needed then 6 more 
  guards will arrive every minute to a maximum of 30. The 
  actual interaction at the gate is presented in Encounter 
  Six. 
   
  � Captain Rennis Bort: Male Human Ftr5, LN. 
  Encounter Six – Which way did 
  they go? 
  Your gear has been returned to you.  And you have 
  been cleared to leave the city to continue on with 
  your business.   
   
  When the heroes go to the gates to leave read or 
  paraphrase the following: 
   
  The gatehouse is a short squat structure, made of 
  wood. Flying above the gatehouse is a flag with the 
  crest of the County of Urnst, a white swan on a green 
  background. Standing outside warming themselves at 
  a brazier are six soldiers, wearing a combination of 
  scale mail and chain shirts and wielding longswords.   
   
  When the heroes approach one of the guards will get 
  the ledger, and ask their destination and their names for 
  their records. The heroes should likely answer.  If they 
  don’t have the captain’s letter then they will be firmly, 
  but gently, turned away from leaving.  If they do give the 
  letter and ask which way they assailants went (as well as 
  give some basic description which they will have by now) 
  then they are told that they said they were going east, but 
  were seen going north after leaving the town. 
   
  � Gate Guards (6): Mixed Ftr5. 
   
  If the heroes do not set off after their assailants then 
  the adventure is over.  Proceed to Conclusion C. 
  Encounter Seven – Chasing a 
  Phantom Steed 
  The last few days have been tiring, but nice. Fording 
  the river was relatively easy when you found the 
  shallows about a day upstream from Trigol.  The 
  weather has held out, and there haven’t been many 
  people.  The tracks on the people who framed you 
  have been growing fresher each day. 
   
  Have the heroes make a Spot check (DC 5 + APL) if 
  the do so then they will get a surprise round on their 
  attackers, who are just setting camp when the heroes 
  catch up with them.  Half of the attackers have pressed 
  on ahead, as the obvious tracks show.  The heroes can 
  spot their quarry when they are 50 feet distant. This 
  encounter takes place at the second X on Map #2. 
  Creatures 
  APL 4 (EL 6):  
  � Fighter 4: hp 35; See Appendix II. 
  � Shadow Cleric 4: hp 21; See Appendix II. 
   
  APL 6 (EL 8): 
  � Fighter 4: hp 35; See Appendix II. 
  � Shadow Cleric 4: hp 21; See Appendix II. 
  � Rogue 4: hp 19; See Appendix II. 
  � Sorcerer 4: hp 21; See Appendix II. 
   
  APL 8 (EL 10): 
  � Fighter 6: hp 59; See Appendix II. 
  � Shadow Cleric 6: hp 32; See Appendix II. 
  � Rogue 6: hp 27; See Appendix II. 
  � Sorcerer 6: hp 31; See Appendix II. 
   
  APL 10 (EL 12): 
  � Fighter 8: hp 75; See Appendix II. 
  � Shadow Cleric 8: hp 46; See Appendix II. 
  � Rogue 8: hp 42; See Appendix II. 
  � Sorcerer 8: hp 40; See Appendix II. 
   
  APL 12 (EL 14): 
  � Fighter 10: hp 96; See Appendix II. 
  � Shadow Cleric 10: hp 54; See Appendix II. 
  � Rogue 10: hp 53; See Appendix II. 
  � Sorcerer 10: hp 47; See Appendix II. 
   
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 10 
  APL 14 (EL 16): 
  � Fighter 12: hp 115; See Appendix II. 
  � Shadow Cleric 12: hp 66; See Appendix II. 
  � Rogue 12: hp 60; See Appendix II. 
  � Sorcerer 12: hp 57; See Appendix II. 
   
  Tactics 
  Fighter: The fighter will remain mounted and will use 
  his Ride-by Attack combined with his reach weapon to 
  attack opponents without entering their weapon range. 
  Cleric: The cleric will not remain mounted and will start 
  by using any attack spells, like blade barrier and unholy 
  blight, if he has them, before using boost spells, like bull’s 
  strength or righteous might, and entering melee.  He will 
  attempt to heal any of his allies who are injured, but will 
  concentrate on eliminating the characters. 
  Rogue: The rogue will attempt to gain flanking and 
  sneak attack opportunities in any way possible. 
  Sorcerer: The sorcerer will concentrate on using 
  necromantic spells to disable opponents.  He will open 
  with a haste spell if he has it. 
  Encounter Eight – Flight of Fear 
  As the last of the raiders slump to the ground the dust 
  from the remainder of the framers is just settling to 
  the ground. 
   
  They will likely want to camp, if they don’t then they 
  just wont get any rest before the next combat.  If the 
  heroes don’t camp then don’t read the following text to 
  them. 
   
  The night passed uneventfully, and the morning 
  dawns bright and clear.  The trail of your quarry is 
  obvious even in the morning dew. 
   
  Have the heroes roll Spot checks (DC 5 + APL) to 
  notice their quarry in the distance after they have ridden 
  for about an hour. They will be able to catch up to their 
  quarry when they are about 300 feet from the Gamboge.  
  When that happens have everyone make a listen check 
  (DC 10 + APL) to hear the following called out: 
   
   “Dref zin; igrenf zufab.”  
   
  The speech, in Draconic, roughly translated it reads: 
  “By our pact; defend us.” 
   
  With that you can see movement from within the 
  forest and as you watch birds take flight crying out in 
  fear.  Moment’s pass before the first glimpses of the 
  source of their terror becomes obvious.  A small 
  squadron of Green Dragons is taking flight in your 
  direction. 
   
  The players have 2 rounds to prepare for the attack 
  of the dragons.   
  Creatures: 
  APL 4 (EL 5):  
  � Very Young Green Dragon (2): hp 68; See Appendix 
  IV. 
   
  APL 6 (EL 7): 
  � Young Green Dragon (3): hp 93; See Appendix IV. 
   
  APL 8 (EL 9): 
  � Juvenile Green Dragon (2): hp 133; See Appendix IV. 
   
  APL 10 (EL 11): 
  � Juvenile Green Dragon (4): hp 133; See Appendix IV. 
   
  APL 12 (EL 13): 
  � Young Adult Green Dragon (3): hp 178; See 
  Appendix IV. 
   
  APL 14 (EL 15): 
  � Adult Green Dragon (3): hp 230; See Appendix IV. 
   
  Tactics 
  APL 4-6: The Dragons will use their fly-by attack and 
  breath weapon to attack the heroes. 
  APL 8-14: The Dragon(s) will open with defensive spells 
  before using the tactics presented for APL 4-6. 
  Encounter Nine - Preparations 
  Apparently the rumors you have been hearing about 
  the recent dangers of the Gamboge are true.  The 
  draconic remains about you are sure proof of that.  As 
  you look again at the imposing trees in front of you, 
  can it be that the woods look just a little more 
  menacing and sinister?  Ahead of you the trail you 
  have been following passes between two particularly 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 11 
  gnarled and twisted trunks.  Are you ready for 
  whatever mysteries lie in the darkness beyond? 
   
  The cultists the PCs have been following in Round 1 
  of this scenario have traveled deeper into the Gamboge 
  Forest towards their hidden lair.  The trail is particularly 
  easy to follow, as the cultists are confident that the 
  draconic opposition the forest sent after the PCs would 
  be enough to finish them. It is a very simple matter to 
  follow the trail into the forest, therefore no tracking 
  checks need to be made.   
   
  Find out what precautions or preparations the party 
  wishes to take, and then continue with Encounter Ten. 
  Encounter Ten – A Big Pile of … 
  In order to enhance the setting and feeling of the 
  upcoming encounter, spend a few moments describing 
  the scenery.   
   
  The Gamboge is a old-growth forest of huge trees, 
  thick undergrowth and a low, but constant, 
  background hum teeming with insect, mammalian, 
  and reptilian life.  While the forest has the standard 
  carpet of fallen leaves, the footing underneath is a bit 
  rougher than the typical forest floor.  This is because 
  the Gamboge is growing on top of an old lava flow.   
   
  Most of these rocks have been broken down into 
  a nice rich soil, but enough pieces remain to cause 
  loose footing and the occasional twisted ankle.   
   
  As the heroes proceed deeper into the forest, old 
  lava-rock outcroppings will become more common, 
  eventually leading to the cavern lair of the cultists. 
   
  After the PCs and player have acclimated themselves 
  to the setting, they will be accosted by some indirect 
  effects 
  of 
  the 
  Great 
  Green 
  of 
  the 
  Gamboge, 
  Sasrakananakmasha.  This mighty dragon has been 
  further detailed in the Nyrond regional scenarios 
  “Silence of the Gnomes” and “Gnome Way Out”.  To put 
  it delicately, her and her children’s flights over the 
  Gamboge have resulted in some rather large piles of 
  dragon dung. While the dung isn’t a hazard in and of 
  itself, its presence has attracted the Gamboge’s equivalent 
  of dung beetles.  As detailed in the two Nyrond scenarios, 
  the green dragon has been experimenting with dragon 
  growth formulas, artificially aging her broods to 
  unnatural sizes.   
   
  The dung beetles that are feeding on the dragons’ 
  wastes have been exposed to these formulas, resulting in 
  them also attaining impressive sizes.  The beetles can be 
  avoided, but will attack any perceived threat to their new-
  found food supply.  A group of PCs investigating the 
  pungent odor of the dragon offal will qualify as a 
  perceived threat. 
   
  While the dense forest has many odors and 
  aromas, this particular stench seems very out of place. 
   You detected it long before you saw the source – a 
  strong spicy odor, similar to manure but much more 
  potent and pungent.  Parting a few branches of the 
  ever-present undergrowth, you finally see the source 
  of the odor.  A pile of some sort of dung, nearly three 
  feet in height stands some ten feet before you.  It is 
  obvious from the broken branches and scattered 
  leaves that this offal fell from the sky – probably from 
  a great height.  It also appears that there is some 
  movement coming from within or behind the mound. 
   
  Within the mound of dung, one or more Brown 
  Beetles (see appendix for more information) are doing 
  their thing.  Should the PCs approach to investigate 
  further, the beetles will emerge and attack.  This is a 
  simple combat encounter.  The beetles have no particular 
  tactics they will employ, and damaging them beyond 50% 
  of their starting hit points will cause them to seek a way 
  to flee.  They will continue to attack while fleeing, if it 
  will help them escape.  The only important element is for 
  the party to recognize the offal as coming from a dragon, 
  which a Knowledge: Nature check at DC15 will give 
  them.  Alternately, Knowledge: Arcana can also be used at 
  the same DC.  Giant Dung Beetles are similar to other 
  vermin, except they have two distinct growth periods.  In 
  their juvenile state they are very similar to Giant 
  Bombardier Beetles, except they are a bright green in 
  color, and they will attack to defend their food source.  
  The adult Giant Dung Beetle is nearly identical to the 
  Giant Stag Beetle, except for the bright green coloring 
  and a propensity to eat offal rather than fresh crops. 
  Creatures 
  APL 4 (EL 3) 
  � Juvenile Giant Dung Beetles (2): hp 12, 14; See 
  Monster Manual, use Giant Bombardier Beetle stats. 
   
  APL 6 (EL 4) 
  � Adult Giant Dung Beetle: hp 52; See Monster 
  Manual, use Giant Stag Beetle stats. 
   
  APL 8 (EL 5) 
  � Adult Giant Dung Beetle: hp 52; See Monster 
  Manual, use Giant Stag Beetle stats. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 12 
  � Juvenile Giant Dung Beetle: hp 14; See Monster 
  Manual, use Giant Bombardier Beetle stats. 
   
  APL 10 (EL 6) 
  � Adult Giant Dung Beetles (2): hp 52, 54; See 
  Monster Manual, use Giant Stag Beetle stats. 
   
  APL 12 (EL 7) 
  � Adult Giant Dung Beetles (2): hp 52, 54; See 
  Monster Manual, use Giant Stag Beetle stats. 
  � Juvenile Giant Dung Beetle: hp 14; See Monster 
  Manual, use Giant Bombardier Beetle stats. 
   
  APL 14 (EL 8) 
  � Adult Giant Dung Beetles (2): hp 52, 54; See 
  Monster Manual, use Giant Stag Beetle stats. 
  � Juvenile Giant Dung Beetles (2): hp 12, 14; See 
  Monster Manual, use Giant Bombardier Beetle stats. 
   
  Tactics 
   
  The beetles have no particular tactics they will 
  employ.  They simply want to drive the PCs away from 
  their food source, and will use their most potent attacks 
  to do so.  Once reduced to 50% of their original hit points 
  a given beetle will attempt to flee, continuing to fight 
  only as necessary to get away. 
  Treasure 
   
  The beetles have no treasure outside of their offal 
  mound – something the PCs would have great difficulty 
  selling.  The offal has been spoiled by the remnants of the 
  dragon growth formula, and is no longer even of value to 
  an alchemist. 
  Encounter Eleven – Fey make it 
  out 
  Once the PCs have finished with the beetles and dragon 
  dung, they may continue following the path of the 
  cultists.  A bit further along, a group of Sprites – some of 
  the original forest denizens (Fey) who have been 
  displaced by the Great Green – will run into the party.   
   
  This group of Fey is a war-party of sorts, led by a 
  clerical worshiper of Bralm, and dedicated to insuring the 
  survival of their kin from the depredations of the green 
  dragon.  They fear the heroes’ arrival in these woods, 
  chasing the green’s cultist allies, will only anger the 
  mighty dragon and turn her attention back to the west – 
  back from her, so far, single-minded fixation on the 
  Flinty Hills region of Nyrond. 
   
  Because of this, the Sprites feel the heroes must be 
  convinced to leave.  These Sprites are generally peace 
  loving, so their initial “attacks” will be primarily to harass 
  and intimidate the PCs.  They are loath to reveal 
  themselves, having learned of the benefits of stealth over 
  the course of the cultist’s activities in the area. 
   
  This encounter is most easily resolved by role-play. 
  The Sprites do not really want to harm the PCs, and 
  would prefer a peaceful solution.  The PCs can recognize 
  the type of creatures they are involved with through a 
  variety of means, most of which should come out during 
  play.  However, if they are being particularly dense give 
  them a Knowledge: Nature or Wilderness Lore check at a 
  DC of 15 to learn of the presence of the Fey.   
   
  If the PCs call out to talk with the Sprites, their 
  leader, the cleric Ni’cham’weh of Bralm, will step forward 
  to address the PCs.  Use the following text as a guide to 
  Ni’cham’weh’s speech. 
   
  “You all must leave.  Your presence will anger the 
  Green Death and attract her notice.  My friends and I 
  cannot allow you to pass deeper into the forest, for 
  doing so will surely bring her wrath down atop us.  
  More than the lives of just us few are at stake here.” 
   
  Ni’cham’weh is willing to listen to the PCs, and if 
  they can convince him of the importance of their 
  mission, he will decide that he is incapable of making the 
  decision.  The PCs will be asked to sheathe their weapons 
  and follow the Fey band back to their temporary 
  “headquarters” where they will meet the Unseen Lady. 
   
  PCs that fail to parley with the Sprites will be in for 
  something of a difficult fight, as the Sprites will use all of 
  their abilities to stop the PCs progress.   
  Creatures 
  APL 4 (EL 3) 
  � Grig (2): hp 2, 3; See Monster Manual.  One Grig 
  possesses a Fiddle (SU). 
  � Ni’cham’weh: Male Grig Cleric (1) of Bralm; hp 10; 
  See Appendix V. 
   
  APL 6 (EL 4) 
  � Grig (2): hp 2, 3; See Monster Manual.  One Grig 
  possesses a Fiddle (SU). 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 13 
  � Ni’cham’weh: Male Grig Cleric (3) of Bralm; hp 20; 
  See Appendix V. 
   
  APL 8 (EL 5) 
  � Pixie: hp 3; See Monster Manual.  This pixie has three 
  of each of the special arrows. 
  � Ni’cham’weh: Male Grig Cleric (3) of Bralm; hp 20; 
  See Appendix V. 
   
  APL 10 (EL 6) 
  � Pixie (2): hp 3, 4; See Monster Manual.  These pixies 
  have three of each of the special arrows. 
  � Ni’cham’weh: Male Grig Cleric (3) of Bralm; hp 20; 
  See Appendix V. 
   
  APL 12 (EL 7) 
  � Pixie (2): hp 3, 4; See Monster Manual.  These pixies 
  have three of each of the special arrows. 
  � Ni’cham’weh: Male Grig Cleric (5) of Bralm; hp 30; 
  See Appendix V. 
   
  APL 14 (EL 8) 
  � Pixie (4): hp 3, 3, 4, 4; See Monster Manual.  These 
  pixies have three of each of the special arrows. One pixie 
  can use Otto’s Irresistible Dance. 
  � Ni’cham’weh: Male Grig Cleric (5) of Bralm; hp 30; 
  See Appendix V. 
   
  Tactics 
   
  Rather than direct harmful attacks, the Fey will use 
  their abilities indirectly.  Entangle, Ventriloquism, and 
  Permanent Image will all be used to attempt to get the 
  PCs to turn around and leave the forest.  However, if the 
  PCs try and attack the fey, they will use more direct 
  attacks, such as Otto’s Irresistible Dance, Pyrotechnics or 
  Confusion.  Actually slaying any of the Sprites will result 
  in the Sprites using all the abilities at their disposal to 
  destroy these intruders. 
  Treasure 
   
  The Grigs (including Ni’cham’weh) have no treasure 
  of any import, unless the PCs are interested in doll-sized 
  clothing.  The Pixies possess only their special arrows, 
  which cannot be used by non-pixies. 
   
  Should the PCs win the fight, they can continue to 
  follow the cultists’ trail, but will gain no knowledge of 
  the Unseen Lady, or find any further hint of the Fey.  
  They will also receive a different experience reward as 
  outlined in the rewards section. 
  Encounter Twelve – Deadly Bath 
  Following the Sprites is an easy task.  The Fey seem to 
  have had experience with humanoids before, and lead 
  you on a winding, but easy to traverse, path.  After 
  about an hour of walking, Ni’cham’weh apologizing 
  the entire time about not being able to fly you there 
  directly, you begin to hear sounds of a small waterfall. 
   You can also smell the fragrance of hundreds of 
  flowers, as well as the tantalizing aroma of fresh clean 
  water. 
   
  “Be careful tall ones,” states your diminutive 
  guide, “the Lady within was never meant to be gazed 
  upon by your kind.  Do not seek to view her more 
  directly.  To those of your stature, she must always be 
  unseen.”  With that, the Sprite disappears back into 
  the forest along with his band. 
   
  The “Lady” within is something of a princess among 
  the forest Fey.  Lurilent is a Nymph, and a wizard of some 
  power besides.  She has done her best to protect the 
  denizens of the Gamboge from such evils as the dragon 
  Sasrakananakmasha, although the dragon’s recent strikes 
  have pushed her to the limit of her abilities.  The cultists’ 
  recent arrival in these woods has only made things even 
  more difficult.  She needs help, and she knows it.   
   
  The PCs present a good opportunity for Lurilent to 
  eliminate one of her problems.  She has dealt with 
  adventurers before, and found them to be reasonable, at 
  least most of the time, and she is willing to trust these 
  PCs a short way. 
   
   From behind a curtain of moss draped over a 
  nearby tree limb, comes a musical voice.  “Greetings 
  to those of the outside world.”  The voice is soft and 
  reminiscent of tinkling glass.  An arm – pale, 
  feminine and delicate, yet exquisite in shape – 
  emerges from behind the curtain.  It motions palm 
  downward to all of you. 
   
  “Please, sit and make yourselves comfortable.  We 
  have something to discuss.  Something of the group 
  you seek, and dealing a blow to she that terrorizes my 
  world.” 
   
  Lurilent wants the PCs to find the cultists, but she 
  doesn’t want the dragon to learn of their presence too 
  early.  While she doesn’t believe (correctly as it turns out) 
  that the dragon is particularly concerned about the 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 14 
  cultists, she does think that the dragon would aid the 
  cultists if reason presented itself – if for no other reason 
  than to eliminate a potential threat.  She is therefore 
  willing to aid the PCs in their quest.  But only a little. 
   
  First off, she can direct Ni’cham’weh to lead the PCs 
  to the cultists’ lair directly, without the possibility of 
  detection prior to their entrance.  This she is willing to do 
  regardless of the PCs actions. 
   
  Second, she is willing to share her spellbook with 
  the PCs, but only if they are willing to swear not to reveal 
  her or her friends presence to anyone outside the forest.   
   
  Finally, if the PCs do an exceptional job of role-
  playing and interacting with her, she will allow them to 
  each take a vial of water from her pool.  This water will 
  act as a potion of heroism, and is also one of the prime 
  ingredients in the Nyrond Scavenger Hunt series of 
  scenarios. 
   
  This is entirely a role-play encounter.  The role-play 
  experience listed in the rewards section is mostly tied to 
  the PCs performance in this and the previous encounter. 
   Stupid PCs that attempt to attack the Nymph will face 
  both her, Ni’cham’weh and double the Sprites from the 
  previous encounter.  Lurilent will use her Nymph 
  abilities as well as her powers as a wizard to destroy any 
  PCs foolish enough to attack her.  Should the PCs 
  miraculously survive this conflict, they will be unable to 
  regain the cultists’ trail from here.  Needing to backtrack 
  quite a long distance to rediscover the path, the PCs will 
  be too late in arriving at the cultists’ lair, and will lose out 
  on any further experience.  The scenario will end here. 
   
  As PCs were warned about attempting to gaze upon 
  Lurilent, any so foolish as to attempt to sneak a look will 
  be treated to both the Blinding Beauty and Unearthly 
  Beauty Nymph effects.  The Unearthly Beauty, normally 
  only useable once every ten minutes, operates 
  continuously whilst Lurilent languishes in her pool. 
  All APLs (EL 0) 
  � Lurilent: female Nymph Wizard (12); hp 47; See 
  Appendix VI and Monster Manual. 
   
