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 Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
  outlaw658@yahoo.com for LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
   
  Dyv5-04 
   
   
   
   
   
   
  No More! 
   
  A One Round D&D® LIVING GREYHAWK™ 
  Dyvers Regional Adventure 
   
  By Joseph L. Selby 
  Triad Edit: Kevin Elmore 
  Circle Edit: Tim Sech 
   
   
   
  No magister. No government. No peace. No hope. No Dyvers. Not any more. The City of Sails stands on the precipice. 
  The only thing keeping it from being lost to history…is you. A Dyvers regional adventure for character levels 1 to 14.  
  (APLs 2 to 12). 
   
   
  
  Dyv5-04 No More! 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in charge 
  of making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back 
  to the RPGA in a timely manner. The person who runs 
  the game is called the table DM (or usually just DM). 
  Sometimes (and almost all the time in the cases of home 
  events) the senior gamemaster is also the table DM. You 
  don’t have to be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 
  
  Dyv5-04 No More! 
   
  Page 3 
  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 and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may not 
  play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Dyvers.  Characters native to Dyvers 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. 
  The One Day War 
   
  In the late spring of CY 595, the forces of Eastguard and 
  Westguard both marched to Dyvers proper and invaded 
  the city in the pretense of defending the city against the 
  other army. During the course of the ensuing battle, 
  adventurers acting as forward scouts discovered that 
  devils had infiltrated both armies and were exacerbating 
  the conflict. Also, the forces of Eastguard (under the 
  command of Derreg Lord Pengallen), were using assassins 
  from Greyhawk to eliminate Westguard’s scouts. After the 
  Kesser Massacre (see Dyv5-03 Dining with the Dragon), 
  the remainder of the “Big 6” have been evacuated to a 
  number of predetermined locations. 
   
  Depending on the results of the Dyv5-04INT East vs. 
  West Interactive, Derreg Lord Pengallen or Ethane 
  Leardyn (son of Enruhl Lord Leardyn) may be named 
  magister. If neither army was successful, then the 
  constabulary is currently running the city. 
  Adventure Background 
   
  Following the One Day War, the guildmasters of the city, 
  especially 
  George 
  Good—the 
  head 
  of 
  the 
  Dweomercrafter’s Guild—feel that, regardless of whether 
  there is a sitting magister, the city would function more 
  effectively if the remaining gentry returned home. 
  George Good has made arrangements with the Wayfarer’s 
  Guild to ferry the PCs to the various evacuation locations 
  of the Big 6. He has also scryed on Larissa Hunter (for the 
  first time since she left Dyvers) and asks the PCs (or 
  secretly arranges for the Wayfarers to take them there if 
  there is a sitting magister) to try and find her and 
  convince her to return to the city. 
  Adventure Summary 
   
  Introduction 
  Encounter 1 Devilry: Although the bulk of the fighting 
  took place in one day, there are still spots of civil unrest 
  popping up across the city. Most of this discontent is 
  caused by devils influencing common citizens. 
  Encounter 2 Guildmaster Good: The players meet with 
  George Good, guildmaster of the Dweomercrafter’s Guild. 
  He’s made arrangements with the Wayfarer’s Guild and 
  asks the PCs to go see the remaining “Big 6” gentry and 
  convince them to return to Dyvers 
  Encounter 3 Lord Grandhearth: The characters go to 
  Caltaran. Klabert Grandhearth is the only noble to have 
  not fled Dyvers. He’s fortified his position within his 
  manor and the PCs have to find a way to reach him. Once 
  they do, he is eager to return to the city. 
  Encounter 4 Foreshadowing: Teleporting into the 
  Gnarley Forest, the PCs stumble on an orcish raiding 
  party. After the battle is over, they can discover that some 
  of the orcs were from the Pomarj. 
  Encounter 5 Lord Grift: Lord Grift was badly wounded 
  during the ambush and is being healed by a benevolent 
  druid in his cottage. Although he is concerned about the 
  well-being of the city, he’s being cautious, knowing that 
  his association with House Pengallen may be turned 
  against him. 
  Encounter 6 Lord Maltrus: Lord Maltrus has left for 
  Chendl in Furyondy. This is the first time he’s been back 
  
  Dyv5-04 No More! 
   
  Page 4 
  in years and he was unaware of the troubles that plagued 
  that city. He’s heard of what happened in Dyvers and 
  wonders if there’s any purpose to trying to defend the 
  world against the forces of evil. They are relentless in 
  their pursuits. Regardless of whether a city is a bastion of 
  goodness like Chendl or one of neutrality like Dyvers, 
  evil presses its advance regardless. 
  Encounter 7 Lord Navoy: There was an attempted 
  assassination attempt against Lord Navoy when he first 
  arrived in the County of Urnst, so he’s suspicious of the 
  PCs since they are not the predesignated people to return 
  him back to the city. 
  Encounter 8 Larissa Hunter: Depending on who is in 
  charge following the One Day War, the Wayfarer’s Guild 
  takes the PCs to the middle of the Nyr Dyv (either 
  knowingly or unknowingly). There, they find a slaver 
  holding pen and stumble on some Yuant-Ti picking 
  through the remains of the dead. 
  Conclusion 
  Introduction 
   
  Give Player Handout #1 to all Alliance members. 
  Life in Dyvers has taken on a surreal light. After the 
  citizens of Dyvers forced a peace between the forces 
  of Westguard and Eastguard, Derreg Lord Pengallen 
  fled the Free Lands. Ethane Leardyn accepted 
  responsibility for the actions of Westguard and rather 
  than see his father jailed. The Knights of the Hart 
  have returned to Furyondy, and the brothers 
  Zomawyn, high priests of Zilchus and Xerbo, pursued 
  the devil cambion Kurault as he fled back to the 
  Empire of Iuz. Some rumors even say the clerics have 
  left this plane in their pursuit, tracking Kurault into 
  the pits of the Nine Hells. With the gentry council in 
  ruins and the remaining “Big 6” in hiding, leadership 
  of the city is left to Colonel Dolorrak and the 
  constabulary. Meanwhile, the last remnants of civil 
  unrest still need to be quelled. Roll initiative. 
  Encounter 1: Devilry 
   
  A number of citizens have been corrupted by devils (who 
  have disguised themselves as humans) and continue to 
  fight even though the armies have long since ceased 
  fighting. It is easy for them to notice that one of the 
  aggressors (the devil in disguise) is convincing the rest to 
  press the attack and continue the fight. 
  NOTE: The devil is wearing a hat of disguise. 
  APL 2 (EL 2) 
  �Imp: devil; hp 13; see Monster Manual page 56. 
  �Citizen Warriors (2): Male human War1; hp 10 each; 
  see Appendix 1. 
  APL 4 (EL 4) 
  �Imp: devil; hp 13; see Monster Manual page 56. 
  �Citizen Fighters (2): Male human Ftr1; hp 12 each; see 
  Appendix 1. 
  APL 6 (EL 6) 
  �Bearded Devil: devil; hp 45; see Monster Manual page 
  52. 
  �Citizen Fighters (2): Male human Ftr1; hp 12 each; see 
  Appendix 1. 
  �Citizen Rogue: Male human Rog1; hp 8; see Appendix 
  1. 
  APL 8 (EL 8) 
  �Bearded Devil: devil; hp 45; see Monster Manual page 
  52. 
  �Citizen Fighters (2): Male human Ftr4; hp 36 each; see 
  Appendix 1. 
  �Citizen Rogue: Male human Rog4; hp 26; see 
  Appendix 1. 
  APL 10 (EL 10) 
  �Chain Devil: devil; hp 52; see Monster Manual page 
  52-53. 
  �Citizen Fighters (2): Male human Ftr6; hp 52 each; see 
  Appendix 1. 
  �Citizen Rogue: Male human Rog6; hp 38; see 
  Appendix 1. 
  �Citizen Wizard: Male human Sor4; hp 17; see 
  Appendix 1. 
  APL 12 (EL 12) 
  �Bone Devil: devil; hp 95; see Monster Manual page 52-
  53. 
  �Citizen Fighters (2): Male human Ftr7; hp 60 each; see 
  Appendix 1. 
  �Citizen Rogue: Male human Rog7; hp 44; see 
  Appendix 1. 
  �Citizen Wizard: Male human Sor7; hp 29; see 
  Appendix 1. 
  
  Dyv5-04 No More! 
   
  Page 5 
   
  Tactics: The group has no real tactics. They’re a mob 
  affected by the lingering rage effects from the One Day 
  War. As such, they fight as a mob, aiding each other when 
  possible (providing a flank for the rogue, etc.), but have 
  little sense of group cooperation or tactics. Once the 
  devil(s) are dead, the citizens lose the will to fight and 
  begin defending themselves (attacking those who attack 
  them). If the fight worsens, they attempt to flee. 
  Treasure: 
  All APLs – L: 8 gp, C: 0 gp, M: hat of disguise (150 gp per 
  character). 
   
  Encounter 2: Guildmaster 
  Good 
   
  Once the party has defeated the encounter, a human 
  dressed in the robes of the Dweomercrafter’s Guild 
  teleports beside them. He is not armed nor does he have a 
  spell component pouch visible. He begins speaking, but is 
  willing to explain himself and his intentions until the 
  players are satisfied that he is not a threat. 
  “Thank all that is good that I have finally found you. 
  My name is Abas Grah from the Wayfarer’s Guild. I 
  have been contracted by George Good, guildmaster of 
  the Dweomercrafter’s Guild, to find you and take you 
  to meet him. If you are willing, I can teleport you 
  directly to the guild towers. If you are not, I would 
  hope that you trust the name of George Good enough 
  to make your way there as quickly as you are able.” 
  Players may make a Knowledge (local: Velverdyva, Tuflik, 
  Fals Trade Route) check or an Intelligence check (DC 10) 
  to know that George Good is the guildmaster of the 
  Dweomercrafter’s Guild and that there is a Wayfarers 
  Guild in Dyvers; a Knowledge (local) or Bardic 
  knowledge check (DC 20) to recognize Abas Grah as a 
  member of the Wayfarers guild. 
   
  If the party agrees to meet with Guildmaster Good, 
  continue with this encounter. If they don’t, they are later 
  recruited by Colonel Dolorrak. He approaches the party 
  later and asks them to meeting with Guildmaster Good 
  for the benefit of the entire city. If they are still unwilling, 
  the adventure is over. 
  The towers of the Dweomercrafter’s guild are dark. 
  Most of the wizards are still working about the city, 
  trying to repair some of the damage from the One Day 
  War. Good stands in the doorway. He looks tired, bags 
  under his eyes and his hair grayer than just a few 
  weeks before. 
  Guildmaster Good invites the PCs inside, but has no food 
  or drink to offer you. He is direct and to the point. He is 
  unwilling to suffer any impertinent attitudes. He hasn’t 
  slept in days and still has a lot of work to do 
  • 
  Although most people don’t see it, the government of 
  Dyvers is an extensive network of balances. With the 
  gentry council in ruins and the remaining Big 6 
  missing, Dyvers is more of a despotism than a Free 
  and Independent City. 
  • 
  Although the constabulary is doing a good job, there 
  is 
  the 
  general 
  consensus 
  among 
  the 
  city’s 
  infrastructure (guildmasters, high priests, etc.) that 
  the city would be better served with the return of the 
  other regional leaders. 
  • 
  The city’s instability (even if there is a sitting 
  magister) requires that the guilds maintain an active 
  presence. Good cannot send his own guildmembers 
  nor can he request aid from any other powerful 
  guilds, which is why he has contacted the PCs. 
  • 
  The city has an evacuation contingency in place if the 
  Pomarj should ever try to invade. As you might have 
  seen during the One Day War, various temples offer 
  teleportation circles to help evacuate the citizenry. 
  The gentry have their own evacuation methods in 
  place to take them to secure locations. 
  • 
  Helsim Lord Grift has a smaller manor further 
  south into the Gnarley. It is a day’s journey south 
  of his forest mansion. The manor is hidden among 
  the trees to protect House Grift from its enemies. 
  • 
  Bailen Lord Maltrus has a manor in the capital city 
  of Furyondy, Chendl. His family was first granted 
  nobility 
  as 
  a 
  reward 
  for 
  their 
  excellent 
  architectural work during Chendl’s original 
  construction. 
  • 
  Robert Lord Navoy has a manor near Didieln, a 
  small city in the County of Urnst. He has a cousin 
  there and frequently visits to spend time in the 
  countryside. 
  • 
  After some investigation, it was discovered that 
  Klabert Lord Grandhearth never actually left the 
  Free Lands. His escape plan simply took him back 
  to Caltaran, and he’s currently fortified within his 
  mansion there. 
  
  Dyv5-04 No More! 
   
  Page 6 
  • 
  George Good has made arrangements with the 
  Wayfarer’s Guild. Abas Grah is able to take you to any 
  of these locations so that you might negotiate. 
  • 
  Grah is a teleportation specialist and won’t be very 
  useful in a fight. He is there to offer transportation, 
  not arcane assistance. 
  • 
  Because of certain defenses, the group won’t be able 
  to teleport directly to the gentry’s location. If a 
  particular gentryman is in a city manor, for example, 
  they can teleport to the city, but not the manor. 
  • 
  He does not want to sound demeaning, but the 
  characters truly are the heroes of Dyvers. He can 
  only offer a small selection of personal effects, but he 
  hopes this is reward enough. (A Sense Motive check 
  [DC 10] reveals that he is being honest about this 
  fact. The resources of the guild are stretched to their 
  limit.) 
  • 
  NOTE: For reasons he won’t discuss, Good scryed on 
  Magister Hunter for the first time this past week. 
  He’s discussed what he’s seen of the location with 
  Grah. IF neither Pengallen nor Leardyn is magister 
  or if the PCs did not side with either of these armies 
  during the One Day War, Good asks the PCs to 
  attempt to reach the magister and bring her back to 
  the city 
  Abas Grah has three other members from the Wayfarers 
  Guild to assist him in his teleportation efforts. He tells the 
  PCs that he’s been fully briefed on all the locations to be 
  traveled to and there is no risk in teleporting to these 
  locations. The PCs may choose any of the Gentry (or the 
  magister if Good discussed the matter with them) to see 
  first. The encounters are listed alphabetically. 
  NOTE: The PCs may approach any of the gentry or the 
  magister in any order they wish. The PCs may not go to 
  Encounter 5: Lord Grift before going to Encounter 4: 
  Foreshadowing. Each time they return with a 
  gentryman, one of Grah’s assistants teleports him to an 
  appropriate meeting point (if the PCs attempt to take the 
  gentry to Guildmaster Good, he is unavailable, as he’s 
  occupied with the reconstruction of the city). 
  NOTE: None of Abas Grah’s teleportation spells fail or 
  vary. There is no need to roll on the table listed in the 
  Player’s Handbook. 
  Encounter 3: Lord Grandhearth 
   
  With Grah’s magic complete, you find yourselves 
  standing in the village square of Caltaran. The second 
  largest city in the Free Lands, the population of 
  Caltaran has steadily increased over the years, now 
  numbering nearly 1,500 people. Workers are drawn to 
  the area because of the county magistrate, Klabert 
  Lord Grandhearth. His steadfastness and forthright 
  nature acts as a beacon to those who seek a measure of 
  stability compared to the hectic metropolitan life in 
  Dyvers. His unswerving love and commitment to his 
  cousin, Enruhl Lord Leardyn, has proved to be 
  surprisingly admired among the local populous in 
  these hectic times. They understand and respect their 
  lord’s commitment to his family and the Free Lands. 
  Although Sheriff Shrift was arrested by the Knights of the 
  Hart during the One Day War, Caltaran has remained 
  relatively peaceful. What remains of the constabulary 
  patrols regularly, keeping watch on the Low Road as the 
  surviving soldiers of Westguard slowly return to their 
  post. There is little threat from the Verbobonc border, so 
  unless the PCs act or appear threatening, the constabulary 
  does not stand in their way. If the PCs do appear 
  threatening (willfully or through the effect of a curse, or 
  something similar), the constabulary questions them 
  thoroughly about who they are, where they’re from, and 
  what business they have in Caltaran. A successfully 
  worded Diplomacy check (DC 20), alleviates any 
  suspicion they might have. If the PCs fail at this check, 
  the constabulary insists on escorting them to their 
  destination while they’re in the village. 
   
