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.  
   
  NAE3-01 
   
   
   
   
   
   
   
   
  Daughter of Idee 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Naerie Regional Adventure 
  Version 1 
   
  by Steven Zwanger 
  Circle Reviewer: Creighton Broadhurst 
   
   
  The old countly line may not be as extinct as once thought. What effect will this have on the tumultuous politics of 
  Naerie? 
  An adventure for APLs 2-8 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A five-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. 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.  
  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. 
   
  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: 
   
  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. 
  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. 
  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.  
   
  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 you 
  determine treasure and experience awards for the scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  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 
  Daughter of Idee 
   
  Page 2 
  
  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. 
  # 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 
   
  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 
  1
  st-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 1
  st-level 
  characters, or 
  try to enlist 
  higher-level 
  characters to 
  play at that 
  table. 
  2. 
  Advise 
  characters to 
  buy 
  riding 
  dogs to help 
  protect them, 
  and fight for 
  them. 
  All 
  riding 
  dogs 
  are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
   
   
   
  This is a standard 1-round Regional adventure, set in the 
  Principality of Naerie. Characters native to Naerie 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. 
   
  Adventure Background 
  First, a guide to the organizations and NPCs who have a 
  role in this story. 
   
  Organizations 
  House Haxx: A noble house in the Principality of 
  Naerie. The ruler of Naerie, Prince Barzhaan, belongs to 
  this house. 
   
  House Arxx: A noble house in the Principality of 
  Naerie, frequently a rival to House Haxx.  There are 
  numerous other noble houses in Naerie, but only these 
  two play a significant role in the story. 
   
  The Advisory Council: A group of nobles from 
  various houses who discuss matters of policy with Prince 
  Barzhaan.  Critics say these nobles are just political 
  Daughter of Idee 
   
  Page 3 
  
  hostages to give the Prince’s edicts some political 
  legitimacy. 
   
  The Greyhawk Wars: a series of conflicts that 
  spread across the subcontinent of the Flanaess less than 
  twenty years ago and overturned much of the status quo. 
   
  The United Kingdom of Ahlissa: A successor state 
  to the vast empire known as the Great Kingdom of Aerdy. 
  Its capital is Kalstrand.  The United Kingdom of Ahlissa 
  arose after the Greyhawk Wars, and in many people’s 
  minds, inherited not only the lands of the Great 
  Kingdom, but also the Great Kingdom’s legacy of evil and 
  corruption.  Ahlissa annexed Naerie after freeing it from 
  the Scarlet Brotherhood. 
   
  The Idee Volunteers: An underground organization 
  seeking to re-establish the independence of Naerie, 
  under its former name of Idee. 
   
  NPCs 
  Count Fedoric: One of the last rulers of Idee when it was 
  independent.  Count Fedoric is dead. 
   
  Lord Euric: A member of House Arxx; also a 
  member of the Advisory Council.  Other NPCs may refer 
  to him, but he does not actually appear in the scenario. 
   
  Gauterit: A young naïve man who works for Lord 
  Euric; the players’ liaison with the Council. 
   
  Remismund: A priest of Heironeous; secretly, a 
  supporter of the Idee Volunteers. 
   
  Fara: A zealot; a member of the Idee Volunteers. 
   
  Pepin: A sinister man who breeds beasts tainted 
  with infernal blood.  Other NPCs may refer to him, but 
  he does not actually appear in the scenario. 
   
  Liara: An agent of the Scarlet Brotherhood who has 
  invisibly snuck into the city looking for Remismund. 
   
  Gusto: Liara’s hobgoblin slave.  She condescendingly 
  calls him her “pet”. 
   
  Achila: A member of the Thieves’ Guild and a thug-
  for-hire. 
   
  Cyricus: A member of the Thieves’ Guild and a thug-
  for-hire; a colleague of Achila. Other NPCs may refer to 
  him, but he does not actually appear in the scenario. 
   
  Theodora Hubald: A woman from Naerie who is 
  being sought by many people to further their own ends. 
   
  Background Story 
  A wing of House Haxx, relatives of Prince Barzhaan, 
  concocted a scheme to strengthen their House’s political 
  position in both Naerie and Kalstrand.  A woman named 
  Theodora Hubald loyal to, but not a member of, their 
  House, agreed to help.  The plan was to present her as the 
  long-lost daughter of Count Fedoric of Idee, born out of 
  wedlock and only recently discovered to be the last heir 
  of the old countly line.  She would then marry a 
  prominent member of House Haxx, perhaps even the 
  Prince himself, thereby strengthening Ahlissa’s claim to 
  the principality and entrenching House Haxx as rulers of 
  it. 
   
  To establish the legitimacy of Theodora’s claim, her 
  backers used Remismund, a Heironean priest in Naerie, 
  as their pawn.  Remismund was known to favour the 
  independence movement, the Idee Volunteers, and had 
  in the past spoken out on their behalf.  His word would 
  be powerfully persuasive to those who doubted the 
  honesty of the Ahlissan government.  Secretly, 
  Remismund had been embezzling funds from the 
  Church of Heironeous for many years and funneling 
  them to the Volunteers.  Theodora’s allies knew this and 
  turned it to their advantage. They contacted him and 
  threatened to expose him unless he proclaimed Theodora 
  to be the late Count’s daughter.  They said no more than 
  that; Remismund wondered about their purpose, but was 
  desperate 
  to 
  avoid 
  exposure 
  and 
  certain 
  excommunication, as well as the damage such exposure 
  would do to the Volunteers’ cause.  House Haxx arranged 
  a method of discreet communication: during the night, 
  Remismund would leave his bedroom window slightly 
  ajar. House Haxx hired a breeder of infernal beasts to kill 
  him after he issued his announcement, in order to ensure 
  that no change of heart would lead Remismund to reveal 
  his fraud.  The breeder, Pepin, used the open window to 
  get his beasts inside. 
   
  From there, the plan went awry.  A political rival, 
  House Arxx, discovered the plan through a household 
  spy.  They kidnapped Theodora, planning to reveal her 
  role and humiliate House Haxx.  They also acquired 
  documents in which members of House Haxx discussed 
  the fraud.  Before they could publicize it, however, the 
  kidnappers quarreled over what to do with Theodora.  
  Three wanted to follow their original course, publicizing 
  the fraud, while the other two, Achila and Cyricus, 
  wanted to take advantage of her new status as an heir by 
  selling her to the Scarlet Brotherhood.  The two slew 
  their cohorts and took off with both Theodora and the 
  documents, later contacting the Scarlet Brotherhood to 
  arrange a meeting.  Achila and Cyricus have an elemental 
  guardian who assisted them with the kidnapping; 
  Cyricus has gone to arrange swift passage out of Naerie 
  while Achila meets the Brotherhood for the exchange, 
  with the elemental as insurance in case they try to betray 
  him. 
   
  When Achila and Cyricus approached the Scarlet 
  Brotherhood with their offer to sell Theodora, the 
  Brotherhood immediately recognized the opportunity 
  and agreed to the deal.  Of course, the Brotherhood had 
  no intention of leaving the pair alive to tell anyone of 
  Haxx’s plot; One of their agents, a Suel woman named 
  Liara, was sent to silence them and collect Theodora.  
  Naturally, a Suel, especially a Suel with a hobgoblin slave, 
  Daughter of Idee 
   
  Page 4 
  
  would stand out like a sore thumb in the city, so she and 
  her slave used potions of invisibility to sneak around; the 
  potions lasted only a short time, but long enough to get 
  inside and reach a Brotherhood safe house unseen.  
  Before meeting Achila, Liara plans to interrogate 
  Remismund to see if he has any important information 
  about Theodora. 
   
  Now many parties seek Theodora.   Although Haxx 
  knows she has been kidnapped, they do not know by 
  whom, and House Arxx has generously offered to assist 
  in finding her.  To this end, Councillor Euric of House 
  Arxx has dispatched his aide Gauterit.  However, Euric 
  has not informed him of Arxx’s role in the kidnapping, 
  nor of the fraud; Gauterit knows only that the Councillor 
  seeks the missing heir.  The Scarlet Brotherhood has of 
  course sent its own agents to the arranged meeting, with 
  no intention of making good on their purchase offer.  
  The Idee Volunteers have no idea that Theodora is a 
  fraud, and want to find her and make her a figurehead for 
  the independence movement. 
   
  Adventure Summary  
  The PCs meet some NPCs who give them background on 
  the Principality of Naerie.  One of them, Wulfric, 
  introduces them to a government official, Gauterit, who 
  in turn seeks to hire the PCs to find a missing woman.  
  This woman is purportedly the daughter of the last ruler 
  of independent Naerie (then called Idee), and the last in 
  the countly line. 
   
  Other factions seek the woman as well.  There are 
  the Idee Volunteers, who strive to reestablish the 
  country’s independence.  There is also the Scarlet 
  Brotherhood, who briefly controlled Naerie before its 
  current owner, the United Kingdom of Ahlissa. 
   
  The PCs first are sent to talk to a Heironean priest, 
  Remismund, who announced the discovery that there 
  was an heir to the last Count.  Remismund, however, is 
  found dead at his church.  The PCs then talk to an agent 
  of the Idee Volunteers, who implores them to help her 
  faction instead of the government. 
   
  After leaving the church, the PCs encounter a 
  member of the Scarlet Brotherhood, who also seeks the 
  heir but is somewhat further along in her investigation.  
  Upon defeating her, the PCs find a map which takes 
  them to the hideout of the missing woman’s kidnappers. 
   
  Along with the missing woman, named Theodora, 
  the 
  PCs 
  also 
  find 
  evidence 
  that 
  Remismund’s 
  announcement was part of a hoax to name Theodora heir 
  and cement the Ahlissans’ authority by marrying her into 
  Ahlissan nobility.  The PCs must then decide what to do 
  with this information and whether to expose the hoax. 
   
  If you run into difficulties as the DM, there is a 
  troubleshooting 
  section 
  following 
  the 
  various 
  conclusions. 
   
  DM Notes on Playing in Naerie 
  In general, as long as the PCs are defending themselves, 
  do not bring in the gendarmerie. If, however, the PCs are 
  reckless with their fights, give them a reminder if an 
  action is going to harm or kill innocent bystanders (e.g. 
  casting fireball into a crowd of people). If the PC insists 
  on taking that action, the gendarmerie will show up in 5 
  rounds and arrest that PC. 
   
  Any PC who is arrested is finished with the module, 
  and in addition must pay additional TUs: 26 TUs for 
  harming a civilian, or 52 TUs for killing one. A PC who 
  kills a guard is arrested and executed, and all that 
  character’s possessions are confiscated; no raise dead is 
  possible. 
   
  A PC who hides from the guards may continue 
  playing until spotted. If the PC finishes the adventure 
  without being spotted, that character is considered 
  hunted within the city and for the next 52 TUs, may not 
  play any adventure set in the city of Naerie. 
   
  A PC who recklessly or deliberately destroys 
  property is imprisoned for 10 additional TUs after the 
  adventure is over. 
   
  People in Naerie are wary of those who remind them 
  of the Scarlet Brotherhood.  A PC of pure Suel blood 
  receives a –4 circumstance penalty to the following skills 
  when used with human or humanoid NPCs: Bluff, 
  Diplomacy, Disguise, Gather Information, Intimidate and 
  Sense Motive. 
   
  Note: PCs may not begin this adventure with any 
  pre-cast spells. 
   
  Introduction 
  Once the players have seated themselves, introductions 
  have been made and you have answered any initial 
  questions they might have read or paraphrase the 
  following: 
   
  News has spread through the city of Naerie: an heir to 
  the late Count Fedoric Eddri has been found!  
  Remismund, a prominent priest of Heironeous, has 
  announced that there is a woman in Naerie who is the 
  Count's daughter, born out of wedlock to a 
  chambermaid from the palace. 
   
  If any PC wishes to make a Gather information check 
  (whether now, or later in the adventure) use the results 
  below to gauge their success.  
  Daughter of Idee 
   
  Page 5 
  
  DC 20: Remismund is an ally of the independence 
  movement. 
  DC 25: Remismund has occasionally, in his church, 
  hidden members of the independence movement who 
  needed to flee the country, and has arranged for them to 
  travel thereafter to Irongate. 
   
  Once any Gather Information checks have been 
  made read or paraphrase the following: 
   
  The Star of Aerdy tavern is crowded this evening.  
  Everyone, it seems, is talking about Remismund's 
  announcement.  You have had to squeeze together at 
  your table, sharing it with some others who may be 
  unfamiliar to you but who look like adventuring 
  types. 
   
  Give the PCs this opportunity to make introductions, if 
  they don't already know each other. A DC 15 Gather 
  Information check yields the following information: The 
  Star of Aerdy was formerly named the Beehive, during 
  the brief period that the Scarlet Brotherhood controlled 
  the city.  Before that time it was called the Iron Flagon. 
   
  Continue: 
   
  The waiter who brings your order sets down your 
  glasses and remarks, “You hear about Count Fedoric’s 
  heir?  It’s pretty exciting, isn’t it?  When I was little, 
  my pa used to tell me the story of how the Count 
  personally capture the famous pirate Calico Annie, 
  who had sunk two dozen of our merchant ships!  It 
  was terrible when the redcloaks took over the 
  country; my pa was killed fighting them, you know.  
  He was a real patriot and always believed in the 
  importance of the Iron League.  It really meant 
  something when the County of Idee was a member of 
  the League.  Now we’re just another province of 
  Ahlissa.  Maybe it wouldn’t have been so easy for 
  them to annex us if Count Coriell had tried harder to
  rally the resistance to the Scarlet Brotherhood.  He’s 
  not the man his father was, that’s for sure.  Much 
  good he does anyone hiding in Irongate now.”
   
