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.  
   
  FUR4-09 
   
   
   
   
   
   
   
   
  Errant Son 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1.0 
   
   
  by Michelle Sharp 
  Reviewed by Chris Tulach 
   
   
  When times are dark, good deeds shine all the brighter. An aging father seeks assistance in reconciling with his errant 
  son.  Will your deeds brighten the day?  This module is fourth in the Running Blood series.  A Furyondy regional 
  adventure for characters of level 3 to 13 (APL 4 to 12). 
   
   
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. 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. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Errant Son 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  # 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 
  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 two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Furyondy.  Characters native to Furyondy 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. 
  Errant Son 
   
  Page 3 
  
  Adventure Background 
  This scenario continues the Running Blood series of 
  adventures relating to the Black Knight: FUR4-02 Death 
  of a Knight, FUR4-06 Shadow of the Sun and FUR4-07 
  Under the Pale Moon. The Black Knight (Thrommel) has 
  increased his activity in the city and is now looking to try 
  to test King Belvor’s strength.  He is not quite ready for 
  an active attempt for the throne but plans to feel out 
  some of his father’s possible weaknesses for a future 
  attempt.       
   
  In an attempt to isolate Belvor from some of his 
  support and guardians in the palace, Thrommel sends a 
  note to Belvor requesting that they meet.  He applies to 
  the king’s honor and implies that he would like to be 
  reconciled and back into Heironeus favor.  This is, of 
  course, a complete lie.  His actual plans are to separate the 
  king from his advisors.  He hopes to actually be able to 
  capture him alive and replace him with a doppleganger 
  with whom he is allied.  This doppleganger will then 
  “discover” the lost prince and reverse the “dead shall not 
  rule” law through politicking with the council.  Once 
  complete, the “king” will stage his death and accept his 
  reward from Thrommel.  If he doesn’t go along at that 
  point, Thrommel is not particularly concerned, as he 
  believes he has enough supporters to kill his previous 
  colleague.  Since the doppleganger’s true nature will be 
  revealed at that point, Thrommel can play up his “saving 
  of the kingdom,” thus endearing the prince more to the 
  current king’s supporters. 
   
  Adventure Summary  
  This scenario is a mid to high-level adventure set in the 
  capital of Chendl. During the course of this module, the 
  effects of the “shield” are in full force in the city.  This 
  translates to the following:  
  � There is an area of magical darkness around the 
  city proper.  Essentially, there are clouds over 
  the city at all times and it appears twilight even 
  during mid-day.  At night, no stars can be seen.    
  � The city is considered “desecrated” in terms of 
  the effects on undead, with the exception of 
  previously consecrated holy ground (specifically 
  church grounds).  Previously consecrated holy 
  grounds are “cancelled out” by this effect (e.g. 
  they are considered neither consecrated nor 
  desecrated).   
  � The shield interferes with divinatory effects.  
  There is a 75% chance any divinatory spell will 
  be ineffective.  Effective divination spells cause 
  additional strain on the caster, requiring a 
  Concentration check (DC 20+spell level) or the 
  caster falls unconscious.   
  � The spell is evil (strength is strong; caster level 
  20).   
  � The shield results in an effective dimensional 
  anchor spell on the city proper.   
   
  In response to the shield, the following announcement 
  was released by Karzalin of the Council of Four and 
  Captain Rellin of the Kingsmen (this should be read to 
  players before beginning the module to make certain 
  they are familiar with the special laws in effect at this 
  time): 
   
  i
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  f
   
   Many have noticed by now strange happenings n 
  the city of Chendl.  This unforeseen and unfortunate 
  circumstance, we can assure you, is but a minor 
  setback.  Rest assured that myself and the other 
  members of the Council are now ful y recovered from 
  our Ordeal and working closely with the Churches of 
  Chendl to affect a full recovery. 
   
  In the meantime, we ask your assistance in this 
  time of tria . Businesses are asked to cooperate by 
  provid ng lighting outside their shops until we 
  resolve the darkness situation   No divinatory 
  activities should be attempted in the city proper 
  without being under the observation of a designated 
  temple.   A curfew o  nine bells is in effect until 
  further notice.  Please be cooperative; these 
  precautions are for your protection.  
  Note that these laws will be in effect during the course of 
  this module, regardless of Karzalin’s current status.  
   
  Encounter One: The module begins with the PCs 
  being approached by the King in disguise.  He explains 
  that he is a retired adventurer and that he had a falling 
  out with his son.  He notes that his son has made a 
  gesture to reunify but he is not certain this meeting will 
  be safe so he is seeking support from adventurers.  Belvor 
  does not lie to the PCs, beyond giving an alias (actually 
  one of his middle names, Valitris).  He does not name his 
  son for the PCs.  Hopefully the PCs will agree to “help 
  out a concerned father.”  He will be taking note of who 
  wants money and who just agrees to help.   
   
  Encounter Two: The PCs travel through the streets 
  of Chendl and are assaulted by undead. 
   
  Encounter Three: The PCs exit the gate and travel to 
  a manor just outside the city. They may obtain some 
  information from the guards at the gate.  
   
  Encounter Four: On arrival at the manor, there is no 
  answer at the door, but a note left to “Father” signed by 
  “T” asking them to wait inside.  Shortly after entering, 
  they will encounter a trap on the way into the room, 
  including a magical effect, which entraps Valitris.   With 
  a trapped “father” the PCs may chose to explore the house 
  a little.   
  Errant Son 
   
  Page 4 
  
   
  Encounter Five: The “Pick Up Crew” arrives.  These 
  are two people coming to get the object containing 
  Valitris to deliver it to Thrommel.  Capturing one of 
  them may allow PCs to learn more about the errant son.  
   
  Encounter Six: Valitris may be revived and realize 
  the trick.  He obtains information from the PCs about 
  what happened while he was entrapped and leaves to 
  return home.  He gives the PCs a suitable reward after an 
  escort back.   Alternatively, the PCs may decide to leave 
  the recovery of Valitris to his son.  In that case, the son 
  will give them their reward.   
   
  Introduction 
  Though the day is early yet, it is dark as twilight. But 
  then, lately, all days here have been so.  The darkness 
  and somber mood of a normally bustling city like 
  Chendl is wearing on even the most cheerful of her 
  residents.  Shopkeepers, servants and even the 
  Kingsmen’s guard have been irritable and edgy of 
  late.   
   
   
   
  Despite this pall, daily life limps along.  Rumors 
  fluctuate – one day you hear the temples have found a 
  means to counter the failed shield and the next day 
  you hear there is no end in sight and Iuz himself stirs 
  in the north to move against the city.  As a result, the 
  mood of the city seems to perpetually bounce 
  between budding hope and deep despair.  
  PC introduction to the scenario will vary somewhat 
  depending on membership in meta-organizations and 
  previous recognitions.  
   
  Members of the Furyondy Church of Heironeous 
  are approached at morning prayers and given a missive 
  (Players Handout #1).  Knights of Furyondy are 
  approached during the day by a minor squire, who 
  delivers a missive to them (Players Handout #2).  PCs 
  who belong to both of these organizations should receive 
  the letter or letters not all ready given to another PC at 
  the table.  PCs who do not receive one of the above notes 
  will receive a missive of their own (Players Handout #3), 
  if they are squires of the Order of the Hart, members of 
  the Twilight Hunters (neutral or lawful aligned only), the 
  Mage Council or any Furyondy military branch OR if 
  they have a certed (even if previously used) favor, 
  influence point or recognition of a Furyondy Noble, 
  Knight of the Hart or member of the Council of Four.  
  Chances are most PCs will meet one of the above criteria. 
  Any PC who does not should be paired with another with 
  the understanding that they previously traveled together. 
   If NONE of the PCs meet any of the above 
  requirements, assume the PCs begin as a group and select 
  one PC to receive Players Handout #3 with preference 
  given to clerics or paladins of Heironeus, then his closest 
  allies.  If no PCs are clerics or paladins then select the one 
  most likely to be positively known to the nobility based 
  on class, level, prior experience or other favors, etc.  
   
  Any and all of the above missives were forwarded by 
  Valitris’ contacts and hence the messengers do not know 
  the true source.  They describe him as a “retired 
  adventurer in need of assistance” if asked.  The Church of 
  Heironeus also knows him as a “wealthy servant” of their 
  god.  The messengers do not have a physical description 
  (as they did not see him themselves) but feel free to make 
  of descriptions of the different contacts who actually 
  deliver the notes.   
   
  PCs have most of the morning after receiving the 
  missive to do as they wish.  They should be allowed to 
  make any purchases needed in town.  Some may chose to 
  Gather Information on the individual asking to meet 
  with them.  A simple check with those from whom they 
  received the note (DC 10 if they did not ask earlier, 
  representing locating again the exact individual who gave 
  them the note) reveals the information noted above.  
  They may also gain information on who else received 
  such a note (DC10), thus allowing the PCs to interact 
  prior to meeting with Valitris. Other meta-organization 
  members may uncover more information as outlined 
  below.  
   
  Church of Heironeus: Questions at the Church of 
  Heironeus reveal to its members (DC10) or others 
  (DC15) that he is a member of the faithful. He has made 
  generous donations in the past and does tithe regularly 
  (DC 20).  In addition, he had a son who was a member of 
  the church in the past but who has not been seen in some 
  time (DC 25). 
   
  Order of the Hart: Squires or Knights of Furyondy 
  ONLY may discover that he has many good friends in the 
  Order of the Hart (DC 20) and that he is an important 
  political ally.  Knights of the Hart receive a +10 
  circumstance bonus on the above check.   
   
  Twilight Hunters: Members of the Twilight Hunters 
  may also discover (if they seek alone through their 
  special contacts) that Valitris is an important political 
  figure (DC30), who is wealthy but should not be touched 
  (DC25) and that he is not a member of the Hunters 
  (DC10).  It should be noted that the first two pieces of 
  information require contact with high cell members and 
  thus take a couple of hours (pretty much all the time the 
  PC will have before the meeting).  
   
  Since the shield is a fairly new phenomenon, some 
  PCs may seek to Gather Information on this, with the 
  following results: 
   
  � DC 5: Effects began several months ago. 
  � DC 10: These effects are believed related to the 
  failure of a magical shield to protect the city.   
  Errant Son 
   
  Page 5 
  
  � DC 15: There have been many more undead 
  spotted in the city and surrounding areas of late, 
  and they seem stronger.   
  � DC 25: Divinations have been more difficult, 
  and sometimes cause injury to the individual 
  attempting the divination.   
   
  Once the players indicate they are heading to the inn, 
  proceed to Encounter One.  
       
  Encounter One 
  For ease of running, PCs should arrive around the same 
  time.  If they have not all ready done so, character 
  introductions would be in order at this point.  Note that 
  the Wyrm is one of the most expensive and high-class 
  restaurants in Chendl.     
   
  Set on a quiet street, surrounding by homes of some 
  of Chendl’s nobility, this large and well-maintained 
  bui ding bears a sign of a stooping brass dragon and 
  the words “The Wyrm.”  The brick building fits in 
  well with its neighbors and, if no for the sign, could 
  easily be mistaken for the manor home of some 
  wealthy lord.  The tasteful opulence inside matches 
  its somber exterior.  The door opens nto a fine dining 
  room lit by a crystal chandelier.  Five tables are 
  spaced about the floor, with several other doors 
  leading out.  Fanci ul carvings of dragons decorate 
  wood lining the room just below the ceiling.    
  l
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  t
   
  The manner in which the PCs are greeted depends on 
  their presentation, including how soon they produce the 
  letter from Valitris.  PCs who paid at least standard 
  lifestyle will receive the standard greeting, outlined 
  below.  PCs who have paid high lifestyle should be 
  greeted slightly more warmly. 
    
  A lovely blond haired maiden wearing a demure blue 
  dress accented with white lace and pearls moves 
  toward you.  Evidently even the servants here dress 
  well!  She appraises you with wide blue eyes before 
  smiling cautiously.  “Can I assist you in some 
  manner?  Perhaps you would be interested in a 
  private room for your group or the table near the 
  fire?”   
   
  PCs who have not maintained at least standard lifestyle or 
  who have failed their attempt to live off the wild should 
  instead be read the text below.  PCs can avoid this by 
  spending at least ten gold before traveling to the inn 
  obtaining a bath at a bathhouse and purchasing new 
  clothing. 
   
  A lovely blond haired maiden wearing a demure blue 
  dress accented with white lace and pearls moves 
  toward you.  Evidently even the servants here dress 
  well!  She appraises you with wide blue eyes before 
  raising an eyebrow.  “Can I assist you in some 
  manner? I am afraid we have no openings for servers 
  at this time and the wait for seating is quite long.  I 
  can recommend another inn that may be more” – 
  here she eyes your clothing and general state of 
  disrepair – “comfortable for travelers such as 
  yourselves.”    
   
  Once the PCs explain their business and show the note 
  from Valitris, continue with the text below.  
   
  Upon reading the note, the young lady smi es n 
  understanding and nods.  “Oh, you are the group that 
  is to meet with Valitris.  Please come with me.” 
  She eads you through the room to a door on the 
  far side and down a short corridor, passing a couple 
  doors before stopping at a door on the end of the hal
   Knocking twice, she pauses until you hear a deep 
  voice state, “Enter.”  
   
  As she opens the door, your eyes are quickly 
  drawn to a tall, stately figure of a man with greenish-
  blue eyes and cropped, light brown hair, which is 
  now fading to grey.  He nods to you to take a seat at 
  the cherrywood table, all ready set with fine platters 
  and lit by golden candlesticks.  The chairs are soft, 
  covered in a comfortable fabric.  Several covered 
  dishes are set about the table.   
   
  “Thank you, Noriam.  Please bring my guests 
  whatever they’d like to drink and then leave us.” 
   
  Noriam curtseys demurely stating, “My lord.”  
  She then turns to take your orders, “What would you, 
  gen lefolk?”  
    
  Creatures:  
  � Noriam, female human, Com1.  
  Although young, Noriam is not naïve.  She is a proper, 
  demure lady who is happy with her boyfriend, Hrenkl, 
  the hostler at the Wyrm.  Noriam, as the most 
  experienced of the serving maids, typically acts as a 
  “hostess” for the inn, screening the clientele somewhat 
  by directing those out of their element elsewhere for 
  provender.  Despite this tendency, because the Wyrm 
  respects the privacy of its clientele, if the PCs show her 
  the letter, she does not hesitate to immediately escort 
  them to the private dining room Valitris has rented for 
  the evening.    
   
