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.  
   
  FUR4−03 
   
   
   
   
   
   
   
   
  Bells in Gold 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1.0 
   
   
   
  by Michelle Sharp 
  Reviewed by Jason Bulmahn 
   
   
  Someone is doing Ralishaz’s work in the Gold County.  Can you help Lord Ogart Goldsaex discover what or who is 
  behind his recent stream of bad luck?  A Furyondy regional adventure for characters of level 1 to 13 (APL 2 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.  
   
  Bells in Gold 
   
  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. 
  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. 
  # 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 
  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. 
  Bells in Gold 
   
  Page 3 
  
  Adventure Background 
  This module is the sequel to FUR2-06 More than Gold 
  and will conclude with the announcement of the 
  engagement of Countess Kyaren Rhavelle (closest 
  relation to the king) to one of her two primary suitors.  
  More than Gold was set near the city of Libernon, in the 
  Gold County, and involved recent attacks by wild animals 
  on several merchant caravans, lone travelers and the 
  Countess’s own guards.  These attacks were instigated by 
  a druid seeking to regain control of the area to “bring it 
  back” to its “natural” state.  Misled by Iuz, he allied with 
  the Old One due to a promise to leave the area to grow 
  wild.  The druid, Sir Tarik, is actually one of Countess 
  Rhavelle’s primary suitors.  In More than Gold, he was 
  trying to convince people to withdraw to the town by 
  increasing danger in the outlying areas.  This is still in 
  progress, although due to PC actions in that module, he is 
  withdrawing somewhat from this plan.  Sir Tarik is trying 
  to eventually gain control of the Gold County through an 
  alliance with the Countess.  If he is able to woo and win 
  her, he believes that over time he will wrest control of 
  the area and his voice will be heard increasingly in 
  council.  
         Sir Tarik Einar’s main rival for Countess Rhavelle’s 
  affections is Lord Ogart Goldsaex.  Lord Goldsaex has 
  been vocal in encouraging greater support of his home 
  Shield Lands, particularly monetary support.  Despite 
  this, he is genuine in his affection for the Countess and 
  his loyalty to Furyondy is equal to that of his loyalty to 
  his home. 
   
  In the year since More Than Gold occurred, Sir Tarik 
  has grown frustrated in his failure to conclusively win 
  the lady’s affections and has begun taking more direct 
  steps.  He has been arranging increasingly dangerous 
  “accidents” for his rival.  Once Ogart is permanently out 
  of the picture, he is certain his engagement will follow 
  shortly.  Prior to the beginning of the module, a few such 
  accidents have occurred.  PCs will be thrown together as 
  possible allies of Ogart and will assist in conclusively 
  resolving this political event. The results of this event 
  will determine whom Kyaren accepts as her suitor (since 
  one or the other will likely be dead).  PC actions at the 
  premiere will determine this for the region based on the 
  critical event summary, so GMs at the premiere are 
  reminded to complete and turn in the adventure 
  summary. 
   
  Adventure Summary  
  This module is a low to high level adventure set in the 
  Gold County of Furyondy.   
   
  PCs are traveling near Libernon and will come upon 
  Lord Ogart’s carriage.  They will witness the horses 
  running as though spooked and the carriage come 
  unlatched, careening about the road.  They will have a 
  chance to assist and interact with him.  He will be injured 
  and in need of transport to the city. 
   
  PCs then travel with him towards Libernon and are 
  assaulted on the way.  These will appear common 
  brigands but actually are in alliance with Tarik.  
   
  Upon safe arrival in town, Lord Ogart will reveal to 
  them his series of misfortunes and request their 
  assistance. These include things such as damage to his 
  armor (straps chewed by mice), weapons coming up 
  missing from his forge, sharp objects in his horse’s 
  blankets, etc. 
   
  Lord Ogart is to go to a hunt at the Rhavelle estate 
  and asks the PCs to accompany him, hoping their extra 
  eyes will discover what is happening and who is behind 
  his difficulties.  Some PCs may chose to remain with 
  others during the hunt and question them.  If this is the 
  case, they will miss the next encounter. 
   
  During the hunt, Lord Ogart’s horse loses a shoe and 
  he is thrown.  There is an attack on Ogart by some 
  creatures in the area.  If he is alone, he is slain.  
  Otherwise, his fate is in the hands of the PCs. 
   
  The PCs are invited to stay at the Lord’s lodge that 
  evening when a fire is started.  During the confusion, 
  there is a direct assault on Lord Ogart. Successful 
  questioning will reveal Sir Tarik’s involvement in this.  If 
  the animals are not questioned and PCs do not discover 
  who is behind this from other clues, Tarik lays off for a 
  couple weeks.  Thinking it is resolved; Ogart thanks the 
  PCs and sends them on their way. A week later, they hear 
  of his sudden, tragic, accidental death. Kyaren is engaged 
  to Tarik.   
   
  PCs who discover Tarik’s involvement will need to 
  determine their actions.  Giving proof to the authorities 
  (particularly at lower APLs) will be most effective and he 
  will be caught, found guilty of treason, and hanged.  PCs 
  who wish to go after him themselves may do so.  
  Tracking down Tarik will cost PCs an extra TU and is 
  optional.  This is an untiered event and not 
  recommended for lower APLs. 
   
  Introduction 
  The PCs will be joining this story in progress.  Prior to 
  the beginning of the story, Lord Ogart Goldsaex has 
  encountered several accidents.  The PCs will begin by 
  witnessing another such accident, which will introduce 
  them to Lord Goldsaex.  In addition, the PCs will have 
  the opportunity to assist Lord Goldsaex in uncovering 
  the source of his bad luck. 
   
   
  Word o  difficulties in Chendl has gradually 
  spread to the outlying provinces.  Lack of 
  f
  Bells in Gold 
   
  Page 4 
  
  communication with the capital is causing anxiety in 
  the outer areas of the kingdom.  Rumors are 
  spreading that undead roam the capital and that the 
  k ng h mself has been ill and unable to address this 
  new scourge.    
  i
  i
   
   
  i
   
  Many are anxious for word of the capital, 
  especially with increasing hostilities towards Iuz in 
  the north.   Hence you find yourself traveling towards 
  Chendl through the dresadoe fields of the Gold 
  County.  Traffic has begun to pick up somewhat, as 
  you approach within a few hours of Libernon.   
   
  Encounter One 
   The first accident that the PCs witness is a runaway 
  carriage charging at them.  The PCs are traveling in 
  the Gold County a couple of days from Libernon.   
  Pounding hooves and rattling of harnesses grows 
  louder and louder.  Not far away and growing closer is 
  a large cloud of dust.   
  The PCs will have two rounds before the carriage is upon 
  them.  After the first round, read the box text below prior 
  to PC actions in the second round.  Note there are likely a 
  few bystanders about, but they have adequate time to 
  vacate the path of the runaway carriage (being all on foot) 
  and lose no time doing so. 
   
  A moment later the source of the racket becomes 
  apparent.  A team of wild-eyed spooked horses charge 
  straight towards you, the carriage careening wildly 
  behind them.  A dark-haired man hangs out the 
  window of the carriage, shouting instructions to the 
  driver and apparently attempting to join him to 
  provide assistance. 
   
  Most likely, the carriage will become unlatched and crash 
  over at that point, dumping Lord Ogart unto the ground.  
  However, PCs able to prevent this with quick thinking 
  will be able to do so.  If this is the case, adjust the box text 
  accordingly, noting that Lord Ogart will be grateful for 
  their assistance in averting any accident and will be 
  slightly more positive towards the PCs in subsequent 
  encounters.   
   
  The driver of the carriage reaches wildly for the reins 
  as the horses’ violent movement pulls them from his 
  grasp.  At that moment, the carriage wheel strikes a 
  rut in the road with considerable force and with a 
  lurch the axle snaps in two.  The horses continue 
  running forward while the finely made carriage 
  tumbles on the road, throwing the driver.  His head 
  strikes a rock and he lays quite still.  As you turn your 
  head in shock from the impact of his body hitting the 
  ground some distance from the carriage, you notice 
  the door of the carriage swing open as another body 
  comes flying out.  The black-haired man attempts to 
  roll with the fall and thus does not hit as hard as his 
  driver.  However, he also hits the ground heav ly 
  some distance from the carriage.   
   
  The dark-haired man is Lord Ogart Goldsaex.  He was 
  attempting to jump from the carriage and by controlling 
  his exit, decreased the damage he sustained.  However, he 
  has taken considerable damage at this point.  PCs will 
  hopefully approach to determine if they can assist him.  
  If not, he will call out to them to attempt to gain 
  transport to the city. 
   
  Creatures: 
  � Lord Ogart Goldsaex, male human, hp 71, see 
  Appendix for statistics.  
   
  Lord Ogart was on his way home to his estate from 
  Libernon, where he had met with Sir Kalin Trennell 
  regarding news from the capital.  Of course, if PCs ask, he 
  merely notes that he had “personal business” in town and 
  was heading home.  He will admit to having dinner at the 
  Eagle’s Aerie before leaving town and that he had stayed 
  in town overnight.  Note that Lord Goldsaex will be 
  warmer to and address by name those PCs who 
  previously earned his favor (from FUR2-06 More Than 
  Gold).  Personally, Lord Goldsaex is polite and chivalrous, 
  even to commoners.  He will not, however, take them 
  into his confidence at this point even if they have his 
  favor from a previous module.   
   
  � Drehn: male human Cm2 hp 10 (currently at –8).   
  The unfortunate driver of the carriage is dying.  PCs have 
  two rounds to stabilize him before he bleeds to death.  
  Drehn is/was a servant of Ogart for several years and was 
  in no way involved in the sabotage, nor does he know 
  much of it if asked.  He will note that he thinks he saw 
  some sort of large animal (actually size medium “as big as 
  you or I”) just before the horses spooked.  However, 
  because the horses began at that moment to bolt, his 
  attention was focused rather quickly on them and he did 
  not get a good look at the animal.   
   
  He knows Ogart was in town on personal business, 
  and will be happy to discuss with PCs who heal him the 
  various stops made.  Of note to the PCs, should they ask, 
  is that he was allowed to see to some of his own business 
  while in town (mainly shopping for his wife) and 
  therefore left the carriage unattended at several points 
  during the past two days.   
   
  Development: PCs who look for the source of the 
  problem causing the carriage accident will likely notice 
  Bells in Gold 
   
  Page 5 
  
  (Search DC 15) that the axle appears to have been 
  weakened with a sharp instrument and may assume that 
  this was intentional.  PCs attempting to repair the 
  hitch/axle may also notice (Spot DC 25) this effect.  PCs 
  can successfully restore the carriage through magical 
  means fairly quickly (e.g. Mending or Make Whole) or 
  PCs may use the Craft (blacksmithing) skill (DC 15).  
  Also, the carriage is going nowhere without the horses.  
  PCs may catch the horses after tracking them down, 
  although calming them enough to do so and bring them 
  back requires a successful Handle Animal or Profession 
  (Teamster or Driver) check (DC 15).   
   
  As they are quite close to town and he is currently 
  injured, he will ask PCs to accompany him into town and 
  will offer to buy them dinner as incentive for doing so 
  (he is not expecting trouble and town is only a couple of 
  hours away).  Ogart intends to go to the temple in town 
  for healing, arrange to have his carriage fully fixed (if 
  needed) and either obtain new horses or have his 
  checked for injury.    
   
  PCs who decline to assist him in going into town 
  will hear him assaulted shortly after leaving him (see 
  Encounter Two).  If they still chose not to assist, the 
  adventure is concluded for them at this point.        
                                               
                
  � Creos and Cronus, hp 76, see Appendix. 
  Encounter Two 
  This encounter assumes the PCs agree to accompany 
  Lord Goldsaex into Libernon.  Should they decline, 
  adjust the box text and combat accordingly (assume in 
  that case that PCs enter after two rounds of combat and 
  Lord Goldsaex is all ready struck a couple times by the 
  bandits).  Also note that PCs may opt not to assist in this 
  combat.  Should that be the case, the adventure is over for 
  them.  Assume that Lord Goldsaex is slain either by the 
  bandits or the subsequent “accident” and give the PCs the 
  appropriate conclusion.  
   
  Ogart has not traveled far when bandits attack him. 
  PCs should be given Spot checks (opposed by the bandits 
  Hide, assume they rolled a 15 on their check) to avoid 
  being surprised.   
   
  Having agreed to accompany Lord Goldsaex into 
  Libernon, you find yourselves mov ng slowly out of 
  deference to his injuries.  You have barely traveled for 
  fifteen minutes when arrows come sailing towards 
  h m from the small hillock to your left.  
  i
  i
   
  Creatures: Creos, Crosis and Cronus are brothers.  The 
  eldest, Crosis, has always been the “face man” and is the 
  one the other two twins listen to and take orders from.  
  They know that he made arrangements for this job from 
  some man named Derenford.  Crosis is the only one 
  whose actually seen Derenford.  The others (that are 
  fought by Ogart) are cousins (Jeb, Ned and Jekk) but are 
  built similar.  All the men are human, with brown eyes 
  and short-cropped brown hair.   
   
  APL 2 (EL 5) 
  � Crosis, hp 13, see Appendix. 
  � Creos and Cronus, hp 16, see Appendix. 
   
  APL 4 (EL 7) 
  � Crosis, hp 25, see Appendix. 
  � Creos and Cronus, hp 30, see Appendix. 
   
  APL 6 (EL 9) 
  � Crosis, hp 37, see Appendix. 
  � Creos and Cronus, hp 46, see Appendix. 
   
  APL 8 (EL 11) 
  � Crosis, hp 49, see Appendix. 
  � Creos and Cronus, hp 62, see Appendix. 
   
