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.  
   
  KEO3-04 
   
   
   
   
   
   
  Of Witches and Warlocks 
   
  A One-Round D&D LIVING GREYHAWK®  
  Keoland Regional Adventure 
  Version 1.2 
   
  by Joe Russell 
   
   
  It is time for the annual meetings of the Craufield’s Mage Council and the pageantry that has grown up around it. 
  Surely nothing can go wrong on such an occasion!  An adventure for characters levels 3 - 12. This module is the 
  third in the Crowning Glory cycle, continuing the stories that began in KEO1-07 Deathmarch and KEO2-02 
  Downtrodden.
  
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
  That said, 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.  
  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.  
  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. 
   
   
  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.  
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score 
  its games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  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.  
  1. No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You 
  fill in the top of the grid. That is all. No one is 
  rated. This method is used for people who are just 
  playing for fun. 
  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. 
  2. Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback on 
  his or her own performance. 
  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.  
  3. Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” 
  amongst the group, or when the adventure is run in 
  tournament format with winners and prizes.  
  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. 
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  Of Witches and Warlocks 
   
  Page 2 
  
  you determine treasure and experience awards for the 
  scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  # 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 
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, 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. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the sum 
  above. Add each character’s animals separately. A 
  single PC may only bring four or fewer animals of 
  this type, and animals with different CRs are added 
  separately. 
  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 1st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If 
  your group is APL 1 there are three things that you can 
  do to help even the score. 
  1. Attempt to create a table of six 1st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that round. 
  This is a 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 
   
   
   
  This is a standard 1-round Regional adventure, set in 
  Keoland.  Characters native to Keoland pay one Time 
  Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
  Of Witches and Warlocks 
   
  Page 3 
  
  Wanted/Hunted 
  The 
  National 
  Academy 
  of 
  Wizardry 
  members 
  originally met to discus any new spells or items of 
  interest, and to test out aspiring apprentices. As the 
  influence of the Academy has waned over the years, the 
  members decided to continue their yearly gatherings. 
  Over the years, the focus of the meetings became less 
  political in nature, and more of a venue to show off 
  newly created items or spells. About twenty years ago, 
  an enterprising member of the group suggested that to 
  help foster local acceptance of magic, they should put 
  on a public display at the end of the week. Each year 
  someone new will be picked to prepare sights and 
  sounds that would astonish the crowds the following 
  year.  
  The Wanted/Hunted list will be included in the 
  Metaorg Book 0 “Regional Rulings, Idiosyncrasies, and 
  Quirks of Keoland”.  That book will ALWAYS 
  supercede anything that is listed here.  In general: 
  The fine for destruction of public property is 100 
  GP x Spell Level x APL.  Any PC that does not 
  have enough money may have another PC cover 
  for them [added to the “GP Spent” column on the 
  AR], or they must spend 1 TU for every 100 gp 
  they are short.  There is NO skill check that can be 
  made to reduce this cost. 
  ♦ 
  ♦ Anyone actively ignoring the crowds and routinely 
  injuring innocent bystanders should have their PC 
  pulled mid-game.  They get no XP and no gold, 
  and cannot play that PC until OK’d by the Keoland 
  Triad.  Contact the Keoland Metaorg and Regional 
  Flavor PoC at keoland_marf_poc@yahoo.com 
  The first year of the last day festivities scared almost 
  half the populace into thinking that they were under 
  attack. The arcane spellcasters were nearly lynched by 
  the mob that stormed the tavern where the meetings 
  were being held. Only the diligence of the local watch 
  prevented any bloodshed. The following year, the 
  members sent out announcements ahead of time about 
  the light and sound displays. Gradually the local 
  populace came to expect the yearly meetings and 
  started traditions of their own to coincide with the 
  weeklong assembly. On the last day of the meeting, the 
  streets are crowded with people coming out to enjoy the 
  celebrations. Games, dancing, and music abound.  
  NOTE:  The above rules hold true no matter what 
  metaorg or metaorg rank a PC may hold! 
  Adventure Background 
  Important DM Note: 
  The incidents occurring at the festival are caused by 
  three separate entities. Two of the groups are in service 
  to the same person (whose name and identity is being 
  kept secret for now).  The third just took the 
  opportunity that presented itself. Do not create the 
  persona of the hidden individual as it may conflict with 
  details revealed in the future. If you have any questions 
  about the module, email me at thanotos@pics.com and 
  I will answer them as best as I can. Remember the 
  purpose of all of the disruptions during the festival is to 
  create a fear of anything arcane. Things that people 
  don’t understand they usually fear. And whoever 
  controls this fear can control the people. 
  During the day, the audience votes on the entertaining 
  displays of magic of each spellcaster. The winner of 
  this vote becomes the Master of Displays for the next 
  year’s meeting. Just after sundown, in the highlight of 
  the festival, the Master of Displays shows off his 
  yearlong efforts. 
  Any arcane spellcaster may attend the meetings, but 
  only members of the National Academy of Wizardry 
  may cast a vote in the meeting or compete to become 
  the next Master of Displays. Aspiring apprentices 
  demonstrate their talents and abilities on the first day of 
  the meeting. If a willing mentor likes what she sees, the 
  applicant will receive a proposal of apprenticeship. The 
  current head of the Craufield Mages’ chapterhouse of 
  the National Academy of Wizardry is Istava Lolian 
  (Wiz 12). 
  Across the southern border of the Duchy of Dorlin, in 
  the city of Craufield, in the County of Nimlee, the local 
  arcane spell casters are coming together in their annual 
  meeting. Over the years a pageant has arisen to mark 
  the end of the weeklong talks and discussions. Folk 
  come in from the outlying regions for the festivities. 
  With Craufield being so close to the Duchy of Dorlin, a 
  number of spellcasters and peasants alike come from 
  the Neheli lands to be in attendance. 
  Only the major encounters will be fully described. 
  There are a number of other places the PCs can go and 
  things they can do. It is a small town (1,700 pop) and 
  there is a festival going on. Add what other distractions 
  that you would like. There are no places that the PCs 
  can go to buy arcane magical items during the festival, 
  only the wizards from the mage council would be able 
  to make something and they are currently busy. None 
  of the merchants that traveled here sell arcane items. 
  Fearing that these arcane meetings are no more than a 
  cover for plots against his people, Duke Cedrian has 
  been sending members of the Darkwatch undercover to 
  try to spy on the proceedings and to keep an eye out on 
  those returning to Dorlin after the celebrations.  
  Of Witches and Warlocks 
   
  Page 4 
  
  PCs may purchase items normally at the conclusion of 
  the adventure, of course. 
  Later that day, various council members will spend 
  their time competing against one another for the title of 
  Master of Displays for the next year’s festival. A 
  wizard doing a pyrotechnic display finds that she is in 
  trouble. Her magic seems to surge and starts doing 
  some real damage to the area around her (a planar 
  creature has secretly added its own power to the fire). 
  On another side of the square, illusionary magical 
  beasts created to entertain the crowd suddenly turn on 
  them and start attacking. (Jo’Ander seized control of 
  the illusions using a new spell he has crafted). The PCs 
  will have to deal the pyro-mage and the conjuring 
  wizard. 
  There are Churches to Lydia, Fahrlanghn, and Zilchus 
  in Craufield.  PCs who belong to the three churches pay 
  normal PHB spellcasting costs; those who do not pay 
  double.  The highest level caster is 5th, so cleric spells 
  of third level or less are available to PCs.  PCs may 
  purchase Scrolls of Cure Light Wounds and Cure 
  Moderate Wounds during the middle of this module 
  ONLY if there is a PC cleric belonging to one of the 
  three aforementioned churches. 
  Adventure Summary  
  Day Two: The streets are not as crowded as they were 
  in the beginning of the festival as people are starting to 
  get worried about the strange magical occurrences. The 
  spellcasters begin to receive threatening looks from the 
  townsfolk; distrust is simmering once more between the 
  groups. In a tavern, a bard finds that her audience has 
  turns ugly when the “special effects” that she has 
  conjured 
  to 
  accompany 
  her 
  performance 
  have 
  diabolical undertones to it. (Spurned by her, Nevyn has 
  singled her out for attention by stirring up the crowd). 
  The Master of Displays this year is Nevyn, an 
  Enchanter. As such he will be spending most of his 
  time moving around town in preparation for the 
  display. During the festival, several mishaps occur that 
  appear to be caused by various mages from the council. 
  Nevyn will cause some of this, but unknown to him, 
  there are several other forces doing the same thing. The 
  first is Jo’Ander, a servant of Nerull, who has recently 
  moved into the area. The other (who will remain 
  unnamed at this time) uses her power to call upon 
  planar creatures to add to the chaos and madness. This 
  other being appeared to Nevyn and gave him some bad 
  advice, which he is following, on how to fulfill his 
  desires. The culmination will occur during the main 
  display at the end of the week where the magic appears 
  to go wild and parts of the town are destroyed in the 
  process. Nevyn ‘s intent is only to see a few of his 
  rivals discredited or exiled, but nothing is ever simple 
  as that. 
  Later that day, and even after the strange events of the 
  festival, many of the folk still came out for the Master 
  of Displays’ show. The show starts off without a hitch 
  and soon most of the people have forgotten about the 
  troubles that have plagued this festival. But soon 
  Nevyn’s displays soon take on the same diabolical 
  undertones as that of the bard. The crowd finds 
  themselves besieged from the Master of Displays and 
  from the appearance of several fiends that work the 
  crowd into frenzy. The fiends will try to stay hidden 
  while they work their magic on the crowd, letting them 
  think it is all the fault of Nevyn and the other Craufield 
  wizards. The PCs will have to sort through the chaos to 
  find the true cause of these events and put an end to it. 
  (At APL 10 & 12 only, Jo’Ander - seeing that he is not 
  the only one seeking to cause chaos at the festival - aids 
  Nevyn and the devils from the sidelines) 
  The major events of each day will be listed, but there is 
  a whole host of other activities that the PCs can do each 
  day. It’s a festival, after all! 
  Day Zero: The PCs are traveling along the main road 
  to the western part of Keoland and see groups of 
  peasants and other individuals heading in the direction 
  of Craufield. They learn that there is a weeklong 
  festival starting this day. The PCs arrive, secure rooms, 
  and bed down for the evening. 
  Conclusion 1: The fiends are killed/banished and 
  Nevyn’s part in all of this is revealed. The other mages 
  from the council are not blamed for the problems and 
  the festival will happen as planned for the next year. 
  Day One: The festival is in full swing, and today sees a 
  parade within the town. But the celebration turns into a 
  slaughter as some of the participants in the parade are 
  revealed to be monsters that attack the celebrants. 
  (Nevyn planned this incident). Presumably, the PCs 
  will get involved and keep the chaos from getting any 
  worse. After the dust settles, PCs will be contacted by 
  an undercover Darkwatch agent that seeks to aid them 
  in trying to figure out what is going on in town. 
  Conclusion 2: Nevyn’s part in the troubles are not 
  discovered and the mage council is blamed. The mages 
  are banished from the County of Nimlee. The 
  Darkwatch are asked by the Countess to find and 
  persecute any arcane spellcaster that uses magic inside 
  her demesne without a special writ from now on. 
  Jo’Ander’s part in the mess will need to be discovered 
  and reported. 
  Of Witches and Warlocks 
   
  Page 5 
  
  Introduction 
  Aldman’s Way, the main street in town, leads from the 
  temple district down to the merchant district. It is 
  lined with people laughing and singing. Instruments 
  play various tunes heralding a procession coming 
  down the road. The parade is made up of sights like 
  stilt walkers, men tossing firebrands back and forth 
  and puppets. Handlers guide wild animals, either on 
  leashes or in cages, through the streets. Exotic 
  dressed dancers tumble and swirl through the 
  procession tossing treats to the children in the crowd. 
  There is even a sword-swallower keeping pace. 
  If the PC’s have adventured together before, they can 
  be traveling as a group already. Otherwise they will 
  meet each other on the road into Craufield. 
  It is late summer in Keoland, and the sun’s heat beats 
  down oppressively over the land. The air is thick with 
  moisture that makes it even worse, making it 
  surprising to see the amount of other travelers on the 
  road through the County of Nimlee. Individual 
  travelers, small groups and whole families are on the 
  road. Some appear to be local peasants, others 
  merchants and the occasional adventurer. Several of 
  you have gathered and keep each other company 
  during the trip. 
  The PCs will need to make a Sense Motive check (DC 
  16 + APL) to notice that there is something amiss with 
  some of the members of the parade. A Spot check (DC 
  18 + APL) allows a PC to realize that some of the 
  parade participants are not what they seem. Any PC 
  that makes either check will not be surprised when 
  some members of the parade start attacking the crowd. 
  See Map 1 for location details. PCs should be mindful 
  of area effect spells as they will damage the 
  surrounding property and maybe catch the fleeing 
  peasants. If a peasant is killed by a PC spell, the town 
  guard will arrest them.  
  Allow each of the players to introduce and describe 
  their characters to each other. 
  Many one the road are heading for a festival in 
  Craufield, in the capital of Nimlee. They tell you that 
  the festival has been going on for twenty years. It 
  begins tomorrow, and ends the day after. The festival 
  is thrown by the National Academy of Wizardry’s 
  local chapterhouse, and the normally superstitious 
  Keoish people are treated to displays of sorcery. A few 
  of the travelers are would-be apprentices who seek a 
  master. 
  Without warning, chaos reigns in the street. The 
  sword-swallower changes into a sickly-looking gray-
  skinned humanoid, which sheds its cloak as its twin 
  swords skewer a man and a woman at the same time. 
  A snake bursts the bars of its cage and begins to 
  attack. The two men tossing the firebrands hurl them 
  into the crowd and change into frightening looking 
  humanoids. 
  Upon your arrival in town, you secure one of the last 
  rooms at the inn. When you awaken in the morning, 
  the hustle and bustle of the town is evident. The 
  festival has begun! 
  People run everywhere, screaming and dying. A few 
  other brave souls have taken up the fight against some 
  of the creatures. Elsewhere, further down the parade 
  route, more screaming can be heard, along with the 
  sound of battle. 
  Day One 
  Encounter One: Parade 
  While the PC’s are walking through town, they come 
  across a parade in progress. There are musicians, 
  dancers, and manikins moving down the street. Some 
  of the “puppets” start attacking the crowd. (The 
  handler’s were enchanted to believe that the creatures 
  at the end of the strings were fakes. The creatures were 
  dressed in billowing clothes, as appropriate, to disguise 
  their true nature.) If the PC’s manage to talk with any 
  of the handlers, they will find out that the handlers 
  didn’t know the truth and the past half-hour or so is a 
  bit hazy. As the PC’s are leaving the scene, a 
  Darkwatch member will approach them and try to get a 
  feel for the PC’s motives. A level check, DC 15, will let 
  a PC Darkwatch member recognize the man for who he 
  is and visa versa. The PC’s will encounter (or just catch 
  a glimpse) of him from time to time at various 
  incidents. 
  The guards will enter combat at the end of the second 
  round. Their stats are in Appendix 1 as are the non-
  standard creatures. The noise at the other end of the line 
  is Jo’Ander, who is taking advantage of the chaos to 
  conjure shadow creatures to harry the crowd. The 
  Malagari will fight them at the same time the PCs deal 
  with their own threats; the combats will finish around 
  the same time. 
  All APLs: 
  Guard Sergeant: hp 34 
  Guard (3): hp 17 each 
  APL 4 (EL 6) 
  Doppleganger: hp 26 (See Monster Manual) 
  Of Witches and Warlocks 
   