   
   
  l
   
   
   
  l
   
  DM’s Note: Before the Greyhawk Wars about 10 years 
  ago, the Iron League was an alliance of small countries on 
  the southern rim of Ahlissa: Onnwal, Irongate, Idee, 
  Sunndi, the Lordship of the Isles and the dwarves of the 
  Iron Hills. Now Onnwal is partially occupied by the 
  Scarlet Brotherhood, the Lordship of the Isles is a 
  Brotherhood ally, and Idee has been absorbed into 
  Ahlissa as the Principality of Naerie. Players may gain 
  this information with a DC 15 Knowledge (local 
  [Splintered Suns]), or a DC 10 Knowledge (history) 
  check. 
  DM’s Note: Coriell was the last Count of Idee, 
  overthrown by the Scarlet Brotherhood during the 
  Greyhawk Wars. Count Fedoric Eddri was Coriell’s 
  father.  Player’s may gain this information through a DC 
  8 Knowledge (local [Splintered Suns]) check, or a DC 12 
  Knowledge (history) check. 
   
  When the PCs have digested this news read or 
  paraphrase the following: 
  A well-dressed merchant enters the tavern.  She looks 
  plump and prosperous, striding confidently across 
  the room to the bar, where she announces, “Drinks 
  for everyone!”  A great cheer erupts from the room. 
   
  Ludmila is friendly but self-absorbed; she talks fast and 
  rarely lets others get a word in edgewise. 
   
  She comes over to your table and appraises you.  
   
  “You lot look like you have some interesting 
  stories to tell.  Care to trade tales over a drink?  Let 
  me go first, as I’ve got some celebrating to do.  I just 
  sold a full caravan of Ratikan furs to House Arxx. 
  They’re so competitive, those Arxxi!  Always trying to 
  look the richest, the chicest, the most up-to-date.  
  Sometimes I think they have an inferiority complex 
  because House Haxx is in charge of Naerie and they 
  aren’t.  Not that the Haxxi are guileless, but when the 
  Prince himself is a member of your house, it’s a lot 
  easier to scheme without getting caught.  All their 
  plotting makes them paranoid, too; it took me weeks 
  to convince them I wasn’t trying to pul  a fast one on 
  them.  Weeks! 
   
  “Nobles, I tell ya.  They’re a pain in the you-
  know-what, but they’re damn good for business.  Now 
  if you’ll excuse me, I’ve some friends to meet for 
  dinner.  My name’s Ludmila, by the way.  A pleasure 
  to meet you all.” 
  She rises to go, then turns to face you again. 
   
  “A piece of advice, dearies. In Naerie, everyone’s 
  got an agenda.  Probably even me.” 
  She winks at you. 
  Shortly after Ludmila leaves, the barkeep comes over 
  to you. 
   
  Wulfric is also, friendly, but obsequious. 
   
  “Gentlefolk, my name is Wulfric.  I apologize if 
  Ludmi a was disturbing you. She doesn’t know when 
  to mind her own business.  I would have come over to 
  you sooner, but I had to interrupt a discussion before 
  Daughter of Idee 
   
  Page 6 
  
  it turned into an argument.  I want no fights n my 
  bar!  They never should have brought up the subject 
  of the Idee Volunteers: you know, the so-called 
  independence movement. All the Volunteers do is 
  complain about the Ahlissans. They’re ungrateful 
  wretches, if you ask me.  If it hadn’t been for the 
  Ahl ssan army, we’d never have gotten rid of those 
  Scarlet Brotherhood invaders. Ever since we were 
  incorporated into the United Kingdom of Ahlissa, life 
  here in Naerie has been much calmer. If the 
  Ahlissans get a little heavy-handed at times, that’s a 
  small price to pay for being free of the redcloaks. 
  i
  i
   
  l 
   
   
   
   
  i
  f
   
  l
   
  “Speaking of the Ahlissans, one of my regular 
  customers is looking for a group of discreet 
  investigators. You look like capable adventurers.  
  Perhaps you would be interested.  He’ll be here later 
  if you wish to speak to him.  I’l send him over to you. 
   His name is Gauterit.” 
  Encounter 1:  
  An Offer 
  Summary: Gauterit asks the players to find Count 
  Fedoric’s heir. 
   
  This 
  encounter 
  follows 
  directly 
  on 
  from 
  the 
  Introduction. Read or paraphrase the following: 
   
  A tall man in fine clothing enters the tavern.  He 
  speaks for a moment to the bartender, and then 
  approaches your table. He wears blue and maroon 
  livery, and a badge decorated with a round field 
  striped alternating yellow and green, four stripes of 
  each, top stripe is yellow. The border is a stylised 
  chain in yellow. In the middle is a green ship and 
  underneath that a yellow scroll. To the top left of the 
  ship is a small shield with a blue bull on a red field. 
  PCs who wish may make several skill points at this 
  juncture to discover more information about this man.  
   
  The Livery: A DC 15 Knowledge (nobility) check or 
  a DC 20 Knowledge (local [Splintered Sun]) check 
  reveals that blue and maroon are the colours of House 
  Arxx. 
   
  The Badge: A DC 15 Knowledge (nobility) check or 
  a DC 10 Knowledge (local [Splintered Sun]) check 
  reveals the decoration on the badge is the symbol of the 
  Advisory Council, a group that assists Prince Barzhaan in 
  ruling Naerie. An additional DC 20 Knowledge (nobility) 
  check or a DC 15 Knowledge (local [Splintered Sun]) 
  check reveals that the Council comprises a mix of 
  prominent citizens and Ahlissan nobles. 
   
  When the stranger is allowed to start read the 
  following: 
   
  "Greetings, adventurers," he says.  "Allow me to 
  introduce myself.  I am Gauterit; I work for 
  Councillor Euric. Wulfric told me you might be 
  interested in a job.  I’d like to speak to you in private.” 
  If the PCs agree, he takes them to a private dining room.  
  If they do not agree, he asks again; if they decline a 
  second time, the adventure is over for them. Once the 
  PCs have accepted his invitation, continue: 
  “I need your help. You've heard Remismund's news, 
  no doubt. Unfortunately, the situation is complicated. 
  Remismund has not revealed the name of the Count’s 
  heir. The Council doesn’t know where she is, much 
  less who she is.  Furthermore,”he lowers his voice, 
  "the Council fears that agents of the Scarlet 
  Brotherhood will find this woman and k dnap her, 
  taking her south for indoctrination. In their hands, 
  the Count's sole heir would be a potent weapon 
  against our legitimate government. Will you find her 
  and bring her to the Council, so that we may protect 
  her?  If you find her, Lord Euric will pay you each a 
  reward o  [APL x 50] gp and he will help you out 
  when you need a favour in the future." 
  Allow the PCs to respond, but do not address their 
  questions yet. After a few moments, Gauterit will 
  continue: 
   
  “Now, the Council has learned that the Scarlet 
  Brotherhood has arranged to transport her out of 
  Naerie at dawn tomorrow on one of the ships in 
  harbour.  We don’t know which one, and we don’t 
  have time to question the crew of each one, so our 
  best hope is to find this woman before the 
  Brotherhood does.  As you can tel , time is of the 
  essence.” 
   
  Any PC who made a Knowledge check as described 
  above will recognize Euric as one of the Ahlissan nobles 
  who sits on the Council, a member of House Arxx. 
   
  Additionally, a DC 20 Knowledge (local [Splintered 
  Sun]) check or a DC 25 Knowledge (nobility) check will 
  reveal that Euric is also a follower of Zilchus and a 
  member of the Golden Capons, a merchant clique. 
   
  Gauterit will answer a few questions.  Here are some 
  possible inquiries the PCs may make. These questions 
  and answers can be given in any order; you need not 
  follow the order listed here. 
   
  Daughter of Idee 
   
  Page 7 
  
  Q: Why can't you find her yourself? 
  A. I am busy with Council work; we are always short 
  staffed and underfunded.  Besides, I have no idea 
  where to look. 
   
  Q: Why us? 
  A: We need brave adventurers.  Our gendarmerie is 
  no match for the Brotherhood. 
   
  Q: Do you have any suggestions on where we begin 
  looking? 
  A: I recommend speaking to Remismund.  He may 
  have more information that he has not publ cly 
  released. 
  i
   
   
  Q: Where might we find Remismund? 
  A: He works and resides at the Righteous Temple of 
  Heironeous on Shepherd Street. 
   
  Q: Why haven't you gotten that information from 
  Remismund yourself? 
  A: He doesn't get along very well with the Council. 
   
  Q: Why not? 
  A: We share some. . . political differences.  It wouldn’t 
  be appropriate for me to say more. 
   
  Gauteric will provide a description of Remismund if the 
  PCs ask for it, but will not volunteer it. (He assumes they 
  already know what Remismund looks like.) 
   
  Q: How do you know the Scarlet Brotherhood hasn’t 
  already found this heir? 
  A: We don’t, of course.  However, they probably did 
  not start with any more information than we did, so 
  we hope that it will take them time to find her.  Of 
  course, they might begin by talking to Remismund 
  themselves; or doing worse than talking. 
   
  Q. Who the heck is this Count you speak of? 
  A: You're not from around here, are you?  Fedorick 
  Eddri was Count of Idee about twenty years ago; he 
  died without any direct heirs, and was followed by his 
  cousin, Count Coriell.  Coriell, of course, was the last 
  ruler of free Idee, back before the Greyhawk Wars.  
  Coriell's in exile in Irongate now, and refuses to see 
  anyone. 
   
  Q: Who is Councillor Euric? 
  A: The Honorable Lord Euric is a member of House 
  Arxx and one of the most powerful members of the 
  Council. 
   
  Note: Any PCs who succeeds at a DC 20 Sense Motive 
  check will understand that Gauterit is inflating Euric's 
  level of prestige. 
   
  A DC 15 Knowledge (local [Splintered Sun]) or a DC 
  15 Knowledge (nobility) check or a DC 25 Knowledge 
  (history) check or, later, a DC 15 Gather Information 
  check will tell the players that the Advisory Council is a 
  group of nobles and other prominent figures who discuss 
  matters of policy with Prince Barzhaan. Some critics have 
  charged that they are just political hostages to give the 
  illegal edicts of the Prince some legitimacy. 
   
  Q: Which House does Councillor Euric belong to? 
  A: House Arxx. 
   
  Q: May we speak with Councillor Euric? 
  A: Unfortunately the Councillor has been very busy 
  lately, but I can schedule a meeting with him in . . . 
  [pulls out a small book and checks it] three days. 
   
  Q: What is the relationship between House Arxx and 
  House Haxx? 
  A: Although the two Houses do not always get along, 
  Arxx is no enemy of Haxx, unlike some other Houses 
  I might name. But I've already said too much and this 
  is not really on topic. 
   
  A DC 20 Sense Motive check will determine that the first 
  sentence, about the relationship between Houses Haxx 
  and Arxx, is basically sincere but is also glib, as if Gauterit 
  has repeated it many times. Gauterit will not discuss this 
  matter further, but a DC 18 Knowledge (nobility) check 
  will reveal that House Oedil and House Lyrthi have a 
  history of opposing the interests of House Haxx. 
   
  A further DC 18 Knowledge (nobility) check will 
  reveal further information about House Arxx: House 
  Arxx has been networking in Kalstrand, the Ahlissan 
  capital, trying to gain more power in Naerie. House Arxx 
  is most prominent in the province of Menst and its 
  capital city, Minetha.  House Arxx was the first noble 
  house to take an oath of loyalty to Prince Barzhaan, the 
  ruler of Naerie. 
   
  If the PCs look for information about Remismund, have 
  them make a Gather Information check, giving them 
  information according to the table below.   
   
  DC 10: Remismund is a priest of Heironeous. 
   
  DC 12: Remismund works at the Righteous Temple 
  of Heironeous on Shepherd Street 
   
  DC 15: Remismund also lives there. 
   
  DC 20: Remismund is in disfavour with the upper 
  levels of the hierarchy of the Church of Heironeous. 
  Daughter of Idee 
   
  Page 8 
  
   
  DC 22: Since the Church would have removed him 
  from his position if he was not good and virtuous, his 
  disfavour must be political in nature. 
   
  DC 25: For a brief period after the Brotherhood was 
  driven out of Naerie in CY 586, the leaders of the Church 
  of Heironeous debated the validity of Ahlissan rule. They 
  eventually concluded there was sufficient evidence 
  supporting the legitimacy of the Ahlissan government; 
  furthermore, despite lingering questions about that 
  legitimacy, the current government is by far the most 
  likely means to ensure the citizenry are safe and 
  prosperous.  Sometime during the following year, 
  Remismund fell out of favor. 
   
  DM’s Note: Some parties may try to use divination spells 
  to locate the heir.  Do not suggest their use, but if the PCs 
  think of the idea on their own, you may use the following 
  guidelines to handle them: 
   
  Arcane eye: The spell is not practical because 
  searching an entire city would take days, if not longer. If 
  the PC insists on casting it, the spell works normally but 
  finds nothing, no matter how long the PC waits. 
   
  Augury: The spell can only see into the future for 
  about half an hour, so is unlikely to provide any long-
  term help. 
   
  Commune: This spell works normally. Remember 
  that the caster must subtract the XP cost off the AR at the 
  end of the adventure. 
   
  Divination: If the dice result indicates a success, the 
  answer will be along the lines of “Visit Remismund,” or, if 
  the PCs have already done so, “Follow the map.”  The 
  same answer is given if the caster asks anything touching 
  on the missing heir, e.g. “What is the best way to find the 
  heir?”, “Is the heir really the daughter of the late Count?” 
  etc. 
   
  Locate creature: The spell only finds a familiar 
  creature; the heir is not familiar to the PCs. 
   
  Locate object: Given the lack of information the PCs 
  have about the heir, there is no object that will help them 
  find her. 
   
  Prying eyes: As arcane eye. 
   
  Scry: If the spell caster succeeds at a Scry check, he 
  will see the heir indoors, either sleeping or reading at a 
  desk.  The room is nondescript.  The magical sensor 
  created by the spell cannot be moved, so there is no way 
  to determine the heir’s location, although the spellcaster 
  will be able to recognize the heir if he sees her again. 
   
  Once the players go to Remismund’s temple, proceed to 
  Encounter 2. 
   
  Encounter 2:  
  Remismund 
  Summary: Investigating the announcement of the newly 
  discovered heir (Encounter 1), the players seek the 
  person who made the announcement, the Heironean 
  priest Remismund.  They discover him dead, killed by 
  fiendish creatures which the players may then fight. 
   