  APL 10 (EL 13) 
  � Crosis, hp 71, see Appendix. 
   
  APL 12 (EL 15) 
  � Crosis, hp 82, see Appendix. 
  � Creos and Cronus, hp 90, see Appendix. 
   
  Tactics: Note that at all APLs, Crosis has pre-cast Mage 
  Armor and thus has one fewer first level spell slot 
  available.  When available, he will begin with Enlarge 
  Person on his brothers, who will focus on flanking one 
  opponent until they drop him or her. The “bandits” 
  primary target is Lord Ogart.  However, PCs who cause 
  them injury will quickly gain their attention, resulting in 
  a switch in targets.  Lord Ogart will attempt to assist but 
  will have three opponents of his own to contend with.  
  Describe this to the PCs as additional opponents, which 
  they do not need to worry about at this time. 
   
  Development: Some PCs may capture the bandits 
  for questioning.  Note that the bandits are actually in 
  league with Tarik (whom they know as Derenford), 
  although only Crosis has seen him, and that in a shifted 
  form so the description they give will not fit him. They 
  will describe him as a bearded red-haired Suloise man, 
  slender and frail looking.  However, they DID see his 
  animal companion (a dire bear) and this should give the 
  PCs a clue and a place to start, as it suggests a druid is 
  involved. 
   
  Any of the group know that someone powerful 
  wants Ogart dead and is willing to pay well.  They were 
  told to make this look random if possible (so it would be 
  less thoroughly investigated).  They will not give this 
  Bells in Gold 
   
  Page 6 
  
  information up willingly, although if captured they may 
  be Intimidated (for this purpose, use rules outlined in the 
  PHB page 76 on Intimidate and assume the NPC rolled a 
  10 on their level check) into revealing it.  Note that 
  Derenford told the PCs he would contact them to pay the 
  remainder of their gold (they’ve spent most of it all ready 
  on alcohol and food). 
   
  Assuming the PCs are successful in once again 
  assisting Ogart, he will be convinced of their competence 
  and seek their assistance upon arrival in town (e.g. see 
  encounter three).  If not, he will be dead – go to the 
  appropriate conclusion. 
   
  Treasure:  In addition to the loot from the bandit’s 
  equipment, PCs may also acquire a Lesser Metamagic 
  Rod of Silence (APL 2), Wand of Comprehend Languages 
  (APL 4), Hat of Disguise and Scroll of Silence (APL 6) and 
  Cloak of Charisma (APL 6) from Crosis.  Crosis is also 
  wearing a Ring of Protection +1 at most APLs. His 
  brothers also each have an elixir of hiding (APL 4) and at 
  higher APLs (8 and up) are wearing mithril shirts.  At 
  APL 12, Creos wears Boots of Elvenkind while Cronus 
  wears a Ring of Lockpicking.  
   
  APL 2: L: 26 gp; C: 0 gp; M: 291 gp 
   
  APL 4: L: 26 gp; C: 0 gp; M: 520 gp 
  APL 6: L: 26 gp; C: 0 gp; M: 854 gp 
   
  APL 8: L: 191 gp; C: 0 gp; M: 854 gp 
   
  APL 10: L: 191 gp; C: 0 gp; M: 1854 gp 
  APL 12: L: 191 gp; C: 0 gp; M: 2703 gp 
   
  Encounter Three 
  PCs continue their trek and arrive in Libernon.  Lord 
  Ogart will invite them to join him at the Eagle’s Aerie for 
  dinner.  If Drehn is still alive, he will send him to arrange 
  for repairs for the carriage and for a farrier to check the 
  horses.  If Drehn did not survive, he will hire one of the 
  pages at the Aerie to do so for him after his arrival.   
   
  The Eagle’s Aerie is a high-class establishment 
  featuring fine china and exotic foods.  Meals, rooms and 
  drink cost three times the price listed in the PHB for 
  “good” quality and is typically only available to PCs 
  paying “luxury” lifestyle. The Aerie is most often utilized 
  by nobility and individuals who are not “suitably attired” 
  or accompanying a recognized noble are not admitted.  
  However, given that the PCs are with Lord Ogart, they 
  will be allowed inside.   
   
  The remainder of your journey to Libernon passes 
  without incident, and you pass by the gate guards in 
  early evening.  You are stopped only briefly at the 
  gate by guards who respectfully ask your business and 
  seem concerned to hear of Lord Ogart’s misfortune.  
  Lord Ogart threads his way confidently through the 
  streets of town and eventually stops outside a two 
  story building on a quiet, dignified looking street.  
  The sign out front features an eagle landing on a tree 
  and golden letters spell out “The Eagle’s Aerie” in 
  Common.   
   
  Creatures: The Aerie is run by Saysha (Exp 2, hp 10, Ch 
  16), an attractive half-elven woman with graying black 
  hair and sapphire blue eyes.  She is dressed 
  conservatively in a sky blue dress trimmed with royal 
  blue ribbons, which are also entwined through her hair.  
  She greets Ogart warmly, giving a raised eyebrow to any 
  PCs not suitably dress and verbally expressing 
  uncertainty if any half-orcs are present in the group.  
  However, she is reassured by Lord Ogart vouching for 
  the PCs and will show them herself to a private room on 
  the second floor.  There are two waitresses also working 
  the floor: Reinal and Greta.  
   
  Reinal, a younger human woman (Saysha’s neice) 
  will serve the party.  Reinal (Cm 1, hp 5, Ch 14) has green 
  eyes and blond hair, is quick to smile but generally shy 
  and quiet.  Reinal is in her early teen years. 
   
  After the PCs are settled, have finished their dinner 
  and are getting ready to start on dessert (some nice fruit 
  pies), Ogart will begin to tell them of some of his 
  misfortunes recently to determine their reaction to it.  
  This will initially be done in passing, as a story to amuse.  
  Once he is certain of the PCs willingness to help out he 
  will give more detail as he is interested in assistance at 
  this point, having determined on his own that something 
  is just not quite right. 
   
  Lord Ogart will reveal the following to the PCs: 
   
  � He has been having an exceptional string of bad luck 
  for about a month and a half. 
  � The first incident was discovering that the straps on 
  his armor were close to breaking, having been 
  chewed by mice.  He noticed this before using the 
  armor, as he checks it over carefully at least once a 
  week even if he does not need to wear it.  It is a good 
  thing he did because otherwise it would likely have 
  come loose or even fallen off in battle, causing 
  considerable harm.  This happened six weeks ago, 
  approximately. 
  � About a week later, a couple of his back-up weapons 
  had loose pommels and were in his forge for repair 
  but turned up missing.  His blacksmith has no idea 
  what happened to them.  
  � The following week he went for a hunt and was 
  almost thrown by his horse.  Only his riding skills 
  saved him from serious injury.  Further investigation 
  revealed some sharp stones in the horse’s blanket.   
  � The following week (three weeks ago), the stirrups 
  of his saddle were discovered rusted through.   
  Bells in Gold 
   
  Page 7 
  
  � Nothing happened two weeks ago that he can think 
  of.  No – wait, there was that Xill attack on a small 
  village nearby his home. (Xills are reptilian outsiders 
  with red scales and four arms). He had some 
  difficulty locating the creature to put it down.  The 
  infernal creature was obviously summoned, as it 
  vanished when slain. 
  � Last week, several of his staff got very ill and were 
  unable to work for days.  None of them died, but that 
  was due to healing magic provided by the local cleric 
  of Trithernon.  This cost Lord Ogart a pretty penny, 
  and he is not pleased about it.  
  � Earlier this week, he had a series of small, poisonous 
  vermin turn up in his bedchamber.  He had to have 
  the room cleared out and stay in town a few days.   
  � The most recent incident was the one the PCs 
  witnessed.  He does not know what spooked the 
  horses, but the carriage was obviously tampered 
  with. 
   
  Lord Goldsaex then indicates to the PCs that he is 
  heading to the Rhavelle estate the following morning for 
  a hunt.  Due to his fondness of the countess, he does not 
  want to miss the hunt and certainly does not want to 
  leave the field open to any other suitors.  At the same 
  time, he has been suspecting for the past month that this 
  is more than just bad luck but this was confirmed today.  
  He is now certain someone is trying to injure him.  He 
  feels that given the likelihood of separation at the hunt 
  from the group it is a likely place for another attack and 
  would appreciate more sets of eyes to guard his back.  He 
  indicates that he will supply them with a horse for the 
  hunt, which they are free to keep (roughly 75 gold a 
  piece).  If they are successful, he will also consider what 
  favor he may do for them in the future.  He will not say 
  more at this time. 
   
  If asked, he will confirm that Countess Kyaren 
  Rhavelle’s other most favored suitor, Sir Tarik Einen, and 
  he do not get along well.  He does not like or trust Tarik 
  and he knows Tarik does not like him.  However, as a 
  fellow noble, he would never accuse Tarik of anything 
  unless he had absolute proof.  Sir Tarik is the youngest 
  son of a knight from the Duchy of the Reach.  Lord 
  Goldsaex is an immigrant from the Shield Lands.  
   
  Treasure: Lord Ogart also arranges for each PC to be 
  given a bottle of wine from the inn stores as thanks (can 
  be sold for 50 gp).   
   
  Development: If the PCs decline to assist Lord 
  Goldsaex, feel free to role-play for the remainder of the 
  module and then proceed to the appropriate conclusion.  
  PCs who travel out of town could potentially run into 
  Ogart at the hunt.  If they assist anyway they can be 
  offered a chance at that point to proceed with the 
  investigation.   
   
   
  Encounter Four 
  Assuming the PCs agree to go on the hunt the following 
  day, Ogart will arrange a room for them at the Eagle’s 
  Aerie.  He will pick up the carriage in the morning.  Note 
  that the previous evening he sent a message to his estate 
  to meet him with the PCs horses at the Rhavelle estate.   
   
  PCs will be given the option to ride with Ogart in 
  the morning if they do not have horses of their own.  He 
  will have hired another driver if Drehn did not survive.   
   
  Setting out early the next day, you head towards the 
  Rhavelle estate.  The sky is overcast and the wind 
  chill.  Lord Ogart’s carriage sets a brisk pace, but 
  those of you riding have no difficulty keeping up.  It 
  takes most of the day to reach the Rhavelle estate.   
   
  Jurstin, the Rhavelle’s older chamberlain greets 
  Lord Goldsaex, giving you a raised eyebrow before 
  leading the group back to the stables and returning to 
  the house.  Several horses, saddled but riderless, wait 
  in the courtyard.  Countess Rhavelle sits on the back 
  of a chestnut horse, resplendent in her grey riding 
  habit, petting a black cat with green eyes.  A grey 
  horse next to her bears Sir Tarik Einar, a tall man 
  with dark brown hair and piercing gray eyes.  Three 
  other men also sit horses nearby, dressed for a hunt. 
  All are chatting amiably. 
   
   
   
  Lord Ogart will approach the group, assuming the PCs 
  will follow him.  He mounts quickly and assuming the 
  PCs do not cause any delay, the hunt begins quickly.  The 
  purpose of the hunt, should any ask, is to bring down a 
  bear spotted in the area.  There are sufficient horses for 
  those PCs who did not bring one with them.  Ogart had 
  sent word ahead of the reason for his delay and Kyaren 
  does express concern for his well-being before the group 
  heads out.  Note that Nakky (the black cat) does not 
  accompany them on the hunt and will jump off the horse 
  as they are heading out. 
  You have been moving steadily with the group for 
  about a half hour.  Suddenly, several of the horses 
  spook and begin moving forward rapidly, many in 
  different directions.   
     
  It is expected that PCs will stay relatively close to Lord 
  Ogart, who is doing his best to remain close to Kyaren 
  but will become separated from her at this point, after 
  about a half-hour ride.  At this point, PCs who chose to 
  remain with Kyaren, Sir Tarik or one of the other nobles 
  may attempt to gather information through conversation 
  with them but will not be present for the next encounter 
  (e.g. Ogart’s accident and the subsequent combat).  Note 
  Bells in Gold 
   
  Page 8 
  
  that some PCs may have acquired the favor of Countess 
  Rhavelle and/or Sir Tarik from a previous module 
  (FUR2-06 More Than Gold).  In that case, the individual 
  in question will have recognized the PC and greeted 
  them by name.   
   
  Basic information is provided for the judge to assist 
  in roleplaying the individuals present, should the PCs 
  choose this route.  Otherwise, skip to the next encounter.  
   
  Creatures: 
  � Kyaren Rhavelle (Wiz 5, hp 26) is a pleasant but 
  strong-willed woman.  She considers the PCs beneath her 
  (which, after all, not being landed nobility of her rank, 
  they are).  However, she is polite to them as long as they 
  are diplomatic.  She does not forget this is her County.  
  She will be somewhat more cordial to PCs who have her 
  favor.  Note that Kyaren is rather private regarding her 
  personal affairs, but she does know the following: 
   
  � She has been courted by both Sir Tarik and Lord 
  Ogart for a couple of years now.  She is genuinely 
  fond of both of them. 
  � She will not admit to caring for one more than the 
  other and will not tolerate rude comments about 
  either (or herself for that matter) or any challenges 
  to either.   
  � Although most of the attacks noted in FUR2-06 
  More Than Gold have decreased in frequency, 
  although they still appear sporadically. The 
  commoners remain concerned. 
  � Problems with the bear(s) currently being hunted 
  began about two weeks ago, although she just 
  learned of them five days ago.   
   
  � Sir Tarik Einar (Drd 13/Shifter 3, hp 143, see 
  Appendix) remains close to Kyaren for most of the hunt.  
  PCs trying to speak with the two individuals privately 
  may contrive to do so after Ogart is separated from the 
  rest.  He is brusque bordering on rude, unless the PCs 
  have his favor. In that case, he is polite but not overly 
  friendly. 
   