  Assuming the PCs take her up on at least the offer of 
  a guide, Lurilent will bid the heroes farewell, and 
  Ni’cham’weh will return to led them on. The grotto will 
  soon be left behind and they will return to the forest 
  proper.  Ni’cham’weh will led them directly to the tunnel 
  entrance into the cultists’ lair.  Then with a quick 
  warning, to not anger Her (the dragon) if they can at all 
  help it, he’ll disappear back into the woods. 
  Encounter Thirteen – Enter 
  Brave Heroes 
  The forest, musty and dark, hid the tunnel you have 
  found.  The path you have been following led to it, 
  but even so it was hard to find.  Set into a short hill 
  the tunnel slopes downwards. The walls of the tunnel 
  are made of a dark glass-like stone that is easy to 
  recognize as Obsidian. There is no light inside, nor is 
  there any noise.  For about 100 feet the tunnel runs 
  straight sloping gently downward.  Then you can 
  make out a glimmer of light and a hint of voices from 
  a passage to the right.  There also appears to be a 
  passage to the left and a continuation of this passage 
  goes straight ahead. 
   
  See DM’s Aid #3 for a map of this level. 
   
  The chamber to the right is 60 ft. long and 35 ft. 
  wide.  Inside the chamber are a table, two chairs, two 
  beds and a small stove for cooking or heating. There are 
  sometimes two guards here as well as their pets, but 
  currently the one in the base is down a floor. The other 
  guard is off taking a package to Sassy. The pets of guards 
  are a group of feral lizardfolk whom they enjoy 
  dominating.  The lizardfolk are highly trained and attack 
  any invaders on sight. 
   
  The passage to the left is about 6 ft. tall (varies from 5 
  ft. to 8ft.) and curves off into the hillside sloping 
  upwards.  It runs for about 80 ft. before reaching the cave-
  in.  The entire length of the tunnel is stacked with crates 
  of stolen goods, as detailed below.  Heroes will be given 
  the option of returning or keeping these goods.  Their 
  choice dictates whether they garner influence or enmity 
  (someone always learns of it). The interested party (if 
  any) is listed as well. 
  The crates of interest are: 
  • A small chest containing 5 red emeralds, engraved 
  with the emblem of Clan Ukaloa (Dwarven) (3000 
  gp each; Archbarony of Ratik, Clan Ukaloa) 
  • A crate, containing 5 silver longswords, stamped 
  with the crest of Lexnol. (200 gp per sword, 
  Archbarony of Ratik, Lord Lexnol) 
  • 
  A moderate sized chest containing two suits of 
  finely crafted full-plate emblazoned with the Holy 
  Symbol of Pholtus in gold leaf.  (2000 gp each; 
  Theocracy of the Pale, Church of Pholtus) 
  • 
  A bottle of Assassin Vine Wine. (1000 gp**, 
  Theocracy of the Pale, No-one) ** This bottle of 
  wine has been filled with water, and recapped. It is 
  now worthless. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 15 
  • A small box.  This box is unlabelled, except with a 
  purple bar across the top.  It is trapped with a minor 
  poison needle trap.  Inside is a gem-encrusted 
  signet ring that belonged to the now defunct Noble 
  House Teranor.  (500 gp; Duchy of Urnst, Green Bar 
  Teranors) 
  o � Poison Needle Trap: CR = APL; Melee +15 
  (2 damage (+1 enhancement) + poison); Poison: 
  Shadow Essence (Fort DC 14+APL; Primary (1 
  Str*), Secondary (2d6 Str)). *Permanent Drain. 
  Search (DC 21 + APL); Disable Device (DC 21 + 
  APL). 
  • A suit of +2 moderate fortification full plate, 
  emblazoned with the personal crest of Lord Ellis 
  Grek, Commander of the Duchy of Urnst Ducal 
  Guard (26650 gp, Duchy of Urnst, Lord Ellis Grek) 
  • 3 Cases of Urnstian Brandy 587 Vintage (12 bottles 
  / case, 50 gp per bottle; County of Urnst, No-one) 
  • Military Riding Saddle with the Seal of the Knights 
  of the Swan with inlayed leaves of gold and silver. 
  (Masterwork, Illegal as these are given as a Gift of 
  Knighthood, 1000 gp; County of Urnst, Knights of 
  the Swan) 
  • Finely crafted Blue-Green Crystal statue of an 
  unknown and possibly Flan deity. (Priceless, 
  anyone who has played a module set in the Crystal 
  Springs can make an Int check (DC 15) to recognize 
  the crystal as being from there; County of Urnst, 
  Masters of Crystal Springs) 
  • A matched set of three ancient iron battleaxes 
  emblazoned with the symbol of Heironeous and 
  bearing the symbol of the Prelacy of Almor.  
  Historical value as these were given to three 
  brothers who once served the Prelacy in the days 
  before the fall of Chathold.  Masterwork, but non-
  magical.  (600 gp, Kingdom of Nyrond, Church of 
  Heironeous) 
  • 
  A silver ring fashioned in the shape of a bird in 
  flight, with the wings curling around underneath 
  the finger.  Between the bird's wings is an engraved 
  and stylized 'P' on its back.  The ring has seen heavy 
  use as it is rather scuffed and worn.  The ring bears 
  a faint magical aura, but other than fitting anyone's 
  finger, its magical properties, if any, are unknown.  
  Masterwork silver ring. (300 gp, Kingdom of 
  Nyrond, No-one) 
  • 
  A masterwork harp, chased in gold leaf with strings 
  of silver wire.  The rest is carved with scenes of 
  frolicking nymphs and dancing satyrs.  A small 
  plaque found on the bottom of the harp reads:  
  Property of the Oerth Theater Guild.  (1500 gp, 
  Kingdom of Nyrond, Oerth Theater Guild) 
  • 
  A cask containing extremely fine Dwarven Ale.  It 
  bears the trademark of The Arcane Wanderer 
  tavern.  (150 gp, Kingdom of Nyrond, Arcane 
  Wanderer Tavern) 
  • 
  A book, entitled "The Historical and Sociopolitical 
  Factors Leading to the Formation of the Iron 
  League."  The frontispiece bears the mark of one, 
  Tovalm Chem'may, Professor Emeritus, Rel Mord 
  University.  Bardic knowledge will reveal that 
  Tovalm died but a few short months ago, and all his 
  papers, books and research was missing.  As he 
  possessed several rare and highly valuable books, 
  this particular piece is quite a find.  (350 gp, 
  Kingdom of Nyrond, Sagacious Society) 
   
   
  The locations that are listed in parentheses indicate 
  the headquarter nation of the trading group (be they a 
  merchant house, cartel, trade guild, or etc).  A knowledge 
  (local) check (DC 25 or 20 for specific to that region) will 
  reveal that information.   
   
  The continuation ends in the shaft.  This shaft, the 
  remains of the central core of the dormant volcano, 
  extends down very deep (500-600 ft.), however, around 
  the exterior of the shaft someone has carved a pathway 
  into the cliff face.  There are two additional exits from 
  this pathway; the lowest exit is a mere 100 ft. down.  The 
  following box text describes this shaft. It is capped by 
  rock as the caldera collapsed at the end of its last eruption 
  (many thousand years ago). The shaft is 100 ft. in 
  diameter (approximately). 
   
  If anyone falls down the shaft you can feel free to 
  offer then a reflex save every 50ft.  The DC is 15 + APL. 
  Success means that they have caught themselves on a 
  promontory.  Failure on each check means that they have 
  fallen 600 feet into the lava at the bottom of the semi-
  dormant volcano shaft.  This means that they, and their 
  equipment, are destroyed completely.  The only way that 
  they can survive is to be immune to fire, and survive the 
  20d6 falling damage.  If important the lava deals 2d6 fire 
  damage each round, while the hot gases deals additional 
  fire damage (1d6). 
   
  As you descend the tunnel the air begins to grow 
  noticeably warmer, not uncomfortably warmer but still 
  warmer.  Ahead there is a faint hint of light.  Slowly, as 
  you descend it is possible to make out what it is ahead.  
  There is an immense chamber.  The tunnel ends at a 
  sheer cliff that plunges into the darkness, or near 
  darkness.  Somewhere deep below there is a faint orange 
  or red glow casting deep shadows up this shaft.  It is 
  possible to make out the ceiling above you, scant feet 
  above this tunnel exit.  Carven into the wall to your left is 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 16 
  a passage that hugs the edge of the shaft as it spirals 
  downwards. 
  Creatures 
  APL 4 (EL 7) 
  � Feral Lizardfolk (2): hp 38; See Appendix VII. 
   
  APL 6 (EL 9) 
  � Feral Lizardfolk (4): hp 38; See Appendix VII. 
   
  APL 8 (EL 11) 
  � Feral Lizardfolk (3): hp 65; See Appendix VII. 
   
  APL 10 (EL 13) 
  � Feral Lizardfolk (6): hp 65; See Appendix VII. 
   
  APL 12 (EL 15) 
  � Feral Lizardfolk (3): hp 102; See Appendix VII. 
   
  APL 14 (EL 17) 
  � Feral Lizardfolk (6): hp 102; See Appendix VII. 
   
  Encounter Fourteen – What’s 
  that Doing Here? 
  Partway down the curving shaft a hallway branches 
  off. The tunnel leading off from it slants upwards 
  slightly, and is made of an odd black glass-like stone.  
  It also branches to the left and right. 
   
  See DM’s Aid #4 for a map of this level. 
   
  To the right is a room, 45 ft. long and 20 ft. wide.  
  This room is where the guards are normally when they 
  are not upstairs in their room.  The single guard that is 
  currently in the base is in here looking getting the next 
  shipment of goods to Sassy ready (they just took one, but 
  they must send one every few days to keep her happy).  
  The shipment consists of rare herbs that can be identified 
  as coming from the Amedio Jungle area with a 
  Knowledge (Nature) & Knowledge (Geography) check 
  (DC 25, must succeed at both). The guard is a tainted one 
  servant of the Yuan-ti master of the base. There is one 
  table at the front of the room, and several smaller tables 
  scattered around the room. 
   
  The passage to the left leads to the private chambers 
  of the Yuan-ti master (he is down a floor). These 
  chambers have his correspondence with Sassy; presented 
  in Player’s Handout #2. The chamber is 60 ft. long and 30 
  ft. wide. Piled in the far corner from the entrance is a 
  large cluster of silk pillows that have obviously been slept 
  upon.  In the center of the chamber is a desk, this is 
  where the correspondence is located.   
   
  In the passage that leads to the room there is a secret 
  door (Search/Spot DC 30 to find).  The first 5ft. square 
  behind the door is trapped with a magical curse (see 
  below). Behind this door is the treasury of the Yuan-ti (in 
  it’s depleted form they just sent a bunch off). Also in this 
  secret chamber are a series of missives from the leaders of 
  the cult.  Those are included as Player’s Handouts #3a-e.  
  Trap 
  � Magical Curse Trap: CR -; First person to step in the 
  5-ft. space.  Will save (DC 20+APL); Mark of the 
  Snake/Serpent.  Protected with a Nystul’s Undetectable 
  Aura spell. Search (DC 45); Disable Device (DC 45). 
   
  Creatures 
  APL 4 (EL 5) 
  � Tainted One Defender: hp 36; See Appendix VIII. 
   
  APL 6 (EL 7) 
  � Tainted One Defender: hp 52; See Appendix VIII. 
   
  APL 8 (EL 9) 
  � Tainted One Defender: hp 76; See Appendix VIII. 
   
  APL 10 (EL 11) 
  � Tainted One Defender: hp 94; See Appendix VIII. 
   
  APL 12 (EL 13) 
  � Tainted One Defender: hp 112; See Appendix VIII. 
   
  APL 14 (EL 15) 
  � Tainted One Defender: hp 130; See Appendix VIII. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 17 
   
  Tactics 
   
  The defender will enter melee, but will always 
  attempt to use his kiss on anyone with exposed flesh. 
   
  Treasure 
   
  APL 4–L: 0 gp; C: 0 gp; M: necklace of prayer beads 
  (blessing) (50 gp), dust of dryness (75 gp), arcane scroll of 
  shadow conjuration (58 gp). 
   
  APL 6–L: 0 gp; C: 0 gp; M: necklace of prayer beads 
  (blessing) (42 gp), dust of dryness (75 gp), arcane scroll of 
  shadow conjuration (58 gp), oil of timelessness (75 gp). 
   
  APL 8–L: 0 gp; C: 0 gp; M: necklace of prayer beads 
  (blessing) (50 gp), dust of tracelessness (25 gp), dust of 
  dryness (75 gp), arcane scroll of shadow conjuration (58 
  gp), oil of timelessness (75 gp). 
   
  APL 10–L: 0 gp; C: 0 gp; M: necklace of prayer beads 
  (blessing) (50 gp), dust of tracelessness (25 gp), 
  phylactery of faithfulness (100 gp), dust of dryness (75 
  gp), arcane scroll of shadow conjuration (58 gp), oil of 
  timelessness (75 gp). 
   
  APL 12–L: 0 gp; C: 0 gp; M: necklace of prayer beads 
  (blessing) (50 gp), dust of tracelessness (25 gp), 
  phylactery of faithfulness (100 gp), dust of dryness (75 
  gp), arcane scroll of shadow conjuration (58 gp), oil of 
  timelessness (75 gp). 
   
  APL 14–L: 0 gp; C: 0 gp; M: necklace of prayer beads 
  (blessing) (50 gp), dust of tracelessness (25 gp), 
  phylactery of faithfulness (100 gp), dust of dryness (75 
  gp), arcane scroll of shadow conjuration (58 gp), oil of 
  timelessness (75 gp). 
   
  Development 
   
  If the combat here lasts for 3 or more rounds then 
  the Yuan-ti master on the floor below will hear the 
  combat and have time to prepare. 
  Encounter Fifteen – Chamber of 
  Snakes 
  Finally you have reached the bottom of the shaft, or at 
  least the portion that has the walkway on it.  There is 
  another hallway leading out, however, this one leads 
  directly into a chamber.  
   
  See DM’s Aid #5 for a map of this level.  
   
  This chamber has the Yuan-ti master and the envoy 
  from Sassy in it.  They will work together, as much as 
  possible, to defeat these invaders and keep the secret of 
  their alliance a secret for that much longer. 
   
  Creatures 
  APL 4 (EL 7) 
  � Yuan-ti Cleric: hp 67; See Appendix IX. 
  � Half-Dragon Brute: hp 40; See Appendix IX. 
   
  APL 6 (EL 9)  
  � Yuan-ti Cleric: hp 83; See Appendix IX. 
  � Half-Dragon Brute: hp 60; See Appendix IX. 
   
  APL 8 (EL 11)  
  � Yuan-ti Cleric: hp 99; See Appendix IX. 
  � Half-Dragon Brute: hp 88; See Appendix IX. 
   
  APL 10 (EL 13)  
  � Yuan-ti Cleric: hp 115; See Appendix IX. 
  � Half-Dragon Brute: hp 110; See Appendix IX. 
   
  APL 12 (EL 15)  
  � Yuan-ti Cleric: hp 131; See Appendix IX. 
  � Half-Dragon Brute: hp 132; See Appendix IX. 
   
  APL 14 (EL 17)  
  � Yuan-ti Cleric: hp 147; See Appendix IX. 
  � Half-Dragon Brute: hp 154; See Appendix IX. 
   
  Tactics 
   
  The cleric will open with buff’s, if he’s had 
  preparation time then those spells that are underlined 
  will be pre-cast.  Following any buff spells he will use 
  attack spells, or enter melee.  The half-dragon will open 
  with his breath weapon, followed by raging and entering 
  melee. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 18 
  Conclusion A - Success 
  The heroes have been successful in shutting down 
  another one of the cells of the cult.  They should also 
  have the information that they need to locate any of the 
  remaining cells (player’s handouts). 
   
  Feel free to inform the players that the series is 
  concluded in Syrul’s Slander.  It is due to be released in 
  Year 4. 
  Conclusion B - Failure 
  You despondently return to your dark cells in the 
  Trigol city jails.  What you think is a week passes 
  while the daily routine of the jail moves around you.  
  Finally, you are brought before a magistrate, who 
  declares you innocent due to evidence that was 
  discovered at the Rock of Trigol Inn.  However, he 
  still fines you [See Below] for taking his time and 
  space in his jail. 
   
  The heroes are fined 200 gp / APL.  If they cannot 
  afford this then they must sell an item or items to meet 
  this cost. The heroes have failed the module, they do not 
  receive any encounter based experience or treasure. 
  Conclusion C - Ambivalence 
  You cleared your name of the theft of the Singolin 
  jewels, but you will never know who framed you, or 
  why. 
   
  The heroes have failed the second portion of the 
  adventure.  They will receive only the role-playing 
  experience for the adventure, and receive no treasure. 
  Special Ending – Stolen Goods 
  If the heroes return the stolen goods then skip this 
  section, otherwise read on. 
   
  Ever since you left the base in the Gamboge, 
  you’ve had a feeling of being watched.  It is late one 
  night when the feeling grows stronger, suddenly, you 
  sense someone in the room with you.  Looking about 
  you cannot make anyone out, but a voice calls out, 
  “You should not have kept these.  I am here to ensure 
  that they are returned.” And with that the voice ends, 
  everything that you found in crates in the tunnels is 
  gone.  You can only wonder who it was that found 
  you, and why they cared so much for these goods. 
   
  Anyone who has the enmities should be careful in 
  the future.  It will not be forgotten, and much could 
  come from their inattentiveness to the law. 
   
  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. 
   
  Challenge-based Experience 
  Encounter Seven 
  Defeat the Attackers  
   
  APL 4 
  180 xp 
  APL 6 
  240 xp 
  APL 8 
  300 xp 
  APL 10 
  360 xp 
  APL 12 
  420 xp 
  APL 14 
  480 xp 
   
  Encounter Eight 
  Defeat the Dragon(s) 
  APL 4 
  150 xp 
  APL 6 
  210 xp 
  APL 8 
  270 xp 
  APL 10 
  330 xp 
  APL 12 
  390 xp 
  APL 14 
  450 xp 
   
  Encounter Ten 
  Defeat the Dung Beetles 
   
  APL 4 
  90 xp 
  APL 6 
  120 xp 
  APL 8 
  150 xp 
  APL 10 
  180 xp 
  APL 12 
  210 xp 
  APL 14 
  240 xp  
   
  Encounter Eleven 
  Defeat the Pixies (including talking with them) 
   
  APL 4 
  90 xp 
  APL 6 
  120 xp 
  APL 8 
  150 xp 
  APL 10 
  180 xp 
  APL 12 
  210 xp 
  APL 14 
  240 xp 
   
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 19 
  Encounter Thirteen 
  Defeat the “pets”  
   
  APL 4 
  210 xp 
  APL 6 
  270 xp 
  APL 8 
  330 xp 
  APL 10 
  390 xp 
  APL 12 
  450 xp 
  APL 14 
  510 xp 
   
  Encounter Fourteen 
  Defeat the guards 
  APL 4 
  150 xp 
  APL 6 
  210 xp 
  APL 8 
  270 xp 
  APL 10 
  330 xp 
  APL 12 
  390 xp 
  APL 14 
  450 xp 
   
  Encounter Fifteen 
  Defeat the Yuan-ti Commander & Associate 
  APL 4 
  210 xp 
  APL 6 
  270 xp 
  APL 8 
  330 xp 
  APL 10 
  390 xp 
  APL 12 
  450 xp 
  APL 14 
  510 xp 
   
  Challenge-based Experience Maximums 
   
  APL 4 
  1080 xp 
  APL 6 
  1440 xp 
  APL 8 
  1800 xp 
  APL 10 
  2160 xp 
  APL 12 
  2520 xp 
  APL 14 
  2880 xp 
   
  Roleplaying/Objective Experience 
  Encounter Five 
  Prove their innocence. 
  ALL APL’s 
  60 xp 
   
  Encounter Twelve 
  Successfully talking with the Unseen One. 
  APL 4 
  150 xp 
  APL 6 
  240 xp 
  APL 8 
  330 xp 
  APL 10 
  420 xp 
  APL 12 
  510 xp 
  APL 14 
  600 xp 
   
  Encounter Thirteen 
  Returning the Stolen Goods. 
  ALL APL’s 
  60 xp 
   
  Roleplaying Experience Maximums 
  APL 4 
  270 xp 
  APL 6 
  360 xp 
  APL 8 
  450 xp 
  APL 10 
  540 xp 
  APL 12 
  630 xp 
  APL 14 
  720 xp 
   
  Total possible experience: 
  APL 4 
  1350 xp 
  APL 6 
  1800 xp 
  APL 8 
  2250 xp 
  APL 10 
  2700 xp 
  APL 12 
  3150 xp 
  APL 14 
  3600 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. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 20 
  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. 
   
  Encounter Seven 
  Defeat the Attackers  
   
   
  APL 4–L: 274 gp; C: 0 gp; M: potion of cure light 
  wounds (4 gp), Saddle of Speed (250 gp). 
   
  APL 6–L: 340 gp; C: 0 gp; M: potion of cure light 
  wounds (4 gp), Saddle of Speed (250 gp), +1 bracers of 
  armor (83 gp). 
   
  APL 8–L: 159 gp; C: 0 gp; M: +1 breastplate (112 gp), 
  +1 ring of protection (167 gp), potion of cure light 
  wounds (4 gp), Saddle of Speed (250 gp), +1 full plate (221 
  gp), +1 studded leather armor (98 gp), +1 bracers of armor 
  (83 gp). 
   