  � Valitris, male human, Pal17.   
  Valitris is a diplomatic, urbane and politically wise man. 
  He is brave and polite but used to being heard and 
  Errant Son 
   
  Page 6 
  
  heeded. As such, he generally has no difficulty avoiding 
  questions he doesn’t want to answer.   
   
  He will not, under any circumstances, lie to the PCs, 
  although he has no problems with them drawing false 
  conclusions from his silence.  If pushed with a question 
  he does not want to answer, he begins by talking around 
  the question and attempting to divert the PC.  If that does 
  not work, he attempts to dissuade the PC by explaining 
  “That’s not important.”  Should that not succeed (which, 
  if its gotten to that point, it probably won’t), he politely 
  tells the PC(s) that he prefers not to reveal that 
  information and cite his desire for privacy.  He will NOT 
  allow PCs to bully him (or “convince” him through 
  repeated argument) into answering questions, as he has 
  plenty of other resources for this task.   
   
  Note that Valitris does not have a formal “disguise,” 
  although he has added some grey to his hair and lines to 
  his eyes.  He wears merchant clothing over light armor 
  (so it is less noticeable).  However, since he does not walk 
  the streets and is not typically visible to the common 
  folk, PCs would not have seen him except at a distance.  
  Players may suspect his identity, as may PCs, particularly 
  if they gathered extensive information earlier, but it is 
  not possible for PCs to determine for certain who he is. 
   
  Begin with the box text once the players have had some 
  time to role-play.  Note that Valitris will be somewhat 
  taken aback with abrupt questioning and prefers to begin 
  with discussion of nonpersonal information such as the 
  war, the food and drink quality, any rumors from outside 
  Chendl and general talk of the weather.  At some point, 
  he makes his pitch, as outlined below. 
   
  Valitris clears his throat at this point and begins, “I 
  did not, of course, ask you to meet me that we may 
  converse about the war, the situation in the outer 
  provinces, or this fine meal.  I am a father in a bind 
  and I was seeking someone who could help me out.  I 
  am supposed to meet my son in a few hours and I am 
  rather – uncertain – about my reception.  I have 
  heard some – unpleasant – rumors about my son 
  during our extended separation.  Like many young 
  men, he has of late been rebelling against me.  This 
  has been a difficul  time and i  is my hope to put this
  unpleasantness behind us.  I am hoping with some 
  guidance he will turn back to our lord Heironeous. 
  I’d l ke to reconci e my relationship with him as wel
  I am hoping you could spare me a couple hours to 
  travel to the location where we are to meet, wait 
  while I talk with him, and then return with me here – 
  perhaps for another drink.”  
  t
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  l
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  At this point, he waits for the PCs response. Valitris has 
  about three hours before he is scheduled to meet his son, 
  so he prefers to obtain the assistance of the PCs rather 
  than taking the time to find other support and 
  attempting to reschedule their meeting. He will be sure 
  to relay this information early in their discussion, in case 
  the PCs want to take time prior to their departure.  It 
  should also be noted that the location of the manor house 
  where they are to meet is about a half hour travel away. 
  Use the information presented below to answer related 
  PC questions, being cognizant that Valitris is attempting 
  to reveal just enough information that the PCs can 
  adequately help him, and no more. 
   
  � Why do you want us to come with you?  
  Unfortunately, there have been problems lately 
  in town and the streets are not always safe.  I do 
  not want trouble to delay me.  
   
  � What do you mean by an “extended 
  separation?”  My son and I have not seen each 
  other in several years. 
   
  � Does your son follow Heironeous? or Did 
  your son stop following Heironeous?  My son 
  was a devout paladin of Heironeous but lately 
  he has, I fear, lost his faith. 
   
  � What is your son’s name? I do not believe he 
  still uses his birth name, and I do not know 
  what name he goes by now. 
   
  � You mean you don’t know your son’s name?  
  It is not important if he does not use it now, is 
  it?    
   
  � What makes you think he’s using another 
  name? I have heard rumors (he will not 
  elaborate further).  
   
  � How do you know he’ll be there to meet with 
  you? I received a letter asking me to meet with 
  him this evening.  
   
  � Can we see the letter?  There is nothing of 
  interest for you in the letter.  It is rather 
  personal and I’d rather not show it to you. 
   
  � What does your son ook l ke? I am told we 
  are very similar in appearance, although he is, of 
  course, younger.  He stands a bit taller than I do. 
   
  � What do you do?  I am a follower of Heironeus. 
   I work in the government. (He prefers PCs not 
  know his identity so will avoid answering 
  further.  However, if they ask a general, non-
  Errant Son 
   
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  identifying, question, like “Are you a judge?” or 
  “Are you in the military?” He will answer 
  affirmative if he performs those job duties.  
  Remember he fills a lot of roles).  
   
  � Why should we help you? Well, my contacts 
  (describe as appropriate depending on the 
  Players Handout given the PC previously) 
  indicated that you would be the type of person 
  who was not only skilled in _________ (fill in 
  something relevant for the PC) but also likely to 
  be kindhearted enough to spend a couple hours 
  helping a frustrated father iron things out with 
  his son.  
   
  � Does this mean you are not going to pay us? 
  or: How much are you going to pay us?  (Any 
  question getting at monetary compensation).  
  I’m sorry; I must have misunderstood my 
  colleagues.  I was not informed you were 
  mercenaries.  Please forgive me for wasting your 
  time.  I am sure you have urgent business 
  elsewhere.  (At this point, the player has a 
  choice. Valitris will not pay them for their 
  assistance and he is basically telling them to 
  leave if all they want is money.  If they that they 
  will do this one favor without pay, he allows it, 
  but note the PC because they do not receive his 
  favor at the end.  If the PC would not do this 
  without pay, the player may opt to substitute a 
  more appropriate PC.  Valitris is not a fool and 
  PCs cannot use Bluff, Diplomacy or other 
  methods to convince him they were not asking 
  about money).    
   
  � Where are we going?  My son wishes to meet 
  and speak with me at a manor home just outside 
  the city gates.  I have the address, and I know 
  the way.  It is not far from here – perhaps a half 
  hours travel.  We should be able to make it back 
  by curfew.  
   
  Development: Valitris wants to leave about an hour 
  before the meeting at the latest, so more than likely PCs 
  will have about an hour or two if they want to leave the 
  Wyrm to conduct business elsewhere.  He is, however, 
  willing to leave earlier should the PCs desire to do so but 
  will not accompany them on errands, instead indicating 
  he will await their return at the Wyrm.   
   
  Encounter Two 
  This encounter will likely occur after the PCs have left to 
  accompany Valitris to the manor home.  If the PCs go on 
  their own for errands before accompanying him, 
  however, the encounter should be inserted when he is 
  not present.  This encounter reflects the current state of 
  affairs in the city of Chendl.  Refer to the background for 
  information on the effects of the shield, especially if PCs 
  attempt to turn undead (the effects of the shield have 
  been taken into account when determining EL).  If 
  present, Valitris WILL fight during this encounter, but 
  should be described as busy with his own foes (a couple 
  of Devourers) and unable to give the PCs aid against their 
  foes.  However, he stabilizes fallen PCs and if they all fall 
  transports them to the Church of Heironeus for healing. 
   
  You find yourselves walking down the strangely 
  darkened streets of Chendl, lit only by weak lights, 
  which do little to dispel the gloom in the air itself.   
  You are not that far from the Wyrm when you notice 
  movement from a nearby alley. 
   
  Creatures: Various types of undead now wander the 
  streets of Chendl.  The Kingsmen do what they can, but 
  they cannot be everywhere at once.  The PCs meet with a 
  group of undead that have so far escaped patrols.  
  Describe the undead appropriately. 
   
  APL 4 (EL 7) 
  � Vampire Spawn (2), hp 29, see Monster Manual.  
   
  APL 6 (EL 9) 
  � Wraith (3), hp 32, see Monster Manual. 
   
  APL 8 (EL 11) 
  � Greater Shadow (3), hp 58, see Monster Manual. 
   
  APL 10 (EL 13) 
  � Devourer (2), hp 78, see Monster Manual. 
   
  APL 12 (EL 15) 
  � Dread Wraith (2), hp 104, see Monster Manual. 
  � Devourer (2), hp 78, see Monster Manual. 
   
  Development: Once the PCs have defeated the undead, 
  they may continue on their way: either back to the Wyrm 
  to pick up Valitris or on to the home.  Valitris agrees to a 
  short stop at the Church of Heironeus if needed for 
  healing but otherwise is anxious to continue on his way.  
   
  Encounter Three 
  The PCs continue their travel to the city gates and out.  
  The gates are well manned and PCs will need to get past 
  the guards.  
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  After some time walking, you have reached the gates 
  to the city.  Guards stand alert, carefully checking 
  those entering the city and warning those exiting of 
  the time the gates will close.   
   
  PCs have an opportunity here to talk with the guards and 
  obtain a little information about current happenings in 
  the city.  Valitris, while anxious to be on his way, also 
  recognizes the need to gather information about 
  potential threats and thus allows the PCs as much time as 
  they need (within reason) to discuss the situation with 
  the guards.  While about four guards check incoming 
  traffic, at this time only two are checking those leaving.   
  They may give the PCs the following information:  
   
  � There have been increasing problems with 
  undead in the city of late.  These problems are 
  less noticeable on sacred ground.  
  � There was suspicion the undead were coming 
  from the countryside, but they have turned 
  away the few zombies and skeletons walking on 
  the town. 
  � There have been several reports of conflicts 
  involving nobleman of late.  In a few instances, 
  there is a dark-robed man stirring things up 
  who cannot be found later. 
  � The Black Knight has been reported in the area. 
  He is a phenomenal fighter who challenges any 
  of noble blood who do not swear allegiance to 
  him.  Only the servants and squires live to tell 
  the tale. 
  � The black knight rides a demon horse and 
  wields an unholy battleaxe. 
  � The gates are closed for the night at eight bells 
  (This is about a hour and a half away).  
    
  Development: The guards do not interfere with the PCs 
  departure in any way, so they are free to move through 
  this encounter without much talk at all, if they so desire.  
  Of course, doing so means they will miss some clues.   
   
   
  Encounter Four 
  The PCs arrive at the manor home about a half hour later. 
   Valitris is very open in his approach and will flatly refuse 
  to skulk about, send someone in through a window, or 
  otherwise “case” the area. He is quite focused on 
  marching up directly to knock upon the front door, 
  however, so will not notice PCs who quietly slip away.  
   
  Valitris stops in front of a two-story manor home 
  made o  brick. There is a small, well maintained lawn
  in front as well as an old oak tree. The door is wood, 
  with an ornate brass knocker in the shape of a 
  gargoyle with a parchment in i s mouth.  Striding 
  confidently up the stairs, Val tris lifts the knocker 
  and lets it thud down, just as the parchment flutters 
  to the ground. 
  f
   
  t
  i
   
  The parchment is a note. The note reads: “Father: I am 
  sorry but I was unexpectedly called away.  I will be 
  back very shortly.  Please make yourself at home until 
  my return.”  The front door is unlocked.  Once the PCs 
  enter the home, refer to the map in the Appendix.  Note 
  that PCs entering the front door come into the foyer 
  (Room 1E).  A description of each room is provided, as it 
  is assumed the PCs will decide to explore the home.  
  Should they chose not to do so, the pick up crew will 
  meet them in the foyer or sitting room, wherever they 
  decide to wait.  
   
  Development: The GM should be careful to begin to 
  track time as soon as the door is opened, taking into 
  account time for any PC actions.  It will take two minutes 
  for a cursory glance through each room.  Actual Search 
  times will vary and are listed in the room description.  
  Note that this assumes a normal Search, and if PCs chose 
  to “take 20” time should be re-calculated.   
   
  PCs have ten minutes before the pick-up crew 
  arrives at the side door, which they can easily open since 
  they have the key.  The pick up crew moves through the 
  home toward the foyer, which is where they expect the 
  holy symbol to be. If it is there and unguarded, they will 
  pick it up and leave, exiting the front door as the closest 
  exit, unless they are stopped by the PCs along the way.  
  Once the PCs meet the pick up crew, proceed to 
  Encounter Five. 
   
  Room 1A: Pantry 
   
  The open doorway leads into a pantry.  Various boxes 
  and barrels hold assorted dried foodstuffs.  
   
   
  Search Time:  4 minutes 
   
  PCs Searching this room carefully may locate a secret 
  door (DC 30).  This door leads to a narrow, ten-foot long 
  corridor, which contains peepholes into the foyer.    
   
  Room 1B: Kitchen 
   
  This room is obviously the kitchen.  A cabinet off to 
  the left holds fine porcelain and crystal dinnerware 
  while two stoves with a water pump in the center line 
  the wall in front of you.  There are other cabinets, 
  presumably with pots and pans, about the room, as 
   
   
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  well as abundant counter space.  There is an opening 
  on the wall to the right as well as a side door.  
   
   
  Search Time:  6 minutes 
   
  The opening leads into a pantry.  If the pick-up crew has 
  not yet arrived, then the side door leading outside will be 
  locked.  If they have all ready confronted the PCs then it 
  will be left unlocked.  
   
  � Strong Wooden Door: 2 in. thick; hardness 5; hp 20; 
  AC 5; Break DC 18, Open Locks DC 30. 
   
  Treasure: Located in the china cabinet is a Testing 
  Chalice.   
   
  ALL APLs: L: 0 gp; C: 0 gp; M: 333 gp 
   
  Room 1C: Dining Room 
   
  A large table runs the length of this room, with finely 
  carved chairs surrounding it.  Brass candlesticks and a 
  delicate vase with fresh flowers adorn the linen 
  tablecloth. There is one other door leading from this
  room.  
   
   
   
   
   
  Search Time: 5 minutes 
   
  The purpose of this room is obvious.   
   
  Treasure: PCs may choose to make off with the 
  candlesticks or vase.  Both are quite valuable. 
   
  ALL APLs: L: 0 gp; C: 100 gp; M: 0 gp 
   
  Room 1D: Sitting Room 
   
  This room is likely where the master of the house 
  receives visitors.  Three overstuffed chairs sit near 
  each other on a finely woven rug.  A small coffee table 
  sits between them.  Interspersed about the room are 
  several carved wooden chairs with cushioned seats.  A 
  coat rack sits empty in one corner.   
   
   
  Search Time:  6 minutes 
   
  There are two exits from this room.  One leads to the 
  stairway to the second floor while the other leads to the 
  dining room.  
   
  Room 1E: Foyer. 
   
  The front door opens into a foyer.  The floor is 
  smooth stone and echoes as you step upon it.  There is
  a single door leading into another room, with a small
  table sitting next to it.   
   