  A Knowledge (local: Velverdyva, Tuflik, Fals Trade 
  Route) check or Bardic Knowledge check (DC 11) or a 
  Gather Information check (DC 10) reveals the location of 
  Grandhearth Manor if the PCs have not been there 
  before. 
  The 
  name 
  Grandhearth 
  becomes 
  immediately 
  apparent when the family manor comes into view. A 
  monolith of a house with three stories, two wings, and 
  two separate barns sit atop a broad hill 
  • 
  Grandhearth Manor has a number of defenses set in 
  place, along with its regular precautions. 
  • 
  There are three shifts of four elite guards standing 
  watch at the front door. They have instructions to 
  only permit servants of the gentry, relatives of the 
  Grandhearth or Leardyn families, or pages from a 
  Dyvers administrator (i.e., Colonel Dolorrak). 
  • 
  The PCs may attempt a Bluff check (DC 30) to 
  convince the guards that they are servants of the 
  gentry or relatives of the Grandhearth or 
  Leardyn families. They may also attempt a 
  Diplomacy check (DC 20) to convince the 
  
  Dyv5-04 No More! 
   
  Page 7 
  guards that they are in the service of a Dyvers 
  administrator. 
  • 
  All openings to the house have been superiorly built. 
  All windows and doors require a DC 40 Open Lock 
  check. They’ve all been constructed with Amazing 
  locks. The materials are also reinforced. Windows 
  require a DC 22 Strength check to break while the 
  doors require a DC 27 Strength check. 
  There is no one inside the manor. Once the PCs gain 
  entry, they are completely unobstructed from searching 
  the house for Lord Grandhearth. (Some players may take 
  the opportunity to acquire a few valuable belongings. If 
  they do this, they automatically make maximum gold for 
  this adventure. Please note the theft on their AR and 
  contact the triad with the player’s and character’s names 
  for special results.) 
  NOTE: While searching, the PCs find a small contraption 
  sitting on an end table in the parlor. It holds 6 crystals, 
  each a different color. In order from left to right it goes 
  green, red, violet, yellow, blue, and orange. Although 
  there are no instructions that can explain this to the PCs, 
  the colors represent each of the Big 6 families, 
  Grandhearth, Pengallen, Maltrus, Grift, Leardyn, and 
  Navoy respectively. In case of an evacuation, the gentry 
  are teleported to pre-designated safe houses. When they 
  arrive the appropriate crystal shatters on the contraption. 
  Each of the Big 6 has such a contraption. If a PC asks one 
  of the gentry about the contraptions, he must succeed at a 
  Diplomacy check (DC 25) to get an honest answer; 
  otherwise they just blow it off as nothing important. 
  Lord Grandhearth and his family are sealed in a 
  compound beneath the house awaiting the arrival of the 
  specially trained city guards that retrieve the Big 6 in the 
  event of an evacuation. PCs may search the entire manor, 
  but do not find anything on the three primary floors 
  intimating Grandhearth’s location. 
   
  There is a staircase in the kitchen that leads down to 
  a wine cellar. The stairs end at a landing and then turn left 
  into the wine cellar. On the landing is a folded piece of 
  paper sealed with wax. The sigil is that of House 
  Grandhearth (prominently displayed in various areas of 
  the house, so no roll is required). Give the player who 
  finds it Player Handout #3. Players may make a Spot 
  check (DC 30) to notice a small hole in the right-side wall 
  no larger than a centimeter. There is a magic rod that the 
  actual retrieval personnel would put into this hole to 
  open it. Guildmaster Good forgot about it during the 
  confusion. If the players investigate the wall, a DC 25 
  Search check reveals a faint trace of a door seam in the 
  stone. There is no way to open the door without the rod 
  except for a password. If a player says “Help,” the door 
  opens. 
   
  NOTE: Unlike the rest of the manor’s construction 
  (which consists of stone, mortar, wood, and plaster), the 
  security compound was built with a combination of 
  concrete and adamantine plating. If a player attempts to 
  simply break through the wall using an adamantine 
  weapon, hardness still applies (Hardness 30, 240 hp). 
   
  When the door opens, Lord Grandhearth recognizes 
  the players (unless they have not participated in Dyv5-01 
  through 5-03). Seeing them rather than his cousin, 
  Enruhl Leardyn, Hearing of the One Day War, 
  Grandhearth insists on returning to Dyvers. Before he 
  goes, though, he has two questions for the players. 
  • 
  Whose side did you pick? 
  • 
  Can you prove this? 
  • 
  Were you right? 
  He does not tell them whether or not he agrees with their 
  decision. 
  NOTE: If any PC shows Lord Grandhearth a Leardyn or 
  Constabulary badge of service from the One Day War, the 
  entire party earns the Admiration of Grandhearth (see 
  AR). If any PC shows a Pengallen badge, that character 
  (but not the entire party) loses the Admiration of 
  Grandhearth. 
  Encounter 4: Foreshadowing 
   
  You find yourself on a small knoll deep in the Gnarley 
  Forest. The canopy opens, giving way to the sky. It’s 
  strikingly juxtaposed to the deep shadows inside the 
  tree line where the overlapping boughs block the sun 
  from reaching the forest floor. 
  Characters may make a Search check (DC 12) or a 
  Survival check (DC 17) to find a number of tracks on the 
  knoll. The tracks appear in the center of the hill (very 
  close to where the PCs appeared). These tracks appear out 
  of nowhere and head to the south. There are at least five 
  humanoid-sized tracks. If a character surpasses the 
  Survival DC by 10, he knows that all five tracks are 
  human, four of which are heavily armored. 
   
  Once the players have moved into the forest for a 
  round and their eyes have adjusted to the shadows, allow 
  Spot and Listen checks (DC 10 + APL). If they fail, the 
  orcs surprise them. If they succeed, they are alerted to the 
  orcs presence and should proceed to initiative. 
  APL 2 (EL 5) 
  
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  �Pomarj Orcs (2): Male orc Bbn2; hp 25 each; see 
  Appendix 1. 
  �Blackthorn Orcs (2): Male orc Bbn1; hp 15 each; see 
  Appendix 1. 
  APL 4 (EL 7) 
  �Pomarj Orcs (2): Male orc Bbn3; hp 35 each; see 
  Appendix 1. 
  �Blackthorn Orcs (2): Male orc Bbn3; hp 35 each; see 
  Appendix 1. 
  APL 6 (EL 9) 
  �Pomarj Orcs (2): Male orc Bbn5; hp 55 each; see 
  Appendix 1. 
  �Blackthorn Orcs (2): Male orc Bbn5; hp 55 each; see 
  Appendix 1. 
  APL 8 (EL 11) 
  �Pomarj Orcs (2): Male orc Bbn7; hp 75 each; see 
  Appendix 1. 
  �Blackthorn Orcs (2): Male orc Bbn7; hp 75 each; see 
  Appendix 1. 
  APL 10 (EL 13) 
  �Pomarj Orcs (2): Male orc Bbn9; hp 95 each; see 
  Appendix 1. 
  �Blackthorn Orcs (2): Male orc Bbn9 each; hp 95; see 
  Appendix 1. 
  APL 12 (EL 15) 
  �Pomarj Orcs (2): Male orc Bbn11; hp 115 each; see 
  Appendix 1. 
  �Blackthorn Orcs (2): Male orc Bbn11; hp 115 each; see 
  Appendix 1. 
  Tactics: The orcs have very few tactics. They wait until all 
  the PCs have moved below the canopy so they aren’t 
  affected by the sunlight. Then they attack the person who 
  appears to be the biggest threat (heavy fighters and 
  spellcasters first). They don’t flank with each other unless 
  it’s convenient and they power attack for an amount 
  appropriate with the difficulty of the person they’re 
  attacking. They want to kill as many of the PCs as quickly 
  as possible (taking advantage of critical hits when 
  possible). 
  Treasure: 
  APL 2 – L: 444 gp, C: 0 gp, M: 0 gp. 
  APL 4 – L: 240 gp, C: 0 gp, M: +1 full plate x2 (221 gp each 
  per character), +1 studded leather x2 (98 gp each per 
  character. 
  APL 6 – L: 190 gp, C: 0 gp, M: +1 greataxe x2 (387 gp each 
  per character), +2 full plate x2 (471 gp each per character), 
  +2 studded leather x2 (348 gp each per character. 
  APL 8 – L: 133 gp, C: 0 gp, M: +1 greataxe x2 (387 gp each 
  per character), +1 maiming greataxe x2 (693 gp each per 
  character), +2 full plate x2 (471 gp each per character), +2 
  studded leather x2 (348 gp each per character. 
  APL 10 – L: 133 gp, C: 0 gp, M: +1 keen greataxe x2 (693 
  gp each per character), +1 maiming greataxe x2 (693 gp 
  each per character), +3 full plate x2 (888 gp each per 
  character), +3 studded leather x2 (765 gp each per 
  character. 
  APL 12 – L: 133 gp, C: 0 gp, M: +1 keen greataxe x2 (693 
  gp each per character), +1 maiming greataxe x2 (693 gp 
  each per character), +3 full plate x2 (888 gp each per 
  character), +3 studded leather x2 (765 gp each per 
  character. 
   
  If the party begins looting the bodies, they discover 
  an emblem on the chest of the plate armor. A Knowledge 
  (local: Velverdyva, Tuflik, Fals Trade Route) check (DC 
  12) reveals that it is the crest of House Grift. 
   
  Two of the orcs (listed as the Pomarj Orcs above) 
  have intricate face paintings. A Knowledge (local: core) 
  check (DC 15) or a Knowledge (local: Velverdyva, Tuflik, 
  Fals Trade Route) check (DC 25) reveals that it is the “war 
  mask” of the orcs from the Pomarj. Members of the 
  Dyvers 
  Anti-Slavery 
  League 
  and 
  the 
  Shadowind 
  Monastery automatically succeed at this check. The 
  Pomarj is the coast area south of Dyvers, ruled by the 
  warlord Turrosh Mak. The gentry of Dyvers have long 
  feared Mak’s expansion toward Dyvers and prepared an 
  evacuation plan for the city if such an event should occur. 
  It was this plan that allowed for such a thorough 
  evacuation of the city during the One Day War. 
   
  A successful Search check of the surrounding area 
  (DC 20) discovers the partially-eaten corpses of two 
  humans (most likely the original wearers of the orc’s plate 
  mail). A Search check (DC 10) reveals the remaining 
  human tracks that came from the knoll, fleeing to the 
  south. A Track check (DC 5) allows the party to easily 
  follow the footprints which are marked by a substantial 
  amount of blood being left behind. If the PCs follow, 
  continue to Encounter 5: Lord Grift. 
  Encounter 5: Lord Grift 
   
  NOTE: The PCs may not participate in this encounter 
  until they have finished Encounter 4: Foreshadowing. 
  
  Dyv5-04 No More! 
   
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  Successfully following Lord Grift’s tracks, the PCs 
  eventually make their way to a small cottage. The PCs 
  may spot the house from as far out as 100 feet. The 
  structure has been magically camouflaged and blends 
  nearly seamlessly with the local vegetation. A successful 
  Spot check (DC 30) allows the characters to see the 
  manor. The DC reduced by 1 for every ten feet closer they 
  are to the cottage. 
   
  The front door of the cottage is partially ajar. There 
  are no guards on duty and no lookouts posted in the 
  windows. None of the entryways are trapped. If the 
  players try to listen at the door, a Listen check (DC 10) 
  allows them to hear a man singing in a strange language. 
  Those PCs that speak Sylvan recognize it as a Fey lullaby 
  (PCs that are a member of the Gnarley Druids recognize it 
  as a song frequently sung to plants that have been 
  wounded in some way [trampled by a deer, struck by 
  lightning, or damaged by a battle]). 
   
  The cottage is small in comparison to the manors the 
  gentry normally call home. There are only four rooms on 
  the first floor: a parlor, a dining area, a kitchen, and 
  servants’ quarters. Lying on the floor of the parlor are two 
  soldiers. Their armor has been removed in pieces and 
  thrown haphazardly to the side (they still wear their 
  greaves, but their breastplates have been removed). Their 
  faces, shoulders, and forearms are all bandaged with torn 
  linen. The white cloth is stained red. On the parlor couch, 
  Helsim Lord Grift lies unconscious. His left arm has been 
  completely severed at the elbow and his torso is heavily 
  bruised (although divine casters can recognize spots near 
  his stomach where he received magical healing). 
   
  Sitting on the couch next to Lord Grift is an elf clad 
  in thick white robes. A Knowledge (local: Velverdyva, 
  Tuflik, Fals Trade Route) or Intelligence check (DC 10) 
  reveals that the wooden leaf he wears as a necklace is a 
  symbol of the Gnarley Druids. Many PCs have seen the 
  symbol before and don’t need to roll. PCs may also make a 
  Spot check (DC 16). On a side table are six crystals, each a 
  different color. All of them are broken except for the red 
  and the blue crystals. 
  The druid is willing to offer the following information 
  during conversation. 
  • 
  The druid’s name is Euriais. He is an Initiate of the 
  Second Circle in the Gnarley Druids. 
  • 
  He witnessed the conclusion of the battle between 
  Lord Grift, his men, and the orcs. The men were able 
  to slay four of the orcs before they were eventually 
  overwhelmed. Euriais recognized Grift and followed 
  him here to offer his assistance. 
  • 
  When he arrived, all three had collapsed from their 
  wounds. He gave them some curative berries to stem 
  the bleeding and bandaged the wounds where he 
  could. 
  • 
  They have slept for the past few days, slipping in and 
  out of consciousness. He has offered them healing 
  when he could, but his specialty is in tree farming, 
  not people farming. He’s not sure how helpful he’s 
  actually been. 
  • 
  He believes the orcs to be from Blackthorn, an orc 
  village deep in the gnarley. They have, in the past, 
  kept their raiding to the south, avoiding the Gnarley 
  Rangers and Druids that guard the forest borders 
  near Dyvers and Verbobonc. This is the first time in 
  many months that such a fierce raiding party has 
  made its way north. 
   
  PCs may make a Heal check (DC 15) to know that all 
  three men are stabilized. They are merely sleeping. A Heal 
  check (DC 25) can determine that Lord Grift’s arm was 
  severed by an axe and not any action on the druid’s part. 
   
  The PCs may wake Helsim Grift, if they wish, or wait. 
  He sleeps for another hour if the characters leave him 
  undisturbed. Once he wakes, begin with the following. 
  Helsim Lord Grift’s eyes open slowly. His stare moves 
  from each one of you, but he does not say a word. 
  Seeing his men on the floor, the memory of the past 
  few days returns to him anew and he closes his eyes, 
  seemingly reliving the pain of the Kesser Massacre 
  only to escape to an orcish ambush. 
   