  APL 10–L: 80 gp; C: 0 gp; M: +1 breastplate (112 gp), 
  +1 spiked chain (194 gp), +1 ring of protection (167 gp), 
  potion of cure moderate wounds (25 gp), Saddle of Speed 
  (250 gp), +1 full plate (221 gp), +1 heavy mace (193 gp), +1 
  studded leather armor (98 gp), +1 short sword (192 gp), 
  +1 bracers of armor (83 gp), boots of elvenkind (167 gp), 
  cloak of elvenkind (167 gp). 
   
  APL 12–L: 80 gp; C: 0 gp; M: +1 breastplate (112 gp), 
  +1 spiked chain (194 gp), +1 ring of protection (83 gp), 3 
  potions of cure moderate wounds (25 gp per potion), 
  Saddle of Speed (250 gp), +1 full plate (221 gp), +1 heavy 
  mace (193 gp), +1 studded leather armor of shadow (348 
  gp), +1 short sword (192 gp), +2 bracers of armor (333 gp), 
  boots of elvenkind (167 gp), cloak of elvenkind (167 gp). 
   
  APL 14–L: 44 gp; C: 0 gp; M: +2 chain shirt (354 gp), 
  +1 spiked chain (194 gp), +2 ring of protection (667 gp), 3 
  potions of cure moderate wounds (25 gp per potion), 
  Saddle of Speed (250 gp), gloves of dexterity +2 (333 gp), 
  +1 full plate of shadow (471 gp), +1 heavy mace (193 gp), 
  periapt of wisdom +2 (333 gp), +1 large steel shield (98 
  gp), +1 studded leather armor of shadow (348 gp), +1 
  short sword (192 gp), +1 small wooden shield (96 gp), +2 
  bracers of armor (333 gp), boots of elvenkind (167 gp), 
  cloak of elvenkind (167 gp), pink and green sphere ioun 
  stone (667 gp). 
   
  Encounter Eleven 
  Kill the Sprites  
   
  APL 4–L: 13 gp; C: 0 gp; M: 0 gp. 
   
  APL 6–L: 13 gp; C: 0 gp; M: 0 gp. 
   
  APL 8–L: 7 gp; C: 0 gp; M: 0 gp. 
   
  APL 10–L: 13 gp; C: 0 gp; M: 0 gp. 
   
  APL 12–L: 13 gp; C: 0 gp; M: 0 gp. 
   
  APL 14–L: 26 gp; C: 0 gp; M: 0 gp. 
   
   
  Encounter Eleven 
  Receive Lurilent’s Gift 
   
  All APL’s–L: 0 gp; C: 0 gp; M: Vial of Water (Potion 
  of Heroism) (75 gp each) 
   
  Encounter Fourteen 
  Defeat the Guard.  
   
  APL 4–L: 153 gp; C: 0 gp; M: 0 gp. 
   
  APL 6–L: 138 gp; C: 0 gp; M: +1 bastard sword (195 
  gp). 
   
  APL 8–L: 0 gp; C: 0 gp; M: +1 bastard sword (195 gp), 
  +1 full plate (221 gp). 
   
  APL 10–L: 0 gp; C: 0 gp; M: +1 bastard sword (195 
  gp), +1 full plate (221 gp), +1 ring of protection (167 gp). 
   
  APL 12–L: 0 gp; C: 0 gp; M: +1 venomous bastard 
  sword (695 gp), +1 full plate (221 gp), +1 ring of 
  protection (167 gp). 
   
  APL 14–L: 0 gp; C: 0 gp; M: +1 venomous bastard 
  sword (695 gp), +1 full plate (221 gp), +2 ring of 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 21 
  protection (667 gp), gauntlets of giant’s strength +4 (1333 
  gp). 
   
  Find the Secret Chamber. 
   
  APL 4–L: 0 gp; C: 0 gp; M: necklace of prayer beads 
  (blessing) (42 gp), dust of dryness (75 gp), arcane scroll of 
  shadow conjuration (58 gp). 
   
  APL 6–L: 0 gp; C: 0 gp; M: necklace of prayer beads 
  (blessing) (42 gp), dust of dryness (75 gp), arcane scroll of 
  shadow conjuration (58 gp), oil of timelessness (75 gp). 
   
  APL 8–L: 0 gp; C: 0 gp; M: necklace of prayer beads 
  (blessing) (42 gp), dust of tracelessness (21 gp), dust of 
  dryness (75 gp), arcane scroll of shadow conjuration (58 
  gp), potion of heroism (75 gp). 
   
  APL 10–L: 0 gp; C: 0 gp; M: necklace of prayer beads 
  (blessing) (42 gp), dust of tracelessness (21 gp), 
  phylactery of faithfulness (83 gp), dust of dryness (75 gp), 
  arcane scroll of shadow conjuration (58 gp), potion of 
  heroism (75 gp). 
   
  APL 12–L: 0 gp; C: 0 gp; M: necklace of prayer beads 
  (blessing) (42 gp), dust of tracelessness (21 gp), 
  phylactery of faithfulness (83 gp), dust of dryness (75 gp), 
  arcane scroll of shadow conjuration (58 gp), potion of 
  heroism (75 gp). 
   
  APL 14–L: 0 gp; C: 0 gp; M: necklace of prayer beads 
  (blessing) (42 gp), dust of tracelessness (21 gp), 
  phylactery of faithfulness (83 gp), dust of dryness (75 gp), 
  arcane scroll of shadow conjuration (58 gp), potion of 
  heroism (75 gp). 
   
  Encounter Fifteen 
  Defeat the Yuan-ti and Half-Dragon Brute  
   
  APL 4–L: 33 gp; C: 0 gp; M: +1 full plate (221 gp), 2 
  scrolls of cure light wounds (2 gp each). 
   
  APL 6–L: 33 gp; C: 0 gp; M: +1 full plate (221 gp), 2 
  scrolls of cure light wounds (2 gp each). 
   
  APL 8–L: 7 gp; C: 0 gp; M: +1 scimitar (193), +1 full 
  plate (221 gp), 4 scrolls of cure light wounds (2 gp each), 
  boots of springing and striding (208 gp). 
   
  APL 10–L: 7 gp; C: 0 gp; M: +1 scimitar (193), +2 full 
  plate (471 gp), 7 scrolls of cure light wounds (2 gp each), 
  boots of springing and striding (208 gp), ring of 
  counterspells (333 gp). 
   
  APL 12–L: 7 gp; C: 0 gp; M: +1 scimitar (193), +2 full 
  plate (471 gp), 8 scrolls of cure light wounds (2 gp each), 
  cloak of elvenkind (167 gp), ring of feather fall (183 gp), 
  boots of springing and striding (208 gp), ring of 
  counterspells (333 gp), murlynd’s spoon (458 gp), potion 
  of cure moderate wounds (25 gp). 
   
  APL 14–L: 7 gp; C: 0 gp; M: +1 spell-storing scimitar 
  (693), +2 full plate (471 gp), 10 scrolls of cure light 
  wounds (2 gp each), cloak of elvenkind (167 gp), ring of 
  feather fall (183 gp), boots of springing and striding (208 
  gp), ring of counterspells (333 gp), murlynd’s spoon (458 
  gp), potion of cure moderate wounds (25 gp), vibrant 
  purple ioun stone (1000 gp), pearl of power (1
  st) (83 gp). 
   
  Adventure Maximums 
  If the total value of treasure received exceeds the AR 
  maximum, award the AR maximum instead. 
   
   
  APL 4: 1202 gp; AR maximum 1200 gp. 
   
  APL 6: 1606 gp; AR maximum 1600 gp. 
   
  APL 8: 2500 gp; AR maximum 2500 gp. 
   
  APL 10: 4200 gp; AR maximum 4200 gp. 
   
  APL 12: 6001 gp; AR maximum 6000 gp. 
  APL 14: 12001 gp; AR maximum 12000 gp. 
   
  Special 
   
  Saddle of Speed 
  This special saddle, made of the hide of a leopard, grants 
  an enhancement bonus to the base speed of any mount 
  by the following amount: 
  Small size:  
  5ft 
  Medium size:  
  10ft 
  Large size:  
  15ft 
   
  The saddle will resize to fit any mount that is Small, 
  Medium or Large size. 
   
  Caster Level: 6th; Prerequisites: Craft Wondrous 
  Item, expeditious retreat; Market Price: 3,000 gp. 
  Influence or Enmity 
  The character has gained the favor or enmity of those 
  parties listed below, the region to which the favor 
  belongs is in parentheses: 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 22 
  • Clan Ukaloa (Archbarony of Ratik) 
  • Lord Lexnol (Archbarony of Ratik) 
  • Church of Pholtus (Theocracy of the Pale) 
  • Green Bar Teranor’s (Duchy of Urnst) 
  • Lord Ellis Grek (Duchy of Urnst) 
  • Knights of the Swan (County of Urnst) 
  • Masters of Crystal Springs (County of Urnst) 
  • Church of Heironeous (Kingdom of Nyrond) 
  • Oerth Theater Guild (Kingdom of Nyrond) 
  • Arcane Wanderers Tavern (Kingdom of Nyrond) 
  • Sagacious Society (Kingdom of Nyrond) 
   
  +1 Venomous Bastard Sword 
  A +1 venomous bastard sword allows the wielder to 
  inflict a heightened poison spell (DC 16) upon a creature 
  struck by the blade once per day. The wielder must 
  decide before the strike to activate this power, much the 
  same as using a smite ability.  
  Market Price: 8380 gp. Prerequisites: Craft Magic Arms 
  and Armor, Empower Spell, poison, Caster Level 9th. 
   
  Mark of the Snake 
  Laid upon your forehead is a sigil of a snake.  This mark 
  gives you some of the properties of a snake and in doing 
  so imposes a –2 penalty to Strength and Intelligence.  
  This curse may be removed by a Remove Curse spell cast 
  at 10th level or higher.  If you ever become the possessor 
  of Snakebite (or Keen Snakebite) this curse upgrades to 
  Mark of the Serpent. 
   
  Caster Level: 10th; Prerequisites: bestow curse. 
   
  Mark of the Serpent 
  You were marked by with a sigil of a snake upon your 
  forehead.  However, as it did so the blade known as 
  Snakebite (or Keen Snakebite) bonded itself to you more 
  firmly.  At the start of each combat, as decided by the 
  judge, you must make a Will save, DC 20, or draw the 
  weapon.  The weapon is blood thirsty, and must taste 
  blood before it can be sheathed.  Additionally, you have a 
  –4 profane penalty to Will saves against the abilities of 
  any Yuan-ti, or other reptilian creature (except against 
  these it is only a –2).  In return, Snakebite (or Keen 
  Snakebite) now has the Vicious ability added (from 
  Sword and Fist), meaning it deals an extra +2d6 damage 
  to foes, and +1d6 damage to you.  This extra damage to 
  the wielder bypasses all Damage Reduction.  There is 
  currently no method for removing this curse, nor can 
  Snakebite, or Keen Snakebite be removed. 
   
  Caster Level: 16th; Prerequisites: greater bestow 
  curse. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 23 
  Appendix I – The Questions 
  1. 
  Why were you in the Merchant’s Guildhouse? 
  2. 
  Why were you after the Singolin jewels? 
  3. 
  Where are you from? 
  4. 
  If you didn’t take the jewels then why did you have them? 
  5. 
  Why were you fighting? 
  6. 
  How did you end up unconscious if you weren’t fighting? 
  7. 
  Do you know these attackers? 
  8. 
  Why would they frame you? 
  9. 
  Did they say anything to you? 
  10. So you say you didn’t take the jewels, then who did? 
  11. Who were the others again? 
  12. So… you say you weren’t involved, then why did they say that they found you trying to rob the place? 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 24 
  Appendix II – Trigol 
  Trigol (Small City): Oligarchy; AL LN/LG; gp limit 15,000gp; Assets 7,200,000gp; Population 9,600; Demographic 
  Categories (human 69%, 12% halfling, 7% elf, 3% dwarf, 2% gnome, 4% half-elf, 2% half-orc, 1% other) 
    
  Map:  None 
   
  Heraldry: A gold tower on a green hill above a blue river on a white field. 
   
  Rennis Bort, Captain of the Trigol Watch: LN Male Human, Ftr5.  
  A well-built man in his mid forties, the Captain of the Watch stands some 5'5". Rennis is a firm patriot of the County. 
  He tends to put law and order before justice. This has manifested itself in his hate of the refugees, who he sees as 
  parasites. Rennis rightly blamed them for the increasing crime in Trigol, but does not differentiate between honest folk 
  and thugs. He has intentionally turned a blind eye to attacks by Urnstians on refugees and brought the full weight of 
  the law down on any refugees that cross his path. Many refugees claim he has contacts to a secret organization that is 
  orchestrating attacks against refugees at the behest of the Municipal and covering up official knowledge of it. These 
  scurrilous rumours are of course unsubstantiated and are likely to remain so while Bort is Watch Captain. 
  History 
  Oeridians founded Trigol after the sale of the Territory from the Duchy of Urnst. Aerdi built and garrisoned a castle on 
  the hill. The village grew into a bustling town, thriving on the trade passing between the heartlands of Aerdy and her 
  western fiefs.  
   
  In the 4
  th century, Trigol served as the anchor of the County of Urnst’s ultimately ineffective defenses against the 
  aggressions of Nyrond. During their occupation of the County, the Nyrondese maintained a garrison at Trigol to defend 
  the main route into their new fief. One commander of the garrison, Alyrenn the Bloody, is particularly remembered for 
  the brutality with which he ruled until he was found drowned by unknown parties in a vat of pig’s blood in the market 
  square. 
   
  Nonetheless, Trigol grew prosperous and wealthy under rule from Rel Mord. Many Trigolians were content under 
  the Nyrondese, which put them at odds with their more independent minded countrymen elsewhere. However, it was 
  this same prosperity that attracted the attentions of the Freelords of the Bandit Kingdoms, whose forces sacked and 
  burned Trigol late in the Common Year 446. The old loyalty to Nyrond perished too in the Sack, replaced by smoldering 
  resentment that the Nyrondese king had not done more to save their city. Trigol was rebuilt from the ashes and slowly 
  recovered some of its fortune, yet it never regained the fullness of its past glory. 
   
  During the Greyhawk Wars, Tenha and Bandit Kingdom refugees arrived in Trigol soon after the fall of their realm, 
  followed by a steady stream of Nyrondese fleeing the poverty and famine across the Franz. The Newtown was hastily 
  constructed the marshy ground between the Kerallan and the Franzdyke to house the influx of refugees. The measure 
  has proven woefully inadequate to deal with the immense tide of refugees and Newtown quickly became a squalid 
  overcrowded ghetto. 
   
  As Nyrond’s economy crumbled, the trade with the east, upon which many livelihoods in Trigol depended, began 
  to dry up. Many businesses in the town, dependant on the passing trade therefore went bankrupt. Searching to find 
  reasons for their sudden reversal in fortune, many Trigolians found an easy scapegoat in the refugees.   
    
   So far, the Duchy has been unwilling to help, as most of their Noble ties to the area were severed with the 
  installment of more Aerdi nobles. 
  Prejudice against the refugees has become rife amongst the natives.  An “unofficial” curfew is enforced by the Watch, 
  whereby at all refugees are expelled from the Oldtown after dark, often forcibly. Gangs of Urnstians are known to roam 
  the streets, doling out savage beatings to refugees. This has elicited retaliation from the Tenhas, Northerners, and 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 25 
  Nyrondese. However, whereas the Watch turn a blind eye to the actions of the Urnstian thugs, they saved no pains in 
  pursuing the refugees responsible for attacks on Trigolians or their property.   
   
  The ascension of King Lynwerd to the throne of Nyrond and the suspension of the ruinous taxes, which plagued 
  the people of that unhappy land, has encouraged some Nyrondese refugees in the Newtown to return home. However, 
  a large number remain skeptical of the abilities of their new sovereign and nothing across the Franz worth returning to. 
   
  The gradual recovery in the fortunes of Nyrond has seen a slow rally in Trigol’s economy too. Trade is once more 
  beginning to flow through the town. Nonetheless resentment of the refugees remain and the opinion that the 
  Municipal should demand that the refugees should be repatriated to their respective homelands, by force if needs be, 
  has been voiced by some.  
   
  Further comments on the history of this area may be found on page 125 of the Living Greyhawk Gazetteer where 
  Duchy sold much of this area to the Aerdi. Trigol was one of the only areas that isn’t dominated by the remaining 
  Suloise noble houses. 
  Locations 
  Trigol is set in the rich flood plains of the wide and sluggish river Franz, just over a league from the western bank of that 
  river. The town sits upon the slopes and about the skirts of the Hill of Trigol, a large outcropping of rock, which juts 
  over two hundred feet up out of the silt plain. Protected by cliffs on three sides, atop the hill sits the Hold of Trigol, a 
  well fortified castle that serves as the seat of the town’s governing council – The Burgh Municipal (commonly referred 
  to as the Municipal). The town is split by the Kerallan River into the Oldtown upon the west bank and the Newtown on 
  the east. The Franzdyke – an earthwork of uncertain and ancient origin, upon part of which the towns now ruined, 
  girdles the entire town and tumbled walls were based. Whereas Oldtown is generally pleasant with paved streets and 
  well-maintained open sewers (regularly cleaned by Gelatinous Cubes (See Return to White Plume Mountain by Paul 
  Kidd), the Newtown is a teeming and filthy ghetto, rife with crime and disease. 
  The river meadows and fields immediately around Trigol hide many secrets, as does the ground below the town itself. 
  The ruins and cellars of buildings destroyed in the Sack form twisting networks of mud and water filled passages. These 
  are prone to flooding in winter as the water table rises.    
   
  Up and down the Franz River lie the old Franz castles, from the defensive days of the County.  They are all in 
  various states, from downright haunted and monster-ridden to the still-inhabited manors of lesser nobles. 
   
  Gambling Barges have begun to take an important role on the Franz recently (see this and other useful information 
  in Return to White Plume Mountain by Paul Kidd). 
  The Rock    
  The Hill dominates the town or, as it is locally known, the Rock of Trigol, atop which stands the strong walls and towers 
  of the Hold. By decree, the southern slopes of the Hill within a bowshot of the walls of the Hold are clear of 
  construction and are held in commonage by those families who dwell on the lower slopes of the Rock.  
   
  Upon the eastern side, the remarkable Rock of Trigol Inn is set into the living stone of the cliffs. The Rock is 
  famous for its home brewed Rock Stout, brewed by the proprietor, Oskyl Tyll (LG dm, Ftr9). The Rock also provides 
  rooms, which though somewhat claustrophobic for non-dwur, are warm, clean and comfortable. Osk, a broad minded 
  and amiable former freesword, welcomes refugees and locals equally, a fact that has made him and the Rock less popular 
  with the more bigoted locals of late. 
  Merchant’s Ward 
   
   
   
   
   
   
   
   
   
   
   
  The Merchant’s Ward houses most of Trigol’s temples and businesses. The center of the town is dominated by the 
  Market Square, a wide paved area that is used by peddlers, itinerant traders and caravans for trade, as well as by revelers 
  for festivals and the Municipal for executions. On the north side of the Square stands the impressive Golden Vault, the 
  temple to Zilchus. Constructed from rich golden sandstone and adorned with sumptuous carvings and statues, it stands 
  cheek by jowl with Trigol’s Merchant’s Guildhall and Money Exchange, which is maintained by the Temple of 
  Zilchus in conjunction with the Merchant’s Guild. Opposite stands the Courthouse and the adjacent temple of St. 
  Cuthbert. The local priests have always adhered to the more tolerant aspect of the Cudgelists, and thus have been 
  alarmed by the support given the intolerant Palish preachers in the Newtown by Baron Gellor. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 26 
  The road bisecting the Square and the town is reputed to be an extension of the ancient Dirawaen roads of the Aerdi. It 
  is paved along its length by black granite slabs, though granite is not the underlying rock here. Neither snow nor ice 
  nor hail nor rain gathers upon its surface, so it is passable whatever the season 
  Rulership 
   
  Though Trigol nominally falls within the Barony of Trigolford, the town enjoys the status of a free city, being exempt 
  from the authority of the Baron under the terms of a charter from the Countess. Though this charter contradicts in 
  places the terms of the Baron’s rights over the town, an arrangement between the Barons and the Burgh Municipal 
  (Trigol’s ruling council) has existed in the past, sweetened by the payment of “Charter Duties” into the Baron’s coffers. 
   
  The Municipal has the rights of governance within the town and a mile beyond the limits of the Franzdyke. It may 
  levy and collect taxes within the town, as well as formulate laws provided they do not directly contradict laws decreed 
  from Radigast.  
   