  � He is participating in this hunt to protect his lady 
  (he doesn’t usually hunt).    
  � He does not like Ogart and if he is able to relay this 
  without making derogatory comments, he will.  He 
  carefully avoids any criticism that would anger 
  Kyaren. 
  � He professes great affection and fondness of Kyaren. 
  � He moved here from the Duchy of the Reach.  His 
  father is a knight in the service of Duke Tyneman.  
  The family lived in Baranford. (This is true).  
  � He will deny any knowledge of Ogart’s string of bad 
  luck and will shortly thereafter end any privacy in 
  his discussion with the PCs.   
   
  PCs accusing him of anything at this point will anger 
  him and, if he previously favored them, this will 
  negate/cancel the favor.  PCs who attack him for some 
  reason will face both him and Kyaren and will face trial 
  and subsequent imprisonment for a year (52 TUs).  If 
  they break off immediately on Kyaren’s joining the fight, 
  this imprisonment is slightly reduced (36 TUs).  Note 
  that the PCs have no proof he has done anything at this 
  point and this is, therefore, considered an alignment 
  infraction for lawful good characters.   
    
  � Sir Reggdon, (hm, Ari 1/Rgr 4, hp 35) is a green jerkin 
  ranger.  He has quite a reputation as a hunter.  He is a 
  younger man, flamboyant and charming, fond of practical 
  jokes but displaying panache.  He gets along with Sir 
  Tarik quite well and has no quarrel with Ogart.  He 
  knows nothing of Ogart’s trouble and is just here to go 
  after the bear.  
   
  � Sir Frehicald Azkagar (hm, Ari1/Ftr 4, hp 39) is 
  withdrawn, morose and tactiturn.  He always wears a 
  small rosebud in his armor, given to him by his eldest 
  daughter (Frahalla), shortly before the raid that killed her 
  (in Crockport).  He is short on conversation.  Generally 
  he is fonder of Ogart over Tarik, as Ogart served in the 
  war.  He knows nothing of Ogart’s trouble and is just 
  here to go after the bear.  
   
  � Sir Hywed Sorenathal (hm, Ari1/Ftr 4, hp 34) is a 
  slight, weaselish man with beady eyes and a bushy brown 
  moustache.  Despite his physical appearance, he is kind 
  and generous to a fault.  He is a mediocre hunter but here 
  as a favor to Sir Azkagar, with whom he served in 
  Crockport.  He really does not know Tarik, and knows 
  Ogart only remotely.  He knows nothing of Ogart’s 
  trouble and is just here to go after the bear.  
   
  Development: As noted earlier, any PCs who do NOT 
  follow Ogart at the point of split should skip Encounter 
  Five.  If any of the PCs have gone with Ogart and he is 
  still alive, the PCs should go to Encounter Six.  If none of 
  the PCs assisted him or all were slain, go to the 
  appropriate conclusion. 
   
  Encounter Five 
  When the horses spook, Lord Goldsaex is separated from 
  the other members of the hunt, with the exception of the 
  PCs, should they chose to follow him.  His horse loses a 
  Bells in Gold 
   
  Page 9 
  
  shoe and he is thrown.  Following his injury, he is 
  attacked and his survival depends on PC actions.   
   
  Gallop ng wildly through the trees, he hear Lord 
  Ogart trying to regain control of his horse.  After a 
  few moments, you have almost managed to catch him 
  when his horse stumbles and he is thrown over its 
  head to land in a nearby bush.  The horse gallops off.   
  i
   
  PCs are able to move forward, as desired and confirm that 
  Lord Ogart is alive (though unconscious) before the 
  creatures attack.   
   
  APL 2 (EL 2) 
  � Black bear, hp 19, see Monster Manual p. 269. 
   
  APL 4 (EL 4) 
  � Black bear (2), hp 19, see Monster Manual p. 269. 
   
  APL 6 (EL 6) 
  � Brown bear (2), hp 51, see Monster Manual p. 269. 
   
  APL 8 (EL 8) 
  � Brown bear (2), hp 51, see Monster Manual p. 269. 
  � Dire bear, hp 90 (injured), see Monster Manual p. 63. 
   
  APL 10 (EL 10) 
  � Dire bear (3), hp 105, see Monster Manual p. 63. 
   
  APL 12 (EL 12) 
  � Displacer Beast Pack Lord, hp 203, see Monster 
  Manual p. 66. 
   
  Encounter Six 
  Assuming that PCs assisted Lord Ogart on the hunt, they 
  will be asked to accompany him home and offered to stay 
  that evening.  A fire will begin and Ogart will be attacked 
  in the confusion.  
   
  Later that day, you head towards Lord Ogart’s hunting 
  lodge, arriving later that evening.  Given the late 
  hour, you are invited to stay with him that evening as 
  partial thanks for your assistance.  The lodge is fairly 
  small compared with the Rhavelle estate, but still 
  larger than many homes.  It features a kitchen, l v ng 
  area with a large fireplace and three bedrooms.  You 
  are given use of two of the rooms that evening, 
  following a meal o  simple but filling fare with good 
  ale to wash it down.   
   
  i i
   
   
  f
   
  Allow PCs to determine who is sleeping where and if 
  they are setting any watches.  The fire will be started at 
  the entrance to the building. (Tarik casts the spell in 
  animal form and then leaves).   
   
  PCs will realize the fire has started immediately if 
  they have set a watch.  They can, in that case, use create 
  water or other reasonable methods to put out the fire 
  themselves.  Otherwise, they can make a Spot check (DC 
  18) to realize in one round or be awakened, coughing in 
  smoke, three rounds later.  If no one makes their Spot 
  check, the lodge is burning quite well when the PCs 
  realize this.  Given the lack of a nearby water source, their 
  best bet is to evacuate and attempt to confine the fire to 
  the lodge.  Ogart will be awake and able to assist in 
  confining the fire, although he still has residual injuries.  
  Also, again he should be described as participating in 
  combat but do little to assist the PCs themselves.  Rather, 
  describe him as involved with other creatures.   
   
  The animals wait until the PCs and Ogart leave the 
  building to attack, hoping the fire will do some of the 
  work for them.  Round three after the fire is set, the PCs 
  will be inside a burning building and need to make a 
  Fortitude save (DC 15 + 1 for each prior check) each 
  round or spend the round choking and coughing.  PCs 
  who fail this check two rounds in a row take 1d6 
  nonlethal damage.  It will take the PCs only 1d2 rounds 
  to vacate the lodge, once they decide to do so, regardless 
  of where they are in it.  At round four and successive 
  rounds, PCs must succeed at a Reflex save DC 15 each 
  round inside to avoid catching on fire.  Failure means the 
  PC takes 1d6 burning damage each round until they 
  succeed at the save (indicating they have put out the fire). 
  Rolling on the ground or other methods of putting out 
  fire give a +4 circumstance bonus.  See the DMG for 
  additional details. Note that this is elemental damage and 
  likely not subject to damage reduction.   
   
  The animals will attack as soon as Ogart exits the 
  building.  They will target those who assisted Ogart in 
  the hunt first, assuming the PCs split.  Otherwise, they 
  will focus on those in closest proximity to him.   
   
  APL 2 (EL 5) 
  � Willie Flashpaws, hp 27, see Appendix. 
  � Willie’s companion (owl), hp 15, see Appendix. 
  � Snakecatcher, hp 27, see Appendix. 
  � Snakecatcher’s companion (wolf), hp 16, see 
  Appendix. 
   
  APL 4 (EL 7) 
  � Willie Flashpaws, hp 39, see Appendix. 
  � Willie’s companion (ape), hp 29, see Monster 
  Manual (plus add link and share spell ability). 
  � Snakecatcher, hp 39, see Appendix. 
  � Snakecatcher’s companion (leopard), hp 19, see 
  Monster Manual (plus add link and share spell ability). 
  Bells in Gold 
   
  Page 10 
  
   
  APL 6 (EL 9) 
  � Willie Flashpaws, hp 60, see Appendix. 
  � Willie’s companion (dire ape), hp 35, see Monster 
  Manual (plus add link and share spell ability). 
  � Snakecatcher, hp 46, see Appendix. 
  � Snakecatcher’s companion (dire wolf), hp 45, see 
  Monster Manual (plus add link and share spell ability). 
   
  APL 8 (EL 11) 
  � Willie Flashpaws, hp 74, see Appendix. 
  � Willie’s companion (dire lion), hp 60, see Monster 
  Manual (plus add link and share spell ability). 
  � Snakecatcher, hp 60, see Appendix. 
  � Snakecatcher’s companion (dire ape), hp 35, see 
  Monster Manual (plus add link and share spell ability). 
   
  APL 10 (EL 13) 
  � Willie Flashpaws, hp 100, see Appendix. 
  � Willie’s companion (dire lion), hp 76, see Appendix. 
  � Snakecatcher, hp 67, see Appendix. 
  � Snakecatcher’s companion (dire lion), hp 60, see 
  Monster Manual (plus add link and share spell ability). 
   
  APL 12 (EL 15) 
  � Willie Flashpaws, hp 116, see Appendix. 
  � Willie’s companion (dire bear), hp 105, see Monster 
  Manual (plus add link and share spell ability). 
  � Snakecatcher, hp 100, see Appendix. 
  � Snakecatcher’s companion (dire lion), hp 76, see 
  Appendix. 
   
  Development: If PCs are able to capture and question 
  the animals, they will learn who is behind this.  
  Successful questioning requires a Diplomacy (DC 20) or 
  Intimidate check. This may also be done posthumously 
  through Speak with Dead.  If PCs have not discovered 
  who is behind it at this point, Tarik will lie low for a few 
  weeks and then strike after the PCs move on.   
   
  Assuming the PCs determine who is behind the 
  attacks, they will need to decide what to do.  Especially at 
  lower APLs, it is assumed (and most survivable) if the PCs 
  report this to the authorities and have them handle it.  
  This can be done in Libernon.  Go to the appropriate 
  conclusion.  PCs may also decide to go after Tarik.  This 
  will cost an extra TU (two for out of region characters) 
  and in this case go to Encounter Seven (optional 
  encounter).  This extra option is only available to parties 
  that are APL 10 or higher. 
   
  Treasure: At most APLs, Willie is wearing bracers of 
  armor +1.  At APL 8 and above, Snakecatcher also wears 
  bracers and they each carry a potion of cure moderate 
  wounds. At APL 12, Willie also has a potion of greater 
  magic fang +3. 
   
  APL 2: L: 0 gp; C: 0 gp; M: 83 gp 
   
  APL 4: L: 0 gp; C: 0 gp; M: 83 gp 
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 216 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 216 gp 
  APL 12: L: 0 gp; C: 0 gp; M: 366 gp 
   
  Encounter Seven 
  This is an optional encounter in case the PCs decide to 
  challenge Sir Tarik themselves (APLs 10+, those below 
  APL 10 cannot locate him).  Once Tarik realizes they are 
  coming after him, he will likely attempt to flee.  As a 
  shifter, he can also plot to attain his goals later wearing a 
  different face.  At the same time, he will have no problem 
  taking on the PCs himself, at least initially, as this would 
  take them out of his concern.  So he will allow them to 
  track him down (Survival DC 25).  PCs unable to Track 
  Tarik down cannot complete the optional portion of the 
  module (e.g. this encounter).  Should that be the case, 
  proceed to the most appropriate conclusion.   
   
  Creatures: Sir Tarik is a very wise adversary and 
  quite familiar with survival in the outdoors.  He is 
  confident in his ability to handle the PCs on his own.  At 
  the same time, he will try to avoid combat, which 
  requires him to use spells he may need later and possibly 
  sustain an injury.  As a result, he will initially attempt to 
  parlay and convince the PCs of the “error” of their 
  conclusion.  If that does not work, he will point out the 
  legal ramifications of assaulting a knight.  Note that 
  although he IS a knight, in this case the PCs would have 
  adequate justification within the law; use Bluff if they 
  attempt to Sense Motive.  If the PCs ask about the legal 
  aspects of attacking him, allow a successful Knowledge – 
  local (DC 15) to obtain this information.  Once any PC 
  begins to cast a spell or moves in a hostile manner, he will 
  attack.  However, if he is injured within ten hit points of 
  death, he will attempt to flee.   
   
  ALL APLs (EL 16) 
  � Sir Tarik Einar, hp 143, see Appendix. 
  � Tarik’s companion (Dire Bear), hp 105, see Monster 
  Manual (plus add link and share spell ability). 
   
   
  Development: If the PCs manage to slay Sir Tarik, 
  refer to the appropriate conclusion.  At any rate, any PC 
  who attacks Tarik for whatever reason loses his favor if 
  they previously gained it.  If PCs fight Tarik and he flees, 
  he will use his druidic ability to prevent them from 
  following him if at all possible.  If he gets away, he will 
  plot for another day.  Go to the appropriate conclusion.   
    
  Bells in Gold 
   
  Page 11 
  
   
  Conclusion 
   
  It should be noted that PCs with the favor of Sir Tarik 
  will lose it if he dies or is captured.  Also those with Lord 
  Ogart’s favor will lose it if he is slain. Mark these off their 
  AR sheets if they have not yet been used.  
   