  “You are not who you are supposed to be. What 
  has happened?” 
  • As part of the evacuation plan, guards bearing a writ 
  signed by the magister and the High Priest of 
  Zilchus (Jereader Zomawyn) are to inform the “Big 
  6” that it is safe to return to the city. 
  • Grift used a magic stone of recall (as did all the 
  gentry) to teleport himself away from the massacre 
  only a short distance away from his manor. The 
  stone also summons four preselected guards to 
  escort him. 
  • They did not make it far into the woods before they 
  were attacked by the orcs. Although they fought 
  hard, the orcs fury was overwhelming and they 
  were forced to retreat. 
  Although Grift is willing to answer a few questions (such 
  as giving the information above), he fled Dyvers under 
  dire circumstances and the arrival of the adventurers 
  rather than the uniformed guards means that things have 
  
  Dyv5-04 No More! 
   
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  gotten worse. If the PCs are not forthcoming or if they 
  hesitate in an effort to break the news of the gentry, 
  Helsim demands that they tell in plainly and directly 
  what has happened. 
   
  Lord Grift is overwhelmed when he hears what has 
  happened. He begins talking to himself at first, trying to 
  cope with everything that’s happened. 
   
  “I knew that fool had an appetite, but to use his 
  soldiers to stage a coup of the city, and in such 
  desperate times. He never did have patience. There 
  were so many dead. So many dying, and even when I 
  made my escape death found us. Death is hunting 
  Dyvers, as are all the gods of chaos. They hope to 
  unravel the fabric of our independence. All is lost!” 
   
  Lord Grift continues rambling in despair unless the 
  characters are able to calm him. He begins to focus on the 
  matters at hand if the PCs succeed at a properly worded 
  Diplomacy check (DC 25). Players may earn a +2 
  circumstance 
  bonus 
  for 
  each 
  of 
  the 
  following: 
  mentioning meeting with Shandara Grift in Dyv4-06 A 
  House Divided, each PC with an influence point with 
  House Grift at the table, each PC with an influence point 
  with House Pengallen at the table, each PC with an 
  influence point with the Gentry Council at the table, 
  and/or any PC being bold enough to give Grift a solid slap 
  to the face to snap him out of it. 
   
  If the PCs are not able to calm Lord Grift, they must 
  wait 30 minutes before he exhausts himself and another 
  hour after as he sleeps. Once Grift is calm, he finally 
  regains his wits. 
   
  “The forces of Eastguard and Westguard both 
  attempted to seize the city. With whom did you side?” 
   
  If they wish, PCs may make a Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) check (DC 21) to 
  know that, although they aren’t close friends, Houses 
  Grift and Pengallen are generally accepted as allies. 
  If the PCs say that they sided with Westguard/Leardyn 
   
  “Leardyn’s foolish acceptance of the Knights of 
  the Hart is what forced Pengallen’s hand and 
  descended our society into open warfare. I guess it 
  should be accepted that the simple folk would not 
  understand the intricacies of Dyversian politics.” 
  If the PCs say that they sided with Eastguard/Pengallen 
   
  “Better to have a tyrant you know than one that 
  sits on a throne in Chendl. I would tend to agree with 
  you. Your honesty and patriotism are appreciated.” 
  If the PCs say they sided with the Constabulary/fought 
  for peace 
   
  “In hindsight, the middle path does seem to be 
  the wisest path. It appears that many underestimated 
  Larissa Hunter’s presence in the city. She seems to 
  have been the keystone, as an endless amount of 
  tragedy has followed her leaving. I commend you on 
  your clarity of vision and understanding of what is 
  best for the city.” 
  • 
  If the PCs have revealed that they sided with 
  Westguard/Leardyn during the One Day War and 
  then try to convince Lord Grift to return to Dyvers, 
  he does not trust them. He believes them to be 
  agents of Ethane Leardyn. They must succeed at a DC 
  30 Intimidate check, DC 35 Bluff check, or DC 40 
  Diplomacy check. These DCs decrease by 5 if the 
  various members of the party chose different sides 
  during the war. 
  • 
  “Very well, let us truly gauge what venom the 
  young knight bears for his homeland, but I 
  shall never bow to Furyondy. Kill me first.” 
  • 
  If the PCs have revealed that they sided with the 
  constabulary during the One Day War and then try 
  to convince Lord Grift to return to Dyvers, he is wary 
  of what kind of repercussions may be waiting for him 
  there (e.g., do the people now blame him for escaping 
  to “safety” during a civil war?). These DCs decrease by 
  5 if the various members of the party chose different 
  sides during the war. 
  • 
  “You did a gallant thing, fighting two armies 
  at once. You should be commended. Let us 
  return to the city and offer what leadership 
  we can. I only hope the constabulary has kept 
  the mob in check.” 
  • 
  If the PCs have revealed that they sided with 
  Eastguard/Pengallen during the One Day War and 
  then try to convince Lord Grift to return to Dyvers, 
  he is apprehensive about what power has done to his 
  fellow gentryman. They must succeed at a DC 15 
  Intimidate check, DC 20 Bluff check, or DC 25 
  Diplomacy check to convince him to return. These 
  DCs increase by 5 if the various members of the party 
  chose different sides during the war. 
  • 
  “You should be commended for your loyalty 
  to these lands. Let us see what true power has 
  done to Derreg. Remember, though, I am of 
  noble blood and shall not bow to my equal.” 
  • 
  If the PCs have revealed that they did not participate 
  in the One Day War and then try to convince Lord 
  Grift to return to Dyvers, they must succeed at a DC 
  10 Intimidate check, DC 15 Bluff check, or DC 20 
  Diplomacy check to convince him to return. These 
  
  Dyv5-04 No More! 
   
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  DCs increase by 5 if some of the members of the 
  party chose different sides during the war. 
  • 
  “It seems every man has his time to act. Yours 
  has come now, as has mine. Let us return to 
  Dyvers and see what fate awaits us.” 
  NOTE: If any PC shows Lord Grift a Pengallen or 
  Constabulary badge of service from the One Day War, the 
  party earns the Admiration of Grift (see AR). If a PC 
  shows a Leardyn badge, that character (but not the entire 
  party) loses the Admiration of Grift. 
  NOTE: If the PCs cannot convince Lord Grift to return, 
  they may resort to non-lethal damage and simply kidnap 
  him. Given his wounds, it does not take him much to be 
  knocked unconscious, although he is unwilling to offer 
  anyone a reward that attacks him. 
  Encounter 6: Lord Maltrus 
   
  Lord Maltrus has a manor in the capital city of Furyondy, 
  Chendl. Furyondy has its own problems to deal with now, 
  though, and things aren’t as peaceful as Lord Maltrus had 
  assumed when he left. Listed below are the current effects 
  at Chendl. 
  • 
  There is an area of magical darkness around the city 
  proper. Essentially, there are clouds over the city at 
  all times and it appears twilight even during mid-day. 
  At night, no stars can be seen. 
  • 
  The city is considered “desecrated” in terms of the 
  effects on undead, with the exception of previously 
  consecrated holy ground (specifically church 
  grounds). Previously consecrated holy grounds are 
  “cancelled out” by this effect (e.g. they are considered 
  neither consecrated nor desecrated). 
  • 
  The shield interferes with divinatory effects. There is 
  a 75% chance any divinatory spell will be ineffective. 
  Effective divination spells cause additional strain on 
  the caster, requiring a Concentration check (DC 
  20+spell level) or the caster falls unconscious. Note 
  that the spell is evil (strength is strong; caster level 
  20).  
  • 
  The shield results in an effective dimensional anchor 
  spell on the city proper. 
   
  Your arrival in Furyondy is less than perfect. When 
  the teleportation is finished, Abas Grah is thrown to 
  the ground, coughing as if someone had just struck 
  him in the stomach. The cause becomes quickly 
  apparent as he looks up to the sky above the capital 
  city of Chendl. A gathering of storm clouds hangs 
  unmoving over the city. Grah coughs forcefully and 
  then catches his breath. 
   
  “We were meant to arrive in the city,” he says, 
  “but instead we were thrown here. It seems that 
  magical 
  travel 
  is 
  impossible 
  within 
  the 
  city 
  boundaries. This is disconcerting to say the least.” 
   
  If a PC has played in Furyondy since the “shield” 
  appeared, they may know the various effects listed above. 
  If no one has, they may make a Knowledge (local: Iuz’s 
  Border States) check (DC 15) or a Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) check (DC 30) to 
  have heard and remember the effects of the shield. 
   
  Grah is able to offer a description of Lord Maltrus’ 
  home, but the best that can do is confirm that it’s in a 
  nicer part of the city. A Gather Information check (DC 
  17) or a Knowledge (local: Iuz’s Border States or 
  Velverdyva, Tuflik, Fals Trade Route) check (DC 30) 
  allows the PCs to find their way in about an hour. They 
  may also wander the city for 2d3 hours until they’ve 
  found it (the creative use of a familiar or animal 
  companion cuts this time in half). Lord Maltrus’ house is 
  obviously affluent, but does not stand out compared to its 
  neighbors. It is in every way “mundane” high quality. 
   
  If the PCs knock on the door, they are greeted by the 
  head butler, Bakus, who informs them that Lord Maltrus 
  is not at home. He suggests they call again at a later date. 
  If they ask if they can wait, he tells them no. Maltrus has 
  been withdrawn as of late and has been spending more 
  and more time away from the house. Bakus cannot state 
  with any certainty whether Bailen will even return today. 
  If they wish to speak with him, they should approach him 
  directly or call on another day. (Bakus does not know 
  where Lord Maltrus is, and seems visibly concerned about 
  this fact.) 
   
  If the PCs have the Urban Tracking feat from Races 
  of Destiny, the DC to track Lord Maltrus is 20. Otherwise, 
  the party must spend more time Gathering Information 
  or simply wandering the city. A successful Gather 
  Information check (DC 25) eventually leads the PCs to a 
  large fountain. If they do not succeed, they find Lord 
  Maltrus there the next day, after searching a number of 
  other places as well. 
   
  NOTE: Modify this time accordingly based on 
  divinations the players might cast, but remember the 
  effects of the shield. 
   
  Lord Maltrus is expecting people from Dyvers to 
  come for him, so he doesn’t have any qualms about 
  talking with the PCs; however, he’s overwhelmed by the 
  state of affairs in Chendl. The city was meant to be a safe 
  haven from all the problems happening in Dyvers, but 
  
  Dyv5-04 No More! 
   
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  instead, it’s beset by its own problems. Bailen wonders if 
  there is any place left in the Flanaess that could be 
  considered safe. It seems that the forces of good are 
  fighting a war of attrition, slowly losing ground to the 
  forces of evil (Iuz) and apathy (other members of the 
  Dyvers Gentry Council who would use the Great Dock 
  Fire as a bargaining chip). Discovering that a civil war 
  followed the Kesser Massacre just throws Maltrus into a 
  deeper depression. He even suggests that drowning 
  himself in the fountain would be a better fate then 
  watching the world erode around him. 
   
  If the PCs speak to him about returning to Dyvers, he 
  asks them to answer the following questions. There is no 
  specific Diplomacy DC for this exchange, but if the PCs 
  can give him hope, he agrees to return to Dyvers. 
  • 
  Did you fight in the uprising? 
  • 
  Which side did you choose? 
  • 
  Why? 
  • 
  Did it matter? 
  NOTE: If any PC shows Lord Maltrus a Constabulary 
  badge of service from the One Day War, he earns the 
  Admiration of Maltrus (see AR). If a character shows a 
  badge of Pengallen or Leardyn, that character (but not the 
  entire party) loses the Admiration of Maltrus. 
  NOTE: If the PCs cannot convince Lord Maltrus to 
  return, they may resort to non-lethal damage and simply 
  kidnap him. Given his depression, he does not resist the 
  attack and is quickly knocked unconscious, although this 
  draws the attention of local pedestrians. The party needs 
  to figure out a way to smuggle an unconscious person out 
  of a Furyondy city without being caught (remember that 
  magical teleportation does not work under the cloud 
  shield). Lord Maltrus is unwilling to offer anyone a 
  reward that attacks him. 
  Encounter 7: Lord Navoy 
   
  The rolling plains of the County of Urnst are a 
  striking juxtaposition to the tall gray walls of Dyvers. 
  You are on the edge of a village similar to so many 
  others you’ve seen. This could just as easily be 
  Caltaran if it weren’t for the absence of the Velverdyva 
  River. Abbas Grah points at a narrow but tall building 
  just a short distance within the village. Two armored 
  guards, both wearing tabards with the crest of Dyvers, 
  stand about the door. 
   
  “That’s a fine house indeed,” says a voice behind 
  you. “The gentleman has good taste…not to mention 
  some arcane ability. Fancy trick mister.” 
   
  Behind the party is a lithe Oeridian man. It appears 
  that the party materialized right in front of him. The 
  man’s name is Meriend. He’s a Master in the Footpad’s 
  Guild who’s moved to the County of Urnst to begin 
  operations there. Given the PCs’ involvement in all the 
  recent troubles, he recognizes them as being from Dyvers. 
   
  “You look familiar. Have we met before? No, we 
  haven’t, but I have it now. I never forget a face. You’re 
  adventurers from Dyvers! People have been calling 
  you hero lately. And now you’re here in the County? 
  Thinking of moving someplace quieter? That’s why I 
  moved here. It’s pretty enjoyable. Life here is pleasant, 
  but it frustrates me that I cannot find a decent sunset.” 
   
  Meriend wants to make sure none of the other 
  players are Alliance members and if they are, to make sure 
  that they don’t try to muscle in on his turf. Regardless of 
  whether the PCs respond with the correct counter-
  phrase, he continues with his questions. If they are 
  correct in their response, he also drops the occasional 
  innuendo to explain what’s going on. Innuendo is marked 
  with an arrow below. PCs succeeding at a Sense Motive 
  check (DC 18 + APL) can intercept and decipher the 
  innuendo. 
  • 
  “So what are you doing in the County, if you don’t 
  mind my asking? Maybe I can lend you a hand.” 
  • 
  “Your man was right, that’s the county home of 
  Robert Lord Navoy of Dyvers. He has a second 
  cousin twice removed that lives here, or 
  something like that.” 
  � “It’s a nice enough house, but the shingles keep 
  falling off.” (We tried to assassinate him when he 
  arrived.) 
  • 
  “I was here when he showed up last week. It was a 
  big deal in a small town like this. He doesn’t 
  usually have the guards at the door. Is everything 
  all right?” 
  � “I haven’t been to Dyvers in awhile. All the 
  trouble there has led to business here.” (We’re 
  setting up shop here.) 
  � “I gotta admit, it’s nice that Navoy is the one here. 
  I would have hated it if one of the less reputable 
  ones had shown up. Things are peaceful here. We 
  don’t need any rabble rousers messing things up.” 
  (Navoy’s constant support of law and order is a threat 
  to Alliance activities here in the County. The local 
  
  Dyv5-04 No More! 
   
