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 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. © 2004 ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be reproduced without 
  approval of the RPGA Network. 
   
  COR4-08 
   
   
   
   
   
  THE LETTER 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Core Adventure 
  Version 1 
  By Craig Hier 
   
  Circle Reviewer: Stephen Radney-MacFarland 
   
   
   
  Tomorrow was looking like it was going to be a quiet and peaceful day but a puzzling missive has embroiled you in a 
  mysterious plot…maybe two. Do you dare take on the challenge or just get out of the way as fast as possible? Either way, 
  the City of Greyhawk may never be the same. Part Two of the “Tome of Clarity and Mists” series. An adventure for APLs 
  2 to 12
  
  The Letter 
   
  Page 1 
  INTRODUCTION 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and record-
  keeping after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know and 
  can communicate to your players the special aspects of 
  playing an RPGA scenario.  
   
  PREPARATION 
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  PLAYING THE GAME 
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the Monster 
  Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold 
  italics. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  TRACKING  
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet. The judge should 
  complete the top of the form and list his name and RPGA 
  number. The players should each list their name and 
  RPGA number. After the form is filled out it should be 
  given to the Event Coordinator. 
   
  LIVING GREYHAWK 
   
   
   
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the current 
  LIVING GREYHAWK character generation guidelines, and a 
  character sheet from your convention coordinator or the 
  RPGA Web site, and then have any players without a 
  character create one. Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
   
  LIVING GREYHAWK LEVELS OF PLAY  
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately. 
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  heavy, with him in the adventure and it will not 
  count toward the APL calculation. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  
  The Letter 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may 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 
  will receive 
  only 
  one-
  half of the 
  experience 
  points 
  for 
  the 
  adventure. 
  Further, 
  if 
  the PC is 
  three 
  character 
  levels 
  or 
  more lower 
  than 
  the 
  APL 
  at 
  which this 
  adventure is 
  being 
  played, that 
  PC will receive one-half gold for the adventure as well. 
  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. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are three 
  things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  TIME UNITS AND UPKEEP 
   
   
  This is a standard one-round Core adventure, set in the 
  city of Greyhawk. All characters pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  A thousand or so years ago, a man was born in the area 
  that is now called the Theocracy of the Pale. Born into a 
  family of farmers his life was simple and uncomplicated 
  until fate stepped in a dealt him a nasty blow. 
   
  The man, really only a boy at this time, started 
  answering questions before they were asked. He passed 
  the vegetables before they were called for. The rest of his 
  village thought he was consorting with devils and planed 
  to kill him before he could harm the village in anyway. 
   
  Of course he soon learned of the plot and fled. He 
  wandered the forests, mountains, and plains searching 
  for the reason behind his gift. He explored mysteries 
  both natural and supernatural. He spent time learning 
  from a wide range of beings from centaurs to elves and 
  from brownies to yuan-ti. 
   
  The most remarkable of his teachers was a phasm. 
  They explored each other’s strange abilities and learned 
  to combine the shapechanging and thought detection as 
  no other had ever done. 
   
  Spurred on by this process of learning and discovery 
  they settled down in a small, abandoned keep to focus on 
  their studies. It was during this time that the Tome of 
  Clarity and Mists was penned.  
   
  The pair developed special magic allowing them to 
  write in a way that to the viewer had to use some sort of 
  thought detection in conjunction with read magic to 
  understand the book. They figured that this would 
  forever obscure the book from those that would use its 
  knowledge for evil. This safeguard worked very well...for 
  a time. 
  
  The Letter 
   
  Page 3 
   
  Word spread of the two strange beings and soon 
  their small keep found itself home to a small but 
  dedicated group of men and women. Most of them 
  thought of the pair as sages and wanted to learn from 
  them. 
   
  Not wanting to repeat what happened in his village, 
  the man decided to form the small group into a 
  monastery devoted to the gathering of knowledge. He 
  sent them out into the world to collect knowledge and 
  leave he and the phasm to do their work in relative peace. 
  Those who stayed behind helped the pair explore the 
  depths of the humanoid mind. 
   
  This idea backfired in a big way. The people going 
  out into the world kept talking about the monastery, the 
  sages, and their quest to unlock the mysteries of the 
  mind. This brought more and more students to the keep.  
   
  The small keep was soon overflowing and they all 
  had to move to a bigger place. The pair decided that a 
  place in the mountains would be far more isolated and 
  secure. To this end the monks started construction of 
  their new home. 
   
  In their mountain retreat the monastery flourished 
  and the pair left the running of the monk studies to 
  others and focused on their experiments. 
   
  Shortly thereafter a group of monks came to learn 
  the ways of the mind. Unbeknownst to the rest of the 
  monastery, these were a band of evil doppelgangers who 
  were out to expand their personal power.  A power 
  struggle ensued and soon broke out into violence. By the 
  end of the power struggle half of the students and all of 
  the doppelgangers were dead.  
   
  This broke the heart of the man and he soon set out 
  on a personal quest of grief and understanding of the 
  calamity that befell the monastery.. He left the monastery 
  behind, never to return. He also took the tome as it had 
  grown into an awesome repository of mental prowess. In 
  the wrong hands its knowledge would be a devastating 
  weapon. 
   
  And that is how the Tome of Clarity and Mists left the 
  stage. Nothing is known of it or the man after that point. 
  Both were seemingly swallowed by the passage of 
  time…until recently. 
   
  A young woman named Aristelle was exploring 
  some ruins in the Cairn Hills northeast of the City of 
  Greyhawk. She was hoping the experience would earn 
  some rare and profitable item from the ruin. 
   
  After exploring the ruin for three days she came out 
  with nothing but an old book and several burned-out 
  torches. The book looked promising though as it was 
  written in a very strange language that moves as one 
  reads it. 
   
  The promise that the strange book was a valuable 
  was good enough for her to packed her things and 
  headed straight for the City of Greyhawk. Once there, 
  she secured a room at the first inn she found: a place 
  called the Brass Dragon Inn. After settling in, she headed 
  straight to Clerkberg. 
   
  Finding a rare bookseller in Clerkberg is like finding 
  a glass of water in a lake. She didn’t like the look of the 
  first few she pasted but then decided to go into a place 
  called Allistair’s Books.  Allistair agreed to look at the 
  book and was pleased to see such a rare and bizarre 
  specimen.  
   