  Once the players have reached this area, read or 
  paraphrase the following: 
   
  As you enter the church you immediately hear a 
  clamor from towards the back, from behind a door. 
   
  Give the PCs a few moments to decide what to do; they 
  will presumably investigate the clamour. 
   
   
   
   
   
   
   
  As you open the door, you see half a dozen people 
  banging on a closed wooden door.  They are standing 
  in some type of parlor, which has an open side door 
  leading to a small study. The people are calling out, 
  “Remismund! Are you in there?  We want to see you! 
  Remismund!” 
  If the PCs ask about what’s going on, the people will all 
  reply at once. 
   
  One woman says, “We’re here to see the priest!” An 
  old man says, “My granddaughter is very ill.  I need to
  find healing for her.” 
  If the PCs try to calm the people down, have one of them 
  make a DC 15 + APL Diplomacy check.  If they succeed 
  in quieting the crowd, they might think to listen at the 
  door. A DC 25 +APL Listen check at the door reveals that 
  something is moving softly inside. A second successful 
  DC 20+ APL Diplomacy check will persuade the people 
  to leave; give a +2 circumstance bonus if the PCs tell the 
  crowd they are on official business, and an additional +4 
  if they have any sort of writ, badge, etc. The door is 
  locked requiring a DC 15 Open Lock check or a DC 15 
  Strength check to open. Once the PCs have succeeded in 
  opening the door read or paraphrase the following:   
   
  Upon entering Remismund's bedroom, you discover a 
  horrible sight: a man lies sprawled on the floor, with 
  disgusting creatures crawling over him. 
  DM’s Note: The creatures are all dark red instead of their 
  usual colour. Anyone asking about the significance of the 
  colour may make a DC 15 Knowledge (planes) check to 
  recognize it as a possible sign that the creatures are 
  fiendish or half-fiendish in nature. 
  Daughter of Idee 
   
  Page 9 
  
   
  The people outside flee screaming when they see the 
  monsters, and will be gone by the time the battle is over. 
   
  The door creaks when it opens, so there is no 
  surprise round for either side. The room is 30 ft. by 30 ft. 
  (6 squares x 6 squares). Remismund’s body is in the 
  centre of the room, with the creatures adjacent to it. 
   
  Creatures: The following creatures are present in 
  the room: 
   
  APL 2 (EL 3) 
  �Medium-sized Fiendish Monstrous Scorpions (2): 
  hp 15, 14; see Appendix 1. 
   
  APL 4 (EL 6) 
  �Fiendish Giant Wasps (2): hp 37, 35; see Appendix 1. 
   
  APL 6 (EL 7) 
  �Half-fiend/Half-boggle, 
  advanced: 
  hp 
  70; 
  see 
  Appendix 1.  See Appendix 1. 
   
  APL 8 (EL 9) 
  �Half-fiend/Half-boggles, advanced (2); hp 70, 67; see 
  Appendix 1.  See Appendix 1. 
   
  DM’s Note: at APL 6 and APL 8, the creature has already 
  used one of its three poison abilities while killing 
  Remismund. Also at those APLs, the PCs will notice huge 
  scars on the creature’s back, where, they may surmise, its 
  wings were cut off. 
   
  Tactics: These creatures are not smart and will not 
  attack intelligently. At APLs 2 and 4, they will attack 
  whoever most recently injured them, or the closest 
  creature if they have not been injured.  The boggles at 
  APLs 6 and 8 are slightly more intelligent and may use 
  their supernatural and spell-like abilities, in addition to 
  normal combat; if a boggle is in danger of dying, it will 
  use dimension door to flee, casting defensively if 
  necessary, and will not return.  Driving off the creatures 
  in this manner counts as defeating them. 
   
  Treasure: none. 
   
  Development: After defeating the creatures, the PCs 
  may examine the body; the man is dead.  A DC 18 Heal 
  check reveals that he died from poison. He wears a holy 
  symbol of Heironeous around his neck; PCs who were 
  smart enough to ask for a description of the priest will 
  easily see that this man matches it. Any attempt to cast 
  raise dead on Remismund will be unsuccessful; his soul 
  will refuse to return because of the deep shame he feels at 
  his role in the plot. 
   
  A successful DC 10 Search check discovers a book 
  lying on the desk, open to the first page, with a quill pen 
  lying on top and a bottle of ink which has overturned and 
  spilled its contents onto the surface of the desk. Give the 
  players Players' Handout: Journal.   
   
  A DC 15 Search check reveals that one of the tall 
  windows is closed, but unlocked; the rest are locked. The 
  windows lock from the inside, and there is a drop of 
  about four feet from the window ledge to the alley 
  outside. 
   
  A DC 24 + APL Search check indicates that the PCs 
  additionally discover a thick, leather-bound book, locked 
  with a steel clasp.  (A DC 20 +APL Open Lock check is 
  required to open it. Alterantuively, a DC 15 + APL 
  Strength check allows a PC to smash it open. Upon 
  inspection it proves to be a ledger, with entries detailing 
  amounts of money accrued by and spent by the church.  
  Several recent pages have been torn out. 
   
  DM’s Note: Remismund used the ledger to conceal 
  his embezzlement. Anyone looking through it can make 
  a DC 10 Appraise or Forgery check to determine that the 
  ledger entries seem wrong somehow. A successful DC 18 
  Appraise or Forgery check reveals that the ledger 
  contains financial irregularities. 
   
  The PCs may decide to make Track checks (i.e. 
  Survival checks by someone with the Track feat) or 
  Search checks outside the windows. Use the following 
  table to determine what they find: 
   
  DC 12: There is a single set of footprints in the dirt 
  outside the windows.  It is impossible to tell where it 
  went or came from, as the trail immediately gets lost 
  among the dozens of other prints in the alley.  The single 
  set of prints is consistent with someone standing outside 
  the window. 
   
  DC 16: There recent scratches on the side of the 
  wall; there are no footprints on the wall and it seems 
  unlikely that anyone climbed in through the window. 
   
  DC 22: The scratches are consistent with a metal 
  cage hitting the wall. 
   
  DM’s Note: although there is no way for the PCs to 
  figure out how Remismund's killers got inside, they may 
  wonder about it. There is an explanation, though the DM 
  should not inform the PCs: one of the villains met earlier 
  in the evening with Remismund and left a window ajar; 
  later in the evening, he brought the creatures to the 
  church, opened the window and thrust them inside, and 
  then closed the window fully and departed. 
   
  Once the players have done all they wish to here 
  have them make DC 15 Listen checks. Those who 
  succeed hear soft, regular footsteps coming from the 
  church. If no one makes the check then whoever got the 
  highest result hears the footsteps. If the PCs wait, the 
  footsteps repeat in a regular pattern, never coming closer. 
   (Fara is pacing the floor in the main hall of the church.) 
   
  Once the PCs indicate they wish to investigate these 
  sounds proceed to Encounter 3. 
  Daughter of Idee 
   
  Page 10 
  
   
  Encounter 3:  
  Another Offer 
  Summary: 
  After 
  leaving 
  Remismund’s 
  quarters 
  (Encounter 2), the players speak to Fara, a member of the 
  Idee Volunteers, who seek the independence of Naerie.  
  She gives them another perspective on that issue.  
   
  This encounter follows directly on from Encounter 
  2. Read or paraphrase the following: 
   
  As you step into the main hall of the church, you 
  notice a short woman in a brown cloak pacing back 
  and forth.  She lifts her head to look at you, and you 
  recognize her as one of the people who was banging 
  on the priest’s door.  The church is otherwise empty 
  now; presumably the rest of the parishioners have 
  fled. 
   
  The short woman comes up to you and bows.  
  “Hail and well met, heroes,” she says.  “What news of 
  Remismund?” 
   
  If the PCs tell her of Remismund’s death, proceed as 
  below. If they conceal that information, she is not 
  distressed, of course, so adjust Fara’s comments 
  accordingly. 
   
  She is obviously distressed; she staggers and seats 
  herself on a pew, but continues, “I am Fara.  You don’t 
  seem like the type of people who’d work for the 
  Ahlissan overlords.  Can I trust you?” 
   
   
  t
  -
  l
  t
   
   
  i
   
   
  t
   
  She leads the PCs to a back corner.  If the PCs tell her 
  that they have agreed to work for the Council, she will 
  say: 
   
  “Please, I beg you to reconsider!  You clearly don’t 
  know as much about the political situation as you 
  should.  Hear me out.” 
  Either way, proceed: 
   
  “Do you know the truth about the Ahlissans?  They 
  are corrupt and evil.  The current Overking of 
  Ahlissa, Xavener, has assassinated his political 
  opponents from House Naelax, has ordered massacres 
  of children in Kalstrand, and continues to commit 
  atrocities against his people.  Xavener’s predecessor, 
  Ivid, used a dark, horrific ritual to turn himself into 
  an undead so he could be immortal.  Then he savagely 
  abused those who served him by turning them into 
  undead as well. 
  “Have you heard of Medegia?  During the 
  Greyhawk wars, the Ahlissans completely eradicated 
  it.  When their armies were done with it, not a man, 
  woman or child was left alive in that poor nation.  
  They'll do the same to us for any imagined sligh .  
  They would even trade us to the Brotherhood if it 
  suited their purposes. 
  “This kind of legacy will destroy Naerie unless 
  something is done about it.” 
  She looks around nervously and leans in more 
  closely.  "I work with those who support the 
  independence of Idee.   When Ahlissan soldiers came 
  to my family’s cottage, looking for so called rebels, 
  they beat us viciously.  They’d have violated my 
  mother and me if my brother Fal on hadn’t stopped 
  them.  Now, for pro ecting us, Fallon languishes in an
  Ahlissan prisonwith h s eyes gouged out.  This is what 
  every citizen of Idee will face unless we win our 
  independence from the Ahlissans. 
  “Remismund was a staunch ally of myself and 
  my comrades, no matter how much his superiors 
  disapproved.  He was extraordinarily generous with 
  his donations.  Indeed, some might say surprisingly 
  generous for a simple priest, but then, in our line of 
  work, one can’t look a gift horse in the mouth. Even 
  after that terrible day when the Heironean leaders 
  declared the legitimacy of the Ahlissans' claim to our 
  country, Remismund was willing to aid us -- healing 
  our injured, secretly passing information, looking the 
  other way when we used this church as a clandestine 
  meeting place, and so forth.  The church elders 
  disapproved, but as long as he remained faithful to 
  the tenets of Heironeous, there wasn't much they 
  could do.  His death is a terrible tragedy, and I smell 
  the hand of the Ahlissans behind it.  
  “But there will be time for tears later.  We need 
  your aid in finding the Count's heir.  She would be an 
  invaluable rallying point for us.  We fear that the 
  government will find her first and marry her off to 
  one of the Ahlissan nobles in order to cement 
  Ahlissa's claim to the Principality.  At all costs we 
  must prevent that; so many citizens still feel loyal to 
  the old Count that it would be a death blow to the 
  independence movement.  We must find her before 
  they do!  Will you help us?  I’ll match any offer the 
  Ahlissans made. 
   
  “In fact, if you find proof that the Ahlissans are 
  responsible for Remismund’s death, I’ll double your 
  reward.  Once the citizens realize how far the 
  Ahlissans are willing to go to suppress dissen , they 
  will distrust the Ahlissans more than ever.  Many 
  more will support us.  The Prince and his entire 
  house will be humiliated.” 
   
  Allow the PCs time to discuss this second offer and 
  decide how to handle it.  If they decline to help Fara, she 
  Daughter of Idee 
   
  Page 11 
  
  will be disappointed, but will take no further action. The 
  party may have some questions for Fara. These questions 
  and answers can be given in any order; you need not 
  follow the order listed here. 
   
  Q: Why should we help you instead of helping the 
  legitimate government of Naerie? 
  A: Ahlissa is not the legitimate ruler of Idee!  When 
  they took over from the Scarlet Brotherhood we 
  merely exchanged one set of masters for another.  We 
  want is the right to govern ourselves, to control our 
  own destiny.  Don't all people deserve that? 
   
  Q: The Ahlissans are necessary to protect the country 
  from the Scarlet Brotherhood. 
  A: Bah!  Another Ahlissan exaggeration.  A free Idee 
  will be well-placed to defend itself from those red-
  garbed tyrants.  After all, we'll have the help of the 
  Iron League.  Irongate never fel  to the Brotherhood 
  and with their knowhow and advice, neither will we! 
  They were only able to conquer us because they took 
  us totally by surprise; we didn't even know they 
  existed.  Now that we know, they won't be able to 
  subjugate us again.  But we must get the Ahlissan 
  oppressors off our backs first! 
  l
   
   
   
   
   
   
   
  Q: Do you really expect this heir to fight the Overking 
  himself? 
  A: Of course not.  But she will attract people to our 
  cause and show the Ahlissans that we want to be free. 
   
  Q: How will we find you? 
  A: Meet me here at the church.  I’ll wait for you each 
  day. 
   
  When they are done asking questions, Fara says: 
  “Now go!  The gendarmerie will have been alerted by 
  now and are on their way to investigate.  You surely 
  don’t want to waste time answering awkward 
  questions.” 
  When the players leave, proceed to Encounter 4. 
  Encounter 4:  
  The Brotherhood Appears 
  Summary: The players leave Remismund’s church (the 
  location of Encounters 2 and 3) and discover agents of 
  the Scarlet Brotherhood.  Unbeknownst to the players, 
  these agents are also seeking the heir, and plan to 
  question Remismund. Since the agents cannot afford to 
  be discovered within the city, they attack the players on 
  sight. 
   
  This encounter follows directly on from Encounter 
  3. 
  Upon leaving the building, you turn a corner and 
  come upon a pale woman dressed all in leather, 
  leading a hooded humanoid by a leash composed of a 
  metal chain.  She looks startled but quickly recovers 
  and snarls something, whether at you or at her 
  companion is not clear. 
   
  PCs who speak Suloise or Ancient Suloise (which are 
  actually the same language) will understand it as, “Attack, 
  my pet!” 
   
  Unless a PC has chosen to Hide (without any 
  prompting from the DM), there is no surprise round.  
  Any PC who is Hiding, however, will get a surprise 
  round, as will Liara if she succeeds at her Spot check. 
   