   
   
   
  As Valitris looks at the table, an expression of 
  concern crosses his face.  “By the Axe of 
  Heironeous…” he mutters, reaching out to pick up a 
  small silver object.  As he begins to lift it to study 
  more carefully, his face pales and his body begins to 
  fade, slowly being pulled into the object, which then 
  clatters to the floor.     
   
   
  Search Time:  3 minute 
   
  PCs studying the entrance door will note there is a lock 
  in it but it was left open.  The object is a desecrated silver 
  holy symbol of Heironeous, which was once very finely 
  made.  PCs making a successful Spellcraft check (DC 28) 
  will recognize the spell trap the soul.    
   
  More than likely, PCs will want to question Valitris’ 
  son about these events or, at least, to apprise him of his 
  father’s fate.  Once they move to proceed to the sitting 
  room, they encounter a trap.  If the PCs decide to leave at 
  this point, proceed to the appropriate conclusion.  
   
  APL 4 (EL 4) 
  � Glyph of Warding Trap (Blast): CR 4; spell; spell 
  trigger; no reset; spell effect (glyph of warding [blast], 5
  th 
  level cleric, 2d8 sonic, DC 14 Reflex save half damage); 
  multiple targets (all targets within 5 ft); Search (DC 28); 
  Disable Device (DC 28). 
   
  APL 6 (EL 6) 
  � Glyph of Warding Trap (Blast): CR 6; spell; spell 
  trigger; no reset; spell effect (glyph of warding [blast], 16
  th 
  level cleric, 8d8 sonic, DC 14 Reflex save half damage); 
  multiple targets (all targets within 5 ft); Search (DC 28); 
  Disable Device (DC 28). 
   
  APL 8 (EL 8) 
  � Prismatic Spray Trap: CR 8; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (prismatic 
  spray, 13
  th level wizard, DC 20 Reflex, Fortitude or Will 
  save, depending on effect); Search (DC 32); Disable 
  Device (DC 32). 
   
  APL 10 (EL 10) 
  � Energy Drain Trap: CR 10; magic device; visual 
  trigger (true seeing); automatic reset; Atk +8 ranged 
  touch; spell effect (energy drain, 17
  th level wizard, 2d4 
  negative levels for 24 hours, DC 23 Fortitude save 
  negates); Search (DC 34); Disable Device (DC 34). 
   
  Errant Son 
   
  Page 10 
  
  APL 12 (EL 12) 
  � Energy Drain Trap: CR 10; magic device; visual 
  trigger (true seeing); automatic reset; Atk +8 ranged 
  touch; spell effect (energy drain, 17
  th level wizard, 2d4 
  negative levels for 24 hours, DC 23 Fortitude save 
  negates); Search (DC 34); Disable Device (DC 34). 
  � Incendiary Cloud Trap: CR 10; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (incendiary cloud, 15
  th level wizard, 4d6/round for 15 
  rounds, DC 26 Reflex save half damage); multiple targets 
  (all targets within ten feet burst); Search (DC 33); Disable 
  Device (DC 25). 
   
  Stairway. 
   
  The top of the stairs opens into a small hal way about 
  five feet wide and just over that in length.  A candle 
  sconce, currently unl t, hangs on the wall to the right. 
  There are two doors off this hall: one to your left and 
  the other directly in front of you.   
  l
  i
   
   
   
  Search Time:  3 minutes 
   
  Room 2A: Master Bedroom 
   
  The door opens nto a finely furnished bedchamber, 
  roughly thirty feet long and fifteen feet wide.  A large 
  bed sits near the center of the far wall, with fine 
  curtains hung about it.  Two nightstands, each 
  holding a water pitcher and fine candlesticks, sit on 
  either side.  There is a desk with a chair in the far 
  corner of the room.  Warm, plush carpet covers the 
  floor and a couple of chairs sit near the fireplace.  A 
  large wooden wardrobe is set across from your entry. 
  A single door leads from the room. 
  i
   
   
   
  Search Time:  7 minutes 
   
  There is little else of interest in this room.  
   
  Room 2B: Master Washroom 
   
  This room is set up as a washroom.  A large pump is 
  located across from the door and a sunken tub, large 
  enough to hold two or three people, dominates the 
  center of the room.  Cupboards hold towels and 
  scented soap. A screened off corner holds a chamber 
  pot.  
   
   
  Search Time:  5 minutes 
   
  This room is where the clerics cleanse themselves for 
  services, but is set up to look like a typical washroom of a 
  noble home.  A careful Search (DC 35) of the room will 
  reveal a secret door in the corner, which leads to the 
  chapel.  
   
  Room 2C: Guest Chamber  
   
   
  Search Time:  5 minutes 
   
  This room is furnished similar to the master bedroom 
  (see above), although the quality of furnishings may not 
  be so fine.  The room contains a large curtained bed, a 
  single nightstand, two lounge chairs, a wardrobe and a 
  dresser with a pitcher and glasses.  There is a single door 
  leading out. 
   
  Room 2D: Shrine to Hextor 
   
  This room contains a smal  shrine to Hextor.  Aside 
  from the candles and altar, there are hooks near the 
  door on which hang two vestments.  Wall hangings 
  above the altar show scenes depicting Hextor’s 
  triumph Engraved in silver on the inside of the door
  are six arrows facing down.  On the side walls are 
  tapestries denigrating Heironeous and displaying his 
  defeat by Hextor.    
   
  l
  .  
   
   
   
  Search Time:  6 minutes 
   
  A successful Knowledge – Religion check (DC 10) 
  identifies the holy symbol of Hextor on the door.  Careful 
  searching will reveal an urn with unholy water near the 
  altar.  
   
  Room 2E: Guest Washroom 
   
  This is a washroom, containing a ceramic tub and 
  shelves for towels and soap. A screened off corner 
  holds a chamber pot.  
   
   
  Search Time:  4 minutes 
   
  Encounter Five 
  PCs have ten minutes before the pick-up crew arrives at 
  the side door, which they can easily open since they have 
  the key.  The pick up crew moves through the home 
  toward the foyer, which is where they expect the holy 
  symbol to be. If it is there and unguarded, they pick it up 
  and leave, exiting the front door as the closest exit unless 
  they meet the PCs along the way and are delayed.  If they 
  are delayed by the PCs, the Black Knight picks up the 
  symbol during the combat (see Development).  
   
  If the PCs took the symbol with them (which is 
  likely), the crew goes looking for them and locates them 
  Errant Son 
   
  Page 11 
  
  within two rounds if they are on the first floor or four 
  rounds if they are on the second.  The Black Knight has 
  warned the crew of the party’s presence so they arrive 
  expecting a fight and are prepared for it. All they were 
  told by the knight was to pick up the holy symbol.  They 
  know it is important to him but do not know why.   
   
  APL 4 (EL 7) 
  � Traubonn of Hextor, hp 34, see Appendix. 
  � Fenster Yledd, hp 38, see Appendix. 
   
  APL 6 (EL 9) 
  � Traubonn of Hextor, hp 52, see Appendix. 
  � Fenster Yledd, hp 52, see Appendix. 
   
  APL 8 (EL 11) 
  � Traubonn of Hextor, hp 66, see Appendix. 
  � Fenster Yledd, hp 66, see Appendix. 
   
  APL 10 (EL 13) 
  � Traubonn of Hextor, hp 80, see Appendix. 
  � Fenster Yledd, hp 80, see Appendix. 
   
  APL 12 (EL 16) 
  � Traubonn of Hextor, hp 94, see Appendix. 
  � Fenster Yledd, hp 94, see Appendix. 
   
  Tactics: Traubonn will begin with cats grace on Fenster. 
  If the PCs are exceptionally noisy, thus giving a clue 
  where they are ahead of time, he is able to use his pearl of 
  power to recall it and cast it on himself.  Barring that, he 
  allows Fenster to take the front line and focuses on 
  damage spells initially until he has determined the most 
  dangerous spellcaster.  At that point, he casts silence on 
  Fenster (who accepts the spell) and directs him to move 
  toward that individual.  At APL 6 and above, Fenster 
  begins by activating his haste ability.  He then focuses on 
  protecting Traubonn and keeping the PCs from melee 
  with him, if possible.  Remember that due to effects of 
  the shield, Fenster’s cape (APL 12) does not function.  
   
  Development: If the PCs do not take the symbol with 
  them, thus making it easy for the Black Knight to pick 
  up, he does so as soon as combat starts.  He then 
  communicates 
  with 
  Fenster 
  (who 
  is 
  currently 
  dominated) once he is safe outside the home and the two 
  attempt to withdraw at that point.  They will NOT, under 
  any circumstances, voluntarily surrender.  Note that in 
  this case, the PCs do not actually encounter the Black 
  Knight himself.  Proceed to the appropriate conclusion. 
   
  If, as is more likely, the PCs are clever enough to 
  carry the symbol with them, the Black Knight needs to 
  use another method to obtain it.  Specifically, he presents 
  himself as the son seeking to aid his father.  In this case, 
  as soon as both NPCs are at 15% of their hit points, the 
  Black Knight arrives.  He immediately moves forward to 
  assist the PCs, even striking his erstwhile minions.  Once 
  both are dropped, proceed to Encounter Six. 
   
  Treasure: At APLs 4 and 6, Fenster is wearing bracers of 
  armor +1 and Traubonn is wearing an amulet of natural 
  armor +1.  At APL 6 and above, Traubonn carries a pearl 
  of power for first level and second level spells.  At APL8 
  and above, Traubonn’s flail is a +1 flail of spell storing 
  with inflict serious wounds pre-cast into it. At APL10 and 
  above, Fenster wears a monk’s belt and at APL 12 wears a 
  cape of the mountebank. Also at APL 12, Traubonn 
  carries a wand of bears endurance.   
   
  APL 4: L: 1 gp; C: 0 gp; M: 250 gp; bracers of armor +1 
  (83 gp), amulet of natural armor +1 (167 gp).  
  APL 6: L: 1 gp; C: 0 gp; M: 499 gp; bracers of armor +1 
  (83 gp), pearl of power – first level spell (83 gp), pearl of 
  power – second level (333 gp).  
   
  APL 8: L: 9 gp; C: 0 gp; M: 1108 gp; pearl of power – 
  first level spell (83 gp), pearl of power – second level (333 
  gp), flail +1 spell storing (692 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 2150 gp; pearl of power – 
  first level spell (83 gp), pearl of power – second level (333 
  gp), flail +1 spell storing (692 gp), monks belt (1042 gp). 
  APL 12: L: 0 gp; C: 0 gp; M: 3177 gp; pearl of power – 
  first level spell (83 gp), pearl of power – second level (333 
  gp), flail +1 spell storing (692 gp), monks belt (1042 gp), 
  cape of mountebank (840 gp), wand of bears endurance 
  (187 gp). 
   
  Encounter Six 
  Once the last opponent has fallen, the errant son 
  attempts to persuade the PCs to place the symbol 
  containing his father’s spirit into his care.  To persuade 
  them of his good will, he stabilizes any unconscious, 
  bleeding PCs.  
   
  As the last opponent fal s, the warrior who was 
  assisting you removes his helm and shakes out his 
  dark brown hair.  Grey eyes gaze at you from a face 
  that could be a younger version of the man you 
  escorted here.  He regards you a moment, then looks 
  about the room in concern.  “Where s my father?  
  Was he injured?  Is he in need of assistance?”  
  l
  i
   
  His reaction at this point depends on the PCs.  Chances 
  are the PCs have some questions for him.  He will not 
  answer anything until they assure him his father is not in 
  need of immediate assistance.  Note that he is under the 
  Errant Son 
   
  Page 12 
  
  effects of an undetectable alignment spell and is quite 
  skilled in the use of Bluff (+13).   
   
  Creatures: 
    
  All APLs 
  � Thrommel, hp 150, see Appendix A  
   
  Once that is determined, he answers the PCs questions as 
  follows: 
   
  What is your name?  I am now called Tullen. (He will 
  admit that this is not his birth name).   
   
  Why do you not go by your birth name?  When my 
  father disowned me I thought to become a new person. 
   
  What is your father’s name?  My father went by many 
  names with different people.  He was sometimes called 
  Beren or Valitris or Drennil.  Perhaps he gave you one of 
  those names? 
   
  Why did you ask to meet with your father? I was 
  hoping he would come to accept me.  I also wanted to 
  warn him as I had heard rumors of a plot against him by 
  some evil folk.   
   
  Where were you? I had business elsewhere.  (If pressed, 
  “I don’t believe that is any of your concern.”) 
   
  Why did you set up this ambush? (Or something 
  implying he knew of the attack).  I assure you I had 
  nothing to do with this attack.  I had heard rumors that 
  there were agents of Hextor in the area, and had thought 
  this a safe location.  Apparently I was mistaken.  
   
  What about the temple to Hextor upstairs?  (He 
  appears surprised at this).  I know nothing of such a 
  temple.  Are you certain it is dedicated to Hextor?  (If 
  confirmed he will state, appearing [Bluff] upset and 
  agitated:) This home belongs to an acquaintance of mine 
  who agreed to let me use it for the day.  Apparently he is 
  not as trustworthy as I thought.     
   
  Once the PCs have told him what happened to his father, 
  he asks to study the symbol, then states: 
   
  “Th s is truly an evil day.  I myself am no  a wizard 
  and have not the power to break this spell.  However, 
  I do have friends who could do so fairly easily.  
  Within a day or two, I will be able to meet with my 
  father in the flesh   I will take this to my friends, and 
  see that he is restored.”  
   
  Development: 
  If the PCs hand over the symbol, he thanks them and 
  offers them a suitable reward for their assistance.  Go to 
  the appropriate conclusion. 
   
  If the PCs decline to hand over the symbol, instead 
  wanting to be present, he attempts to dissuade them, 
  noting that “We have al  ready taken too much of your 
  valuable time.”  If they persist, however, he takes them 
  to another location to meet with his friends.  For ease, use 
  the same general floor layout for the other home.  PCs are 
  asked to wait in the outer room while he gets a friend to 
  assist.  Two individuals wait with the PCs, mainly to 
  make sure they do not stray into the other room.  (If 
  needed use the statistics for the PCs from Encounter 
  Four).   
   l
   
  After a short time, he returns with his “father” who 
  thanks the PCs for their assistance and notes that he and 
  his son have much to catch up on.  This is actually a 
  doppleganger but he has taken the form of the father as 
  well as his memories. Should PCs by magical means (e.g. 
  true seeing) determine this to be a doppleganger, use 
  Monster Manual statistics (p. 67).   
   