  Allistair knew instantly that this book was special. 
  He offered the girl 100 gold pieces as a down payment for 
  the tome while he contacted some colleagues to ascertain 
  its true value.  She took the money and returned to the 
  Brass Dragon. 
   
  Alistair contacted the one person he knew he could 
  trust and would be able to help him identify the book: 
  Warnes Starcoat of the Circle of Eight. 
   
  Warnes did indeed find the book interesting and 
  sent a message for the girl.  
   
  Unfortunately, a gang of doppelgangers witnessed 
  the exchange between Aristelle and the bookseller. They 
  could feel the book as Aristelle passed through town and 
  followed the girl into the bookseller’s shop.   
   
   This is where our story starts.   
   
   
  ADVENTURE SUMMARY 
  The messenger did not make it very far. After leaving the 
  bookstore, he was followed. The decision to take a short 
  cut through an alley was not a very good one. He was 
  attacked once away from prying eyes. 
   
  The attack was much louder than the thug had 
  anticipated and, sure enough, it attracted some unwanted 
  attention. Not really wanting to tangle with a host of 
  adventurers the thug made short work of the messenger 
  and took flight. 
   
  This is where the PCs come in. They can try and 
  capture the thug or just examine the body. Attempting to 
  actually help the poor messenger is fruitless as he is quite 
  dead. If they catch the thug, he is soon assassinated. 
  Otherwise his body is found a short time later. 
   
  The watch shows up in very short order. They are 
  not pleased about the death that now surrounds the 
  party. Now considered suspects, or at best, witnesses, the 
  PCs are told to appear at the watch station come morning. 
  If they fail to do so, the PCs are arrested. 
   
  Not much happens during the evening, at least to 
  the party. The doppelgangers decide to risk replacing 
  Aristelle. Unfortunately, she is staying in a very busy inn 
  and her body is found before it can be disposed of. This 
  throws the doppelgangers off for a time leaving the PCs 
  time to start investigating. 
   
  The party learns of Aristelles murder the next 
  morning while filling out reports at the watch station. 
  The watch also informs the PCs that they are not to leave 
  the city until the trial. 
   
  On their way out of the station, the party picks up a 
  tail. As soon as they are clear of the watch station a group 
  of hired thugs attack them. The encounter starts with an 
  attempt to lift one of the fighter’s weapons.  
   
  The encounter can end without anybody dying; the 
  thugs are attacking with nonlethal damage. They only 
  want information the PCs might have ascertained from 
  the dead messenger. In addition, if defeated and let go 
  
  The Letter 
   
  Page 4 
  the thugs grant the PCs some respect in the form of a 
  favor. 
   
  At this point the only clue the PCs will have is the 
  Brass Dragon Inn. Going there reveals another lead; a list 
  of places Aristelle went before she died.  
   
  One of the places she went was Eridok’s Expedition 
  Provisions. This store provides a great number of items 
  for adventurers. Aristelle needed to replace some of the 
  torches she used in her last dungeon crawl. 
   
  Eridok is having problems as well. It appears 
  somebody is making counterfeit product and tarnishing 
  his good name. This is the work of the doppelgangers 
  that are trying to corner the market on adventuring 
  supplies. This racket gives the extra benefit of supplying 
  them a fresh source of new faces and easy means into and 
  out of the city.  
   
   Some PCs may have an item bearing Ridok’s mark. 
  Showing this to the merchant and promising to look into 
  the events grant them his favor–access to more magic 
  items. 
   
  Aristelle also went to the store of Melezakan, a 
  famous cartographer. In that shop she sold a pretty 
  worthless map. Melezakan is always looking to buy more 
  maps and purchases any map the PCs might have. If they 
  have campaign documentation for a map, he buys it for 
  the price listed. He will also take special interest in the 
  map from COR3-08 Face Value. 
   
  Melezakan is also bothered by some strange 
  occurrences. A series of fires is plaguing an area of town. 
  This plot is not furthered in this adventure but if the PCs 
  want to investigate they do not find anything of interest 
  or value. 
   
  At this point the doppelgangers have finally figured 
  out what is going on: t least in part. They have discovered 
  that Warnes Starcoat was the sender of the letter and are 
  now going to try and use the party to further their own 
  means. 
   
  A small boy approaches the PCs and tells them a man 
  wants to see them. As proof of the sender, he has a similar 
  gold coin as found on the messenger. 
   
  He leads them to a small shack that is one of the 
  doppelgangers’ safe houses. Here a doppelganger is 
  impersonating Warnes Starcoat and doing a pretty good 
  job of it. He sends the party to Allistar’s Books to get the 
  book and return it here. 
   
  Not all of the doppelgangers have received word 
  about the new plan. The one watching the bookstore has 
  been informed of the PCs’ interest in the book but not 
  that they are being duped by the other doppelganger. 
  Therefore when the party enters the store he acts. 
   
  He charges into the store and tries and stop the PCs. 
  He ultimately fails but finally reveals that doppelgangers 
  are behind many current troubles. 
   
  After their valiant defense of his bookstore, Allistair 
  finally believes the party is on the side of good and gives 
  them the tome. The party then may give the book back, 
  give it to the fake Starcoat, or keep it for themselves. 
   
  ENCOUNTER 1: THE LETTER 
  Dusk is wrapping its dark blanket around the City of 
  Greyhawk. The day’s tasks accomplished, you make your way 
  back to the inn that serves as home during your visit. Only 
  blocks away from good ale, a warm meal, and a comfortable 
  bed, evil sounds from an alleyway stops your progress. A 
  muffled cry for help breaks the street’s silence. 
  The PCs have just heard the sound of a mugging in progress. 
  Have each attempt a Listen check (DC 10) to determine which 
  of the adjacent alleyways the sound came from. If they succeed 
  their check, and immediately follow the sound, read aloud or 
  paraphrase the following”   
  Crouching in the dark alleyway, a figure is delivering the final 
  blow to his victim. Startled by your presence, the figure bolts to 
  the far end of the alley. 
   
  If they fail the check, or dally, read or paraphrase the next 
  bit of read-aloud text. 
   
  In the middle of the alleyway a body is sprawled. The strange 
  angle of its limbs and the dark pool spreading under it 
  instantly tell you the poor soul’s fate. A figure runs away into 
  the thick Greyhawk fog a the far end of the alley.  
   