  Conclusion A:  
  The PCs discover Sir Tarik’s involvement, reporting 
  and proving it to the authorities. 
  This assumes that the PCs have discovered Tarik’s 
  involvement and reported this to the authorities for 
  investigation.  PCs may succeed at this in two ways.  The 
  first involves producing some evidence beyond just a 
  reference to a druid. The most likely method of doing so 
  is to question the animals in Encounter Six.  A second 
  method would be to present some circumstantial 
  evidence (e.g. involvement of a druid as well as Tarik’s 
  motive and means to do the things in question) AND to 
  succeed at a Diplomacy check DC 25 (PCs may assist each 
  other on this, but cannot take 20). Note that if the PCs 
  succeed here, they will earn the Gratitude of Sir Tarik 
  and the Ire of Nakky; please note this on their AR.  PCs 
  who also behaved diplomatically and in a chivalrous 
  manner also receive the recognition of the Knights of the 
  Hart. If the PCs do not have adequate evidence or do not 
  manage to persuade the authorities, then go to 
  conclusion D.  
   
  The sky is overcast as you head down the streets of 
  Libernon a few days later. Somehow, you were able to 
  convince 
  the 
  Kingsmen 
  in 
  town 
  of 
  Tarik’s 
  involvement in the series of attempts on Lord Ogart’s 
  life. Lord Ogart treated you to another fine dinner in 
  town at the Eagle’s Aerie and has agreed to assist you 
  in the future.   The arrest of Sir Tarik is the talk of the 
  county for several weeks.  
   
   
   
  Just as that news is dying down, the county is 
  again buzzing: this time, with word of the 
  engagement of its Countess, Kyaren Rhavelle to Lord 
  Ogart Goldsaex.  Although the wedding date is not 
  yet set, rumors spread of upcoming wedding bells in 
  the gold county.  Good King Belvor’s cousin will 
  marry! 
   
  Conclusion B:  
  The PCs do not discover Sir Tarik’s involvement or 
  discover it and do not report it. 
  This assumes that the PCs do not discover Tarik’s 
  involvement or discover it and for some reason do not 
  report it to the authorities for investigation.  In this case, 
  the PCs do not earn the Gratitude of Sir Tarik or the 
  Recognition of the Knights of the Hart; please mark 
  these off their AR.  PCs who mistreated Nakky or 
  insulted or attacked Tarik receive the Ire of Nakky.    
   
   
  You leave the county saddened by your inability 
  to determine who exactly was behind the various 
  attacks and streak of bad luck Lord Ogart was 
  experiencing.  The good news was that your presence 
  and investigation seemed to have scared off the 
  individual, for following the attack at the hunting 
  lodge; things are quiet for several weeks.   
   
  Unfortunately, you are to discover that perhaps 
  Lord Ogart was premature in assuring you the 
  situation was well in hand.  About two weeks after 
  your departure, the county is in an uproar over the 
  Lord’s sudden death in a hunting accident.  The 
  Countess is distraught for a time, and is comforted by 
  Sir Tarik.  The two announce their plans for marriage 
  about three months later.  It seems there will soon be 
  wedding bells in the gold county. Good King Belvor’s 
  cousin will marry!  
   
   
  Conclusion C:  
  The PCs discover Sir Tarik’s involvement and he is 
  slain. 
  This assumes PCs have tracked down and slain Sir Tarik.  
  Note that if he escapes them, the conclusion given 
  should depend on their next action.  If they then report 
  his guilt and are successful, go to conclusion A.  If they 
  chose not to, go to conclusion D, etc.  Remember that 
  regardless of what conclusion is given, the module costs 
  an extra TU (two for out of region players) if the PCs 
  track down and fight Tarik.  If the PCs succeed here, they 
  will earn the Gratitude of Sir Tarik and the Ire of Nakky; 
  please note this on their AR.  PCs who also behaved 
  diplomatically and in a chivalrous manner also receive 
  the recognition of the Knights of the Hart. 
   
  After a challenging battle, you have managed to 
  defeat Sir Tarik and his bear companion.  You rejoice 
  that you have conclusively ended the threat to Lord 
  Ogart’s life.  Lord Ogart treated you to another fine 
  dinner in town at the Eagle’s Aerie and has agreed to 
  assist you in the future.   The death of Sir Tarik is the 
  talk of the county for several weeks.  
   
   
  Just as that news is dying down, the county is 
  again buzzing: this time, with word of the 
  engagement of its Countess, Kyaren Rhavelle to Lord 
  Ogart Goldsaex.  Although the wedding date is not 
  yet set, rumors spread of upcoming wedding bells in 
  the gold county.  Good King Belvor’s cousin will 
  marry! 
   
  Bells in Gold 
   
  Page 12 
  
  Conclusion D:  
  The PCs discover Sir Tarik’s involvement and report 
  it, but do not convince the authorities of his guilt. 
  In this case, the PCs do not earn the Gratitude of Sir 
  Tarik or the Recognition of the Knights of the Hart; 
  please mark these off their AR.  Because of the report to 
  the authorities and the associated hassle, PCs receive the 
  Ire of Nakky and this should be so indicated on their AR. 
     
  You leave the county saddened by your inability to 
  convince the lawful authorities that Sir Tarik Einar 
  instigated multiple attacks upon h s rival, Lord Ogart. 
   The good news is that your presence and 
  investigation seemed to have scared him off, for 
  following the attack at the hunting lodge; things are 
  quiet for several weeks.   
  i
  f
   
  Unfortunately, you are to discover that perhaps 
  Lord Ogart was premature in assuring you the 
  situation was well in hand.  About two weeks after 
  your departure, the county is in an uproar over the 
  Lord’s sudden death in a hunting accident.  The 
  Countess is distraught for a time, and is comforted by 
  Sir Tarik.  The two announce their plans for marriage 
  about three months later.  It seems there will soon be 
  wedding bells in the gold county… or good or ill – 
  good King Belvor’s cousin will marry!  
   
  Conclusion E:  
  Lord Ogart is slain before the PCs discover Sir Tarik’s 
  involvement.  
  In this case, the PCs do not earn the Gratitude of Sir 
  Tarik or the Recognition of the Knights of the Hart; 
  please mark these off their AR.  It is unlikely they have 
  earned the Ire of Nakky but if they do encounter him or 
  Tarik and insult or attack them for whatever reason, this 
  should be indicated on their AR.    
   
  Despite your assistance and attempts, Lord Ogart has 
  fallen.  You are saddened at the death of such a gallant 
  man.  The nation has lost another sword to fight Iuz. 
  The death of Lord Ogart is the talk of the county for 
  several weeks.  
    
   
   
  Just as that news is dying down, the county is 
  again buzzing: this time, with word of the 
  engagement of its Countess, Kyaren Rhavelle to Sir 
  Tarik Einar.  Although the wedding date is not yet set, 
  rumors spread of upcoming wedding bells in the gold 
  county.  Good King Belvor’s cousin will marry!  
   
  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 bandits 
   
  APL2 150 xp; APL4 210 xp; APL6 270 xp;  
  APL8 330 xp; APL10 390 xp; APL12 450 xp. 
   
  Encounter Five 
  Defeat animals 
   
  APL2 60 xp; APL4 120 xp; APL6 180 xp;  
  APL8 240 xp; APL10 300 xp; APL12 360 xp. 
   
  Encounter Six 
  Defeat awakened animals  
  APL2 150 xp; APL4 210 xp; APL6 270 xp;  
  APL8 330 xp; APL10 390 xp; APL12 450 xp. 
   
  Story Award 
  Question awakened animals 
  APL2 30 xp; APL4 40 xp; APL6 50 xp; 
  APL8 65 xp; APL10 75 xp; APL12 90 xp. 
   
  Story Award 
  Report and prove Sir Tarik’s guilt 
  APL2 40 xp; APL4 60 xp; APL6 80 xp; 
  APL8 95 xp; APL10 120 xp; APL12 135 xp. 
   
  Discretionary roleplaying award 
  APL2 20 xp; APL4 35 xp; APL6 50 xp; 
  APL8 65 xp; APL10 75 xp; APL12 90 xp. 
   
  Total possible experience:  
   
  APL2 450 xp; APL4 675 xp; APL6 900 xp; 
  APL8 1125 xp; APL10 1350 xp; APL12 1575 xp. 
   
  Encounter Seven (OPTIONAL) 
  If the PCs track down and slay Sir Tarik (spending an 
  additional TU):  
  ALL APLs:  480xp. 
   
  Total possible experience with optional encounter: 
  APL6 1380 xp; APL8 1605 xp; APL10 1830 xp; APL12 
  2055 xp. 
   
   
  Bells in Gold 
   
  Page 13 
  
  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 Two:   
   
  APL 2: L: 26 gp; C: 0 gp; M: 291 gp 
   
  APL 4: L: 26 gp; C: 0 gp; M: 520 gp 
  APL 6: L: 26 gp; C: 0 gp; M: 854 gp 
   
  APL 8: L: 191 gp; C: 0 gp; M: 854 gp 
   
  APL 10: L: 191 gp; C: 0 gp; M: 1854 gp 
  APL 12: L: 191 gp; C: 0 gp; M: 2704 gp 
   
  Encounter Three:   
   
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 50 gp; M: 0 gp 
  APL 6: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 50 gp; M: 0 gp 
  APL 12: L: 0 gp; C: 50 gp; M: 0 gp 
   
  Encounter Six:   
   
  APL 2: L: 0 gp; C: 0 gp; M: 83 gp 
   
  APL 4: L: 0 gp; C: 0 gp; M: 83 gp 
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 216 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 216 gp 
  APL 12: L: 0 gp; C: 0 gp; M: 366 gp 
   
  Total Possible Treasure 
   
  APL 2: L: 26 gp; C: 50 gp; M: 374 gp;  
   
   
  total 450 gp 
   
  APL 4: L: 26 gp; C: 50 gp; M: 603 gp;  
   
   
  total 679 gp 
  APL 6: L: 26 gp; C: 50 gp; M: 854 gp;  
   
  total 930 gp. 
   
  APL 8: L: 191 gp; C: 50 gp; M: 1070gp; 
   
   
  total 1311 gp. 
   
  APL 10: L: 191 gp; C: 50 gp; M: 2070 gp; 
   
   
  total 2311 gp. 
  APL 12: L: 191 gp; C: 50 gp; M: 3070 gp; 
   
  total 3311 gp. 
   
  Encounter Seven:  (optional) 
   
  ALL APLs: L: 0 gp; C: 0 gp; M: 3500 gp (max for APL). 
   
   
  Special 
  Ring of Lockpicking: This ring is made up of tiny 
  prongs, wires and other small devices that spring to life 
  on command. It grants a +5 competence bonus to Open 
  Lock checks and can cast Knock three times daily, as the 
  spell from a twelfth level caster.  Caster level: 12
  th; 
  Prerequisites: Forge Ring, knock. Price: 7700 gp. (as 
  presented in Arms and Equipment Guide).  
   
  Gratitude of Lord Ogart: This PC has earned Lord 
  Ogart’s gratitude by uncovering the culprit responsible 
  for his recent run of misfortune.  He will speak for the 
  PC at the church of Rao in Libernon.  This gratitude will 
  serve as an influence point with the church of Rao for 
  purposes of spell casting.  Alternatively, the PC may have 
  cast (at eighth level) Remove Curse, Remove Disease or 
  Restoration once free of charge following a Furyondy 
  regional event.  If this event takes place in another area of 
  Bells in Gold 
   
  Page 14 
  
  Furyondy rather than the Gold County, the PC may still 
  use this favor, provided they pay 1TU to travel to the 
  Gold County to have the spell cast.     
   
  Recognition of the Knights of the Hart:  Lord Ogart 
  has recognized this PC’s assistance in the fight against 
  minions of the Old One.  He has spoken to his fellow 
  knights on the behalf of the PC.   
   
  Ire of Nakky: Due to their treatment of his friend, Sir 
  Tarik, Nakky (Countess Rhavelles pet cat) has taken a 
  strong dislike of this PC and spreads the word to his 
  feline friends.  There is a 50% chance that any feline foe 
  will target this PC, to the exclusion of all others, during 
  any hostile action.  Nakky’s Ire may also have other 
  future game effects in later Furyondy modules. 
   
   
  Items for the Adventure 
  Record 
   
  Item Access 
  APL 2: 
  Lesser Metamagic Rod of Silence (Adventure, DMG) 
  Elixir of Hiding (Regional, DMG) 
   
  APL 4: (All of APL 2 plus the following) 
  Wand of Comprehend Languages (Adventure, First 
  Level, DMG) 
   
  APL 6: (All of APLs 2-4 plus the following) 
  Hat of Disguise (Adventure, DMG) 
   
  APL 8: (All of APLs 2-6 plus the following) 
  Mithril Shirt (Adventure, DMG) 
   
  APL 10: (All of APLs 2-8 plus the following) 
  Cloak of Charisma +4 (Adventure, DMG) 
   
  APL 12: (All of APLs 2-10 plus the following) 
  Metamagic Rod of Silence (Adventure, DMG) 
  Boots of Elvenkind (Adventure, DMG) 
  Potion of Greater Magic Fang +3 (Adventure, DMG) 
  Ring of Lockpicking (Adventure, Arms and Equipment 
  Guide) 
   
  ALL APLs (Optional Encounter ONLY):  
  +2 Longspear (Adventure, DMG) 
  Torc of Animal Speech (Masters of the Wild, DMG) 
  Ring of Protection +2 (Adventure, DMG) 
  Elixir of Firebreath (Adventure, DMG) 
   
   
   
  Bells in Gold 
   
  Page 15 
  
  DM AID #1 
  Monster Appendix 
  Encounter One: 
   
  ALL APLs 
  � Lord Ogart Human male Ftr 9; CR 9, HD 9d10+18; 
  hp 71; Init +2; Spd 20 ft; AC 22 (touch 11, flatfooted 
  21)[+9 armor, +2 shield, +1 Dex]; BA/G: +9/+12; Atk: 
  +14 melee (1d8+5 crit 17-20 keen longsword +2); Full 
  Atk: +14/+9 melee (1d8+5 crit 17-20 keen longsword 
  +2) or +13/+8 melee (1d8+3 crit X3 mw heavy lance); 
  AL NG; SV Fort +10, Ref +7, Wil +5; Str 17, Dex 14, 
  Con 14, Int 13, Wis 10, Cha 14.  
   