  If reminded by the PCs he was to be escorted back, 
  he notes that he would like to remain there that evening 
  and return in the morning.  He asks that they come back 
  the next day to accompany him back.  He travels back 
  with the PCs the following day to the Wyrm and rewards 
  them as appropriate.  Proceed to the appropriate 
  conclusion. 
   
  If at any point the PCs attack Thrommel, he spends one 
  round attempting to dominate a PC, then turns gaseous 
  and flees.  If he succeeds in dominating the PC, and does 
  not have the symbol at that point, he attempts to have 
  that PC obtain the symbol (replacing it with a different 
  one so the others do not notice – Spot DC 25). After the 
  group breaks, he has the PC bring the symbol to a friend 
  and drop it off.  Go to the appropriate conclusion.  
   
  If the PCs insist on keeping the symbol, determine what 
  they plan to do with it.  Most likely, they take it to the 
  temple of Heironeous for assistance. In that case, go to 
  the appropriate conclusion. If the PCs state they are 
  going to hold onto the symbol indefinitely (if they are 
  unable to break the spell themselves the following day), 
  then determine who is holding the symbol.  Thrommel 
  visits that individual (while he or she is alone) and gains 
  the symbol through either suggestion or force. Note the 
  appropriate conclusion.  
  i
  t
  !
   
  Errant Son 
   
  Page 13 
  
  Conclusion 
  Once you have completed the conclusion, if this is the 
  premiere please complete the critical event summary at 
  the end of the event and return it to HQ.  While you do 
  not need to advise the players of the questions (and it is 
  preferable you do not), please make them aware you ARE 
  completing this bit of paperwork and that their actions 
  do make a difference.  Any PC actions that are not 
  adequately covered by the questions but may become 
  relevant in future modules or for the region in general 
  should be explained on the backside of the paper.    
   
  Conclusion A: The PCs return the symbol to the 
  church of Heironeous 
  This assumes that the PCs manage to keep the symbol 
  containing Valitris soul and take it with them to the 
  church of Heironeous, turning it over to the clerics there. 
   Assuming the PCs remain to see the results, continue 
  with the box text below.  Otherwise, they receive a note a 
  few days later with the favor indicated.        
   
  Shortly after the cleric disappears into the back, you 
  see a figure moving rapidly toward you.  As he 
  approaches, you realize it is none other than Gareath 
  Heldenster himself.   
   
   
  “Thank you so much for returning this item to us. 
   I will be able to restore my friend on the morrow.  I 
  am certain he will wish to speak with you about what 
  transpired after this occurred.  Would you be kind 
  enough to return here tomorrow morning?” 
   
  Prior to the PCs departure, Gareath provides healing if 
  needed.  Note that while he does not charge them for the 
  spell itself (one per PC), any expensive material 
  component cost must be paid by the PC. 
   
  In the morning, PCs meet with Valitris who thanks 
  them for their assistance.  He clarifies the incidents that 
  occurred after his entrapment, paying particular 
  attention to any reference made to his son.  He continues 
  to avoid revealing his true name.  However, at the 
  conclusion, he likely offers a favor to the PCs for their 
  assistance.  The exception will be those PCs who initially 
  asked for monetary compensation. They receive nothing, 
  while the others receive the Favor of Valitris, the father. 
   
  Conclusion B: PCs give the symbol to Tullen, the 
  son 
  This assumes that the PCs manage give the symbol 
  containing Valitris soul to his son Tullen.  Assuming the 
  PCs remain to see the results, continue with the box text 
  below.  Otherwise, they receive a note a few days later 
  with the favor indicated.        
   
  You arrive at a small home some distance from 
  Chendl.  You are comfortably lodged for the evening. 
   In the morning, after you complete breakfast with 
  your host, Tullen comes downstairs and indicates that 
  they are in the final stages of restoring his father now. 
   He seems very excited about this.   
   
  A few moments later, Valitris joins you in the 
  breakfast area and thanks you for your assistance.  He 
  explains that he has decided to stay and visit with his 
  son a couple of days and will return on his own to 
  Chendl. You leave with the thanks of both father and 
  son. 
   
   
   
  Of course, this is not really Valitris but the PCs do not 
  know that.  As the PCs prepare to depart, Tullen notes he 
  owes them a favor and gives them a letter of introduction 
  to a weaponsmith friend.  PCs receive the Favor of 
  Tullen, the errant son.  
  Conclusion C: PCs attack Tullen 
  If the PCs survive this, they attain the Ire of Tullen, the 
  errant son.  If they manage to keep hold of the symbol, 
  use the appropriate conclusion.  If Tullen re-gains the 
  symbol, this concludes the scenario.  Note that if the PCs 
  attack or even threaten Tullen in ANY way, they have no 
  possibility of earning his favor later, even if they 
  subsequently turn over the symbol voluntarily.   
   
  Conclusion D: PCs restore Valitris themselves 
  Once restored, Valitris thanks them for their assistance.  
  He clarifies the incidents that occurred after his 
  entrapment, paying particular attention to any reference 
  made to his son.  He continues to avoid revealing his true 
  name.  At the conclusion, he offers a favor to the PCs for 
  their assistance.  The exception will be those PCs who 
  initially asked for monetary compensation.  They receive 
  nothing, while the others receive the Favor of Valitris, 
  the father.  Note that Valitris reimburses the PCs for any 
  monies spent on spell components for the spell(s) used to 
  restore him.   
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Two 
  Defeat undead 
   
  Errant Son 
   
  Page 14 
  
  APL4 210 xp; APL6 270 xp; APL8 330 xp;  
  APL10 390 xp; APL12 450 xp. 
   
  Encounter Four 
  Survive or disable trap 
   
  APL4 120 xp; APL6 180 xp; APL8 240 xp;  
  APL10 300 xp; APL12 360 xp. 
   
  Encounter Five 
  Defeat pick up crew 
   
  APL4 210 xp; APL6 270 xp; APL8 330 xp;  
  APL10 390 xp; APL12 450 xp. 
   
  Story Award 
  Return symbol to have Valitris restored 
  APL4 35 xp; APL6 50 xp; APL8 65 xp;  
  APL10 70 xp; APL12 85 xp. 
   
  Discretionary roleplaying award 
  APL4 100 xp; APL6 130 xp; APL8 160 xp;  
  APL10 200 xp; APL12 230 xp. 
   
  Total possible experience:  
   
  APL4 675 xp; APL6 900 xp; APL8 1125 xp;  
  APL10 1350 xp; APL12 1575 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. 
   
  Encounter Four:   
   
  ALL APLs: L: 0 gp; C: 100 gp; M: 333 gp  
   
  Encounter Five:   
   
  APL 4: L: 1 gp; C: 0 gp; M: 250 gp 
  APL 6: L: 1 gp; C: 0 gp; M: 499 gp 
   
  APL 8: L: 9 gp; C: 0 gp; M: 1108 gp 
   
  APL 10: L: 9 gp; C: 0 gp; M: 2150 gp 
  APL 12: L: 9 gp; C: 0 gp; M: 3177 gp 
   
  Total Possible Treasure 
   
  APL 4: L: 1 gp; C: 100 gp; M: 583 gp;  
   
   
  total 684 gp (maximum 650) 
  APL 6: L: 1 gp; C: 100 gp; M: 832 gp;  
   
  total 933 gp. (maximum 900) 
   
  APL 8: L: 9 gp; C: 100 gp; M: 1441 gp; 
   
   
  total 1550 gp. (maximum 1300) 
   
  APL 10: L: 9 gp; C: 100 gp; M: 2483 gp; 
   
   
  total 2592 gp. (maximum 2300) 
  APL 12: L: 9 gp; C: 100 gp; M: 3510 gp; 
   
  total 3619 gp. (maximum 3300) 
   
  Special 
  Last Resort: A melee weapon (usually a dagger) with the 
  last resort ability is particularly effective in a grapple.  Its 
  wielder doesn’t take the –4 penalty for attacking with a 
  weapon while grappling, and the weapon deals an extra 
  1d6 points of damage in a grapple for every size category 
  the target is bigger than the wielder.  For example, a 
  halfling armed with a +1 last resort dagger would deal an 
  Errant Son 
   
  Page 15 
  
  extra 2d6 points of damage when being grappled by an 
  ogre.  
  Caster level: 7
  th; Prerequisites: Craft Magic Arms and 
  Armor, freedom of movement. Price: +1 bonus. (as 
  presented in Complete Warrior).  
   
  Ire of Tullen, the errant son: This PC has earned the ire 
  of Tullen by refusing to allow him to restore his father.  
  This ire will come into play in future Furyondy modules. 
        
  NOTE: PCs MAY receive a favor from only the son OR 
  the father (not both).  The DM should check the 
  appropriate favor; if both are checked then both become 
  invalid.  
  [  ] Favor of Valitris, the father: This PC has earned the 
  gratitude of Valitris by services rendered in his efforts to 
  be reunited with his son.  Valitris has many connections 
  within the kingdom of Furyondy and for one year from 
  the date on this AR, the PC receives a +5 circumstance 
  bonus on all Charisma checks with members of lawful 
  organizations in the kingdom of Furyondy.  In addition, 
  Valitris will use his connections to allow the PCs to 
  purchase a weapon of their choice crafted of adamantine. 
   The PC may instead chose to purchase a suit of armor 
  crafted of mithril or to upgrade bracers of armor by +1, up 
  to a maximum of +3.  This may be done following any 
  Furyondy regional adventure and at that time the DM 
  should record the item chosen and the AR purchased:  
  AR: 
  ____ 
  DM:___________________ 
  Item: 
  ___________________________________ 
   
  [  ] Favor of Tullen, the errant son: This PC has earned 
  the gratitude of the errant son by assisting him in 
  reuniting with his father. Tullen will use his connections 
  to allow the PC to upgrade a single weapon with ONE of 
  the following abilities: last resort or merciful.        
   
   
  Items for the Adventure 
  Record 
   
  Item Access 
  APL 4:  
  Testing Chalice (Adventure, Arms and Equipment 
  Guide) 
   
  APL 6: (All of APLs 2-4 plus the following) 
  Pearl of Power – First Level Spell (Adventure, DMG) 
  Pearl of Power – Second Level Spell (Adventure, DMG) 
   
  APL 8: (All of APLs 2-6 plus the following) 
  +1 Spell Storing Flail (Adventure, DMG) 
   
  APL 10: (All of APLs 2-8 plus the following) 
  Monk’s Belt (Adventure, DMG) 
   
  APL 12: (All of APLs 2-10 plus the following) 
  Cape of Mountebank (Adventure, DMG) 
  Wand of Bear’s Endurance (Adventure, DMG) 
   
  Errant Son 
   
  Page 16 
  
  DM AID #1 
  Monster Appendix 
  Encounter Five: 
   
  APL 4 
  Traubonn of Hextor: male human Clr 3/Wiz 2; CR 5; 
  medium humanoid (human); HD 3d8+2d4+10; hp 34; 
  Init +5; Spd 30 ft.; AC 16 (touch 11, flat-footed 15)[+1 
  Dex, +4 armor, +1 natural]; BA/G +3/+3; Atk +4 melee 
  (1d8 flail); Full Atk +4 melee (1d8 flail); SA: spells, 
  spontaneous casting (inflict spells); AL LE; SV Fort +5, 
  Ref +2, Will +9; Str 10, Dex 12, Con 14, Int 14, Wis 17, 
  Cha 10.  
   
  Skills and Feats: Concentration +10, Diplomacy 
  +3, Knowledge – Arcana +8, Knowledge – Nature +8, 
  Knowledge – Religion +5, Spellcraft +8; Eyes in the 
  back of your head, Heighten Spell, Improved 
  Initiative, Martial Weapon Proficiency (flail), Weapon 
  Focus (flail).  
   
  Possessions: flail, wood holy symbol of Hextor, 
  amulet of natural armor +1.  
   
  Wizard Spells Prepared (4/3; base DC = 12 + spell 
  level): 0— acid splash (2), light, mage hand; 1st— 
  enlarge person, mage armor, magic missile. 
   
   
  Cleric Spells Prepared (4/3+1/2+1; base DC = 13 + 
  spell level): 0—cure minor wounds, detect magic, 
  guidance (2); 1st—inflict light wounds*, cure light 
  wounds, protection from good, resurgence; 2nd—
  shatter*, silence, sound burst. 
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your level.  The smite 
  must be declared before the attack is rolled.  This 
  ability is usable once per day); War (Free Martial 
  Weapon Proficiency with the deity’s favored weapon 
  and Weapon Focus with the deity’s favored weapon)]. 
   
   
  Fenster Yledd: male human Mnk 5; CR 5; medium 
  humanoid (human); HD 5d8+10; hp 38; Init +2; Spd 40 
  ft.; AC 16 (touch 15, flat-footed 14) [+2 Dex, +2 Wis, +1 
  armor, +1 monk]; BA/G +3/+6; Atk +6 melee (1d8+3 
  unarmed strike); Full Atk +6 melee (1d8+3 unarmed 
  strike) or +5/+5 (1d8+3 unarmed flurry); SA flurry of 
  blows, unarmed strike, ki strike (magic), slow fall 30 ft., 
  purity of body; SQ evasion, still mind; AL LE; SV Fort 
  +6, Ref +6, Will +6; Str 17, Dex 14, Con 14, Int 10, Wis 
  14, Cha 8.  
   
  Skills and Feats: Escape Artist +10, Jump +7, 
  Knowledge – Religion +8, Move Silently +6, Spot +10, 
  Tumble +10; Combat Reflexes, Endurance, Flying 
  Kick, Improved Grapple, Improved Unarmed Strike, 
  Power Attack. 
   
  Possessions: bracers of armor +1, monks outfit. 
   
  APL 6  
  Traubonn of Hextor: male human Clr 3/Wiz 
  3/Geomancer 1; CR 7; medium humanoid (human); 
  HD 3d8+3d4+1d6+14+7; hp 52; Init +5; Spd 30 ft.; AC 
  15 (touch 11, flat-footed 14)[+1 Dex, +4 armor]; BA/G 
  +3/+3; Atk +4 melee (1d8 flail); Full Atk +4 melee (1d8 
  flail); SA: spells, spontaneous casting (inflict spells); SQ 
  Drift 1, spell versatility 0; AL LE; SV Fort +8, Ref +3, 
  Will +11; Str 10, Dex 12, Con 14, Int 14, Wis 17, Cha 
  10.  
   