  The chase is on! The thug tries to make several turns and 
  duck out of sight into the sewers before the PCs can 
  catch him. If he manages to get far enough away he 
  escapes…from the PCs anyway. 
  �Dreglim Thorian: Male human Rog2; hp 10; Spd 30 
  ft.; AC 15, touch 13, flat-footed 12; Feats: Dodge.  
   
  Dreglim’s head start depends on the PCs reaction. If 
  it took time for them to ascertain the alleyway the scream 
  came from, or they delayed more than a round, Dreglim 
  has a full 80 foot head start, and he is about to enter (next 
  action) the fog which gives acts an obscuring mist spell. 
   
  If the PCs had a timely reaction to the scream, he is 
  only 20 feet away when he runs, and the fog is a full 60 
  feet away.  
   If the PCs do catch him, he doesn’t have much to say. He 
  can only reveal the following information. 
  • 
  He is new to town. Just arrived yesterday, in fact. 
  • 
  A man in a dark cloak gave him 200 gold pieces to 
  snatch a letter from a man coming down this 
  alleyway. He promised more money if he killed the 
  mark too.  
  • 
  Payment was to be on delivery of the letter. 
  • 
  Dreglim is scared of the man in the cloak. The thief 
  is sure the cloaked figure would kill him if he didn’t 
  do the job. Dreglim begs the PCs to turn him in to 
  the watch as soon as possible. 
  At this point in the interrogation, a dart strikes Dreglim 
  in the back of the neck, killing him instantly. An 
  investigation on the adjacent rooftops provides no clues 
  as to who threw the dart.  
   
  Investigating the dart reveals a small maker’s mark. A 
  successful Knowledge (local—Core) or bardic knowledge 
  check (DC 10) identifies it as being from Eridok’s 
  Expedition Provisions. This information can also 
  discovered via Gather Information (DC 10). 
   
  
  The Letter 
   
  Page 5 
   
  The PCs should now turn their investigation to the 
  body lying in the alley. If they fail to do so, the watch 
  shows up quickly and takes the body and all its 
  possessions into custody. When the PCs attentions rests 
  on the victim, read aloud or paraphrase the following:  
   
  The victim is a very young man in old, ill-fitting clothes. From 
  the looks of him he hasn’t had a good meal in quite some time. 
  His disheveled blond hair, his tanned and calloused hands, as 
  well as the smudges on his face all point to a life on the streets. 
  Why anyone would attack and kill such a man is a mystery. 
   
  If they have time to search though his things for clues, 
  read the following: 
   
  Looking though the man’s belongings discovers a small 
  collection of items. There’s a small folded sheet of paper, a gold 
  coin, a bit of string and a few small pebbles. The paper looks 
  new and is sealed with some wax and labeled “Peppermint.” 
   
  The letter is detailed in Appendix 1. The PCs have to 
  break the wax seal to read the letter. The seal is the seal of 
  Warnes Starcoat, member of the Circle of Six. A 
  successful Knowledge (nobility and royalty) (DC 17), a 
  Knowledge (local—core) checks (DC 18), or a bardic 
  knowledge check (DC 15) recalls the owner of the seal.  
   
  The gold coin is from the Duchy of Urnst, but it is an 
  older coin that those currently in circulation, and it is a 
  clue as to who hired the young man to deliver the letter. 
  Starcoat is from the Duchy of Urnst. Bardic knowledge 
  (DC 7), Knowledge (local (Nyrond metaregion) (DC 5), 
  Knowledge (nobility and royalty) (DC 10), or an Appraise 
  check (DC 5) reveals the origin of the coin. Any priest of 
  Zilcius will also be familiar with the coin’s origin. 
   
  Within five minutes of the commotion, the watch 
  shows up.  
   
  The watch is quick to arrive at the scene. Two watchpersons 
  approach and demand to know what is going on. One of the 
  officers notices the body on the ground and blows his whistle. 
   
  The PCs must now explain the recent turn of events. If 
  the heroes are belligerent or try and leave the scene, the 
  watch arrests them on the spot and hauls them to the city 
  jail. Only after careful questioning does the watchpersons 
  let them go with instructions to come to the watch 
  station early the next morning to fill out a report. 
   
  If any PC is tossed into jail they are questioned 
  rigorously, subjected to a zone of truth spell and then 
  released in the morning. Have this happen “off camera” 
  to keep the story moving. 
   
  While the PCs are being questioned more 
  watchperson show up and conduct an investigation of 
  the body as well as a sweep for the suspect. They find the 
  letter and gold piece and hand them to the officer 
  questioning the PCs. This is done in full view of the PCs 
  and you should make sure that the players are paying 
  attention to the exchange, as it comes into play later. 
   
  One of these newly arrived watchpersons is a 
  doppelganger. He has infiltrated the watch and knows a 
  little about the tome but not enough to hinder the PCs at 
  this point. He observes and notes the evidence and any 
  information given to the watch by the players. 
   
  Finally, if Dreglim Thorian manages to elude the 
  PCs or the PCs simple cut him loose after catching him, 
  the watch reports that they have found another body that 
  matches the description of the attacker. The PCs can 
  identify the body readily. 
   
  This leaves two bodies and just the PCs’ word. 
  Reiterate that the PCs are suspects and this is being 
  treated as a murder investigation. They have to report to 
  the watch station in the morning to go over some more 
  questions and fill out some paper work. 
   
   
  ENCOUNTER 2: WAITING FOR 
  MORNING 
  All attempts to follow clues or investigate the 
  whereabouts of Aristelle are met with blank stares and 
  closed doors. Well, for a while at least. 
   
  Any Gather Information checks the PCs make tips 
  off the doppelgangers to what or who the PCs are looking 
  for. If the PCs have shared any information with the 
  watch, the doppelgangers know it through their 
  operative in the watch.  
   
  The PCs are also under constant watch by the gang 
  of doppelgangers. Every so often have the PCs attempt a 
  Will save (APL 2—DC 13; APL 4—DC 14; APL 6—DC 
  15; APL 8—DC 16; APL 10—DC 17; APL 12—DC 18). 
  This is due to the gang members trying to detect thoughts 
  every so often. This is meant to try and acclimatize the 
  party to the ability so that it can be used later without 
  suspicion. 
   
   
  If the watch has procured the physical evidence 
  found on the scene, they do not allow the PCs to check 
  on the evidence until morning. If the PCs’ are jailed, they 
  are allowed no visitors until morning.  
   
  Basically nothing more will occur until morning.  
   