  Skills and Feats:  Diplomacy +11, Gather 
  Information +4, Handle Animal +9, Knowledge: 
  Nobility and Royalty +4, Ride +18 (+20 with military 
  saddle), Swim +8, Sense motive +5, Speak Common, 
  Elven, Goblin; Animal Affinity, Cleave, Combat 
  Reflexes, Great Cleave, Mounted Combat, Power 
  Attack, Power Lunge, Ride By Attack, Spirited Charge, 
  Trustworthy.   
   
  Possessions: Fullplate +1, Adamantine shield, +2 
  keen longsword, masterwork heavy lance, masterwork 
  warhammer, Cloak of Resistance +2; Heavy war horse, 
  banded mail barding (AC 20), Military saddle, 
  Horseshoes of a zephyr  
   
  Encounter Two: 
  APL 2 
  � Crosis: male human Sor 2; CR 2; medium humanoid 
  (human); HD 2d4+6; hp 13; Init +1; Spd 30 ft.; AC 15 
  (touch 11, flat-footed 14) [+1 Dex, +4 armor]; BA/G 
  +1/+0; Atk +0 melee (1d6-1 club); Full Atk +0 melee 
  (1d6-1 club); AL CN; SV Fort +3, Ref +1, Will +2; Str 8, 
  Dex 12, Con 16, Int 12, Wis 8, Cha 16.  
   
  Skills and Feats: Bluff +8, Concentration +10, 
  Diplomacy +10, Profession (scribe) +0, Sense Motive 
  +3, Spellcraft +3; Combat Casting, Negotiator 
   
  Possessions: club, dagger, Metamagic Rod of 
  Silence – Lesser.  
   
  Spells Known  (6/5; base DC = 13 + spell level): 
  0—[Acid Splash, Detect Magic, Flare, Light, Ray of 
  Frost]; 1st—[Mage Armor, Magic Missile]. 
   
  � Creos and Cronus: male human Rog 2; CR 2; 
  medium humanoid (human); HD 2d6+6; hp 16; Init +3; 
  Spd 30 ft.; AC 17 (touch 13, flat-footed 14) [+3 Dex, +4 
  armor]; BA/G +1/+2; Atk +4 melee (1d6+1 crit 18-20 
  rapier); Full Atk +4 melee (1d6+1 crit 18-20 rapier); SQ 
  sneak attack +1d6, trapfinding, evasion; AL NE; SV 
  Fort +3, Ref +6, Will -1; Str 12, Dex 16, Con 16, Int 12, 
  Wis 8, Cha 8.  
   
  Skills and Feats: Disable Device +6, Disguise +2, 
  Escape Artist +8, Hide +8, Knowledge (local) +4, Listen 
  +2, Move Silently +8, Open Lock +8, Search +6, Sense 
  Motive +2, Spot +4, Tumble +8; Combat Reflexes, 
  Weapon Finesse. 
   
  Possessions: chain shirt, rapier, shortbow, quiver 
  with 20 arrows, dagger, elixir of hiding. 
   
  APL 4 
  � Crosis: male human Sor 4; CR 4; medium humanoid 
  (human); HD 4d4+12; hp 25; Init +1; Spd 30 ft.; AC 16 
  (touch 12, flat-footed 15) [+1 Dex, +4 armor, +1 ring]; 
  BA/G +2/+1; Atk +1 melee (1d6-1 club); Full Atk +1 
  melee (1d6-1 club); AL CN; SV Fort +5, Ref +3, Will +4; 
  Str 8, Dex 12, Con 16, Int 12, Wis 8, Cha 17.  
   
  Skills and Feats: Bluff +8, Concentration +10, 
  Diplomacy +12, Knowledge (arcane) +3, Profession 
  (scribe) +0, Sense Motive +4, Spellcraft +3; Combat 
  Casting, Negotiator, Silent Spell.  
   
  Possessions: club, dagger, Metamagic Rod of 
  Silence – Lesser, Wand of Comprehend Languages, 
  Ring of Protection +1.  
   
  Spells Known  (6/6/3; base DC = 13 + spell level): 
  0—[Acid 
  Splash, 
  Detect 
  Magic, 
  Flare, 
  Light, 
  Prestidigitation, Ray of Frost]; 1st—[Enlarge Person, 
  Mage Armor, Magic Missile], 2nd—[Scorching Ray]. 
   
  � Creos and Cronus: male human Rog 4; CR 4; 
  medium humanoid (human); HD 4d6+12; hp 30; Init 
  +3; Spd 30 ft.; AC 17 (touch 13, flat-footed 17) [+3 Dex, 
  +4 armor]; BA/G +2/+3; Atk +5 melee (1d6+1 crit 18-20 
  rapier); Full Atk +5 melee (1d6+1 crit 18-20 rapier); SQ 
  sneak attack +2d6, trapfinding, trap sense +1, evasion, 
  uncanny dodge; AL NE; SV Fort +4, Ref +7, Will +0; Str 
  12, Dex 16, Con 17, Int 12, Wis 8, Cha 8.  
   
  Skills and Feats: Disable Device +6, Disguise +4, 
  Escape Artist +10, Hide +10, Knowledge (local) +6, 
  Listen +4, Move Silently +10, Open Lock +10, Search 
  +8, Sense Motive +2, Spot +6, Tumble +10; Blind Fight, 
  Combat Reflexes, Weapon Finesse. 
   
  Possessions: chain shirt, rapier, shortbow, quiver 
  with 20 arrows, dagger, elixir of hiding. 
   
  Bells in Gold 
   
  Page 16 
  
  APL 6  
  � Crosis: male human Sor 6; CR 6; medium humanoid 
  (human); HD 6d4+18; hp 37; Init +1; Spd 30 ft.; AC 15 
  (touch 11, flat-footed 14) [+1 Dex, +4 armor]; BA/G 
  +3/+2; Atk +2 melee (1d6-1 club); Full Atk +2 melee 
  (1d6-1 club); AL CN; SV Fort +5, Ref +3, Will +4; Str 8, 
  Dex 12, Con 16, Int 12, Wis 8, Cha 17 (19).  
   
  Skills and Feats: Bluff +9, Concentration +13, 
  Diplomacy +15, Knowledge (arcane) +6, Profession 
  (scribe) +0, Sense Motive +4, Spellcraft +3; Combat 
  Casting, Energy Substitution (sonic), Negotiator, Silent 
  Spell.  
   
  Possessions: club, dagger, Metamagic Rod of 
  Silence – Lesser, Cloak of Charisma +2, Wand of 
  Comprehend Languages, Hat of Disguise, Scroll of 
  Silence. 
   
  Spells Known  (6/7/7/5; base DC = 14 + spell 
  level): 0—[Acid Splash, Detect Magic, Flare, Light, 
  Prestidigitation, Ray of Frost, Read Magic]; 1st—
  [Burning Hands, Enlarge Person, Mage Armor, Magic 
  Missile], 2nd—[Scorching Ray, Spectral Hand], 3
  rd – 
  [Lightning Bolt]. 
   
  � Creos and Cronus: male human Rog 5/Ftr1; CR 6; 
  medium humanoid (human); HD 5d6+1d10+16; hp 46; 
  Init +7; Spd 30 ft.; AC 17 (touch 13, flat-footed 17) [+3 
  Dex, +4 armor]; BA/G +3/+4; Atk +6 melee (1d6+1 crit 
  18-20 rapier); Full Atk +6 melee (1d6+1 crit 18-20 
  rapier); SQ sneak attack +3d6, trapfinding, trap sense 
  +1, evasion, uncanny dodge; AL NE; SV Fort +6, Ref +9, 
  Will +0; Str 12, Dex 16, Con 17, Int 12, Wis 8, Cha 8.  
   
  Skills and Feats: Disable Device +6, Disguise +4, 
  Escape Artist +12, Hide +12, Knowledge (local) +6, 
  Listen +4, Move Silently +12, Open Lock +12, Search 
  +10, Sense Motive +2, Spot +8, Tumble +12, Use Rope 
  +5; Blind Fight, Combat Reflexes, Improved Initiative, 
  Lightning Reflexes, Weapon Finesse. 
   
  Possessions: chain shirt, rapier, shortbow, quiver 
  with 20 arrows, dagger, elixir of hiding. 
   
  APL 8  
  � Crosis: male human Sor 8; CR 8; medium humanoid 
  (human); HD 8d4+24; hp 49; Init +1; Spd 30 ft.; AC 15 
  (touch 11, flat-footed 14) [+1 Dex, +4 armor]; BA/G 
  +4/+3; Atk +3 melee (1d6-1 club); Full Atk +3 melee 
  (1d6-1 club); AL CN; SV Fort +5, Ref +3, Will +5; Str 8, 
  Dex 12, Con 16, Int 12, Wis 8, Cha 18 (20).  
   
  Skills and Feats: Bluff +12, Concentration +15, 
  Diplomacy +18, Knowledge (arcane) +6, Profession 
  (scribe) +0, Sense Motive +5, Spellcraft +3; Combat 
  Casting, Energy Substitution (sonic), Negotiator, Silent 
  Spell.  
   
  Possessions: club, dagger, Metamagic Rod of 
  Silence – Lesser, Cloak of Charisma +2, Wand of 
  Comprehend Languages, Hat of Disguise, Scroll of 
  Silence. 
   
  Spells Known  (6/7/7/6/4; base DC = 15 + spell 
  level): 0—[Acid Splash, Detect Magic, Flare, Light, 
  Mage Hand, Prestidigitation, Ray of Frost, Read 
  Magic]; 1st—[Burning Hands, Enlarge Person, Mage 
  Armor, Magic Missile, Ray of Enfeeblement], 2nd—
  [Scorching Ray, Shat er, Spect al Hand], 3
  t
  r
  t
  rd – [Dispel 
  Magic, Lightning Bolt], 4th—[Enervation]. 
   
  � Creos and Cronus: male human Rog 6/Ftr2; CR 8; 
  medium humanoid (human); HD 6d6+2d10+32; hp 62; 
  Init +7; Spd 30 ft.; AC 17 (touch 13, flat-footed 17) [+3 
  Dex, +4 armor]; BA/G +5/+6; Atk +8 melee (1d6+1 crit 
  18-20 rapier); Full Atk +8 melee (1d6+1 crit 18-20 
  rapier); SQ sneak attack +3d6, trapfinding, trap sense 
  +2, evasion, uncanny dodge; AL NE; SV Fort +9, Ref 
  +10, Will +1; Str 12, Dex 16, Con 18, Int 12, Wis 8, Cha 
  8.  
   
  Skills and Feats: Disable Device +8, Disguise +6, 
  Escape Artist +14, Hide +14, Knowledge (local) +6, 
  Listen +6, Move Silently +14, Open Lock +14, Search 
  +12, Sense Motive +2, Spot +10, Tumble +14, Use Rope 
  +5; Blind Fight, Combat Reflexes, Hold the Line, 
  Improved Initiative, Lightning Reflexes, Weapon 
  Finesse. 
   
  Possessions: mithril shirt, rapier, shortbow, quiver 
  with 20 arrows, dagger, elixir of hiding (2). 
   
  APL 10  
  � Crosis: male human Sor 10; CR 10; medium 
  humanoid (human); HD 10d4+30+10; hp 71; Init +1; 
  Spd 30 ft.; AC 15 (touch 11, flat-footed 14) [+1 Dex, +4 
  armor]; BA/G +5/+4; Atk +4 melee (1d6-1 club); Full 
  Atk +4 melee (1d6-1 club); AL CN; SV Fort +6, Ref +4, 
  Will +6; Str 8, Dex 12, Con 16, Int 12, Wis 8, Cha 18 
  (22).  
   
  Skills and Feats: Bluff +13, Concentration +21, 
  Diplomacy +20, Knowledge (arcane) +6, Profession 
  (scribe) +1, Sense Motive +7, Spellcraft +5; Combat 
  Casting, Empower Spell, Energy Substitution (sonic), 
  Improved Toughness, Negotiator, Silent Spell.  
   
  Possessions: club, dagger, Metamagic Rod of 
  Silence – Lesser, Cloak of Charisma +4, Wand of 
  Comprehend Languages, Hat of Disguise, Scroll of 
  Silence. 
   
  Spells Known  (6/7/7/7/6/4; base DC = 16 + spell 
  level): 0—[Acid Splash, Detect Magic, Flare, Light, 
  Mage Hand, Prestidigitation, Ray of Frost, Read Magic, 
  Touch of Fatigue]; 1st—[Burning Hands, Enlarge 
  Person, Mage Armor, Magic Missile, Ray of 
  Enfeeblement], 2nd—[Cats Grace, Ghoul Touch, 
  Scorching Ray, Shat er, Spectral Hand], 3
  rd – [Dispel 
  Magic, Haste, Lightning Bolt, Vampiric Touch], 4th—
  Bells in Gold 
   
  Page 17 
  
  [Confusion, Enervation, Improved Invisibility], 5th—
  [Cloudkill, Teleport], 6th—[True Seeing]. 
   
  � Creos and Cronus: male human Rog 8/Ftr2; CR 10; 
  medium humanoid (human); HD 8d6+2d10+40; hp 76; 
  Init +7; Spd 30 ft.; AC 17 (touch 13, flat-footed 17) [+3 
  Dex, +4 armor]; BA/G +7/+8; Atk +10 melee (1d6+1 crit 
  18-20 rapier); Full Atk +10/+5 melee (1d6+1 crit 18-20 
  rapier); SQ sneak attack +4d6, trapfinding, trap sense 
  +2, evasion, improved uncanny dodge; AL NE; SV Fort 
  +11, Ref +11, Will +1; Str 12, Dex 16, Con 18, Int 12, 
  Wis 8, Cha 8.  
   