  Page 6 
  
  Devil, Imp: hp 17 (See Monster Manual) 
  A PC with Craft (Gem-cutting) may make a check DC 
  20 (or 15 if a member of Keoland’s gem-cutter’s guild) 
  to recognize a mark on one of the gems as being cut in 
  Craufield. The successful check will also tell the PC 
  that the gem was cut to precise measurements. 
  Ogres (2): hp 30 each (See Monster Manual) 
  APL 6 (EL 8) 
  Doppleganger Rgr 1: hp 44 (See Appendix One) 
  PCs with Spellcraft make make a check (DC 10 + APL) 
  to recognize the gems as being cut and ground to the 
  precision needed to cast several kinds of arcane spells. 
  Ogres (2): hp 30 each (See Monster Manual) 
  Yaun-ti Halfblood: hp 42 (See Monster Manual) 
  If the players ask, an Intelligence check (DC 12) will 
  remind the PCs that they saw a small shop that deals 
  with gems and jewelry, Brathen’s, in the merchant 
  district. Any local resident can confirm the existence of 
  a jeweler in town, and to give the location of the shop. 
  APL 8 (EL 10) 
  Doppleganger Rgr 3: hp 62 (See Appendix One) 
  Ogre Ftr 4 (2): hp 79 each (See Appendix One) 
  At the conclusion of the combat, read the following. 
  Yaun-ti Halfblood Ftr 1: hp 68 (See Appendix One) 
  The streets have nearly cleared out, except for the 
  most foolish or brave. Discarded items litter the area, 
  as the crowd exited the area in a panicked throng. The 
  sound of heavy booted feet running echoes down the 
  street as members of the town guard appears. 
  APL 10 (EL 12) 
  Doppleganger Rgr 3: hp 62 (See Appendix One) 
  Naga, Dark: hp 58 (See Monster Manual) 
  The guardsmen will just ask what happened, and thank 
  the PCs for their quick actions if they got involved. If 
  the PCs have played Encounter Two, then a wizard 
  from the Mage Council will also be with the 
  guardsmen. 
  Ogre Mage (2): hp 41 (See Monster Manual) 
  APL 12 (EL 14) 
  Night Hags (2): hp 44 (see Monster Manual) 
  A Spot check (DC 18 + APL) allows a PC to notice a 
  man watching them from a nearby alley. If the PCs 
  already played Encounter Two and made their Spot 
  checks there, they notice it is the same man, Sarick. If 
  this is their first encounter with Sarick, he will vanish 
  into the shadows. Otherwise he will just back into the 
  alley and talk to the PCs there. If they didn’t notice him 
  this time, he will “happen” upon them on a quiet street 
  and talk to them there. Go to Encounter Four. 
  Naga, Spirit: hp 76 (See Monster Manual) 
  Doppleganger Rgr 7: hp 98 (See Appendix One) 
  At the lower APLs, the ogres have been concealed by a 
  Seeming spell, cast from a scroll by Nevyn. 
  Important DM Note for combat: Until the PCs 
  otherwise demonstrate that they should, the creatures 
  do not pay any special attention to them and attack at 
  random. 
  Encounter Two: Tryouts 
  Development: If the PCs manage to take any of the 
  creatures alive, with a successful Diplomacy check (DC 
  20) or Intimidate check (DC 24), the creatures will 
  relate that a man with curly red hair and bright green 
  eyes recruited them. He did not give his name, and the 
  creatures felt compelled to obey him. Their orders were 
  to disguise themselves as creatures or performers in the 
  parade, and at an opportune moment, cause as much 
  damage as possible. All of the creatures were contacted 
  a couple of weeks ago and were enticed from their lairs 
  in the Hool Marsh by an offer of valuable gems. These 
  gems are in the possession of the creatures. 
  Jo’Ander has been watching the events with interest to 
  see where he can sow further confusion. During a break 
  in their meetings, a number of the mages will be putting 
  on shows that will be voted upon to decide who will be 
  the next Master of Displays. The aspirants are just 
  rehearsing their demonstrations that will be done for 
  real the next day in a closed meeting of the members. 
  Seeing one of the aspirants creating illusionary 
  creatures, Jo’Ander decides to wrest control of the 
  illusion from him and use them to terrify the people. 
  He is not the only one with a plan being enacted during 
  the demonstration. The noble salamander tasked with 
  disrupting the festival has sent one of his minions 
  through the controlled fire to wreck havoc at the 
  market. The elemental creature will appear two rounds 
  DM Note: The person they describe is Nevyn, but this 
  is NOT what he looks like; he has concealed himself 
  with a change self spell to prepare for the contingency 
  of the creatures being captured) 
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  after Jo’Ander has taken control of the illusions. The 
  two wizards will be arrested for using “malicious 
  magic”.  
  The PCs may speak to either of them before they start. 
  Ardru is setting up in the western part of the square. 
  His specialty is evocation spells and as such his display 
  will be fiery and dramatic in nature. Rithcani is an 
  illusionist and her display will be just as showy, but 
  nowhere near the destructive power of Ardru’s. PC 
  mages might ask if they could join, but they will be 
  informed that the “contest” is just a trial run for the 
  presentation that they have to give the Mage Council 
  tomorrow. Whoever wins will become the Master of 
  Displays, and in charge in creating the magical display 
  on the final day of the festival next year. If asked, they 
  will confirm that this year, the Master of Displays is an 
  enchanter named Nevyn. 
  The one who is commanding the noble salamander 
  prepared the summoning site earlier, and made sure 
  Ardru was set up in just the right place (the individual’s 
  identity is not revealed in this adventure). 
  The center of the merchant district is a bustle of 
  activity. The large square is a sea of humanity pierced 
  at the center by a decorative fountain.  The fountain 
  statue is of beautiful woman with what seems to be a 
  triangle in her hand.  Glittering pillars of water shoot 
  from her hand high into the air in a fantastic display. 
  The crowd flows between the various stores in the 
  square as well as the numerous carts that have been 
  set up. The festival is always a time to see the latest 
  fashions from Niole Dra, sample wares from distant 
  lands, and to have a good time. Guards move about in 
  squads of four to manage the crowds and be ready for 
  any trouble that might occur. 
  The PCs can stay together or separate as they desire - in 
  the end, they will have to deal with both disturbances. 
  Read the appropriate description depending on which 
  display the PCs watch. You can the PCs make a single 
  Spellcraft check at the beginning or one for each spell 
  as they are cast. 
  PCs and read-aloud text: The DM should NOT 
  “railroad” the PCs with read-aloud text. The Spot 
  checks are given to alert characters to give them a 
  chance to get the drop on the mayhem that is imminent.  
  Clerics and Paladins of Lydia automatically recognize 
  the statue, as can any PC who makes a Knowledge: 
  Religion check (DC 12). 
  A Knowledge (Nobility and Royalty), (Local) or Bardic 
  Knowledge check at DC 15 will allow the PC to recall 
  that the Countess of Nimlee is also a cleric of Lydia.  
  The same knowledges at DC 20 will verify that the 
  Countess is well-liked by her citizens, but she is deeply 
  concerned about the trouble on her southern border in 
  Linth.  [See KEO3-03 Will of the People for further 
  details.] 
  Ardru’s Display 
  The spells that Ardru intend to cast in order are: 
  tenser’s floating disk, obscuring mist, prestidigitation, 
  pyrotechnics, flaming sphere, levitate, gust of wind, 
  major image, flame arrow, fireball, glitterdust, dancing 
  lights. The effects of the spells have been modified for 
  cinematic reasons. He casts a resist elements (fire) right 
  before he begins – one can never be too careful when 
  working with fire… 
  A detect magic cast upon the fountain will reveal 
  conjuration and illusionary effects of moderate power. 
  The spells keep the fountain full of water and create the 
  sparkles that enhance the visual effect of the sprays.  
  Ardru has cleared a thirty-foot diameter circle and 
  calls into existence a floating disk at the circle’s 
  center. He sets up a burning brazier in the middle of 
  the disk. 
  As crowded as the square is, two sections seem to hold 
  the attention of the throng nearby. You overhear the 
  whispers that flow through the crowd about two 
  members of the Mage Council about to put on a 
  display - a contest of magic. One of the mages is 
  setting up on the western corner of the square and the 
  other on the eastern corner. 
  “Let me tell you the tale of Drisdan and how he got 
  his magical armor.” A thin swirling mist begins to 
  collect around the base of the disk and flow out in the 
  circle around Ardru. 
  “A well-respected leader, Drisdan was chosen to 
  command an expedition into the Barrier Peaks. High 
  among the peaks that stretch to the very heavens, his 
  band came across a cave that seemed to travel forever 
  into the dark depths of the land, to the very roots of 
  the mist shrouded mountains.” 
  The two wizards, Ardru and Rithcani, are trying out 
  their routines for the public before showing them to the 
  Mage Council tomorrow. Ardru is an Oeridian male 
  and Rithcani is a half-elf female. It is a ritual that has 
  grown up with the festival. It gives the people a taste of 
  what is to come tomorrow evening. The other members 
  of the Mage Council are either inspecting aspirant 
  apprentices, or off on other personal business.  
  Swirling up and around the brazier, the mist begins to 
  change color and take on a reddish hue with small, 
  sparkling motes. “In the bowels of mountain, the 
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  band came across a cavern crisscrossed with channels 
  of molten rock. The air seared their lungs and 
  scorched their skin.” 
  “The arrow, created by the bow, flew strong and true. 
  It pierced the creature with such force that it flew into 
  the air and lost all form before hitting the ground.” 
  “On the far side of the cavern, through the shimmerin 
  air, Drisdan thought he spied the glint of metal. They 
  made their way carefully through the burning cavern. 
  Crossing over a stone bridge, the lava burst with such 
  force that it knocked several of the expedition into the 
  magma.” The crescendo of Ardru’s words builds and 
  as it reaches a climax, the brazier flares brightly and 
  flame seem to reach out for the sky.  
  Ardru begins to descend in a spiral around the fire. 
  The fiery armor and bow begin to disappear, fading in 
  little glowing balls of light. “Exhausted, and with his 
  men dead or dying, Drisdan made for the surface. The 
  years grew long and Drisdan aged with them. When 
  he could no longer bear the weight of his armor, 
  Drisdan headed into the Barrier Peaks one last time. 
  Some said it was to die in battle, while others say it 
  was to return what he had found. Whatever the 
  reason, Drisdan was never heard from again.” 
  As the flames billow high into the air, a sphere of fire 
  emerges from top of the flickering flames. “The lava 
  began to bubble into large globes and burst with great 
  force.” Ardru begins to rise on a column of the 
  reddish smoke, slowly spinning around the column of 
  fire until he reaches the burning sphere. “And then a 
  creature emerged and began to wreck havoc on the 
  poor men.” 
  (The salamander and flamebrothers have been 
  summoned onto the disk.  The PCs can make a spot 
  check to notice their arrival (DC 23 + APL), but it is 
  extremely difficult due to the mists surrounding the 
  disk and the roaring flames.) 
  Just as Ardru comes even with the floating disk, 
  spears wreathed in flame shoot out of the blazing fire. 
  The spears streak into the crowds, impaling the 
  hapless watchers. The crowd erupts in a chaotic mass 
  of screams, and cries. There is a sudden press to be 
  anywhere but here. 
  The fire, burning hotter and brighter, begins to fill the 
  entire disk. The crowd moves back a bit further from 
  the heat. 
  (DM Note: At this point, the crowd has moved to a 
  little over twenty feet from the brazier. The fire has 
  grown to the intensity to that of a wall of fire. Ardru 
  hasn’t noticed because of the resist elements spell and 
  being on the inside of the wall.) 
  Rithcani’s Display 
  The spells that Rithcani intend to cast in order are: 
  prestidigitation, obscuring mist, ghost sound, silent 
  image, blur, mirror image, ventriloquism, minor image, 
  major image, major image. 
  “Hoping that whatever the creature was guarding 
  might be used to defeat it, Drisdan raced toward the 
  glint he had seen. He found a suit of armor and a 
  bow, encased in a globe of fire. Steeling himself, 
  Drisdan rushed through the burning sphere to the 
  treasure it contained.” Ardru holds his hands out and 
  moves into the center of the fiery sphere. The sphere, 
  spinning faster and faster, begins to transform, 
  cladding Ardru in a blue hued chainmail and arming 
  him with an icy longbow. 
  Rithcani has set up a little stage to in her corner of 
  the market square. Her shimmering gown flows with 
  her graceful movements as Rithcani starts to chant. 
  The area seems to darken slightly as tiny sparkles 
  float about the air.  
  “The trip we are about to take is into the realm of the 
  Fey. There are many strange and wondrous sights to 
  be seen in their lands.” Mists swirl about the ankles of 
  Rithcani and spill out into the crowd.  
  “Drisdan emerged from the sphere in his new armor 
  ready to fight the foul creature. The creature had 
  made short work of his men and now lunged for him. 
  Seeing he had but one chance, he put all of his trust 
  and experience into one shot.” He pulls back and 
  releases a frosty arrow high into the sky. As the arrow 
  reaches it’s zenith, the arrow explodes into a brilliant 
  ball of white-blue fire that breaks apart into a 
  thousand twinkling sparks that slowly float to the 
  ground. 
  “Even now you can hear their exotic songs drifting 
  along the enchanting mists.” Sounds of flutes, pipes, 
  symbols, and drums play softly throughout the mists. 
  “Listen to their sweet songs of joy and carefree 
  existence. You can catch a glimpse of them if you are 
  quiet and keep your eyes open. Look! There and 
  there!” Rithcani points into the crowd as pixies briefly 
  appear in the mist before vanishing again. 
  (DM Note: At this point is when the illusions are 
  wrenched from Rithcani’s grasp. Make a Spot and 
  Listen check [DC 21 + APL] to see if the PCs notice 
  the disturbance at the other corner) 
  Rithcani’s form begins to blur into multiple images. 
  Her voice seems to come various places in the crowd. 
  “The line between the real and unreal blurs. If you 
  look hard enough through the mists, you can see a 
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  group of satyrs dancing and singing.” On the stage 
  near Rithcani, faint images appear, cavorting around 
  something as yet unseen. 
  APL 4 (EL 6): 
  Flamebrother (2): hp 16 (See Monster Manual) 
  Centaur: hp 26 (shadow conjured, See Monster 
  Manual) 
  “If we concentrate, we can see what they see.” The 
  mists swirl up into the air for a few moments, blocking 
  all sight, and then recede back to the ground. A tree 
  now stands on the stage with the satyr playing on and 
  around it. Eyes and a mouth appear on the tree and 
  sign along with the satyrs. “It’s a treant, a graceful 
  protector of the woods. And look! There are several 
  centaurs on a hunt.” Centaurs with bows fade into 
  view inside the mists. Their bows drawn taut, trained 
  on some prey only they can see. 
  APL 6 (EL 8): 
  Salamander: hp 38 (See Monster Manual) 
  Satyr (2): hp 22 each (shadow conjured, See Monster 
  Manual) 
  APL 8 (EL 10): 
  Rithcani’s face distorts as if she is struggling against 
  something. Her voice drifts over the crowd, “No, I 
  won’t let you … noooooooo!” Rithcani’s scream 
  seems to break the mood as some of the figures from 
  the mists turn and advance on the crowd. 
  Salamander(2): hp 38 each (See Monster Manual) 
  Treant: hp 66 shadow conjured, See Monster Manual) 
  APL 10 (EL 12): 
  Jo’Ander has wrest control of the illusions away from 
  Rithcani and are using them to attack the crowd. Treat 
  the creatures as if they were shadow conjured (Will 
  save, DC 25, to disbelieve) in terms of effect. There are 
  a lot of people trying to get away from the area and 
  could be caught in any area-effect spells cast by the 
  PCs.  
  Noble Salamander: hp 112 (See Monster Manual) 
  Treant (2): hp 66 each (shadow conjured, See Monster 
  Manual) 
  APL 12 (EL 14): 
  Noble Salamander (2): hp 112 each (See Monster 
  Manual) 
  Jo’Ander is sitting up on the roof of a building about a 
  hundred feet away. He cannot be seen by anyone in the 
  crowd; someone on Rithcani’s stage might spot him 
  (DC 25 + APL), but he’s gone out of his way to secure 
  a good hiding spot. If somehow detected, Jo’Ander will 
  not fight any PC at this time and flee if he must. 
  Treant (3): hp 66 each (shadow conjured, See Monster 
  Manual) 
  Tactics: Jo’Ander will have the shadow conjured 
  creatures attack the people around the stage. He knows 
  that the ordinary people of the festival will be unable to 
  disbelieve the illusions. Since the creatures originated 
  from major images, Jo’Ander has to maintain control 
  over them and have them react appropriately to damage 
  and the changing environment.  The illusions can be 
  dispelled as if cast at 6th level (Rithcani’s caster level) 
  and disbelieved with a Will save (DC 27, Jo’Ander’s 
  spell DC). Once the illusionary creatures are 
  dispatched, Jo’Ander will leave the scene. 
  Guards will show up at the end of the third round (see 
  Appendix One for their stats). Another squad will arrive 
  every four rounds after that. They will help where they 
  can but (at the higher APLs) realize that the conflict is 
  beyond their abilities. Once everything has calmed 
  down, they will take the two mages into custody (if 
  they are still alive).  
  The guards would be heading to Rithcani’s section first 
  and get there just as Drisdan’s display goes very wrong. 
  See DM Map 2 for the layout of the market square.  
  The EL’s for the combat have been increased by 1 for 
  situational modifiers (the presence of a crowd of 
  innocents whose safety must be taken into account). 
  The obscuring mist is gone after the surprise round. 
  The salamanders and flamebrothers will fight from 
  inside of the blaze on the tenser’s floating disk. They 
  will attack anyone that comes close enough to hit with 
  thrown spears or melee. The noble salamanders will use 
  their spell-like abilities to cause as much havoc and 
  destruction as they can. 
  All APLs: 
  Guard Sergeant: hp 34 
  After the combat is over, the guards will arrest the two 
  wizards. The PCs cannot question them in detail at this 
  time, unless they want to attack the town guard. The 
  wizards will just proclaim their innocence to any that 
  Guard (3): hp 17 each 
  Ardru: hp 25 
  Rithcani: hp 19 
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  will hear. The guards take the pair to holding cells for 
  the time being until their fate is decided. 
  A Spot check (DC 18 + APL) allows a PC notice a man 
  watching them from a nearby alleyway. If the PCs 
  already played Encounter One and made their spot 
  checks there, they will notice it is the same man, Sarick. 
  If this is their first encounter with Sarick, he will vanish 
  into the shadows. Otherwise he will retreat back into 
  the alley and talk to them there. If they didn’t notice 
  him this time, he will “happen” upon them on a quiet 
  street and speak to them there. Go to Encounter Four. 
  Encounter Three: Mage Council 
  The PCs can go to the Mage Council meeting if they 
  wish during Day One. The Mage Council has reserved 
  the Prancing Pony Inn in the merchant’s district for the 
  gathering this year. The populace knows that the 
  meeting is being held here. Most just walk by without a 
  second look. Some whisper among themselves, and 
  others scurry past. Standing outside of the inn are two 
  guards from the town watch. They don’t expect any 
  trouble. If the PCs come here after Encounter Two, 
  there are six guards standing outside. They are a little 
  nervous about being here, as a crowd of people hostile 
  to the mages within has gathered outside the inn. 
  The guards will challenge the PCs as to why they are 
  here. Almost any answer that is not hostile in nature 
  will suffice. If the PCs are aggressive or seem to think 
  unkindly of the mages inside, they will not let the PCs 
  enter. The only exception to this is a Darkwatch PC. 
  The guards won’t like it, but with Craufield being so 
  close to the Duchy of Dorlin, they will let the PC pass.  
  Just past the outside entrance there is a small foyer 
  area with another two guards at attendance. There is 
  a door between them and another to the right. One of 
  them speaks up, “No weapons are allowed past this 
  point. If you wish to continue, hand them over. They 
  will be stored in the room to the left, and you can pick 
  them up on your way out.” The guard points over to 
  the door to the left. 
  Any PC Knight of the Watch (or Knight of the 
  Dispatch, but not squires of those orders) is allowed to 
  retain her weapons, according to ancient Keoish law, 
  though the PC should offer them to be peace-bonded.  
  The guards assure the PCs that their weapons will be 
  safe while they conduct their business.  The guards will 
  not let any visible weapons into the inn [except as 
  above].  The guards are not knowledgeable enough 
  about magic to challenge weapons stored in extra-
  dimensional spaces [such as a Bag of Holding].  Roll 
  opposed Spot checks for the guards (5+ APL) versus a 
  Sleight of Hand check [or Dexterity check] by a PC 
  that wishes to enter with a concealed weapon. If the 
  guard spots a concealed weapon, he will “remind” the 
  PC. If the PC feigns ignorance about the presence of 
  the weapon, the PC will not be allowed to enter.  The 
  guards will not stop a PC from entering with spell 
  components, as they are quite sure the Mage Council 
  can deal with any spellcasters. 
  The main room of the Prancing Pony has a subdued 
  air. You notice the odd lighting immediately. Small 
  globes of smokeless, soft pale light are settled in small 
  metal bowls scattered across the room. The music 
  coming from the minstrel sounds as if several people 
  are playing in harmony, yet none can be seen.  There 
  are a few people sitting at tables that appear to be 
  merchants conducting business, but most appear to be 
  young adults of various races hunched over books or 
  casting spells of minor power. 
  Your attention is drawn to your left by a soft cough. 
  You see an older woman of Oeridian decent sitting at 
  a table with several papers stacked on it. She asks in a 
  strong, cultured voice “How may I help you? You 
  don’t look like aspiring apprentices.” 
  If the PCs state that they wish to speak with someone 
  from the Mage Council, the woman, Janil, will tell the 
  PCs that all members of the Mage Council are currently 
  busy either attending the meeting or testing aspiring 
  apprentices, and one will be with them in due time. 
  If the PCs ask Janil about the transaction with Brathen 
  that happened a month ago, Janil will tell the PCs that 
  the Mage Council never placed such a large order. If 
  asked whether she knows a Sueloise man who’s a 
  member of the Mage Council, Janil will respond that 
  most of the members are Suel. 
  After an hour’s wait, an enchanter named Grisan 
  arrives to talk them. If asked about the magical mishaps 
  with Ardru and Rithcani, he says: 
  “We are still looking into it. The two mages involved 
  are currently discussing the incident with several of 
  the other ranking members of the Council. None of 
  them are available for questioning. What I can tell 
  you is that it seems as if an outside force interfered 
  with the spell, causing all of the problems.” 
  If the PCs ask about the Mage Council, Grisan can give 
  If the PCs ask about the Mage Council, Grisan briefly 
  informs them that it is a part of the National Academy 
  of Wizardry, but about 20 years ago they decided to 
  focus their efforts on recruiting and also to focus less 
  on politics & magical research, and more on promoting 
  acceptance of magic. 
  If PCs express an interest in joining the Mage’s Guild, 
  they should refer to the rules for joining the National 
  Of Witches and Warlocks 
   