  Morning signals the start of a beautiful day in the City of 
  Greyhawk. The events of last night still fresh in your head, you 
  recall that you are supposed to go fill out a report at the watch 
  station. 
   
  Whether the PCs actually go to the station is up to them. 
  Nothing of interest or value occurs before they do, so 
  they are just wasting time if they don’t. Of course, while 
  they waste time, a warrant for their arrest is issued. If 
  they do not get to the watch station in a reasonable 
  amount of time, they are arrested. 
   
  ENCOUNTER 3: CHECKING 
  IN WITH THE WATCH 
  There are many paths to this encounter. Regardless of the 
  path, the watch has a pair of corpses and the PCs are at 
  
  The Letter 
   
  Page 6 
  least witnesses to the murder. Modify the following read-
  aloud text to reflect these variables. 
   
  The watch station is bustling with activity. A desk sergeant 
  looks your way and asks, “What do you want? 
   
  The desk sergeant is not in any mood to verbally spar 
  with the PCs. He has been on duty for only an hour and 
  already has had to deal with two drunks, four burglary 
  complaints, and a murder. 
   
  The sergeant grunts, “The double killing last night, huh? Go see 
  Constable Harkins in that office there.” He points to one of the 
  doors on the wall to the left. 
   
  Constable Harkins is the officer that questioned the PCs 
  the previous night. He is pleasant toward the PCs as they 
  are now considered witnesses instead of suspects.  
   
  Opening the door reveals a small office with the watchman 
  from last night sitting behind a desk.  
   
  “Welcome. I’m glad you could make it. As you know, this 
  is a serious matter. As you are our only witnesses I ask that you 
  do not leave town. Any attempt to do so will result in charges of 
  obstruction of justice.  
   
  He gestures for you to have a seat. “I have to go get some of 
  the paperwork. Make yourselves comfortable.” He stands and 
  leaves the office for a few minutes. 
   
  Returning shortly he places some papers on his desk and 
  has you go over the events of last night again. When he has 
  finished writing it all down he passes the papers to you and ask 
  for your signature on the bottom. 
   
  If the character cannot write, he asks that they just make 
  their mark on the paper instead. 
   
  What happens next depends on what happened last 
  night. If the PCs did not get the letter they can ask the 
  constable for it now. He gladly shows it to them but does 
  not allow them to take it. He also shows them the coin.  
   
  He adds that the city has been having a rash of these 
  random murders. His superiors are desperate to solve 
  these mysterious crimes and that unless more evidence 
  surfaces, it doesn’t look too good for them, as “someone 
  will eventually have to take the blame…if you know 
  what I mean.” 
   
  If the PCs have read the letter at this point, read or 
  paraphrase the following. 
   
  As you take your leave of the watch station you pick up on a 
  snippet of conversation. “…a lady named Aristelle was kill last 
  night”  
   
  If the party inquires further they can find out that a lady 
  named Aristelle was stabbed to death last night or early 
  this morning at the Brass Dragon Inn. There were no 
  witnesses or any evidence of value. 
   
   
  ENCOUNTER 4: THUG 
  ATTACK 
  Let the PCs pick the direction they wish to travel. If they 
  have no particular interest in a particular direction, do 
  something to nudge them away from the watch station.  
   
  Once they are underway, pick the smallest PC that 
  has an obvious weapon. Have that PCs make a Spot check 
  (DC 15 + APL). This is to have a chance of avoiding the 
  upcoming collision. If the PC succeeds at the Spot check, 
  he or she avoids the collision. 
   
  If the collision occurs, read or paraphrase the 
  following. 
   
  Crash! With a resounding thump a man jets out of nowhere to 
  collide with <character name>. The figure tries to get off of 
  <character name> and stand. Finally doing so he runs into a 
  side alley. 
   
  If the collision does not occur, read the following. 
   
  Narrowly avoiding a collision with <character name>, a man 
  in a cloak brushes past, twirling out control trying to get 
  through to a side alley. 
   
  If the thug collides with the PC, he is going to attempt to 
  steal his or her weapon. Make an opposed Sleight of 
  Hand against the PCs’ Spot check. The PC gets a bonus of 
  +4 to the Spot check due to the size of the item being 
  snagged. Even if the collision doesn’t happen, the thug 
  makes the attempt at stealing the weapon, but the PC gets 
  a +8 bonus to Spot the theft. 
   
  If the attempt is successful, the thug stops just inside 
  the alley and yell back at the PC, showing the newly 
  acquired weapon. If the attempt fails, the PCs know the 
  man attempted to steal the weapon. The thug stops inside 
  the alley and taunts the PCs in an attempt to get him or 
  her to follow. This of course leads the PCs into the 
  ambush. 
   
  APL 2 (EL 5) 
  �Eltrin D’rintini: Male human Rog3; hp 14; see 
  Appendix 1. 
  �Thugs (2—Retin and Klodar): Male Human Rog1; 
  hp 6 each; see Appendix 1. 
   
  APL 4 (EL 6) 
  �Eltrin D’rintini: Male human Rog2/Ftr2; hp 24; see 
  Appendix 1. 
  �Thugs (4—Lag, Mort, Retin and Klodar): Male 
  human Rog1; hp 6 each; see Appendix 1. 
   
  APL 6 (EL 8) 
  �Eltrin D’rintini: Male human Rog2/Ftr4; hp 36; see 
  Appendix 1. 
  �Thugs (4—Lag, Mort, Retin and Klodar): Male 
  human Rog1/Ftr1; hp 11 each; see Appendix 1. 
  
  The Letter 
   
  Page 7 
   
  APL 8 (EL 10) 
  �Eltrin D’rintini: Male human Rog4/Ftr4; hp 51; see 
  Appendix 1. 
  � Thugs (4—Lag, Mort, Retin and Klodar): Male 
  human Rog2/Ftr2; hp 24 each; see Appendix 1. 
   
  APL 10 (EL 12) 
   
  �Eltrin D’rintini: Male human Rog6/Ftr4; hp 62; 
  see Appendix 1. 
   
  �Thugs (4—Lag, Mort, Retin, and Klodar): Male 
  human Rog4/Ftr2; hp 34 each; see Appendix 1.  
   
  APL 12 (EL 14) 
   
  �Eltrin D’rintini: Male human Rog6/Ftr6; hp 76; 
  see Appendix 1. 
   
  �Thugs (4—Lag, Mort, Retin, and Klodar): Male 
  human Rog4/Ftr4; hp 48 each; see Appendix 1. 
   