  Skills and Feats: Balance +5, Climb +5, Disable 
  Device +8, Disguise +6, Escape Artist +16, Hide +16, 
  Knowledge (local) +6, Listen +8, Move Silently +21, 
  Open Lock +16, Search +14, Sense Motive +2, Spot +12, 
  Tumble +16, Use Rope +5; Blind Fight, Combat 
  Reflexes, Great Fortitude, Hold the Line, Improved 
  Initiative, Lightning Reflexes, Weapon Finesse. 
   
  Possessions: mithril shirt, rapier, shortbow, quiver 
  with 20 arrows, dagger, elixir of hiding. 
   
  APL 12  
  � Crosis: male human Sor 12; CR 12; medium 
  humanoid (human); HD 12d4+36+12; hp 82; Init +1; 
  Spd 30 ft.; AC 15 (touch 11, flat-footed 14) [+1 Dex, +4 
  armor]; BA/G +6/+5; Atk +5 melee (1d6-1 club); Full 
  Atk +5/+0 melee (1d6-1 club); AL CN; SV Fort +5, Ref 
  +3, Will +2; Str 8, Dex 12, Con 16, Int 12, Wis 8, Cha 19 
  (23).  
   
  Skills and Feats: Bluff +12, Concentration +19, 
  Diplomacy +20, Knowledge (arcane) +6, Profession 
  (scribe) +0, Sense Motive +6, Spellcraft +3; Combat 
  Casting, Empower Spell, Energy Substitution (sonic), 
  Improved Toughness, Negotiator, Silent Spell.  
   
  Possessions: club, dagger, Metamagic Rod of 
  Silence - Lesser, Cloak of Charisma +4, Wand of 
  Comprehend Languages, Hat of Disguise, Scroll of 
  Silence. 
   
  Spells Known  (6/7/7/7/7/6/4; base DC = 16 + 
  spell level): 0—[Acid Splash, Detect Magic, Flare, 
  Light, Mage Hand, Prestidigitation, Ray of Frost, Read 
  Magic, Touch of Fatigue]; 1st—[Burning Hands, 
  Enlarge Person, Mage Armor, Magic Missile, Ray of 
  Enfeeblement], 2nd—[Ghoul Touch, Scorching Ray, 
  Shatter, Spectral Hand], 3
  rd – [Dispel Magic, Lightning 
  Bolt, Vampiric Touch], 4th—[Enervation, Improved 
  Invisibility], 5th—[Cloudkill]. 
   
  � Cronus: male human Rog 10/Ftr2; CR 12; medium 
  humanoid (human); HD 10d6+2d10+46; hp 90; Init +7; 
  Spd 30 ft.; AC 17 (touch 13, flat-footed 17) [+3 Dex, +4 
  armor]; BA/G +8/+9; Atk +11 melee (1d6+1 crit 18-20 
  rapier); Full Atk +11/+6 melee (1d6+1 crit 18-20 rapier); 
  SQ sneak attack +5d6, trapfinding, trap sense +3, 
  evasion, improved uncanny dodge, improved evasion; 
  AL NE; SV Fort +12, Ref +12, Will +2; Str 12, Dex 16, 
  Con 19, Int 12, Wis 8, Cha 8.  
   
  Skills and Feats: Balance +7, Climb +7, Disable 
  Device +8, Disguise +6, Escape Artist +18, Hide +18, 
  Knowledge (local) +6, Listen +10, Move Silently +18, 
  Open Lock +18 (+5 more with ring), Search +16, Sense 
  Motive +2, Spot +14, Tumble +18, Use Rope +5; Blind 
  Fight, Combat Reflexes, Great Fortitude, Hold the 
  Line, 
  Improved 
  Initiative, 
  Lightning 
  Reflexes, 
  Resistance to Energy (sonic), Weapon Finesse. 
   
  Possessions: mithril shirt, rapier, shortbow, quiver 
  with 20 arrows, dagger, elixir of hiding, Ring of 
  Lockpicking. 
   
  � Creos: male human Rog 10/Ftr2; CR 12; medium 
  humanoid (human); HD 10d6+2d10+46; hp 90; Init +7; 
  Spd 30 ft.; AC 17 (touch 13, flat-footed 17) [+3 Dex, +4 
  armor]; BA/G +8/+9; Atk +11 melee (1d6+1 crit 18-20 
  rapier); Full Atk +11/+6 melee (1d6+1 crit 18-20 rapier); 
  SQ sneak attack +5d6, trapfinding, trap sense +3, 
  evasion, improved uncanny dodge, improved evasion; 
  AL NE; SV Fort +12, Ref +12, Will +2; Str 12, Dex 16, 
  Con 19, Int 12, Wis 8, Cha 8.  
   
  Skills and Feats: Balance +7, Climb +7, Disable 
  Device +8, Disguise +6, Escape Artist +18, Hide +18, 
  Knowledge (local) +6, Listen +10, Move Silently +18, 
  Open Lock +18, Search +16, Sense Motive +2, Spot +14, 
  Tumble +18, Use Rope +5; Blind Fight, Combat 
  Reflexes, Great Fortitude, Hold the Line, Improved 
  Initiative, Lightning Reflexes, Resistance to Energy 
  (sonic), Weapon Finesse. 
   
  Possessions: mithril shirt, rapier, shortbow, quiver 
  with 20 arrows, dagger, elixir of hiding, boots of 
  elvenkind. 
   
  Encounter Six: 
  APL 2  
  � Willie Flashpaws, male raccoon Drd 3; CR 3; Tiny-
  sized awakened animal (raccoon); HD 3d8+6; hp 27; 
  Init +7; Spd 30 ft; AC 16 (touch 15, flatfooted 13)[+3 
  dex, +2 size, +1 armor]; BA/G: +2/+1; Atk: +1 melee 
  (1d2-1 claws); Full Atk: +1 melee (1d2-1 2 claws) and +0 
  melee (1d4-1 bite); SQ: nature sense, animal 
  companion, wild empathy, woodland stride, trackless 
  step, scent, low light vision; AL: NE; SV: Fort +5, Ref 
  +4, Will +5; Str 8, Dex 17, Con 15, Int 16, Wis 14, Cha 8. 
  Skills and Feats:  Concentration +8, Escape Artist +4, 
  Handle Animal +5, Hide +6, Listen +4, Move Silently 
  +6, Search +5, Spot +4, Survival +6, Speak Common, 
  Infernal, Orc, Ordai, Swim +2; Improved Initiative, 
  Natural Spell. 
  Bells in Gold 
   
  Page 18 
  
   
  Possessions: Bracers of armor +1. 
   
  Spells Prepared (4/3/2; base DC = 12 + spell level): 
  0 – Cure Minor Wounds, Detect Magic, Flare, Know 
  Direction; 1
  st – Entangle, Magic Fang, Speak with 
  Animals, 2
  nd – Barkskin, Flaming Sphere.  
   
  � Willie’s companion: Owl: tiny animal; HD 3d8; hp 
  15; Init +8; Spd 10 ft., fly 40 ft. (average); AC 20 (touch 
  16, flat-footed 16) [[+2 size, +4 Dex, +4 natural]]; BA/G 
  +2/-9; Atk +8 melee (1d4-3, talon); Full Atk +8 melee 
  (1d4-3, 2 talons); SQ Link, share spells, evasion, low 
  light vision; AL N; SV Fort +3, Ref +7, Will +3; Str 5, 
  Dex 18, Con 10, Int 2, Wis 14, Cha 4. 
   
  Skills and Feats: Listen +14, Move Silently +17, 
  Spot +8; Improved Initiative, Weapon Finesse.  
   
  � Snakecatcher, male raccoon Drd 3; CR 3; Tiny-sized 
  awakened animal (raccoon); HD 3d8+6; hp 27; Init +7; 
  Spd 30 ft; AC 15 (touch 15, flatfooted 13)[+3 dex, +2 
  size]; BA/G: +2/+1; Atk: +1 melee (1d2-1 claws); Full 
  Atk: +1 melee (1d2-1 2 claws) and +0 melee (1d4-1 bite); 
  SQ: nature sense, animal companion, wild empathy, 
  woodland stride, trackless step, scent, low light vision; 
  AL: CN; SV: Fort +5, Ref +4, Will +5; Str 8, Dex 17, Con 
  15, Int 16, Wis 14, Cha 8. 
   
  Skills and Feats:  Concentration +8, Escape Artist 
  +4, Handle Animal +5, Hide +6, Listen +4, Move 
  Silently +6, Search +5, Spot +4, Survival +6, Speak 
  Common, Infernal, Orc, Ancient Baklunish, Swim +2; 
  Improved Initiative, Natural Spell. 
   
  Spells Prepared (4/3/2; base DC = 12 + spell level): 
  0 – Cure Minor Wounds, Detect Magic, Flare, Know 
  Direction; 1
  st – Entangle, Magic Fang, Produce Flame, 
  2
  nd – Flaming Sphere, Summon Nature’s Ally II. 
   
  � Snakecatcher’s Companion (Wolf): medium 
  animal; HD 5d8+10; hp 38; Init +3; Spd 50 ft.; AC 15 
  (touch 13, flat-footed 12) [[+3 Dex, +2 natural]]; BA/G 
  +3/+5; Atk +6 melee (1d6+2, bite); Full Atk +6 melee 
  (1d6+2 bite); SA: Trip; SQ Link, share spells, evasion, 
  low light vision; AL N; SV Fort +5, Ref +5, Will +1; Str 
  14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
  Skills and Feats: Hide +3, Listen +3, Move Silently +4, 
  Spot +3, Survival +1; Combat Reflexes, Track, Weapon 
  Focus (bite) 
   
  APL 4  
  � Willie Flashpaws, male raccoon Drd 5; CR 5; Tiny-
  sized awakened animal (raccoon); HD 5d8+10; hp 39; 
  Init +7; Spd 30 ft; AC 18 (touch 15, flatfooted 15)[+3 
  dex, +2 size, +2 natural, +1 armor]; BA/G: +3/+2; Atk: +2 
  melee (1d2-1 claw); Full Atk: +2 melee (1d2-1 2 claws) 
  and +1 melee (1d4-1 bite); SQ: nature sense, animal 
  companion, wild empathy, woodland stride, trackless 
  step, scent, low light vision, resist nature’s lure, wild 
  shape; AL: NE; SV: Fort +6, Ref +4, Will +6; Str 8, Dex 
  17, Con 15, Int 16, Wis 15, Cha 8. 
   
  Skills and Feats:  Concentration +11, Escape Artist 
  +5, Handle Animal +5, Hide +7, Listen +6, Move 
  Silently +6, Search +5, Spot +5, Survival +8, Speak 
  Common, Infernal, Orc, Ordai, Swim +3; Improved 
  Initiative, Natural Spell. 
   
  Possessions: Bracers of armor +1. 
   
  Spells Prepared (5/4/3/1; base DC = 12 + spell 
  level): 0 – Cure Minor Wounds, Detect Magic, Flare 
  (2), Know Direction; 1
  st – Entangle, Magic Fang, 
  Obscuring Mist, Speak with Animals, 2
  nd – Barkskin, 
  Flaming Sphere, Owl’s Wisdom, 3
  rd – Summon 
  Nature’s Ally III.  
   
  � Snakecatcher, male raccoon Drd 5; CR 5; Tiny-sized 
  awakened animal (raccoon); HD 5d8+10; hp 39; Init +7; 
  Spd 30 ft; AC 17 (touch 15, flatfooted 14)[+3 dex, +2 
  size, +2 natural]; BA/G: +3/+2; Atk: +2 melee (1d2-1 
  claws); Full Atk: +2 melee (1d2-1 2 claws) and +1 melee 
  (1d4-1 bite); SQ: nature sense, animal companion, wild 
  empathy, woodland stride, trackless step, scent, low 
  light vision, resist nature’s lure, wild shape; AL: CN; 
  SV: Fort +6, Ref +4, Will +6; Str 8, Dex 17, Con 15, Int 
  16, Wis 15, Cha 8. 
   
  Skills and Feats:  Concentration +10, Escape Artist 
  +5, Handle Animal +5, Hide +7, Listen +6, Move 
  Silently +6, Search +5, Spot +6, Survival +8, Speak 
  Common, Infernal, Orc, Ancient Baklunish, Swim +3; 
  Improved Initiative, Natural Spell. 
   
  Spells Prepared (5/4/3/1; base DC = 12 + spell 
  level): 0 – Cure Minor Wounds, Detect Magic, Flare 
  (2), Know Direction; 1
  st – Entangle, Magic Fang, 
  Obscuring Mist, Speak with Animals, 2
  nd – Barkskin, 
  Flaming Sphere, Summon Nature’s Ally II, 3
  rd – Call 
  Lightning.  
   
  APL 6 
  � Willie Flashpaws, male raccoon Drd 8; CR 8; Tiny-
  sized awakened animal (raccoon); HD 8d8+16; hp 60; 
  Init +7; Spd 30 ft; AC 18 (touch 15, flatfooted 15)[+3 
  dex, +2 size, +3 natural]; BA/G: +6/+5; Atk: +5 melee 
  (1d2-1 claws); Full Atk: +5 melee (1d2-1 2 claws) and +2 
  melee (1d4-1 bite); SQ: nature sense, animal 
  companion, wild empathy, woodland stride, trackless 
  step, scent, low light vision, resist nature’s lure, wild 
  shape (3/day, large); AL: NE; SV: Fort +8, Ref +5, Will 
  +8; Str 8, Dex 17, Con 15, Int 16, Wis 16 (20), Cha 8.  
   