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  law enforcement is unprepared to deal with the 
  influx of experienced criminals.) 
  • 
  “Navoy’s been receiving visitors. If you speak to 
  the guards, and tell them what’s happened, I 
  doubt they’ll give you much trouble.” 
  • 
  “I myself have dinner waiting for me. It was a 
  pleasure meeting you, but it’s time I head home 
  and enjoy a home-cooked meal. It’s a nice 
  improvement over years of tavern food, I must 
  say. If you ever decide to retire, be sure to 
  consider the County of Urnst.” 
  At the Navoy house, the guards are not antagonistic, but 
  they are cautious of all comers. When Lord Navoy first 
  arrived in the County, there was an attempted 
  assassination (although the culprit was never caught or 
  identified). If the PCs approach them directly, the guards 
  ask them to state their business. If the players speak to 
  them rudely, the guards deny them access and threaten to 
  call the local constabulary (this attitude may be reversed 
  with a properly worded Diplomacy check [DC 25]). 
   
  If the PCs ask politely and state their business, the 
  guards allow them access, but insist that they leave their 
  weapons and packs in the front parlor. They mention the 
  assassination attempt and explain why they’re being 
  cautious. If a PC reveals an Eater of the Voice Death Knife 
  (from Cor2-10 Forgotten Echoes or Dyv4-08 Linchpin), 
  the group is immediately barred from the house and the 
  constabulary summoned. The party is detained for 
  questioning if they stay, but Grah is able to teleport them 
  out of jail, preventing any TU loss. 
   
  NOTE: If the encounter should go awry because of a 
  weapon or because of an inappropriate attitude by one or 
  more of the PCs, the party may still try to sneak in. All 
  windows on the building require a DC 30 Open Lock 
  check and the rear door can be opened with a DC 40 
  Open Lock check. The quality of the materials are 
  standard; however, and can be broken with a DC 20 and 
  DC 25 Strength check, respectively. PCs who gain entry 
  to the manor (regardless of what means they use), may 
  make a Spot check (DC 16) once they’re in the main 
  parlor. On a side table are six crystals, each a different 
  color. All of them are broken except for the red and the 
  blue crystals. 
   
  Like Lord Grandhearth, Robert Lord Navoy is an 
  ardent patriot. It takes little convincing to get him to 
  return to Dyvers once the PCs meet with him and tell 
  him what’s happened. He does have some questions, 
  though, before he’s willing to travel with the characters. 
   
  Lord Navoy asks the PCs who they sided with during 
  the One Day War. If they say the constabulary or that 
  they did not participate in the war, he commends them 
  for adding to the solution and not the problem. “Well 
  done. Well done indeed. Dyvers thrives because of 
  stalwart people like you. Be part of the solution, the 
  moral high road is always the most difficult, but in the 
  end, the most rewarding.” 
   
  If the PCs admit to siding with either Westguard or 
  Eastguard, Navoy retorts, “A leader is nothing without 
  his men. It is the addle-minded actions of people like 
  you that deprive the people of peace and lead nations 
  to ruination. Return me to Dyvers so I can clean up 
  the mess you’ve helped make.” 
  NOTE: If any PC shows Lord Navoy a Constabulary 
  badge of service from the One Day War, he earns the 
  Admiration of Navoy (see AR). If a character shows a 
  badge of Pengallen or Leardyn, that character (but not the 
  entire party) loses the Admiration of Navoy. 
  NOTE: If the PCs cannot convince Lord Navoy to return, 
  they may resort to non-lethal damage and simply kidnap 
  him. He has no weapons to resist, but shouts for his 
  guards once he’s attacked. The PCs have 1d4+2 rounds to 
  deal 60 points of non-lethal damage to Lord Navoy before 
  the guard arrives. Lord Navoy is unwilling to offer anyone 
  a reward that attacks him. 
  Encounter 8: Larissa Hunter 
   
  As you materialize, you don’t find Larissa Hunter or 
  anyone else associated with the Free City of Dyvers. 
  In truth, you find little of anything at all. In all 
  directions, you see nothing but water. You stand on a 
  small rock that barely cusps the water. A 20-by-20 
  outcropping, the center of the rock falls away into a 
  small cavern. 
   
  “This is the last known location of Larissa 
  Hunter,” Grah says. “Regardless of your feelings about 
  her absence, I hope the recent conflict bears witness 
  to her importance to Dyvers.” 
  The cave entrance is steep, descending at a 60-degree 
  angle. There are sufficient hand and footholds that PCs 
  may successfully climb down into the cave without 
  having to make a Climb check (at one-quarter movement, 
  they may make a DC 10 Climb check to move at half 
  speed). 100 feet down, the cavern levels out into a natural, 
  winding, horizontal cavern (the rock is wet and uneven, 
  affecting certain skills accordingly). 
   
  NOTE: Once the cave has leveled out, it extends 300 
  feet, bending every 100 feet. Yuan-Ti have 60’ darkvision 
  so once the PCs turn the final bend that leads into the 
  
  Dyv5-04 No More! 
   
  Page 14 
  holding area, the yuan-ti see their light source and 
  prepare for combat (as none of the slavers use any type of 
  light). If the party isn’t using a light source, then they spot 
  each other simultaneously. 
   
  The holding area is 60 feet long and 30 feet wide, 
  with 5-by-5 cells lining the length of both walls. The area 
  between the cells is littered with bodies, both Yuan-Ti and 
  human. It seems that the remaining Yuan-Ti were looting 
  the bodies and finishing off any survivors. 
  APL 2 (EL 5) 
  �Yuan-Ti Slaver Fighter: Male Yuan-Ti Pureblood Ftr1; 
  hp 39; see Appendix 1. 
  �Yuan-Ti 
  Slaver 
  Swashbuckler: Female Yuan-Ti 
  Pureblood Swsh1; hp 34; see Appendix 1. 
  APL 4 (EL 7) 
  �Yuan-Ti Slaver Fighter (2): Male Yuan-Ti Pureblood 
  Ftr1; hp 39 each; see Appendix 1. 
  �Yuan-Ti Slaver Swashbuckler (2): Female Yuan-Ti 
  Pureblood Swsh1; hp 34 each; see Appendix 1. 
  APL 6 (EL 9) 
  �Yuan-Ti Slaver Fighter (2): Male Yuan-Ti Pureblood 
  Ftr3; hp 53 each; see Appendix 1. 
  �Yuan-Ti Slaver Swashbuckler (2): Female Yuan-Ti 
  Pureblood Swsh3; hp 46 each; see Appendix 1. 
  APL 8 (EL 11) 
  �Yuan-Ti Slaver Fighter (2): Male Yuan-Ti Pureblood 
  Ftr5; hp 69 each; see Appendix 1. 
  �Yuan-Ti Slaver Swashbuckler (2): Female Yuan-Ti 
  Pureblood Swsh5; hp 60 each; see Appendix 1. 
  APL 10 (EL 13) 
  �Yuan-Ti Slaver Fighter (2): Male Yuan-Ti Pureblood 
  Ftr7; hp 96 each; see Appendix 1. 
  �Yuan-Ti Slaver Swashbuckler (2): Female Yuan-Ti 
  Pureblood Swsh7; hp 74 each; see Appendix 1. 
  APL 12 (EL 15) 
  �Yuan-Ti Slaver Fighter (2): Male Yuan-Ti Pureblood 
  Ftr9; hp 114 each; see Appendix 1. 
  �Yuan-Ti Slaver Swashbuckler (2): Female Yuan-Ti 
  Pureblood Swsh9; hp 101 each; see Appendix 1. 
  Tactics: Unless the entire party has darkvision, the Yuan-
  Ti know they are approaching before the PCs can even see 
  to the end of the tunnel. Using this to their advantage, the 
  fighters flank either side of the door and the 
  swashbucklers wait just outside of torch range (but close 
  enough to charge). When the first person steps into the 
  first square, the swashbucklers charge and attempt to trip 
  him (creating a bottleneck in the doorway). Once the PC 
  is tripped, the fighters attack, gaining an advantage for the 
  PC being prone). 
   
  If the PCs are aware of the Yuan-Ti (either because 
  they all use darkvision, they suspect a trap and don’t use 
  light, or they have a familiar [like Pasha the 
  pseudodragon] with blindsense that alerts them to the 
  Yuan-Ti’s presence, then they find the snake people 
  rooting around the dead bodies looking for valuables. 
   
  Treasure: 
  APL 2 – L: 174 gp, C: 0 gp, M: 0 gp. 
  APL 4 – L: 54 gp, C: 0 gp, M: +1 longsword x2 (193 gp each 
  per character), +1 short sword x2 (193 gp each per 
  character), +1 chain shirt x4 (113 gp each per character), 
  amulet of natural armor +2 (667 gp), gloves of dexterity +4 
  x2 (1333 gp each per character). 
  APL 6 – L: 0 gp, C: 0 gp, M: +1 longsword x2 (193 gp each 
  per character), +1 short sword x2 (193 gp each per 
  character), +1 spiked chain x2 (194 gp each per character), 
  +2 chain shirt x4 (363 gp each per character), amulet of 
  natural armor +2 (667 gp), gloves of dexterity +4 x2 (1333 
  gp each per character) gp. 
  APL 8 – L: 0 gp, C: 0 gp, M: +1 longsword x2 (193 gp each 
  per character), +1 merciful short sword x2 (693 gp each 
  per character), +1 spiked chain x2 (194 gp each per 
  character), +2 chain shirt x4 (363 gp each per character), 
  amulet of natural armor +2 (667 gp) , gloves of dexterity 
  +2 x2 (333 gp each per character) gp, gloves of dexterity 
  +4 x2 (1333 gp each per character) gp. 
  APL 10 – L: 0 gp, C: 0 gp, M: +1 longsword x2 (193 gp each 
  per character), +1 merciful short sword x2 (693 gp each 
  per character), +1 spiked chain x2 (194 gp each per 
  character), +3 chain shirt x4 (779 gp each per character), 
  amulet of natural armor +2 (667 gp) , gloves of dexterity 
  +2 x2 (333 gp each per character) gp, gloves of dexterity 
  +4 x2 (1333 gp each per character) gp. 
  APL 12 – L: 0 gp, C: 0 gp, M: +1 longsword x2 (193 gp each 
  per character), +1 merciful short sword x2 (693 gp each 
  per character), +1 spiked chain x2 (194 gp each per 
  character), +3 chain shirt x4 (779 gp each per character), 
  amulet of natural armor +3 (1500 gp) , gloves of dexterity 
  +2 x2 (333 gp each per character) gp, gloves of dexterity 
  +4 x2 (1333 gp each per character) gp, headband of 
  intellect +4 x2 (1333 gp each per character). 
  
  Dyv5-04 No More! 
   
  Page 15 
  NOTE: If the PCs investigate the bodies have them roll a 
  Fortitude save before they find the marine to avoid meta-
  gaming. Fortitude save (DC 15) or contract the “Black 
  Breath of Iuz” disease. See the AR for details. 
   
  If the PCs investigate the bodies strewn about the 
  floor, they find that the four human bodies are actually 
  Dyvers Free Marines. A successful Heal check (DC 15) 
  reveals that one of the marines is still alive, although he is 
  breathing shallowly. Although he is at -7 hit points, he has 
  Die Hard and is able to speak regardless of whether the 
  PCs offer him healing or stabilize his wounds. 
  Buried beneath the body of a felled yuan-ti 
  abomination, a Dyvers Free Marine coughs loudly as 
  his body is disturbed. He opens his eyes, the white a 
  stark contrast to his dirt-covered cheeks. He takes a 
  moment to focus. Realizing that you are not yuan-ti, 
  he says, “Do not think her a coward. Her bravery was 
  inspiring. We forced her to go when we heard the 
  reinforcements coming. Some of us volunteered to 
  stay behind to prevent them from following. Do not 
  think her a coward.” 
  The marine’s name is Altric. If a character has not healed 
  or stabilized him in three rounds, he dies. If he is healed, 
  is willing to answer questions, but won’t answer questions 
  regarding his mission or the goals of the magister. 
  • 
  His name is Altric. He is a Marine Lieutenant in the 
  Dyvers Free Marines. 
  • 
  He is part of a 12-man expedition force. All 12 
  volunteered for the assignment. 
  • 
  He is unwilling to comment on whether Larissa 
  Hunter began as part of the detachment or if she still 
  is, only that he is proud she is the magister. 
  • 
  He is also unwilling to comment on what his mission 
  is. No Bluff, Diplomacy, or Intimidate check can 
  change his mind nor does he reveal his mission to a 
  higher ranking Free Marine. Any kind of magical 
  compulsion allows him a new Will save, as revealing 
  his mission is against his nature. 
  • 
  He has been gone for seven months and has had no 
  contact with friends or family in the Free Lands. He 
  is unaware of anything that has happened this year 
  (from the Knights of the Hart to the One Day War). 
  • 
  The island is in the middle of the Nyr Dyv. Yuan-Ti 
  slavers use it as a holding pen. 
  • 
  Ships that operate in the southern Nyr Dyv come and 
  deposit slaves they’ve captured for ships that operate 
  in the north (that mostly sell to the Empire of Iuz at 
  its various ports). 
  • 
  While they were searching the pens, a ship arrived. 
  They were able to defeat the first group of yuan-ti 
  that arrived, but when the abominations were let 
  loose, the marines insisted that Larissa flee. Those 
  that remained were able to defeat most of the Yuan-
  Ti, but eventually fell to their superior numbers. 
  • 
  (If the PCs mention there were no ships outside) he 
  explains that the expedition force used scrolls of 
  dimension door to return to their cog that was 
  anchored outside. Most likely the corsair gave chase, 
  although he is certain that the crew’s skill bade them 
  to safety. 
  NOTE: If someone takes the opportunity to clean off the 
  dirt on Altric’s face, they discover that his face isn’t just 
  dirty, but it also has black marks. If the marks are more 
  closely inspected, they are revealed to be small, black 
  skulls, similar to the holy symbol of Iuz. A player may 
  make a Knowledge (local: Iuz’s Border states) check (DC 
  15) or a Knowledge (local: Velverdyva, Tuflik, Fals Trade 
  Route) check (DC 25) to know that there is a plague called 
  the “Black Breath of Iuz” ravaging the Shield Lands that 
  supposedly manifests itself in such a way. 
   
  Abas Grah wishes to teleport the Free Marine back to 
  Dyvers for medical treatment. If the PCs feel he should be 
  quarantined, they must succeed at a properly worded 
  Diplomacy check (DC 30) to convince him to leave the 
  soldier here. Otherwise, Grah simply teleports them back 
  to the city and then returns to fetch Altric and the fallen 
  Free Marines. If the PCs agree that the soldier should be 
  taken back to the city or propose the idea first, they earn 
  the Respect of Abas Grah (see AR). 
   
  If the PCs choose to search the remainder of the 
  holding pen, there is little for them to find. A Search 
  check (DC 20) reveals the back-left cell has had its lock 
  crushed open (by a sword or mace of some kind). There is 
  nothing of material value within the cell, but a Search 
  check (DC 21) or a Spot check (DC 31) reveals a faint 
  symbol engraved in the rock of the wall. On closer 
  inspection, it reads “L. H.” That is the only thing of note 
  in the cave. 
  Conclusion 
   
  Constabulary Conclusion: 
  A carriage waits to take you to join the remainder of 
  the “Big 6” gentrymen. They’ve gathered in the city 
  center, surveying the damage to the bazaar. Although 
  days have passed, the city custodians still work 
  diligently to remove the numerous bodies that remain 
  
  Dyv5-04 No More! 
   
  Page 16 
  strewn about the streets. The four of them stare, 
  unspeaking. Robert Lord Navoy is so overwrought 
  that he turns away, covering his mouth with his 
  handkerchief. It is Klabert Lord Grandhearth that 
  finally breaks the silence. 
   