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  Academy of Wizardry meta-organization. Information 
  on how to do so can be found in Keoland Metaorg 
  Book #1 [Demihumans, Spellflingers, and Experts], or 
  by contacting the Keoland Triad member in charge of 
  meta-organizations (keoland_marf_poc@yahoo.com). 
  Allow the PCs to do so. She’ll wave off any questions 
  at the moment, advising the PCs to be patient. Once 
  they’ve finished introductions, she says: 
  “I will be brief about what I desire. Ever since the 
  incident in the market area, I have tried to discover 
  what really happened. What I have discovered does 
  not bode well. Somehow, another being was able to 
  wrest control of her illusions away from Rithcani. 
  This is something that I have never encountered 
  before. Also, a portal was opened to another plane of 
  existence where beings of pure fire dwell.” 
  If the PCs state they wish to watch the meeting, Janil 
  will request that they abide by the rules. The PCs may 
  not speak unless permission is requested and granted 
  upon the subject of discussion.  If requested to leave, 
  they must do so at once. Anything spoken in the 
  meeting stays at the meeting. Any PC that displays 
  Darkwatch colors and/or heraldic symbols would not be 
  allowed to go upstairs. Members of the National 
  Academy of Wizardry may join the discussion as 
  equals, but they may not vote (this is not their chapter-
  house). 
  “Whatever is going on, it seems to be directed at us. If 
  these attacks are not stopped and evidence is not 
  discovered about their cause, the Mage Council will 
  be banished from this county, if not from the 
  Kingdom itself. All those that can call upon the power 
  of the arcane will be driven off with us. There are 
  those that would see us removed altogether and their 
  agents already travel outside of their borders.”* 
  The top of the stairs ends in a short hallway that 
  extends from the left to the right. There are several 
  doors leading off of the hallway, but the double doors 
  in front of the landing stand open to reveal a large 
  meeting room filled with people. Chairs arranged in a 
  semi-circle face a podium at the other end of the room 
  where a well-dressed man stands discussing the 
  inherent properties of mithral and its formation. A 
  few chairs in the back are currently unoccupied. 
  *DM Note: Istava refers to the Knights of the Malagari. 
  “I have taken measure of your skills and believe that 
  you are capable of helping us. I only pray that you are 
  willing. If you succeed in aiding us, the Council will 
  be grateful to you and a suitable reward provided. 
  Will you help us?” 
  The DM should run this encounter with an eye 
  towards brevity, as the discussion with the mages 
  could go on all day; they’re a verbose bunch! Allow 
  the PCs to join in the discussion as the wish. If the PCs 
  bring up the incident with the two mages, give the PCs 
  a feeling of interrogation as they are drilled about what 
  they saw. If the PCs stay here the entire day and did not 
  do either or neither Encounter One or Two, they will 
  learn about all the death and destruction that was 
  caused by a messenger that comes and informs the 
  council. 
  If asked, Istava will say that the town guard is currently 
  holding Ardru and Rithcani. There is a member of the 
  Council accompanying the countess’s investigator. The 
  PCs will not have access to the two wizards or what 
  they know at this time. She does not have anything else 
  to add, except that she feels that there may be more 
  than one force at work here. She will not elaborate on 
  the reward except hint that the resources of the Council 
  (and by extension, the National Academy of Wizardry) 
  are formidable. 
  If the PCs bring up the mysterious transaction with 
  Brathen, Istava will be curious to know what the PCs 
  found out. She will offer fair market value for the gems 
  if the PCs want to return them. She does not know who 
  placed the order or why, but she intends to find out. 
  As long as the PCs have been courteous in their 
  arguments the PCs will be stopped as they are leaving 
  the Prancing Pony. 
  As you start to head back downstairs, a voice from 
  behind calls out to you. “I would like a word with 
  you.” A vibrant woman in her late forties is closing 
  the door to the meeting behind her. “Would you 
  please follow me?” She gestures towards another 
  doorway. 
  If the PCs agree to the task charged by Istava: 
  “I am glad that you decided to help. I pray that you 
  succeed in your task. Now if you will excuse me, I am 
  needed elsewhere.” Istava nods her head as she stands 
  up and leaves the room to return to the meeting. 
  Assuming the PCs accompany her: 
  The door opens up into a smaller meeting room and 
  the woman sits down in one of the chairs at the table. 
  “Thank you for speaking with me. I am Istava Lolian, 
  the current leader of the Mage Council. Would you 
  please introduce yourselves?” 
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  Encounter Four: From the 
  Shadows 
  Sarick has seen (and perhaps been seen by) the PCs at 
  today’s two major disturbance. Sarick is a member of 
  the Knights of the Malagari and is the leader of a team 
  that has been sent to Craufield to watch the goings-on 
  of the Mage Council and the festival in general. He sees 
  the PCs as another tool to use on his mission. He is a 
  Knight (Rank 3) in the Darkwatch. Sarick recognizes a 
  PC Darkwatch member who is a Squires or Knights. 
  For simplicity’s sake, assume Sarick is senior to any PC 
  Malagari knight among the PCs. 
  Any PC who can make a Knowledge (Nobility & 
  Royalty), (Local), or Bardic Lore DC 10 knows that 
  Knights are expected to be given a certain amount of 
  respect even before proving themselves worthy of it.  A 
  player who plays their PC’s low Charisma [“He 
  somebody important or somethin?”] should be allowed 
  to slide by with an ingratiating smile from Sarick, but a 
  PC who is openly disrespectful and who should know 
  better is likely to wind up with an Unfavorable Notice 
  on their AR. 
  Modify the following based upon the encounter order 
  and if they sought him out or he “bumped” into them 
  on a quiet street. See Appendix One for details on 
  Sarick. 
  The sandy-haired man looks at each of you in turn 
  with his hazel eyes, as if taking your measure. He 
  pauses to let the PCs speak first. 
  Sarick is content to let the PCs ask the questions. Some 
  common ones, and canned answers to them, are below 
  for the DM’s reference. 
  Who are you? ”I am Sarick and I have been sent to 
  watch this festival for signs, well lets just say signs that 
  all is not well.” 
  What do you want? “You have noticed much that 
  most others would ignore or not see at all. Perhaps we 
  can be of use to each other. The incidents this day are 
  not what you would call ordinary. My men and I cannot 
  be everywhere in this town. Your help would be much 
  appreciated in keeping the people of Craufield safe 
  from the malice of these unnatural creatures.” 
  Are you Knight of the Malagari (Darkwatch)? 
  Sarick grins for a moment, ”Yes.” 
  What can you tell us about what has been 
  happening?  
  If there is no Darkwatch PC in the group, read the 
  following: “All you need to know is that the source of 
  the disturbances seem to be non-inhabitants of this 
  world.” 
  If there is a Darkwatch or Silent One PC in the group, 
  Sarick will take her aside and tell all. Sarick will want 
  the PC to promise not to tell her companions to “keep 
  them safe”. Sarick will identify all of the creatures that 
  attacked in Encounter One and Three. In addition to 
  relaying all of the information that could be learned 
  from Saljon and Ginrel, Sarick tells the PC Malagari 
  that a creature from the elemental plane of fire started 
  yesterday’s blaze. 
  What are you doing here? “We would not be good 
  neighbors if we were not concerned for their safety, 
  would we?” 
  What’s in it for me? (Snorts derisively) “The motto of 
  the adventurer. Any aid you give the Knights of the 
  Malagari in this matter will not go unnoticed.” The tone 
  of Sarick’s voice indicates that any hindrances will not 
  go unnoticed, either. 
  So the Malagari are expanding their territory? 
  “There are watchers everywhere already. We are just 
  making ourselves known in select areas.” 
  How can we contact you? “Just leave a message for 
  me at the Silver Lady and I will get it.” 
  When the conversation reaches it conclusion, Sarick 
  will finish with the following. 
  “One last thing, be careful of what you touch on those 
  you find. Some things from this world and beyond 
  should not be treated lightly. It would be best if you 
  turned them over to me or one of my knights for safe 
  removal.” With that warning, Sarick departs. 
  If a Darkwatch PC is not with the group, either Sarick 
  or one of the other knights will henceforth attempt to 
  monitor the PCs at all times. 
  Encounter Five: Brathen the 
  Jeweler 
  The PCs can find out a little more at the jewelers about 
  the gems they may have recovered from the parade 
  crashers. Brathen Sigwal is a member of the Guild of 
  Gem Cutters and Jewelers.  Brathen’s shop is the only 
  one in the entire county of Nimlee. He prides himself 
  on quality work for both the rich and moderately 
  wealthy.  Brathen is of mixed heritage, Suel and 
  Oeridian, but his looks favors the Suel blood with his 
  light sandy blond hair and lightly tan skin. Brathen is a 
  fairly good judge of character and a bit of an amateur 
  sleuth; like finished gems, people have many different 
  sides to them. He likes talking to people and finding out 
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  a bit about them. He is rarely discourteous to his 
  customers, but doesn’t hesitate to ask anyone that 
  disrupts his business to leave. Brathen lives on the 
  second floor of the building. There is a door leading 
  from the store to his workshop on the first floor.  
  Did you cut these gems? Putting the gem underneath a 
  lens, Brathen points out a small mark on the corner of 
  one facet, “See right there?  That’s where the mark is 
  made by each particular jeweler to identify his or her 
  work. Yes, that’s my mark.” 
  The jewelry store is a two-story building on the 
  southwest corner of the square in the merchant’s 
  district. The seal of the Royal Guild of Gem Cutters is 
  prominently displaced beneath “Brathen’s” on the 
  sign above the door. Inside a table sits beneath the 
  window of the shop. On the table are displayed 
  various jewels, necklaces, rings, bracelets, and collars. 
  Who did you make them for? “I positioned the mark 
  so as not to mar the tops of these gems. That tells me 
  that these were made for the Mage Council. How did 
  you get them?” (Brathen is just curious, he’s not asking 
  for them back.) 
  Can you tell us for whom on the Council you made 
  them? “There’s no way to tell. Although over a month 
  ago, I did have a large order of them to the Mage 
  Council, more than normal.” 
  Upon entering the store, several small silvery bells 
  announce the disturbance of the door. A middle-aged 
  man dressed in well-made clothes of Oeridian design 
  is standing behind the counter talking with a young 
  Sueloise woman.  
  Do you remember who asked for them? “A Sueloise 
  man asked me to do the order, which is odd since I 
  usually deal with an Oeridian woman, Janil. But I just 
  figured she was too busy and he was sent instead.” 
  He looks up at you and nods. “I’ll be with you in a 
  moment. Please look around.” With that, he returns 
  his attention to the young woman. 
  Can you describe him? “Not really, but if I saw him 
  again, I could point him out.” 
  Small glass cases containing various pieces of jewelry 
  are laid out about the store. Some of the simpler pieces 
  fetch around 50 lions (gp), while the extravagant pieces 
  appraise at 500 lions or more. Brathen does sell pieces 
  costing several thousand lions, but he keeps them 
  locked up and only brings them out for special 
  customers  (nobles or those of obvious wealth). 
  Brathen doesn’t have any other information to relate 
  about the transaction. 
  Day Two 
  The stores and festival grounds are open, but the air is 
  very subdued. Only about half of the people from 
  yesterday are in attendance. Any obvious arcane 
  spellcasters will be given a wide berth and the town 
  guards will be watching them. Parties with obvious 
  arcane spellcasters will find shops suddenly are all out 
  of the items they want to buy. Most of the people are 
  just scared and want to be as far away as they can. 
  A few minutes later, the young lady leaves the store 
  with a wrapped package. Stepping out from behind 
  the counter, the man approaches you. “Welcome to 
  my shop. I am Brathen Sigwal, the owner and creator 
  of the pieces that you see. Is there something I can 
  interest you in today?” 
  Brathen will chat up with the PCs as long as they want. 
  While talking he will entice the PCs to buy a piece or 
  two. Any special commissioned pieces (over a thousand 
  lions in price) will take some time to make, but he 
  would be willing to ship it to wherever the PCs want 
  once its done (the piece won’t be ready until after the 
  module is over). Some possible questions, and canned 
  answers to them, are provided for the DM below. 
  The PCs will more than likely want to talk to the people 
  around town to see if they have heard anything about 
  the attacks from yesterday. What follow is the general 
  impressions the PCs will get.   
  “How can honest people live here with monsters in our 
  midst? There is something unnatural within this place.” 
  “I came to learn the Art and a few mishaps is not going 
  to stop me.” 
  Can you tell us anything about these gems? “Hmm, 
  let me see …” Brathen takes out a small metal cylinder 
  from his pocket and begins to examine the gems. “Ah, 
  yes, these are some high quality gems. Very exact cuts 
  to form the facets. Only special pieces get this kind of 
  attention.” 
  “I tell you, ever since the old count let the Mage 
  Council hold its festival, Nimlee has been sliding into 
  foul hands.” 
  “I hear the Knights of the Malagari are in town. I’m 
  glad to hear that there are those out there willing to 
  stand against the vile nature of those witches and 
  warlocks.” 
  Do you make special order gems? “Yes I do.  A 
  number of my clients require specially cut gemstones. 
  Do you require one cut to a particular style?” 
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  “I’m not one to speak ill of others, but the Countess 
  doesn’t know what’s going on anymore. Too many 
  mouths vie for her ear if you take my meaning.” 
  “The Darkwatch is behind all of this. They want to stir 
  up trouble so they can come in and ‘help.’” 
  “It’s all those foreigners and adventurers that come 
  though.” 
  Some tables might want to go see the Countess Lissen 
  Rheyd. They can leave their names with the guards to 
  her manor house and be told the earliest she could grant 
  an audience is in two days.  The PCs will be told that 
  she is aware of the problems and is working on 
  solutions. PCs should NOT be allowed to see the 
  Countess at any time before the final encounter - she’s 
  busy, and they’re not important enough!  She’ll not 
  upset her schedule for a bunch of unknowns. 
  Encounter Six: Bard 
  Impressions 
  The morning has been quiet so far today, with no 
  magical mishaps or sudden conflagrations. Then again 
  the populace has grown a bit colder towards the mages’ 
  presence and a good number of people are now staying 
  away from the festival. Many of the booths are subdued 
  or even empty. 
  This afternoon, a bard that disdained Nevyn’s past 
  romantic advances is performing at the Dog and Pony 
  Tavern. She is using a bit of magic to enhance her 
  show. Nevyn, dressed as a commoner, is planning to 
  stir up the crowd against the bard. During parts of the 
  performance, Nevyn will inject magic that had a 
  demonic undertone to it in the midst of the Bards. He 
  will also use the emotion (hate) spell to incite the crowd 
  further. The crowd turns ugly and wants to take matters 
  into their own hands. Nevyn will learn of the PC’s if 
  (and hopefully when) they try to diffuse the situation. 
  For APL 4 & 6 tables, Nevyn will not cast the emotion 
  [hate] spell. The crowd’s reaction level is “Indifferent” 
  when this encounter begins. 
  The Dog and Pony Tavern is one of the few places 
  that are still doing brisk business. Of course, taverns 
  usually fare well in good or bad times. But for early 
  afternoon, it is more crowded than usual. Most of the 
  tables are completely full, except for a few chairs open 
  here and there; everyone else is standing around. 
  Allow the PCs to walk around and talk to the other 
  people in the tavern for a couple of minutes. Ad lib as 
  you like, most of the commoners’ fear that the Mage 
  Council is trying to take over the town, others think that 
  it was just a stunt by the Mage Council. Below are 
  some things that the PCs can hear with a Gather 
  Information check. 
  DC 10 
  “Everyone is waiting for Dunyazad to show up.  She is 
  known around these parts for her musical talents.” 
  DC 15 
  “The nights are not safe anymore. I hear the cries of 
  foul creatures in the dark. The Mage Council has 
  brought this down upon us.“ 
  “I don’t care what others say, but this place has gotten 
  thick with thieves. I’ve seen figures lurking in the dark 
  shadows moving about the city. The Countess is losing 
  control.” 
  DC 20 
  “The problems in Linth are spilling over into Nimlee. 
  The cries for revolt are spreading. None of the nobles 
  will be able to survive the uprising.” 
  “I hear the Darkwatch are in the area. I hope they can 
  do something to stop the Mage Council from taking 
  over Nimlee. Those wizards will turn this place into a 
  demon’s paradise.” 
  The crowd quiets as a young Baklunish woman makes 
  her way out of a back room and onto a small stage. 
  Dressed in a flowing copper colored gown and an 
  auburn headdress, Dunyazad steps up on stage 
  holding a zither. Her gentle eyes sweep over the 
  crowd. With a small curtsey she sits down on the stool. 
  Starting off slowly, Dunyazad begins to strum on the 
  zither. Softly at first, then increasing in volume, 
  drums accompany the silvery sounds from the zither. 
  Melding together in harmony she begins to sing a 
  wordless melody.  
  As the bard continues to sing, a blurry image of some 
  kind of tortured-looking, spectral woman fades into 
  existence behind her. 
  Nevyn casts ghost sound, followed by minor image, 
  both of which have been Silenced via the Silent Spell 
  feat.  Because of the noise of the bar and the number of 
  people around, it takes a DC 25+APL Spot check to 
  notice him.  PCs can make a spellcraft check only if 
  they declared they were actively watching the tavern 
  looking for signs of trouble. 
  NPC reaction level at this point has become Unfriendly. 
  Some of the crowd begins to get antsy and push 
  against each other, while others begin to mutter about 
  “evil magic” as eerie moaning sound begins to 
  emanate from the stage. The crowd begins to yell 
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  “devil woman” and “witch” at Dunyazad. She backs 
  up frightened at the crowd and the banshee wailing 
  behind her. 
  All APLs 
  Commoners (50): hp 4  
  Dunyazad: Brd 2, hp: 12, AC: 13 
  At APLs 4 and 6, the crowd will work itself into a 
  frenzy in d4 +1 rounds. 
  If Dunyazad survives the mob attack or if the PCs 
  bullied their way to peace, she will only say a quick 
  thanks to them and leave. She is grateful for their help, 
  but didn’t like their methods. 
  At APL 8 and higher, Nevyn casts Emotion (Hate) and 
  the crowd reaction shifts to Hostile immediately. 
  The crowd will rush Dunyazad, killing her and 
  destroying the bar in the process.  Nevyn is one of the 
  people shouting, goading the crowd to even further 
  depths. 
  If the PCs were able to get the crowd to quiet down 
  without a major display of force, Dunyazad will spend 
  a few minutes talking to the PCs. She doesn’t know 
  why it happened, and will confirm the illusion of the 
  banshee is not hers. 
  If the PCs don’t have any smooth talkers or bullies in 
  the party, they may try to grab her and go.  As long as 
  they communicate their intent (“Hurry, this way to 
  safety!”), she will follow any heroic PC, espeically if 
  they shield her with their body in an attempt to provide 
  cover for her.  If they do NOT say anything, she 
  mistakenly believes they are yet another part of the 
  drunken crowd and will fight back. 
  If asked about her background, Dunyazad will relate 
  that she travels most of the northern parts of Keoland 
  and came to Craufield for the festival. She grew up 
  here, but left 8 years ago to travel and see what she 
  could learn. A Sense Motive check (DC 15 + APL) will 
  alert a PC that they get a sense that she is not telling the 
  whole truth about why she left. A successful 
  Diplomacy check (DC 15) will get her talking. 
  There are several ways for the PCs to calm down the 
  situation before it gets out of hand. A successful dispel 
  magic (DC 21) centered in the middle of the tavern will 
  end the emotion effect. An emotion [friendship] spell 
  or similar magic centered in the same area will negate 
  Nevyn’s spell. No attempts at Diplomacy will work 
  until the crowd is somehow calmed. 
  “I had many suitors calling when I lived here.  While 
  I appreciated the attentions of some, that of others 
  was unwelcome. There was one in particular, a young 
  mage, who thought of himself too highly. He had a 
  certain charm about him, but he was too arrogant for 
  my liking. He just couldn’t take a hint or just didn’t 
  pay attention to it. I was fed up with dealing with him, 
  so I left.” 
  Once the PCs do so, the crowd will heed their words. 
  The PCs may opt to soothe the audience, or threaten 
  them and make them back down. A Diplomacy check 
  (DC 15 + APL) will assuage the crowd, which will 
  disperse quietly.  If the Diplomacy check failed by 10 
  or more, then the crowd will turn on the PCs. 
  If the PCs continue with questions: 
  What was his name? “Nevyn, an unappealing name 
  for an unappealing man.” 
  If the PCs try to Intimidate the throng, they will need to 
  succeed at a check (DC 17 + APL). If successful, the 
  crowd will leave Dunyazad alone and the owner will 
  order everyone out. 
  Has he contacted you since you have returned? “No, 
  he hasn’t and of that I am thankful.” 
  Did you notice anything strange during the 
  performance? “I’m not sure. I thought I saw someone 
  casting a spell right before things started to go wrong 
  up on stage. But it was so crowded that I can’t be sure.” 
  If the PCs fail in this initial attempt (of either 
  Diplomacy or Intimidation), they will need to talk fast 
  to make one last chance to either calm them or corner 
  them, Diplomacy and Intimidate checks are now both at 
  (DC 20 + APL). A strong show of force may (DM 
  discretion) allow a bonus to the latter check. 
  Could it have been Nevyn? “I don’t know - it could 
  have been. I only caught a glimpse of the person before 
  everything went crazy. He was a human male. It’s been 
  a long time since I’ve seen Nevyn, so I’m really not 
  sure.” 
  An attempt to cow them with magic will 
  automatically cause the audience to riot! 
  Could you identify Nevyn if you saw him again? “I 
  think so.” 
  If the PCs fail the second check as well, the mob will 
  attack them, Dunyazad and anyone who spoke on her 
  behalf. 
  Could you confirm he was the man you saw cast the 
  spell? “I… I doubt it. Too much happened to fast, and I 
  was focused on my performance as you can expect.” 
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  Dunyazad has nothing else of importance related to the 
  incident. Before they part company, Dunyazad will ask 
  any groups that didn’t resort to force if they have any 
  bards in their number. If they do so, she gives the PC 
  her masterwork zither (and a kiss, if the PC is male) as 
  a gift in appreciation. 
  Encounter Seven: Mage Council 
  The Mage Council continues their discussions for a 
  second day. The disturbances of the past days are the 
  main focus of the meeting. Some try to bring the 
  conversation back to more mundane issues, but such 
  diversions don’t last long. Outside there are now eight 
  guards standing watch at the entrance to The Prancing 
  Pony. Four more stand in the small foyer area. The 
  street outside the Prancing Pony is nearly vacant. There 
  are a few people who still walk past, but the looks 
  towards the inn are not friendly. 
  The PCs may enter if they wish. The guards will not 
  even stop any Darkwatch members – their focus is now 
  on the villagers. The guards will still ask the PCs’ 
  business and request that they leave their weapons in 
  the cloak closet in the foyer. Knight of the Watch (not 
  squires) are allowed to retain them, according to 
  ancient Keoish law. 
  The street outside of the Prancing Pony carries only a 
  few travelers this day. It seems that no one wants to be 
  near anything that has to do with the Mage Council. 
  The guards are more alert today than yesterday and 
  have a greater presence. With practiced eyes, they 
  scan the people walking past.  
  Inside the Prancing Pony, the first floor is almost 
  devoid of any activity.  
  The DM should modify the remaining read-aloud text 
  for this encounter if this is the first time the PCs are 
  visiting the tavern. 
  The woman from yesterday is still sitting near the 
  door with a pile of papers on the desk. Today, those 
  papers seem to be simply for show as she relaxes the 
  grip on the wand she was holding as she recognizes 
  you.  
  “So what brings you back here today, not for my 
  company surely?” She says with a teasing smile. 
  If asked, she will tell the PCs that majority of the 
  aspiring apprentices have already left except the few 
  that braved the streets to come in this day.  The PCs can 
  go upstairs to the meeting room if they wish. 
  Walking up the stairs, conversation drifts down from 
  the meeting hall on the second floor. The voices raise 
  and lower in tempo from the lively “discussions” 
  behind the closed doors of the meeting room.  
  Inside the room, several of the members are engaged 
  in heated discussions over the incidents of yesterday. 