  Skills and Feats: Concentration +14, Escape Artist 
  +6, Handle Animal +6, Hide +8, Listen +9, Move 
  Silently +6, Search +5, Spot +9, Survival +10, Speak 
  Common, Infernal, Orc, Ordai, Swim +3; Improved 
  Initiative, Fast Wild Shape, Natural Spell. 
  Bells in Gold 
   
  Page 19 
  
   
  Possessions: Bracers of armor +1. 
   
  Spells Prepared (6/5/4/4/2; base DC = 15 {13} + 
  spell level): 0 – Cure Minor Wounds (2), Detect Magic, 
  Flare (2), Know Direction; 1
  st – Entangle, Magic Fang, 
  Obscuring Mist, Produce Flame, Speak with Animals, 
  2
  nd – Barkskin, Flaming Sphere, Owl’s Wisdom, 
  Summon Swarm, 3rd – Call Lightning, Spike Growth, 
  Wind Wall.  
   
  � Snakecatcher, male raccoon Drd 6; CR 6; Tiny-sized 
  awakened animal (raccoon); HD 6d8+12; hp 46; Init +7; 
  Spd 30 ft; AC 19 (touch 15, flatfooted 16)[+3 dex, +2 
  size, +3 natural, +1 armor]; BA/G: +4/+3; Atk: +3 melee 
  (1d2-1 claws); Full Atk: +3 melee (1d2-1 2 claws) and +1 
  melee (1d4-1 bite); SQ: nature sense, animal 
  companion, wild empathy, woodland stride, trackless 
  step, scent, low light vision, resist nature’s lure, wild 
  shape (2/day); AL: CN; SV: Fort +7, Ref +5, Will +7; Str 
  8, Dex 17, Con 15, Int 16, Wis 15, Cha 8. 
   
  Skills and Feats:  Concentration +16, Escape Artist 
  +6, Handle Animal +6, Hide +8, Listen +6, Move 
  Silently +6, Search +5, Spot +6, Survival +9, Speak 
  Common, Infernal, Orc, Ancient Baklunish, Swim +3; 
  Combat Casting, Improved Initiative, Natural Spell. 
   
  Possessions: Bracers of armor +1. 
   
  Spells Prepared (5/4/4/2; base DC = 12 + spell 
  level): 0 – Cure Minor Wounds, Detect Magic, Flare 
  (2), Know Direction; 1
  st – Entangle, Magic Fang, 
  Obscuring Mist, Speak with Animals, 2
  nd – Barkskin, 
  Flaming Sphere, Resist Energy, Summon Nature’s Ally 
  II, 3
  rd – Call Lightning, Summon Nature’s Ally III.  
   
  APL 8 
  � Willie Flashpaws, male raccoon Drd 10; CR 10; 
  Tiny-sized awakened animal (raccoon); HD 10d8+20; 
  hp 74; Init +7; Spd 30 ft; AC 20 (touch 15, flatfooted 
  17)[+3 dex, +2 size, +4 natural, +1 armor]; BA/G: +7/+6; 
  Atk: +6 melee (1d2-1 claws); Full Atk: +6 melee (1d2-1 2 
  claws) and +6 melee (1d4-1 bite); SQ: nature sense, 
  animal companion, wild empathy, woodland stride, 
  trackless step, scent, low light vision, resist nature’s 
  lure, wild shape (4/day, large), venom immunity; AL: 
  NE; SV: Fort +9, Ref +6, Will +9; Str 8, Dex 17, Con 15, 
  Int 16, Wis 16 (20), Cha 8.  
   
  Skills and Feats: Concentration +16, Escape Artist 
  +7, Handle Animal +6, Hide +9, Listen +10, Move 
  Silently +7, Search +6, Spot +11, Survival +11, Speak 
  Common, Infernal, Orc, Ordai, Swim +3; Blindsight, 
  Improved Initiative, Fast Wild Shape, Natural Spell. 
   
  Possessions: Bracers of armor +1, Potion of Cure 
  Moderate Wounds. 
   
  Spells Prepared (6/5/5/4/3/2; base DC = 15 {13} + 
  spell level): 0 – Cure Minor Wounds (2), Detect Magic, 
  Flare (2), Know Direction; 1
  st – Entangle, Magic Fang, 
  Obscuring Mist, Produce Flame, Speak with Animals, 
  2
  nd – Barkskin, Chill Metal, Flaming Sphere, Owl’s 
  Wisdom, Summon Swarm, 3rd – Call Lightning, 
  Poison, Spike Growth, Wind Wall, 4th – Dispel Magic, 
  Freedom of Movement, Ice Storm, 5th –Stoneskin, 
  Wall of Fire.  
   
  � Snakecatcher, male raccoon Drd 8; CR 8; Tiny-sized 
  awakened animal (raccoon); HD 8d8+16; hp 60; Init +7; 
  Spd 30 ft; AC 18 (touch 15, flatfooted 14)[+3 dex, +2 
  size, +2 natural, +1 armor]; BA/G: +6/+5; Atk: +5 melee 
  (1d2-1 claws); Full Atk: +5 melee (1d2-1 2 claws) and +2 
  melee (1d4-1 bite); SQ: nature sense, animal 
  companion, wild empathy, woodland stride, trackless 
  step, scent, low light vision, resist nature’s lure, wild 
  shape (3/day, large); AL: CN; SV: Fort +8, Ref +4, Will 
  +8; Str 8, Dex 17, Con 15, Int 16, Wis 16 (20), Cha 8.  
   
  Skills and Feats: Concentration +19, Escape Artist 
  +6, Handle Animal +6, Hide +8, Listen +9, Move 
  Silently +6, Search +5, Spot +8, Survival +10, Speak 
  Common, Infernal, Orc, Ancient Baklunish, Swim +3; 
  Combat Casting, Improved Initiative, Natural Spell. 
   
  Possessions: Bracers of armor +1, Potion of Cure 
  Moderate Wounds. 
   
  Spells Prepared (6/5/4/4/2; base DC = 15 {13} + 
  spell level): 0 – Cure Minor Wounds (2), Detect Magic, 
  Flare (2), Know Direction; 1
  st – Entangle, Magic Fang, 
  Obscuring Mist, Produce Flame, Speak with Animals, 
  2
  nd – Barkskin, Flaming Sphere, Owl’s Wisdom, 
  Summon Nature’s Ally II, 3rd – Call Lightning, 
  Regenerate Ring, Spike Growth, Summon Nature’s 
  Ally III, 4
  th – Flame Strike, Rusting Grasp.  
   
  APL 10 
  � Willie Flashpaws, male raccoon Drd 12; CR 12; 
  Tiny-sized 
  awakened 
  animal 
  (raccoon); 
  HD 
  12d8+24+12; hp 100; Init +7; Spd 30 ft; AC 21 (touch 
  15, flatfooted 18)[+3 dex, +2 size, +5 natural, +1 armor]; 
  BA/G: +9/+8; Atk: +8 melee (1d2-1 claws); Full Atk: +8 
  melee (1d2-1 2 claws) and +4 melee (1d4-1 bite); SQ: 
  nature sense, animal companion, wild empathy, 
  woodland stride, trackless step, scent, low light vision, 
  resist nature’s lure, wild shape (4/day, large, tiny, 
  plant), venom immunity; AL: NE; SV: Fort +10, Ref +7, 
  Will +10; Str 8, Dex 17, Con 15, Int 16, Wis 17 (21), Cha 
  8.  
   
  Skills and Feats: Concentration +16, Escape Artist 
  +8, Handle Animal +8, Hide +11, Listen +12, Move 
  Silently +7, Search +7, Spot +11, Survival +12, Speak 
  Common, Infernal, Orc, Ordai, Swim +3; Blindsight, 
  Improved Initiative, Improved Toughness, Fast Wild 
  Shape, Natural Spell. 
   
  Possessions: Bracers of armor +1, Potion of Cure 
  Moderate Wounds. 
  Bells in Gold 
   
  Page 20 
  
   
  Spells Prepared (6/6/5/5/3/3/2; base DC = 15 {13} 
  + spell level): 0 – Cure Minor Wounds (2), Detect 
  Magic, Flare (2), Know Direction; 1
  st – Cure Light 
  Wounds, Entangle, Magic Fang, Obscuring Mist, 
  Produce Flame, Speak with Animals, 2
  nd – Barkskin, 
  Chill Metal, Flaming Sphere, Owl’s Wisdom, Summon 
  Swarm, 3rd – Call Lightning, Poison, Spike Growth, 
  Summon Nature’s Ally III, Wind Wall, 4th – Dispel 
  Magic, Freedom of Movement, Ice Storm, 5th – Call 
  Lightning Storm, Stoneskin, Wall of Fire, 6th – Bear’s 
  Endurance (Mass), Dispel Magic (Greater), Fire Seeds.  
   
  � Willie’s Companion (dire lion); Large Animal; HD 
  10d8+30; hp 76; Init +2; Spd 40 ft.; AC 18 (touch 12, 
  flat-footed 15) [-1 size, +3 Dex, +6 natural]; BA/G 
  +7/+19; Atk +15 melee (1d6+8, claw); Full Atk +15 
  melee (1d6+8, 2 claws) and +8 melee (1d8+4, bite); SA 
  improved grab, pounce, rake 1d6+3; SQ low light 
  vision, scent, link, share spells, evasion; AL N; SV Fort 
  +10, Ref +9, Will +8; Str 26, Dex 16, Con 17, Int 2, Wis 
  12, Cha 10.  
   
  Skills and Feats: Hide +3 (+9 in tall grass or heavy 
  overgrowth), Listen +8, Move Silently +5, Spot +7; 
  Alertness, Combat Reflexes, Run, Weapon Focus 
  (claw).  
   
  Improved grab (Ex): To use this ability, the dire 
  lion must hit with its bite attack.  It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity.  If it wins the grapple check, it 
  establishes a hold and can rake.  
   
  Pounce (Ex): If a dire lion charges, it can make a 
  full attack, including two rake attacks.  
   
  Rake (Ex): Attack bonus +12 melee, damage 
  1d6+3. 
   
  � Snakecatcher, male raccoon Drd 9; CR 9; Tiny-sized 
  awakened animal (raccoon); HD 9d8+18; hp 67; Init +7; 
  Spd 30 ft; AC 19 (touch 15, flatfooted 16)[+3 dex, +2 
  size, +3 natural, +1 armor]; BA/G: +6/+5; Atk: +5 melee 
  (1d2-1 claws); Full Atk: +5 melee (1d2-1 2 claws) and +2 
  melee (1d4-1 bite); SQ: nature sense, animal 
  companion, wild empathy, woodland stride, trackless 
  step, scent, low light vision, resist nature’s lure, wild 
  shape (3/day, large), venom immunity; AL: CN; SV: 
  Fort +8, Ref +5, Will +8; Str 8, Dex 17, Con 15, Int 16, 
  Wis 16 (20), Cha 8.  
   
  Skills and Feats: Concentration +19, Escape Artist 
  +6, Handle Animal +6, Hide +8, Listen +11, Move 
  Silently +7, Search +5, Spot +9, Survival +11, Speak 
  Common, Infernal, Orc, Ancient Baklunish, Swim +4; 
  Combat Casting, Dodge, Improved Initiative, Natural 
  Spell. 
   
  Possessions: Bracers of armor +1, Potion of Cure 
  Moderate Wounds. 
   
  Spells Prepared (6/5/5/4/2/1; base DC = 15 {13} + 
  spell level): 0 – Cure Minor Wounds (2), Detect Magic, 
  Flare (2), Know Direction; 1
  st – Entangle, Magic Fang, 
  Obscuring Mist, Produce Flame, Speak with Animals, 
  2
  nd – Barkskin, Flaming Sphere, Owl’s Wisdom, 
  Summon Nature’s Ally II, Resist Energy, 3rd – Call 
  Lightning, Spike Growth, Summon Nature’s Ally III, 
  Regenerate Ring, 4
  th – Flame Strike, Rusting Grasp, 5
  th 
  – Animal Growth. 
   
  APL 12 
  � Willie Flashpaws, male raccoon Drd 14; CR 14; 
  Tiny-sized 
  awakened 
  animal 
  (raccoon); 
  HD 
  14d8+28+14; hp 116; Init +7; Spd 30 ft; AC 21 (touch 
  15, flatfooted 18)[+3 dex, +2 size, +5 natural, +1 armor]; 
  BA/G: +10/+9; Atk: +9 melee (1d2-1 claws); Full Atk: +9 
  melee (1d2-1 2 claws) and +5 melee (1d4-1 bite); SQ: 
  nature sense, animal companion, wild empathy, 
  woodland stride, trackless step, scent, low light vision, 
  resist nature’s lure, wild shape (5/day, large, tiny, 
  plant), venom immunity, thousand faces; AL: NE; SV: 
  Fort +11, Ref +7, Will +11; Str 8, Dex 17, Con 15, Int 16, 
  Wis 17 (21), Cha 8.  
   
  Skills and Feats: Concentration +18, Escape Artist 
  +9, Handle Animal +10, Hide +13, Listen +14, Move 
  Silently +8, Search +7, Spot +13, Survival +12, Speak 
  Common, Infernal, Orc, Ordai, Swim +3; Blindsight, 
  Improved Initiative, Improved Toughness, Fast Wild 
  Shape, Natural Spell. 
   
  Possessions: Bracers of armor +1, Potion of Cure 
  Moderate Wounds, Potion of Greater Magic Fang +3. 
   