  Liara and Gusto begin combat 25 feet (5 squares) 
  apart from each other and 60 feet (12 squares) from the 
  PCs. 
   
  APL 2 (EL 3) 
  �Liara, female human Mnk1: hp 10; see Appendix 1. 
  �Gusto, male hobgoblin Mnk1: hp 11; see Appendix 1. 
   
  APL 4 (EL 6) 
  �Liara, female human Sor1/Mnk3: hp 27; see 
  Appendix 1. 
  �Gusto, male hobgoblin Mnk4: hp 35; see Appendix 1. 
   
  APL 6 (EL 8) 
  �Liara, female human Sor1/Mnk5: hp 41; see 
  Appendix 1. 
  �Gusto, male hobgoblin Mnk6: hp 51; see Appendix 1. 
   
  APL 8 (EL 10) 
  �Liara, female human Sor1/Mnk7: hp 55; see 
  Appendix 1. 
  �Gusto, male hobgoblin Mnk8: hp 67; see Appendix 1. 
   
  Tactics: Liara and Gusto will do their best to first attack 
  anyone who looks like a spellcaster, using Tumble as 
  necessary to move around.  They will try to remain near 
  each other to get flanking bonuses.  They will use 
  stunning fist every round until they run out of uses, and 
  will prefer to attack stunned characters over any other 
  targets (but will not attempt a coup de grace).  They will 
  always take a full attack when they are adjacent to a 
  conscious opponent, and will use flurry of blows 
  whenever they get to use the full attack action.  Under no 
  circumstances will Liara surrender or flee. 
   
  At APL 4, Liara has cast mage armour on herself and 
  on Gusto, and each has drunk a potion of bull’s strength.  
  Daughter of Idee 
   
  Page 12 
  
  In the first round of combat she will attempt to cast 
  shield before wading into melee.  
   
  DM’s Note: the mage armour and bull’s strength 
  bonuses are included in the stat blocks because they are 
  pre-cast, but the shield bonus is not.  
   
  At APL 6, as above, except that at this APL the two 
  have the Dual Strike feat and if they flank with each 
  other, they get a +4 bonus to attack rolls instead of a +2. 
   
  AT APL 8, as above, except that Liara has imbibed a 
  potion of eagle’s splendour; she will attempt to make the 
  caster level check on a scroll of greater invisibility for 
  herself, followed by a 5-foot step so the PCs don’t know 
  what square she’s in. Thereafter she will use her sandals 
  of the tiger’s leap to make a flying kick on any spellcaster 
  (if possible), tumbling if necessary, followed in 
  subsequent rounds by a flurry of blows.  If she is 
  invisible, she will also get an extra attack from the Expert 
  Tactician feat. The greater invisibility does not wear off 
  when she dies, but it only lasts 7 rounds. 
   
  Treasure: The following treasure can be found here: 
   
  APL 2: C: 20 gp; M: wand of cure light wounds (63 
  gp), potion of cure light wounds (4 gp), potion of cure 
  moderate wounds (25 gp). 
   
  APL 4: C: (40 gp); M: wand of cure light wounds (63 
  gp), potion of cure light wounds (4 gp), potion of cure 
  moderate wounds (25 gp), ring of protection +1 (167 gp). 
   
  APL 6: C: (60 gp); M: wand of cure light wounds (63 
  gp), potion of cure light wounds (4 gp), potion of cure 
  moderate wounds (25 gp), ring of protection +1 (167 gp), 
  ring of protection +1 (167 gp). 
   
  APL 8: C: (80 gp); M: wand of cure light wounds (63 
  gp), potion of cure light wounds (4 gp), potion of cure 
  moderate wounds (25 gp), ring of protection +1 (167 gp), 
  ring of protection +1 (167 gp), sandals of the tiger’s leap 
  (293 gp), scroll of greater invisibility (58 gp). 
   
  Development: After the combat, if the PCs Search the 
  bodies, a DC 15 Search check reveals in Liara's belt pouch 
  two empty vials with traces of liquid in them; a detect 
  magic reveals that the liquid radiates a dim aura (DC 17 
  Spellcraft to determine that the dim aura is from the 
  Illusion school.) 
   
  In addition, there is a single parchment: a crude map 
  with directions to an address. 
   
  If Liara is subdued and interrogated (DC 10+ Liara's 
  level Intimidate check or a DC 15+ Liara's level 
  Diplomacy check), she will reveal that she was seeking 
  the Count's daughter and was on her way to kidnap 
  Remismund.  She does not know that Remismund is 
  dead and will be surprised if informed about it.  She will 
  not tell the PCs about the parchment with the address 
  unless they ask her if she knows where the daughter is; 
  however, the PCs will find it if they search her (as above). 
   
  The hobgoblin, who speaks only Goblin and Ancient 
  Suloise, knows nothing; he went where Liara told him to, 
  and followed her orders. 
   
  If, instead of searching her, the PCs seek out town 
  guards to take Liara or her corpse, the guards will find the 
  parchment in the street under her body and ask the PCs, 
  “Is this yours?  It was lying underneath her body.” 
   
  When the players head to the address on the 
  parchment, proceed to Encounter 5. 
   
  Encounter 5:  
  The Secret Cottage 
  Summary: The players follow the map from Encounter 4 
  to a cottage, which turns out to be the hideout of a man 
  named Achila.  Before they can deal with Achila, they 
  must get inside. 
   
  This encounter follows on from Encounter 4. read or 
  paraphrase the following: 
   
  Fol owing the map, you arrive at a small cottage on a 
  dark street in the merchant district.  It appears 
  unoccupied.  Stairs lead up to a front door, but the 
  building’s windows are all boarded over and are 10 
  feet above the ground.  Yet this is definitely the 
  address listed on the parchment. 
  l
   
  If the PCs think to pry off the boards to climb in, allow 
  them to do so, but it will take at least a minute and it will 
  make a lot of noise.  There is no access through the roof.  
  Stairs in front lead up to a door, which is locked and 
  trapped.  The trap will trigger when anyone tries to open 
  the door or touch the handle. Searching for traps will not 
  trigger the trap.  The trap does not reset, although at 
  APLs 4-8 its function is to alert the guardians inside the 
  cottage rather than harm the PCs.  A DC 18 + APL Listen 
  check at the door reveals the occasional “clank” of metal. 
   
  If the PCs have no one with the Open Lock skill, do 
  not suggest ways to get through the door unless they are 
  really floundering. There are two ways to get through: 
  breaking the door with a Strength check (a maximum of 
  1 other character may assist) or hacking through it with 
  weapons.  Both, of course, will alert the guardian(s) 
  inside. 
   
  APL 2 (EL 2) 
  �Poisoned Needle Trap: CR 2; +8 ranged (1 damage) 
  plus greenblood oil poison (1 Con / 1d2 Con); DC 13 Fort 
  save resists; DC 22 Search; DC 20 Disable Device. 
  �Locked Wooden Door: 2 in. thick; hardness 5; hp 20; 
  AC 5; DC 22 Open Lock; DC 23 Break. 
   
  Daughter of Idee 
   
  Page 13 
  
  APL 4 (EL 0) 
  �Alarm Trap: CR 0; loud siren; DC 24 Search; DC 22 
  Disable Device. 
  �Locked Wooden Door: 3 in. thick; hardness 5; hp 30; 
  AC 5; DC 24 Open Lock; DC 24 Break. 
   
  APL 6 (EL 0) 
  �Alarm Trap: CR 1; loud siren; DC 26 Search; DC 24 
  Disable Device. 
  �Locked Stone Door: 3 in. thick; hardness 8; hp 45; AC 
  5; DC 26 Open Lock; DC 26 Break. 
   
  APL 8 (EL 0) 
  �Alarm Trap: CR 2; loud siren; DC 28 Search; DC 26 
  Disable Device. 
  �Locked Stone Door: 4 in. thick; hardness 8; hp 60; AC 
  5; DC 28 Open Lock; DC 28 Break. 
   
  Encounter 6:  
  Inside the Cottage 
  Summary: After getting past the trap (Encounter 5), the 
  players are now inside the hideout. With the assistance of 
  an elemental, Achila is guarding the woman he helped to 
  kidnap. When the players enter the hideout he will 
  assume them to be agents of the noble House, which he 
  betrayed, and he will attack. 
   
  This encounter follows directly on from Encounter 
  5. Read or paraphrase the following: 
   
  As you enter the cottage, you see a man in plate mail. 
  He looks hostile and is moving to attack you. 
   
  How this combat begins depends on how the PCs 
  entered the cottage. 
   
  Case 1: If the PCs enter through the front door by 
  opening the lock and without setting off the trap, the 
  guardian(s) inside will be unaware of their presence and 
  the PCs will get a surprise round. 
   
  Case 2: If the trap is set off but the PCs open the 
  lock, neither side gets a surprise round. 
   
  Case 3: If the PCs bash their way in through the 
  door or climb in through a window, the time it takes to 
  do so will allow the guardian(s) to hide behind doors and 
  furniture, and each PC must make a Spot check or be 
  surprised. 
   
  In cases 1 and 3, on the surprise round, anyone who 
  is not surprised may take a partial action. It is possible in 
  case 3 that no one is surprised; nonetheless, only a partial 
  action is allowed. 
   
  The room is 40 feet by 40 feet (8 squares by 8 
  squares). The elemental is in the middle of the room. 
  Achila is on the far wall from the front door, next to the 
  door that leads to Theodora’s room. 
   
  APL 2 (EL 4) 
  �Air Elemental, Medium: hp 26; see Monster Manual, 
  page 95-96. 
  �Achila, Ftr1: hp 12; see Appendix 1. 
   
  APL 4 (EL 6) 
  �Air Elemental, Large: hp 60; see Monster Manual, 
  page 95-96. 
  �Achila, Ftr 3: hp 28; see Appendix 1. 
   
  APL 6 (EL 8) 
  �Invisible Stalker: hp 52; see Monster Manual, page 
  160. 
  �Achila, Ftr 5: hp 44; see Appendix 1. 
   
  APL 8 (EL 10) 
  �Invisible Stalker, advanced: hp 136; see Appendix 1. 
  �Achila, Ftr 7: hp 60; see Appendix 1. 
   
  Tactics: At APL 2, Achila will always attack whichever 
  opponent damaged him last.  At APL 4 and 6, Achila will 
  try to attack injured opponents and, if facing multiple 
  opponents in melee, will use full Expertise (at APL 4, -3 
  to hit and +3 to AC; at APL 6, -5 to hit and +5 to AC).  At 
  APL 8, Achila will position himself so as to take a full 
  attack action whenever possible, and if facing multiple 
  opponents, will use Whirlwind Attack to attack all of 
  them at +11 to hit. 
   
  The elemental or invisible stalker will stay near 
  Achila, flanking with him if possible, and will attack 
  whomever Achila attacked last. Note that the invisible 
  stalker gets a +2 to hit for being invisible (and the 
  opponent loses her Dex bonus to AC) and an additional 
  +2 to hit for flanking. Note that because the stalker is 
  invisible, any PC it attacks is denied her Dex bonus to 
  AC, unless she has Uncanny Dodge or the Blind-Fight 
  feat. At APL 8, the stalker has Expert Tactician and gets 
  one extra attack each round against a PC who is denied 
  her Dex bonus. 
   
  Treasure: The following treasure is available here: 
   
  APL 2: L: 138 gp; C: 10 gp. 
   
  APL 4: L: 188 gp; C: 20 gp. 
   
  APL 6: L: 213 gp; C: 30 gp. 
   
  APL 8: L: 213 gp; C 40 gp. 
   
  Development: After combat, if the PCs look around, they 
  will see what appears to be an ordinary cottage.  There is 
  Daughter of Idee 
   
  Page 14 
  
  food in the pantry; a painting on the wall (which isn’t 
  very good); knick-knacks on small tables (which were 
  probably knocked over during combat); etc. Additionally, 
  anyone who succeeds at a DC 20 + APL Search check 
  discovers a small chest stuffed with papers.  Give the 
  players Player’s Handouts: Documents. 
   
  The documents do not give any indication as to 
  whether Remismund or Theodora were part of the 
  scheme or merely pawns. 
   
  If the players capture Achila alive, they may 
  interrogate him with a successful DC 9 + APL  Intimidate 
  check, or a successful DC 15 + APL Diplomacy check. 
  They may try each skill once; but do not allow them any 
  retries. 
   
  If successfully interrogated, Achila will provide the 
  following information: 
   
  • 
  • 
  • 
  • 
  • 
  • 
   
   
   
  .
  His orders we re to guard Theodora. 
  He worked with a man named Cyricus. They had 
  originally been recruited, along with three others, to 
  kidnap Theodora from a house on Caravel Street.  
  After taking her, the group quarreled, and the other 
  three died.  [Achila is initially evasive on this issue, 
  but if pressed, he will admit that he and Cyricus 
  killed them.] 
  Their leader, Sigismund, was among those killed.  
  Sigismund worked for one of the noble houses, 
  though Achila doesn’t know which.  The noble 
  house gave the elemental to Sigismund to use in the 
  kidnapping. 
  Achila doesn’t know which house Sigismund 
  worked for, but thinks it ended in the letter “x”. 
  After the fight, Achila and Cyricus took Theodora to 
  this safe house and arranged to sell her to the Scarlet 
  Brotherhood for 1000 gp. 
  Cyricus was arranging their escape from the city 
  while Achila met the Scarlet Brotherhood to 
  complete the exchange.  They were going to meet at 
  the docks at noon the following day. 
   
  Achila will beg to be released: 
  “Please let me go!  I’ll be executed for sure for double-
  crossing the nobles.  Please!  I have some contacts 
  who could help you out in the future.” 
   
   
  If asked what kind of contacts, he’ll reply: 
  “People who know things – who know how this city 
  really works.  I can’t say any more than that.” 
   
  Achila will indeed say no more about his contacts, even if 
  threatened or intimidated; he knows how little his life 
  would be worth. 
   
  Should the PCs attempt to look for Cyricus, he is not 
  currently located within the city.  No one they talk to will 
  admit to having heard of him. 
   