  Some of the mages try to return some kind of order. 
  DMs should improvise the discussion as they see fit. 
  The discussion about the incident during the 
  demonstration will continue for another few minutes 
  before it is directed to other topics. If the PCs speak up 
  about any of the incidents that occurred, they will be 
  drilled by a couple of the members for anything they 
  can remember. If the PCs start asking too many 
  questions and pester the members, they will be asked to 
  leave if they can’t keep quiet. 
  Istava is currently in her chambers trying to discover 
  the anything about the attacks yesterday. She is keeping 
  an eye on the meeting through her owl familiar. (There 
  are many familiars of the Academy’s wizards around 
  the room… but curiously, no toads) When she sees the 
  PCs get up to leave the room, she will head out into the 
  hallway and meet them. If the PCs not met with Istava 
  yesterday, then adjust the following accordingly. 
  A familiar voice calls out from the right, as the door 
  at the end of the hallway opens. “Ah, just who I want 
  to see.” Istava Lolian steps out of the room and heads 
  down the hallway. “I am sure we have some things we 
  need to discuss. Please let’s discuss things in private.” 
  Istava motions to the meeting room once more. 
  Taking a seat at the table in the middle of the room, 
  Istava looks across at the rest of the group. “What has 
  happened since last we spoke? Have you discovered 
  anything?” 
  Common questions and suggested answers follow: 
  If the PCs tell her about the incident at the Dog and 
  Pony: “That is terrible news indeed. My thanks for 
  helping of Dunyazad; it would have been a shame to 
  lose such a talented musician to that mob. This paints a 
  dark picture of Craufield. “ 
  What have you come up with? “My own research has 
  turned up very little. I attempted a divination about the 
  incident in the market square, but the answer I received 
  was rather cryptic. ‘Twin in focus, but not the same. 
  The icy hand wielded by man, madness spun the flame. 
  One called by hate, the other with reins to be won. 
  Death by the dying sun.’ It seems the events from 
  yesterday are linked somehow, but I have yet discover 
  what that is.” 
  “The reference to twins leads me to believe that there 
  are two separate forces at work here in Craufield. As 
  for the references to death and the sun, I fear that the 
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  implication is that someone will lose their life at dusk. 
  Who the victim will be, I cannot be certain.” 
  The PCs can wander around town or head out to the 
  field outside of town which is being set up for tonight’s 
  display. The show is scheduled to start at dusk. 
  What do you know about the Countess? “Countess 
  Lissen Rheyd is planning on being here tonight for the 
  show at sunset. I will be with her the Countess the 
  entire time. If trouble does come, I can magically whisk 
  her to safety. She won’t tolerate being surrounded by 
  guards, but I can arrange for you to be seated nearby, if 
  you wish.” 
  Encounter Eight: Silent Shadow 
  If the PCs left a message for Sarick at the Silver Lady, 
  he will contact them about an hour later. He will 
  “bump” into the PCs on the streets and talk to them 
  away from the rest of the crowd. He is interested in 
  what the PCs have learned so far, especially the 
  divination from Istava. Sarick doesn’t have any new 
  information to pass onto the PCs. He just reminds them 
  to be careful and the incident at the Dog and Pony 
  shows that subversives are trying to attack the people of 
  Keoland. 
  What about Ardru and Rithcani? “I went and spoke 
  to them about the incident in the marketplace. What 
  they told me is troubling. Rithcani said she felt like 
  something or someone was fighting her for control of 
  her spells.  As for Ardru, he doesn’t know how those 
  creatures came to be in his display. I tested the area and 
  detected the lingering effects of strong planar magic. 
  Ardru isn’t known to be well versed in that area, but 
  my interviews with him are not finished yet.” 
  He will reassure the PCs that the Knights of the 
  Malagari are around if they should get into any trouble. 
  For the PCs own safety, he advises them to report 
  anything out of the ordinary to the Knights. Any usual 
  items found should be handed over to the Darkwatch to 
  make sure there is nothing that can harm them or the 
  other people of Keoland. 
  Can we speak with Ardru and/or Rithcani? “I’m 
  sorry, but no. They are still being investigated by the 
  Council and by the Countess’ men. Perhaps in a few 
  days they will be allowed to see some visitors.” 
  What do you know about Brathen / these gems? If 
  the PCs bring up the mysterious transaction with 
  Brathen, Istava will be curious to know what the PCs 
  found out. She will offer fair market value for the gems 
  if the PCs want to return them. She does not know who 
  placed the order or why, but she intends to find out. 
  Istava does not have any new information about the 
  transaction if the PCs had brought it to her attention 
  yesterday.  
  Encounter Nine: Final Display 
  The troubles encountered during the past couple of 
  days have come to culminate in the Master of Displays 
  show. The display is going to take place on the 
  outskirts of town to the south (at the request of the 
  Countess). Nevyn spent the early part of the day getting 
  the site prepared for this evening. He plans to put on a 
  show that no one will ever forget.  But when Jo’Ander 
  starts mucking around, Nevyn’s plans change. 
  What about Nevyn? Is he involved? Istava will 
  remind the PCs that he is a respected member of the 
  Council and they better have some proof of his actions. 
  (The gemstones do not prove anything.) If the PCs 
  mention his possible involvement with the incident at 
  the parade, she will reinforce her warning that 
  speculation will only harm the Council. If the PCs do 
  not present any concrete proof that Nevyn indeed hire 
  those creatures and still try to force the issue, the PCs 
  will be asked to leave immediately. 
  Jo’Ander is not the only one who is taking advantage of 
  the situation. The same being that enlisted the help of 
  the salamanders have called upon some infernal 
  creatures to disrupt the Master of Display’s show. The 
  PC’s will just have to deal with the infernal creatures 
  (and at the highest APL’s, Jo’Ander as well). Jo’Ander 
  doesn’t know who summoned the devils; he is just 
  taking advantage of the situation. The being that 
  brought the devils here left immediately after giving 
  them their instructions. 
  Assuming the conversation concluded on an amiable 
  level: 
  IMPORTANT DM NOTE: These devils will not use 
  their powers of summoning to bring in their fellows! 
  “I still have much to do before this evening. The least 
  of which is to get the Council to calm down and start 
  behaving like the intelligent men and women, instead 
  of frightened children.” She rises. “If you will excuse 
  me … “, she says departing the room for the meeting 
  hall. 
  The PCs might want to stop by earlier in the day to 
  check things out and see if they can find Nevyn.  The 
  workers setting up the area have not seen anything 
  suspicious. If asked, they will say that they saw Nevyn 
  a while ago, but he must have gone back to town. 
  Checking out the stage, a PC that makes an Alchemy 
  check, DC 18, will recognize several small pouches of 
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  various powders and substances that when heated 
  produce pyrotechnic effects. If the workers are asked 
  about the pouches, they will tell the PCs that Nevyn put 
  them there and warned the workers to be very careful 
  with fire when near them.  
  The cool evening breeze tease the burning torches set 
  up around the grassy field. The air is filled with light 
  conversation as people stream into the prepared area. 
  At the far end of the field a platform has been erected 
  flanked by two burning braziers, illuminating the 
  stage. Several tents line the perimeter of the field. 
  Some of them are selling food and drink, while others 
  seem to be set-aside for special guests. On the side 
  opposite of the stage, the banners of Nimlee and the 
  Countess Lissen Rheyd mark a covered pavilion.  
  The merchant tents surrounding the field serve basic 
  food dishes and ale. The private tents around the field 
  have been set up by several of the wealthy merchants as 
  a place for them and their family.  
  There are also a number of guards paired up patrolling 
  the field. If the PCs’ look around, they will notice 
  Brathen at one of the larger private tents.  If 
  approached, he will make some small talk with the PCs 
  before the show starts. If asked to do so, he will keep 
  an eye out for the Suel man who bought all of those 
  gems. 
  The PCs will not be able to meet the Countess at this 
  time, but she is easy to spot in the pavilion set up for 
  her and her court. She is a tall Oeridian woman, with 
  long brown hair and almond colored eyes. Countess 
  Lissen is dressed in well-made silks and satins that are 
  tasteful and flattering but not extravagant.  
  You can expand on the story presented here if time 
  allows. It was written concisely to allow flexibility in 
  the timing of the adventure. 
  The halo of twilight crowns the stage as tendrils of 
  colored mists begin to flow out of the braziers. The 
  multicolor mists swirl around the stage, rising up in a 
  column. Then they rush back to the ground revealing 
  a young Sueloise male standing in the center of the 
  stage. 
  “Greetings. I am Nevyn, your host this evening. 
  Tonight the very sky will be a canvas. With our 
  imagination as the brush, we shall paint the heavens.” 
  With a wave of his hand, colored bands streak across 
  the sky. 
  “There is a story within the stars that has been passed 
  down for generations – that of the hunter Galdar, and 
  the mighty beast Rothnik.” Faint lines connect the 
  stars that make up the constellations of Galdar and 
  Rothnik. Slowly their forms begin to shape and color. 
  Galdar is dressed as a woodsman, while Rothnik 
  assumes a bovine shape. 
  “Rothnik was a fearsome creature that ravaged the 
  Valley in the time before the kingdom.  No village was 
  safe from its rampage.” The image of Rothnik moves 
  across the sky with mighty roars echoing across the 
  field. 
  “It is said to meet this bull meant death, for its breath 
  could turn a man to stone. Many heroes fell fighting 
  the foul beast.” Mingled in with the roars, are faint 
  screams and cries of lamentation.  
  “Galdar lived north of what is now called the 
  Dreadwood. He was a simple woodsman. The beast 
  tore through his village, killing his family in the 
  process. Fueled by desire to avenge his family, Galdar 
  began to track Rothnik through the Sheldomar 
  Valley.” The image of Galdar pursues Rothnik’s as it 
  floats across the sky. 
  “After many years, he finally tracked the beast to its 
  lair deep in the woods. He called to Rothnik to come 
  forth and face him.” The shout of “Rothnik!” echoes 
  through the air, and the image of the beast turns to 
  face his foe. 
  At this point the devils start to intervene in the story. 
  Illusionary people have been created in the crowd to 
  wait the right moment to create fear and havoc. 
  “The beast charged out of its lair to strike down the 
  human that dared to challenged it. But Galdar was no 
  fool. He had spent time with the olve and learned the 
  secrets of the bow from them. He held his fire until 
  Rothnik was almost on top of him.” The Rothnik 
  image charges at Galdar, who has his bow drawn 
  taut. “He kept his hand steady and bowstring taut 
  until that moment, and then released his arrow into 
  Rothnik’s right eye.” The image of the arrow streaks 
  into Rothnik, then it continues its path towards the 
  ground and strikes dead a man in the crowd. 
  Combat Round Zero (Surprise Round): 
  If the PCs have not begun to take any kind of pre-
  emptive action, this should be considered the start of a 
  surprise round. 
  The devil created another image of the arrow and had it 
  strike one of the illusionary people in the crowd. Have 
  PCs watching the display make a Spot check (DC 10 + 
  APL) to notice that the arrow that struck the person in 
  the crowd was not the same one that hit the image of 
  Rothnik. A Will save (DC 15 + APL) will also let the 
  PC know that the person hit was illusionary as well. 
  Combat Round One: 
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  Arrows start to rain down from the figure of Galdar in 
  the sky, striking more and more people in the field 
  below. Nevyn begins to shout and wave his hands, but 
  whatever he is saying is lost to the screams of the 
  crowd. 
  APL 6 (EL 9) 
  Devil, Erinyes (2): hp 33 each (see Monster Manual) 
  APL 8 (EL 11) 
  Devil, Hamatula (3): hp 49 each (see Monster 
  Manual) 
  Nevyn at this point stops concentrating on his spells. 
  The devil will create more arrows from that image of 
  Galdar and strike at other illusionary people in the 
  crowd. For each shot, the PCs can make the Spot check 
  as above to notice only illusionary people are dying. A 
  Spellcraft check (DC 10) will let a PC know that Nevyn 
  is no longer concentrating on his spells. 
  APL 10 (EL 13) 
  Devil, Erinyes: hp 33 (see Monster Manual) 
  Jo’Ander: hp 88 (see Appendix One) 
  After two shots have been fired at the crowd, Jo’Ander 
  decides to jump in as well. He takes over control of 
  Rothnik and has it charges the crowd. Since the image 
  of Rothnik is now quasi-real, it can harm the people in 
  the crowd. The PCs can spot Jo’Ander directing the 
  illusion with a Spot check (DC 15 + APL, check each 
  round). 
  APL 12 (EL 15) 
  Devil, Gelugon: hp 114 (see Monster Manual) 
  Jo’Ander: hp 88 (see Appendix One) 
  Tactics: The devil(s) will easily recognize any PC that 
  is trying to calm the crowd, casting spells, or preparing 
  for battle as a threat to its mission. Jo’Ander will 
  recognize the PCs if they intervened in Encounter 3. 
  Jo’Ander has not pre-cast any spells - he wanted to 
  avoid layering himself with an excessive amount of 
  enchantments that would risk attracting unwanted 
  attention in the presence of so many wizards capable of 
  casting Detect Magic. 
  Combat Round Two: 
  Nevyn stops and looks around, when suddenly the 
  image of Rothnik begins to charge down from the sky 
  and strike at the fleeing crowd. 
  Other actions that are currently taking place during 
  Round Two: 
  • 
  Istava is teleporting out with the Countess 
  Before the devils wade into combat, they will use their 
  major image ability to create multiple images of 
  themselves to confuse the PCs.  Unlike Encounter 2, 
  only the devils for the APL have been “summoned”.  
  For APL 10, the devil’s CR is low enough that it does 
  not affect the overall EL of the fight.  
  • 
  Experienced members of the crowd (other 
  adventurers) are moving about with some trying to 
  get to the stage and others casting spells 
  • 
  Guards are trying to reach the stage 
  The devils and Jo’Ander will go after any obvious 
  spellcasters first, followed by any characters capable of 
  inflicting damage at a range (such as an archer). They 
  then concentrate on fighter types unless forced to do so 
  earlier).  If they are severely wounded (less than ¼ hp 
  remaining), the devils and Jo’Ander will not hesitate to 
  flee the area. 
  • 
  The crowd is yelling at Nevyn and look as if they 
  are about to rush him. 
  See DM’s Map 3 for the layout of the field. If a PC 
  happens to be right next to Jo’Ander, then put him in 
  another location that is within 200’ of Nevyn, but away 
  from the PCs. 
  If Jo’Ander sees a cleric, paladin, or obvious 
  worshipper of Heironeous, he will try to kill that PC 
  before all others. Nerull’s Gift will let Jo’Ander soften 
  up the Heironeousite with spells first, but it wants to be 
  the one that kills the Heironeousite. 
  All APLs: 
  Guard Sergeant: hp 34 
  Guards (3): hp 17 each 
  Nevyn: hp 46 (see Appendix One) 
  The PCs also have to consider the mob about to attack 
  Nevyn, who will use his emotion and hypnotic pattern 
  spells to protect himself. After two rounds he will go 
  invisible and leave the area. He will later reappear at 
  The Prancing Pony and is arrested there by the town 
  guards. He remains at the scene only if a PC is able to 
  restrain him. 
  APL 4 (EL 7) 
  Devil, Erinyes: hp 33 (see Monster Manual) 
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  If the PCs played at APL 10 or 12, and they managed 
  to kill or defeat Jo’Ander, read the following. 
  Otherwise, continue to “Conclusion – Part Two.” DMs 
  will need to modify the description if Jo’Ander was 
  captured. A captive Jo’Ander will not cooperate or 
  respond to any questions; attempts to coerce him into 
  revealing what he knows should be handled by the DM. 
  If a PC manages to restrain Nevyn and talk to him, they 
  will learn the following at the field: 
  • 
  He didn’t create the arrows that hit the people  
  • 
  The people hit in the crowd didn’t seem right 
  somehow 
  • 
  He felt control of the image of Rothnik being 
  wrested from his grasp. He tried to fight back, but 
  whoever it was stronger. 
  Looking down at the corpse of Jo’Ander, Sarick gives 
  the body a kick. “You shall no longer taint the land, 
  warlock. I saw parts of the fight; he was not an easy 
  one to defeat. I know you wish to keep his spoils, but 
  first…” He turns to the only female amongst the 
  Malagari and nods. She closes her eyes and slowly 
  sweeps her gaze over the body and items of Jo’Ander. 
  As her gaze settles on the scythe, her eyes harden and 
  her face looses all expression. 
  If he is asked about any involvement with the other 
  disturbances at the festival, he will flatly deny having 
  any knowledge and he doesn’t have to answer to the 
  PCs. He will let the guards take him into custody 
  (yelling for them to do so if he thinks the PCs might 
  rough him up). 
  Sarick will let the PCs cast their own detect evil spell. 
  The 
  scythe 
  radiates 
  powerful 
  evil 
  and 
  both 
  necromantic, transmutation and enchantment magic. 
  After the Battle 
  Shortly after the fight concludes, the PCs are 
  summoned to see the Countess. She wants to thank 
  them for helping Craufield over the past few days and 
  she wishes to decide what she is to do about the Mage 
  Council. Countess Lissen and Istava watched the fight 
  through scrying magic. 
  She looks back to Sarick. “There is nothing that can 
  harm them, save the scythe. It is a tool of the Reaper. 
  Mortal hands should not touch it.” 
  Sarick frowns. “I am sorry, friends. I cannot let you 
  take the scythe with you. You are welcome to the rest 
  of his possessions.” 
  If the PCs manage to kill or capture Jo’Ander, they 
  have to make a decision about what to do with Nerull’s 
  Gift. Both Sarick and Istava are interested in taking 
  possession of the weapon. Sarick sees it as an evil item 
  that needs to be stored where it cannot hurt anyone. 
  Istava wants to examine the weapon to see what 
  magical secrets it holds.  Neither of them will fight the 
  PCs for the scythe, if the PCs really want to keep it. 
  At APL 10 & 12, the PCs will have to decide what they 
  want to do with the scythe. At this point in time, it will 
  not try to influence the person holding it. But whoever 
  does hold it, will notice the two negative levels upon 
  picking up the scythe. If the PCs don’t want to carry it, 
  then one of the Darkwatch members will. 
  A squad of guards will appear at this point. The squad 
  is made up of 5 sergeants and 1 8th level fighter. 
  Nerull’s Gift does not want to tip its hand that it is 
  sentient at this time. But it will make itself look 
  appealing to any non-good PC.  If a PC does pick it up, 
  it will not try to coerce the PC at this time, but the PC 
  should notice the effective level loss. If the PC doesn’t 
  care and still wants to keep it after the adventure, then 
  the PC becomes a Pawn of Nerull at the end of the 
  adventure.  
  Shortly afterwards, you are approached by Captain 
  Vincolth of the town guards, who tells you that the 
  Countess Lissen Rheyd has asked for your group and 
  the Darkwatch to be brought to her. The Malagari go 
  willingly and without protest. 
  If asked what this is all about, he will tell the PCs that 
  he doesn’t know, except that he was ordered to bring 
  the PCs to the keep. Sarick and his knights go with the 
  captain willingly. The captain will state that none of the 
  PCs are under arrest. If the PCs do not want to go see 
  the Countess, then the module ends here. 
  After the fighting is over, Sarick will approach the PCs 
  to talk to them. Sarick and his companions were 
  fighting other foes on the field.  
  A group of two men and a woman approach as the din 
  of battle fades. They look a little worse for wear and 
  wear the livery of the Knights of the Malagari. It is 
  clear that they had their own battle with which to 
  contend. A smiling Sarick removes his helmet and 
  puts it under his arm. He shakes your hands in 
  thanks. 
  Your escort guides you and the Knights across the 
  field and back through town towards the keep. Along 
  the way cheers for the guards, the Knights, and even 
  your group ring out from the crowd. Between the 
  cheers, the mood is somber with a touch of 
  nervousness bordering on fear. The captain speaks a 
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  few calming words to the more agitated people on the 
  streets. Many conversations can be overheard blaming 
  the Mage Council for the attacks. 
  Ten minutes later you arrive at the Countess’ abode 
  overlooking the town. It is not so much as a keep as it 
  is a large mansion surrounded by fifteen-foot high 
  wall with several smaller buildings within the yard. 
  Pausing outside the main entrance of the largest 
  building, Captain Vincolth turns your group. “You 
  may retain your weapons, but they will need to be 
  peace-bound.  Any weapon that cannot be peace-
  bound can be left here or wrapped in leather.” 
  (Vincolth will give a dirty look to any smart aleck that 
  makes a remark about their deadly fists, feet, etc. As 
  mentioned earlier, Knights of the Watch [not squires] 
  are not required to release their weapons; however, they 
  would also realize that it might be considered gauche 
  not to do so in this instance) 
  Walking through the manor house, the décor is 
  modest. It is refined without being extravagant and 
  everything is well maintained. Coming upon a set of 
  exquisitely inlayed double doors, you are led inside to 
  meet the Countess. 
  “Come in, and welcome. I am the Countess Lissen 
  Rheyd. You have my thanks and the thanks of all the 
  people of Craufield for your brave and noble actions 
  this day.” She has a pleasant demeanor but carries 
  herself with a definite aura of authority – sure of her 
  position, but not haughty. 
  If the scythe had been brought with the PCs, a 
  discussion will immediately break out about what to do 
  with it. Sarick and Istava will make strong cases for 
  why they should have it versus anyone else.  
  If the PCs did not speak with Brathen [and thus go to 
  Conclusion A], the Countess will not allow the scythe 
  to go to the Mage Council under any circumstances.   
  If a PC decides to keep it, Sarick will seethe noticeably, 
  but will not do anything to violate the etiquette of the 
  court in front of the Countess. 
  ALL of them will violently argue against any plan to 
  destroy the weapon, as something horrific might 
  happen if they do. However, destroying the scythe is a 
  feat beyond the abilities of the PCs at this time. 
  The Countess asks for the PCs to introduce themselves. 
  If they hesitate, Sarick and his Knights will their 
  introductions first. When they do so, read the 
  following. 
  The countess’s eyes narrow slightly, “So what are the 
  Malagari doing here? I don’t remember asking for 
  your presence in my lands. Is Duke Cedrian taking 
  matters into his own hands again?” 
  “The Knights go as their business takes them, 
  Countess.” Sarick says with a bow. “We watch those 
  groups that can pose a threat to the people of 
  Keoland.” He looks over towards Istava. “What has 
  happened here the past few days cannot be ignored. 
  We respect your rights to rule, but will not ignore the 
  threats against the kingdom or its people.” 
  The words clearly rile the Countess. “How dare you 
  come here and ‘grant’ me the rights I already possess. 
  I have half a mind to throw you into irons for 
  violating Nimlee borders.” Countess Lissen says 
  sternly to Sarick. 
  “Countess”, Captain Vincolth cuts in, “although he 
  has no real authority here, his order has the King’s 
  sanction. The people are very frightened right now 
  and they see the Mage Council as the cause of it all.” 
  He too looks Istava. 
  Cornered, Isava retorts. “We all know how you feel 
  about my associates and I. You would welcome the 
  Knights here, if only to throw us out of Craufield and 
  Nimlee all together.” 
  “Enough,” the Countess says, holding up a hand. She 
  turns to your group. “What evidence have you 
  gathered? Who or what is behind all of this?” 
  The adventure’s outcome is based upon what the PCs 
  learned over the past two days – select the Conclusion 
  (A or B, below) that fits the adventure events and what 
  they relate to the Countess. 
  Conclusion A 
  The PCs have no concrete proof of the Mage 
  Council’s innocence, and the PCs did not question 
  Brathen about the gems. 
  If the PCs had restrained Nevyn from leaving the field 
  and he is with them, then everyone in the room can 
  question him. Nevyn will deny any involvement in all 
  of the incidents over the past three days. He believes 
  that no one can prove his complicity so he outright 
  denies it and is even indignant about it. 
  As for proof, the capture or killing of Jo’Ander is not 
  enough. If captured, he will tell the court that he did 
  take over control of the fae creatures of yesterday and 
  the major image of Rothnik this evening, but he does 
  not know how to summon creatures, especially fiends. 
  He has no fear of torture or death. 
  The countess holds her hand up for silence as she 
  stands up from her chair. “I have thought about all 
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  Page 22 
  