  Skills and Feats: Concentration +12, Diplomacy 
  +3, Heal +5, Knowledge – Arcana +8, Knowledge – 
  Nature +8, Knowledge – Religion +5, Spellcraft +10, 
  Survival +7; Eyes in the back of your head, Heighten 
  Spell, Improved Initiative, Improved Toughness, 
  Martial Weapon Proficiency (flail), Weapon Focus 
  (flail).  
   
  Drift: The character slowly becomes closer to 
  nature.  At each geomancer level, choose a drift from 
  the appropriate stage.   
  • 
  Drift 1: Light, downy fur covers your 
  skin. 
   
  Possessions: flail, holy symbol of Hextor, pearl of 
  power – first level spell, pearl of power – second level 
  spell.  
   
  Wizard Spells Prepared (4/3/2; base DC = 12 + 
  spell level): 0— acid splash (2), light, mage hand; 1st— 
  enlarge person, mage armor, magic missile; 2
  nd – cats 
  grace, scorching ray. 
   
   
  Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + 
  spell level): 0—cure minor wounds, detect magic, 
  guidance (2), mending; 1st—inflict light wounds*, 
  bless, cure light wounds, protection from good, 
  resurgence; 2nd—shatter*, silence, sound burst (2). 
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your level.  The smite 
  must be declared before the attack is rolled.  This 
  ability is usable once per day); War (Free Martial 
  Weapon Proficiency with the deity’s favored weapon 
  and Weapon Focus with the deity’s favored weapon)]. 
   
   
  Fenster Yledd: male human Mnk 5/Tattooed Monk 2; 
  CR 7; medium humanoid (human); HD 5d8+2d8+14; 
  Errant Son 
   
  Page 17 
  
  hp 52; Init +2; Spd 50 ft.; AC 16 (touch 15, flat-footed 
  14)[+2 Dex, +2 Wis, +1 armor, +1 monk]; BA/G +4/+7; 
  Atk +7 melee (1d8+3 unarmed strike); Full Atk +7 
  melee (1d8+3 unarmed strike) or +5/+5 (1d8+3 
  unarmed flurry); SA flurry of blows, unarmed strike, ki 
  strike (magic), slow fall 30 ft., purity of body; SQ 
  evasion, still mind, tattoo; AL LE; SV Fort +9, Ref +9, 
  Will +9; Str 17, Dex 14, Con 14, Int 10, Wis 14, Cha 8.  
   
  Skills and Feats: Escape Artist +12, Jump +11, 
  Knowledge – Religion +8, Move Silently +8, Spot +10, 
  Tumble +12; Combat Reflexes, Diehard, Endurance, 
  Flying Kick, Improved Grapple, Improved Unarmed 
  Strike, Power Attack. 
   
  Wasp Tattoo (Su): Once per day per tattoo he 
  possesses, a character with this tattoo can use haste on 
  himself.  The benefit lasts for one round per class level. 
    
   
  Possessions: bracers of armor +1, monks outfit. 
   
  APL 8  
  Traubonn of Hextor: male human Clr 3/Wiz 
  3/Geomancer 3; CR 9; medium humanoid (human); 
  HD 3d8+3d4+3d6+18+9; hp 66; Init +5; Spd 35 ft.; AC 
  19 (touch 11, flat-footed 16)[+1 Dex, +6 armor, +2 
  shield]; BA/G +5/+5; Atk +6 melee (1d8 flail); Full Atk 
  +6 melee (1d8 flail); SA: spells, spontaneous casting 
  (inflict spells); SQ Drift 1/1/2, spell versatility 0/1/2, 
  Ley Lines (Plains) +1; AL LE; SV Fort +9, Ref +4, Will 
  +13; Str 10, Dex 12, Con 14, Int 14, Wis 18, Cha 10.  
   
  Skills and Feats: Concentration +18, Diplomacy 
  +3, Heal +7, Knowledge – Arcana +12, Knowledge – 
  Nature +8, Knowledge – Religion +5, Spellcraft +12, 
  Survival +7; Combat Casting, Eyes in the back of your 
  head, Heighten Spell, Improved Initiative, Improved 
  Toughness, 
  Martial 
  Weapon 
  Proficiency 
  (flail), 
  Weapon Focus (flail).  
   
  Drift: The character slowly becomes closer to 
  nature.  At each geomancer level, choose a drift from 
  the appropriate stage.   
  • 
  Drift 1: Light, downy fur covers your 
  skin. 
  • 
  Drift 1: Leopard spots appear on your 
  body. 
  • 
  Drift 2: You become as swift as an elk 
  (Your land speed increases by 5ft.). 
   
  Spell Versatility: At first level, the geomancer 
  learns to blend divine and arcane magic.  He still 
  acquires and prepares his spells in the normal manner 
  for his individual spellcasting classes.  When he casts 
  them, however, he can mix and match spell casting 
  parameters from any of his classes to gain the 
  maximum possible advantage for any spell with a spell 
  level equal to or less than his spell versatility score. 
  Thus, as a fourth level geomancer, he can cast any of 
  his third level or lower sorcerer/wizard spells with no 
  chance of arcane spell failure from armor.  The 
  geomancer may use his Wisdom modifier to set his DC 
  for arcane spells, or his Charisma or Intelligence 
  modifier for divine spells.   
     
  Possessions: flail +1 spell storing (with inflict 
  serious wounds), holy symbol of Hextor, chain shirt 
  (+2 with magic vestment precast), heavy wooden 
  shield, pearl of power – first level spell, pearl of power 
  – second level spell.  
   
  Wizard Spells Prepared (4/3/2; base DC = 14 + 
  spell level): 0— acid splash (2), light, mage hand; 1st— 
  enlarge person, mage armor (precast on Fenster), magic 
  missile; 2
  nd – cats grace, scorching ray. 
   
  Cleric Spells Prepared (5/4+1/4+1/3+1; base DC = 
  14 + spell level): 0—cure minor wounds, detect magic, 
  guidance (2), mending; 1st—inflict light wounds*, 
  bless, cure light wounds, protection from good, 
  resurgence; 2nd—shatter*, silence, sound burst (2), 
  spiritual weapon; 3
  rd – magic vestment*, dispel magic, 
  searing light. 
   
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your level.  The smite 
  must be declared before the attack is rolled.  This 
  ability is usable once per day); War (Free Martial 
  Weapon Proficiency with the deity’s favored weapon 
  and Weapon Focus with the deity’s favored weapon)]. 
   
  Fenster Yledd: male human Mnk 5/Tattooed Monk 4; 
  CR 9; medium humanoid (human); HD 5d8+4d8+18; 
  hp 66; Init +2; Spd 60 ft.; AC 19 (touch 15, flat-footed 
  17)[+2 Dex, +2 Wis, +4 armor, +1 monk]; BA/G +6/+10; 
  Atk +10 melee (1d10+4 unarmed strike); Full Atk +10 
  melee (1d10+4 unarmed strike) or +8/+8 (1d10+4 
  unarmed flurry); SA flurry of blows, unarmed strike, ki 
  strike (magic), slow fall 30 ft., purity of body; SQ 
  evasion, still mind, tattoos (2); SR 24; AL LE; SV Fort 
  +10, Ref +10, Will +10; Str 18, Dex 14, Con 14, Int 10, 
  Wis 14, Cha 8.  
   
  Skills and Feats: Escape Artist +14, Jump +13, 
  Listen +4, Knowledge – Religion +8, Move Silently 
  +10, Spot +10, Tumble +14; Combat Reflexes, Deflect 
  Arrows, Diehard, Endurance, Flying Kick, Improved 
  Grapple, Improved Unarmed Strike, Power Attack. 
   
  Wasp Tattoo (Su): Once per day per tattoo he 
  possesses, a character with this tattoo can use haste on 
  himself.  The benefit lasts for one round per class level. 
   
  Phoenix Tattoo (Su): A character with this tattoo 
  gains spell resistance equal to his class level +15.  A 
  tattooed monk must be at least 7
  th level to gain this 
  tattoo.     
  Errant Son 
   
  Page 18 
  
   
  Possessions: monks outfit. 
   
  APL 10  
  Traubonn of Hextor: male human Clr 3/Wiz 
  3/Geomancer 5; CR 11; medium humanoid (human); 
  HD 3d8+3d4+5d6+22+11; hp 80; Init +5; Spd 35 ft.; AC 
  19 (touch 11, flat-footed 16)[+1 Dex, +6 armor, +2 
  shield]; BA/G +6/+6; Atk +9 melee (1d8+2 flail+2); Full 
  Atk +9 melee (1d8+2 flail+2) and +7 (1d6 bite); SA: 
  spells, spontaneous casting (inflict spells); SQ Drift 
  1/1/2/2/3, spell versatility 0/1/2/3/4, Ley Lines 
  (Plains) +2; AL LE; SV Fort +10, Ref +4, Will +14; Str 10, 
  Dex 12, Con 14, Int 14, Wis 18, Cha 10.  
   
  Skills and Feats: Concentration +20, Diplomacy 
  +3, Heal +7, Knowledge – Arcana +16, Knowledge – 
  Nature +8, Knowledge – Religion +5, Spellcraft +14, 
  Survival +9; Combat Casting, Eyes in the back of your 
  head, Heighten Spell, Improved Initiative, Improved 
  Toughness, 
  Martial 
  Weapon 
  Proficiency 
  (flail), 
  Weapon Focus (flail).  
   
  Drift: The character slowly becomes closer to 
  nature.  At each geomancer level, choose a drift from 
  the appropriate stage.   
  • 
  Drift 1: Light, downy fur covers your 
  skin. 
  • 
  Drift 1: Leopard spots appear on your 
  body. 
  • 
  Drift 2: You become as swift as an elk. 
  (Your land speed increases by 5ft.). 
  • 
  Drift 2: Your eyes become as sharp as a 
  rats. (You gain low light vision).  
  • 
  Drift 3: Your mouth extends like a 
  crocodiles. (You gain a bite attack for 1d6 
  points of damage). 
   
  Spell Versatility: At first level, the geomancer 
  learns to blend divine and arcane magic.  He still 
  acquires and prepares his spells in the normal manner 
  for his individual spellcasting classes.  When he casts 
  them, however, he can mix and match spell casting 
  parameters from any of his classes to gain the 
  maximum possible advantage for any spell with a spell 
  level equal to or less than his spell versatility score. 
  Thus, as a fourth level geomancer, he can cast any of 
  his third level or lower sorcerer/wizard spells with no 
  chance of arcane spell failure from armor.  The 
  geomancer may use his Wisdom modifier to set his DC 
  for arcane spells, or his Charisma or Intelligence 
  modifier for divine spells.   
    
  Possessions: flail +1 spell storing (+2 with greater 
  magic weapon, inflict serious wounds stored inside), 
  holy symbol of Hextor, chain shirt (+2 with magic 
  vestment precast), heavy wooden shield, pearl of power 
  – first level spell, pearl of power – second level spell. 
   
  Wizard Spells Prepared (4/3/2; base DC = 14 + 
  spell level): 0— acid splash (2), light, mage hand; 1st— 
  enlarge person, mage armor (precast on Fenster), magic 
  missile; 2
  nd – cat’s grace, scorching ray. 
   
  Cleric Spells Prepared (6/5+1/4+1/4+1/3+1; base 
  DC = 14 + spell level): 0—cure minor wounds, detect 
  magic, guidance (3), mending; 1st—inflict light 
  wounds*, bless, cure light wounds, protection from 
  good, resurgence, shield of faith; 2nd—shatter*, 
  silence, sound burst (2), spiritual weapon; 3rd – magic 
  vestment*, dispel magic, prayer, searing light; 4th – 
  divine power*, freedom of movement, greater magic 
  weapon, spell immunity. 
   
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your level.  The smite 
  must be declared before the attack is rolled.  This 
  ability is usable once per day); War (Free Martial 
  Weapon Proficiency with the deity’s favored weapon 
  and Weapon Focus with the deity’s favored weapon)]. 
   
  Fenster Yledd: male human Mnk 5/Tattooed Monk 6; 
  CR 11; medium humanoid (human); HD 5d8+6d8+22; 
  hp 80; Init +2; Spd 60 ft.; AC 21 (touch 17, flat-footed 
  19)[+2 Dex, +2 Wis, +4 armor, +3 monk]; BA/G +7/+11; 
  Atk +11 melee (2d8+4 unarmed strike); Full Atk +11/+6 
  melee (2d8+4 unarmed strike) or +9/+9/+4 (2d8+4 
  unarmed flurry); SA flurry of blows, unarmed strike, ki 
  strike (magic), slow fall 30 ft., purity of body; SQ 
  evasion, still mind, tattoos (3); SR 26; AL LE; SV Fort 
  +11, Ref +11, Will +11; Str 18, Dex 14, Con 14, Int 10, 
  Wis 14, Cha 8.  
   
  Skills and Feats: Escape Artist +16, Jump +15, 
  Listen +8, Knowledge – Religion +8, Move Silently 
  +10, Spot +10, Tumble +16; Combat Reflexes, Deflect 
  Arrows, Diehard, Endurance, Flying Kick, Improved 
  Grapple, Improved Unarmed Strike, Power Attack. 
   
  Wasp Tattoo (Su): Once per day per tattoo he 
  possesses, a character with this tattoo can use haste on 
  himself.  The benefit lasts for one round per class level. 
   
  Phoenix Tattoo (Su): A character with this tattoo 
  gains spell resistance equal to his class level +15.  A 
  tattooed monk must be at least 7
  th level to gain this 
  tattoo.     
   
  Lion Tattoo (Su): Once per day per tattoo he 
  possesses, a character with this tattoo can smite a foe, 
  gaining a +4 bonus on the attack roll and a bonus on 
  the damage roll equal to his class level on a single 
  melee attack.  The tattooed monk must declare the 
  smite before making the attack.  A missed attack uses 
  up the attempt.     
   
  Possessions: monk’s outfit, monk’s belt.  
   
   
  Errant Son 
   
  Page 19 
  
  APL 12  
  Traubonn of Hextor: male human Clr 3/Wiz 
  3/Geomancer 7; CR 13; medium humanoid (human); 
  HD 3d8+3d4+7d6+28+13; hp 94; Init +5; Spd 35 ft.; AC 
  20 (touch 11, flat-footed 17)[+1 Dex, +7 armor, +2 
  shield]; BA/G +8/+8; Atk +12 melee (1d8+3 flail+3); 
  Full Atk +12 melee (1d8+3 flail+3) and +9 (1d6 bite); 
  SA: spells, spontaneous casting (inflict spells); SQ Drift 
  1/1/2/2/3/3/4, spell versatility 0/1/2/3/4/5/6, Ley 
  Lines (Plains) +2; AL LE; SV Fort +11, Ref +5, Will +15; 
  Str 10, Dex 12, Con 14, Int 14, Wis 19, Cha 10.  
   