  The five members of the Municipal except the representatives of the Baron and the Darornstae are elected every 
  seven years by and from the Burgh’s Moot – a body of sixty important and wealthy burghers (including the Masters of 
  all guilds and others). The mayor of Trigol is in turn elected by the Municipal from its ranks. The next election will be 
  in 599 CY.  
  Current members:  
  � Virnin Dabin, LG Male Human, Clr9-Zilchus (High Priest of Zilchus and Mayor) 
  � Arns Gorhaas, NG Male Human, Exp6 (Master of Merchant’s Guild) 
  � Varan Lerrhest, LN Male Human, Exp5 (Master of the Guild of Moneychangers and Usurers) 
  � Marner Steglin, LN Male Human, Exp4 (Master of the Guild of Mercers, Sartors and Sailmakers) 
  � Alden Goris, LG Male Human, Clr7-St.Cuthbert (High Priest of St.Cuthbert) 
  � Grenhaf Sahlin, LG Male Human, Ftr6 (Seneschal of Trigol Hold, Baron Gellor’s representative) 
  � Orchase Korstannen, N Female Human, Clr11/Wiz4-Boccob (High Priestess of Boccob, representative of the 
  Darnostae) 
   
  The Municipal is beholden directly only to the Countess herself and her Sheriff, Morehn Karhist.  (NG Male 
  Human, Ftr4). They are further bound by the terms of the Charter, which stipulate the Municipal’s duties to the Burgh’s 
  Moot and the common citizenry. Trigol’s elite keep tight control of the composition of the Municipal, and it is rare that 
  the three major guilds (merchants, mercers, and moneylenders) or the wealthy merchant houses of Dabin or Gorhaas do 
  not have members on the council. Though this was tolerated by the smaller guilds in the past, with the recent 
  hardships, support for the elite has waned and the lesser guilds’ grumbling has become clearly audible. Additionally the 
  baron has recently begun to question the Municipal’s right to govern of Trigol. The Baron’s representative, Grenhaff 
  Sahlin, (LN Male Human, Ftr4) is now trusted even less than he was previously by the other members of the oligarchy. 
  As if this where not enough – Orchase Korstannen (N Female Human, Clr12-Boccob) of the Darnostae, who had 
  previously almost never been seen at meetings of the Municipal has appeared at every council for the past year, which 
  the Municipal finds disconcerting in the extreme.  
  Defenses 
  Trigol in its heyday was a walled town, but long years of peace and the sack of 446 CY saw the walls fall into an advanced 
  state of disrepair. Today, the town is surrounded by a twelve foot high earthen embankment, a mixture of the remains of 
  the ancient Franzdyke and the tumbled and sunken remains of the old city walls, now covered in grass and weeds. 
  The Oldtown has four “gates”: Nethergate to the south, Gellor’s Gate to the west, Rivergate on the east and the Heanor 
  Gate to the north - a throwback to the days when the town was walled. Now they are little more than gaps in the 
  earthwork through which roads pass. A guardhouse manned by a score of County Regulars wards each.  
   
  The Hold atop the hill of Trigol was designed as to serve as a refuge for the town’s folk in times of peril. It is 
  defended upon the east, north and west by one to two hundred foot high cliffs. Upon the south where the slope is much 
  more gradual, the Common provides a clear field of fire from the walls. The Hold’s outer bailey houses the barracks of 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 27 
  the Watch and the garrison of County Regulars as well as a small chapel to Heironeous, which can serve, as a redoubt 
  should the outer walls be breached.  
  The inner bailey is divided from the outer by a thirty-foot curtain wall breached by a single gate defended by a 
  formidable gatehouse. Inside stands the Baron’s keep, which houses at times the Baron, his family and court and the 
  barracks of the Baron’s Own Guard. The Great Hall of the Keep has also been the traditional location for meetings of the 
  Municipal and the Moot.  
   
  Extensive tunnels exist beneath the Hold, which serve as storage cellars for the castle’s provisions and as cells for 
  the town’s jail. It is a common rumour that some of the cellblocks used during the tenure of Alyren the Bloody were 
  sealed off because of the terrible acts, which were committed there. 
  Garrison 
   
  The overall responsibility for the defense of Trigol lies in the hands of Baron Gellor, as Marshal of the Franz. 
  Nonetheless, the Municipal as direct vassals of the Countess have the rights not only to raise their own Watch and 
  Burgh Levy but to protection by a force of the County Regulars. However in time of peril, the County Regulars come 
  under the command of Baron Gellor. 
  Trigol Watch  
   
   
   
   
   
   
   
   
   
   
  � Commander: Captain Rennis Bort (LN Male Human, Ftr5);  
  Armament:  Halberd, long/broadsword, dagger, crossbow, chainmail.  
  Colours: Green tabard trimmed with blue and white, and bearing the crest of Trigol with a grey cloak held with a bronze 
  brooch embossed with the crest of the town upon it. Sergeants bear a silver brooch, while the Captain’s brooch is 
  golden. 
   
  The Watch is based in a barracks inside the Outer Bailey of the Hold. Patrols generally consist of five watchmen 
  and a sergeant in the Oldtown. Patrols in the Newtown are less frequent and are double strength.  
  Merchant's Guild of Trigol  
   
   
   
   
   
   
   
   
  � Guildmaster: Arns Gorhaas (NG Male Human, Exp6) 
   
  This is a very influential guild within both the town and the County, third behind the Radigast and (to the chagrin 
  of the Trigolian merchants) Brotton Guilds. It regulates traders under its aegis, and protects the interests of it members. 
  They, along with the Temple of Zilchus are very disturbed by the recent upsurge in brigand activity. The guildhall is 
  housed within the Mercantile Hall on the Market Square. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 28 
  Appendix III – Mounted Raiders
  � Fighter 4: Male Human Ftr4; CR 4; Medium 
  Humanoid; HD 4d10+8; hp 35; Init +3; Spd 20 ft.; AC 
  18 (touch 13, flat-footed 15) [[+3 Dex, +5 armor]]; Atk 
  +7 melee [(2d4+3, reach 10 ft., spiked chain)]; AL NE; 
  SV Fort +6, Ref +4, Will +2; Str 12, Dex 16, Con 14, Int 
  14, Wis 12, Cha 8.  
   
  Skills and Feats: Climb +5, Handle Animal +6, 
  Jump +5, Ride +10, Swim +8; Combat Reflexes, Exotic 
  Weapon Proficiency (spiked chain), Mounted Combat, 
  Ride-By Attack, Weapon Focus (spiked chain), 
  Weapon Specialization (spiked chain). 
   
  Possessions: 
  masterwork 
  spiked 
  chain, 
  masterwork breastplate, potion of cure light wounds, 
  heavy warhorse, Saddle of Speed. 
   
  � Fighter 6: Male Human Ftr6; CR 6; Medium 
  Humanoid; HD 6d10+12; hp 59; Init +3; Spd 20 ft.; AC 
  20 (touch 14, flat-footed 17) [[+3 Dex, +6 armor, +1 
  deflection]]; Atk +11/6 melee [(2d4+3, reach 10 ft., 
  spiked chain)]; AL NE; SV Fort +7, Ref +5, Will +3; Str 
  12, Dex 16, Con 14, Int 14, Wis 12, Cha 8.  
   
  Skills and Feats: Climb +7, Handle Animal +8, 
  Jump +7, Ride +12, Swim +10; Combat Reflexes, Exotic 
  Weapon Proficiency (spiked chain), Mounted Combat, 
  Ride-By Attack, Trample, Weapon Finesse (spiked 
  chain), Weapon Focus (spiked chain), Weapon 
  Specialization (spiked chain). 
   
  Possessions: 
  masterwork 
  spiked 
  chain, 
  +1 
  breastplate, ring of protection +1, potion of cure light 
  wounds, heavy warhorse, Saddle of Speed. 
   
  � Fighter 8: Male Human Ftr8; CR 8; Medium 
  Humanoid; HD 8d10+16; hp 75; Init +3; Spd 20 ft.; AC 
  20 (touch 14, flat-footed 17) [[+3 Dex, +6 armor, +1 
  deflection]]; Atk +13/8 melee [(2d4+4, reach 10 ft., 19-
  20/x2, +1 spiked chain)]; AL NE; SV Fort +8, Ref +5, 
  Will +3; Str 12, Dex 17, Con 14, Int 14, Wis 12, Cha 8.  
   
  Skills and Feats: Climb +9, Handle Animal +10, 
  Jump +9, Ride +14, Swim +12; Combat Reflexes, Exotic 
  Weapon Proficiency (spiked chain), Improved Critical 
  (spiked chain), Mounted Combat, Ride-By Attack, 
  Trample, Weapon Finesse (spiked chain), Weapon 
  Focus (spiked chain), Weapon Specialization (spiked 
  chain). 
   
  Possessions: +1 spiked chain, +1 breastplate, ring 
  of protection +1, potion of cure moderate wounds, 
  heavy warhorse, Saddle of Speed. 
   
  � Fighter 10: Male Human Ftr10; CR 10; Medium 
  Humanoid; HD 10d10+20; hp 96; Init +7; Spd 20 ft.; AC 
  20 (touch 14, flat-footed 17) [[+3 Dex, +6 armor, +1 
  deflection]]; Atk +15/10 melee [(2d4+4, reach 10 ft., 19-
  20/x2, +1 spiked chain)]; AL NE; SV Fort +9, Ref +6, 
  Will +6; Str 12, Dex 17, Con 14, Int 14, Wis 12, Cha 8.  
   
  Skills and Feats: Climb +11, Handle Animal +12, 
  Jump +11, Ride +16, Swim +14; Combat Reflexes, 
  Exotic Weapon Proficiency (spiked chain), Improved 
  Critical (spiked chain), Improved Initiative, Iron Will, 
  Mounted Combat, Ride-By Attack, Trample, Weapon 
  Finesse (spiked chain), Weapon Focus (spiked chain), 
  Weapon Specialization (spiked chain). 
   
  Possessions: +1 spiked chain, +1 breastplate, ring 
  of protection +1, 3 potions of cure moderate wounds, 
  heavy warhorse, Saddle of Speed. 
   
  � Fighter 12: Male Human Ftr12; CR 12; Medium 
  Humanoid; HD 12d10+24; hp 115; Init +9; Spd 30 ft.; 
  AC 23 (touch 17, flat-footed 18) [[+5 Dex, +6 armor, +2 
  deflection]]; Atk +19/14 melee [(2d4+4, reach 10 ft., 19-
  20/x2, +1 spiked chain)]; AL NE; SV Fort +10, Ref +9, 
  Will +7; Str 12, Dex 20, Con 14, Int 14, Wis 12, Cha 8.  
   
  Skills and Feats: Climb +15, Handle Animal +14, 
  Jump +15, Ride +20, Swim +16; Combat Reflexes, 
  Exotic Weapon Proficiency (spiked chain), Expertise, 
  Improved Critical (spiked chain), Improved Disarm, 
  Improved Initiative, Iron Will, Mounted Combat, 
  Ride-By Attack, Trample, Weapon Finesse (spiked 
  chain), Weapon Focus (spiked chain), Weapon 
  Specialization (spiked chain). 
   
  Possessions: +1 spiked chain, +2 chain shirt, ring 
  of protection +2, potion of cure serious wounds, heavy 
  warhorse, Saddle of Speed, gloves of dexterity +2. 
   
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 29 
  � Shadow Cleric 4: Male Human (Shadow) Clr3; CR 
  4; Medium Magical Beast; HD 3d8+3; hp 21; Init +5; 
  Spd 30 ft.; AC 21 (touch 11, flat-footed 18) [[+8 armor, 
  +2 shield, +1 Dex]]; Atk +4 melee [(1d8+1, heavy mace)] 
  or +3 ranged; SQ Cold Resistance 8, Darkvision 60 ft., 
  Low-light vision, shadow blend, increased saves; AL 
  NE; SV Fort +6, Ref +4, Will +8; Str 12, Dex 12, Con 12, 
  Int 12, Wis 16, Cha 10.  
   
  Skills and Feats: Concentration +7, Hide +1, 
  Knowledge (religion) +7, Move Silently +1, Spellcraft 
  +7; Blind-Fight, Combat Casting, Improved Initiative. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it nine-tenths concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability. A daylight spell, however, does. 
   
  Increased Saves (Su): A shadow creature gains a 
  +2 luck bonus to all saves. 
   
  Possessions: masterwork heavy mace, masterwork 
  full plate, masterwork large steel shield, light riding 
  horse. 
   
  Spells Prepared (4/3+1/2+1; base DC = 13 + spell 
  level): 0—[Cure Minor Wounds (2), Guidance (2)]; 
  1st—[Cure Light Wounds, Divine Favor, Protection 
  from Good*, Shield of Faith]; 2nd—[Bull’s Strength, 
  Darkness, Invisibility*]. 
   
  *Domain spell. Domains: [Evil (You cast evil spells 
  at +1 caster level); Trickery (Bluff, Disguise, Hide are 
  class skills)]. 
   
  � Shadow Cleric 6: Male Human (Shadow) Clr5; CR 
  6; Medium Magical Beast; HD 5d8+5; hp 32; Init +5; 
  Spd 30 ft.; AC 22 (touch 11, flat-footed 19) [[+9 armor, 
  +2 shield, +1 Dex]]; Atk +5 melee [(1d8+1, heavy mace)] 
  or +4 ranged; SQ Cold Resistance 10, Darkvision 60 ft., 
  Low-light vision, shadow blend, increased saves; AL 
  NE; SV Fort +7, Ref +4, Will +9; Str 13, Dex 12, Con 12, 
  Int 12, Wis 16, Cha 10.  
   
  Skills and Feats: Concentration +9, Hide +3, 
  Knowledge (religion) +9, Move Silently +1, Spellcraft 
  +9; Blind-Fight, Combat Casting, Improved Initiative. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it nine-tenths concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability. A daylight spell, however, does. 
   
  Increased Saves (Su): A shadow creature gains a 
  +2 luck bonus to all saves. 
   
  Possessions: masterwork heavy mace, +1 full plate, 
  masterwork large steel shield, light riding horse. 
   
  Spells Prepared (5/4+1/3+1/2+1; base DC = 13 + 
  spell level): 0—[Cure Minor Wounds (2), Guidance (2), 
  Resistance]; 1st—[Bless, Cure Light Wounds, Divine 
  Favor, Protection from Good*, Shield of Faith]; 2nd—
  [Bull’s Strength, Darkness, Endurance, Invisibility*]; 
  3rd—[Deeper Darkness, Dispel Magic, Magic Circle 
  against Good*]. 
   
  *Domain spell. Domains: [Evil (You cast evil spells 
  at +1 caster level); Trickery (Bluff, Disguise, Hide are 
  class skills)]. 
   
  � Shadow Cleric 8: Male Human (Shadow) Clr7; CR 
  8; Medium Magical Beast; HD 7d8+7; hp 46; Init +5; 
  Spd 30 ft.; AC 22 (touch 11, flat-footed 19) [[+9 armor, 
  +2 shield, +1 Dex]]; Atk +8 melee [(1d8+2, +1heavy 
  mace)] or +6 ranged; SQ Cold Resistance 12, 
  Darkvision 60 ft., Low-light vision, shadow blend, 
  increased saves; AL NE; SV Fort +8, Ref +5, Will +10; 
  Str 13, Dex 12, Con 12, Int 12, Wis 16, Cha 10.  
   
  Skills and Feats: Concentration +11, Hide +4, 
  Knowledge (religion) +9, Move Silently +2, Spellcraft 
  +11; Blind-Fight, Combat Casting, Improved Initiative, 
  Weapon Focus (heavy mace). 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it nine-tenths concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability. A daylight spell, however, does. 
   
  Increased Saves (Su): A shadow creature gains a 
  +2 luck bonus to all saves. 
   
  Possessions: +1 heavy mace, +1 full plate, 
  masterwork large steel shield, light riding horse. 
   
  Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 
  + spell level): 0—[Cure Minor Wounds (2), Guidance 
  (2), Resistance (2)]; 1st—[Bane, Bless, Cure Light 
  Wounds, Divine Favor, Protection from Good*, Shield 
  of Faith]; 2nd—[Bull’s Strength, Darkness, Endurance, 
  Hold Person, Invisibility*]; 3rd—[Deeper Darkness, 
  Dispel Magic, Magic Circle against Good*, Prayer]; 
  4th—[Divine Power, Unholy Blight*]. 
   
  *Domain spell. Domains: [Evil (You cast evil spells 
  at +1 caster level); Trickery (Bluff, Disguise, Hide are 
  class skills)]. 
   
  � Shadow Cleric 10: Male Human (Shadow) Clr9; CR 
  10; Medium Magical Beast; HD 9d8+9; hp 54; Init +5; 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 30 
  Spd 30 ft.; AC 22 (touch 11, flat-footed 19) [[+9 armor, 
  +2 shield, +1 Dex]]; Atk +10 melee [(1d8+3, +1heavy 
  mace)] or +7 ranged; SQ Cold Resistance 14, 
  Darkvision 60 ft., Low-light vision, shadow blend, 
  increased saves, Evasion; AL NE; SV Fort +9, Ref +6, 
  Will +11; Str 14, Dex 12, Con 12, Int 12, Wis 16, Cha 
  10.  
   
  Skills and Feats: Concentration +13, Hide +5, 
  Knowledge (religion) +11, Move Silently +2, Spellcraft 
  +13; Blind-Fight, Combat Casting, Improved Initiative, 
  Power Attack, Weapon Focus (heavy mace). 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it nine-tenths concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability. A daylight spell, however, does. 
   
  Increased Saves (Su): A shadow creature gains a 
  +2 luck bonus to all saves. 
   
  Possessions: +1 heavy mace, +1 full plate, 
  masterwork large steel shield, light riding horse. 
   
  Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC 
  = 13 + spell level): 0—[Cure Minor Wounds (2), 
  Guidance (2), Resistance (2)]; 1st—[Bane, Bless, Cure 
  Light Wounds, Divine Favor, Protection from Good*, 
  Shield of Faith]; 2nd—[Bull’s Strength, Darkness, 
  Endurance, Hold Person, Invisibility*, Shatter]; 3rd—
  [Cure Serious Wounds, Deeper Darkness, Magic Circle 
  against Good*, Prayer]; 4th—[Divine Power, Freedom 
  of Movement, Summon Monster IV, Unholy Blight*]; 
  5th—[Dispel Good*, Righteous Might]. 
   
  *Domain spell. Domains: [Evil (You cast evil spells 
  at +1 caster level); Trickery (Bluff, Disguise, Hide are 
  class skills)]. 
   
  � Shadow Cleric 12: Male Human (Shadow) Clr11; 
  CR 12; Medium Magical Beast; HD 11d8+11; hp 66; 
  Init +5; Spd 30 ft.; AC 23 (touch 11, flat-footed 19) [[+9 
  armor, +3 shield, +1 Dex]]; Atk +12 melee [(1d8+3, 
  +1heavy mace)] or +9 ranged; SQ Cold Resistance 16, 
  Darkvision 60 ft., Low-light vision, shadow blend, 
  increased saves, Evasion; AL NE; SV Fort +10, Ref +6, 
  Will +13; Str 14, Dex 12, Con 12, Int 12, Wis 18, Cha 
  10.  
   
  Skills and Feats: Concentration +15, Hide +19, 
  Knowledge (religion) +13, Move Silently +3, Spellcraft 
  +13; Blind-Fight, Combat Casting, Improved Initiative, 
  Power Attack, Weapon Focus (heavy mace). 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it nine-tenths concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability. A daylight spell, however, does. 
   
  Increased Saves (Su): A shadow creature gains a 
  +2 luck bonus to all saves. 
   
  Possessions: +1 heavy mace, +1 full plate of 
  shadow, +1 large steel shield, periapt of wisdom +2, 
  light riding horse. 
   
  Spells Prepared (6/6+1/5+1/5+1/4+1/2+1/ 1+1; 
  base DC = 14 + spell level): 0—[Cure Minor Wounds 
  (2), Guidance (2), Resistance (2)]; 1st—[Bane, Bless, 
  Cure Light Wounds, Divine Favor, Doom, Protection 
  from Good*, Shield of Faith]; 2nd—[Bull’s Strength, 
  Darkness, Endurance, Hold Person, Invisibility*, 
  Shatter]; 3rd—[Cure Serious Wounds (2), Deeper 
  Darkness, Dispel Magic, Magic Circle against Good*, 
  Prayer]; 4th—[Divine Power, Freedom of Movement, 
  Summon Monster IV (2), Unholy Blight*]; 5th—
  [Dispel Good*, Flame Strike, Righteous Might]; 6th—
  [Blade Barrier, Mislead*]. 
   
  *Domain spell. Domains: [Evil (You cast evil spells 
  at +1 caster level); Trickery (Bluff, Disguise, Hide are 
  class skills)]. 
   
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 31 
  � Rogue 4: Male Halfling Rog4; CR 4; Small 
  Humanoid; HD 4d6+4; hp 19; Init +3; Spd 20 ft.; AC 18 
  (touch 14, flat-footed 18) [[+1 size, +3 Dex, +3 armor, +1 
  shield]]; Atk +6 melee [(1d6+1, 19-20/x2, short sword)] 
  or +8 ranged [(1d4+1, 19-20/x2, dagger)]; SA Sneak 
  Attack +2d6; SQ Uncanny Dodge (Dex to AC), Evasion; 
  AL NE; SV Fort +3, Ref +8, Will +3; Str 12, Dex 17, Con 
  12, Int 14, Wis 12, Cha 10.  
   
  Skills and Feats: Balance +10, Bluff +7, Climb +3, 
  Disguise +7, Escape Artist +10, Hide +14, Jump +10, 
  Listen +10, Move Silently +12, Spot +8, Tumble +10; 
  Dodge, Mobility. 
   
  Possessions: masterwork short sword, masterwork 
  studded leather, masterwork small wooden shield, 5 
  daggers, light riding horse. 
   
  � Rogue 6: Male Halfling Rog6; CR 6; Small 
  Humanoid; HD 6d6+6; hp 27; Init +3; Spd 20 ft.; AC 19 
  (touch 14, flat-footed 19) [[+1 size, +3 Dex, +4 armor, +1 
  shield]]; Atk +7 melee [(1d6+1, 19-20/x2, short sword)] 
  or +9 ranged [(1d4+1, 19-20/x2, dagger)]; SA Sneak 
  Attack +3d6; SQ Uncanny Dodge (Dex to AC, Can’t be 
  Flanked), Evasion; AL NE; SV Fort +4, Ref +9, Will +4; 
  Str 12, Dex 17, Con 12, Int 14, Wis 12, Cha 10.  
   
  Skills and Feats: Balance +12, Bluff +7, Climb +3, 
  Disguise +8, Escape Artist +12, Hide +16, Jump +10, 
  Listen +12, Move Silently +14, Perform +5, Spot +10, 
  Tumble +12; Combat Reflexes, Dodge, Mobility. 
   
  Possessions: masterwork short sword, +1 studded 
  leather, masterwork small wooden shield, 5 daggers, 
  light riding horse. 
   