  With tears slowly rolling across his cheeks, he 
  speaks quietly so only those nearby can hear him. “No 
  more. No more may we, the families sworn to protect 
  this city, put our own goals and beliefs before the 
  wellbeing of our people. No more will we allow the 
  machinations of our enemies to subvert our 
  sovereignty. No more shall the great powers of the 
  Flanaess believe Dyvers to be a plaything for them to 
  discard at will.” 
   
  He looks at you, his face contorted with grief. 
  “Please forgive us,” he begs in a hushed voice. 
  Swinging passionately to the square, his voice raises to 
  a thunderous proclamation, “Here us, everyone, and 
  bear this message to the four corners of the Flanaess. 
  We are the Free and Independent City of Dyvers and 
  that will never change! We will not be ruled by king 
  or devil-god! Let any who would think otherwise leave 
  these lands and never look back. We are pawns no 
  more! We are the kings of our own destinies and they 
  will be great!” 
  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 
  role playing) to each character. 
  Encounter 1: Devilry 
  Defeat the devil-lead citizen uprising 
   
  APL 2 – 60 xp. 
   
  APL 4 – 120 xp. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 240 xp. 
   
  APL 10 – 300 xp. 
   
  APL 12 – 360 xp. 
  Encounter 4: Foreshadowing 
  Defeat the orcs 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
  Encounter 8: Larissa Hunter 
  Defeat the Greyhawk Assassins 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
  Story Award 
  Returning the gentry 
   
  APL 2 – 40 xp. 
   
  APL 4 – 55 xp. 
   
  APL 6 – 80 xp. 
   
  APL 8 – 100 xp. 
   
  APL 10 – 120 xp. 
   
  APL 12 – 150 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing 
   
  APL 2 – 50 xp. 
   
  APL 4 – 80 xp. 
   
  APL 6 – 100 xp. 
   
  APL 8 – 125 xp. 
   
  APL 10 – 150 xp. 
   
  APL 12 – 165 xp. 
  Total Possible Experience 
   
  APL 2 –  
   
  450 xp. 
   
  APL 4 –  
   
  675 xp. 
   
  APL 6 –  
   
  900 xp. 
   
  APL 8 –  
   
  1,125 xp. 
   
  APL 10 –  
   
  1,350 xp. 
   
  APL 12 – 
   
  1,575 xp. 
  Treasure Summary 
   
  
  Dyv5-04 No More! 
   
  Page 17 
  During an adventure, characters come upon 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.  In the case of potions, they may use Spellcraft to 
  identify them.  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 (sell value)  
  Encounter 1: Devilry 
  All APLs  – L: 8 gp, C: 0 gp, M: hat of disguise (150 gp per 
  character). 
   
  Encounter 4: Foreshadowing 
  APL 2 – L: 444 gp, C: 0 gp, M: 0 gp. 
  APL 4 – L: 240 gp, C: 0 gp, M: +1 full plate x2 (221 gp each 
  per character), +1 studded leather x2 (98 gp each per 
  character. 
  APL 6 – L: 190 gp, C: 0 gp, M: +1 greataxe x2 (387 gp each 
  per character), +2 full plate x2 (471 gp each per character), 
  +2 studded leather x2 (348 gp each per character. 
  APL 8 – L: 133 gp, C: 0 gp, M: +1 greataxe x2 (387 gp each 
  per character), +1 maiming greataxe x2 (693 gp each per 
  character), +2 full plate x2 (471 gp each per character), +2 
  studded leather x2 (348 gp each per character. 
  APL 10 – L: 133 gp, C: 0 gp, M: +1 keen greataxe x2 (693 
  gp each per character), +1 maiming greataxe x2 (693 gp 
  each per character), +3 full plate x2 (888 gp each per 
  character), +3 studded leather x2 (765 gp each per 
  character. 
  APL 12 – L: 133 gp, C: 0 gp, M: +1 keen greataxe x2 (693 
  gp each per character), +1 maiming greataxe x2 (693 gp 
  each per character), +3 full plate x2 (888 gp each per 
  character), +3 studded leather x2 (765 gp each per 
  character. 
  Encounter 8: Larissa Hunter 
  APL 2 – L: 174 gp, C: 0 gp, M: 0 gp. 
  APL 4 – L: 54 gp, C: 0 gp, M: +1 longsword x2 (193 gp each 
  per character), +1 short sword x2 (193 gp each per 
  character), +1 chain shirt x4 (113 gp each per character), 
  amulet of natural armor +2 (667 gp), gloves of dexterity +4 
  x2 (1333 gp each per character). 
  APL 6 – L: 0 gp, C: 0 gp, M: +1 longsword x2 (193 gp each 
  per character), +1 short sword x2 (193 gp each per 
  character), +1 spiked chain x2 (194 gp each per character), 
  +2 chain shirt x4 (363 gp each per character), amulet of 
  natural armor +2 (667 gp), gloves of dexterity +4 x2 (1333 
  gp each per character) gp. 
  APL 8 – L: 0 gp, C: 0 gp, M: +1 longsword x2 (193 gp each 
  per character), +1 merciful short sword x2 (693 gp each 
  per character), +1 spiked chain x2 (194 gp each per 
  character), +2 chain shirt x4 (363 gp each per character), 
  amulet of natural armor +2 (667 gp) , gloves of dexterity 
  +2 x2 (333 gp each per character) gp, gloves of dexterity 
  +4 x2 (1333 gp each per character) gp. 
  
  Dyv5-04 No More! 
   
  Page 18 
  APL 10 – L: 0 gp, C: 0 gp, M: +1 longsword x2 (193 gp each 
  per character), +1 merciful short sword x2 (693 gp each 
  per character), +1 spiked chain x2 (194 gp each per 
  character), +3 chain shirt x4 (779 gp each per character), 
  amulet of natural armor +2 (667 gp) , gloves of dexterity 
  +2 x2 (333 gp each per character) gp, gloves of dexterity 
  +4 x2 (1333 gp each per character) gp. 
  APL 12 – L: 0 gp, C: 0 gp, M: +1 longsword x2 (193 gp each 
  per character), +1 merciful short sword x2 (693 gp each 
  per character), +1 spiked chain x2 (194 gp each per 
  character), +3 chain shirt x4 (779 gp each per character), 
  amulet of natural armor +3 (1500 gp) , gloves of dexterity 
  +2 x2 (333 gp each per character) gp, gloves of dexterity 
  +4 x2 (1333 gp each per character) gp, headband of 
  intellect +4 x2 (1333 gp each per character). 
   
  Total Possible Treasure 
   
  APL 2 
  450 gp 
   
  APL 4 
  650 gp 
   
  APL 6 
  900 gp 
   
  APL 8 
  1,300 gp 
   
  APL 10 
  2,300 gp 
   
  APL 12 
  3,300 gp 
   
   
  
  Dyv5-04 No More! 
   
  Page 19 
  Appendix 1: NPC Stats 
   
  APL 2 
  ENCOUNTER 1: DEVILRY 
  Citizens (2): Human War1; CR 1/2; Medium-Size 
  humanoid (Oeridian); HD 1d8+2; hp 10; Init +1; Spd 30 
  ft.; AC 13, touch 11, flat-footed 12 (+1 Dex, +2 Leather); 
  Base Atk +1; Grp +4; Atk/Full Atk +5 melee (1d8+4, 
  longsword); AL N; SV Fort +4, Ref +1, Will +1; Str 16, 
  Dex 12, Con 16, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +4, Jump +7, 
  Profession (cooper) +3; Power Attack, Weapon Focus 
  (longsword). 
   
  Possessions: longsword, leather armor. 
   
  ENCOUNTER 4: FORESHADOWING 
  Pomarj Orcs (2): Male Orc Bbn2; CR 2; Medium-Size 
  humanoid (orc); HD 2d12+6; hp 25; Init +1; Spd 20 ft.; 
  AC 19, touch 11, flat-footed 19 (+1 Dex, +8 Full Plate); 
  Base Atk +2; Grp +7; Atk/Full Atk +8 melee (1d12+7, 
  masterwork greataxe) or +4 ranged (1d8+4, masterwork 
  composite longbow [+4 Str]); SA Rage; SQ Fast 
  movement, orc traits, uncanny dodge; AL NE; SV Fort 
  +6, Ref +1, Will –1; Str 20, Dex 12, Con 16, Int 8, Wis 8, 
  Cha 6. 
   
  Skills and Feats: Intimidate +3, Jump +4, Survival 
  +4; Power Attack. 
   
  Possessions: Masterwork greataxe, masterwork 
  composite longbow [+4 Str], full plate. 
   
  Blackthorn Orcs (2): Male Orc Bbn1; CR 1; Medium-
  Size humanoid (orc); HD 1d12+3; hp 15; Init +2; Spd 40 
  ft.; AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Studded 
  Leather); Base Atk +1; Grp +5; Atk/Full Atk +5 melee 
  (1d12+6/x3, greataxe); Space/Reach 5 ft./5 ft.; SA Rage; 
  SQ Fast movement, orc traits; AL CE; SV Fort +5, Ref 
  +2, Will –1; Str 19, Dex 14, Con 16, Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +8, Intimidate +3, Survival 
  +4; Power Attack. 
   
  Possessions: greataxe, studded leather. 
   
  ENCOUNTER 8: LARISSA HUNTER 
  Yuan-Ti Fighter: Yuan-Ti Pureblood Ftr1; CR 3; 
  Medium-Size 
  monstrous 
  humanoid; 
  HD 
  4d8+8+1d10+2; hp 39; Init +2; Spd 30 ft.; AC 17, touch 
  12, flat-footed 16 (+2 Dex, +4 chain shirt, +1 Natural); 
  Base Atk +5; Grp +8; Atk +9 melee (1d10+3, bastard 
  sword); Full Atk +7 melee (1d10+3, bastard sword) and +7 
  melee (1d6+1, short sword); SA Spell-like abilities; SQ 
  Alternate form, darkvision 60 ft., detect poison, spell 
  resistance 15; AL NE; SV Fort +5, Ref +6, Will +5; Str 16, Dex 
  15, Con 14, Int 13, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +2, Concentration +9, Jump +2, 
  Knowledge (local: Iuz’s Border States) +2, Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) +2, Listen +5, Spot +6, 
  Swim +0; Alertness, Blind-Fight, Exotic Weapon Proficiency 
  (bastard sword), Combat Reflexes, Two-Weapon Fighting. 
   
  Spell-Like Abilities: 1/day—animal trance (DC 13), 
  cause fear (DC 12), charm person (DC 12), darkness, 
  entangle (DC 12). Caster level 4th. The save DCs are 
  Charisma-based. 
   
  Possessions: masterwork bastard sword, masterwork 
  short sword, dagger x2, chain shirt. 
   
  Yuan-Ti Swashbuckler: Yuan-Ti Pureblood Swsh1; CR 3; 
  Medium-Size monstrous humanoid; HD 4d8 +4+1d10+1; hp 
  34; Init +4; Spd 30 ft.; AC 20, touch 14, flat-footed 16 (+4 Dex, 
  +4 chain shirt, +1 Natural); Base Atk +5; Grp +7; Atk/Full Atk 
  +9 melee (2d4+3, spiked chain); Space/Reach 5 ft./10 ft.; SA 
  Spell-like abilities; SQ Alternate form, darkvision 60 ft., 
  detect poison, spell resistance 15; AL CE; SV Fort +4, Ref +8, 
  Will +4; Str 14, Dex 19, Con 12, Int 14, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +1, Concentration +8, Jump +1, 
  Knowledge (local: Iuz’s Border States) +3, Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) +3, Listen +4, 
  Profession (sailor) +1, Sense Motive +1, Spot +5, Swim −1, 
  Tumble +3; Alertness, Blind-Fight, Combat Expertise, Exotic 
  Weapon Proficiency (spiked chain), Weapon Finesse. 
   
  Spell-Like Abilities: 1/day—animal trance (DC 13), 
  cause fear (DC 12), charm person (DC 12), darkness, 
  entangle (DC 12). Caster level 4th. The save DCs are 
  Charisma-based. 
   
  Possessions: spiked chain, rapier, dagger, chain shirt. 
  
  Dyv5-04 No More! 
   
  Page 20 
  APL 4 
  ENCOUNTER 1: DEVILRY 
  Citizens (2): Human Ftr1; CR 1; Medium-Size 
  humanoid (Oeridian); HD 1d10+2; hp 12; Init +1; Spd 
  30 ft.; AC 14, touch 11, flat-footed 13 (+1 Dex, +2 
  armor); Base Atk +1; Grp +4; Atk/Full Atk +5 melee 
  (1d8+4, longsword); AL N; SV Fort +4, Ref +1, Will +1; 
  Str 16, Dex 12, Con 16, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +4, Jump +6, 
  Profession (cooper) +3; Power Attack, Weapon Focus 
  (longsword). 
   
  Possessions: longsword, studded leather armor. 
   
  ENCOUNTER 4: FORESHADOWING 
  Pomarj Orcs (2): Male Orc Bbn3; CR 3; Medium-Size 
  humanoid (orc); HD 3d12+9; hp 35; Init +1; Spd 20 ft.; 
  AC 20, touch 11, flat-footed 20 (+1 Dex, +9 armor); Base 
  Atk +3; Grp +8; Atk/Full Atk +9 melee (1d12+7, 
  masterwork greataxe) or +5 ranged (1d8+4, masterwork 
  composite longbow [+4 Str]); SA Rage; SQ Fast 
  movement, orc traits, trap sense +1, uncanny dodge; AL 
  NE; SV Fort +6, Ref +2, Will +0; Str 20, Dex 12, Con 16, 
  Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Intimidate +4, Jump +5, Survival 
  +5; Combat Reflexes, Power Attack. 
   
  Possessions: Masterwork greataxe, masterwork 
  composite longbow [+4 Str], +1 full plate. 
   
  Blackthorn Orcs (2): Male Orc Bbn3; CR 3; Medium-
  Size humanoid (orc); HD 3d12+9; hp 35; Init +2; Spd 40 
  ft.; AC 16, touch 12, flat-footed 16 (+2 Dex, +4 armor); 
  Base Atk +3; Grp +7; Atk/Full Atk +8 melee (1d12+6, 
  masterwork greataxe); SA Rage; SQ Fast movement, 
  orc traits, trap sense +1, uncanny dodge; AL CE; SV 
  Fort +6, Ref +3, Will +0; Str 19, Dex 14, Con 16, Int 8, 
  Wis 8, Cha 6. 
   
  Skills and Feats: Climb +9, Intimidate +4, Survival 
  +5; Cleave, Power Attack. 
   
  Possessions: masterwork greataxe, +1 studded 
  leather. 
   
  ENCOUNTER 8: LARISSA HUNTER 
  Yuan-Ti Fighter (2): Yuan-Ti Pureblood Ftr1; CR 3; 
  Medium-Size 
  monstrous 
  humanoid; 
  HD 
  4d8+8+1d10+2; hp 39; Init +2; Spd 30 ft.; AC 20, touch 
  12, flat-footed 18 (+2 Dex, +5 armor, +3 Natural); Base 
  Atk +5; Grp +8; Atk +9 melee (1d10+4, +1 bastard 
  sword); Full Atk +7 melee (1d10+4, +1 bastard sword) 
  and +7 melee (1d6+2, +1 short sword); SA Spell-like 
  abilities; SQ Alternate form, darkvision 60 ft., detect poison, 
  spell resistance 15; AL NE; SV Fort +5, Ref +6, Will +5; Str 
  16, Dex 15, Con 14, Int 13, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +3, Concentration +9, Jump +3, 
  Knowledge (local: Iuz’s Border States) +2, Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) +2, Listen +5, Spot +6, 
  Swim +2; Alertness, Blind-Fight, Combat Reflexes, Exotic 
  Weapon Proficiency (bastard sword), Two-Weapon Fighting. 
   