   
  Tactics: the thugs allow the PCs to rush past after the 
  leader and then attempt to close with the spellcasters. 
  The leader attempts to disarm his opponents waiting for 
  his buddies to deal with the casters. They then try to 
  subdue the party and find out what they know. 
   
  The thugs are not dedicated to this purpose and flee 
  or surrender if things do not go well. If they are caught, 
  they give the following information. 
  • 
  They are freelancers and have, in the past, been very 
  successful at this kind of thing. 
  • 
  They do not like to kill their victims, as that is not 
  polite and is just bad policy. 
  • 
  No hard feelings; it’s just a job, you know. 
  • 
  They were hired by a cloaked figure for the sum of 
  200 gp up front and another 400 if the secured a 
  letter. 
  • 
  He was to meet them for delivery, so no meeting was 
  prearranged. 
  • 
  They’ll hand over the gold and swords but would 
  prefer to keep the armor. For protection, you know. 
  • 
  In conclusion they ask to be let go. After all, they 
  could be of some help in the future? 
  If the PCs do let them go, they earn the favor of Eltrin 
  D’rintini.  
   
   
  ENCOUNTER 5: BRASS 
  DRAGON INN 
  The Brass Dragon Inn sits at the southern tip of the city, near 
  the Highway Gate. It is not the finest of establishment. In fact, 
  it is rather run down and seedy. Aristelle must have been pretty 
  down on her luck to want to stay here. 
   
   
  The Brass Dragon Inn is area T9 on the City of 
  Greyhawk map that appeared in Living Greyhawk Journal 
  #2. A section of this map detailing important areas to this 
  adventure appears at the end of the adventure.   
   
  If the PCs are here in the morning read or 
  paraphrase the following. 
   
  Even in the morning hours many people are seated at the tables 
  and around the bar. The only staff appears to be a haggard 
  barmaid and a bartender that looks much more chipper than 
  the rest of the inhabitants. Nobody seems interested in striking 
  up a conversation. 
   
  � Artus Crumm: Exp3; bartender. 
  � Matille Sunseed: Drd2; barmaid. 
  If the PCs have decided to come later in the day, read the 
  following. 
   
  The afternoon crowd is much bigger than you would see in 
  other inns. Two serving girls bustle between the tables and a 
  man tends the bar. Nobody seems to be in any hurry to talk to 
  you. 
   
  � Lilly Crumm: Com1; barmaid 15 years old (Artus 
  daughter) 
  � Rose Crumm: Com1, barmaid 17 years old (Artus 
  daughter) 
   
  Matille works the late night and morning shift and has 
  been around all night. She does not know anything about 
  the murder. She has been answering the watch’s 
  questions for over an hour and is irritated by more 
  questioning. 
   
  Artus is the owner’s brother and works during the 
  days. He came to work about the same time the watch 
  showed up so he knows nothing at all about the murder 
  last night. He is happy to talk to the PCs about Aristelle 
  as he met her yesterday. He reveals the following: 
  • 
  She was around 25 years old and from Hardby. 
  Apparently she was some sort of adventurer. 
  • 
  She arrived early the previous morning.  
  • 
  She made a comment about selling some maps and 
  buying more supplies 
  • 
  She was very eager to get into the city when she 
  checked in. After dropping off her stuff, she went 
  out and came back a few hours later. When she 
  returned, she looked nervous. 
  • 
  She was expecting someone. At least it seemed that 
  way. She kept looking over at the door expecting 
  somebody to enter. 
  • 
  She had a sprig of peppermint in her hair. Odd 
  thing. 
  • 
  When I got off work she was just sitting there 
  (points to a bar stool facing the door).  
  • 
  You might ask my daughters about here; they work 
  later than I do. 
  Rose and Lilly reveal the following information. Try to 
  play up the fact that they are a little scatterbrained and 
  noticed very superficial things. 
  • 
  She just sat there watching the door. 
  • 
  She was pretty. 
  
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  Page 8 
  • 
  She had a very nice cloak that matched her scabbard 
  just right. 
  • 
  Her hair was a mess. Did she ever wash it? It had 
  twigs and leaves in it. 
  • 
  She went upstairs around midnight. 
  After talking to the staff, Artus lets them into her room. 
  After all, the watch has finished its investigation and 
  taken all the evidence. 
   
  This room is small. Measuring barely 10 feet square with a bed 
  filling a good chunk of it. There isn’t much room to maneuver. 
  The watch has made a mess of the place. Clothes are strewn 
  here and there. Most other belongings seem missing. 
  A careful Search (DC 14) discovers a slip of paper with a 
  list on it. The list reads: “Get more torches, Eridok’s 
  Expedition Provisions; See Melezakan about map!” 
   
  The note is a simple to-do list. It is meant to lead the 
  party to her last known stops so they can search for more 
  clues. 
   
  ENCOUNTER 6: ERIDOK’S 
  EXPEDITION PROVISIONS 
  “Greetings and welcome to my humble store” booms a voice 
  from somewhere between the cast iron pots and torches. The 
  voice belongs to a man with a scar on his right cheek and only 
  three fingers on his left hand. He limps over and asks in a 
  cheerful voice,  “Is there anything I can get you?” 
   
   
  The Eridok’s Expedition Provisions is area A14 on 
  the City of Greyhawk map that appeared in Living 
  Greyhawk Journal #2. A section of this map detailing 
  important areas to this adventure appears at the end of 
  the adventure.   
   
  Eridok is an old retired adventurer. He enjoys 
  chatting with the customers about slaying monsters and 
  life on the road. He takes this opportunity to pry into the 
  character’s past. He has a further motive for doing so; he 
  needs their help. 
   
  Lately, a number of customers have come in 
  complaining about the shoddiness of his workmanship. 
  Claims of faulty equipment nearly costing people their 
  lives are not new but this increase in the number of 
  claims has him concerned. What really concerns him is 
  that he knows he double checked some of the items in 
  question and knows that they were worthy of the task. 
   
  He fears that somebody is making shoddy copies of 
  his merchandise in an attempt to destroy his business, 
  but he has no real proof. 
   
  In fact, that is exactly what is happening. The 
  doppelgangers cannot simply replace him as he is a high-
  level adventurer and that can only mean trouble. They 
  can, however force him out of business and then open a 
  similar store. Their reasons for doing this are not clear at 
  the present time. 
   