  � Rogue 8: Male Halfling Rog7/Shd1; CR 8; Small 
  Humanoid; HD 7d6+1d8+8; hp 42; Init +4; Spd 20 ft.; 
  AC 20 (touch 15, flat-footed 20) [[+1 size, +4 Dex, +4 
  armor, +1 shield]]; Atk +8 melee [(1d6+1, 19-20/x2, 
  short sword)] or +11 ranged [(1d4+1, 19-20/x2, 
  dagger)]; SA Sneak Attack +4d6; SQ Uncanny Dodge 
  (Dex to AC, Can’t be Flanked), Evasion, Hide in Plain 
  Sight; AL NE; SV Fort +4, Ref +12, Will +4; Str 12, Dex 
  18, Con 12, Int 14, Wis 12, Cha 10.  
   
  Skills and Feats: Balance +15, Bluff +8, Climb +3, 
  Disguise +11, Escape Artist +15, Hide +19, Jump +10, 
  Listen +14, Move Silently +17, Perform +5, Spot +12, 
  Tumble +15; Combat Reflexes, Dodge, Mobility. 
   
  Possessions: +1 short sword, +1 studded leather, 
  masterwork small wooden shield, 5 daggers, light 
  riding horse. 
   
  � Rogue 10: Male Halfling Rog7/Shd3; CR 10; Small 
  Humanoid; HD 7d6+3d8+10; hp 53; Init +8; Spd 20 ft.; 
  AC 20 (touch 15, flat-footed 20) [[+1 size, +4 Dex, +4 
  armor, +1 shield]]; Atk +10/5 melee [(1d6+1, 19-20/x2, 
  short sword)] or +13/8 ranged [(1d4+1, 19-20/x2, 
  dagger)]; SA Sneak Attack +4d6; SQ Uncanny Dodge 
  (Dex to AC, Can’t be Flanked, +1 vs. traps), Evasion, 
  Hide in Plain Sight, shadow illusion, summon shadow, 
  Darkvision; AL NE; SV Fort +5, Ref +13, Will +5; Str 12, 
  Dex 18, Con 12, Int 14, Wis 12, Cha 10.  
   
  Skills and Feats: Balance +17, Bluff +8, Climb +3, 
  Disguise +13, Escape Artist +17, Hide +31, Jump +10, 
  Listen +16, Move Silently +19, Perform +5, Spot +14, 
  Tumble +17; Combat Reflexes, Dodge, Improved 
  Initiative, Mobility. 
   
  Possessions: +1 short sword, +1 studded leather of 
  shadow, masterwork small wooden shield, 5 daggers, 
  light riding horse. 
   
  � Rogue 12: Male Halfling Rog9/Shd3; CR 12; Small 
  Humanoid; HD 9d6+3d8+12; hp 60; Init +8; Spd 20 ft.; 
  AC 21 (touch 15, flat-footed 21) [[+1 size, +4 Dex, +4 
  armor, +2 shield]]; Atk +11 melee [(1d6+1, 17-20/x2, 
  short sword)] or +14 ranged [(1d4+1, 19-20/x2, 
  dagger)]; SA Sneak Attack +5d6; SQ Uncanny Dodge 
  (Dex to AC, Can’t be Flanked, +1 vs. traps), Evasion, 
  Hide in Plain Sight, shadow illusion, summon shadow, 
  Darkvision; AL NE; SV Fort +6, Ref +14, Will +6; Str 12, 
  Dex 19, Con 12, Int 14, Wis 12, Cha 10.  
   
  Skills and Feats: Balance +19, Bluff +8, Climb +3, 
  Disguise +15, Escape Artist +19, Hide +33, Jump +14, 
  Listen +18, Move Silently +21, Perform +5, Spot +16, 
  Tumble +19; Combat Reflexes, Dodge, Improved 
  Critical (short sword), Improved Initiative, Mobility. 
   
  Possessions: +1 short sword, +1 studded leather of 
  shadow, +1 small wooden shield, 5 daggers, light riding 
  horse. 
   
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 32 
  � Sorcerer 4: Male High Elf Sor4; CR 4; Medium 
  Humanoid; HD 4d4+8; hp 21; Init +1; Spd 30 ft.; AC 12 
  (touch 11, flat-footed 11) [[+1 Dex, +1 armor]]; Atk +1 
  melee [(1d6-1, javelin)] or +3 ranged [(1d6-1, range 30 
  ft., javelin)] or +4 ray; SQ Elven Blood, sleep immunity, 
  low-light vision; AL NE; SV Fort +3, Ref +2, Will +4; Str 
  8, Dex 12, Con 14, Int 12, Wis 11, Cha 18.  
   
  Skills and Feats: Concentration +9, Knowledge 
  (Arcana) +8, Listen +2, Search +3, Spellcraft +8, Spot +2; 
  Combat Casting, Weapon Focus (Ray). 
   
  Possessions: 5 javelins, bracers of armor +1, light 
  riding horse. 
   
  Spells Known  (6/7/4; base DC = 14 + spell level): 
  0—[Daze, Ghost Sound, Mage Hand, Prestidigitation, 
  Ray of Frost, Resistance]; 1st—[Magic Missile, Ray of 
  Enfeeblement, Shield]; 2nd—[Melf’s Acid Arrow]. 
   
  � Skree: Toad Familiar; Diminutive Animal; HD 4; hp 
  10; Init +1; Spd 5; AC 17; Atk +1 base melee, +7 base 
  ranged; AL NE; SV Fort +2, Ref +3, Will +2; Str 1, Dex 
  12, Con 11, Int 1, Wis 14, Cha 4. 
  Skills: Hide+20, Listen+5, Spot+5. 
   
  � Sorcerer 6: Male High Elf Sor6; CR 6; Medium 
  Humanoid; HD 6d4+12; hp 31; Init +1; Spd 30 ft.; AC 
  12 (touch 11, flat-footed 11) [[+1 Dex, +1 armor]]; Atk 
  +2 melee [(1d6-1, javelin)] or +4 ranged [(1d6-1, range 
  30 ft., javelin)] or +5 ray; SQ Elven Blood, sleep 
  immunity, low-light vision; AL NE; SV Fort +4, Ref +3, 
  Will +5; Str 8, Dex 12, Con 14, Int 12, Wis 11, Cha 18.  
   
  Skills and Feats: Concentration +11, Knowledge 
  (Arcana) +10, Listen +2, Search +3, Spellcraft +10, Spot 
  +2; Combat Casting, Spell Focus (Necromancy), 
  Weapon Focus (Ray). 
   
  Possessions: 5 javelins, bracers of armor +1, light 
  riding horse. 
   
  Spells Known  (6/7/6/4; base DC = 14 + spell 
  level): 0—[Daze, Flare, Ghost Sound, Mage Hand, 
  Prestidigitation, Ray of Frost, Resistance]; 1st—
  [Enlarge, Magic Missile, Ray of Enfeeblement, Shield]; 
  2nd—[Cat’s Grace, Melf’s Acid Arrow]; 3rd—[Haste]. 
   
  � Skree: Toad Familiar; Diminutive Animal; HD 6; hp 
  15; Init +1; Spd 5; AC 17; AL NE; SV Fort +2, Ref +3, 
  Will +2; Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4. 
  Skills: Hide+20, Listen+5, Spot+5. 
   
  � Sorcerer 8: Male High Elf Sor8; CR 8; Medium 
  Humanoid; HD 8d4+16; hp 40; Init +1; Spd 30 ft.; AC 
  12 (touch 11, flat-footed 11) [[+1 Dex, +1 armor]]; Atk 
  +3 melee [(1d6-1, javelin)] or +5 ranged [(1d6-1, range 
  30 ft., javelin)] or +6 ray; SQ Elven Blood, sleep 
  immunity, low-light vision; AL NE; SV Fort +4, Ref +3, 
  Will +7; Str 8, Dex 12, Con 14, Int 12, Wis 12, Cha 18.  
   
  Skills and Feats: Concentration +13, Hide +11, 
  Knowledge (Arcana) +12, Listen +3, Move Silently +11, 
  Search +3, Spellcraft +12, Spot +3; Combat Casting, 
  Spell Focus (Necromancy), Weapon Focus (Ray). 
   
  Possessions: 5 javelins, bracers of armor +1, boots 
  of elvenkind, cloak of elvenkind, light riding horse. 
   
  Spells Known  (6/7/7/6/4; base DC = 14 + spell 
  level): 0—[Dancing Lights, Daze, Flare, Ghost Sound, 
  Mage Hand, Prestidigitation, Ray of Frost, Resistance]; 
  1st—[Cause Fear, Enlarge, Magic Missile, Ray of 
  Enfeeblement, Shield]; 2nd—[Cat’s Grace, Ghoul 
  Touch, Melf’s Acid Arrow]; 3rd—[Haste, Vampiric 
  Touch]; 4th—[Fear]. 
   
  � Skree: Toad Familiar; Diminutive Animal; HD 8; hp 
  20; Init +1; Spd 5; AC 17; AL NE; SV Fort +2, Ref +3, 
  Will +2; Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4. 
  Skills: Hide+20, Listen+5, Spot+5. 
   
  � Sorcerer 10: Male High Elf Sor10; CR 10; Medium 
  Humanoid; HD 10d4+20; hp 47; Init +1; Spd 30 ft.; AC 
  13 (touch 11, flat-footed 12) [[+1 Dex, +2 armor]]; Atk 
  +4 melee [(1d6-1, javelin)] or +6 ranged [(1d6-1, range 
  30 ft., javelin)] or +8 ray; SQ Elven Blood, sleep 
  immunity, low-light vision; AL NE; SV Fort +5, Ref +4, 
  Will +8; Str 8, Dex 12, Con 14, Int 12, Wis 12, Cha 18.  
   
  Skills and Feats: Concentration +15, Hide +11, 
  Knowledge (Arcana) +14, Listen +3, Move Silently +11, 
  Search +3, Spellcraft +14, Spot +3; Combat Casting, 
  Point Blank Shot, Spell Focus (Necromancy), Weapon 
  Focus (Ray). 
   
  Possessions: 5 javelins, bracers of armor +2, boots 
  of elvenkind, cloak of elvenkind, light riding horse. 
   
  Spells Known  (6/7/7/7/6/3; base DC = 14 + spell 
  level): 0—[Arcane Mark, Dancing Lights, Daze, Flare, 
  Ghost Sound, Mage Hand, Prestidigitation, Ray of 
  Frost, Resistance]; 1st—[Cause Fear, Enlarge, Magic 
  Missile, Ray of Enfeeblement, Shield]; 2nd—[Cat’s 
  Grace, Endurance, Ghoul Touch, Melf’s Acid Arrow]; 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 33 
  3rd—[Flame Arrow, Haste, Vampiric Touch]; 4th—
  [Enervation, Fear]; 5th—[Dominate Person]. 
   
  � Skree: Toad Familiar; Diminutive Animal; HD 8; hp 
  23; Init +1; Spd 5; AC 17; AL NE; SV Fort +2, Ref +3, 
  Will +2; Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4. 
  Skills: Hide+20, Listen+5, Spot+5. 
   
  � Sorcerer 12: Male High Elf Sor12; CR 12; Medium 
  Humanoid; HD 12d4+24; hp 57; Init +1; Spd 30 ft.; AC 
  13 (touch 11, flat-footed 12) [[+1 Dex, +2 armor]]; Atk 
  +5 melee [(1d6-1, javelin)] or +7 ranged [(1d6-1, range 
  30 ft., javelin)] or +9 ray; SQ Elven Blood, sleep 
  immunity, low-light vision; AL NE; SV Fort +6, Ref +5, 
  Will +9; Str 8, Dex 12, Con 14, Int 12, Wis 12, Cha 21.  
   
  Skills and Feats: Concentration +17, Hide +11, 
  Knowledge (Arcana) +16, Listen +3, Move Silently +11, 
  Search +3, Spellcraft +16, Spot +3; Combat Casting, 
  Point 
  Blank 
  Shot, 
  Precise 
  Shot, 
  Spell 
  Focus 
  (Necromancy), Weapon Focus (Ray). 
   
  Possessions: 5 javelins, bracers of armor +2, boots 
  of elvenkind, cloak of elvenkind, pink and green 
  sphere ioun stone, light riding horse. 
   
  Spells Known  (6/8/7/7/7/6/3; base DC = 15 + 
  spell level): 0—[Arcane Mark, Dancing Lights, Daze, 
  Flare, Ghost Sound, Mage Hand, Prestidigitation, Ray 
  of Frost, Resistance]; 1st—[Cause Fear, Enlarge, Magic 
  Missile, Ray of Enfeeblement, Shield]; 2nd—[Blur, 
  Cat’s Grace, Endurance, Ghoul Touch, Melf’s Acid 
  Arrow]; 3rd—[Flame Arrow, Haste, Stinking Cloud, 
  Vampiric Touch]; 4th—[Contagion, Enervation, Fear]; 
  5th—[Dominate Person, Summon Monster V]; 6th—
  [Circle of Death]. 
   
  � Skree: Toad Familiar; Diminutive Animal; HD 8; hp 
  28; Init +1; Spd 5; AC 17; AL NE; SV Fort +2, Ref +3, 
  Will +2; Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4. 
  Skills: Hide+20, Listen+5, Spot+5. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 34 
  Appendix IV – Dragon Statistics
  � Very Young Green Dragon: CR 3; Medium 
  Dragon; HD 8d12+16; hp 68; Init +4; Spd 40 ft., fly 150 
  ft. (poor), swim 40ft.; AC 17 (touch 10, flat-footed 17) 
  [[+7 natural]]; Atk +10 melee [(1d8+2, bite)], +5 melee 
  [(1d6+1, 2 claws)], +5 melee [(1d4+1, 2 wings)]; SA: 
  Breath Weapon; SQ water breathing, immunities, 
  Blindsight 60 ft., keen senses; AL LE; SV Fort +8, Ref 
  +6, Will +6; Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 
  10.  
   
  Skills and Feats: Bluff +8, Diplomacy +8, Escape 
  Artist +8, Listen +8, Search +8, Spot +8; Fly-by Attack, 
  Improved Initiative, Power Attack. 
   
  Breath Weapon (Su): 30ft. Cone of Acid dealing 
  4d6 damage; Reflex saving throw (DC 16); usable as a 
  standard action once every 1d4 rounds. 
   
  Water Breathing (Ex): The dragon can breathe 
  underwater in-definitely and can freely use its breath 
  weapon, spells, and other abilities while submerged. 
   
  Keen Senses (Ex): A dragon sees four times as 
  well as a human in low-light conditions and twice as 
  well in normal light.  It also has Darkvision with a 
  range of 200 ft. 
   
  Immunities: Immune to sleep, paralysis, and acid. 
   
  � Young Green Dragon: CR 4; Medium Dragon; HD 
  11d12+22; hp 93; Init +4; Spd 40 ft., fly 150 ft. (poor), 
  swim 40ft.; AC 20 (touch 10, flat-footed 20) [[+10 
  natural]]; Atk +14 melee [(1d8+2, bite)], +9 melee 
  [(1d6+1, 2 claws)], +9 melee [(1d4+1, 2 wings)]; SA: 
  Breath Weapon; SQ water breathing, immunities, 
  Blindsight 60 ft., keen senses; AL LE; SV Fort +9, Ref 
  +7, Will +8; Str 17, Dex 10, Con 15, Int 12, Wis 13, Cha 
  12.  
   
  Skills and Feats: Bluff +12, Diplomacy +12, Escape 
  Artist +12, Listen +12, Search +12, Spot +12; Fly-by 
  Attack, Improved Initiative, Power Attack. 
   
  Breath Weapon (Su): 30ft. Cone of Acid dealing 
  6d6 damage; Reflex saving throw (DC 17); usable as a 
  standard action once every 1d4 rounds. 
   
  Water Breathing (Ex): The dragon can breathe 
  underwater in-definitely and can freely use its breath 
  weapon, spells, and other abilities while submerged. 
   
  Keen Senses (Ex): A dragon sees four times as 
  well as a human in low-light conditions and twice as 
  well in normal light.  It also has Darkvision with a 
  range of 200 ft. 
   
  Immunities: Immune to sleep, paralysis, and acid. 
   
  � Juvenile Green Dragon: CR 7; Large Dragon; HD 
  14d12+42; hp 133; Init +4; Spd 40 ft., fly 150 ft. (poor), 
  swim 40ft.; AC 22 (touch 9, flat-footed 22) [[-1 size, +13 
  natural]]; Atk +17 melee [(2d6+4, bite)], +12 melee 
  [(1d8+2, 2 claws)], +12 melee [(1d6+2, 2 wings)], +12 
  melee [(1d8+6, tail slap)]; SA: Breath Weapon; SQ water 
  breathing, immunities, Blindsight 120 ft., keen senses; 
  AL LE; SV Fort +12, Ref +9, Will +11; Str 19, Dex 10, 
  Con 17, Int 14, Wis 15, Cha 14.  
   
  Skills and Feats: Bluff +16, Climb +18, Diplomacy 
  +16, Escape Artist +14, Hide +10, Listen +16, Search 
  +16, Spot +16; Cleave, Fly-by Attack, Improved 
  Initiative, Power Attack. 
   
  Breath Weapon (Su): 40ft. Cone of Acid dealing 
  8d6 damage; Reflex saving throw (DC 20); usable as a 
  standard action once every 1d4 rounds. 
   
  Water Breathing (Ex): The dragon can breathe 
  underwater in-definitely and can freely use its breath 
  weapon, spells, and other abilities while submerged. 
   
  Keen Senses (Ex): A dragon sees four times as 
  well as a human in low-light conditions and twice as 
  well in normal light.  It also has Darkvision with a 
  range of 400 ft. 
   
  Immunities: Immune to sleep, paralysis, and acid. 
   
  Spells Known (5/5; base DC = 12 + spell level): 0—
  [Daze, Ghost Sound, Prestidigitation, Ray of Frost]; 
  1st—[Magic Missile, Shield]. 1st-level caster. 
   
  � Young Adult Green Dragon: CR 10; Large Dragon; 
  HD 17d12+68; hp 178; Init +4; Spd 40 ft., fly 150 ft. 
  (poor), swim 40ft.; AC 25 (touch 9, flat-footed 25) [[-1 
  size, +16 natural]]; Atk +23 melee [(2d6+6, bite)], +17 
  melee [(1d8+3, 2 claws)], +17 melee [(1d6+3, 2 wings)], 
  +17 melee [(1d8+9, tail slap)]; SA: Breath Weapon, 
  Frightful Presence; SQ water breathing, immunities, 
  Blindsight 150 ft., keen senses, DR 5/+1; SR 19; AL LE; 
  SV Fort +14, Ref +10, Will +12; Str 23, Dex 10, Con 19, 
  Int 14, Wis 15, Cha 14.  
   
  Skills and Feats: Bluff +19, Climb +23, Diplomacy 
  +19, Escape Artist +17, Hide +13, Listen +19, Search 
  +19, Spot +19; Cleave, Fly-by Attack, Improved 
  Initiative, Power Attack, Weapon Focus (bite). 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 35 
   
  Breath Weapon (Su): 40ft. Cone of Acid dealing 
  10d6 damage; Reflex saving throw (DC 22); usable as a 
  standard action once every 1d4 rounds. 
   
  Frightful Presence (Ex): A young adult or older 
  dragon can unsettle foes with its mere presence.  The 
  ability takes effect automatically whenever the dragon 
  attacks, charges, or flies overhead. Creatures within a 
  150 ft. radius are subject to the effect if they have fewer 
  than 17 Hit Dice. 
   
  A potentially affected creature that succeeds at a 
  Will save (DC 20) remains immune to that dragon’s 
  frightful presence for one day.  On a failure, creatures 
  with 4 or fewer HD become panicked for 4d6 rounds 
  and those with 5 or more HD become shaken for 4d6 
  rounds.  Dragons ignore the frightful presence of other 
  dragons. 
   
  Water Breathing (Ex): The dragon can breathe 
  underwater in-definitely and can freely use its breath 
  weapon, spells, and other abilities while submerged. 
   
  Keen Senses (Ex): A dragon sees four times as 
  well as a human in low-light conditions and twice as 
  well in normal light.  It also has Darkvision with a 
  range of 500 ft. 
   
  Immunities: Immune to sleep, paralysis, and acid. 
   
  Spells Known (6/7; base DC = 12 + spell level): 0—
  [Daze, Ghost Sound, Mage Hand, Prestidigitation, Ray 
  of Frost]; 1st—[Mage Armor, Magic Missile, Shield]. 
  3rd-level caster. 
   
  � Adult Green Dragon: CR 12; Huge Dragon; HD 
  20d12+100; hp 230; Init +4; Spd 40 ft., fly 150 ft. (poor), 
  swim 40ft.; AC 27 (touch 8, flat-footed 27) [[-2 size, +19 
  natural]]; Atk +27 melee [(2d8+9, bite)], +21 melee 
  [(2d6+4, 2 claws)], +21 melee [(1d8+4, 2 wings)], +21 
  melee [(2d6+13, tail slap)], melee [(2d8+13, crush*)]; 
  SA: Breath Weapon, Frightful Presence; SQ water 
  breathing, immunities, Blindsight 210 ft., keen senses, 
  DR 5/+1; SR 21; AL LE; SV Fort +17, Ref +12, Will +15; 
  Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16.  
   
  Skills and Feats: Bluff +21, Climb +27, Diplomacy 
  +21, Escape Artist +23, Hide +19, Listen +21, Search 
  +21, Spot +21; Cleave, Fly-by Attack, Hover, Improved 
  Initiative, Power Attack, Weapon Focus (bite). 
   
  Breath Weapon (Su): 50ft. Cone of Acid dealing 
  12d6 damage; Reflex saving throw (DC 25); usable as a 
  standard action once every 1d4 rounds. 
   
  Frightful Presence (Ex): A young adult or older 
  dragon can unsettle foes with its mere presence.  The 
  ability takes effect automatically whenever the dragon 
  attacks, charges, or flies overhead. Creatures within a 
  210 ft. radius are subject to the effect if they have fewer 
  than 23 Hit Dice. 
   