  Spell-Like Abilities: 1/day—animal trance (DC 13), 
  cause fear (DC 12), charm person (DC 12), darkness, 
  entangle (DC 12). Caster level 4th. The save DCs are 
  Charisma-based. 
   
  Possessions: dagger x2, +1 chain shirt, +1 bastard sword, 
  +1 short sword, amulet of natural armor +2. 
   
  Yuan-Ti Swashbuckler (2): Yuan-Ti Pureblood Swsh1; 
  CR 3; Medium-Size monstrous humanoid; HD 4d8 
  +4+1d10+1; hp 34; Init +6; Spd 30 ft.; AC 22, touch 14, flat-
  footed 18 (+4 Dex, +5 +1 chain shirt, +3 Natural); Base Atk 
  +5; Grp +7; Atk/Full Atk +12 melee (2d4+3, spiked chain); 
  Space/Reach 5 ft./10 ft.; SA Spell-like abilities; SQ Alternate 
  form, darkvision 60 ft., detect poison, spell resistance 15; AL 
  CE; SV Fort +4, Ref +10, Will +4; Str 14, Dex 23, Con 12, Int 
  14, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +2, Concentration +8, Jump +2, 
  Knowledge (local: Iuz’s Border States) +3, Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) +3, Listen +4, 
  Profession (sailor) +1, Sense Motive +1, Spot +5, Swim +1, 
  Tumble +6; Alertness, Blind-Fight, Combat Expertise, Exotic 
  Weapon Proficiency (spiked chain), Weapon Finesse. 
   
  Spell-Like Abilities: 1/day—animal trance (DC 13), 
  cause fear (DC 12), charm person (DC 12), darkness, 
  entangle (DC 12). Caster level 4th. The save DCs are 
  Charisma-based. 
   
  Possessions: masterwork spiked chain, rapier, dagger, +1 
  chain shirt, gloves of dexterity +4, amulet of natural armor 
  +2. 
   
   
  
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  Page 21 
  APL 6 
  ENCOUNTER 1: DEVILRY 
  Citizen Fighters (2): Human Ftr1; CR 1; Medium-Size 
  humanoid (Oeridian); HD 1d10+2; hp 12; Init +1; Spd 
  30 ft.; AC 14, touch 11, flat-footed 13 (+1 Dex, +2 
  armor); Base Atk +1; Grp +4; Atk/Full Atk +5 melee 
  (1d8+4, longsword); AL N; SV Fort +4, Ref +1, Will +1; 
  Str 16, Dex 12, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +4, Jump +6, 
  Profession (cooper) +3; Power Attack, Weapon Focus 
  (longsword). 
   
  Possessions: longsword, studded leather armor. 
   
  Citizen Rogue: Human Rog1; CR 1; Medium-Size 
  humanoid (Oeridian); HD 1d6+2; hp 8; Init +7; Spd 30 
  ft.; AC 16, touch 13, flat-footed 13 (+3 Dex, +3 armor); 
  Base Atk +0; Grp +1; Atk/Full Atk +1 melee (1d6+1, 
  club); SA Sneak Attack +1d6; AL CN; SV Fort +2, Ref 
  +4, Will +1; Str 12, Dex 16, Con 14, Int 10, Wis 10, Cha 
  14. 
   
  Skills and Feats: Appraise +4, Bluff +4, Craft 
  (cooking) +4, Diplomacy +4, Jump +4, Listen +5, 
  Profession (chef) +5, Spot +5, Tumble +6; Combat 
  Reflexes, Improved Initiative. 
   
  Possessions: club, studded leather armor. 
   
  ENCOUNTER 4: FORESHADOWING 
  Pomarj Orcs (2): Male Orc Bbn5; CR 5; Medium-Size 
  humanoid (orc); HD 5d12+15; hp 55; Init +1; Spd 20 ft.; 
  AC 21, touch 11, flat-footed 21 (+1 Dex, +10 armor); 
  Base Atk +5; Grp +10; Atk/Full Atk +11 melee (1d12+8, 
  +1 greataxe) or +7 ranged (1d8+4, masterwork 
  composite longbow [+4 Str]); SA Rage 2/day; SQ Fast 
  movement, improved uncanny dodge, orc traits, trap 
  sense +1, uncanny dodge; AL NE; SV Fort +7, Ref +2, 
  Will +0; Str 21, Dex 12, Con 16, Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Intimidate +6, Jump +7, Survival 
  +7; Combat Reflexes, Power Attack. 
   
  Possessions: masterwork composite longbow [+4 
  Str], +1 greataxe, +2 full plate. 
   
  Blackthorn Orcs (2): Male Orc Bbn5; CR 5; Medium-
  Size humanoid (orc); HD 5d12+15; hp 55; Init +2; Spd 
  40 ft.; AC 17, touch 12, flat-footed 17 (+2 Dex, +5 
  armor); Base Atk +5; Grp +10; Atk/Full Atk +11 melee 
  (1d12+7, greataxe); SA Rage 2/day; SQ Fast movement, 
  improved uncanny dodge, orc traits, trap sense +1, 
  uncanny dodge; AL CE; SV Fort +7, Ref +3, Will +0; Str 
  20, Dex 14, Con 16, Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +11, Intimidate +6, Survival +7; 
  Cleave, Power Attack. 
   
  Possessions: masterwork greataxe, +2 studded leather. 
   
  ENCOUNTER 8: LARISSA HUNTER 
  Yuan-Ti Fighter (2): Yuan-Ti Pureblood Ftr3; CR 5; 
  Medium-Size monstrous humanoid; HD 4d8+8+3d10+6; hp 
  53; Init +2; Spd 30 ft.; AC 21, touch 12, flat-footed 19 (+2 Dex, 
  +6 armor, +3 natural); Base Atk +7; Grp +10; Atk +12 melee 
  (1d10+4, +1 bastard sword); Full Atk +10/+5 melee (1d10+4, 
  +1 bastard sword) and +10 melee (1d6+2, +1 short sword); SA 
  Spell-like abilities; SQ Alternate form, darkvision 60 ft., 
  detect poison, spell resistance 17; AL NE; SV Fort +6, Ref +7, 
  Will +6; Str 16, Dex 15, Con 14, Int 13, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +5, Concentration +9, Jump +5, 
  Knowledge (local: Iuz’s Border States) +2, Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) +2, Listen +5, Spot +6, 
  Swim +4; Alertness, Blind-Fight, Combat Reflexes, Exotic 
  Weapon Proficiency (bastard sword), Two-Weapon Fighting, 
  Weapon Focus (bastard sword), Weapon Focus (short 
  sword). 
   
  Spell-Like Abilities: 1/day—animal trance (DC 13), 
  cause fear (DC 12), charm person (DC 12), darkness, 
  entangle (DC 12). Caster level 4th. The save DCs are 
  Charisma-based. 
   
  Possessions: dagger x2, +2 chain shirt, +1 bastard sword, 
  +1 short sword, amulet of natural armor +2. 
   
  Yuan-Ti Swashbuckler (2): Yuan-Ti Pureblood Swsh3; 
  CR 5; Medium-Size monstrous humanoid; HD 4d8+3d10+7; 
  hp 46; Init +6; Spd 30 ft.; AC 23, touch 14, flat-footed 19 (+4 
  Dex, +6 armor, +3 natural); Base Atk +7; Grp +9; Atk +15 
  melee (2d4+6, +1 spiked chain); Full Atk +15/+10 melee 
  (2d4+6, +1 spiked chain); Space/Reach 5 ft./10 ft.; SA 
  Insightful strike, spell-like abilities; SQ Alternate form, 
  darkvision 60 ft., detect poison, grace, spell resistance 17; AL 
  CE; SV Fort +5, Ref +11, Will +5; Str 14, Dex 23, Con 12, Int 
  14, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +4, Concentration +8, Jump +4, 
  Knowledge (local: Iuz’s Border States) +3, Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) +3, Listen +4, 
  Profession (sailor) +2, Sense Motive +2, Spot +5, Swim +2, 
  Tumble +8; Alertness, Blind-Fight, Combat Expertise, Exotic 
  Weapon Proficiency (spiked chain), Improved Trip, Weapon 
  Finesse. 
   
  Spell-Like Abilities: 1/day—animal trance (DC 13), 
  cause fear (DC 12), charm person (DC 12), darkness, 
  entangle (DC 12). Caster level 4th. The save DCs are 
  Charisma-based. 
  
  Dyv5-04 No More! 
   
  Page 22 
   
  Possessions: rapier, dagger, +1 spiked chain, +2 
  chain shirt, gloves of dexterity +4, amulet of natural 
  armor +2. 
   
  Grace 
  (Ex): 
  A 
  swashbuckler 
  gains a +1 
  competence bonus on Reflex saves at 2nd level. This 
  bonus increases to +1 at 11th level and to +3 at 20th 
  level. A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Insightful 
  Strike 
  (Ex): 
  At 
  3rd 
  level, 
  a 
  swashbuckler becomes able to place her finesse attacks 
  where they deal greater damage. She applies her 
  Intelligence bonus (if any) as a bonus on damage rolls 
  (in addition to any Strength bonus she may have) with 
  any light weapon, as well as any other weapon that can 
  be used with Weapon Finesse, such as a rapier, whip, or 
  spiked chain. Targets immune to sneak attacks or 
  critical hits are immune to the swashbuckler’s 
  insightful strike. A swashbuckler cannot use this 
  ability when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
  
  Dyv5-04 No More! 
   
  Page 23 
  APL 8 
  ENCOUNTER 1: DEVILRY 
  Citizen Fighters (2): Human Ftr4; CR 4; Medium-Size 
  humanoid (Oeridian); HD 4d10+8; hp 36; Init +1; Spd 
  30 ft.; AC 14, touch 11, flat-footed 13 (+1 Dex, +2 
  armor); Base Atk +4; Grp +7; Atk/Full Atk +8 melee 
  (1d8+6, longsword); AL N; SV Fort +6, Ref +2, Will +2; 
  Str 17, Dex 12, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +7, Jump +9, 
  Profession (cooper) +8; Cleave, Power Attack, Skill 
  Focus 
  (Profession 
  [cooper], 
  Weapon 
  Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Possessions: longsword, studded leather armor. 
   
  Citizen Rogue: Human Rog4; CR 4; Medium-Size 
  humanoid (Oeridian); HD 4d6+8; hp 26; Init +7; Spd 30 
  ft.; AC 16, touch 13, flat-footed 13 (+3 Dex, +3 armor); 
  Base Atk +3; Grp +4; Atk/Full Atk +4 melee (1d6+1, 
  club); SA Sneak Attack +2d6; SQ Evasion, Trap Sense 
  +1, Uncanny Dodge; AL CN; SV Fort +3, Ref +7, Will 
  +2; Str 12, Dex 17, Con 14, Int 10, Wis 10, Cha 14. 
   
  Skills and Feats: Appraise +7, Bluff +7, Craft 
  (cooking) +10, Diplomacy +9, Jump +9, Listen +8, 
  Profession (chef) +8, Spot +8, Tumble +11; Combat 
  Reflexes, Improved Initiative, Skill Focus (Craft 
  [cooking]). 
   
  Possessions: club, studded leather armor. 
   
  ENCOUNTER 4: FORESHADOWING 
  Pomarj Orcs (2): Male Orc Bbn7; CR 7; Medium-Size 
  humanoid (orc); HD 7d12+21; hp 75; Init +1; Spd 20 ft.; 
  AC 21, touch 11, flat-footed 21 (+1 Dex, +10 armor); 
  Base Atk +7; Grp +12; Atk +13 melee (1d12+8/x1d6, +1 
  maiming 
  greataxe*) 
  or 
  +9 
  ranged 
  (1d8+4/x3, 
  masterwork composite longbow [+4 Str]); Full Atk 
  +13/+8 melee (1d12+8/x1d6, +1 maiming greataxe*) or 
  +9/+4 ranged (1d8+4, masterwork composite longbow 
  [+4 Str]); SA Rage 2/day; SQ DR 1/—, fast movement, 
  improved uncanny dodge, orc traits, trap sense +2, 
  uncanny dodge; AL NE; SV Fort +8, Ref +3, Will +3; Str 
  21, Dex 12, Con 16, Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Intimidate +8, Jump +9, Survival 
  +9; Combat Reflexes, Iron Will, Power Attack. 
   
  Possessions: masterwork composite longbow [+4 
  Str], +1 maiming greataxe*, +2 full plate. 
  * see Appendix 2: New Rules Items 
  Blackthorn Orcs (2): Male Orc Bbn7; CR 7; Medium-
  Size humanoid (orc); HD 7d12+21; hp 75; Init +2; Spd 
  40 ft.; AC 17, touch 12, flat-footed 17 (+2 Dex, +5 
  armor); Base Atk +7; Grp +12; Atk +13 melee (1d12+8, 
  +1 greataxe); Full Atk +13/+8 melee (1d12+8, +1 greataxe); 
  Space/Reach 5 ft./5 ft.; SA Rage 2/day; SQ DR 1/—, fast 
  movement, improved uncanny dodge, orc traits, trap sense 
  +2, uncanny dodge; AL CE; SV Fort +8, Ref +4, Will +3; Str 
  20, Dex 14, Con 16, Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +13, Intimidate +8, Survival +9; 
  Cleave, Iron Will, Power Attack. 
   
  Possessions: +1 greataxe, +2 studded leather. 
   
  ENCOUNTER 8: LARISSA HUNTER 
  Yuan-Ti Fighter (2): Yuan-Ti Pureblood Ftr5; CR 7; 
  Medium-Size monstrous humanoid; HD 4d8+8+5d10+10; hp 
  69; Init +4; Spd 30 ft.; AC 23, touch 14, flat-footed 19 (+4 Dex, 
  +6 armor, +3 natural); Base Atk +9; Grp +12; Atk +14 melee 
  (1d10+4, +1 bastard sword); Full Atk +12/+7 melee (1d10+4, 
  +1 bastard sword) and +12/+7 melee (2d6+2, +1 merciful 
  short sword); SA Spell-like abilities; SQ Alternate form, 
  darkvision 60 ft., detect poison, spell resistance 19; AL NE; 
  SV Fort +7, Ref +9, Will +6; Str 16, Dex 18, Con 14, Int 13, 
  Wis 12, Cha 12. 
   
  Skills and Feats: Climb +6, Concentration +9, Jump +6, 
  Knowledge (local: Iuz’s Border States) +2, Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) +2, Listen +5, Spot +6, 
  Swim +4; Alertness, Blind-Fight, Close-Quarters Fighting*, 
  Combat Reflexes, Exotic Weapon Proficiency (bastard 
  sword), Improved Two-Weapon Fighting, Two-Weapon 
  Fighting, Weapon Focus (bastard sword), Weapon Focus 
  (short sword). 
   
  Spell-Like Abilities: 1/day—animal trance (DC 13), 
  cause fear (DC 12), charm person (DC 12), darkness, 
  entangle (DC 12). Caster level 4th. The save DCs are 
  Charisma-based. 
   