  that has been said and the events of the past days.” 
  She turns towards Istava with sad but determined 
  eyes, “You and your associates at the Mage Council 
  have helped us over the years, Istava Lolian. Your 
  assistance and friendship has not been forgotten, but 
  I must think of my people. The actions of your group, 
  intentional or not, has caused a great disturbance in 
  Nimlee. For the good of the people, I must demand 
  that you and the rest of the Mage Council depart these 
  lands within the month.” 
  Countess Lissen silences Istava with a glance. “So 
  you don’t deny the fact that you are the one to blame 
  for all that has befallen Craufield these past few 
  days?” 
  Nevyn shrugs. “I paid those creatures in gems to 
  disrupt the parade. The tavern mob was also my doing 
  – Dunyazad had it coming for giving me the cold 
  shoulder for all these years. But nothing else that 
  happened was my doing. I didn’t summon those 
  fiends, or the elementals. I don’t have that training, 
  and I wouldn’t be that stupid.” 
  Istava looks stunned, but manages a slight bow and 
  says softly, “As you command, Countess.” 
  “Three months ago, while I was out researching some 
  spells, I met an old herb woman. I came across her 
  hovel one evening and we started to talk. At first we 
  discussed the use of various herbs as magical 
  reagents. Then we talked about the Mage Council, 
  and my views of the land. I am not sure how the 
  conversation 
  turned 
  that 
  way.” 
  Nevyn 
  seems 
  perplexed, but shrugs and continues. “By the end of 
  the night, we were discussing ways for me to 
  manipulate events at the festival to my benefit. I 
  remember her whispering to me right before I went to 
  sleep. Something about my name being written in the 
  heavens with eternal flames. I just thought it was a 
  metaphor, but now, I don’t know.” 
  Turning towards Sarick, Countess Lissen continues, 
  “Sarick, I disdain some of your methods, but you 
  Malagari fulfill a need in my county.  I bid the 
  Knights of the Malagari welcome to Nimlee. But know 
  this, you will be watched as you watch.” 
  Sarick gives a graceful bow without saying a word. 
  The PCs do not receive the Gift of the Craufield Mages. 
  Proceed to the Wrap-Up section. 
  Conclusion B 
  The PCs talked to Brathen about the gems they 
  recovered. 
  Nevyn really isn’t sure how the conversation made that 
  turn, but it seemed natural at the time.  The woman also 
  gave him directions on how to find the various 
  creatures he hired to interrupt the parade. 
  Feel free to modify the text to suit the occurrences of 
  the adventure. The NPCs do not have to be the ones 
  doing all of the talking. The text assumes that Nevyn is 
  with the PCs or had been turned over to the guards. If 
  not, a guard will enter during the discussion about the 
  location of Nevyn and inform the countess that they 
  have apprehended him.  
  Countess Lissen speaks up, “You might have not 
  intended for those elemental and fiendish creatures to 
  involved, but your actions led to their appearance. For 
  endangerment of the people of Craufield, consorting 
  with demonic creatures, and treason against the 
  County of Nimlee, I sentence you to death by hanging. 
  May Wee Jas accept you. Guards, take him away.” 
  The twin doors leading to the audience chamber open 
  cutting short the conversation. Brathen Sigwal, the 
  jeweler, enters and bows before approaching Countess 
  Lissen. 
  As the guards escort the traitorous mage away, the 
  Countess turns to Istava, “It seems that the rest of the 
  Mage Council had no knowledge or involvement with 
  the incidents over the past few days. You and the other 
  members of the Mage Council are absolved of any 
  crimes committed by Nevyn Mahdelvin.” 
  “I saw these good people being escorted here, and I 
  have some information that they wanted which might 
  also be of interest to you.” Brathen turns to your 
  group. “I saw the man you were asking about in my 
  store. If you hadn’t asked me about them gems, I 
  would never have thought about it. It was Nevyn who 
  placed and picked up that order. I didn’t remember 
  his name until I saw him up on the stage this 
  evening.” 
  “Sarick,” Countess Lissen says turning towards him, 
  “I don’t trust the Malagari, but Nevyn’s actions have 
  troubled me. I will allow you limited access in Nimlee. 
  The knights must register with me and I must be made 
  aware of all their activities in my land. And I mean 
  all. Anything that the knights learn, I will learn. If 
  this is not agreeable, then I will banish every last one 
  of you out of Nimlee, by force if I must.” 
   He ends looking directly at Nevyn, and Istava turns to 
  face him as well. She asks, “Is this true? You betrayed 
  my trust, and disgraced both the rest of Mage Council 
  and I with your treachery.” 
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  Sarick bows his head, “I must relay your terms back 
  to my commander, but I am sure they will accept 
  them. You are wise to extend an offer for our help.” 
  Encounter Six 
  Calm down the mob 
  APL 4  
  45xp 
  APL 6  
  60xp 
  APL 8  
  75xp 
  APL 10  
  90xp 
  APL 12  
  105xp 
  The Countess’ voice lowers. “Know this, Malagari. As 
  you watch, so shall you be watched.” 
  Wrap-Up 
  Encounter Nine 
  Defeat the devils (and Jo’Ander at APL 10 & 12) 
  “Finally to you brave adventurers,” the countess says. 
  “I want to thank you again for the help that you gave 
  my people and I. Know that if you ever require my aid, 
  I shall assist you in any way that I can.” 
  APL 4  
  180xp 
  APL 6  
  240xp 
  APL 8  
  300xp 
  APL 10  
  360xp 
  APL 12  
  420xp 
  No, the favors cannot be used to kick out the Knights or 
  let the Mage Council stay. That would be cheating! 
  “Now if you will excuse me, there are several other 
  matters that require my attention.” With a smile, 
  Countess Lissen leaves you.   
  Discretionary roleplaying award 
  APL 4  
  90xp 
  APL 6  
  135xp 
  APL 8  
  180xp 
  APL 10  
  225xp 
  APL 12  
  270xp 
  If the scythe had been brought with the PCs, then a 
  discussion will break out about what to do with it. 
  Sarick and Istava will make strong cases for why they 
  should have it versus anyone else. But they will argue 
  against any idea to destroy the weapon, as someone bad 
  might happen if they do. (This is true, but the scythe 
  cannot be destroyed by anything available to the PCs at 
  this time.) 
  Total possible experience:  
   