  A potentially affected creature that succeeds at a 
  Will save (DC 23) remains immune to that dragon’s 
  frightful presence for one day.  On a failure, creatures 
  with 4 or fewer HD become panicked for 4d6 rounds 
  and those with 5 or more HD become shaken for 4d6 
  rounds.  Dragons ignore the frightful presence of other 
  dragons. 
   
  Water Breathing (Ex): The dragon can breathe 
  underwater in-definitely and can freely use its breath 
  weapon, spells, and other abilities while submerged. 
   
  Keen Senses (Ex): A dragon sees four times as 
  well as a human in low-light conditions and twice as 
  well in normal light.  It also has Darkvision with a 
  range of 700 ft. 
   
  Immunities: Immune to sleep, paralysis, and acid. 
   
  Crush: See Monster Manual under the Dragon 
  entry for crush rules. 
   
  Spell-like Abilities: 3/day––suggestion. 
   
  Spells Known (6/7/6; base DC = 13 + spell level): 
  0—[Arcane 
  Mark, 
  Daze, 
  Flare, 
  Ghost 
  Sound, 
  Prestidigitation, Ray of Frost]; 1st—[Mage Armor, 
  Magic Missile, Protection from Good, Shield]; 2nd—
  [Blur, Flaming Sphere]. 5th-level caster. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 36 
  Appendix V – Fairly Lord Realm
  APL 4 
   
  � Ni’cham’weh: Male Grig Clr1 (Bralm); CR 2; Tiny 
  Fey; HD 1/2d6+1, 1d6+1; hp 10; Init +4; Spd 20 ft., Fly 
  40 ft. (poor); AC 18 (touch 16, flat-footed 14) [[+2 size, 
  +4 Dex, +2 natural]]; Atk +6 melee [(1d4-3, 19-20/x2, 
  dagger]; SA Spells, Spell like abilities; SR 17; AL NG; 
  SV Fort +3, Ref +6, Will +7; Str 5, Dex 18, Con 13, Int 
  10, Wis 17, Cha 14.  
   
  Skills and Feats: Craft+4, Escape Artist +8, Hide 
  +16, Jump +9, Listen +7, Move Silent +8, Perform 
  (dance, fiddle, melody, singing) +6, Search +3, Spot +4; 
  Alertness, Dodge, Weapon Finesse (dagger). 
   
  Spell-Like Abilities (Sp): 3/day – change self, 
  entangle, 
  invisibility 
  (self 
  only), 
  pyrotechnics, 
  ventriloquism.  These abilities are as the spells cast by a 
  9
  th level sorcerer (save DC 12 + spell level) 
   
  Spells: (3/4+1; base DC = 13 + spell level): 0—
  [Create Water (3)]; 1st—[Calm Animals*, Obscuring 
  Mist, Random Action (2), Sanctuary]. 
   
  *Domain spell. Domains: [Animal (You cast 
  Animal Friendship once per day; Knowledge (nature) 
  is a class skill.); Strength (+1 enhancement bonus to 
  Strength for 1 round, once per day)]. 
   
  Possessions: Dagger. 
   
  APL 6-10 
   
  � Ni’cham’weh: Male Grig Clr3 (Bralm); CR 4; Tiny 
  Fey; HD 1/2d6+1, 3d6+3; hp 23; Init +4; Spd 20 ft., Fly 
  40 ft. (poor); AC 18 (touch 16, flat-footed 14) [[+2 size, 
  +4 Dex, +2 natural]]; Atk +7 melee [(1d4-3, 19-20/x2, 
  dagger]; SA Spells, Spell like abilities; SR 17; AL NG; 
  SV Fort +5, Ref +7, Will +9; Str 5, Dex 18, Con 13, Int 
  10, Wis 17, Cha 14.  
   
  Skills and Feats: Craft+4, Escape Artist +10, Hide 
  +18, Jump +9, Listen +7, Move Silent +10, Perform 
  (dance, fiddle, melody, singing) +8, Search +3, Spot +4; 
  Alertness, Dodge, Silent Spell, Weapon Finesse 
  (dagger). 
   
  Spell-Like Abilities (Sp): 3/day – change self, 
  entangle, 
  invisibility 
  (self 
  only), 
  pyrotechnics, 
  ventriloquism.  These abilities are as the spells cast by a 
  9
  th level sorcerer (save DC 12 + spell level) 
   
  Spells: (4/3+1/3+1; base DC = 13 + spell level): 0—
  [Create Water (4)]; 1st—[Calm Animals*, Obscuring 
  Mist, Random Action (1), Sanctuary]; 2nd—[Bull’s 
  Strength*, Calm Emotions, Enthrall (2)]. 
   
  *Domain spell. Domains: [Animal (You cast 
  Animal Friendship once per day; Knowledge (nature) 
  is a class skill.); Strength (+3 enhancement bonus to 
  Strength for 1 round, once per day)]. 
   
  Possessions: Dagger. 
   
  APL 12 & 14 
   
  � Ni’cham’weh: Male Grig Clr5 (Bralm); CR 6; Tiny 
  Fey; HD 1/2d6+1, 5d6+5; hp 35; Init +4; Spd 20 ft., Fly 
  40 ft. (poor); AC 18 (touch 16, flat-footed 14) [[+2 size, 
  +4 Dex, +2 natural]]; Atk +8 melee [(1d4-3, 19-20/x2, 
  dagger]; SA Spells, Spell like abilities; SR 17; AL NG; 
  SV Fort +6, Ref +8, Will +11; Str 5, Dex 18, Con 13, Int 
  10, Wis 18, Cha 14.  
   
  Skills and Feats: Craft+4, Escape Artist +12, Hide 
  +20, Jump +9, Listen +7, Move Silent +12, Perform 
  (dance, fiddle, melody, singing) +10, Search +3, Spot 
  +4; Alertness, Dodge, Silent Spell, Weapon Finesse 
  (dagger). 
   
  Spell-Like Abilities (Sp): 3/day – change self, 
  entangle, 
  invisibility 
  (self 
  only), 
  pyrotechnics, 
  ventriloquism.  These abilities are as the spells cast by a 
  9
  th level sorcerer (save DC 12 + spell level) 
   
  Spells: (5/4+1/3+1/3+1; base DC = 14 + spell 
  level): 0—[Create Water (5)]; 1st—[Calm Animals*, 
  Obscuring Mist, Random Action (2), Sanctuary]; 
  2nd—[Bull’s Strength*, Calm Emotions, Enthrall (2)]; 
  3rd—[Helping Hand (2), Magic Vestment*, Wind 
  Wall]. 
   
  *Domain spell. Domains: [Animal (You cast 
  Animal Friendship once per day; Knowledge (nature) 
  is a class skill.); Strength (+5 enhancement bonus to 
  Strength for 1 round, once per day)]. 
   
  Possessions: Dagger. 
   
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 37 
  Appendix VI – Unseen One
  � Lurilent: Female Nymph Wiz12; CR 18; Medium 
  Fey; HD 3d6, 12d4; hp 47; Init +1; Spd 30 ft., Swim 20 
  ft.; AC 11 (touch 11, flat-footed 10) [[+1 Dex]]; Atk 
  +7/+2 melee [(1d4, 19-20/x2, dagger]; SA Spells, Spell 
  like abilities; AL CG; SV Fort +5, Ref +8, Will +16; Str 
  10, Dex 13, Con 10, Int 16, Wis 17, Cha 19.  
   
  Skills and Feats: Animal Empathy +14, Craft+7, 
  Escape Artist +12, Heal +9, Hide +12, Listen +12, Move 
  Silent +12, Sense Motive +12, Spot +13, Knowledge 
  (Arcana) +12, Spellcraft +12; Ability Focus (Unearthly 
  Beauty) Alertness, Dodge, Iron Will, Silent Spell, Still 
  Spell, Spell Focus (Enchantment), Weapon Finesse 
  (dagger). 
   
  Spell-Like Abilities (Sp): Nymphs can use 
  Dimension Door once per day as cast by a 7th-level 
  sorcerer. They can also replicate druid spells as 7th 
  level casters (save DC 13 + spell level). 
   
  Spells: As a 12
  th level Wizard (save DC 13 + spell 
  level, Enchantments DC 15 + spell level) 
   
  Possessions: Dagger, Spellbook. 
   
  Spellbook:   
  6
  th- Mass Suggestion, Antimagic Field, Globe of 
  Invulnerability, True Seeing, Disintegrate, Mass Haste 
   
  5
  th - Mordenkainen's Faithful Hound, Prying Eyes 
  Dominate Person, Feeblemind, Mind Fog, Cone of 
  Cold, Wall of Force, Nightmare, Teleport 
   
  4
  th - Dimensional Anchor, Stoneskin, Arcane Eye, 
  Scrying, Confusion, Lesser Geas, Improved Invisibility, 
  Phantasmal Killer, Rainbow Pattern, Enervation, Rary's 
  Mnemonic Enhancer 
   
  3
  rd - Dispel Magic, Magic Circle against X, 
  Nondetection, Sleet Storm, Stinking Cloud, Hold 
  Person, Suggestion, Fireball, Displacement, Illusory 
  Script, Major Image, Blink, Fly, Greater Magic 
  Weapon, Slow 
   
  2
  nd - Arcane Lock, Protection from arrows, Melf's Acid 
  Arrow, Web, Detect Thoughts, Tasha's Hideous 
  laughter, Darkness, Blur, Mirror Image, Cat's Grace, 
  Darkvision, Endurance, Rope Trick, Whispering Wind 
   
  1
  st – Alarm, Hold Portal, Shield, Magic Armor, 
  Obscuring Mist, Unseen Servant, Identify, Charm 
  Person, Hypontism, Sleep, Magic Missile, Change Self, 
  Ventriloquism, Cause Fear, Chill Touch, Expeditious 
  Retreat, Shocking Grasp, Spider Climb 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 38 
  Appendix VII - Feral Lizardfolk
  APL 4 & 6 
   
  � Feral Lizardfolk: Brb2; CR 5; Medium Monstrous-
  Humanoid (Aquatic, Reptilian); HD 2d10+2d12+8; hp 
  38; Init -1; Spd 50 ft.; AC 15 (touch 9, flat-footed 15) [[-1 
  Dex, +6 natural]]; Atk +6 melee [(1d8+3, 2 claws)], +4 
  melee [(1d4+1, bite)]; SA Improved Grab, Pounce, Rage 
  (1/day); SQ Fast Healing 3, Darkvision 60ft., Uncanny 
  Dodge (Dex to AC); AL CE; SV Fort +5, Ref +2, Will +1; 
  Str 17, Dex 8, Con 15, Int 6, Wis 12, Cha 10.  
   
  Skills and Feats: Balance +3, Jump +14, Listen +6, 
  Swim +11; Multiattack, Power Attack. 
   
  Improved Grab (Ex): If a feral creature hits an 
  opponent that is at least one size category smaller than 
  itself with a claw attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity.  If it gets a hold it 
  can rake if it has that ability.  Alternatively, it has the 
  option to conduct the grapple normally, or simply use 
  its claw to hold the opponent (a –20 penalty on the 
  grapple check, but the feral creature is not considered 
  grappled).  In either case each successful grapple check 
  it makes during successive rounds automatically deals 
  claw damage.  See the Monster Manual for additional 
  rules. 
   
  Pounce (Ex): If a feral creature leaps upon a foe 
  during the first round of combat, it can make a full 
  attack even though it has already moved. 
   
  Rage (Ex): hp 42; AC 13; Atk +8 melee [(1d8+5, 2 
  claws)], +6 melee [(1d4+2, bite)]; Fort +7, Will +3; Str 
  21, Con 19; Jump +16, Swim +13; Rage lasts for 7 
  rounds. This can be used 1 time per day. 
   
  Skills: Thanks to their tails, lizardfolk receive a +4 
  racial bonus to Jump, Swim and Balance checks. 
  APL 8 & 10 
   
  � Feral Lizardfolk: Brb5; CR 8; Medium Monstrous-
  Humanoid (Aquatic, Reptilian); HD 2d10+5d12+14; hp 
  65; Init -1; Spd 50 ft.; AC 15 (touch 9, flat-footed 15) [[-1 
  Dex, +6 natural]]; Atk +10 melee [(1d8+4, 2 claws)], +8 
  melee [(1d4+2, bite)]; SA Improved Grab, Pounce, Rage 
  (2/day); SQ Fast Healing 3, Darkvision 60ft., Uncanny 
  Dodge (Dex to AC, can’t be flanked); AL CE; SV Fort 
  +6, Ref +3, Will +2; Str 18, Dex 8, Con 15, Int 6, Wis 12, 
  Cha 10.  
   
  Skills and Feats: Balance +3, Jump +18, Listen +9, 
  Swim +12; Cleave, Multiattack, Power Attack. 
   
  Improved Grab (Ex): If a feral creature hits an 
  opponent that is at least one size category smaller than 
  itself with a claw attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity.  If it gets a hold it 
  can rake if it has that ability.  Alternatively, it has the 
  option to conduct the grapple normally, or simply use 
  its claw to hold the opponent (a –20 penalty on the 
  grapple check, but the feral creature is not considered 
  grappled).  In either case each successful grapple check 
  it makes during successive rounds automatically deals 
  claw damage.  See the Monster Manual for additional 
  rules. 
   
  Pounce (Ex): If a feral creature leaps upon a foe 
  during the first round of combat, it can make a full 
  attack even though it has already moved. 
   
  Rage (Ex): hp 79; AC 13; Atk +12 melee [(1d8+6, 2 
  claws)], +10 melee [(1d4+3, bite)]; Fort +8, Will +4; Str 
  22, Con 19; Jump +20, Swim +14; Rage lasts for 7 
  rounds. This can be used 2 times per day. 
   
  Skills: Thanks to their tails, lizardfolk receive a +4 
  racial bonus to Jump, Swim and Balance checks.
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 39 
  APL 12 & 14 
   
  � Feral Lizardfolk: Brb8; CR 12; Medium Monstrous-
  Humanoid (Aquatic, Reptilian); HD 2d10+8d12+30; hp 
  102; Init -1; Spd 50 ft.; AC 15 (touch 9, flat-footed 15) [[-
  1 Dex, +6 natural]]; Atk +13 melee [(1d8+4, 2 claws)], 
  +11 melee [(1d4+2, bite)]; SA Improved Grab, Pounce, 
  Rake (+13 melee, 1d8+2 damage, 2 rakes), Rage (3/day); 
  SQ Fast Healing 4, Darkvision 90ft., Uncanny Dodge 
  (Dex to AC, can’t be flanked); AL CE; SV Fort +8, Ref 
  +4, Will +3; Str 18, Dex 8, Con 16, Int 6, Wis 12, Cha 10.  
   
  Skills and Feats: Balance +3, Jump +21, Listen +12, 
  Swim +14; Cleave, Great Cleave, Multiattack, Power 
  Attack. 
   
  Improved Grab (Ex): If a feral creature hits an 
  opponent that is at least one size category smaller than 
  itself with a claw attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity.  If it gets a hold it 
  can rake if it has that ability.  Alternatively, it has the 
  option to conduct the grapple normally, or simply use 
  its claw to hold the opponent (a –20 penalty on the 
  grapple check, but the feral creature is not considered 
  grappled).  In either case each successful grapple check 
  it makes during successive rounds automatically deals 
  claw damage.  See the Monster Manual for additional 
  rules. 
   
  Pounce (Ex): If a feral creature leaps upon a foe 
  during the first round of combat, it can make a full 
  attack even though it has already moved. 
   
  Rake (Ex): A feral creature that gets a hold can 
  make two rake attacks at its full melee attack bonus 
  with its hind legs. Each successful attack does normal 
  claw damage for that size of feral creature, plus ½ its 
  Strength bonus (rounded down).  If the feral creature 
  pounces on an opponent, it can also rake. 
   
  Rage (Ex): hp 122; AC 13; Atk +15 melee [(1d8+6, 
  2 claws)], +13 melee [(1d4+3, bite)]; Rake (+15 melee, 
  1d8+3, 2 rakes); Fort +10, Will +5; Str 22, Con 20; Jump 
  +23, Swim +16; Rage lasts for 8 rounds. This can be 
  used 3 times per day. 
   
  Skills: Thanks to their tails, lizardfolk receive a +4 
  racial bonus to Jump, Swim and Balance checks. 
   
   
   
  .
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 40 
  Appendix VIII – Tainted Ones Guards
  APL 4 
   
  � Tainted One Defender: Tainted One Ftr4; CR 5; 
  Medium Humanoid; HD 4d10+8; hp 36; Init +5; Spd 20 
  ft.; AC 19 (touch 11, flat-footed 18) [[+1 Dex, +8 
  armor]]; Atk +8 melee [(1d10+6, 19-20/x2, bastard 
  sword)]; SA Psionics, Poison Bite; SQ Poison 
  Immunity; SR 13; AL NE; SV Fort +6, Ref +2, Will +2; 
  Str 16, Dex 12, Con 15, Int 14, Wis 12, Cha 10.  
   
  Skills and Feats: Climb+10, Handle Animal +7, 
  Jump +10, Listen +6, Ride +8, Spot +6; Alertness, 
  Cleave, Improved Initiative, Power Attack, Weapon 
  Specialization (bastard sword), Weapon Focus (bastard 
  sword). 
   
  Psionics (Sp): A tainted one can make the 
  following effects at will through the power of its mind 
  as a sorcerer of its character level: poison (Fortitude 
  save DC 15) and polymorph self (into snake or 
  snakelike forms only). 
   
  Poison Bite (Ex): The saliva of a tainted one is 
  poisonous when ingested or introduced into the blood. 
  A tainted one can only inject its venom while 
  grappling a foe with exposed skin.  The Fortitude save 
  to resist this poison has a DC of 14.  Victims who fail 
  the save take 1d4 points of Constitution damage.  After 
  1 minute they must make another save; failure means 
  another 1d4 points of Constitution damage. A tainted 
  one’s kiss also poisonous, though in this case the save 
  DC is reduced by 2. 
   
  Poison Immunity (Ex): Tainted ones are immune 
  to all forms of snake venom. 
   
  Possessions: masterwork bastard sword, full plate. 
   
  APL 6 
   
  � Tainted One Defender: Tainted One Ftr6; CR 7; 
  Medium Humanoid; HD 6d10+12; hp 52; Init +5; Spd 
  20 ft.; AC 19 (touch 11, flat-footed 18) [[+1 Dex, +8 
  armor]]; Atk +11/6 melee [(1d10+7, 19-20/x2, +1 
  bastard sword)]; SA Psionics, Poison Bite; SQ Poison 
  Immunity; SR 14; AL NE; SV Fort +7, Ref +3, Will +3; 
  Str 16, Dex 12, Con 15, Int 14, Wis 12, Cha 10.  
   
  Skills and Feats: Climb+12, Handle Animal +7, 
  Jump +12, Listen +7, Ride +10, Spot +7; Alertness, 
  Cleave, Great Cleave, Improved Grapple, Improved 
  Initiative, Power Attack, Weapon Specialization 
  (bastard sword), Weapon Focus (bastard sword). 
   
  Psionics (Sp): A tainted one can make the 
  following effects at will through the power of its mind 
  as a sorcerer of its character level: poison (Fortitude 
  save DC 15) and polymorph self (into snake or 
  snakelike forms only). 
   
  Poison Bite (Ex): The saliva of a tainted one is 
  poisonous when ingested or introduced into the blood. 
  A tainted one can only inject its venom while 
  grappling a foe with exposed skin.  The Fortitude save 
  to resist this poison has a DC of 15.  Victims who fail 
  the save take 1d4 points of Constitution damage.  After 
  1 minute they must make another save; failure means 
  another 1d4 points of Constitution damage. A tainted 
  one’s kiss also poisonous, though in this case the save 
  DC is reduced by 2. 
   
  Poison Immunity (Ex): Tainted ones are immune 
  to all forms of snake venom. 
   
  Possessions: +1 bastard sword, masterwork full 
  plate. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 41 
  APL 8 
   
  � Tainted One Defender: Tainted One Ftr8; CR 9; 
  Medium Humanoid; HD 8d10+24; hp 76; Init +5; Spd 
  20 ft.; AC 20 (touch 11, flat-footed 19) [[+1 Dex, +9 
  armor]]; Atk +13/8 melee [(1d10+7, 18-20/x2, +1 
  bastard sword)]; SA Psionics, Poison Bite; SQ Poison 
  Immunity; SR 15; AL NE; SV Fort +9, Ref +3, Will +3; 
  Str 16, Dex 12, Con 16, Int 14, Wis 12, Cha 10.  
   
  Skills and Feats: Climb+14, Handle Animal +7, 
  Jump +14, Listen +8, Ride +12, Spot +8; Alertness, 
  Cleave, Great Cleave, Improved Critical (bastard 
  sword), Improved Grapple, Improved Initiative, Power 
  Attack, 
  Weapon 
  Specialization 
  (bastard 
  sword), 
  Weapon Focus (bastard sword). 
   
  Psionics (Sp): A tainted one can make the 
  following effects at will through the power of its mind 
  as a sorcerer of its character level: poison (Fortitude 
  save DC 16) and polymorph self (into snake or 
  snakelike forms only). 
   
  Poison Bite (Ex): The saliva of a tainted one is 
  poisonous when ingested or introduced into the blood. 
  A tainted one can only inject its venom while 
  grappling a foe with exposed skin.  The Fortitude save 
  to resist this poison has a DC of 17.  Victims who fail 
  the save take 1d4 points of Constitution damage.  After 
  1 minute they must make another save; failure means 
  another 1d4 points of Constitution damage. A tainted 
  one’s kiss also poisonous, though in this case the save 
  DC is reduced by 2. 
   