  In the bedroom the PCs find a young Oeridian 
  woman. She is manacled to the bed. If the fight lasted 
  more than a round, she is awake and cowering; otherwise 
  she is asleep. It is, in fact, Theodora Hubald. 
   
  When the players discover the Oeridian woman, 
  proceed to Encounter 7. 
   
  Encounter 7:  
  Theodora 
  Summary: After defeating Achila (Encounter 6), the 
  players finally discover the woman they have been 
  seeking. The documents they found in the previous 
  encounter, however, may cause them to look at her in a 
  new light. 
   
  This encounter follows directly on from Encounter 
  6. As soon as Theodora sees the PCs, she speaks to them. 
  Read or paraphrase the following: 
   
  “Praise Zilchus!  I feared no one would rescue me.  
  They were going to sell me to the Scarlet 
  Brotherhood!”
   
   
  The PCs are likely to have many questions they want to 
  ask her.  She is scared but is not injured and has not been 
  mistreated. A DC 15 + APL Diplomacy check, or a DC 12 
  Intimidate check, will persuade her to answer questions. 
  These questions and answers can be given in any order; 
  you need not follow the order listed here. 
   
  Except where noted, a Sense Motive check will 
  always reveal that Theodora is telling the truth. 
   
  Q: Who are you? 
  A: I am Theodora Hubald.  Who are you? 
   
  Q: What are you doing here? 
  A: Two men kidnapped me and brought me here.  
  They told me I’d be spending the rest of my days as a 
  slave of the evil Suel.  Thank you so much for 
  rescuing me!  [She hugs one of the PCs.] 
   
  Q: How long have you been here? 
  A: Two days, I think  They never allowed me outside. 
   
  Q: Why were you kidnapped? 
  A: Lord Wulfric of House Haxx recently discovered 
  that I am actually the daughter of Count Fedoric. I 
  Daughter of Idee 
   
  Page 15 
  
  think he might plan to marry me!  My kidnapping 
  was a way for his enemies to strike out at him. 
   
  Q: Do you know a priest named Remismund? 
  A – if not yet confronted with the fraud:  I’ve heard of 
  him.  I’ve never met him. 
  A – if already confronted with the fraud:  I’ve never met 
  him, but I know he agreed to help out with our plan. 
  He is a true patriot of Idee!  
   
   
  i
  il
  t
  i
  ,
   
   
  i
  t
   
  Q: Tell us about your parents. 
  A: My mother died over ten years ago.  She raised me 
  alone; I never knew my father.  But she told me that 
  he was the Count. 
  [The last sentence is false; DC 10+APL Sense Motive.] 
   
  Q: That is not correct.  We have proof that your paternity 
  is a fraud. 
  A: (wails) It’s true.  I helped create this plan along 
  with some other true patriots of Naerie.  But you 
  mustn’t tell anyone!  I am doing this for the sake of 
  Naerie.  Not everyone accepts Ahlissan control. Yet 
  Prince Barzhaan has done all he can to protect all 
  citizens, despite the disloyalty of some.  Ahlissa is the 
  best chance Naerie has of withstanding the assault 
  from the Scarlet Brotherhood.  The Prince must 
  solidify h s rule or the Scarlet Brotherhood will 
  capitalize on the unrest and be able to reconquer the 
  country. 
  The 
  Scarlet 
  Brotherhood 
  murdered 
  thousands of people when they controlled Naerie, 
  and sent their ev  humanoid troops to rape and 
  pillage everywhere. We must never return to that 
  horrific time. Never! The Bro herhood still has agents 
  within the city – those fiends that kidnapped me 
  were going to turn me over to them. 
   
  Q: The Ahlissans aren’t so nice themselves.  (or, The 
  Ahlissans have committed atrocities, too.  Or any similar 
  statement.) 
  A: The Ahl ssans have given Prince Barzhaan a great 
  degree of autonomy. As long as there is no violent 
  rebellion  they pretty much leave us alone.
   
  Q: What’s this ledger we found? 
  A: Remismund was embezzling from his own church, 
  that hypocrite!  We used the ledger as leverage to 
  ensure he’d say what we wanted him to. 
   
  Q: And then you had him killed! 
  A: What?  Is he dead?  I never planned for that.  You 
  must believe me! 
   
  Q: Who are your coconspirators? 
  A: Lord Wulfric and his cousins. 
   
  Q: What role did the Prince play in this? 
  A: I don’t know. I didn’t know everyone who was 
  involved. I was kept out of the loop deliberately. 
   
  After the PCs are finished with their questions, Theodora 
  will say: 
  “Please bring me to Lord Wulfric.  He is my patron, 
  and will want to know that I am safe.” 
   
   
  Lord Wulfric is a minor Ahlissan noble who is a member 
  of House Haxx. 
   
  Regardless of what the players do, proceed to 
  Encounter 8. 
   
  Encounter 8:  
  Dilemma 
  Summary: After finding and possibly rescuing Theodora 
  (Encounter 7), the players should now have all the pieces 
  of the puzzle and must decide on a solution to their, and 
  Naerie’s, dilemma. 
   
  The PCs must now decide what to do with the 
  documents: destroy them, give them to Fara, or give them 
  to Gauterit. Gauterit's office is easy to find, should they 
  decide to do so. If they give the documents to Fara, go to 
  Conclusion A. If Theodora is dead and the documents are 
  not made public, go to Conclusion B. If the PCs release 
  Theodora and destroy the documents, go to Conclusion 
  C. If they turn the documents into Prince Barzhaan, go to 
  Conclusion D. What they do with Theodora doesn't 
  really matter; if taken into custody, she could be set free 
  afterwards (according to the conclusion), or if set free she 
  could be subsequently captured by the authorities. 
   
  If the PCs give the documents to Gauterit, he says: 
   
   
  “Th s information could completely upset the 
  political status quo.  I would greatly appreciate it if 
  you would swear to say nothing to anyone about this, 
  and give me the documen s so that Councillor Euric 
  may decide how this matter should best be handled.” 
   
   
  If the PCs agree, go to Conclusion E. If they decline, go 
  to conclusion A, C or D, as appropriate. 
   
  Allow the PCs plenty of time to discuss the decision. 
  Regardless of what the PCs decide to do, there are no 
  personal ramifications: they are not subject to arrest, 
  paladins are not in danger of violating their Code of 
  Conduct, etc. 
   
  Treasure: Depending on the fashion in which the 
  module is resolved Lord Euric may pay the PCs the 
  reward that he promised them. 
  APL 2: C: 100 gp. 
  Daughter of Idee 
   
  Page 16 
  
   
  APL 4: C: 200 gp. 
  APL 6: C: 300 gp.  
  APL 8: C: 400 gp.  
   
   
  Conclusions 
  Conclusion 
  A: 
  The 
  PCs 
  Give 
  Fara 
  The 
  Documents 
  Fara exposes the fraud and Theodora, if alive, is arrested 
  for treason.  Although the Prince is not personally 
  implicated, public opinion on both the Prince and House 
  Haxx drops; many citizens no longer trust them to rule 
  honestly and honourably. 
  DM’s Note: With any other conclusion, Fara will not wait 
  for the PCs and they will be unable to find her. 
   
  The PCs receive: Disfavour of House Haxx, 
  Disfavour of House Arxx, and Favour of the Idee 
  Volunteers. 
   
  Conclusion B: Theodora Is Dead And The 
  Documents Are Not Made Public 
  Funerals are held both for Remismund and for Theodora. 
   Prince Barzhaan uses this opportunity to declare a new 
  era for Naerie, an era of peace and prosperity under 
  Ahlissan protection, but many do not entirely trust his 
  words. 
   
  The PCs receive: Disfavour of House Arxx, Disfavour 
  of the Idee Volunteers.  (They don’t receive the Favour of 
  House Haxx since no one from that House ever discovers 
  the PCs role in the events of the module.) 
   
  Conclusion C: Theodora Is Released; The 
  Documents Are Destroyed 
  Theodora marries the Prince's cousin, a member of the 
  House of Haxx.  The Prince holds a grand festival 
  celebrating the cementing of ties between Ahlissa and 
  old countly line of Idee. 
   
  The PCs receive: Favour of House Haxx, Disfavour of 
  House Arxx, and Disfavour of Idee Volunteers. 
   
  Conclusion D: Prince Barzhann Receives the 
  Documents 
  Theodora marries the Prince's cousin, a member of the 
  House of Haxx.  The Prince holds a grand festival 
  celebrating the cementing of ties between Ahlissa and 
  old countly line of Idee. 
   
  The PCs receive: Favour of House Haxx, Disfavour of 
  House Arxx, and Disfavour of Idee Volunteers. 
   
  Conclusion E: Gauterit Receives The Documents 
  If Theodora is alive, she marries a noble from House Arxx 
  instead of a noble from House Haxx, and House Arxx is 
  well placed to claim rulership of Naerie should Prince 
  Barzhaan die or be unable to carry out his duties. 
   
  If Theodora is dead, House Arxx makes the 
  documents public and takes advantage of the ensuing 
  scandal to strengthen their position in Kalstrand.  Prince 
  Barzhaan and House Haxx are humiliated in the forum of 
  public opinion. 
   
  The PCs receive: Favour of House Arxx, Disfavour of 
  House Haxx, and Disfavour of Idee Volunteers. 
   
  For all conclusions, if the PCs released Achila, they each 
  receive 1 influence point with the Thieves’ Guild of 
  Naerie. 
   
  The End 
   
  Rewards 
  Any PC who earned a Favour in this adventure may trade 
  in favours of that type for access to a weapon or armour 
  enhancement as outlined below.  Each disfavour of the 
  same type raises the cost of access by one favour.  For 
  example, a PC with three disfavours of the Idee 
  Volunteers must trade in five favours for access: two 
  favours as outlined below, plus three additional favours to 
  negate the three disfavours. 
   
  Two favours of House Haxx grants access to the 
  Light Fortification armour or shield enhancement.  
  (Frequency: any) 
   
  Two favours of House Arxx grants access to the 
  Shock weapon enhancement. (Frequency: any) 
   
  Two favours of the Idee Volunteers grants access to 
  the Keen Weapon enhancement.  (Frequency: any) 
   
  Troubleshooting 
   
  If the PCs head down the wrong path or insist on 
  following a lead, which you, as the DM, know to be 
  unhelpful, try to bring them to next encounter in 
  sequence.  The general sequence is: 
   
  Gauterit -> Remismund’s church -> Fara -> the 
  Brotherhood -> the cottage -> Theodora 
   
  Some encounters, such as the Brotherhood, can be 
  located anywhere, as long as they do happen.  Others, 
  such as Remismund’s church, may require gentle 
  reminders on your part.  Try to let the players reach their 
  own conclusions and only as a last resort should you give 
  them a nudge in the right direction. 
   
  If the PCs insist on a conclusion not outlined in the 
  adventure, such as keeping all the information to 
  themselves, they are likely to receive all the disfavors and 
  no favors, although you should use your judgment; if 
  their decision obviously helps one of the factions in some 
  way, they might earn that favor anyway. 
  Daughter of Idee 
   
  Page 17 
  
   
  While the PCs are filling out their paperwork, please 
  complete the Critical Event summary and mail or email it 
  to the Naerie Triad POC at darknessgm@yahoo.se; the 
  author would also appreciate hearing the results and you 
  can email him at szwanger@fragment.com 
   
  Critical Event Summary 
   
  1) 
  Did the PCs agree to find the heir for Gauterit? 
   
   
   
  2) 
  Did the PCs tell Fara that Gauterit hired them? 
   
   
   
  3) 
  Did the PCs agree to help Fara? 
   
   
   
  4) 
  Did Liara escape? 
   
   
   
  5) 
  What did the PCs do with Theodora? 
   
   
   
  6) 
  Which conclusion happened? 
   
   
   
  Additional comments? 
   
   
   
  Daughter of Idee 
   
  Page 18 
  
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 2: Remismund 
  Defeating the monsters 
  APL2  
  90 XP   
  APL4  
  180 XP  
  APL6  
  210 XP  
  APL8  
  270 XP 
   
  Encounter 4: the Brotherhood Appears 
  Defeating Liara and her hobgoblin 
  APL2  
  90 XP   
  APL4  
  180 XP  
  APL6  
  240 XP  
  APL8  
  300 XP 
   
  Encounter 5: The Secret Cottage 
  Disabling, avoiding or setting off the trap (going through 
  by an alternate route such as the windows earns no XP 
  unless the PCs have detected the trap and are 
  purposefully avoiding it) 
  APL2  
  60 XP   
  APL4  
  0 XP  
  APL6  
  0 XP 
  APL8  
  0 XP 
   
  Encounter 6: Inside the Cottage 
  Defeating Achila and the elemental 
  APL2  
  120 XP   
  APL4  
  180 XP  
  APL6  
  240 XP  
  APL8  
  300 XP 
   
  Story Award (Encounter 8: Dilemma) 
  Reaching a decision on the dilemma 
  APL2  
  90 XP   
  APL4  
  135 XP  
  APL6  
  185 XP 
  APL8  
  230 XP 
   
  Total Possible Experience:  
   
  APL2  
  450 XP   
  APL4  
  675 XP 
  APL6  
  875 XP 
  APL8  
  1100 XP 
   
   Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Daughter of Idee 
   
  Page 19 
  
  Encounter 4:  the Brotherhood Appears 
  APL 2: C: 20 gp; M: wand of cure light wounds (63 gp), 
  potion of cure light wounds (4 gp), potion of cure 
  moderate wounds (25 gp). 
   
  APL 4: C: 40 gp; M: wand of cure light wounds (63 
  gp), potion of cure light wounds (4 gp), potion of cure 
  moderate wounds (25 gp), ring of protection +1 (167 gp). 
   
  APL 6: C: 60 gp; M: wand of cure light wounds (63 
  gp), potion of cure light wounds (4 gp), potion of cure 
  moderate wounds (25 gp), ring of protection +1 (167 gp), 
  ring of protection +1 (167 gp). 
   
  APL 8: C: 80 gp; M: wand of cure light wounds (63 
  gp), potion of cure light wounds (4 gp), potion of cure 
  moderate wounds (25 gp), ring of protection +1 (167 gp), 
  ring of protection +1 (167 gp), sandals of the tiger’s leap 
  (293 gp), scroll of greater invisibility (58 gp). 
   