  Skills and Feats: Concentration +22, Diplomacy 
  +3, Heal +7, Knowledge – Arcana +18, Knowledge – 
  Nature +12, Knowledge – Religion +5, Spellcraft +16, 
  Survival +9; Combat Casting, Extra Smiting, Eyes in 
  the back of your head, Heighten Spell, Improved 
  Initiative, Improved Toughness, Martial Weapon 
  Proficiency (flail), Weapon Focus (flail).  
   
  Drift: The character slowly becomes closer to 
  nature.  At each geomancer level, choose a drift from 
  the appropriate stage.   
  • 
  Drift 1: Light, downy fur covers your 
  skin. 
  • 
  Drift 1: Leopard spots appear on your 
  body. 
  • 
  Drift 2: You become as swift as an elk. 
  (Your land speed increases by 5ft.). 
  • 
  Drift 2: Your eyes become as sharp as a 
  rats. (You gain low light vision).  
  • 
  Drift 3: Your mouth extends like a 
  crocodiles. (You gain a bite attack for 1d6 
  points of damage). 
  • 
  Drift 3: Your toes grow lionlike claws.  
  (You can make two rake attacks for 1d4 
  damage each if you gain a hold of your 
  target).  
  • 
  Drift 4: You gain a boar’s ferocity. (You 
  continue to fight without penalty even 
  while disabled or dying).  
   
  Spell Versatility: At first level, the geomancer 
  learns to blend divine and arcane magic.  He still 
  acquires and prepares his spells in the normal manner 
  for his individual spellcasting classes.  When he casts 
  them, however, he can mix and match spell casting 
  parameters from any of his classes to gain the 
  maximum possible advantage for any spell with a spell 
  level equal to or less than his spell versatility score. 
  Thus, as a fourth level geomancer, he can cast any of 
  his third level or lower sorcerer/wizard spells with no 
  chance of arcane spell failure from armor.  The 
  geomancer may use his Wisdom modifier to set his DC 
  for arcane spells, or his Charisma or Intelligence 
  modifier for divine spells.   
     
  Possessions: flail +1 spell storing (+3 with greater 
  magic weapon; inflict serious wounds stored inside), 
  holy symbol of Hextor, chain shirt (+3 with magic 
  vestment precast), heavy wooden shield, pearl of power 
  – first level spell, pearl of power – second level spell, 
  wand of bears endurance (25 charges).  
   
  Wizard Spells Prepared (4/3/2; base DC = 14 + 
  spell level): 0— acid splash (2), light, mage hand; 1st— 
  enlarge person, mage armor (precast on Fenster), magic 
  missile; 2
  nd – cat’s grace, scorching ray. 
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/4+1/ 2+1; 
  base DC = 14 + spell level): 0—cure minor wounds, 
  detect magic, guidance (3), mending; 1st—inflict light 
  wounds*, bless, cure light wounds, protection from 
  good, resurgence, shield of Faith; 2nd—shatter*, bull 
  strength, silence, sound burst (2), spiritual Weapon; 
  3rd – magic vestment*, dispel magic, prayer, searing 
  light; 4th – divine power*, cure critical wounds, 
  freedom of movement, greater magic weapon, spell 
  immunity, 5th – flame strike*, flame strike, spell 
  resistance. 
   
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  single melee attack with a +4 bonus on attack rolls and 
  a bonus on damage rolls equal to your level.  The smite 
  must be declared before the attack is rolled.  This 
  ability is usable once per day); War (Free Martial 
  Weapon Proficiency with the deity’s favored weapon 
  and Weapon Focus with the deity’s favored weapon)]. 
   
  Fenster Yledd: male human Mnk 6/Tattooed Monk 7; 
  CR 13; medium humanoid (human); HD 6d8+7d8+26; 
  hp 94; Init +2; Spd 60 ft.; AC 21 (touch 17, flat-footed 
  19)[+2 Dex, +2 Wis, +4 armor, +3 monk]; BA/G +9/+13; 
  Atk +13 melee (2d8+4 unarmed strike); Full Atk +13/+8 
  melee (2d8+4 unarmed strike) or +11/+11/+6 (2d8+4 
  unarmed flurry); SA flurry of blows, unarmed strike, ki 
  strike (magic), slow fall 30 ft., purity of body; SQ 
  evasion, still mind, tattoos (4); SR 28; AL LE; SV Fort 
  +13, Ref +13, Will +13; Str 19, Dex 14, Con 14, Int 10, 
  Wis 14, Cha 8.  
   
  Skills and Feats: Escape Artist +18, Jump +15, 
  Listen +12, Knowledge – Religion +8, Move Silently 
  +10, Spot +14, Tumble +18; Combat Reflexes, Deflect 
  Arrows, Diehard, Endurance, Flying Kick, Improved 
  Grapple, Improved Trip, Improved Unarmed Strike, 
  Power Attack, Stunning Fist. 
   
  Wasp Tattoo (Su): Once per day per tattoo he 
  possesses, a character with this tattoo can use haste on 
  himself.  The benefit lasts for one round per class level. 
   
  Phoenix Tattoo (Su): A character with this tattoo 
  gains spell resistance equal to his class level +15.  A 
  tattooed monk must be at least 7
  th level to gain this 
  tattoo.     
  Errant Son 
   
  Page 20 
  
   
  Lion Tattoo (Su): Once per day per tattoo he 
  possesses, a character with this tattoo can smite a foe, 
  gaining a +4 bonus on the attack roll and a bonus on 
  the damage roll equal to his class level on a single 
  melee attack.  The tattooed monk must declare the 
  smite before making the attack.  A missed attack uses 
  up the attempt.     
   
  Nightingale Tattoo (Su): A character with this 
  tattoo can heal wounds, either his own or other’s.  He 
  can heal a number of hit points equal to twice his 
  current class level each day and he can spread this 
  healing out among several uses.     
   
  Possessions: monk’s outfit, monk’s belt, cape of 
  mountebank.  
   
  Encounter Six: 
   
  All APLs 
  Thrommel: male human vampire Pal3/Blk10/Ftr2; CR 
  17; Medium undead (Augmented Humanoid]; HD 
  15d12+15; hp 150; Init +7; Spd 40 ft.; AC 29 (touch 12, 
  flat-footed 26) [+6 natural, +1 dex, +9 armor, +2 shield, 
  +1 ring]; BA/G +15/+22; Atk +22 melee (slam 
  1d6+7+energy drain) or +23 melee (+1 unholy battleaxe 
  1d8+8 [+2d6 if good] / x3); Full Att  +23/+18 (+1 unholy 
  battleaxe, 1d8+7 [+2d6 if good] / x3) and +12 melee 
  (slam 1d6+7+energy drain); SA Blood Drain, Children 
  of the Night, Dominate, Create Spawn, Energy Drain, 
  Smite Good 6/day, Sneak Attack +3d6, Detect good, 
  Command undead, Aura of Despair, Lay on Hands (self 
  or fiendish servant); SQ Undead traits, Aura of Evil, 
  Dark Blessing, Aura of Despair, Poison Use, Fiendish 
  servant, Alternate form, Fast Healing, Gaseous Form, 
  Spider Climb, Turn Resistance, Cold Resistance 10, 
  Electricity Resistance 10, DR 10/silver and magic; AL 
  CE; SV Fort +18, Ref +14, Will +12; Str 24, Dex 16, Con 
  -, Int 13, Wis 17, Cha 20.  
   
  Skills and Feats: Bluff +13*, Concentration +16, 
  Diplomacy +17, Hide +16*, Jump +14(19), Knowledge 
  – History +3, Knowledge – Nobility and Royalty +3, 
  Knowledge – Religion +3, Listen +13*, Move Silently 
  +11*, Ride +16, Search +9*, Sense Motive +13*, Spot 
  +13*; Alertness, Blind Fight, Cleave, Combat Reflexes, 
  Dodge, Extra Smiting, Improved Initiative, Improved 
  Sunder, Improved Toughness, Lightning Reflexes, 
  Mobility, Mounted Combat, Negotiator, Power Attack, 
  Silent Spell.  (*Vampires receive +8 racial bonus on 
  these skills) 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. (If the base 
  creature is not terrestrial, this power might summon 
  other creatures of similar power.) These creatures 
  arrive in 2d6 rounds and serve the vampire for up to 
  one hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must use a standard action, and those merely looking at 
  it are not affected. Anyone Thrommel targets must 
  succeed on a Will save (DC 22) or fall instantly under 
  the vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a range 
  of 30 feet. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial.  If the vampire 
  instead drains the victim’s Constitution to 0 or lower, 
  the victim returns as a spawn if it had 4 or less HD and 
  as a vampire if it had 5 or more HD. In either case, the 
  new vampire or spawn is under the command of the 
  vampire that created it and remains enslaved until its 
  master’s destruction. At any given time a vampire may 
  have enslaved spawn totaling no more than twice its 
  own Hit Dice; any spawn it creates that would exceed 
  this limit are created as free-willed vampires or 
  vampire spawn. A vampire that is enslaved may create 
  and enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. A 
  vampire may voluntarily free an enslaved spawn in 
  order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points. A vampire can use its energy 
  drain ability once per round. 
   
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12th-level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here. While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  
  Errant Son 
   
  Page 21 
  
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic. A vampire’s natural 
  weapons are treated as magic weapons for the purpose 
  of overcoming damage reduction. 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. Any additional damage dealt to a vampire 
  forced into gaseous form has no effect. Once at rest in 
  its coffin, a vampire is helpless. It regains 1 hit point 
  after 1 hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Smite Good (Su): A blackguard of tenth level may 
  attempt to smite good with one normal melee attack.  
  He adds his Charisma modifier (if positive) to his 
  attack roll and deals one extra point of damage per class 
  level.   
   
  Command Undead (Su): When a blackguard 
  reaches third level, he gains the supernatural ability to 
  command or rebuke undead as a cleric two levels 
  lower.  
   
  Aura of Despair (Su): Beginning at third level, 
  the blackguard radiates a malign aura that causes 
  enemies within ten feet of him to take a –2 penalty to 
  all saving throws.   
   
  Aura of Evil (Ex): The power of a blackguard’s 
  aura of evil is equal to his class level plus any cleric 
  levels.   
   
  Dark Blessing (Su): A blackguard applies his 
  Charisma modifier (if positive) to all his saving throws.  
   
  Possessions: +1 unholy battleaxe, +1 full plate mail, 
  heavy steel shield, boots of striding and springing, ring 
  of counterspells (Flame Strike), ring of protection +1, 
  holy symbol, amulet and signet ring (identify him as 
  Thrommel with a Knowledge – Nobility and Royalty 
  check DC 15).  
   
  Physical Description: (if significant) [Details about 
  appearance] 
   
  Spells Prepared (3/3/3/1; base DC = 13 + spell 
  level): 1st—cause fear, corrupt weapon, inflict light 
  wounds; 2nd—bulls strength, shatter (2), 3rd –- inflict 
  serious wounds, protection from elements, summon 
  monster III] 4 – freedom of movement. 
   
  Jalana (Thrommel’s Fiendish servant): Fiendish 
  heavy 
  warhorse; 
  CR 
  2; 
  Large 
  Magical 
  Beast 
  (Augmented Animal); HD 8d8+24; hp 60; Init +1; Spd 
  50 ft.; AC 17 (touch 10, flat-footed 16) [-1 size, +1 dex, 
  +7 natural]; BA/G +3/12; Atk +7 melee (hoof 1d6+5) or 
  +2 melee (bite 1d4+2); Full Att +6 melee (2 hooves 
  1d6+5) and +1 melee (bite 1d4+2); Face/Reach 10 ft./5 
  ft.; SA Smite Good 1/day; SQ Low light vision, scent, 
  darkvision 60 ft., Cold Resistance 10, Fire Resistance 
  10, DR 5/magic, Empathic link, Improved evasion, 
  Share saving throws, Share spells, Speak with 
  blackguard; SR 13; AL NE; SV Fort +21, Ref +12, Will 
  +12; Str 20, Dex 13, Con 17, Int 7, Wis 13, Cha 6.  
   
  Skills and Feats: Listen +7, Spot +6; Diehard, 
  Endurance, Iron Will, Run.   
  Errant Son 
   
  Page 22 
  
  DM AID #2 
  New Rules Items 
   
  Feats  
   
  Eyes in the Back of Your Head [General] 
  Your superior battle sense helps minimize the 
  threat of flanking attacks. 
   
  Prerequisites: Wis 13, BAB +1. 
  Benefit: Attackers do not gain the usual +2 
  bonus on their attack rolls when flanking you.  
  This feat grants no effect whenever you are 
  attacked without benefit of your Dexterity 
  modifier to Armor Class, such as when you are 
  flatfooted.  You may still be sneak attacked when 
  flanked.  
   
  Reference: Complete Warrior, page 98.  
   
  Extra Smiting [General] 
  You gain extra smite attacks. 
   
  Prerequisites: Smite ability, BAB +4. 
  Benefit: When you take this feat, you gain 
  two extra attempts to smite per day. Use whatever 
  smite ability you have. 
  Special: You can take this feat multiple times. 
   Its effects stack. 
   
  Reference: Complete Warrior, page 98.  
   
  Flying Kick [General] 
  You literally leap into battle, dealing devastating 
  damage. 
   
  Prerequisites: 
  Str 
  13, 
  Jump 
  4 
  ranks, 
  Improved Unarmed Strike, Power Attack. 
  Benefit: When fighting unarmed and using 
  the charge action, you deal an extra 1d12 points of 
  damage with your unarmed attack.  
   
  Reference: Complete Warrior, page 99.  
   
  Improved Toughness [General] 
  You are significantly tougher than normal.  
   
  Prerequisites: Base Fort save bonus +2.  
  Benefit: You gain a number of hit points 
  equal to your current hit dice.  Each time you gain 
  a HD (such as by gaining a level), you gain one 
  additional hit point.  If you lose a HD (such as by 
  losing a level), you lose one hit point permanently. 
    
   
  Reference: Complete Warrior, page 101.  
   