  Poison Immunity (Ex): Tainted ones are immune 
  to all forms of snake venom. 
   
  Possessions: +1 bastard sword, +1 full plate. 
   
   
  APL 10 
   
  � Tainted One Defender: Tainted One Ftr10; CR 11; 
  Medium Humanoid; HD 10d10+30; hp 94; Init +5; Spd 
  20 ft.; AC 21 (touch 12, flat-footed 20) [[+1 Dex, +9 
  armor, +1 deflection]]; Atk +15/10 melee [(1d10+7, 18-
  20/x2, +1 bastard sword)]; SA Psionics, Poison Bite; SQ 
  Poison Immunity; SR 16; AL NE; SV Fort +10, Ref +4, 
  Will +4; Str 16, Dex 12, Con 16, Int 14, Wis 12, Cha 10.  
   
  Skills and Feats: Climb+16, Handle Animal +7, 
  Jump +16, Listen +9, Ride +14, Spot +9; Alertness, 
  Cleave, Great Cleave, Expertise, Improved Disarm, 
  Improved Critical (bastard sword), Improved Grapple, 
  Improved 
  Initiative, 
  Power 
  Attack, 
  Weapon 
  Specialization (bastard sword), Weapon Focus (bastard 
  sword). 
   
  Psionics (Sp): A tainted one can make the 
  following effects at will through the power of its mind 
  as a sorcerer of its character level: poison (Fortitude 
  save DC 16) and polymorph self (into snake or 
  snakelike forms only). 
   
  Poison Bite (Ex): The saliva of a tainted one is 
  poisonous when ingested or introduced into the blood. 
  A tainted one can only inject its venom while 
  grappling a foe with exposed skin.  The Fortitude save 
  to resist this poison has a DC of 18.  Victims who fail 
  the save take 1d4 points of Constitution damage.  After 
  1 minute they must make another save; failure means 
  another 1d4 points of Constitution damage. A tainted 
  one’s kiss also poisonous, though in this case the save 
  DC is reduced by 2. 
   
  Poison Immunity (Ex): Tainted ones are immune 
  to all forms of snake venom. 
   
  Possessions: +1 bastard sword, +1 full plate, +1 ring 
  of protection. 
   
   
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 42 
  APL 12 
   
  � Tainted One Defender: Tainted One Ftr12; CR 13; 
  Medium Humanoid; HD 12d10+36; hp 112; Init +5; 
  Spd 20 ft.; AC 21 (touch 12, flat-footed 20) [[+1 Dex, +9 
  armor, 
  +1 
  deflection]]; 
  Atk 
  +17/12/7 
  melee 
  [(1d10+7+Special, 18-20/x2, +1 poisoned bastard 
  sword)]; SA Psionics, Poison Bite; SQ Poison 
  Immunity; SR 16; AL NE; SV Fort +11, Ref +5, Will +5; 
  Str 16, Dex 13, Con 16, Int 14, Wis 12, Cha 10.  
   
  Skills and Feats: Climb+18, Handle Animal +7, 
  Jump +18, Listen +10, Ride +16, Spot +10; Alertness, 
  Cleave, Dodge, Great Cleave, Expertise, Improved 
  Disarm, Improved Critical (bastard sword), Improved 
  Grapple, Improved Initiative, Mobility, Power Attack, 
  Weapon Specialization (bastard sword), Weapon Focus 
  (bastard sword). 
   
  Psionics (Sp): A tainted one can make the 
  following effects at will through the power of its mind 
  as a sorcerer of its character level: poison (Fortitude 
  save DC 16) and polymorph self (into snake or 
  snakelike forms only). 
   
  Poison Bite (Ex): The saliva of a tainted one is 
  poisonous when ingested or introduced into the blood. 
  A tainted one can only inject its venom while 
  grappling a foe with exposed skin.  The Fortitude save 
  to resist this poison has a DC of 19.  Victims who fail 
  the save take 1d4 points of Constitution damage.  After 
  1 minute they must make another save; failure means 
  another 1d4 points of Constitution damage. A tainted 
  one’s kiss also poisonous, though in this case the save 
  DC is reduced by 2. 
   
  Poison Immunity (Ex): Tainted ones are immune 
  to all forms of snake venom. 
   
  Possessions: +1 venomous bastard sword (see 
  Appendix X), +1 full plate, +1 ring of protection. 
   
  APL 14 
   
  � Tainted One Defender: Tainted One Ftr14; CR 15; 
  Medium Humanoid; HD 14d10+42; hp 130; Init +5; 
  Spd 20 ft.; AC 22 (touch 13, flat-footed 21) [[+1 Dex, +9 
  armor, 
  +2 
  deflection]]; 
  Atk 
  +19/14/9 
  melee 
  [(1d10+10+Special, 18-20/x2, +1 poisoned bastard 
  sword)]; SA Psionics, Poison Bite; SQ Poison 
  Immunity; SR 17; AL NE; SV Fort +11, Ref +5, Will +5; 
  Str 20, Dex 13, Con 16, Int 14, Wis 12, Cha 10.  
   
  Skills and Feats: Climb+20, Handle Animal +7, 
  Jump +20, Listen +11, Ride +18, Spot +11; Alertness, 
  Cleave, Dodge, Great Cleave, Expertise, Improved 
  Disarm, Improved Critical (bastard sword), Improved 
  Grapple, Improved Initiative, Mobility, Power Attack, 
  Spring Attack, Weapon Specialization (bastard sword), 
  Weapon Focus (bastard sword). 
   
  Psionics (Sp): A tainted one can make the 
  following effects at will through the power of its mind 
  as a sorcerer of its character level: poison (Fortitude 
  save DC 16) and polymorph self (into snake or 
  snakelike forms only). 
   
  Poison Bite (Ex): The saliva of a tainted one is 
  poisonous when ingested or introduced into the blood. 
  A tainted one can only inject its venom while 
  grappling a foe with exposed skin.  The Fortitude save 
  to resist this poison has a DC of 20.  Victims who fail 
  the save take 1d4 points of Constitution damage.  After 
  1 minute they must make another save; failure means 
  another 1d4 points of Constitution damage. A tainted 
  one’s kiss also poisonous, though in this case the save 
  DC is reduced by 2. 
   
  Poison Immunity (Ex): Tainted ones are immune 
  to all forms of snake venom. 
   
  Possessions: +1 venomous bastard sword (see 
  Appendix X), +1 full plate, +2 ring of protection, 
  gauntlets of giant’s strength +4. 
  .
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 43 
  Appendix IX – Yuan-Ti Commander & Servant
  APL 4 
   
  � Yuan-Ti Cleric: Snake-tailed Half-Blood Yuan-ti 
  Clr1; CR 6; Medium Monstrous Humanoid; HD 
  8d8+24; hp 67; Init +5; Spd 15 ft., climb 10 ft., swim 10 
  ft.; AC 25 (touch 11, flat-footed 24) [[+1 Dex, +9 armor, 
  +5 natural]]; Atk +11/6 melee [(1d6+3, 18-20/x2, 
  masterwork scimitar)]; SA Psionics, Spell-like Abilities; 
  SR 16; AL NE; SV Fort +7, Ref +7, Will +14; Str 16, Dex 
  13, Con 16, Int 20, Wis 24, Cha 15.  
   
  Skills and Feats: Concentration +14, Hide +8*, 
  Knowledge (Arcana) +8, Knowledge (Nyrond) +10, 
  Knowledge (Religion) +16, Listen +20, Spellcraft +16, 
  Spot +20; Alertness, Blind-Fight, Dodge, Expertise, 
  Improved Initiative, Mobility, Spring Attack. 
   
  Psionics (Sp): See Monster Manual. 
   
  Spell-like Abilities (Sp): See Monster Manual. 
   
  Skills: *Yuan-ti using chameleon power receive a 
  +8 circumstance bonus to Hide checks. 
   
  Possessions: masterwork scimitar, +1 full plate, 2 
  scrolls of cure light wounds. 
   
  Spells Prepared (3/3+1; base DC = 17 + spell level): 
  0—[Cure Minor Wounds, Guidance (2)]; 1st—
  [Command, Protection from Good*, Sanctuary, Shield 
  of Faith]. 
   
  *Domain spell. Domains: [Evil (You cast evil spells 
  at +1 caster level); Trickery (Bluff, Disguise, Hide are 
  class skills)]. 
   
  � Half-Dragon Brute: Half-Green Dragon Ogre; CR 
  4; Large Dragon; HD 4d10+12; hp 40; Init -1; Spd 30 ft., 
  fly 30 ft. (average); AC 20 (touch 8, flat-footed 20) [[-1 
  size, -1 Dex, +9 natural, +3 hide]]; Atk +12 melee 
  [(2d6+13, huge greatclub)] or +1 ranged [(2d6+9, huge 
  longspear)] or +11 melee [(1d8+9, bite)] and +6 melee 
  [(1d6+4, 2 claws)]; SA Breath Weapon; SQ Acid 
  immunity, sleep immunity, paralysis immunity, 
  darkvision 
  60ft., 
  low-light 
  vision; 
  Face/Reach: 
  5ft./10ft.; AL NE; SV Fort +6, Ref +0, Will +1; Str 29, 
  Dex 8, Con 17, Int 8, Wis 10, Cha 9.  
   
  Skills and Feats: Climb +15, Listen +7, Spot +7, 
  Weapon Focus (greatclub). 
   
  Breath Weapon (Su): A green half-dragon can 
  breath a 30 ft. cone of corrosive gas (acid) once per day. 
   The gas deals 6d6 damage and has a Reflex save (DC 
  17) for half damage. 
   
  Possessions: large size hide armor, huge greatclub, 
  huge longspear. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 44 
  APL 6 
   
  � Yuan-Ti Cleric: Snake-tailed Half-Blood Yuan-ti 
  Clr3; CR 8; Medium Monstrous Humanoid; HD 
  10d8+30; hp 83; Init +5; Spd 15 ft., climb 10 ft., swim 10 
  ft.; AC 25 (touch 11, flat-footed 24) [[+1 Dex, +9 armor, 
  +5 natural]]; Atk +13/8 melee [(1d6+3, 18-20/x2, 
  masterwork scimitar)]; SA Psionics, Spell-like Abilities; 
  SR 16; AL NE; SV Fort +8, Ref +8, Will +15; Str 16, Dex 
  13, Con 16, Int 20, Wis 24, Cha 15.  
   
  Skills and Feats: Concentration +16, Hide +9*, 
  Knowledge (Arcana) +8, Knowledge (Nyrond) +10, 
  Knowledge (Religion) +18, Listen +21, Spellcraft +18, 
  Spot +22; Alertness, Blind-Fight, Dodge, Expertise, 
  Improved 
  Initiative, 
  Mobility, 
  Spring 
  Attack, 
  Whirlwind Attack. 
   
  Psionics (Sp): See Monster Manual. 
   
  Spell-like Abilities (Sp): See Monster Manual. 
   
  Skills: *Yuan-ti using chameleon power receive a 
  +8 circumstance bonus to Hide checks. 
   
  Possessions: masterwork scimitar, +1 full plate, 2 
  scrolls of cure light wounds. 
   
  Spells Prepared (4/4+1/3+1; base DC = 17 + spell 
  level): 0—[Cure Minor Wounds (2), Guidance (2)]; 
  1st—[Command, Divine Favor, Protection from 
  Good*, Sanctuary, Shield of Faith]; 2nd—[Bull’s 
  Strength, Endurance, Hold Person, Invisibility*]. 
   
  *Domain spell. Domains: [Evil (You cast evil spells 
  at +1 caster level); Trickery (Bluff, Disguise, Hide are 
  class skills)]. 
   
  � Half-Dragon Brute: Half-Green Dragon Ogre Brb2; 
  CR 6; Large Dragon; HD 4d10+2d12+18; hp 60; Init -1; 
  Spd 40 ft., fly 40 ft. (average); AC 20 (touch 8, flat-
  footed 20) [[-1 size, -1 Dex, +9 natural, +3 hide]]; Atk 
  +14 melee [(2d6+13, huge greatclub)] or +3 ranged 
  [(2d6+9, huge longspear)] or +13 melee [(1d8+9, bite)] 
  and +8 melee [(1d6+4, 2 claws)]; SA Breath Weapon, 
  Rage 1/day; SQ Acid immunity, sleep immunity, 
  paralysis immunity, darkvision 60ft., low-light vision, 
  uncanny dodge (Dex to AC); Face/Reach: 5ft./10ft.; AL 
  NE; SV Fort +9, Ref +0, Will +1; Str 29, Dex 8, Con 17, 
  Int 8, Wis 10, Cha 9.  
   
  Skills and Feats: Climb +17, Jump +18; Listen +9, 
  Spot +9, Power Attack, Weapon Focus (greatclub). 
   
  Breath Weapon (Su): A green half-dragon can 
  breath a 30 ft. cone of corrosive gas (acid) once per day. 
   The gas deals 6d6 damage and has a Reflex save (DC 
  17) for half damage. 
   
  Rage (Ex): hp 72; AC 18; Atk +16 melee [(2d6+16, 
  huge greatclub)] or +3 ranged [(2d6+11, huge 
  longspear)] or +15 melee [(1d8+11, bite)] and +10 melee 
  [(1d6+5, 2 claws)]; Fort +11, Will +3; Str 33, Con 21; 
  Climb +19, Jump +20. Rage lasts for 8 rounds.  This can 
  be used 1 time per day. 
   
  Possessions: large size hide armor, huge greatclub, 
  huge longspear. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 45 
  APL 8 
   
  � Yuan-Ti Cleric: Snake-tailed Half-Blood Yuan-ti 
  Clr5; CR 10; Medium Monstrous Humanoid; HD 
  12d8+36; hp 99; Init +6; Spd 25 ft., climb 20 ft., swim 20 
  ft.; AC 25 (touch 11, flat-footed 24) [[+1 Dex, +9 armor, 
  +5 natural]]; Atk +14/9 melee [(1d6+4, 18-20/x2, +1 
  scimitar)]; SA Psionics, Spell-like Abilities; SR 16; AL 
  NE; SV Fort +9, Ref +9, Will +16; Str 16, Dex 14, Con 
  16, Int 20, Wis 24, Cha 15.  
   
  Skills and Feats: Concentration +18, Hide +12*, 
  Jump +13, Knowledge (Arcana) +8, Knowledge 
  (Nyrond) +10, Knowledge (Religion) +20, Listen +22, 
  Spellcraft +20, Spot +22; Alertness, Blind-Fight, Dodge, 
  Expertise, Improved Initiative, Mobility, Spring 
  Attack, Whirlwind Attack. 
   
  Psionics (Sp): See Monster Manual. 
   
  Spell-like Abilities (Sp): See Monster Manual. 
   
  Skills: *Yuan-ti using chameleon power receive a 
  +8 circumstance bonus to Hide checks. 
   
  Possessions: +1 scimitar, +1 full plate, 4 scrolls of 
  cure light wounds, boots of striding and springing. 
   
  Spells Prepared (5/5+1/4+1/3+1; base DC = 17 + 
  spell level): 0—[Cure Minor Wounds (2), Guidance (2), 
  Resistance]; 1st—[Command, Divine Favor, Doom, 
  Protection from Good*, Sanctuary, Shield of Faith]; 
  2nd—[Bull’s Strength, Endurance, Hold Person, 
  Invisibility*, Sound Burst]; 3rd—[Blindness/Deafness, 
  Invisibility Purge, Magic Circle against Good*, Prayer]. 
   
  *Domain spell. Domains: [Evil (You cast evil spells 
  at +1 caster level); Trickery (Bluff, Disguise, Hide are 
  class skills)]. 
   
  � Half-Dragon Brute: Half-Green Dragon Ogre Brb4; 
  CR 8; Large Dragon; HD 4d10+4d12+32; hp 88; Init -1; 
  Spd 40 ft., fly 40 ft. (average); AC 20 (touch 8, flat-
  footed 20) [[-1 size, -1 Dex, +9 natural, +3 hide]]; Atk 
  +16/11 melee [(2d6+13, huge greatclub)] or +5/0 
  ranged [(2d6+9, huge longspear)] or +15 melee [(1d8+9, 
  bite)] and +10 melee [(1d6+4, 2 claws)]; SA Breath 
  Weapon, Rage 2/day; SQ Acid immunity, sleep 
  immunity, paralysis immunity, darkvision 60ft., low-
  light vision, uncanny dodge (Dex to AC); Face/Reach: 
  5ft./10ft.; AL NE; SV Fort +11, Ref +1, Will +2; Str 29, 
  Dex 8, Con 18, Int 8, Wis 10, Cha 9.  
   
  Skills and Feats: Climb +19, Jump +19; Listen +9, 
  Spot +9, Power Attack, Weapon Focus (greatclub). 
   
  Breath Weapon (Su): A green half-dragon can 
  breath a 30 ft. cone of corrosive gas (acid) once per day. 
   The gas deals 6d6 damage and has a Reflex save (DC 
  17) for half damage. 
   
  Rage (Ex): hp 104; AC 18; Atk +18/13 melee 
  [(2d6+16, huge greatclub)] or +5/0 ranged [(2d6+11, 
  huge longspear)] or +17 melee [(1d8+11, bite)] and +12 
  melee [(1d6+5, 2 claws)]; Fort +13, Will +4; Str 33, Con 
  22; Climb +21, Jump +21. Rage lasts for 9 rounds.  This 
  can be used 1 time per day. 
   
  Possessions: large size hide armor, huge greatclub, 
  huge longspear. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 46 
  APL 10 
   
  � Yuan-Ti Cleric: Snake-tailed Half-Blood Yuan-ti 
  Clr7; CR 12; Medium Monstrous Humanoid; HD 
  14d8+42; hp 115; Init +6; Spd 25 ft., climb 20 ft., swim 
  20 ft.; AC 26 (touch 11, flat-footed 25) [[+1 Dex, +10 
  armor, +5 natural]]; Atk +16/11 melee [(1d6+4, 15-
  20/x2, +1 scimitar)]; SA Psionics, Spell-like Abilities; 
  SR 16; AL NE; SV Fort +10, Ref +10, Will +17; Str 16, 
  Dex 14, Con 16, Int 20, Wis 25, Cha 15.  
   
  Skills and Feats: Concentration +20, Hide +14*, 
  Jump +13, Knowledge (Arcana) +10, Knowledge 
  (Nyrond) +10, Knowledge (Religion) +22, Listen +23, 
  Spellcraft +22, Spot +23; Alertness, Blind-Fight, Dodge, 
  Expertise, Improved Critical (scimitar), Improved 
  Initiative, Mobility, Spring Attack, Whirlwind Attack. 
   
  Psionics (Sp): See Monster Manual. 
   
  Spell-like Abilities (Sp): See Monster Manual. 
   
  Skills: *Yuan-ti using chameleon power receive a 
  +8 circumstance bonus to Hide checks. 
   
  Possessions: +1 scimitar, +2 full plate, 7 scrolls of 
  cure light wounds, boots of striding and springing, 
  ring of counterspells (silence stored). 
   
  Spells Prepared (6/6+1/5+1/4+1/2+1; base DC = 17 
  + spell level): 0—[Cure Minor Wounds (2), Guidance 
  (2), Resistance (2)]; 1st—[Bless, Command, Divine 
  Favor, Doom, Protection from Good*, Sanctuary, 
  Shield of Faith]; 2nd—[Bull’s Strength, Cure Moderate 
  Wounds, Endurance, Hold Person, Invisibility*, Sound 
  Burst]; 
  3rd—[Blindness/Deafness, 
  Cure 
  Serious 
  Wounds Invisibility Purge, Magic Circle against 
  Good*, Prayer]; 4th—[Death Ward, Summon Monster 
  IV, Unholy Blight*]. 
   
  *Domain spell. Domains: [Evil (You cast evil spells 
  at +1 caster level); Trickery (Bluff, Disguise, Hide are 
  class skills)]. 
   
  � Half-Dragon Brute: Half-Green Dragon Ogre Brb6; 
  CR 10; Large Dragon; HD 4d10+6d12+40; hp 110; Init -
  1; Spd 40 ft., fly 40 ft. (average); AC 20 (touch 8, flat-
  footed 20) [[-1 size, -1 Dex, +9 natural, +3 hide]]; Atk 
  +18/13 melee [(2d6+13, huge greatclub)] or +7/2 
  ranged [(2d6+9, huge longspear)] or +17 melee [(1d8+9, 
  bite)] and +12 melee [(1d6+4, 2 claws)]; SA Breath 
  Weapon, Rage 2/day; SQ Acid immunity, sleep 
  immunity, paralysis immunity, darkvision 60ft., low-
  light vision, uncanny dodge (Dex to AC, can’t be 
  flanked); Face/Reach: 5ft./10ft.; AL NE; SV Fort +12, 
  Ref +2, Will +3; Str 29, Dex 8, Con 18, Int 8, Wis 10, 
  Cha 9.  
   
  Skills and Feats: Climb +20, Jump +20; Listen +9, 
  Spot +10, Cleave, Power Attack, Weapon Focus 
  (greatclub). 
   
  Breath Weapon (Su): A green half-dragon can 
  breath a 30 ft. cone of corrosive gas (acid) once per day. 
   The gas deals 6d6 damage and has a Reflex save (DC 
  17) for half damage. 
   
  Rage (Ex): hp 130; AC 18; Atk +20/15 melee 
  [(2d6+16, huge greatclub)] or +7/2 ranged [(2d6+11, 
  huge longspear)] or +19 melee [(1d8+11, bite)] and +14 
  melee [(1d6+5, 2 claws)]; Fort +14, Will +5; Str 33, Con 
  22; Climb +22, Jump +22. Rage lasts for 9 rounds.  This 
  can be used 2 times per day. 
   