  Encounter 6:  Inside the Cottage 
  APL 2: L: 138 gp; C: 10 gp. 
   
  APL 4: L: 188 gp; C: 20 gp. 
   
  APL 6: L: 213 gp; C: 30 gp. 
   
  APL 8: L: 213 gp; C 40 gp. 
   
  Encounter 8: Dilemma 
  APL 2: C: 100 gp. 
   
  APL 4: C: 200 gp. 
  APL 6: C: 300 gp.  
  APL 8: C: 400 gp.  
   
  Total Possible Treasure 
  APL 2: L: 138 gp; C: 130 gp; M: 92 gp  - Total: 360 gp 
  (Maximum allowed: 400 gp) 
  APL 4: L: 188 gp; C: 260 gp; M: 259 gp  - Total: 707 gp 
  (Maximum allowed: 600 gp) 
  APL 6: L: 213 gp; C: 390 gp; M: 426 gp  - Total: 1,029 
  gp (Maximum allowed: 800 gp) 
  APL 8: L: 213 gp; C: 520 gp; M: 777 gp  - Total: 1,510 
  gp (Maximum allowed: 1,250 gp) 
   
  Special 
  Any PC who earned a Favour in this adventure may trade 
  in favours of that type for access to a weapon or armour 
  enhancement as outlined below.   
   
  Each disfavour of the same type raises the cost of 
  access by one favour.  For example, a PC with three 
  disfavours of the Idee Volunteers must trade in five 
  favours for access: two favours as outlined below, plus 
  three additional favours to negate the three disfavours. 
   
  Two favours of House Haxx grants access to the light 
  fortification armour or shield enhancement.  (Frequency: 
  any) 
   
  Two favours of House Arxx grants access to the 
  shock weapon enhancement. (Frequency: any) 
   
  Two favours of the Idee Volunteers grants access to 
  the keen weapon enhancement.  (Frequency: any) 
   
  The Naerie Triad may determine other uses for 
  Favours in the future. 
   
  Items for the Adventure Record 
  Sandals of the tiger’s leap (APL 8 only). These sandals 
  allow the wearer to make devastating flying kicks.  The 
  wearer must have 5 ranks in Jump or Tumble to use 
  them.  On a charge, she can perform a flying kick. Treat 
  this as an unarmed attack that deals an extra 2d6 damage. 
   (Frequency: adventure) 
   
  Caster level: 9
  th; Prerequisites: Craft Wondrous Item, 
  jump.  Market price: 3500 gp. 
   
  Item Access 
  APLs 2-6: 
  Wand of cure light wounds, 750 gp (Frequency: 
  Adventure) 
   
  APL 8 (APLs 2-6 items plus): 
  Scroll of greater invisibility, 700 gp (Frequency: 
  Adventure) 
   
  Sandals of the tiger’s leap, 3500 gp (Frequency: 
  Adventure) 
   
   
   
  Daughter of Idee 
   
  Page 20 
  
  Appendix 1 
  Encounter 2 
  APL 2 (EL 3) 
  �Medium-sized Fiendish Monstrous Scorpions (2): 
  CR 1; Medium-sized Magical Beasts; HD 2d10+4; hp 
  15, 14; Init +0; Spd 40 ft.; AC 14, touch 10, flat-footed 
  14; Base Atk +1; Grp +2; Atk +2 melee (1d4+1, claw); 
  Full Atk +2 melee (1d4+1, claws x2), -3 melee (1d4 and 
  poison, sting); Space/Reach 5 ft. / 5 ft.; SA Constrict 
  1d4+1, Improved Grab, poison, smite good; SQ 
  Darkvision 60 ft., tremorsense 60 ft, cold resistance 5, 
  fire resistance 5, SR 7; AL NE; SV Fort +5, Ref +0, Will 
  +0; Str 13, Dex 10, Con 14, Int 3, Wis 10, Cha 2. 
   
   
  Skills and Feats: Climb +5, Hide +4, Spot +4; none. 
   
  Constrict (Ex): A monstrous scorpion deals 
  automatic claw damage on a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, the 
  monstrous scorpion must hit with a claw attack.  A 
  monstrous scorpion can use either its Strength 
  modifier or Dexterity modifier for grapple checks, 
  whichever is better. 
   
  If a claw hits, the scorpion deals normal claw 
  damage and attempts to start a grapple (Grapple bonus 
  +2) as a free action without provoking an attack of 
  opportunity.  No initial touch attack is required.  The 
  scorpion has the option to conduct the grapple 
  normally, or simply use its claw; if it chooses to do the 
  latter, it suffers a -20 penalty to grapple checks, but is 
  not considered grappled itself; it does not lose its Dex 
  bonus to AC, still threatens an area, and can use its 
  remaining attacks on other opponents. 
   
  Poison (Ex): Sting: DC 13 Fort save, Initial 
  damage 1d3 Con, Secondary damage 1d3 Con. 
  Smite Good (Su): Once per day the creature can make a 
  normal attack to deal an additional +2 damage against a 
  good foe. 
   
  Possessions: none. 
   
  APL 4 (EL 6) 
  �Fiendish Giant Wasps (2): CR 4; Large Magical 
  Beasts; HD 5d10+10; hp 37, 35; Init +1; Spd 20 ft., Fly 
  60 ft. (good); AC 14, touch 10, flat-footed 13; Base Atk 
  +3, Grp +11; Atk +6 melee (1d3+6 and poison, sting); 
  Full Atk +6 melee (1d3+6 and poison, sting); 
  Space/Reach 10 ft./5 ft.; SA Poison, smite good; SQ DR 
  5/magic, darkvision 60 ft., cold resistance 5, fire 
  resistance 5, SR 10; AL NE; SV Fort +6, Ref +2, Will +2; 
  Str 18, Dex 12, Con 14, Int 3, Wis 13, Cha 11. 
  Skills and Feats: Spot +9, Survival +1. 
   
  Poison (Ex): Sting: DC 14 Fort save, Initial 
  Damage 1d6 Dex, Secondary damage 1d6 Dex. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal an additional +5 damage 
  against a good foe. 
   
  Possessions: none. 
   
  APL 6 (EL 7) 
  �Half-fiend/Half-boggle, Advanced: CR 7; Medium-
  sized Outsider (native); HD 10d8+20; hp 70; Init +10; 
  Spd 40 ft., climb 30 ft.; AC 20, touch 16, flat-footed 14; 
  Base Atk +10; Grp +14; Atk +14 melee (1d6+4, claw); 
  Full Atk +14 melee (1d6+4, claws x2), +12 melee 
  (1d6+2, bite); Space/Reach 5 ft./5 ft.; SA Improved 
  Grab, rend 2d6+6; SQ Reach 15 ft., dimension door, 
  grease, scent, darkvision 60 ft., DR 5/magic, poison 
  immunity, acid, cold, electricity and fire resistance 10, 
  darkness 3/day, desecrate 1/day, unholy blight 1/day, 
  poison 3/day, contagion 1/day, SR 20; AL CE; SV Fort 
  +5, Ref +13, Will +6; Str 18, Dex 23, Con 15, Int 9, Wis 
  8, Cha 8. 
   
  Skills and Feats: Climb +17, Concentration +11, 
  Escape Artist +29, Hide +19, Move Silently +19, Pick 
  Pocket +19, Spot +8, Listen +7; Blind-Fight, Improved 
  Initiative, Improved Natural Armour, Multiattack. 
   
  Improved Grab (Ex): If a boggle hits an opponent 
  up to one size category larger than itself with a claw 
  attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity (grapple bonus +15).  If it hits with both 
  claws, it can also rend on the same round.  The boggle 
  has the option to conduct the grapple normally, or 
  simply use its claw to hold the opponent (-20 to grapple 
  check, but the boggle is not considered grappled).  In 
  either case, each successful grapple check it makes 
  during successive rounds automatically deals claw 
  damage. 
   
  Dimension Door (Sp): A boggle can use 
  dimension door up to 6 times per day, caster level 7th. 
   
  Spell-like Abilities (darkness et al.) (Sp): The 
  caster level is 11.  The save DC is 9 + the spell level.  For 
  example, the Will save DC for Unholy Blight is 13. 
   
  Grease (Su): At will, a boggle can secrete an oily, 
  viscous, non-flammable substance from its skin.  This 
  ability functions like the spell grease except that the 
  range is touch, the duration is 11 rounds, and there is a 
  DC 12 Reflex save against it.  Typically, a boggle uses 
  this ability to grease a section of floor or wall, though it 
  can use the ability in any of the ways that the spell can 
  be used.  This oily fluid also makes the boggle tougher 
  to hold onto (i.e. Escape Artist skill bonus).  Boggles are 
  immune to the effects of this substance. 
   
  Rend (Ex): If a boggle hits a single target with 
  both claws, it latches onto the opponent's body and 
  Daughter of Idee 
   
  Page 21 
  
  tears the flesh.  This attack deals an extra 2d6+6 points 
  of damage. 
  Scent (Ex): A boggle can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell (although it can't use scent through a solid wall). 
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal an additional +10 damage 
  against a good foe. 
   
   
  Description: a boggle is a 5-foot-tall, hairless 
  humanoid with a rubbery hide.  It has a large, bulbous, 
  baldhead, huge ears and disproportionate body parts, 
  though the exact details vary from one individual to 
  another.  Arms, legs, hands, feet, torso and abdomen 
  vary from spindly to oversized but are almost always 
  misshapen.  Its hue is a dark purple.  A boggle can 
  stretch and compress its body and limbs to a 
  remarkable degree, which accounts for its impressive 
  reach.  Boggles have their own rudimentary language 
  of grunts and whistles. 
   
  Possessions: none. 
   
  APL 8 (EL 9) 
  �Half-fiend/Half-boggle, advanced (2): CR 7; 
  Medium-sized Outsiders; HD 10d8+20; hp 70, 67; Init 
  +10; Spd 40 ft., climb 30 ft.; AC 20, touch 16, flat-footed 
  14; Base Atk +10; Grp +14; Atk +14 melee (1d6+4, claw); 
  Full Atk +14 melee (1d6+4, claws x2), +12 melee 
  (1d6+2, bite); Space/Reach 5 ft./5 ft.; SA Improved 
  Grab, rend 2d6+6; SQ Reach 15 ft., dimension door, 
  grease, scent, darkvision 60 ft., DR 5/magic, poison 
  immunity, acid, cold, electricity and fire resistance 10, 
  darkness 3/day, desecrate 1/day, unholy blight 1/day, 
  poison 3/day, contagion 1/day, SR 20; AL CE; SV Fort 
  +5, Ref +13, Will +6; Str 18, Dex 23, Con 15, Int 9, Wis 
  8, Cha 8. 
   
  Skills and Feats: Climb +17, Concentration +11, 
  Escape Artist +29, Hide +19, Move Silently +19, Pick 
  Pocket +19, Spot +8, Listen +7; Blind-Fight, Improved 
  Initiative, Improved Natural Armour, Multiattack. 
   
  Improved Grab (Ex): If a boggle hits an opponent 
  up to one size category larger than itself with a claw 
  attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity (grapple bonus +15).  If it hits with both 
  claws, it can also rend on the same round.  The boggle 
  has the option to conduct the grapple normally, or 
  simply use its claw to hold the opponent (-20 to grapple 
  check, but the boggle is not considered grappled).  In 
  either case, each successful grapple check it makes 
  during successive rounds automatically deals claw 
  damage. 
  Dimension Door (Sp): A boggle can use 
  dimension door up to 6 times per day, caster level 7th. 
   
  Spell-like abilities (Darkness et al.) (Sp): The 
  caster level is 11.  The save DC is 9 + the spell level.  For 
  example, the Will save DC for Unholy Blight is 13. 
   
  Grease (Su): At will, a boggle can secrete an oily, 
  viscous, nonflammable substance from its skin.  This 
  ability functions like the spell grease except that the 
  range is touch, the duration is 11 rounds, and there is a 
  DC 12 Reflex save against it.  Typically, a boggle uses 
  this ability to grease a section of floor or wall, though it 
  can use the ability in any of the ways that the spell can 
  be used.  This oily fluid also makes the boggle tougher 
  to hold onto (i.e. Escape Artist skill bonus).  Boggles are 
  immune to the effects of this substance. 
   
  Rend (Ex): If a boggle hits a single target with 
  both claws, it latches onto the opponent's body and 
  tears the flesh.  This attack deals an extra 2d6+6 points 
  of damage. 
   
  Scent (Ex): A boggle can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell (although it can't use scent through a solid wall). 
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal an additional +10 damage 
  against a good foe.  
   
  Description: a boggle is a 5-foot-tall, hairless 
  humanoid with a rubbery hide.  It has a large, bulbous, 
  baldhead, huge ears and disproportionate body parts, 
  though the exact details vary from one individual to 
  another.  Arms, legs, hands, feet, torso and abdomen 
  vary from spindly to oversized but are almost always 
  misshapen.  Its hue is a dark purple.  A boggle can 
  stretch and compress its body and limbs to a 
  remarkable degree, which accounts for its impressive 
  reach.  Boggles have their own rudimentary language 
  of grunts and whistles. 
   
  Possessions: none. 
   
  Encounter 4 
  APL 2 (EL 3) 
  �Liara, Female Human Mnk1: CR 1; Medium 
  Humanoid; HD 1d8+2; hp 10; Init +6; Spd 30 ft.; AC 14, 
  touch 14, flat-footed 13; Base Atk +0; Grp +2; Atk +2 
  melee (1d6+2, unarmed strike); Full Atk +2 melee 
  (1d6+2, unarmed strike) or +0/+0 melee (1d6+2, 
  unarmed strike); Space/Reach 5 ft./5 ft.; SA Flurry of 
  blows, stunning attack 1/day (DC 12 Fort save); SQ 
  Evasion; AL LE; SV Fort +4, Ref +4, Will +4; Str 14, Dex 
  14, Con 14, Int 8, Wis 14, Cha 12. 
   