  If asked about the dagger he claims it isn’t one of his 
  but a pretty good imitation. Obviously somebody wants 
  to try and imply he works with the Assassins’ Guild. This 
  proves somebody is out to discredit him.  
   
  If the party can look into this and perhaps come up 
  with a lead or two he would be grateful. He lets the 
  heroes have first chance to buy some items from a 
  shipment of magic items he just got in. 
   
  Finally, if asked about Aristelle he vaguely recalls 
  that she came in looking for some torches to replace the 
  ones she had used. She seemed excited about being able 
  to afford some fine, quality torches. He let her have them 
  at cost. Good customers are hard to find after all. 
   
  ENCOUNTER 7: YOU ARE 
  HERE 
  “Maps by Melezakan” reads the sign above this shop. The shop’s 
  entire back wall is filled with a giant map of the City of 
  Greyhawk. Standing against it a man is busily adjusting some 
  of the buildings.  
  “Just a moment my good friends. A fire recently altered this 
  block and I have to fix my map. Won’t do to have an out-of-
  date map now, would it. Sure have been a lot of fires lately.” He 
  continues for a few moments. 
   
  “Yes, sorry to keep you waiting, how may I help you? Do 
  you have maps to sell or have you come to buy one and follow it 
  to treasure untold?” 
   
   
  The Maps by Melezakan is area A21 on the City of 
  Greyhawk map that appeared in Living Greyhawk Journal 
  #2. A section of this map detailing important areas to this 
  adventure appears at the end of the adventure.  
   
  Melezan will buy any map the PC has campaign 
  documentation for. He buys it for the gold value listed on 
  it. If the PCs happen to have the map from “COR3-08 Face 
  Value”, he pays 300 gold pieces for it on the spot. After all, 
  it is a most unique and obviously rare map. This gold is 
  added to the items sold line and therefore does not count 
  against your maximum gp. 
   
  If asked about Aristelle he does not remember her at 
  first. Given a few moments and some prodding he recalls 
  a nice young woman who came in his store yesterday to 
  sell a map.  
   
  Pulling out the map in question, Melezakan notes 
  the obviously crude techniques used to make it as well as 
  the lack of details such as where on Oerth it is supposed 
  to be. That not withstanding, he claims that it is a good 
  map and will sell it to the PCs for 100 gp but can be 
  talked down to 50 gp. 
   
  The PCs may also buy any other map from him for 
  only 50 gold pieces. He has assurances that they are real 
  and lead to monster-filled dungeons overflowing with 
  treasure. 
   
  If the PCs ask him about the number of fires 
  recently, he complains that the local fire brigade has 
  reported at least three fires a week during the past month 
  or so. That is a marked increase from the typical one or 
  two a month.  
   
  This might lead the adventurers to consult the local 
  fire marshal. He will confirm the number of reports but 
  
  The Letter 
   
  Page 9 
  claim that it is under control and the party shouldn’t 
  worry about it.  
   
  ENCOUNTER 8: MYSTERIOUS 
  SUMMONS 
  A small lad approaches, obviously in a hurry. . “Sir…sir…” he 
  says as he tugs on you. 
   
  Wait for the PCs to acknowledge the boy. And a few 
  minutes for the lad to catch his breath. 
   
  “A man told me to bring you to him. Gave me a shiny he did.” 
  With that he holds up a single gold piece. 
   
  If the PCs have seen the gold piece from the first 
  encounter they recognize that this is a similar coin. 
  Otherwise they just note it as an older coin from the 
  Duchy of Urnst.  
   
  He waits for the heroes to follow and then tears 
  down the street. 
   
  The boy leads you through many twists and turns before finally 
  coming up to a small residential building. The windows have 
  been boarded up and the front door looks as if it will fall off of 
  its hinges at the slightest touch. The paint is peeling off in more 
  than one place. “He’s in there.” the boy states, pointing at the 
  door. With that he darts into a nearby crowd and out of sight. 
   
  The boy was paid by a doppelganger to bring the PCs 
  here. He is not evil. 
   
  The PCs may want to search around the house and 
  verify that it is safe. The building attaches to those on 
  both sides and the back. Therefore the only accessible 
  surfaces are the front and the roof. 
   
  Being a single story building, getting on the roof is 
  fairly simple. Once there, the PCs find that there is no 
  entrance to the building from the roof. A PC succeeding 
  at a Knowledge (engineering and architecture) check 
  (DC 15) notices that there are no vents or chimneys, 
  which is a little odd. 
   
  Searching the windows reveals that they can only be 
  used as an entrance into the building if they are broken 
  (Break DC 15), which will be a very noisy endeavor. A 
  search of the door reveals that the decrepit façade is just 
  that, a façade. The door is in fact quite study. It is not 
  trapped or locked. 
   
   
  ENCOUNTER 9: MEETING 
  WITH A MAN 
  The frail door opens soundlessly revealing a room that is in 
  sharp contrast to the exterior. Fine carpet lines the floor and 
  tapestries hang on every wall. Across the room is a large oak 
  desk. A bearded man sits behind it. On the desk is a couple of 
  scrolls, an inkpot, and quill as well as a pitcher of water. In 
  front of the desk are a couple of sofas and a few chairs.  
   
  The man stands and gestures you to hurry inside. “Please, 
  please come in and have a seat. Do make sure the door is 
  secured behind you.” 
   
  He then waits for the PCs to come in and have a seat. He 
  offers them some water. 
   
  “Sorry to be such a poor host but this is the best I could do on 
  such sort notice. I am Warnes Starcoat and I am glad to make 
  your acquaintance.” 
   
  He waits for the PCs to get used to that idea.  
   
  “Before we continue, I must ask your indulgence as I cast a 
  simple detection spell. I assure you this is for your protection as 
  well as my own. If that is okay with you, I’ll proceed.” 
   
  He makes sure he has everyone’s permission before he 
  casts the spell. The spell is a fake. Roll P’lerextral’s Bluff as 
  an opposed roll to any Spellcraft checks. The trick is to 
  have the PCs drop their guard while he cast that as well as 
  using his detect thoughts ability. He then makes a show of 
  scanning the area for a few rounds before continuing 
  thereby giving the detect thoughts to become fully active.  
   
  If a PC calls him on the spell, he again attempts to 
  bluff the PCs saying it is of a higher level and of his own 
  design so they couldn’t possibly know it. An opposed roll 
  against Sense Motive is needed here. 
   