  Possessions: large size hide armor, huge greatclub, 
  huge longspear. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 47 
  APL 12 
   
  � Yuan-Ti Cleric: Snake-tailed Half-Blood Yuan-ti 
  Clr9; CR 14; Medium Monstrous Humanoid; HD 
  16d8+48; hp 131; Init +6; Spd 25 ft., climb 20 ft., swim 
  20 ft.; AC 27 (touch 12, flat-footed 26) [[+1 Dex, +10 
  armor, +5 natural, +1 deflection]]; Atk +17/12/7 melee 
  [(1d6+4, 15-20/x2, +1 scimitar)]; SA Psionics, Spell-like 
  Abilities; SR 16; AL NE; SV Fort +11, Ref +11, Will +19; 
  Str 16, Dex 14, Con 16, Int 20, Wis 26, Cha 15.  
   
  Skills and Feats: Concentration +22, Hide +26*, 
  Jump +13, Knowledge (Arcana) +10, Knowledge 
  (Nyrond) +10, Knowledge (Religion) +24, Listen +25, 
  Spellcraft +22, Spot +25; Alertness, Blind-Fight, Dodge, 
  Expertise, Improved Critical (scimitar), Improved 
  Initiative, Mobility, Power Attack, Spring Attack, 
  Whirlwind Attack. 
   
  Psionics (Sp): See Monster Manual. 
   
  Spell-like Abilities (Sp): See Monster Manual. 
   
  Skills: *Yuan-ti using chameleon power receive a 
  +8 circumstance bonus to Hide checks. 
   
  Possessions: +1 scimitar, +2 full plate, 8 scrolls of 
  cure light wounds, cloak of elvenkind, ring of feather 
  falling, boots of striding and springing, ring of 
  counterspells (silence stored), murlynd’s spoon, potion 
  of cure moderate wounds. 
   
  Spells Prepared (6/6+1/6+1/5+1/4+1/2+1; base DC 
  = 18 + spell level): 0—[Cure Minor Wounds (2), 
  Guidance (2), Resistance (2)]; 1st—[Bless, Command, 
  Divine 
  Favor, 
  Doom, 
  Protection 
  from 
  Good*, 
  Sanctuary, Shield of Faith]; 2nd—[Bull’s Strength, 
  Cure Moderate Wounds (2), Endurance, Hold Person, 
  Invisibility*, Sound Burst]; 3rd—[Blindness/Deafness, 
  Cure Serious Wounds (2), Invisibility Purge, Magic 
  Circle against Good*, Prayer]; 4th—[Cure Critical 
  Wounds, Death Ward, Freedom of Movement, 
  Summon Monster IV, Unholy Blight*]; 5th—[Dispel 
  Good*, Greater Command, Slay Living]. 
   
  *Domain spell. Domains: [Evil (You cast evil spells 
  at +1 caster level); Trickery (Bluff, Disguise, Hide are 
  class skills)]. 
   
  � Half-Dragon Brute: Half-Green Dragon Ogre Brb8; 
  CR 12; Large Dragon; HD 4d10+8d12+48; hp 132; Init -
  1; Spd 40 ft., fly 40 ft. (average); AC 20 (touch 8, flat-
  footed 20) [[-1 size, -1 Dex, +9 natural, +3 hide]]; Atk 
  +21/16/11 melee [(2d6+15, huge greatclub)] or +9/4/-1 
  ranged [(2d6+10, huge longspear)] or +20 melee 
  [(1d8+10, bite)] and +15 melee [(1d6+5, 2 claws)]; SA 
  Breath Weapon, Rage 3/day; SQ Acid immunity, sleep 
  immunity, paralysis immunity, darkvision 60ft., low-
  light vision, uncanny dodge (Dex to AC, can’t be 
  flanked); Face/Reach: 5ft./10ft.; AL NE; SV Fort +13, 
  Ref +3, Will +4; Str 30, Dex 8, Con 18, Int 8, Wis 10, 
  Cha 9.  
   
  Skills and Feats: Climb +23, Jump +23; Listen +10, 
  Spot +10, Cleave, Power Attack, Weapon Focus 
  (greatclub). 
   
  Breath Weapon (Su): A green half-dragon can 
  breath a 30 ft. cone of corrosive gas (acid) once per day. 
   The gas deals 6d6 damage and has a Reflex save (DC 
  17) for half damage. 
   
  Rage (Ex): hp 156; AC 18; Atk +23/18/13 melee 
  [(2d6+18, huge greatclub)] or +9/4/-1 ranged [(2d6+12, 
  huge longspear)] or +22 melee [(1d8+12, bite)] and +17 
  melee [(1d6+6, 2 claws)]; Fort +15, Will +6; Str 33, Con 
  22; Climb +25, Jump +25. Rage lasts for 9 rounds.  This 
  can be used 3 times per day. 
   
  Possessions: large size hide armor, huge greatclub, 
  huge longspear. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 48 
  APL 14 
   
  � Yuan-Ti Cleric: Snake-tailed Half-Blood Yuan-ti 
  Clr11; CR 16; Medium Monstrous Humanoid; HD 
  18d8+54; hp 147; Init +6; Spd 25 ft., climb 20 ft., swim 
  20 ft.; AC 27 (touch 12, flat-footed 26) [[+1 Dex, +10 
  armor, +5 natural, +1 deflection]]; Atk +19/14/9 melee 
  [(1d6+4, 15-20/x2, +1 spell-storing scimitar)]; SA 
  Psionics, Spell-like Abilities; SR 16; AL NE; SV Fort 
  +12, Ref +11, Will +20; Str 16, Dex 14, Con 16, Int 20, 
  Wis 26, Cha 15.  
   
  Skills and Feats: Concentration +24, Hide +28*, 
  Jump +13, Knowledge (Arcana) +10, Knowledge 
  (Nyrond) +10, Knowledge (Religion) +26, Listen +26, 
  Spellcraft +26, Spot +26; Alertness, Blind-Fight, Dodge, 
  Expertise, Improved Critical (scimitar), Improved 
  Initiative, Mobility, Power Attack, Spring Attack, 
  Whirlwind Attack. 
   
  Psionics (Sp): See Monster Manual. 
   
  Spell-like Abilities (Sp): See Monster Manual. 
   
  Skills: *Yuan-ti using chameleon power receive a 
  +8 circumstance bonus to Hide checks. 
   
  Possessions: +1 spell-storing scimitar, +2 full plate, 
  10 scrolls of cure light wounds, cloak of elvenkind, 
  ring of feather falling, boots of striding and springing, 
  ring of counterspells (silence stored), murlynd’s spoon, 
  potion of cure moderate wounds, vibrant purple prism 
  ioun stone (heal stored), pearl of power (1
  st). 
   
  Spells 
  Prepared 
  (6/7+1/6+1/6+1/5+1/3+1/2+1; 
  base DC = 18 + spell level): 0—[Cure Minor Wounds 
  (2), Guidance (2), Resistance (2)]; 1st—[Bless, 
  Command, Cure Light Wounds, Divine Favor, Doom, 
  Protection from Good*, Sanctuary, Shield of Faith]; 
  2nd—[Bull’s Strength, Cure Moderate Wounds (2), 
  Endurance, Hold Person, Invisibility*, Sound Burst]; 
  3rd—[Blindness/Deafness (2), Cure Serious Wounds 
  (2), Invisibility Purge, Magic Circle against Good*, 
  Prayer]; 4th—[Cure Critical Wounds, Death Ward, 
  Freedom of Movement (2), Summon Monster IV, 
  Unholy Blight*]; 5th—[Circle of Doom, Dispel Good*, 
  Greater Command, Slay Living]; 6th—[Blade Barrier, 
  Harm, Mislead*]. 
   
  *Domain spell. Domains: [Evil (You cast evil spells 
  at +1 caster level); Trickery (Bluff, Disguise, Hide are 
  class skills)]. 
   
  � Half-Dragon Brute: Half-Green Dragon Ogre 
  Brb10; CR 14; Large Dragon; HD 4d10+10d12+56; hp 
  154; Init -1; Spd 40 ft., fly 40 ft. (average); AC 20 (touch 
  8, flat-footed 20) [[-1 size, -1 Dex, +9 natural, +3 hide]]; 
  Atk +23/18/13 melee [(2d6+15, huge greatclub)] or 
  +11/6/+1 ranged [(2d6+10, huge longspear)] or +22 
  melee [(1d8+10, bite)] and +17 melee [(1d6+5, 2 claws)]; 
  SA Breath Weapon, Rage 3/day; SQ Acid immunity, 
  sleep immunity, paralysis immunity, darkvision 60ft., 
  low-light vision, uncanny dodge (Dex to AC, can’t be 
  flanked, +1 vs. traps); Face/Reach: 5ft./10ft.; AL NE; SV 
  Fort +14, Ref +4, Will +5; Str 30, Dex 8, Con 18, Int 8, 
  Wis 10, Cha 9.  
   
  Skills and Feats: Climb +25, Jump +25; Listen +12, 
  Spot +12, Cleave, Great Cleave, Power Attack, Weapon 
  Focus (greatclub). 
   
  Breath Weapon (Su): A green half-dragon can 
  breath a 30 ft. cone of corrosive gas (acid) once per day. 
   The gas deals 6d6 damage and has a Reflex save (DC 
  17) for half damage. 
   
  Rage (Ex): hp 182; AC 18; Atk +25/20/15 melee 
  [(2d6+18, huge greatclub)] or +11/6/+1 ranged 
  [(2d6+12, huge longspear)] or +24 melee [(1d8+12, 
  bite)] and +19 melee [(1d6+6, 2 claws)]; Fort +16, Will 
  +7; Str 33, Con 22; Climb +27, Jump +27. Rage lasts for 
  9 rounds.  This can be used 3 times per day. 
   
  Possessions: large size hide armor, huge greatclub, 
  huge longspear. 
   
   
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 49 
  Appendix X – New Rules Items
  Saddle of Speed 
  This special saddle, made of the hide of a leopard, 
  grants an enhancement bonus to the base speed of any 
  mount by the following amount: 
  Small size:  
  5ft 
  Medium size:  
  10ft 
  Large size:  
  15ft 
   
  The saddle will resize to fit any mount that is Small, 
  Medium or Large size. 
   
  Caster Level: 6th; Prerequisites: Craft Wondrous 
  Item, expeditious retreat; Market Price: 3,000 gp. 
   
  Venomous Weapons: 
  A venomous weapon allows the wielder to inflict a 
  heightened poison spell (DC 16) upon a creature struck 
  by the blade once per day. The wielder must decide 
  before the strike to activate this power, much the same 
  as using a smite ability.  
  Caster Level: 9th; Prerequisites: Craft Magic Arms and 
  Armor, Empower Spell, poison; Market Price: +1 
  bonus.  
   
  Recitation (Defenders of the Faith) 
   
  Conjuration (Creation) 
   
  Level: Clr 4 
   
  Components: V, S, DF 
   
  Casting Time: 1 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. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 50 
  Appendix XI – Templates
  Shadow Creatures (Manual of the Planes) 
  Shadow creatures dwell on the Plane of Shadow, 
  sometimes crossing into other planes where the 
  barriers between dimensions are weak.  Just as parts of 
  the Plane of Shadow resemble a strange distorted 
  version of the Material Plane, shadow creatures 
  superficially resemble creatures from the Material 
  Plane.  Shadow creatures are darker, more elusive, and 
  spookier than their material counterparts.  Grays and 
  blacks are their most common colors, with white and 
  yellow rarely seen.  They are not to be confused with 
  shadows (undead creatures that often dwell on the 
  Plane of Shadow).  Other creatures native to the Plane 
  of Shadow exist that have stronger or weaker 
  connections to the energies of that place (such as the 
  shadow mastiff) and do not follow this template. 
   
  Creating a Shadow Creature 
  “Shadow” is a template that can be added to any 
  corporeal creature (referred to hereafter as the “base 
  creature”). The creature’s type changes to “magical 
  beast”.  It otherwise uses all the base creature’s statistics 
  and special abilities except as noted below. 
   
  Speed: As base creature X 1 1/2. 
   
  Special Qualities: A shadow creature retains all 
  the special qualities of the base creature and also gains 
  the following ones: 
  • 
  Cold Resistance 5 + 1 per HD, to a maximum 
  of 20. 
  • 
  Darkvision with a range of 60 feet. 
  • 
  Low-light vision. 
  • 
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can 
  disappear into the shadows, giving it nine-
  tenths concealment.  Artificial illumination, 
  even a light or continual flame spell, does not 
  negate this ability.  A daylight spell, however, 
  will. 
   
  Shadow 
  creatures 
  also 
  have 
  one 
  additional 
  supernatural ability for every 4 HD they possess 
  (minimum of one) chosen from the following list: 
  • 
  +2 luck bonus on all saving throws. 
  • 
  Cause fear once per day. 
  • 
  Damage Reduction 5/+1. 
  • 
  Evasion 
  • 
  Mirror Image once per day. 
  • 
  Plane Shift self to or from the Plane of 
  Shadow once per day. 
  • 
  Regenerate 2 hit points per round (slain if 
  brought to 0 hit points). 
   
  If the base creature already has one or more of these 
  special qualities, use the better value. 
   
  Skills: Same as the base creature, plus Move 
  Silently +6. 
   
  Feats: Same as the base creature. 
   
   
  Climate/Terrain: Same as the base creature. 
   
  Organization: Same as the base creature. 
   
  Challenge Rating: Same as the base creature +1. 
   
  Treasure: Same as the base creature. 
   
  Alignment: Same as the base creature, although 
  rarely good. 
   
  Advancement: Same as the base creature. 
   
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 51 
  Feral Creature (Savage Species) 
  Feral creatures were once civilized but have now sunk 
  into a primitive, barbarous state.  Though they are 
  generally found deep in the harsh wilderness, feral 
  creatures occasionally wander into the more civilized 
  areas. Some eventually adapt, but most consider 
  “civilization” too confining. 
   
  Feral creatures appear larger, tougher, and meaner 
  than their more sophisticated cousins. Their feral 
  nature tends to be obvious from their pronounced 
  fangs and claws.  They speak the same languages as the 
  base creature from which they were derived. 
   
  Creating a Feral Creature 
  “Feral Creature” is an inherited template that can be 
  added to any corporeal humanoid or monstrous 
  humanoid (referred to hereafter as the base creature). A 
  feral creature has all the base creature’s characteristics 
  except as noted here. 
  Size and Type: Creatures with this template become 
  monstrous humanoids if they are not already. 
  Hit Dice: Change to d10. 
  Speed: Land Speed +10 ft., other movement modes 
  unchanged. 
  AC: +6 natural armor bonus or the base creature’s 
  natural armor, whichever is better. 
  Attacks: A feral creature gains two claw attacks if it did 
  not already have them. 
  Damage: The base damage for a feral creature’s claw 
  attack varies with its size as follows: Fine 1d2, 
  Diminutive 1d3, Tiny 1d4, Small 1d6, Medium 1d8, 
  Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 4d8.  If 
  the base creature already has a claw attack, the feral 
  creature uses the better damage. 
  Special Attacks: A feral creature gains additional 
  special attacks depending on its Hit Dice, as shown on 
  the table below.  It gains the special attacks indicated 
  in the row corresponding to its monster Hit Dice, plus 
  all those in previous rows. If the base creature 
  possesses a duplicate ability, the feral creature uses 
  whichever version of the ability is better. 
  Hit Dice 
  Special Attack 
  1-3 
  Improved Grab 
  4-7 
  Pounce 
  8-11 
  Rake 
  12+ 
  Rend 
  Improved Grab (Ex): If a feral creature hits an 
  opponent that is at least one size category smaller than 
  itself with a claw attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, it 
  can rake if it has that ability (see below).  Alternatively, 
  it has the option to conduct the grapple normally, or 
  simply use its claw to hold the opponent (-20 penalty 
  on grapple check, but the feral creature is not 
  considered grappled). In either case, each successful 
  grapple check it makes during successive rounds 
  automatically deals claw damage.  See the Monster 
  Manual for additional rules. 
  Pounce (Ex): If a feral creature leads upon a foe during 
  the first round of combat, it can make a full attack even 
  though it has already moved. 
  Rake (Ex): A feral creature that gets a hold can make 
  two rake attacks at its full melee attack bonus with its 
  hind legs. Each successful attack does normal claw 
  damage for that size of feral creature, plus 1/2 its 
  Strength bonus (rounded down). If the feral creature 
  pounces on an opponent it can also rake. 
  Rend (Ex): A feral creature that hits with both claw 
  attacks latches onto the opponent’s body and tears the 
  flesh.  This automatically deals double the appropriate 
  claw damage for that size feral creature, plus double the 
  Strength modifier. 
  Special Qualities: A feral creature gains additional 
  special qualities depending on its Hit Dice, as shown 
  on the table below. If the base creature possesses a 
  duplicate ability, the feral creature has whichever is 
  better. 
  Hit Dice 
  Darkvision 
  Fast Healing 
  1-3 
  60 ft. 
  2 
  4-7 
  60 ft. 
  3 
  8-11 
  90 ft. 
  4 
  12+ 
  120 ft. 
  5 
  Abilities: +4 Str, -2 Dex, +2 Con, -4 Int (minimum 2), 
  +2 Wis. 
  Climate/Terrain: Any land and underground. 
  Organization: Solitary, pair, gang (3-5), or tribe (61+). 
  Challenge Rating: Up to 3HD, base creature’s CR +1; 
  4-7 HD, base creature’s CR +2; 8-11 HD, base creature’s 
  CR +3; 12+ HD, base creature’s CR +4. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 52 
  Treasure: 50% coins, standard goods and items, no 
  scrolls. 
  Level Adjustment: +1. 
   
  Feral Characters 
  Feral characters with class levels usually have levels of 
  barbarian, and barbarian is their preferred class. Some 
  multi-class to cleric, druid, or ranger.  Few ever become 
  bards, paladins, wizards, or sorcerers. 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 53 
  DM’s Aid #1 – Map of Room 16 
   
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 54 
  DM’s Aid #2 – Map of the Flight Route 
   
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 55 
  DM’s Aid #3 – Map Level 1 
   
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 56 
  DM’s Aid #4 – Map Level 2 
   
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 57 
  DM’s Aid #5 – Map Level 3 
   
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 58 
  Player Handout #1 – The Letter 
   
  Marker, 
   
  Don’t miss the targets; they disrupted our plans on the blue.  They must 
  not discover our plans here or our base.  Report to me as soon as you have 
  removed them.   
   
  The time of the Snake is nearly at hand. 
   
  Be prepared, 
  Seeker 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 59 
  Player’s Handout #2 – Letter (Draconic) 
  Dear Seeker, 
   
  I’ve yet to see what I’ve been promised.  It is essential to my work that I 
  receive it soon.  Also, you seem to have been attracting attention lately, 
  which is not a good thing.  I require an extra shipment immediately to 
  assuage myself as to your intentions. 
   
  For my part, I’ve decided that one of my progeny should be present to 
  ensure that you make no foolish decisions.  I do hope that you can 
  understand… Additionally, word has reached me, from my varied sources, 
  that you have been meddling ever closer to my affairs.  I warn you, do not 
  interfere or seek to learn of what it is that I do.  I’ve enough pests trying to 
  investigate me; I’ve no need for more. 
   
  Your Master, 
   
  �
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 60 
  Player’s Handout #3a – Letter 
   
  Seeker, 
   
  The mother is prepared; everything except the final piece is in place.  You must eliminate those 
  who have disrupted our plans. We have sent you some toys of ours.  Apparently the little ones 
  are easy to twist to our needs.   
   
  We have need of the liquid that you have bartered for.  Be sure to send it soon.  We have need 
  of it to finish our preparations. 
   
  Sibilant the Small 
  The city of divided shadows 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 61 
  Player’s Handout #3b – Letter  
   
  Seeker, 
   
  We stand ready to strike at the signal.  The tarnished crown shall fall, and we are ready to 
  raise the blackened crown in its place.  We’ve even arranged for some diversions, that and a 
  few others have appeared on their own.  We should move soon while attention resides 
  elsewhere. 
   
  Be careful, there may be a traitor amongst you, and keep a close eye on ‘Her’ for she may betray 
  us if it would serve her purposes. 
   
  Sibilant the Crowned 
  The city of fallen kings 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 62 
  Player’s Handout #3c – Letter 
   
  Seeker, 
   
  Everything is ready, despite the horrid weather in this place.  I cannot understand how anyone 
  would want to live up here.  It’s freezing.  Besides, all they do is consort with barbarians. 
   
  I hope we can finish this soon; I want to return home to where it is warm. 
   
  Sibilant the Frozen 
  The city of frozen words 
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 63 
  Player’s Handout #3d – Letter  
  Seeker, 
   
  The final stages are almost complete.  We’ve finished our preparations and are only waiting for 
  the conjunction.  They still do not suspect a thing.  Their devotion of their false god has truly 
  blinded them in the search for his ‘light’. 
   
  I hope that negotiations with our old new friend are proceeding well.  If you have need of more 
  of the goods be sure to give us warning.  
   
  The Advent of the Serpent Lord is nigh at hand. 
   
  Sibilant the Blinded 
  The city of the blind 
   
   
  
  Norebo’s Luck & Bralm’s Embrace 
  [Round One & Two] 
  Page 64 
  Player’s Handout #3e – Letter 
  Seeker, 
   
  We have everything in place to dispose of the 
  hag. Her tolerance of refugee’s is grating. 
  We’ve found much support amongst those 
  who are known to us. 
   
  Our part of ‘it’ has been most useful for our 
  cause.  Either way, we are ready to proceed 
  and only await the final instructions.  
  Apparently there are a few others that we 
  may even ally with, the follow the lord of the 
  walking dead. 
   
  Sibilant the Sly 
  The city on the lake 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Nyrond and Environs/593/Normal Scenarios/NMR3-05 - Nerebo's Luck & Bralm's Embrace (APL 4-14)/NMR3-05 - Norebo's Luck & Bralm's Embrace.pdf