  Skills and Feats: Balance +4, Jump +6, Listen +6, 
  Tumble +6; Combat Reflexes, Improved Initiative; 
   
  Possessions: potion of cure light wounds, potion of 
  cure moderate wounds, wand of cure light wounds, 20 
  gp. 
   
  Daughter of Idee 
   
  Page 22 
  
  �Gusto, Male Hobgoblin Mnk1: CR 1; Medium 
  Humanoid; HD 1d8+3; hp 11; Init +3; Spd 30 ft.; AC 15, 
  touch 15, flat-footed 12; Base Atk +0; Grp +3; Atk +3 
  melee (1d6+3, unarmed strike); Full Atk +3 melee 
  (1d6+3, unarmed strike) or +1/+1 melee (1d6+3, 
  unarmed strike); Space / Reach 5 ft./5 ft.; SA Flurry of 
  blows, stunning attack 1/day (DC 12 Fort save); SQ 
  Evasion; AL LE; SV Fort +5, Ref +5, Will +4; Str 16, Dex 
  16, Con 16, Int 8, Wis 14, Cha 8. 
   
  Skills and Feats: Jump +5, Listen +6, Tumble +7; 
  Combat Reflexes. 
   
  Possessions: none. 
   
  APL 4 (EL 6) 
  �Liara, Female Human Sor1/Mnk3: CR 4; Medium 
  Humanoid; HD 3d8+8; hp 27; Init +6; Spd 40 ft.; AC 19, 
  touch +15, flat-footed 17; Base Atk +2; Grp +6; Atk +6 
  melee (1d6+4, unarmed strike); Full Atk +6 melee 
  (1d6+4, unarmed strike) or +4/+4 melee (1d6+4, 
  unarmed strike); Space/Reach 5 ft./5 ft.; SA Flurry of 
  blows, stunning attack 3/day (DC 13 Fort save); SQ 
  Evasion, Deflect Arrows, still mind; AL LE; SV Fort +5, 
  Ref +5, Will +7; Str 18, Dex 14, Con 14, Int 8, Wis 15, 
  Cha 12. 
   
  Skills and Feats: Concentration +9, Jump +7, 
  Tumble +9; Combat Reflexes, Improved Initiative, 
  Expert Tactician. 
   
   
  Note: Liara has gained +4 Str from a potion of 
  bull’s strength. 
   
  Evasion (Ex): At 2nd level or higher if a monk 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, she instead takes no damage. Evasion can be used 
  only if a monk is wearing light armour or no armour. A 
  helpless monk does not gain the benefit of evasion. 
   
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Expert Tactician: You can make one extra melee 
  attack (or do anything that can be done as a melee 
  attack or a melee touch attack, including attempts to 
  disarm, trip, or make a grab to start a grapple) against 
  one foe who is within melee reach and denied a 
  Dexterity bonus against your melee attacks for any 
  reason. You take your extra attack when it’s your turn, 
  either before or after your regular action. If several foes 
  are within melee reach and denied their Dexterity 
  bonuses against your attacks, you can use this feat 
  against only one of them. 
   
  Spells Known (5/4; Base DC 11 + spell level) 0– 
  daze, detect magic, read magic, resistance; 1
  st- mage 
  armour, shield 
   
  Possessions: Ring of protection +1, potion of cure 
  light wounds, potion of cure moderate wounds, wand 
  of cure light wounds, 40 gp. 
   
  �Gusto, Male Hobgoblin Mnk4: CR 4; Medium 
  Humanoid; HD 4d8+12; hp 35; Init +3; Spd 40 ft.; AC 
  19, touch +15, flat-footed 16; Base Atk +3; Grp +8; Atk 
  +8 melee (1d8+5, unarmed strike); Full Atk +8 melee 
  (1d8+5, unarmed strike) or +6/+6 melee (1d8+5, 
  unarmed strike); Space / Reach 5 ft./5 ft.; SA Flurry of 
  blows, stunning attack 4/day (DC 14 Fort save); SQ 
  Evasion, Deflect Arrows, still mind, ki strike (magic), 
  slow fall (20 ft.); AL LE; SV Fort +7, Ref +7, Will +6; Str 
  21, Dex 16, Con 16, Int 8, Wis 14, Cha 8. 
  Skills and Feats: Jump +11, Listen +9, Tumble +12; 
  Blind-Fight, Combat Reflexes. 
   
  Note: Gusto has gained +4 Str from a potion of 
  bull’s strength. 
   
  Evasion (Ex): At 2nd level or higher if a monk 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, he instead takes no damage. Evasion can be used 
  only if a monk is wearing light armor or no armor. A 
  helpless monk does not gain the benefit of evasion. 
   
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Ki Strike (Su): At 4th level, a monk’s unarmed 
  attacks are empowered with ki. His unarmed attacks 
  are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
   
  Slow Fall (Ex): At 4th level or higher, a monk 
  within arm’s reach of a wall can use it to slow his 
  descent. When first using this ability, he takes damage 
  as if the fall were 20 feet shorter than it actually is. 
   
  Possessions: none. 
   
  APL 6 (EL 8) 
  �Liara, Female Human Sor1/Mnk5; CR 6; Medium 
  Humanoid; HD 5d8+12; hp 41; Init +6; Spd 40 ft.; AC 
  20, touch 16, flat-footed 18; Base Atk +3; Grp +7; Atk +7 
  melee (1d8+4, unarmed strike); Full Atk +7 melee 
  (1d8+4, unarmed strike) or +6/+6 melee (1d8+4, 
  unarmed strike); Space/Reach 5 ft./5 ft.; SA Flurry of 
  blows, stunning attack 5/day (DC 14 Fort save); SQ 
  Evasion, Deflect Arrows, still mind, ki strike (magic), 
  slow fall (20 ft.), purity of body; AL LE; SV Fort +6, Ref 
  +6, Will +8; Str 18, Dex 14, Con 14, Int 8, Wis 15, Cha 
  12. 
   
  Skills and Feats: Concentration +11, Jump +9, 
  Listen +3, Tumble +13; Combat Reflexes, Improved 
  Initiative, Dual Strike, Expert Tactician. 
  Daughter of Idee 
   
  Page 23 
  
   
  Note: Liara has gained +4 Str from a potion of 
  bull’s strength. 
   
  Evasion (Ex): At 2nd level or higher if a monk 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, she instead takes no damage. Evasion can be used 
  only if a monk is wearing light armor or no armor. A 
  helpless monk does not gain the benefit of evasion. 
   
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Ki Strike (Su): At 4th level, a monk’s unarmed 
  attacks are empowered with ki. Her unarmed attacks 
  are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
   
  Slow Fall (Ex): At 4th level or higher, a monk 
  within arm’s reach of a wall can use it to slow her 
  descent. When first using this ability, she takes damage 
  as if the fall were 30 feet shorter than it actually is. 
   
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
   
  Dual Strike: When flanking with Gusto, Liara gets 
  a +4 flanking bonus instead of +2. 
   
  Expert Tactician: You can make one extra melee 
  attack (or do anything that can be done as a melee 
  attack or a melee touch attack, including attempts to 
  disarm, trip, or make a grab to start a grapple) against 
  one foe who is within melee reach and denied a 
  Dexterity bonus against your melee attacks for any 
  reason.  You take your extra attack when it’s your turn, 
  either before or after your regular action.  If several 
  foes are within melee reach and denied their Dexterity 
  bonuses against your attacks, you can use this feat 
  against only one of them. 
   
  Spells Known (5/4; Base DC 11 + spell level) 0– 
  daze, detect magic, read magic, resistance; 1
  st- mage 
  armour, shield 
   
  Possessions: Ring of protection +1, potion of cure 
  light wounds, potion of cure moderate wounds, wand 
  of cure light wounds, 60 gp. 
   
   
   
  �Gusto, Male Hobgoblin Mnk6; CR 6; Medium 
  Humanoid; HD 6d8+18; hp 51; Init +3; Spd 50 ft.; AC 
  21, touch 16, flat-footed 17; Base Atk +4; Grp +9; Atk +9 
  melee (1d8+5, unarmed strike); Full Atk +9 melee 
  (1d8+5, unarmed strike) or +8/+8 melee (1d8+5, 
  unarmed strike); Space / Reach 5 ft./5 ft.; SA Flurry of 
  blows, stunning attack 6/day (DC 15 Fort save), 
  Improved Disarm; SQ Evasion, Deflect Arrows, still 
  mind, ki strike (magic), slow fall (30 ft.), purity of body; 
  AL LE; SV Fort +8, Ref +8, Will +7; Str 21, Dex 16, Con 
  16, Int 8, Wis 14, Cha 8. 
  Skills and Feats: Balance +7, Jump +10, Listen +11, 
  Tumble +14; Blind-Fight, Combat Reflexes, Dual 
  Strike. 
   
  Note: Gusto has gained +4 Str from a potion of 
  bull’s strength. 
   
  Evasion (Ex): At 2nd level or higher if a monk 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, he instead takes no damage. Evasion can be used 
  only if a monk is wearing light armor or no armor. A 
  helpless monk does not gain the benefit of evasion. 
   
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Ki Strike (Su): At 4th level, a monk’s unarmed 
  attacks are empowered with ki. His unarmed attacks 
  are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
   
  Slow Fall (Ex): At 4th level or higher, a monk 
  within arm’s reach of a wall can use it to slow his 
  descent. When first using this ability, he takes damage 
  as if the fall were 30 feet shorter than it actually is. 
   
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
   
  Dual Strike: When flanking with Liara, Gusto gets 
  a +4 flanking bonus instead of +2. 
   
  Possessions: Ring of protection +1. 
   
  APL 8 (EL 10) 
  �Liara, Female Human Sor1/Mnk7; CR 8; Medium 
  Humanoid; HD 7d8+16; hp 55; Init +6; Spd 50 ft.; AC 
  21, touch 17, flat-footed 19; Base Atk +5; Grp +9; Atk +9 
  melee (1d8+4, unarmed strike); Full Atk +9 melee 
  (1d8+4, unarmed strike) or +8/+8 melee (1d8+4, 
  unarmed strike); Space/Reach 5 ft./5 ft.; SA Flurry of 
  blows, stunning attack 7/day (DC 16 Fort save), 
  Improved Disarm, flying kick; SQ Evasion; Deflect 
  Arrows, still mind, ki strike (magic), slow fall (30 ft.), 
  purity of body, wholeness of body, leap of the clouds; 
  AL LE; SV Fort +7, Ref +7, Will +10; Str 14, Dex 14, Con 
  14, Int 8, Wis 16, Cha 16. 
   
  Skills and Feats: Concentration +13, Jump +9, 
  Listen +8, Tumble +15; Combat Reflexes, Improved 
  Initiative, Dual Strike, Expert Tactician. 
   
  Note: Liara has gained +4 Str from a potion of 
  bull’s strength and +4 Cha from a potion of eagle’s 
  splendor. 
   
  Evasion (Ex): At 2nd level or higher if a monk 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, she instead takes no damage. Evasion can be used 
  Daughter of Idee 
   
  Page 24 
  
  only if a monk is wearing light armour or no armour. A 
  helpless monk does not gain the benefit of evasion. 
   
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Ki Strike (Su): At 4th level, a monk’s unarmed 
  attacks are empowered with ki. Her unarmed attacks 
  are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
   
  Slow Fall (Ex): At 4th level or higher, a monk 
  within arm’s reach of a wall can use it to slow her 
  descent. When first using this ability, she takes damage 
  as if the fall were 30 feet shorter than it actually is. 
   
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
   
  Wholeness of Body (Su): At 7th level or higher, a 
  monk can heal her own wounds. Liara can heal 14 hit 
  points of damage, and she can spread this healing out 
  among several uses. 
   
  Dual Strike: When flanking with Gusto, Liara gets 
  a +4 flanking bonus instead of +2. 
   
  Expert Tactician: You can make one extra melee 
  attack (or do anything that can be done as a melee 
  attack or a melee touch attack, including attempts to 
  disarm, trip, or make a grab to start a grapple) against 
  one foe who is within melee reach and denied a 
  Dexterity bonus against your melee attacks for any 
  reason.  You take your extra attack when it’s your turn, 
  either before or after your regular action.  If several 
  foes are within melee reach and denied their Dexterity 
  bonuses against your attacks, you can use this feat 
  against only one of them. 
   
  Spells Known (5/4; Base DC 11 + spell level) 0– 
  daze, detect magic, read magic, resistance; 1
  st- mage 
  armour, shield 
   
  Possessions: Ring of protection +1, sandals of the 
  tiger’s leap, scroll of greater invisibility (probably used), 
  potion of cure light wounds, potion of cure moderate 
  wounds, wand of cure light wounds, 80 gp. 
   
   
   
  �Gusto, Male Hobgoblin Mnk8; CR 8; Medium 
  Humanoid; HD 8d8+24; hp 67; Init +3; Spd 50 ft.; AC 
  21, touch 16, flat-footed 17; Base Atk +6; Grp +12; Atk 
  +12 melee (1d10+6, unarmed strike); Full Atk +12/+7 
  melee (1d10+6, unarmed strike) or +11/+11/+6 melee 
  (1d10+6, unarmed strike); Space/Reach 5 ft./5 ft.; SA 
  Flurry of blows, stunning attack 8/day (DC 16 Fort 
  save), Improved Disarm, flying kick; SQ Evasion; 
  Deflect Arrows, still mind, ki strike (magic), slow fall 
  (40 ft.), purity of body, wholeness of body, leap of the 
  clouds; AL LE; SV Fort +9, Ref +9, Will +8; Str 22, Dex 
  16, Con 16, Int 8, Wis 14, Cha 8. 
  Skills and Feats: Balance +9, Jump +11, Listen +13, 
  Tumble +16; Blind-Fight, Combat Reflexes, Dual 
  Strike. 
   
  Note: Gusto has gained +4 Str from bull’s strength. 
   
  Evasion (Ex): At 2nd level or higher if a monk 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, he instead takes no damage. Evasion can be used 
  only if a monk is wearing light armor or no armor. A 
  helpless monk does not gain the benefit of evasion. 
   