  Possessions: dagger x2, +2 chain shirt, +1 bastard sword, 
  +1 merciful short sword, amulet of natural armor +2, gloves 
  of dexterity +2. 
  * see Appendix 2: New Rules Items 
   
  Yuan-Ti Swashbuckler (2): Yuan-Ti Pureblood Swsh5; 
  CR 7; Medium-Size monstrous humanoid; HD 4d8 
  +4+5d10+5; hp 60; Init +7; Spd 30 ft.; AC 23, touch 14, flat-
  footed 19 (+4 Dex, +6 armor, +3 natural); Base Atk +9; Grp 
  +11; Atk +17 melee (2d4+6, +1 spiked chain); Full Atk 
  +17/+12 melee (2d4+6, +1 spiked chain); Space/Reach 5 
  ft./10 ft.; SA Insightful strike, spell-like abilities; SQ 
  Alternate form, darkvision 60 ft., detect poison, dodge bonus 
  +1, grace, spell resistance 19; AL CE; SV Fort +6, Ref +13, 
  Will +5; Str 14, Dex 24, Con 12, Int 14, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +6, Concentration +8, Jump +8, 
  Knowledge (local: Iuz’s Border States) +3, Knowledge (local: 
  
  Dyv5-04 No More! 
   
  Page 24 
  Velverdyva, Tuflik, Fals Trade Route) +3, Listen +4, 
  Profession (sailor) +5, Sense Motive +5, Spot +5, Swim 
  +5, Tumble +12; Alertness, Blind-Fight, Combat 
  Expertise, Exotic Weapon Proficiency (spiked chain), 
  Improved Trip, Power Attack, Weapon Finesse. 
   
  Spell-Like Abilities: 1/day—animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). Caster level 4th. The save 
  DCs are Charisma-based. 
   
  Possessions: masterwork spiked chain, rapier, 
  dagger, +2 chain shirt, gloves of dexterity +4, amulet of 
  natural armor +2. 
   
  Grace 
  (Ex): 
  A 
  swashbuckler 
  gains a +1 
  competence bonus on Reflex saves at 2nd level. This 
  bonus increases to +1 at 11th level and to +3 at 20th 
  level. A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Insightful 
  Strike 
  (Ex): 
  At 
  3rd 
  level, 
  a 
  swashbuckler becomes able to place her finesse attacks 
  where they deal greater damage. She applies her 
  Intelligence bonus (if any) as a bonus on damage rolls 
  (in addition to any Strength bonus she may have) with 
  any light weapon, as well as any other weapon that can 
  be used with Weapon Finesse, such as a rapier, whip, or 
  spiked chain. Targets immune to sneak attacks or 
  critical hits are immune to the swashbuckler’s 
  insightful strike. A swashbuckler cannot use this 
  ability when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Dodge bonus (Ex): A swashbuckler is trained at 
  focusing her defenses on a single opponent in melee. 
  During her action, she may designate an opponent and 
  receive a +1 dodge bonus to Armor Class against melee 
  attacks from that opponent. She can select a new 
  opponent on any action. This bonus increases by +1 at 
  every five levels after 5th (+2 at 10th level, +3 at 15th 
  level, and +4 at 20th). A swashbuckler loses this bonus 
  when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  If the swashbuckler also has the Dodge feat, she 
  need not designate the same target for this ability as for 
  the Dodge feat. (If she designates the same target, the 
  bonuses stack.) 
  
  Dyv5-04 No More! 
   
  Page 25 
  APL 10 
  ENCOUNTER 1: DEVILRY 
  Citizen Fighters (2): Human Ftr6; CR 6; Medium-Size 
  humanoid (Oeridian); HD 6d10+12; hp 52; Init +1; Spd 
  30 ft.; AC 14, touch 11, flat-footed 13 (+1 Dex, +2 
  armor); Base Atk +6; Grp +9; Atk +10 melee (1d8+6, 
  longsword); Full Atk +10/+5 melee (1d8+6, longsword); 
  AL N; SV Fort +7, Ref +3, Will +3; Str 17, Dex 12, Con 
  14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +9, Jump +11, 
  Profession (cooper) +9; Cleave, Diehard, Endurance, 
  Power Attack, Skill Focus (Profession [cooper], 
  Weapon Focus (longsword), Weapon Specialization 
  (longsword). 
   
  Possessions: longsword, studded leather armor. 
   
  Citizen Rogue: Human Rog6; CR 6; Medium-Size 
  humanoid (Oeridian); HD 6d6+12; hp 38; Init +7; Spd 
  30 ft.; AC 16, touch 13, flat-footed 13 (+3 Dex, +3 
  armor); Base Atk +4; Grp +5; Atk/Full Atk +7 melee 
  (1d6+1, club); SA Sneak Attack +3d6; SQ Evasion, Trap 
  Sense +2, Uncanny Dodge; AL CN; SV Fort +4, Ref +8, 
  Will +3; Str 12, Dex 17, Con 14, Int 10, Wis 10, Cha 14. 
   
  Skills and Feats: Appraise +9, Bluff +9, Craft 
  (cooking) +12, Diplomacy +11, Jump +11, Listen +10, 
  Profession (chef) +10, Spot +10, Tumble +13; Combat 
  Reflexes, Improved Initiative, Skill Focus (Craft 
  [cooking]), Weapon Finesse. 
   
  Possessions: club, studded leather armor. 
   
  Citizen Sorcerer: Human Sor4; CR 4; Medium-Size 
  humanoid (suel); HD 4d4+4; hp 17; Init +7; Spd 30 ft.; 
  AC 13, touch 13, flat-footed 10 (+3 Dex); Base Atk +2; 
  Grp +1; Atk/Full Atk +1 melee (1d4−1, dagger); AL CG; 
  SV Fort +2, Ref +4, Will +4; Str 8, Dex 16, Con 12, Int 
  10, Wis 10, Cha 17. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (arcana) +7, Spellcraft +9. 
   
  Spells Known (6/7/4; base DC = 13 + spell level): 
  0—detect magic, mending, message, open/close, 
  prestidigitation, ray of frost; 1st—grease, magic missile, 
  true strike; 2nd—Tasha’s hideous laughter. 
   
  Possessions: dagger. 
   
  ENCOUNTER 4: FORESHADOWING 
  Pomarj Orcs (2): Male Orc Bbn9; CR 9; Medium-Size 
  humanoid (orc); HD 9d12+27; hp 95; Init +1; Spd 20 ft.; 
  AC 22, touch 11, flat-footed 22 (+1 Dex, +10 armor); 
  Base Atk +9; Grp +15; Atk +16 melee (1d12+10, +1 
  maiming greataxe*/19-20x1d6) or +11 ranged (1d8+4, 
  masterwork composite longbow [+4 Str]); Full Atk +16/+11 
  melee (1d12+8, +1 maiming greataxe*/19-20x1d6) or +11/+6 
  ranged (1d8+4, masterwork composite longbow [+4 Str]); SA 
  Rage 3/day; SQ DR 1/—, fast movement, improved uncanny 
  dodge, orc traits, trap sense +3, uncanny dodge; AL NE; SV 
  Fort +9, Ref +4, Will +4; Str 22, Dex 12, Con 16, Int 8, Wis 8, 
  Cha 6. 
   
  Skills and Feats: Intimidate +10, Jump +12, Survival +11; 
  Combat Reflexes, Improved Critical (Greataxe), Iron Will, 
  Power Attack. 
   
  Possessions: masterwork composite longbow [+4 Str], +1 
  maiming greataxe*, +3 full plate. 
  * see Appendix 2: New Rules Items 
  Blackthorn Orcs (2): Male Orc Bbn9; CR 9; Medium-Size 
  humanoid (orc); HD 9d12+27; hp 95; Init +2; Spd 40 ft.; AC 
  18, touch 12, flat-footed 18 (+2 Dex, +6 armor); Base Atk +9; 
  Grp +14; Atk +15 melee (1d12+8, +1 keen greataxe/19-20x3); 
  Full Atk +13/+8 melee (1d12+8, +1 keen greataxe/19-20x3); 
  SA Rage 3/day; SQ DR 1/—, fast movement, improved 
  uncanny dodge, orc traits, trap sense +3, uncanny dodge; AL 
  CE; SV Fort +9, Ref +5, Will +4; Str 21, Dex 14, Con 16, Int 8, 
  Wis 8, Cha 6. 
   
  Skills and Feats: Climb +15, Intimidate +10, Survival 
  +11; Cleave, Iron Will, Power Attack, Power Critical*. 
   
  Possessions: +1 keen greataxe, +3 studded leather. 
  * see Appendix 2: New Rules Items 
  ENCOUNTER 8: LARISSA HUNTER 
  Yuan-Ti Fighter (2): Yuan-Ti Pureblood Ftr7; CR 9; 
  Medium-Size monstrous humanoid; HD 4d8+12+7d10+21; 
  hp 96; Init +4; Spd 30 ft.; AC 24, touch 14, flat-footed 20 (+4 
  Dex, +7 armor, +3 natural); Base Atk +11; Grp +14; Atk +16 
  melee (1d10+4, +1 bastard sword); Full Atk +14/+9/+4 melee 
  (1d10+4, +1 bastard sword) and +14/+9 melee (2d6+1, +1 
  merciful short sword); SA Spell-like abilities; SQ Alternate 
  form, darkvision 60 ft., detect poison, spell resistance 21; AL 
  NE; SV Fort +8, Ref +10, Will +7; Str 16, Dex 18, Con 14, Int 
  13, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +8, Concentration +9, Jump +8, 
  Knowledge (local: Iuz’s Border States) +2, Knowledge (local: 
  Velverdyva, Tuflik, Fals Trade Route) +2, Listen +5, Spot +6, 
  Swim +6; Alertness, Blind-Fight, Close-Quarters Fighting*, 
  Combat Reflexes, Exotic Weapon Proficiency (bastard 
  sword), Improved Toughness*, Improved Two-Weapon 
  Fighting, Two-Weapon Fighting, Weapon Focus (bastard 
  sword), Weapon Focus (short sword). 
   
  Spell-Like Abilities: 1/day—animal trance (DC 13), 
  cause fear (DC 12), charm person (DC 12), darkness, 
  entangle (DC 12). Caster level 4th. The save DCs are 
  Charisma-based. 
  
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  Possessions: dagger x2, +2 chain shirt, +1 bastard 
  sword, +1 merciful short sword, amulet of natural 
  armor +2, gloves of dexterity +2. 
  *see Appendix 2: New Rules Items 
  Yuan-Ti Swashbuckler (2): Yuan-Ti Pureblood Swsh7; 
  CR 9; Medium-Size monstrous humanoid; HD 4d8 
  +4+7d10+7; hp 74; Init +7; Spd 30 ft.; AC 24, touch 14, 
  flat-footed 20 (+4 Dex, +7 armor, +3 natural); Base Atk 
  +11; Grp +13; Atk +19 melee (2d4+6, +1 spiked chain); 
  Full Atk +19/+14/+9 melee (2d4+6, +1 spiked chain); 
  Space/Reach 5 ft./10 ft.; SA Acrobatic charge, 
  insightful strike, spell-like abilities; SQ Alternate form, 
  darkvision 60 ft., detect poison, dodge bonus +1, grace, 
  spell resistance 21; AL CE; SV Fort +7, Ref +14, Will +6; 
  Str 14, Dex 24, Con 12, Int 14, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +8, Concentration +8, 
  Jump +10, Knowledge (local: Iuz’s Border States) +3, 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade 
  Route) +3, Listen +4, Profession (sailor) +7, Sense 
  Motive +7, Spot +5, Swim +7, Tumble +14; Alertness, 
  Blind-Fight, 
  Combat 
  Expertise, 
  Exotic Weapon 
  Proficiency (spiked chain), Improved Trip, Power 
  Attack, Weapon Finesse. 
   
  Spell-Like Abilities: 1/day—animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). Caster level 4th. The save 
  DCs are Charisma-based. 
   
  Possessions: masterwork spiked chain, rapier, 
  dagger, +2 chain shirt, gloves of dexterity +4, amulet of 
  natural armor +2. 
   
  Grace 
  (Ex): 
  A 
  swashbuckler 
  gains a +1 
  competence bonus on Reflex saves at 2nd level. This 
  bonus increases to +1 at 11th level and to +3 at 20th 
  level. A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Insightful 
  Strike 
  (Ex): 
  At 
  3rd 
  level, 
  a 
  swashbuckler becomes able to place her finesse attacks 
  where they deal greater damage. She applies her 
  Intelligence bonus (if any) as a bonus on damage rolls 
  (in addition to any Strength bonus she may have) with 
  any light weapon, as well as any other weapon that can 
  be used with Weapon Finesse, such as a rapier, whip, or 
  spiked chain. Targets immune to sneak attacks or 
  critical hits are immune to the swashbuckler’s 
  insightful strike. A swashbuckler cannot use this 
  ability when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Dodge bonus (Ex): A swashbuckler is trained at 
  focusing her defenses on a single opponent in melee. 
  During her action, she may designate an opponent and 
  receive a +1 dodge bonus to Armor Class against melee 
  attacks from that opponent. She can select a new 
  opponent on any action. This bonus increases by +1 at every 
  five levels after 5th (+2 at 10th level, +3 at 15th level, and +4 
  at 20th). A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  If the swashbuckler also has the Dodge feat, she need 
  not designate the same target for this ability as for the Dodge 
  feat. (If she designates the same target, the bonuses stack.) 
   
  Acrobatic Charge (Ex): A swashbuckler of 7th level or 
  higher can charge in situations where others cannot. She 
  may charge over difficult terrain that normally slows 
  movement or allies blocking her path. This ability enables 
  her to run down steep stairs, leap down from a balcony, or to 
  tumble over tables to get to her target. Depending on the 
  circumstance, she may still need to make appropriate checks 
  (Jump or Tumble checks, in particular) to successfully move 
  over the terrain. 
   
   
  
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  Page 27 
  APL 12 
  ENCOUNTER 1: DEVILRY 
  Citizen Fighters (2): Human Ftr7; CR 7; Medium-Size 
  humanoid (Oeridian); HD 7d10+14; hp 60; Init +1; Spd 
  30 ft.; AC 14, touch 11, flat-footed 13 (+1 Dex, +2 
  armor); Base Atk +7; Grp +10; Atk +11 melee (1d8+6, 
  longsword); Full Atk +11/+6 melee (1d8+6, longsword); 
  AL N; SV Fort +7, Ref +3, Will +3; Str 17, Dex 12, Con 
  14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +10, Jump +12, 
  Profession (cooper) +9; Cleave, Diehard, Endurance, 
  Power Attack, Skill Focus (Profession [cooper], 
  Weapon Focus (longsword), Weapon Specialization 
  (longsword). 
   
  Possessions: longsword, studded leather armor. 
   
  Citizen Rogue: Human Rog7; CR 7; Medium-Size 
  humanoid (Oeridian); HD 7d6+14; hp 44; Init +7; Spd 
  30 ft.; AC 16, touch 13, flat-footed 13 (+3 Dex, +3 
  armor); Base Atk +5; Grp +6; Atk/Full Atk +8 melee 
  (1d6+1, club); SA Sneak Attack +4d6; SQ Evasion, Trap 
  Sense +2, Uncanny Dodge; AL CN; SV Fort +4, Ref +8, 
  Will +3; Str 12, Dex 17, Con 14, Int 10, Wis 10, Cha 14. 
   
  Skills and Feats: Appraise +10, Bluff +10, Craft 
  (cooking) +13, Diplomacy +12, Jump +12, Listen +11, 
  Profession (chef) +11, Spot +11, Tumble +14; Combat 
  Reflexes, Improved Initiative, Skill Focus (Craft 
  [cooking]), Weapon Finesse. 
   