  Spells  
   
  Resurgence (Abjuration) 
  Level: Blackguard 1, Cleric 1, Paladin 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Area: Creature touched.  
  Duration: Instantaneous  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  By laying hands on a creature and saying a brief 
  prayer, you can convince a higher power to grant a 
  second chance to one of your allies.  The target of 
  resurgence can make a second attempt to save 
  against an ongoing spell, spell-like ability, or 
  supernatural ability, such as dominate person, a 
  chaos beast’s corporeal instability or the sickening 
  effect (but not the damage) from unholy blight.  If 
  the target of resurgence is subject to more than 
  one ongoing magic effect, the target chooses one 
  of them to retry the save against. If the subject 
  succeeds at the saving throw on the second 
  attempt, the effect ends immediately.  Resurgence 
  never restores hit points or ability score damage, 
  but it does eliminate any conditions such as 
  shaken, fatigued, or nauseated that were caused by 
  the spell, spell-like ability or supernatural ability.   
   
  If a spell, spell-like ability or supernatural 
  ability does not allow a save (such as power word 
  stun), then resurgence won’t help the subject 
  recover. 
  Reference: Complete Divine, p. 177. 
  Errant Son 
   
  Page 23 
   
  
   
  Prestige Classes  
   
  Tattooed Monk 
  Certain monastic orders bestow supernatural or spell-like powers on their members by inscribing magic tattoos on their 
  skin. These tattooed monks shave their heads, speak in cryptic riddles and maxims, and---in many cases---travel the 
  countryside furthering their quest for enlightenment by facing and conquering temptation.  
  The great majority of tattooed monks begin their careers as monks. A small number of fighters, druids, and even a few 
  clerics adopt the tattoed monk prestige class. In general tattooed monks are drawn from almost exclusively from rural 
  or wild regions, though more “civilised” individuals who gain he favor of the orderare sometimes allowed to join.   
   
  Hit Die: d8. 
   
  The Tattooed Monk Table 
   
  Requirements: 
  Level 
  BA
  B 
  Fort 
  Ref 
  Will 
  Special 
  1 
  +0 
  +2 
  +2 
  +2 
  Monk abilities, tattoo 
   
  2 
  +1 
  +3 
  +3 
  +3 
  --- 
   
  3 
  +2 
  +3 
  +3 
  +3 
  Tattoo 
   
  4 
  +3 
  +4 
  +4 
  +4 
  --- 
   
  5 
  +4 
  +4 
  +4 
  +4 
  Tattoo 
  6 
  +4 
  +5 
  +5 
  +5 
  --- 
  7 
  +5 
  +5 
  +5 
  +5 
  Tattoo 
  8 
  +6 
  +6 
  +6 
  +6 
  --- 
  9 
  +6 
  +6 
  +6 
  +6 
  Tattoo 
  10 
  +7 
  +7 
  +7 
  +7 
   
   
  To qualify to become a tattooed monk a 
  character must fulfill all of the following 
  criteria: 
   
  Alignment: any Lawful. 
   
  Base Attack Bonus: +3. 
   
  Skills: Knowledge (religion) 8 ranks. 
   
  Feats: Endurance, Improved Grapple, 
  Improved Unarmed Strike. 
   
  Class Skills: 
  The tattooed monks‘s class skills (and the 
  key ability for each skill) are Balance (Dex), 
  Climb (Str), Concentration (Con), Craft 
  (Int), Diplomancy (Cha), Escape Artist 
  (Dex), Hide (Dex), Jump (Str), Knowledge 
  (Int), Listen (Wis), Move Silently (Dex), 
  Perform (Cha), Profession (Wis), Swim (Str), 
  and Tumble (Dex).  
   
  Skills Points at each level: 4 + Int 
  modifier. 
   
  Class Features: 
  All of the following are class features of the 
  mindspy prestige class: 
   
  Weapon and Armor Proficiency: Tattooed Monks gain no proficiency with any weapon or armor.  
   
  Monk Abilities: A tattooed monk’s class level stacks with his monk levels for determining his unarmed damage, 
  AC bonus, and unarmed speed bonus.  
   
  Tattoo (Su or SP): Tattooed monks gain their powers from the magic tattoos that eventually cover their bodies. A 
  1
  st-level tattooed monkhas one tattoo and gains another tattoo at every odd-numbered level. A tattooed monk can choose 
  his tattoos from among those described below. Note that three of the tattoos (centipede, crescent moon, and phoenix) 
  have minimum class level requirements. 
   
  All tattoos are magical, and the abilities they bestow are supernatural (except for the crescent moon). A tattooed 
  monk in an anti-magic field loses all benefits of his tattoos. Unless the effect of a tattoo is continuous, activating a tattoo 
  is a move action that does not provoke an attack of opportunity. 
   
  Arrowroot: A character with this tattoo can heal wounds in another character by touch. Each day he can cure a total 
  number of hit points equal to his Wisdom bonus x his class level. A tattooed monk cannot heal himself, but he may 
  divide the curing among multiple recipients, and he doesn’t have to use it all at once.  
   
  Errant Son 
   
  Page 24 
   
  
   
  Bamboo: Once per day per tattoo he possesses, a character with this tattoo can add the number of tattoos he 
  possesses as an enhancement bonus to his Constitution score.  This benefit lasts one round per class level. 
   
  Bat: Once per day per tattoo he possesses, a character with this tattoo can add the number of tattoos he possesses as 
  an enhancement bonus to his Dexterity score.  This benefit lasts one round per class level. 
   
  Bellflower: Once per day per tattoo he possesses, a character with this tattoo can add his Charisma modifier as an 
  enhancement bonus to any of his ability scores (including Charisma).  This benefit lasts one round per class level. 
   
  Butterfly: Once per day per tattoo he possesses, a character with this tattoo can add the number of tattoos he 
  possesses as an enhancement bonus to his Wisdom score.  This benefit lasts one round per class level. 
   
  Centipede: Once per week, a character with this tattoo can use a shadow walk effect. This ability allows the tattooed 
  monk to cross great distances, but he must end his journey on the Material Plane.  At tattooed monk must be fifth level 
  to gain this tattoo. 
   
  Chameleon: A character with this tattoo can use an alter self effect once per day per tattoo he possesses.  This 
  benefit lasts one round per class level. 
   
  Crab: A character with this tattoo gains damage reduction 2/magic.  This damage reduction improves by 2 for each 
  additional tattoo he possesses. 
   
  Crane: A character with this tattoo gains a gradual immunity to bodily decay.  When a tattooed monk first gains 
  this tattoo, he gains immunity to nonmagical diseases.  When he gains his next tattoo (whatever it may be) he acquires 
  immunity to poison as well. When he gains his next tattoo, he no longer takes ability score penalties for aging and he 
  cannot be magically aged.  Any aging penalties he may have all ready incurred remain in place.  Bonuses still accrue, and 
  the tattooed monk still dies of old age when his time is up.   
   
  Chrysanthemum: Every hour that a character with this tattoo is in direct sunlight, he heals a number of hit points 
  equal to his level.  A daylight spell does not provoke this fast healing; the character must be exposed to real sunlight.   
   
  Dragon: Once per day per tattoo he possesses, a character with this tattoo can use fire breath as if he had drunk an 
  elixir of fire breath.  
   
  Dragonfly: Once per day, a character with this tattoo gains a dodge bonus to his AC equal to the number of tattoos 
  he possesses. This benefit lasts one round per class level. 
   
  Falcon: A character with this tattoo is immune to fear (magical or otherwise).  Allies within ten feet of him gain a 
  morale bonus on their saving throws against fear effects equal to the tattooed monk’s Charisma bonus (if any) plus the 
  number of tattoos he possesses. 
   
  Lion: Once per day per tattoo he possesses, a character with this tattoo can smite a foe, gaining a +4 bonus on the 
  attack roll and a bonus on the damage roll equal to his class level on a single melee attack.  The tattooed monk must 
  declare the smite before making the attack.  A missed attack uses up the attempt.     
   
  Monkey: A character with this tattoo gains a +1 competence bonus per tattoo he possesses on all Balance, Climb, 
  Escape Artist, Hide, Jump, Move Silently, Open Lock, Sleight of Hand and Tumble checks.     
   
  Moon, crescent: Once per day, a character with this tattoo can use ethereal jaunt as a spell-like ability.  A tattooed 
  monk must be at least ninth level to gain this tattoo.  
   
  Moon, full: Once per day per tattoo he possesses, a character with this tattoo can gain a +2 luck bonus on a single 
  attack roll, skill check, or ability check as he calls on the power of the full moon.  This ability cannot be used during 
  daylight hours. 
   
  Mountain: A character with this tattoo can activate it to take on the immovability of the mountain for as much as 
  one round per class level, gaining phenomenal durability though he cannot move from the spot where he stands.  He 
  gains +4 bonus to his Constitution and Wisdom scores.  The increase in Constitution increases the tattooed monk’s hit 
  points by two per class level, but these hit points go away when the ability’s duration expires or when the character 
  chooses to end it (free action).  These extra hit points are not the first lost the way temporary hit points are.  While using 
  this ability, the tattooed monk takes a –20 penalty on any Dexterity-based skill checks.  He is immune to bull rush and 
  trip attacks.  The tattooed monk may use this ability once per day per tattoo he possesses.     
   
  Nightingale: A character with this tattoo can heal wounds, either his own or other’s.  He can heal a number of hit 
  points equal to twice his current class level each day and he can spread this healing out among several uses.     
   
  Ocean: A character with this tattoo never needs to eat, drink or sleep.     
   
  Phoenix: A character with this tattoo gains spell resistance equal to his class level +15.  A tattooed monk must be at 
  least 7
  th level to gain this tattoo.     
   
  Pine: A character with this tattoo gains the Remain Conscious feat.     
   
  Scorpion: Once per day per tattoo he possesses, a character with this tattoo can force an opponent attacking him to 
  use his lowest ability score modifier instead of his Strength or Dexterity score modifier when making his attack roll.  
  Errant Son 
   
  Page 25 
   
  
  The character can activate this tattoo on his opponent’s turn, but he must declare it before the success or failure of the 
  attack is determined.  The tattooed monk must be aware of the attack and not flatfooted in order to use this ability.       
   
  Spider: To use this tattoo, a character must have the Stunning Fist feat.  Instead of a stunning fist attack, a character 
  with this tattoo can make an attack that delivers a contact poison.  The poison’s save DC is equal to 10 + the tattooed 
  monk’s class level + his Con modifier.  The poison’s initial and secondary damage is 2 points of Constitution damage.  
  Using this tattoo counts as one of the character’s stunning fist attacks for that day.         
   
  Sun: Once per day per tattoo he possesses, a character with this tattoo can gain a +2 luck bonus on a single attack 
  roll, skill check, or ability check, as he calls on the full power of the sun.  This ability can only be used during daylight 
  hours.       
   
  Tiger: Once per day per tattoo he possesses, a character with this tattoo can fight unarmed with a +1 bonus on all 
  attack rolls and deal an extra 1d6 points damage with a successful attack.  This burst of martial ferocity lasts one round 
  per class level.       
   
  Tortoise: Once per day per tattoo he possesses, a character with this tattoo can use his class level as the number of 
  ranks in a skill he does not possess for the purpose of one skill check.  For example, a fourth level tattooed monk with 
  two tattoos can make up to two Use Magic Device checks as if he had 4 ranks in that skill.  He adds his Charisma 
  modifier to the skill check as usual.       
   
  Unicorn: A character with this tattoo gains the power of good fortune, usable once per day. This ability allows the 
  tattooed monk to reroll one d20 roll that he has just made.  The character must take the result of the reroll, even if it’s 
  worse than the original roll.  The character must declare the reroll before the result of the original roll has been 
  determined.     
   
  Wasp: Once per day per tattoo he possesses, a character with this tattoo can use haste on himself.  The benefit lasts 
  for one round per class level. 
   
  White Mask: A character with this tattoo is immune to detect thoughts, detect lies and any attempt to magically 
  discern his alignment.  He gains a +10 bonus on all Bluff checks. 
    
  Multiclass Note: A monk who becomes a tattooed monk may continue to advance as a monk. 
   
  Reference: Complete Warrior, page 82-85.  
   
  Geomancer 
   
  The cleric reaches out to a higher power. The wizard trusts only in eldrich tomes. The druid looks to nature for her 
  spells. To the geomancer, however, all magic is the same.  
   
  Geomancy is the art of channeling magical energy from many sources through the land itself. A geomancer may 
  research like a wizard, pray like a cleric or sing like a bard, but he casts spells as only a geomancer can. In the area he 
  calls home (be it high on a mountain, deep in a forest, or even beneath an ocean) he weaves ley lines----powerful 
  connections to the land itself. The spells he casts through these connections with the earth are reflections of his own 
  strength of will. As the geomancer progresses, however, the effort of gathering magic through the earth takes a physical 
  toll on him, making him more and more like the land and its creatures. 
   
  Only characters with more than one spellcasting class can become geomancers. The most popular combinations are 
  druid/sorcerer and druid/wizard. Clerics with arcane spellcasting ability can also qualify; those with access to the Plant 
  and Animal domain are the most likely to consider this path. A bard or Ranger who picks up a second, more focused 
  spellcasting class can also adopt this lifestyle.  
   
  Hit Die: d6. 
   
  Errant Son 
   
  Page 26 
   
  
  The Geomancer Table 
   
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  Spells per Day/Spells Known 
  1 
  +0 
  +2 
  +0 
  +2 
  Drift 1, spell versatility 0 
  +1 level of existing class 
  2 
  +1 
  +3 
  +0 
  +3 
  Drift 1, ley lines +1 spell 
  versatility 1 
   
  +1 level of existing class 
  3 
  +2 
  +3 
  +1 
  +3 
  Drift 2, Spell versatility 2 
  +1 level of existing class 
  4 
  +3 
  +4 
  +1 
  +4 
  Drift 2, Spell versatility 3 
  +1 level of existing class 
  5 
  +3 
  +4 
  +1 
  +4 
  Drift 3, Spell versatility 4 
  +1 level of existing class 
  6 
  +4 
  +5 
  +2 
  +5 
  Drift 3, ley lines +2, Spell 
  versatility 5 
   +1 level of existing class 
  7 
  +5 
  +5 
  +2 
  +5 
  Drift 4, Spell versatility 6 
  +1 level of existing class 
  8 
  +6 
  +6 
  +2 
  +6 
  Drift 4, Spell versatility 7 
  +1 level of existing class 
  9 
  +6 
  +6 
  +3 
  +6 
  Drift 5, Spell versatility 8 
  10 
   
  +7 
  +7 
  +3 
  +7 
  Drift 5, Ley lines +3, Spell 
  versatility 9 
  +1 level of existing class 
   
   
  Requirements: To qualify as a geomancer, a character must fulfill all of the following criteria: 
   
  Skills: Knowledge (arcana) 6 ranks, Knowledge (nature) 6 ranks. 
   