  Spells Prepared (6/6/6/5/4/3/3/2; base DC = 15 
  {13} + spell level): 0 – Cure Minor Wounds (2), Detect 
  Magic, Flare (2), Know Direction; 1
  st – Cure Light 
  Wounds, Entangle, Magic Fang, Obscuring Mist, 
  Produce Flame, Speak with Animals, 2
  nd – Adrenaline 
  Surge, Barkskin, Chill Metal, Flaming Sphere, Owl’s 
  Wisdom, Summon Swarm, 3rd – Call Lightning, Cure 
  Moderate Wounds, Poison, Spike Growth, Summon 
  Nature’s Ally III, Wind Wall, 4th – Dispel Magic, 
  Flame Strike, Freedom of Movement, Ice Storm, 5th – 
  Call Lightning Storm, Stoneskin, Wall of Fire, 6th – 
  Bear’s Endurance (Mass), Dispel Magic (Greater), Fire 
  Seeds, 7th – Heal, Sunbeam.  
   
  � Snakecatcher, male raccoon Drd 12; CR 12; Tiny-
  sized awakened animal (raccoon); HD 12d8+24+12; hp 
  100; Init +7; Spd 30 ft; AC 21 (touch 15, flatfooted 
  18)[+3 dex, +2 size, +5 natural, +1 armor]; BA/G: +9/+8; 
  Atk: +8 melee (1d2-1 claws); Full Atk: +8 melee (1d2-1 2 
  claws) and +4 melee (1d4-1 bite); SQ: nature sense, 
  animal companion, wild empathy, woodland stride, 
  trackless step, scent, low light vision, resist nature’s 
  lure, wild shape (4/day, large, tiny, plant), venom 
  Bells in Gold 
   
  Page 21 
  
  immunity; AL: CN; SV: Fort +10, Ref +7, Will +10; Str 
  8, Dex 17, Con 15, Int 16, Wis 17 (21), Cha 8.  
   
  Skills and Feats: Concentration +21, Escape Artist 
  +7, Handle Animal +8, Hide +10, Listen +11, Move 
  Silently +8, Search +9, Spot +11, Survival +13, Speak 
  Common, Infernal, Orc, Ancient Baklunish, Swim +5; 
  Combat 
  Casting, 
  Dodge, 
  Improved 
  Initiative, 
  Improved Toughness, Natural Spell.  
   
  Possessions: Bracers of armor +1, Potion of Cure 
  Moderate Wounds. 
   
  Spells Prepared (6/6/5/5/3/3/2; base DC = 15 {13} 
  + spell level): 0 – Cure Minor Wounds (2), Detect 
  Magic, Flare (2), Know Direction; 1
  st – Entangle (2), 
  Magic Fang, Obscuring Mist, Produce Flame, Speak 
  with Animals, 2
  nd – Barkskin, Flaming Sphere, Owl’s 
  Wisdom, Summon Nature’s Ally II, Resist Energy, 3rd 
  – Call Lightning, Greater Magic Fang, Spike Growth, 
  Summon Nature’s Ally III, Regenerate Ring, 4
  th – 
  Flame Strike, Freedom of Movement, Rusting Grasp, 
  5
  th – Animal Growth, Cure Critical Wounds, Insect 
  Plague, 6
  th – Fire Seeds, Dispel Magic (Greater). 
   
  � Snakecatcher’s Companion (dire lion); Large 
  Animal; HD 10d8+30; hp 76; Init +2; Spd 40 ft.; AC 18 
  (touch 12, flat-footed 15) [-1 size, +3 Dex, +6 natural]; 
  BA/G +7/+19; Atk +15 melee (1d6+8, claw); Full Atk 
  +15 melee (1d6+8, 2 claws) and +8 melee (1d8+4, bite); 
  SA improved grab, pounce, rake 1d6+3; SQ low light 
  vision, scent, link, share spells, evasion; AL N; SV Fort 
  +10, Ref +9, Will +8; Str 26, Dex 16, Con 17, Int 2, Wis 
  12, Cha 10.  
   
  Skills and Feats: Hide +3 (+9 in tall grass or heavy 
  overgrowth), Listen +8, Move Silently +5, Spot +7; 
  Alertness, Power Attack, Run, Weapon Focus (claw).  
   
  Improved grab (Ex): To use this ability, the dire 
  lion must hit with its bite attack.  It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity.  If it wins the grapple check, it 
  establishes a hold and can rake.  
   
  Pounce (Ex): If a dire lion charges, it can make a 
  full attack, including two rake attacks.  
   
  Rake (Ex): Attack bonus +12 melee, damage 
  1d6+3.  
   
  Encounter Seven: 
   
  ALL APLs 
   
  � Sir Tarik Einar, Human male, Drd13 Shifter3; HD 
  16d8+20+15; hp 143; Init +1; Spd 30 ft; AC 27 (touch 
  13, flatfooted 26)[+8 armor, +2 deflection, +1 Dex, +5 
  natural]; BA/G: +11/+11; Atk: +13 melee (1d8+2 crit X 3 
  Longspear +2); Full Atk: +13/+8/+3 melee (1d8+2 crit X 
  3 Longspear +2) or +15/+10/+5 ranged (1d4 sling); SA: 
  nature sense, animal companion, wild empathy, 
  woodland stride, trackless step, scent, low light vision, 
  resist nature’s lure, greater wild shape (7/day; large, 
  tiny, dire, humanoid, beast or plant), venom immunity; 
  Fort +13, Ref +9, Will +14; Str 10, Dex 14, Con 14, Int 
  14, Wis 20, Cha 16; AL CN. 
  Skills and Feats:  Climb +6, Concentration +22, 
  Diplomacy +15, Disguise +11, Heal +15, Hide +6, 
  Knowledge (Nature) +11, Listen +11, Move Silently +6, 
  Sense motive +10, Spot +13, Survival +18, Swim +4; 
  Alertness, Endurance, Fast Wild Shape, Improved 
  Toughness, Multiattack, Natural Spell, Track 
  Languages:  Common, Elven, Goblin, Orc, Druidic  
   
  Greater Wild Shape (Ex): A shifter can take the 
  form of another creature, as per the polymorph self 
  spell, but may only take one form per use.  The druid 
  does regain hit points as though he rested a full day. A 
  druid is not disoriented when using this ability. As a 
  shifter, he may a non-animal form; including 
  humanoid, beast or plant; up to the maximum hit dice 
  that he possesses. He may designate what pieces of 
  equipment meld into the new form and which do not.  
  He may use his standard wild shape ability as greater 
  wild shape and can mix and match benefits of the two 
  abilities as desired (e.g. becoming a large humanoid).   
  Suggested Favored Forms: Chimera (combat), 
  dire bear (combat), Grey render (combat), 
  Pegasus (to flee if room), owl (to flee if less 
  room, then switches to faster Pegasus form 
  when able).   
  Possessions: Ironwood Fullplate +1, +2 Longspear, 
  Boots of Speed, Ring of Protection +2, 2 Potions of cure 
  moderate wounds, Torc of animal speech, Elixir of 
  Firebreath   
   
  Spells Prepared (6/6/6/5/5/4/2/1; base DC = 15 + 
  spell level): 0 – Detect Magic, Flare, Guidance (2), 
  Know Direction, Light; 1
  st - Entangle, Cure Light 
  Wounds, Faerie Fire, Obscuring Mist, Produce Flame 
  (2); 2
  nd - Barkskin, Flaming Sphere, Lesser Restoration, 
  Heat Metal, Chill Metal, Resist Energy; 3
  rd – Call 
  Lightning, Greater Magic Fang, Poison (2), Cure 
  Moderate Wounds; 4
  th – Air Walk, Flame Strike, 
  Freedom of Movement, Dispel Magic, Ice Storm; 5
  th – 
  Animal Growth, Cure Critical Wounds, Tree Stride, 
  Stoneskin; 6
  th - Greater Dispel Magic, Liveoak, 7
  th – 
  Firestorm. 
   
  Bells in Gold 
   
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  DM AID #2 
  New Rules Items 
   
  Feats  
   
  Blindsight [Wild] 
  Your senses are as keen as the bats. 
   
  Prerequisites: Ability to use wild shape to become 
  a dire bat. 
  Benefit: You gain the extraordinary ability 
  blindsight (as described in the DMG), which operates 
  regardless of your form.  Like the dire bat, you emit 
  high frequency sounds, inaudible to most creatures, as 
  a form of sonar that allows you to locate objects and 
  creatures within 120 feet.  Since this ability relies on 
  hearing, any circumstance that deprives you of that 
  sense also negates your blindsight.  
   
  Reference: Masters of the Wild, page 21.  
   
  Energy Substitution [Metamagic[ 
  You can modify a spell that uses one type of energy to 
  use another type of energy. 
   
  Prerequisites: Any other metamagic feat, 5 ranks 
  in Knowledge (arcane).   
   
  Benefit: Choose one type of energy: acid, cold, 
  electricity, fire or sonic.  You can modify a spell with an 
  energy designator to use the chosen type of energy 
  instead.  A substituted spell works normally in all 
  respects except the type of damage dealt.  A substituted 
  spell uses a spell slot of the spell’s normal level, 
  modified by any other metamagic feats. 
   
  Reference: Tome and Blood, page 40.  
   
  Fast Wild Shape [General] 
  You assume your wild shape faster and more easily 
  than you otherwise could.   
   
  Prerequisites: Ability to use wild shape to become 
  a dire animal, Dex 13. 
  Benefit: You gain the ability to use wild shape as a 
  move equivalent action.   
   
  Reference: Masters of the Wild, page 22.  
   
  Hold the Line (General) 
  You are trained in defensive techniques against 
  charging opponents.  
   
  Prerequisites: Base attack bonus +2, Combat 
  Reflexes.  
   
  Benefit: You may make an attack of opportunity 
  against an opponent who charges you when he enters 
  an area you threaten. Your attack of opportunity 
  happens immediately before the charge attack is 
  resolved.  
   
  Reference: Sword and Fist, page 7.  
   
  Multiattack [General] 
  You are adept at using all your natural weapons at once.  
   
  Prerequisites: Access to a form that has three or 
  more natural weapons, either naturally or through 
  shapechanging.  
   
  Benefit: Your secondary attacks with natural 
  weapons suffer only a –2 penalty.  
   
  Reference: Masters of the Wild, page 24.  
   
  Power Lunge (General) 
  Your ferocious attack may catch an opponent 
  unprepared.  
   
  Prerequisites: Base attack bonus +3, Power Attack.  
   
  Benefit: A successful attack roll during a charge 
  allows you to inflict double your normal Strength 
  modifier in addition to the attack's damage. You 
  provoke an attack of opportunity from the opponent 
  you charged.  
   
  Reference: Sword and Fist, page 8.  
   
  Resistance to Energy [General] 
  You channel the power of nature to resist a particular 
  energy type (fire, cold, electricity, acid or sonic).   
   
  Prerequisites: Base Fort save bonus +8.  
  Benefit: Choose an energy form.  You gain 
  resistance 5 against that energy type.  For example, if 
  you choose fire, you ignore the first 5 points of fire 
  damage you take each round, regardless of whether 
  that damage stems from a mundane or magical source.   
   
  Reference: Masters of the Wild, page 25.  
   
  Spells  
   
  Adrenaline Surge (Transmutation) 
  Level: Drd 2, Sor/Wiz 2 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Your summoned creatures within a spherical 
  emanation with a radius equal to the range, centered 
  on you. 
  Duration: 1 round/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
   
  Each of your summoned creatures within the area 
  receives a +4 enhancement bonus to Strength.  This 
  Bells in Gold 
   
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  effect lasts until the spell ends or the creature leaves 
  the area. 
   
  Reference: Masters of the Wild, p. 82. 
   
  Regenerate Ring (Conjuration/Healing) 
  Level: Drd 3 
  Components: V, S 
  Casting Time: 1 action 
  Range: 20 feet 
  Area: One creature/two levels, no two of which can be 
  more than 30 feet apart.  
  Duration: 10 rounds + 1 round/2 levels  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  You invoke energy over a group of creatures, granting 
  each the fast healing ability for the duration of the 
  spell.  This healing applies only to damage sustained 
  during the spells duration, not to that from previous 
  injuries.  Each subject heals 1 hit point per round of 
  such damage until the spell ends and is automatically 
  stabilized if he or she begins dying from hit point loss 
  during that time.  Regenerate ring does not restore hit 
  points lost from starvation, thirst or suffocation, nor 
  does it allow a creature to regrow or attach lost body 
  parts.   
   
  The effects of multiple regenerate spells do not 
  stack: only the highest level effect applies.  Applying a 
  second regenerate spell of equal level extends the first 
  spells duration by the full duration of the second spell. 
   
  Reference: Masters of the Wild, p. 93. 
  Bells in Gold 
   
  Page 24 
   
  
  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. 
  Is Sir Tarik’s part in the attacks reported to the authorities? 
  YES 
  NO 
   
  2. 
  What is Lord Ogart’s final status? 
   
  Alive/Engaged  
  Dead  
    
   
  3. 
  What is Sir Tarik’s final status? 
  Dead 
  Captured 
  Fled 
     Engaged  
   
  4. 
  What is Willie Flashpaws final status? 
  Dead 
  Captured 
  Fled 
   
  5. 
  What is Snakecatcher’s final status? 
  Dead 
  Captured 
  Fled 
   
  6. 
  With whom is the Countess Engaged? 
   
  Sir Tarik 
  Lord Ogart 
   
   
   
   
   
   
   
  7. 
  Comments (Optional).  Please explain any unusual circumstances 
   
   
   
   
  Bells in Gold 
   
  Page 25 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/594/Normal Scenarios/FUR4-03 - Bells in Gold (APL 2-12)/FUR4-03 - Bells in Gold.pdf