  APL 4  
  675xp 
  APL 6  
  900xp 
  APL 8  
  1125xp 
  APL 10  
  1350xp 
  APL 12  
  1575xp 
  The End 
  Experience Point Summary 
  Treasure 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. 
  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. 
  Encounter One 
  Defeat the disguised creatures 
  APL 4  
  180xp 
  APL 6  
  240xp 
  APL 8  
  300xp 
  APL 10  
  360xp 
  APL 12  
  420xp 
  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. 
  Encounter Two 
  Defeat the summoned and shadowed creatures 
  APL 4  
  180xp 
  APL 6  
  240xp 
  APL 8  
  300xp 
  APL 10  
  360xp 
  APL 12  
  420xp 
  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 
  Of Witches and Warlocks 
   
  Page 24 
  
  APL 6: L: 3 gp; C: 150 gp; M: Cloak of Charisma 
  +2 (167 gp), scroll of shield (2 gp), Ring of 
  Protection +1 (167 gp), scroll of fly (31 gp), scroll 
  of stoneskin (79 gp), scroll of magic circle against 
  law (31 gp), scroll of obscuring mist (2 gp) 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  APL 8: L: 3 gp; C: 150 gp; M: Cloak of Charisma 
  +2 (167 gp), scroll of shield (2 gp), Ring of 
  Protection +1 (167 gp), scroll of fly (31 gp), scroll 
  of stoneskin (79 gp), scroll of magic circle against 
  law (31 gp), scroll of obscuring mist (2 gp) 
  APL 10: L: 3 gp; C: 250 gp; M: Cloak of 
  Charisma +2 (167 gp), scroll of shield (2 gp), Ring 
  of Protection +1 (167 gp), scroll of fly (31 gp), 
  scroll of stoneskin (79 gp), scroll of magic circle 
  against law (31 gp), scroll of obscuring mist (2 
  gp), Bracers of Armor +4 (1,333 gp), Amulet of 
  Natural Armor +3 (1,500 gp), Gloves of Dexterity 
  +4 (1,333 gp), Vest of Resistance +2 (334 gp), 
  Ring of Mind Shielding (667 gp), Ring of 
  Protection +3 (1,500 gp), potion of cure serious 
  wounds (25 gp), potion of gaseous form (63 gp), 
  dust 
  of 
  appearance 
  (175 
  gp), 
  scroll 
  of 
  displacement (31 gp), scroll of teleport (94 gp) 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may be 
  modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  APL 12: L: 3 gp; C: 250 gp; M: Cloak of 
  Charisma +2 (167 gp), scroll of shield (2 gp), Ring 
  of Protection +1 (167 gp), scroll of fly (31 gp), 
  scroll of stoneskin (79 gp), scroll of magic circle 
  against law (31 gp), scroll of obscuring mist (2 
  gp), Bracers of Armor +4 (1,333 gp), Amulet of 
  Natural Armor +3 (1,500 gp), Gloves of Dexterity 
  +4 (1,333 gp), Vest of Resistance +2 (334 gp), 
  Ring of Mind Shielding (667 gp), Ring of 
  Protection +3 (1,500 gp), potion of cure serious 
  wounds (25 gp), potion of gaseous form (63 gp), 
  dust 
  of 
  appearance 
  (175 
  gp), 
  scroll 
  of 
  displacement (31 gp), scroll of teleport (94 gp) 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter One:   
   