  If any party member does not submit to the scan he 
  attempts the scan anyway, telling them it’s for their own 
  safety as well as his own. 
   
  Once he has his detect thoughts up and running, he 
  makes sure to scan them and determine if there are any 
  doubts to his validity. 
   
  I guess you are wondering what you are doing here and why I 
  have summoned you. It is a strange and bizarre story. You see, 
  it all starts with a young adventurer named Aristelle Fleen. 
   
  Aristelle was exploring some ruins somewhere when she 
  found an ancient tome. Having no way of reading it she simply 
  stashed it in her satchel and carried on her merry way. Well, 
  the rest of the ruin must have been poor pickings as she arrived 
  in town just yesterday with barely two coppers to rub together.  
   
  She immediately set off to sell the only item she found: the 
  book. Luckily for us she headed straight to a friend of mine, 
  Allistair Drost, who runs a used bookstore here in town. 
  Allistair knows a great deal about books and immediately 
  noted the uniqueness of the particular tome. He gave Aristelle 
  some coins and told her that he, or an associate may have need 
  of her in the near future. She was to return to the inn and wait 
  for a message with the code word “peppermint” on it. 
   
  He contacted me to let me know that a strange book had 
  been discovered. He though someone of my skills and 
  knowledge might know more about it. I, in turn, sent word to 
  Aristelle that he book was indeed a valuable find and that I 
  would 
  need 
  more 
  information 
  about 
  its 
  discovery. 
  Unfortunately that message never made it to its intended 
  recipient. 
   
  Several parties are interested in that book. Recently a 
  group of monks discovered something in the Cairn Hills. I am 
  
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  Page 10 
  not sure what it was but it has had a ripple effect in some 
  circles. Ever since then, both sides have waited for something to 
  happen so that they could take the advantage. This was that 
  something. 
   
  Apparently they have been watching the bookshops in 
  hopes of such a find. Unfortunately that makes it almost 
  impossible for me to just walk down there and collect it myself. 
  If I were to do that, it would be like a lighthouse to a moth. My 
  presence would only act as a confirmation of the books value to 
  those seeking it; the city would be over run with those seeking 
  the book for their own purposes. That is where I would like 
  your help. 
   
  He pauses at this point and waits for the PCs to digest the 
  information and ask any questions they might have. 
   
  The mission is to simply go to the bookstore and get 
  the book. He will give them another gold piece if the 
  party doesn’t already have one but under no circumstance 
  will he give them a written note. After all, the last one 
  didn’t work out so well. That and Allistair would instantly 
  recognize it as a forgery. 
    
  APL 2 (EL 4) 
  �P’lerextral: Doppelganger Wiz1; hp 26; see Appendix 
  1. 
   
  APL 4 (EL 6) 
  �P’lerextral: Doppelganger Wiz3; hp 34; see Appendix 
  1. 
   
  APL 6 (EL 8) 
  �P’lerextral: Doppelganger Wiz5; hp 42; see Appendix 
  1. 
   
  APL 8 (EL 10) 
  �P’lerextral: Doppelganger Wiz7; hp 50; see Appendix 
  1. 
   
  APL 10 (EL 12) 
  �P’lerextral: Doppelganger Wiz7/Rog2; hp 60; see 
  Appendix 1. 
   
  APL 12 (EL 14) 
  �P’lerextral: Doppelganger Wiz7/Rog4; hp 70; see 
  Appendix 1. 
   
  This building was used recently by the doppelgangers as 
  a safe house and factory of sorts. This is where they made 
  some of the fake product to discredit Eridok. A Search 
  (DC 15) of the area reveals some fake punches to embed 
  Eridok’s maker mark in items as well as some very poor 
  lanterns with the mark on them, but they can only search 
  the area after P’lerextral is done away with.   
   
    
   
  ENCOUNTER 10: BOOK 
  HAWKER 
  Warnes made this trip seem full of danger and intrigue. 
  Nothing would seem further from the truth. People say hello 
  and wave as you pass by on they to Allistair’s shop.  
   
  Finding the shop is not very hard as it is a rather large 
  establishment with a sign proclaiming “Books” out front. The 
  shop has several windows all crammed with books so looking 
  into the store through the window is nearly impossible. The 
  doorway is very ornate and has many runes carved into it. 
   
  A detect magic sees that the runes are some sort of 
  moderate abjuration ward. A Knowledge (arcana) check 
  (DC 30) recognizes the wards as some sort of protection 
  against shapeshifting and transmutation magics.  
   
  Any PC entering the shop feels a slight tingle as they 
  pass through the doorway. This is a spell that reveals any 
  shapeshifters for what they really are. This includes 
  anybody under the effects of a polymorph or alter self spell.  
   
  Once the heroes enter the store, read or paraphrase 
  the following. 
   
  An old man makes his way from behind a series of bookshelves. 
  He glances at the party and then wonders aloud to no one in 
  particular, “Hmm. Adventurer’s, in my fair shop. Perhaps they 
  are lost…yes, lost…or mayhaps they need a good book to pass 
  the hours between monsters. Hee hee. Oh that must be the 
  reason.” 
   
  The PCs can arrive here one of two ways. First, they think 
  they are on a mission from Starcoat and present 
  themselves as such. Second, they are here to warn 
  Allistair that doppelgangers know the book is here and 
  are that they trying to get it. 
   
  Allistair waits for the PCs to introduce themselves 
  and state their business. If they mention the book he 
  denies knowing anything about it and that they should 
  come back tomorrow. Mentioning Starcoat or Aristelle 
  will also be met with more denials. 
   
  A few rounds of questions and evasion by Allistair 
  are all the PCs get. After that time, a man opens the door 
  and enters the store. Read or paraphrase the following. 
   
  The door opens and a crack like thunder blast through the store 
  and half the city. The young adventurer that was walking in 
  the store has been replaced by a gray humanoid with a large 
  bulbous head and octopoid eyes. He is dressed in a breastplate 
  and carries a longsword. He draws the sword menacingly as he 
  closes. 
   
  The person walking into the store is a doppelganger. The 
  defense system on the door forces him back into his 
  natural shape for a full 10 minutes. 
   
  APL 2 (EL 4) 
  �L’oritunial: Doppelganger Ftr1; hp 31; see Appendix 
  1. 
  
  The Letter 
   
  Page 11 
   
  APL 4 (EL 6) 
  �L’oritunial: Doppelganger Ftr3; hp 48; see Appendix 
  1. 
   