  Spells: Able to cast 2
  nd-level arcane spells and 2
  nd-level divine spells. 
   
  Class Skills: The geomancer’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft 
  (any) (Int), Diplomancy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (geography) 
  (Int), Knowledge (nature) (Int), Scry (Int), Spellcraft (Int), Survival (Wis), Swim (Str). 
   
  Skills Points at each level: 4 + Int modifier. 
   
  Class Features: All of the following are class features of the geomancer prestige class: 
   
  Weapon and Armor Proficiency: Geomancers gain no proficiency with any weapon or armor.  
   
  Spells per Day/Spells Known: At each geomancer level, the character gains new spells per day (and spells known , 
  if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. 
  He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, 
  metamagic or item creation feats, or the like). Since the character had more than one spellcasting class before becoming 
  a geomancer, the player must decide to which class to add each geomancer level for determining spells per day and 
  spells known.  
   
  Spell Versatility: At 1
  st level, the geomancer learns to blend divine and arcane magic. He still acquires and prepares 
  his spells in the normal manner for his individual spellcasting classes. When he casts then, however, he can mix or 
  match spellcasting parameters from any of his classes to gaint he maximum possible advantage for any spell with a spell 
  level equal to or less than his spell versatility score. Thus, as a 4
  th-level geomancer, he can cast any of his 3
  rd-level or lower 
  sorcerer/wizard spells with no chance of arcane spell failure due from armor. (The druidic prohibition againct metal 
  armor still applies to druid/geomancers, however, since this stricture stems from a spiritual oath rather than a pratical 
  limitation.) 
  The geomancer may use his Wisdom modifier to set the save DC for arcane  spells, or his Charisma or Intelligence 
  modifier (whichever he would normally use for arcane spells) to set the save DC for divine spells. If a spell requires 
  either an arcane material component or a divine focus, he may use either. A cleric/geomancer who also has levels of 
  wizard, sorcerer or bard can spontaneously convert any prepared arcane or divine spell (except for a domain spell) of an 
  appropriate level in a cure or inflict spell of equal or lower level, though he must be capable of casting the latter as a 
  cleric. 
  Errant Son 
   
  Page 27 
   
  
   
  Drift: The character slowly becomes closer to nature. At each geomancer level, choose a drift from the appropriate 
  stage (see Drift, below). 
   
  Ley Lines: At 2
  nd level, the geomancer learns to create magical connections with a specific type of terrain. Choose 
  one of the following terrain types: aquatic, desert, forest, hills, marsh, mountains, or plains. In that terrain, the 
  geomancer’s effective caster level for all spells increases by +1. At 6
  th level and again at 10
  th level, the character may either 
  choose a new terrain in which to receive the benefit (at +1), or increase his effective caster level in a previously chosen 
  terrain by an additional +1. 
   
  Drift 
   
  Drift is a gradual devolution into some other natural form. Those who experience this phenomenon gain attributes 
  of animals and plants as time goes by. Geomancers experience drift at every level.  
   
  Drift is divided into stages. You must choose one drift from stage 1 the first time you experience he phenomenon. 
  Your second drift must also be from stage 1. Thereafter, you may choose from a higher stage only after you have 
  acquired at least two drifts from the previous stage.  
   
  Stage 1 drifts have no game effect. Each drift of stage 2 and beyond grants a permanent extraordinary ability. 
  Natural attacks allow for Strength bonuses on damage rolls, except in the case of poison and acid. The damage values 
  given for natural attacks are for Medium creatures. To adjust for Small or Large creatures, use the following table. 
   
  Natural Weapon Damage by Size 
   
  Small 
  Medium Large 
   
  1d2  
  1d3 
   
  1d4 
   
  1d3  
  1d4 
   
  1d6 
   
  1d4  
  1d6 
   
  1d8 
   
  1d6  
  1d8 
   
  2d6 
   
  1d6  
  2d4 
   
  2d6 
   
  Stage 1 
  • 
  Leopard spots appear on your body. 
  • 
  You grow a cat’s tail. 
  • 
  You sprout feathers (but not wings). 
  • 
  Your eyebrows become green and bushy. 
  • 
  Your hair becomes a tangle of short vines. 
  • 
  Light, downy fur covers your skin. 
  • 
  Your skin turns green and scaly. 
  • 
  Your touch causes flowers to wilt. 
  • 
  Your voice sounds like a dog’s, though it is still intelligible. 
  • 
  Zebra stripes appear on your body. 
  Stage 2 
  • 
  A small camel’s hump grows on your back. (You can go without water for up to five days.) 
  • 
  You grow a coat of white fur like a polar bear’s. (You gain a +8 bonus on Hide checks in snowy areas.) 
  • 
  The pads on your feet become sticky like those of a lizard. (You gain a +4 bonus on Climb checks.) 
  • 
  You become swift a an elk. (Your land speed increase by +5 feet.) 
  • 
  You become comely as a dryad. (You gain a +4 bonus on Diplomacy checks.) 
  • 
  You become as graceful as a cat. (You gain a +4 bonus on Balance checks.) 
  • 
  You sprout leaves and become photosynthetic. (You can subsist on 1 hour/day of sunlight in lieu of food, 
  though you still require the same amount of water as before.) 
  • 
  Your blood flows as slowly as tree sap. The speed at which progressive damage, such as that from wounding or 
  decomposition (see Chapter 7), affects you is halved. 
  • 
  Your eyes become as sharp as a rat’s. (You gain low-light vision) 
  • 
  Your skin adapts like that of an octopus. (You can change color to blend with your surroundings, gaining a +4 
  bonus on Hide checks.) 
   
  Errant Son 
   
  Page 28 
   
  
  Stage 3 
  • 
  Deer antlers grow from your forehead. (You gain a gore attack from 1d6 points of damage.) 
  • 
  Thorns grow on your body. (Your unarmed attacks do piercing damage, and those striking you with natural 
  weapons take 1d3 points of piercing damage per successful hit.) 
  • 
  You can constrict like a snake. (You deal 1d3 points of damage with a succesful grapple check against a creature 
  of your size category or smaller.) 
  • 
  You can spin a web like a spider. (You can use your web to snare prey as described in the monstrous spider 
  entry in the Monster Manual, but you cannot attack with it.) 
  • 
  You sprout fish gills. (You can breathe both water and air.) 
  • 
  Your eyes become as sharp as an eagle’s. (You gain a +4 bonus to Spot checks in daylight.) 
  • 
  Your eyes become as sharp as an owl’s. (You gain a +4 bonus to Spot checks in dusk and darkness.) 
  • 
  Your fingers grow hawk like talons. (You gain Weapon Finesse and can make two claw attacks per round for 
  1d3 points of damage each.) 
  • 
  Your mouth extends like a crocodile’s. (You gain a bite attack for 1d6 points of damage.) 
  • 
  Your toes grow lion like claws. (You can make two rake attacks for 1d4 points of damage each if you gain a hold 
  on your target.) 
   
  Stage 4 
  • 
  You grow an acid stinger like that of a giant ant. (You can sting for 1d4 points of piercing damage + 1d4 points 
  of acid damage.) 
  • 
  You can trip like a wolf. (If you hit with a natural attack, you can attempt to trip your target as a free action: see 
  the Wolf entry, page 283 of the Monster Manual.) 
  • 
  You can rage similar to a wolverine. (If you take damage, you can rage as a 1
  st-level barbarian---- see Barbarian 
  entry, page 25 of the Player’s Handbook---or gain +1 effective level of any class you have that grants rage as a 
  class feature, but only for determining the benefits of rage.) 
  • 
  You gain a boar’s ferocity. (You continue to fight without penalty even while disabled or dying.) 
  • 
  You can grab like a bear. (You gain the improved grab ability as described on page 310 of the Monster Manual.) 
  • 
  You can pounce like a leopard. (If you leap on a foe in the first round of combat, you can make a full attack 
  action even if you have already taken a move action.) 
  • 
  Your hands become as strong as a gorilla’s. (You gain a +2 bonus on Strength checks to break objects.) 
  • 
  Your jaw becomes as powerful as a weasel’s. (You can attach to an opponent with a successful bite and inflict 
  1d3 points of damage per round until unattached.  However, you lose your dexterity bonus to AC while 
  attached.) 
  • 
  You can fire an ink cloud as a squid does. (In water, you can emit a cloud of jet-black ink 10 feet on a side once 
  per minute as a free action; This provides total concealment and those within the cload suffer the effects of 
  total darkness.) 
  • 
  Your nose becomes as sensitive as a hound’s. (You gain scent out to a range of 30-ft. Scent is described on page 
  314 of the Monster Manual.) 
   
  Stage 5 
  • 
  You grow a unicorn horn. (You gain a +4 bonus on Fortitude saves against poison and a gore attack for 1d8 
  points of damage.) 
  • 
  Feathered or batlike wings grow from your back. (You gain a fly speed of 60 feet.) 
  • 
  You can curl into a spiny ball like a hedgehog. (When curled, you gain a +4 natural armor bonus to AC, but you 
  may not move or attack. Curling or uncurling is a standard action.) 
  • 
  You are as graceful as a pixie. (You gain a +2 bonus on Reflex saves.) 
  • 
  You gain the tremorsense of an earthworm. (You can sene anything in contact with the ground within 30 feet 
  of you.) 
  • 
  Your canine teeth exude poison. (If you hit with a bite attack, your target must make a Fortitude save (DC 
  10+1/2 your character level + your Constitution modifier) against poison. Initial damage is 1d2 points of 
  temporary Dexterity damage; secondary damage is 1d4 points of temporary Dexterity damage.) 
  Errant Son 
   
  Page 29 
   
  
  • 
  Your senses become as sharp as a bat’s. (You gain blind-sense out to 30 feet, as described on page 306 of the 
  Monster Manual.) 
  • 
  Your feet extend to elephantine width. (You gain the trample ability as described in the introduction of the 
  Monster Manual. Your trample attack does 2d4 points od bludgeoning damage, and the Reflex save DC is 10 + 
  ½ your character level + your Strength modifier.) 
  • 
  You can move like a Cheetah. (Once per hour, you can take a charge action to move ten times your normal 
  speed.) 
  • 
  Your skin becomes like tree bark. (You gain a +1 natural armor bonus to AC.) 
   
   
   
  Errant Son 
   
  Page 30 
   
  
  DM AID #3 
  Map 
   
  Map of the Manor House 
   
  Errant Son 
   
  Page 31 
   
  
  Player Handout #1 
   
  Greetings Holy One; 
   
  You may not know me personally, but I too follow the 
  Valorous Knight and have served him on holy missions in 
  the past.  Currently, I find myself in an awkward 
  position and in need of spiritual assistance.  This is 
  a private matter and your discretion is appreciated.  I 
  seek the Church’s assistance in an attempt to bring my 
  fallen errant son back into the worship of Heironeus.   
   
  I am hoping you can spare a member of the clergy or 
  Silver Blades to accompany me to a meeting I have 
  arranged with my son.  Their spiritual guidance may 
  help persuade him of the error of his ways.  In the 
  past he was a strong arm for Heironeus and his straying 
  not only saddens me, but also has been sorely felt by 
  the church in our kingdom.    
   
  If there is one you would recommend for this task, 
  please send them with this note to meet me for lunch 
  this day at The Wyrm. Please relay to them that they 
  may bring a handful of individuals for whom they can 
  vouch as being honorable, skilled and of good heart. 
   
  Yours in Heironeus; 
   
  Valitris 
   
  Errant Son 
   
  Page 32 
   
  
  Player Handout #2 
   
  Greetings Sir Knight; 
   
  You probably do not know me personally, but your 
  colleagues have recommended you to me.  Currently, I 
  find myself in an awkward position and in need of some 
  assistance.  I am planning a short trip that should not 
  take you long from your duties.  I will explain more 
  upon our meeting, as this is a delicate matter.  I hope 
  that you would be willing to help out a father.  This 
  is a private matter and your discretion is appreciated. 
          
   
  If you are willing to hear me out as I explain my need, 
  please meet me with this note for lunch this day at The 
  Wyrm.  If there are others you know to be honorable and 
  skilled individuals of good heart, I would appreciate 
  you extending the invitation to them as well. 
     
  Yours in service of Furyondy; 
   
  Valitris 
   
  Errant Son 
   
  Page 33 
   
  
  Player Handout #3 
   
  Greetings; 
   
  We have never met personally, but I have heard of your 
  skills and know you by reputation.  I find myself in an 
  awkward position and in need of some assistance.  I 
  would like to discuss this with you. This is a private 
  matter and your discretion is appreciated.      
   
  If you are willing to hear me out as I explain my need, 
  please meet me with this note for lunch this day at The 
  Wyrm.  If there are others you know to be honorable and 
  skilled individuals of good heart, I would appreciate 
  you extending the invitation to them as well. 
     
  Sincerely; 
   
  Valitris 
   
   
  Errant Son 
   
  Page 34 
   
  
  Critical Event Summary 
  LG FUR4−03 – Bells in Gold 
  (Return to HQ or to Michelle Sharp) 
  Please be sure to answer all questions.  Thanks. 
   
  1. 
  Was any major damage done to the manor home? 
   
   
   
  YES 
  NO 
  a. 
  If yes, please describe: _____________________________________________ 
   
  2. 
  What is Traubonn’s final status? 
   
   
   
  Dead 
   
  Captured 
  Fled 
   
     
  3. 
  What is Fenster’s final status? 
   
   
   
  Dead 
   
  Captured 
  Fled 
   
     
  4. 
  Do the PCs attack Tullen?  
   
   
   
   
   
  YES  
  NO 
   
  5. 
  Is Tullen’s part in the attacks discovered? 
   
   
   
   
  YES 
  NO  
   
  6. 
  Is Valitris freed from the symbol? 
   
   
   
   
   
  YES 
  NO 
   
  a. 
  If yes, by whom? _________________________________________________ 
   
   
   
   
   
   
  7. 
  Does Tullen have the symbol with Valitris’ soul inside at the end of the module?  
  YES  
  NO 
   
  8. 
  Do the PCs discover and fight the doppleganger? 
   
   
   
  YES 
  NO 
   
  9. 
  Do the PCs discover (or guess) Valitris’ true identity?   
   
   
  YES 
  NO 
   
  10. Do the PCs discover (or guess) Tullen’s true identity?  
   
   
  YES  
  NO 
   
  11. Comments (Optional).  Please explain any unusual circumstances 
   
   
   
   
  Errant Son 
   
  Page 35 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Furyondy/FUR4-09 - Errant Son.pdf