  APL 4: L: 0 gp; C: 167 gp; M: 0 gp 
  APL 6: L: 0 gp; C: 167 gp; M: Chain shirt +1 
  (104 gp), two short swords +1 (192 gp each) 
  APL 8: L: 0 gp; C: 167 gp; M: Two chain shirts 
  +1 (104 gp each), two short swords +1 (192 gp 
  each), scimitar +1 (193 gp), large steel shield +1 
  (97 gp) 
  Total Possible Treasure 
  APL 4: L: 3 gp; C: 317 gp; M: 479 gp  - Max: 600 
  gp 
  APL 10: L: 0 gp; C: 250 gp; M: Chain shirt +2 
  (354 gp), two flaming short swords +1 (692 each) 
  APL 6: L: 3 gp; C: 317 gp; M: 967 gp  - Max: 800 
  gp 
  APL 12: L: 0 gp; C: 250 gp; M: Mithril chain shirt 
  +3 (842 gp), two flaming short swords +1 (692 
  each) 
  APL 8: L: 3 gp; C: 317 gp; M: 1361 gp  - Max: 
  1,250 gp 
  Encounter Nine:  
  APL 10: L: 3 gp; C: 500 gp; M: 9272 gp  - Max: 
  2,100 gp 
  APL 4: L: 3 gp; C: 150 gp; M: Cloak of Charisma 
  +2 (167 gp), scroll of shield (2 gp), Ring of 
  Protection +1 (167 gp), scroll of fly (31 gp), scroll 
  of stoneskin (79 gp), scroll of magic circle against 
  law (31 gp), scroll of obscuring mist (2 gp) 
  APL 12: L: 3 gp; C: 500 gp; M: 9760 gp  - Max: 
  3,000 gp 
  Of Witches and Warlocks 
   
  Page 25 
  
  Special 
  Gift of the Craufield Mages (Frequency: Regional): 
  As special thanks for finding the true cause of the 
  trouble in Craufield, Istava Lolian will offer the PC a 
  one-time gift, PC’s Choice: 
  Notice of the Darkwatch:  The PC has now met a 
  member of the Darkwatch, and has left the following 
  impression (Circle ONE): 
  • 
  Istava will teach the PC any one arcane 
  [including bard] spell of 4th level or lower that 
  is in the Council Library, including Builder 
  Book spells.  The PC must be able to cast the 
  spell at the time this is used.  Spells that are 
  Unknown, Illegal, or Forbidden in Keoland 
  are unavailable to the PC.  See the Metaorg 
  Book 0 or contact the Keoland Metaorg PoC 
  for details. 
    
  Favorable: 
  This 
  PC 
  willingly 
  and 
  nobly 
  participated in the defense of Craufield.  They also 
  went out of their way to be heroic and openly shared 
  information with (and was polite to) Sarick.  Cannot be 
  given to members of the Darkwatch. 
   
  Recognition:  This PC willingly and adequately 
  participated in the defense of Craufield.  Sarick has also 
  detected some hostility from this PC towards the 
  Darkwatch.  Cannot be given to members of the 
  Darkwatch. 
  • 
  Istava will use the resources of the council to 
  empower one magical item with even greater 
  power. The PC may choose ONE of the 
  following items at the casting: Weapon, 
  Armor, Shield, Cloak of Resistance, Ring of 
  Protection.  The PC must then choose either a 
  +1 to +2, or a +2 to +3 upgrade.  The PC only 
  needs to pay the difference in cost between the 
  old and new items, but must have the gp 
  available at the time this influence is used. 
   
  Unfavorable: The PC either did not aid in the 
  Craufield investigation, did so grudgingly, or was 
  openly belligerent and hostile towards Sarick.  This 
  PC’s future actions will be tracked by the Darkwatch. 
  ARRESTED!  The PC either cast illegal or forbidden 
  spells with abandon and/or was responsible for the 
  destruction of property in Craufield.  The PC must pay 
  a fine of 100gp x Spell Level x APL, as noted in the 
  “Other Gold Spent” box on this AR.  If another PC at 
  the table covers the fine, it should be noted on both 
  ARs.  If a PC cannot cover this cost, they must spend 1 
  TU for every 100gp that they are short [rounded up] 
  working off their debt by helping to rebuild Craufield.  
  Both the DM and the Player should contact the Keoland 
  Metaorg 
  and 
  Regional 
  Flavor 
  PC 
  at 
  keoland_marf_poc@yahoo.com with their version of 
  the story so that an appropriate punishment/restitution 
  can be made. 
  Gift of Brathin Sigwal the Jeweler (Frequency: 
  Adventure): [NOTE: This is only available if the Mage 
  Council has not been banned from Nimlee]. 
  As special thanks for finding the true cause of the 
  trouble in Craufield, Brathen will offer to create a 
  commission piece for the PC.  He will create any 
  jewelry piece the PC designates [including metaorg 
  membership items] up to a value of 500gp.   
  If a PC spends 500gp, that PC will gain a +1 
  Diplomacy and Gather Information checks with NPC 
  members of the Royal Financiers Guilds, as they 
  recognize a good customer.  The PC should note the 
  description of the item on both the AR and on their list 
  of Keoish Influence. 
  MURDERER!  This PC cast destructive spells with 
  abandoned, or cleaved from a creature into a Craufield 
  resident.  Both the DM and the Player should contact 
  the Keoland Metaorg and Regional Flavor PC at 
  keoland_marf_poc@yahoo.com with their version of 
  the story so that an appropriate punishment/restitution 
  can be made. 
  Masterwork Zither: The bard Dunyazad, in gratitude 
  for the PC’s assistance in Craufield, has commissioned 
  this zither to be made as a token of her thanks.  When 
  played by someone with the bardic music ability to 
  inspire courage, the morale bonus on saves to resist 
  charm and fear effects are boosted from +2 to +4. 
  However, it also reduces the morale bonus on weapon 
  damage rolls from +1 to +0. (Adventure; 100gp, Song 
  and Silence) 
  Influence w/Countess Lissen Rheyd (Power Rank: 
  Noble.  Political: Oeridian).  See the Metaorg Book 0 
  for details, or contact the Keoland triad for further 
  information.  Frequency (Regional). 
  If a PC does not belong to any Keoish metaorgs, they 
  may use this favor to cover the cost of any clerical 
  spells of 3rd level or less used in this module, up to 
  500gp [note that healing in Keoland costs double PHB 
  standard.]  Influence used in this way is Frequency 
  (Adventure) 
  NOTE TO THE DM: The person who takes possession 
  of Nerull’s Gift will receive a second Adventure 
  Record. The second record details the effects of being 
  controlled by the weapon. When doing the paperwork, 
  do the cert with the possession first, then the cert with 
  Of Witches and Warlocks 
   
  Page 26 
  
  the xp and gp gained. This way they cannot discard the 
  AR without leaving a gap in their paperwork. 
  • 
  Potion of Gaseous Form (Adventure; 750gp; 
  DMG) 
  Pawn of Nerull:  The PC has taken possession of a 
  powerful weapon called Nerull’s Gift. Being a highly 
  intelligent and evil item, it has slowly taken control 
  over the PC even if they are normally immune to mind-
  affecting effects. The PC’s alignment has changed to 
  NE and is now an agent for Nerull. The PC loses any 
  class abilities that are not allowed to a NE character. If 
  the PC was a cleric to another god, the PC is now a 
  cleric of Nerull.  The PC will lose access to the 
  domains spells of her/his previous god and gain access 
  to Nerull’s domains (the atonement spell will be cast by 
  one of Nerull’s clerics).  As the PC is now evil, the PC 
  is out of play and in control of the Keoland Triad. Send 
  the character sheet and ARs to the Keoland Plots and 
  Scenarios Triad member (Christian Alipounarian, 
  chrisinpm@aol.com).  The character is now a NPC 
  unless a special mission or a future module changes 
  his/her status. 
  • 
  Dust of Appearance (Adventure; 2,100gp; DMG) 
  • 
  Scroll of Teleport (Adventure; 1,125gp; DMG) 
  • 
  Potion of Cure Serious Wounds (Adventure; 
  750gp; DMG) 
  • 
  Ring of Mind Shielding (Adventure; 8,000gp; 
  DMG) 
  • 
  Ring of Protection +3 (Adventure; 18,000gp; 
  DMG) 
  • 
  Vest of Resistance +2 (Adventure; 4,000gp; T&B) 
  APL 12 
   
  APL 4, 6, 8, & 10 Items PLUS 
  • 
  Mithril chain shirt +3 (Adventure; 10,100gp; 
  DMG) 
  Items for the Adventure Record 
  Item Access 
  APL 4, 6 & 8: 
  • 
  Cloak of Charisma +2 (Any; 4,000gp; DMG) 
  • 
  Masterwork Zither (Regional; 100gp; see above) 
  • 
  Scroll Organizer (Any; 5gp; Tome & Blood) 
  • 
  Everburning Torch (Any; 90gp; DMG) 
  • 
  Potion belt (Any, 1gp, Forgotten Realms Campaign 
  Supplement) 
  • 
  Masterwork 
  potion 
  belt 
  (Adventure, 
  60gp, 
  Forgotten Realms Campaign Supplement) 
  APL 10: 
   
  APL 4, 6 & 8 Items PLUS 
  • 
  Chain shirt +2 (Adventure; 4250gp; DMG) 
  • 
  Flaming short sword +1 (Adventure; 8,310gp; 
  DMG) 
  • 
  Bracers of Armor +4 (Adventure; 16,000gp; 
  DMG) 
  • 
  Amulet 
  of 
  Natural 
  Armor 
  +3 
  (Adventure; 
  18,000gp; DMG) 
  • 
  Gloves of Dexterity +4 (Adventure; 16,000gp; 
  DMG) 
  Of Witches and Warlocks 
   
  Page 27 
  
  Appendix One: Monsters & NPCs 
  All APLs 
  Istava Lolian: Female human (Suel) Wiz (Div) 12. 
   
  Physical Description:  Istava is a lean woman of Oeridian heritage. 
   
  Personality: Istava is the current leader of Mage Council. Istava is a patient and methodical woman. She will 
  learn all about a situation that she can before putting a plan into action. Istava uses her power and skills to maintain 
  favor with the Countess Lissen Rheyd. 
  Jo’Ander: Male Human (Suel) Sor 10/Pal 1/BkG 2; CR 13; Medium-sized Human; HD 10d4+3d10+26; hp 75; Init 
  +2; Spd 30 ft; AC 22 (touch 15, flat-footed 20); Atk +11/+6 melee (Nerull’s Gift, 2d4+2, +1d6 cold + 2d6 vs. good) 
  or +10/+5 ranged (light crossbow, 1d8); SA Smite good 2/day, Poison use; SQ Detect good, Dark blessing; AL NE; 
  SV Fort ++21, Ref +14, Will +15; Str 13, Dex 10, Con 14, Int 10, Wis 8, Cha 20. 
   
  Skills & Feats: Concentration +20, Diplomacy +13, Hide +7, Intimidate +11, Knowledge (Arcanca) +10, 
  Knowledge (Religion) +2, Scry +5, Spellcraft +13. Improved Initiative, Spell Focus (Illusion), Greater Spell Focus 
  (Illusion), Power Attack, Cleave, Empower Spell, and Sunder* 
   
  Possessions: Light crossbow, Bracers of Armor +4, Amulet of Natural Armor +3, Gloves of Dexterity +4, 
  Nerull’s Gift (see Appendix 3), Vest of Resistance +2, Ring of Mind Shielding, Ring of Protection +3, potion of 
  cure serious wounds, potion of gaseous form, dust of appearance, scroll of displacement, scroll of teleport, plus 
  standard adventuring gear. 
   
  Physical Description:  A middle-age man with short black hair, well trimmed mustache dressed in well-made 
  clothing of Suel fashion. 
   
  Personality: Jo’Ander is a fallen paladin of Wee Jas that has been corrupted by Nerull’s Gift, which he had 
  acquired in his travels.  He has fully embraced the god of slaughter and wanders the lands as his god’s champion. 
   
  Sorcerer spells per day (6/8/7/7/6/4) 
   
  Sorcerer spells known  (9/5/4/3/2/1) base DC = 15 (18) + spell level, illusions = 19 (22) + spell level: 0— 
  arcane mark, detect magic, detect poison, daze, light, mage hand, prestidigitation, read magic, open/close; 1st — 
  color spray, endure elements, magic missile, shield, protection from chaos; 2nd — eagle’s splendor, endurance, 
  invisibility, protection from arrows; 3rd — dispel magic, fly, fireball; 4th — phantasmal killer, shadow conjuration; 
  5th —master image (new spell, see Appendix 2) 
   
  Blackguard spells (2) base DC = 11(13) + spell level: cure light wounds (x2) 
  Yith: Owl familiar; Tiny magical beast; HD 10; hp 44; Init +3; Spd 10 ft, fly 40 ft (average); AC 22 (touch 15, flat-
  footed 19) [+2 size, +3 Dex, +7 natural]; Atk +11/+8 melee (1d2-2, claw); Face/Reach 2 ½ ft by 2 ½ ft/ 0 ft; SQ: 
  Grants +2 on Move Silently check; AL N; SV Fort +6, Ref +7, Will +10; Str 6, Dex 17, Con 10, Int 10, Wis 14, Cha 
  4 
   
  Skills & Feats: Listen +14, Move Silently +20, Spot +6*. Weapon Finesse (claws) 
   
  Granted Abilities: Alertness, Improved evasion, Share spells, Empathic Link, Touch, Speak with master, Speak 
  with avian 
   
  Skills: Owls receive a +8 racial bonus on Listen checks, and a +14 to Move Silently checks. *They receive a +8 
  racial bonus to Spot checks in dusk and darkness. 
  Nevyn: Male Human (Suel) Sor 9; CR 9; Medium-sized Humanoid; HD 9d4+18; hp 46; Init +6; Spd 30ft; AC 17 
  (touch 13, flat-footed 15) or AC 24 (Shield); Atk +4 melee (dagger, 1d4) or +6 ranged (light crossbow, 1d8); AL 
  CE; SV Fort +5, Ref +5(7), Will +7; Str 10, Dex 14, Con 14, Int 12, Wis 12, Cha 19. 
   