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Ki Strike (Su): At 4th level, a monk’s unarmed 
  attacks are empowered with ki. His unarmed attacks 
  are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
   
  Slow Fall (Ex): At 4th level or higher, a monk 
  within arm’s reach of a wall can use it to slow his 
  descent. When first using this ability, he takes damage 
  as if the fall were 40 feet shorter than it actually is. 
   
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
   
  Wholeness of Body (Su): At 7th level or higher, a 
  monk can heal his own wounds. Gusto can heal 16 hit 
  points of damage, and he can spread this healing out 
  among several uses. 
   
  Dual Strike: When flanking with Liara, Gusto gets 
  a +4 flanking bonus instead of +2. 
   
  Possessions: Ring of protection +1. 
   
  Encounter 6 
  APL 2 
  �Achila, Male Human Ftr1; CR 1; Medium-sized 
  Humanoid (Human); HD 1d10+2; hp 12; Init +1; Spd 
  20 ft.; AC 21, touch 11, flat-footed 20; Base Atk +1; Grp 
  +4; Atk +4 melee  (1d10+3, 19-20/x2, bastard sword) or 
  +2 ranged (1d8, x3, composite longbow); Full Atk +4 
  melee  (1d10+3, 19-20/x2, bastard sword) or +2 ranged 
  (1d8, x3, composite longbow); Space/Reach 5 ft./5 ft.; 
  AL LE; SV Fort +4, Ref +1, Will +0; Str 16, Dex 13, Con 
  14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Jump –1, Listen +2, Sense Motive 
  +2, Spot +2; Dodge, Exotic Weapon Proficiency 
  (bastard sword), Mobility. 
   
  Possessions: Medium bastard sword, medium 
  composite longbow, 20 arrows, full plate armour, heavy 
  steel shield, 10 gp. 
   
  APL 4 
  �Achila, Male Human Ftr3; CR 3; Medium-sized 
  Humanoid (Human); HD 3d10+6; hp 28; Init +1; Spd 
  Daughter of Idee 
   
  Page 25 
  
  20 ft.; AC 21, touch 11, flat-footed 20; Base Atk +3; Grp 
  +6; Atk +8 melee (1d10+3, 19-20/x2, bastard sword) or 
  +4 ranged (1d8, x3, composite longbow); Full Atk +8 
  melee (1d10+3, 19-20/x2, bastard sword) or +4 ranged 
  (1d8, x3, composite longbow); Space/Reach 5 ft./5 ft.; 
  AL LE; SV Fort +5, Ref +2, Will +1; Str 16, Dex 13, Con 
  14, Int 13, Wis 10, Cha 8. 
   
   
   
  Skills and Feats: Jump +3, Listen +3, Sense Motive 
  +3, Spot +3; Dodge, Exotic Weapon Proficiency 
  (bastard sword), Expertise, Mobility, Weapon Focus 
  (bastard sword). 
   
  Possessions: Masterwork medium bastard sword, 
  medium composite longbow, 20 arrows, masterwork 
  full plate armour, masterwork heavy steel shield, 20 gp. 
   
  APL 6 
  �Achila, Male Human Ftr5; CR 5; Medium-sized 
  Humanoid (Human); HD 5d10+10; hp 44; Init +1; Spd 
  20 ft.; AC 21, touch 11, flat-footed 20; Base Atk +5; Grp 
  +8; Atk +10 melee (1d10+5, 19-20/x2, bastard sword) or 
  +7 ranged (1d8, x3, composite longbow); Full Atk +10 
  melee (1d10+5, 19-20/x2, bastard sword) or +7 ranged 
  (1d8, x3, composite longbow); Space/Reach 5 ft. /5 ft.; 
  AL LE; SV Fort +6, Ref +2, Will +1; Str 17, Dex 13, Con 
  14, Int 13, Wis 10, Cha 8. 
  Skills and Feats: Jump +5, Listen +4, Sense Motive 
  +4, Spot +4; Dodge, Mobility, Exotic Weapon 
  Proficiency (bastard sword), Expertise, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard 
  sword). 
   
  Possessions: Masterwork medium bastard sword, 
  masterwork medium composite longbow, 20 arrows, 
  masterwork full plate armour, masterwork heavy steel 
  shield, 30 gp. 
   
  APL 8 
  �Achila, Male Human Ftr7; CR 7; Medium 
  Humanoid; HD 7d10+14; hp 60; Init +1; Spd 20 ft.; AC 
  21, touch 11, flat-footed 20; Base Atk +7; Grp +10; Atk 
  +12 melee (1d10+5, 19-20/x2, bastard sword) or +9 
  ranged  (1d8, x3, composite longbow); Full Atk +12/+7 
  melee (1d10+5, 19-20/x2, bastard sword) or +12 melee 
  Whirlwind Attack (1d10+5, 19-20/x2, bastard sword) or 
  +9/+4 ranged  (1d8, x3, composite longbow); 
  Space/Reach 5 ft./5 ft.; AL LE; SV Fort +7, Ref +3, Will 
  +2; Str 17, Dex 13, Con 14, Int 13, Wis 10, Cha 8. 
  Skills and Feats: Jump +7, Listen +5, Sense Motive 
  +5, Spot +5; Dodge, Mobility, Exotic Weapon 
  Proficiency (bastard sword), Expertise, Spring Attack, 
  Weapon Focus (bastard sword), Weapon Specialization 
  (bastard sword), Whirlwind Attack. 
   
  Possessions: Masterwork medium bastard sword, 
  masterwork medium composite longbow, 20 arrows, 
  masterwork full plate armour, masterwork heavy steel 
  shield, 40 gp. 
   
  �Invisible Stalker, advanced; CR 9; Huge Elemental 
  (Air); HD 16d8+64; hp 136; Init +7; Spd 30 ft., fly 30 ft. 
  (perfect); AC 18, touch 11, flat-footed 15; Base Atk +12 
  Grp +28; Atk +19 melee, (2d8+8, slam); Full Atk +19 
  melee (2d8+8, slams x2); Space/Reach 15 ft./15 ft.; SQ 
  Darkvision 60 ft., elemental traits, natural invisibility, 
  improved tracking; AL N; SV Fort +9, Ref +13, Will +7; 
  Str 26, Dex 17, Con 18, Int 14, Wis 15, Cha 11. 
   
  Skills and Feats: Listen +21, Move Silently +14, 
  Search +13, Spot +21, Survival +2, Tumble +19; Close-
  Quarters Fighting, Combat Reflexes, Expert Tactician, 
  Hold the Line, Improved Initiative, Weapon Focus 
  (slam). 
   
  Close-Quarters Fighting: When an enemy 
  attempts to grapple you, any damage you inflict with a 
  successful attack of opportunity provoked by the 
  grapple attempt is added to your ensuing grapple check 
  to avoid being grappled.  Further, you are entitled to 
  make an attack of opportunity even if the attacking 
  creature has the improved grab ability. 
   
  Expert Tactician: You can make one extra melee 
  attack (or do anything that can be done as a melee 
  attack or a melee touch attack, including attempts to 
  disarm, trip, or make a grab to start a grapple) against 
  one foe who is within melee reach and denied a 
  Dexterity bonus against your melee attacks for any 
  reason.  You take your extra attack when it’s your turn, 
  either before or after your regular action.  If several 
  foes are within melee reach and denied their Dexterity 
  bonuses against your attacks, you can use this feat 
  against only one of them. 
   
  Hold the Line: You may make an attack of 
  opportunity against an opponent who charges you 
  when he enters an area you threaten.  Your attack of 
  opportunity happens immediately before the charge 
  attack is resolved.  Note that because the stalker has 
  reach, against an enemy that charges it, it will get two 
  attacks of opportunity: one for the attacker moving out 
  of a threatened square, and one for Hold the Line. 
  Daughter of Idee 
   
  Page 26 
  
  Appendix  2: 
  New Feats 
  Close-Quarters Fighting [General] 
   
  You are skilled at fighting close range and 
  resisting grapple attacks. 
   
  Prerequisite: Base attack bonus +3 
   
  Benefit: When an enemy attempts to grapple you, 
  any damage you inflict with a successful attack of 
  opportunity provoked by the grapple attempt is added 
  to your ensuing grapple check to avoid being grappled. 
   Further, you are entitled to make an attack of 
  opportunity even if the attacking creature has the 
  improved grab ability. 
   
  This feat does not provide you with additional 
  attacks of opportunity in a round, so if you do not have 
  an attack of opportunity available when your enemy 
  attempts to grapple you, you do not get any benefit 
  from Close-Quarters Fighting. 
   
  For example, a dire bear strikes you with a claw 
  attack.  If you don’t have this feat, the dire bear’s 
  improved grab ability allows it to immediately attempt 
  a grapple check, provoking no attack of opportunity 
  from you.  However, with Close-Quarters Fighting, you 
  are entitled to an attack of opportunity.  If you hit and 
  score 8 points of damage, you may add +8 (plus your 
  attack bonus, Strength bonus, and size modifier) to 
  your grapple check to resist the dire bear’s grapple 
  attempt. 
   
  Source: Sword and Fist, p. 6. 
   
  Dual Strike [General] 
   
  Your combat teamwork makes you a more 
  dangerous foe. 
   
  Prerequisites: Base attack bonus +3, Combat 
  Reflexes. 
   
  Benefit: If you and an ally both have this feat and 
  are flanking an opponent, you both get a +4 bonus on 
  your attack roll. 
  Normal: The standard flanking attack roll bonus is 
  +2. 
  Source: Sword and Fist, p. 6 
   
  Expert Tactician [General] 
   
  Your tactical skills work to your advantage. 
   
  Prerequisites: Dex 13+, base attack bonus +2, 
  Combat Reflexes. 
   
  Benefit: You can make one extra melee attack (or 
  do anything that can be done as a melee attack or a 
  melee touch attack, including attempts to disarm, trip, 
  or make a grab to start a grapple) against one foe who is 
  within melee reach and denied a Dexterity bonus 
  against your melee attacks for any reason.  You take 
  your extra attack when it’s your turn, either before or 
  after your regular action.  If several foes are within 
  melee reach and denied their Dexterity bonuses 
  against your attacks, you can use this feat against only 
  one of them. 
   
  Source: Song and Silence, p. 38. 
   
  Hold the Line [General] 
   
  You are trained in defensive techniques against 
  charging opponents. 
   
  Prerequisites: Base attack bonus +2, Combat 
  Reflexes. 
   
  Benefit: You may make an attack of opportunity 
  against an opponent who charges you when he enters 
  an area you threaten.  Your attack of opportunity 
  happens immediately before the charge attack is 
  resolved. 
   
  Source: Sword and Fist, p. 7. 
   
  Sandals of the tiger’s leap: These sandals allow the 
  wearer to make devastating flying kicks.  The wearer 
  must have 5 ranks in Jump or Tumble to use them.  On 
  a charge, she can perform a flying kick. Treat this as an 
  unarmed attack that deals an extra 2d6 damage.  
  (Frequency: adventure) 
   
  Caster level: 9
  th; Prerequisites: Craft Wondrous 
  Item, jump.  Market price: 3500 gp. 
   
  Source: Sword and Fist, p. x; Living Greyhawk 3.5 
  Conversion Guidelines, p. 14. 
  Daughter of Idee 
   
  Page 27 
  
   
  Player Handout: Journal 
  "What have I done?  I never" 
  Daughter of Naerie 
   
  Page 28 
   
  
  Player Handout: Documents 
  Document 1: 
   
  My esteemed Lord of Haxx, 
   
   
  I have received your payment for the specially bred creatures and for the use of a handler for two weeks.  He will call 
  on you in two days’ time.  Should you wish to do business again in the future, you know how to contact me. 
  Pepin 
  ---------------------------------- 
   
  Document 2: 
   
  TÄÄ à{x Ñ|xvxá tÜx |Ç ÑÄtvxA  eA ã|ÄÄ Åt~x {|á tÇÇÉâÇvxÅxÇà |Ç à{Üxx wtçáË à|ÅxA  jx á{ÉâÄw ãt|à t á{ÉÜà 
  ã{|Äx uxyÉÜx Âw|ávÉäxÜ|ÇzÊ g{xÉwÉÜt áÉ |à wÉxá ÇÉà tÑÑxtÜ àÉÉ vÉÇäxÇ|xÇàA  f{x |á t ÅtÜäxÄÉâá y|ÇwN Åç 
  vÉÅÑÄxÅxÇàá àÉ jA  g{x xÇà|Üx ÑÄtÇ ãÉâÄw ytÄÄ tÑtÜà ã|à{Éâà t ã|ÄÄ|Çz tvàÜxááA  g{x ÅtÜÜ|tzx ã|ÄÄ wÉ Åâv{ àÉ 
  áàÜxÇzà{xÇ ÉâÜ ÑÉá|à|ÉÇ? Éy vÉâÜáx? áÉ |à ã|ÄÄ ux ãÉÜà{ tÄÄ à{x Ü|á~ tÇw xåÑxÇáxA  aÉà à{tà à{xÜx |á Åâv{ Ü|á~N |y \ 
  {tw ÇÉà {xÄÑxw àÉ vÉÇvÉvà à{x xÇà|Üx ÑÄtÇ? \ ãÉâÄw tvàâtÄÄç uxÄ|xäx á{x |á VÉâÇà YxwÉÜ|vËá wtâz{àxÜ4 
   
  [the document is unsigned, but the bottom of the page is imprinted with the seal of House Haxx] 
  ---------------------------------- 
  Document 3: 
   
  My lord, 
  I have agreed to help you, though I do not see to what purpose.  Remember, you 
  have agreed to return the missing pages once I have done as you asked. 
  With humility and sincerity, 
  Remismund 
   
  ---------------------------------- 
   
  Document 4 
  [There are several pages that have been torn out of a ledger, and appear to detail 
  numerous financial transactions.  The handwriting matches that of Document 3.] 
  Daughter of Naerie 
   
  Page 29 
   
  
  Maps 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Daughter of Naerie 
   
  Page 30 
   
  
  Daughter of Naerie 
   
  Page 31 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ahlissa (Naerie)/593/Normal Scenarios/NAE3-01 - Daughter of Idee (APL 2-8)/NAE3-01 - Daughter of Idee.pdf