  Possessions: club, studded leather armor. 
   
  Citizen Sorcerer: Human Sor7; CR 7; Medium-Size 
  humanoid (suel); HD 7d4+7; hp 29; Init +7; Spd 30 ft.; 
  AC 13, touch 13, flat-footed 10 (+3 Dex); Base Atk +3; 
  Grp +2; Atk/Full Atk +2 melee (1d4−1, dagger); AL CG; 
  SV Fort +3, Ref +5, Will +5; Str 8, Dex 16, Con 12, Int 
  10, Wis 10, Cha 17. 
   
  Skills and Feats: Concentration +15, Knowledge 
  (arcana) +10, Spellcraft +12. 
   
  Spells Known (6/7/7/5; base DC = 13 + spell level): 
  0—daze, detect magic, mending, message, open/close, 
  prestidigitation, ray of frost; 1st—charm person, 
  grease, magic missile, ray of enfeeblement, true strike; 
  2nd—glitterdust, scorching ray, Tasha’s hideous 
  laughter; 3rd—dispel magic, lightning bolt. 
   
  Possessions: dagger. 
   
  ENCOUNTER 4: FORESHADOWING 
  Pomarj Orcs (2): Male Orc Bbn11; CR 11; Medium-
  Size humanoid (orc); HD 11d12+33; hp 115; Init +1; 
  Spd 20 ft.; AC 22, touch 11, flat-footed 22 (+1 Dex, +10 
  armor); Base Atk +11; Grp +17; Atk +18 melee (1d12+10, +1 
  maiming greataxe*/19-20x1d6) or +13 ranged (1d8+4, 
  masterwork composite longbow [+4 Str]); Full Atk 
  +18/+13/+8 melee (1d12+8, +1 maiming greataxe*/19-
  20x1d6) or +13/+8 ranged (1d8+4, masterwork composite 
  longbow [+4 Str]); SA Greater Rage 3/day; SQ DR 2/—, fast 
  movement, improved uncanny dodge, orc traits, trap sense 
  +3, uncanny dodge; AL NE; SV Fort +10, Ref +4, Will +4; Str 
  22, Dex 12, Con 16, Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Intimidate +12, Jump +14, Survival +13; 
  Combat Reflexes, Improved Critical (Greataxe), Iron Will, 
  Power Attack. 
   
  Possessions: masterwork composite longbow [+4 Str], +1 
  maiming greataxe*, +3 full plate. 
  * see Appendix 2: New Rules Items 
  Blackthorn Orcs (2): Male Orc Bbn11; CR 11; Medium-Size 
  humanoid (orc); HD 9d12+21; hp 75; Init +2; Spd 40 ft.; AC 
  17, touch 12, flat-footed 17 (+2 Dex, +5 armor); Base Atk +11; 
  Grp +16; Atk +17 melee (1d12+8, +1 keen greataxe/19-20x3); 
  Full Atk +17/+12/+7 melee (1d12+8, +1 keen greataxe/19-
  20x3); SA Greater Rage 3/day; SQ DR 2/—, fast movement, 
  improved uncanny dodge, orc traits, trap sense +3, uncanny 
  dodge; AL CE; SV Fort +10, Ref +5, Will +4; Str 21, Dex 14, 
  Con 16, Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +13, Intimidate +12, Survival 
  +13; Cleave, Iron Will, Power Attack, Power Critical*. 
   
  Possessions: +1 keen greataxe, +3 studded leather. 
  * see Appendix 2: New Rules Items 
  ENCOUNTER 8: LARISSA HUNTER 
  Yuan-Ti Fighter (2): Yuan-Ti Pureblood Ftr9; CR 11; 
  Medium-Size monstrous humanoid; HD 4d8+12+9d10+28; 
  hp 114; Init +4; Spd 30 ft.; AC 24, touch 14, flat-footed 21 (+4 
  Dex, +7 armor, +4 natural); Base Atk +13; Grp +16; Atk +18 
  melee (1d10+3, +1 bastard sword); Full Atk +16/+11/+6 
  melee (1d10+1, +1 bastard sword) and +16/+11/+6 melee 
  (2d6+3, +1 merciful short sword/17-20x2); SA Spell-like 
  abilities; SQ Alternate form, darkvision 60 ft., detect poison, 
  spell resistance 23; AL NE; SV Fort +9, Ref +10, Will +7; Str 
  16, Dex 19, Con 14, Int 13, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +10, Concentration +9, Jump 
  +10, Knowledge (local: Iuz’s Border States) +2, Knowledge 
  (local: Velverdyva, Tuflik, Fals Trade Route) +2, Listen +5, 
  Spot +6, Swim +8; Alertness, Blind-Fight, Close-Quarters 
  Fighting*, Combat Reflexes, Exotic Weapon Proficiency 
  (bastard sword), Greater Two-Weapon Fighting, Improved 
  Critical (short sword), Improved Toughness*, Improved 
  Two-Weapon Fighting, Two-Weapon Fighting, Weapon 
  Focus (bastard sword), Weapon Focus (short sword). 
   
  Spell-Like Abilities: 1/day—animal trance (DC 13), 
  cause fear (DC 12), charm person (DC 12), darkness, 
  
  Dyv5-04 No More! 
   
  Page 28 
  entangle (DC 12). Caster level 4th. The save DCs are 
  Charisma-based. 
   
  Possessions: dagger x2, +2 chain shirt, +1 bastard 
  sword, +1 merciful short sword, amulet of natural 
  armor +3, gloves of dexterity +2. 
  * see Appendix 2: New Rules Items 
  Yuan-Ti Swashbuckler (2): Yuan-Ti Pureblood Swsh9; 
  CR 11; Medium-Size monstrous humanoid; HD 4d8 
  +8+9d10+18; hp 101; Init +7; Spd 30 ft.; AC 25, touch 
  14, flat-footed 21 (+4 Dex, +7 armor, +4 natural); Base 
  Atk +13; Grp +15; Atk +21 melee (2d4+8, +1 spiked 
  chain); Full Atk +21/+16/+11 melee (2d4+8, +1 spiked 
  chain); Space/Reach 5 ft./10 ft.; SA Acrobatic charge, 
  improved flanking, insightful strike, spell-like abilities; 
  SQ Alternate form, darkvision 60 ft., detect poison, 
  dodge bonus +1, grace, spell resistance 21; AL CE; SV 
  Fort +8, Ref +14, Will +6; Str 14, Dex 25, Con 12, Int 18, 
  Wis 10, Cha 12. 
   
  Skills and Feats: Climb +9, Concentration +8, 
  Jump +11, Knowledge (local: Iuz’s Border States) +3, 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade 
  Route) +3, Listen +4, Profession (sailor) +9, Sense 
  Motive +9, Spot +5, Swim +7, Tumble +13; Alertness, 
  Blind-Fight, 
  Combat 
  Expertise, 
  Exotic Weapon 
  Proficiency (spiked chain), Improved Toughness*, 
  Improved Trip, Power Attack, Weapon Finesse. 
   
  Spell-Like Abilities: 1/day—animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). Caster level 4th. The save 
  DCs are Charisma-based. 
   
  Possessions: masterwork spiked chain, rapier, 
  dagger, +2 chain shirt, gloves of dexterity +4, headband 
  of intellect +4, amulet of natural armor +3. 
  * see Appendix 2: New Rules Items 
   
  Grace 
  (Ex): 
  A 
  swashbuckler 
  gains a +1 
  competence bonus on Reflex saves at 2nd level. This 
  bonus increases to +1 at 11th level and to +3 at 20th 
  level. A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Insightful 
  Strike 
  (Ex): 
  At 
  3rd 
  level, 
  a 
  swashbuckler becomes able to place her finesse attacks 
  where they deal greater damage. She applies her 
  Intelligence bonus (if any) as a bonus on damage rolls 
  (in addition to any Strength bonus she may have) with 
  any light weapon, as well as any other weapon that can 
  be used with Weapon Finesse, such as a rapier, whip, or 
  spiked chain. Targets immune to sneak attacks or 
  critical hits are immune to the swashbuckler’s 
  insightful strike. A swashbuckler cannot use this 
  ability when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Dodge bonus (Ex): A swashbuckler is trained at 
  focusing her defenses on a single opponent in melee. During 
  her action, she may designate an opponent and receive a +1 
  dodge bonus to Armor Class against melee attacks from that 
  opponent. She can select a new opponent on any action. This 
  bonus increases by +1 at every five levels after 5th (+2 at 10th 
  level, +3 at 15th level, and +4 at 20th). A swashbuckler loses 
  this bonus when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  If the swashbuckler also has the Dodge feat, she need 
  not designate the same target for this ability as for the Dodge 
  feat. (If she designates the same target, the bonuses stack.) 
   
  Acrobatic Charge (Ex): A swashbuckler of 7th level or 
  higher can charge in situations where others cannot. She 
  may charge over difficult terrain that normally slows 
  movement or allies blocking her path. This ability enables 
  her to run down steep stairs, leap down from a balcony, or to 
  tumble over tables to get to her target. Depending on the 
  circumstance, she may still need to make appropriate checks 
  (Jump or Tumble checks, in particular) to successfully move 
  over the terrain. 
   
  Improved Flanking (Ex): A swashbuckler of 8th level 
  or higher who is flanking an opponent gains a +4 bonus on 
  attacks instead of a +2 bonus on attacks. (Other characters 
  flanking with the swashbuckler don’t gain this increased 
  bonus.) 
  
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  Page 29 
  Appendix 2: New Rules Items 
   
  Close-Quarters Fighting [General] as presented 
  in Complete Warrior 
   You are skilled at fighting at close range and 
  resisting grapple attempts. 
   
  Prerequisites: Base attack bonus +3 
   
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack. If you deal damage with 
  this attack, the enemy fails to start the grapple unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity when you 
  would be denied one for being surprised, helpless, or 
  in a similar situation. 
   
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a 
  grapple. Then an ankheg—a creature with the 
  improved grab special ability—attempts to grapple 
  Tordek. He takes an attack of opportunity, hits, and 
  deals 10 points of damage to the creature. Tordek then 
  adds +10 to his opposed check to resist being grappled. 
   
  Normal: Creatures with improved Grapple, 
  improved grab, or similar feats or special abilities do 
  not provoke attacks of opportunity when they attempt 
  to start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats. 
   
  Improved Toughness [General] as presented in 
  Complete Warrior 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude Save bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
   
  Power Critical [General] as presented in 
  Complete Warrior 
  Choose one weapon, such as a longsword or a greataxe. 
   With that weapon, you know how to hit where it 
  hurts. 
   
  Prerequisite:  Weapon Focus with weapon, base 
  attack +4 
   
  Benefit: When using the weapon you selected, 
  you gain a +4 bonus on a roll to confirm a threat. 
   
  Special:  A fighter may select Power Critical as 
  one of his fighter bonus feats. 
   
  You can gain Power Critical multiple times.  Each 
  time you take the feat, it may be with a different 
  weapon or the same weapon.  If you take with the same 
  weapon, the effects of the feats stack. 
  Maiming [Item Enhancement] as presented in 
  Miniatures Handbook 
  A weapon with this special ability twists and digs into 
  the flesh of the creatures it strikes true.  This weapon 
  has a random multiplier for critical hits.  If the weapon 
  normally has a x2 critical multiplier, roll 1d4 each time 
  you successfully score a critical hit to determine your 
  multiplier.  For weapons with a x3 multiplier, roll a 1d6 
  to determine the new multiplier.  For a x4 multiplier, 
  roll 1d8. 
   
  Faint transmutation; CL 5
  th; Craft Magic Arms and 
  Armor, keen edge; Price +1 bonus. 
  Power Critical [General] as presented in 
  Complete Warrior 
  Choose one weapon, such as a longsword or a greataxe. 
  With that weapon, you know how to hit where it hurts. 
   
  Prerequisite: Weapon Focus with weapon, base 
  attack bonus +4 
   
  Benefit: When using the weapon you selected, 
  you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select power Critical as one 
  of his fighter bonus feats. 
   
  You can gain Power Critical multiple times. Each 
  time you take the feat, it may be with a different 
  weapon or the same weapon. If you take it with the 
  same weapon, the effects of the feat stack. 
   
  
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  Page 30 
  Player Handout #1 
   
  This handout should be given to members of the Alliance only. 
   
  � As a member of the Alliance, you have learned certain innuendos and challenge/response 
  scenarios. If you wanted to determine whether or not someone is a member of the 
  Alliance, you might include something like the following in your conversation. Likewise, 
  he or she may include this in his conversation to establish whether or not you are a 
  member of the Alliance. 
  Prompt: Life here is pleasant, but it frustrates me that I cannot find a decent sunset. 
  Reply: I understand your quandary. I have a similar problem finding firewood. 
  
  Dyv5-04 No More! 
   
  Page 31 
  Player Handout #2 
   
  Give this handout to any character that successfully replies to the Alliance member’s prompt and deciphers the 
  innuendo while in the County of Urnst. 
   
  Welcome friend. It’s good to see others following us here. There’s a 
  wealth of opportunity in the County, no pun intended. Stay as long 
  as you like, but this is my turf, so any serious jobs come through me 
  first. I don’t want you screwing this up when we’re just starting out. 
  
  Dyv5-04 No More! 
   
  Page 32 
  Player Handout #3 
   
  The characters may find this note left at the bottom of the cellar stairs in Grandhearth Manor.. 
   
  Enruhl, 
   Four of the crystals are broken, but yours and Pengallen’s remain 
  whole. I fear that you have fallen to the hell-spawn that masqueraded as 
  Kurault. I fear worse, though, that you have not. If you survived the 
  massacre, I pray that you were delayed in your evacuation of the city. If 
  for some reason you were incapable of teleporting to Chendl as planned, 
  perhaps now you are reading this note. Your family is always welcome in 
  Grandhearth Manor, cousin. This vault has room for us all. Times are 
  dark and families must take care of one another. Simply ask for help. 
   I cannot avert my eyes from the crystals. The blue and red glass blaze 
  in the lantern light like falling stars. Leardyn and Pengallen. Why were 
  you the only two not to arrive at your evacuation locations? By The 
  Invincible, the Free Lands have suffered enough. Stay true to His 
  teachings and we will weather this storm like we have those that came 
  before. Resolve, cousin, and hope, these will see us through. I await word 
  of your wellbeing. 
   
     
   
   
   
   
   
  Klabert 
  
  Dyv5-04 No More! 
   
  Page 33 
  Critical Events Summary 
   
  • 
  Did the PCs kill the citizens in Encounter 1?  
   
   
  YES 
  NO 
   
  • 
  Did the PCs answer George Good’s original summons?  
  YES 
  NO 
   
  • 
  Did the PCs recognize the orcs from the Pomarj? 
   
   
  YES 
  NO 
   
  • 
  Did the PCs attack or mistreat the Gnarley Druid? 
   
   
  YES 
  NO 
   
  • 
  Did the PCs lift Bailen Lord Maltrus’ spirits?  
   
  YES 
  NO 
   
  • 
  Did PCs find the initials “LH” in the slave pen? 
   
   
  YES 
  NO 
   
  • 
  Did PCs oppose bringing the Free Marine back to Dyvers? 
   
  YES 
  NO 
   
  • 
  Did any PC contract the Black Breath of Iuz?  
   
  YES 
  NO 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/595/Normal Scenarios/DYV5-04 - No More! (APL 2-12)/DYV5-04 - No More!.pdf