  Skills & Feats: Concentration +13, Diplomacy +9, Knowledge (Arcana) +9, Knowledge (Nobility) +3, 
  Spellcraft +10, Scry +4. Spell Focus (Enchantment), Spell Focus (Illusion), Combat Casting, Silent Spell, and 
  Improved Initiative 
  Of Witches and Warlocks 
   
  Page 28 
  
   
  Possessions:  Light crossbow, Cloak of Charisma +2, scroll of shield, Ring of Protection +1, scroll of fly, 
  scroll of stoneskin, scroll of magic circle against law, scroll of obscuring mist, plus standard adventurer’s gear. 
   
  Physical Description and Personality:  Nevyn is the epitome of Suel of looks, blonde hair, blue eyes, and 
  strong facial features.  He carries himself with arrogance that he is better than everyone around him. His is 
  confident, and he is not one to let a slight to his character go unpunished. He thinks Istava is a foolish woman.  
   
  Spells per Day (6/7/7/7/5) 
   
  Spells Known  (8/5/4/3/2; base DC = 14 + spell level, Enchantment/Illusion DC = 16 + spell level): 0 —daze, 
  dancing lights, detect magic, ghost sound, mage hand, prestidigitation, ray of frost, read magic; 1st —change self, 
  charm person, mage armor, magic missile, color spray, 2nd —hypnotic pattern, invisibility, mirror image, tasha’s 
  hideous laughter; 3rd — dispel magic, hold person, major image; 4th —charm monster, emotion; 
  Twitch: Weasel familiar; Tiny magical beast; HD 8; hp 20; Init +2; Spd 20 ft, climb 20 ft.; AC 19 (touch 14, flat-
  footed 17) [+2 size, +2 Dex, +5 natural]; Atk +6 melee (1d3-4, bite); Face/Reach 2 1/2 ft. by 2 1/2 ft./0 ft.; SA 
  Attach; SQ Grants +2 Ref saves, Scent; AL CN; SV Fort +4, Ref +4, Will +7; Str 3, Dex 15, Con 10, Int 10, Wis 
  12, Cha 5.  
   
  Skills & Feats: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4. Weapon Finesse (bite) 
   
  Granted Abilities: Alertness, Improved evasion, Share spells, Empathic Link, Touch, Speak with master, Speak 
  with mustelidae. 
  Sarick: Male human (Suel) Rog 3/ Rgr 4;  
   
  Physical Description:  Sarick dresses like the common people of the area where he is stationed. He uses his 
  skills to blend into the crowd. He wears a mithral chain shirt under his clothes and has two short swords at his side. 
   
  Personality: Sarick knows some of the dangers that await the unaware folks of the land and takes an unkind 
  view of anyone who brings “that which should be forgotten” to the minds of the people. He portrays a quiet manner 
  to hide his temper that flares from time to time. He only gives one warning to those that dig too deeply into the 
  secrets that are best left untouched. Those that don’t heed the warning are usually never seen again. 
  Guard Sergeant: male or female Suel Ftr 4; CR 4; medium-sized human; HD 4d10+8; hp 34; Init +5; Spd 20 ft; 
  AC 21 (touch 11, flat-footed 20); Atk +10 melee (bastard sword, 1d10+5); AL LN; SV Fort +7, Ref +3, Will +3; Str 
  16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.  
   
  Skills & Feats: Climb +2, Ride +7, Spot +5. Cleave, Exotic Weapon (bastard sword), Improved Initiative, 
  Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword). 
   
  Possessions: potion of cure moderate wounds, potion of endurance, cloak of resistance +1, full plate, and large 
  steel shield. 
  Guard: male or female Oeridian, Suel War2: CR 1; medium-sized human; HD 2d8+4; hp 17; Init +1; Spd 20 ft; AC 
  18 (touch 11, flat-footed 17) [+1 Dex, +5 breastplate, +2 large steel shield]; Atk +5 melee (1d8+2 19-20, long 
  sword); AL NG, N, LN; SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills & Feats: Climb +1, Ride +6. Power Attack, Weapon Focus (long sword). 
  APL 6 
  Encounter One 
  Doppleganger Rgr 1: CR 5; Medium-size Shapechanger; HD 4d8+1d10+15; hp 44; Init +8  (+4 Dex, +4 Improved 
  Initiative); Spd 30 ft; AC 23 (+5 armor, +4 Dex, +4 natural); Atk +7 melee (short sword +1, 1d6+4) and +7 melee 
  (short sword +1, 1d6+2) or +9 melee (short sword +1, 1d6+4); SA Detect thoughts, favored enemy +1 (humans); 
  SQ: Alter self, immunities; SV Fort +9, Ref +8, Will +6; AL NE; Str 16, Dex 18, Con 16, Int 12, Wis 14, Cha 12. 
  Skills & Feats: Bluff +9, Gather Information +5, Innuendo +6, Knowledge: Local +5, Listen +5, Perform +5, 
  Wilderness Lore +7. Dodge, Improved Initiative, Weapon Focus (short sword) 
  Possessions: Chain shirt +1, two short swords +1. 
  Of Witches and Warlocks 
   
  Page 29 
  
  APL 8 
  Encounter One 
  Doppleganger Rgr 3: CR 7; Medium-size Shapechanger; HD 4d8+3d10+21; hp 62; Init +8  (+4 Dex, +4 Improved 
  Initiative); Spd 30 ft; AC 22 (+4 armor, +4 Dex, +4 natural); Atk +8/+3 melee (short sword, 1d6+3) and +8 melee 
  (short sword, 1d6+1) or +10/+5 melee (short sword, 1d6+3); SA Detect thoughts, favored enemy +1 (humans); SQ: 
  Alter self, immunities; SV Fort +10, Ref +9, Will +7; AL NE; Str 16, Dex 18, Con 16, Int 12, Wis 14, Cha 12. 
   
  Skills & Feats: Bluff +9, Gather Information +5, Hide +4, Innuendo +6, Knowledge: Local +5, Listen +5, 
  Move Silently +5, Perform +5, Wilderness Lore +12. Blind Fighting, Dodge, Improved Initiative, Weapon Focus 
  (short sword) 
   
  Possessions: Chain shirt +1, two short swords +1. 
  Ogre Ftr 4: CR 8; Large Giant; Face/Reach 5'x5'/10'; HD 4d8+4d10+32; hp 79; Init +1; Spd 20 ft; AC 18 (+3 
  armor, +1 Dex, -1 size, +5 natural); Atk +14/+9 melee (greatclub, 1d10+12); SV Fort +12, Ref +5, Will +4; AL CE; 
  Str 24, Dex 12, Con 18, Int 8, Wis 10, Cha 8 
   
  Skills & Feats: Jump +8, Listen +4, Spot +4. Iron Will, Lightning Reflexes, Power Attack, Cleave, Weapon 
  Focus (greatclub), Weapon Specialization (greatclub) 
   
  Possessions: Hide armor, greatclub. 
  Yaun-Ti Halfblood Ftr 1:  CR 8; Medium-size Monstrous Humanoid; HD 7d8+1d10+24; hp 68; Init +7; Spd 30 ft; 
  AC 22 (+5 armor, +3 shield, +3 Dex, +1 natural); Atk +15/+10 melee (scimitar +1, 1d6+6, 15-20/×2) and +5 melee 
  (bite 1d6+2); SA Spell-like abilities, psionics; SR 16; SV Fort +7, Ref +8, Will +8; AL CE; Str 20, Dex 16, Con 16, 
  Int 18, Wis 18, Cha 16. 
   
  Skills & Feats: Climb +6, Concentration +12, Knowledge: Arcana +9, Knowledge: Local +8, Hide +9*, Listen 
  +15, Spot +15. Blind-Fight, Combat Reflexes, Improved Critical (Scimitar), Improved Initiative, Iron Will, Power 
  Attack, Cleave, Weapon Focus (Scimitar) 
   
  Possessions: Chain shirt +1, scimitar +1, large steel shield +1. 
  APL 10 
  Encounter One 
  Doppleganger Rgr 3: CR 7; Medium-size Shapechanger; HD 4d8+3d10+21; hp 62; Init +8  (+4 Dex, +4 Improved 
  Initiative); Spd 30 ft; AC 24 (+6 armor, +4 Dex, +4 natural); Atk +9/+4 melee (flaming short sword +1, 1d6+4 
  +1d6 fire) and +9 melee (flaming short sword +1, 1d6+1 +1d6 fire) or +11/+6 melee (flaming short sword +1, 
  1d6+4 +1d6 fire); SA Detect thoughts, favored enemy +1 (humans); SQ: Alter self, immunities; SV Fort +10, Ref 
  +9, Will +7; AL NE; Str 16, Dex 18, Con 16, Int 12, Wis 14, Cha 12. 
   
  Skills & Feats: Bluff +9, Gather Information +5, Hide +4, Innuendo +6, Knowledge: Local +5, Listen +5, 
  Move Silently +5, Perform +5, Wilderness Lore +12. Blind Fighting, Dodge, Improved Initiative, Weapon Focus 
  (short sword) 
   
  Possessions: Chain shirt +2, two flaming short swords +1. 
  APL 12 
  Encounter One 
  Doppleganger Rgr 7: CR 10; Medium-size Shapechanger; HD 4d8+7d10+33; hp 98; Init +8 (+4 Dex, +4 
  Improved Initiative); Spd 30 ft; AC 25 (+7 armor, +4 Dex, +4 natural); Atk +14/+9 melee (flaming short sword +1, 
  1d6+4 +1d6 fire) and +14 melee (flaming short sword +1, 1d6+2 +1d6 fire) or +16/+11 melee (flaming short sword 
  +1, 1d6+4 +1d6 fire); SA Detect thoughts, favored enemy +2 (humans), favored enemy +1 (elves); SQ: Alter self, 
  immunities; SV Fort +12, Ref +10, Will +8; AL NE; Str 18, Dex 18, Con 16, Int 12, Wis 14, Cha 12. 
  Of Witches and Warlocks 
   
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  Skills & Feats: Bluff +9, Gather Information +5, Hide +16, Innuendo +6, Knowledge: Local +5, Listen +5, 
  Move Silently +13, Perform +5, Wilderness Lore +12. Blind Fighting, Dodge, Improved Initiative, Weapon Focus 
  (short sword) 
   
  Possessions: Mithril chain shirt +3, two flaming short swords +1. 
   
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  Appendix Two: New Rules 
  New Spells 
  Master Image 
  Illusion (Shadow) [Mind-Affecting] 
  Level: Sor/Wiz 5 
  Components: V, S 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft/level) 
  Effect: See text 
  Duration: See text 
  Saving Throw: Will (See text) 
  Spell Resistance: No 
  This illusion spell allows the caster to try to take over 
  control of an illusionary (figment) spell of 4th level or 
  lower cast by another. If the caster of the targeted 
  spell fails at a Will save, then the illusion now comes 
  under the control of the caster of the master image 
  spell. The illusion is infused with material from the 
  Plane of Shadow to give it quasi-real form and 
  function. The illusion now has the properties of a 
  shadow conjuration spell in terms of the image 
  properties. The duration of the shadowed figments 
  are twice the duration times of the original spell. For 
  example a major image spell has been taken over, the 
  original duration was concentration + 3 rounds, the 
  new duration is concentration + 6 rounds. The 
  shadowed image can be dispelled, at the original 
  caster’s level, but disbelieving the effect is against 
  the new caster’s level.  
  New Items 
  Potion Belt from Forgotten Realms Campaign 
  Supplement: This sturdy leather belt similar to a 
  bandoleer has pockets shaped to hold potion vials 
  and is fitted with ties or flaps to keep the potions 
  from falling out. The belt holds six potions. 
  Retrieving a potion from a potion belt is a free action 
  once per round. A Masterwork version of the belt 
  holds ten potions and is otherwise identical except 
  for cost. Market Value: 1gp (potion belt) or 60gp 
  (masterwork potion belt); Weight: 1 lb. 
  Scroll Organizer from Tome & Blood: This long 
  strip of leather has an overlapping series of fifteen 
  pockets sewn along one side, each large enough to 
  hold a scroll of a single spell. When slipped into a 
  pocket, only the top of the scroll shows, allowing you 
  to scan all the titles. The outside is fitted with a clip 
  and a sewn-in pouch so that the organizer can be 
  rolled up into a cylinder, slipped in its own pouch, 
  and sealed against the elements. Market Price: 5 gp; 
  Weight: ½ lb. 
  Vest of Resistance from Tome & Blood: These 
  garments offer magic protection in the form of a +1 
  to +5 resistance bonus to all saving throws 
  (Fortitude, Reflex and Will). Caster Level: 5th; 
  Prerequisites: Craft Wonderous Item, resistance, 
  caster level must be three times that of the cloak’s 
  bonus; Market Price: 1,000 gp (+1), 4,000 gp (+2), 
  9,000 gp (+3), 16,000 gp (+4) or 25,000 gp (+5); 
  Weight: 1lb. 
  Of Witches and Warlocks 
   
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  Appendix Three: Nerull’s Gift 
  Nerull’s Gift: Large Unholy Adamantine Scythe +1 
  of Icy Burst; HP See below; AC 5; Special Qualities: 
  Hardness 20, Telepathy; AL: NE; SV Fort +7, Ref 
  +7, Will +6. Str -, Dex -, Con -, Int 18, Wis 19, Cha 
  17 
  Special Abilities: 
  Icy Burst  - An icy burst weapon functions as a 
  frost weapon that also explodes with frost upon 
  striking a successful critical hit. Upon a 
  successful critical hit, this weapon does +3d10 
  points of bonus cold damage. 
  Unholy – This weapon does  +2d6 damage 
  against good opponents. It bestows 1 negative 
  level on any good opponent attempting to wield 
  this weapon. The negative levels remains as long 
  as the weapon is in hand and disappears when 
  the weapon is no longer wielded. 
  Primary abilities:  
   
  Sunder – Wielder has free use of the Sunder feat, 
  even if he does not meet the prerequisites. 
   
  Wielder does not need to breathe 
  Extraordinary Abilities: 
   
  Detect Thoughts – The wielder can detect 
  thoughts as the spell, at 100’ range 3/day. 
   
  True Seeing – The wielder gains the benefits of 
  the true seeing spell at will. 
  Special Purpose: 
   
  Against followers of Heironeous – Causes the 
  person struck to become slowed, as the spell 
  (DC 16). This power is activated against the 
  specified opponent upon hit; the chill 
  embrace of the Reaper comes over the foe. 
   
  Ego: 25 
   
  Language: 
  Common, 
  Ancient 
  Flan, 
  Flan, 
  Abyssal, and Infernal 
  The tale of the forging of this weapon has been lost 
  to time. Little is known about it - except that 
  wherever the scythe has appeared, death has 
  followed. Once, it was a favored weapon of a cleric 
  of Nerull who ravaged the lands of the Sheldomar 
  Valley. The blood of its victims is said to have tinted 
  the blade red. Followers of Heironeous are 
  susceptible to the scythe. 
  Over the years, as the weapon changed hands from 
  decadent master to depraved master, it gained 
  sentience and a will of its own. As it became more 
  powerful, it required more from its possessors. Only 
  those aligned with its temperament were able to draw 
  upon its abilities. If its possessor were of a different 
  moral philosophy, it would try to force a change. If it 
  was able to win a battle of wills five times, the 
  possessor permanently changed alignment to NE. 
  The weapon bestows two negative levels to any such 
  wielders that pick up the scythe. The negative levels 
  only disappear once the possessor has changed to a 
  NE alignment and worship of Nerull.  
  Centuries after its creation, the scythe has become a 
  symbol of the fate that awaits the enemies of Nerull. 
  It is said to have disappeared somewhere in 
  mountains of the Sheldomar Valley.  Followers of 
  Nerull spend their whole lives hunting for the scythe 
  to use it once again.  
  As an artifact, there is only a very specific way in 
  which the scythe can be destroyed; doing so is 
  beyond the means of the PCs at this time. 
  Of Witches and Warlocks 
   
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  DM’s Map 1 
   
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  DM’s Map 2 
   
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  DM’s Map 3 
   
  Of Witches and Warlocks 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Keoland/KEO3-04 - Of Witches and Warlocks.pdf