  APL 6 (EL 8) 
  �L’oritunial: Doppelganger Ftr5; hp 64; see Appendix 
  1. 
   
  APL 8 (EL 10) 
  �L’oritunial: Doppelganger Ftr7; hp 80; see Appendix 
  1. 
   
  APL 10 (EL 12) 
  �L’oritunial: Doppelganger Ftr9; hp 98; see Appendix 
  1. 
   
  APL 12 (EL 14) 
  �L’oritunial: Doppelganger Ftr11; hp 116; see 
  Appendix 1. 
   
  Tactics: L’oritunial tries and trip PCs and then take 
  attacks of opportunity as they stand.  
   
  Please take note that the area surrounding the PCs is 
  packed with books. Any errant fire spells will start a fire 
  that goes out of control in two rounds. If this happens, 
  Allistair grabs the book and disappear in the confusion. 
   
  If the fight comes out in the party’s favor, the old 
  bookseller believes the party if they claim to have been 
  sent by Starcoat. He fetches the book and turns it over to 
  the party. 
   
  On the other hand, if they have already defeated the 
  doppelganger Starcoat, the old sage tells the PCs that the 
  book is not safe here any longer. He makes sure it gets to 
  a safe place.  
   
   
  ENCOUNTER 11: 
  CONCLUSION…ALMOST 
  This encounter assumes that the PCs have not defeated 
  P’lerextral and are now trying to get the book to him for 
  safekeeping. Please read or paraphrase the following. 
   
  The trip back to the small shack of a house is also without 
  event. Once again, Warnes Starcoat is sitting behind his desk 
  looking at some papers apparently waiting for your return. 
   
  “Ah. I am glad to see you have returned safely. Do you 
  have the book?” 
   
  At this point the PCs should suspect something. If they 
  still blindly hand over the book, the imposter takes it, 
  thanks them for their time and offers them a small token 
  of his esteem: A packet full of rubies valued at 500 gp. 
  With that he stands and walks out the front door and 
  disappears around a corner. 
   
  Should the PCs give him trouble, he starts to get a bit 
  agitated and eventually makes a grab for the book thereby 
  blowing his cover. At that point he exits the place as soon 
  as possible. 
   
  APL 2 (EL 4) 
  �P’lerextral: Doppelganger Wiz1; hp 26; see Appendix 
  1. 
   
  APL 4 (EL 6) 
  �P’lerextral: Doppelganger Wiz3; hp 34; see Appendix 
  1. 
   
  APL 6 (EL 8) 
  �P’lerextral: Doppelganger Wiz5; hp 42; see Appendix 
  1. 
   
  APL 8 (EL 10) 
  �P’lerextral: Doppelganger Wiz7; hp 50; see Appendix 
  1. 
   
  APL 10 (EL 12) 
  �P’lerextral: Doppelganger Wiz7/Rog2; hp 60; see 
  Appendix 1. 
   
  APL 12 (EL 14) 
  �P’lerextral: Doppelganger Wiz7/Rog4; hp 70; see 
  Appendix 1. 
   
  Tactics: Run away, and leave as soon as possible. 
   
  After the fight, the party can freely search the 
  building. A fairly competent search (DC 15) reveals the 
  supplies mentioned before. Showing these to Eridok 
  pleases him greatly and he will allow the party to have 
  first crack at some new magic items he has received. 
   
  CONCLUSION 
  The conclusion isn’t very final. Basically the story ends in 
  one of three ways. The book winds up in the PC’s hands, 
  the book is with Allistair or the doppelgangers got it. 
  There is no concluding box text since the PCs can arrive 
  here from a wide variety of paths. 
   
  If the players have the book, their characters get a 
  chance to purchase the book. Otherwise it is sold back to 
  Allistrair for 500 gold pieces. 
   
  If Allistrair ends up with the book at the end the PCs 
  get his favor and a reward of 500 gold pieces. 
   
  If the doppelgangers get the book, all the heroes get 
  is the 500-gp worth of rubies. Also be sure to remove the 
  items carried by the fake circle member from the items 
  on the Adventure Record as well as the total amount of 
  gold received. 
   
  The End 
   
   
  
  The Letter 
   
  Page 12 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 4:  
  The goal of the encounter is to not lose the letter and 
  defeat the thugs. 
   
  APL 2 – 120 XP 
   
  APL 4 – 180 XP 
   
  APL 6 – 240 XP 
   
  APL 8 – 300 XP 
   
  APL 10 – 360 XP 
   
  APL 12 – 420 XP 
   
  Encounter 9:  
  The goal in this encounter is to not lose the book and 
  defeat the doppelganger without burning down the 
  bookshop. 
   
  APL 2 – 120 XP 
   
  APL 4 – 180 XP 
   
  APL 6 – 240 XP 
   
  APL 8 – 300 XP 
   
  APL 10 – 360 XP 
   
  APL 12 – 420 XP 
   
  Encounter 10 (or 8):  
  The goal in this encounter is to not lose the book and 
  defeat the doppelganger. 
   
  APL2 – 120 XP 
   
  APL4 – 180 XP 
   
  APL6 – 240 XP 
   
  APL8 – 300 XP 
   
  APL10 – 360 XP 
   
  APL12 – 420 XP 
   
  Story Award 
  Objective(s) met: Book is in PCs’ control. 
   
  APL 2 – 45 XP 
   
  APL 4 – 65 XP 
   
  APL 6 – 90 XP 
   
  APL 8 – 110 XP 
   
  APL 10 – 135 XP 
   
  APL 12 – 155 XP 
   
  Discretionary roleplaying award 
   
  APL 2 – 45 XP 
   
  APL 4 – 75 XP 
   
  APL 6 – 90 XP 
   
  APL 8 – 115 XP 
   
  APL 10 – 135 XP 
   
  APL 12 – 160 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 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify or 
  similar spell to determine what the item does and how to 
  activate it. Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter 1:  
   
  APL 2: L: 48 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 220 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 232 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 45 gp; C: 0 gp; M: 1750 gp – +1 spiked chain 
  (194 gp each), +1 studded leather armor (98 gp each) 
  
  The Letter 
   
  Page 13 
   
  APL 10: L: 1245 gp; C: 0 gp; M: 2296 gp -- +1 spiked 
  chain (194 gp each), +2 studded leather armor (348 gp each) 
   
  APL 12: L: 1245 gp; C: 0 gp; M: 2629 gp -- +1 spiked 
  chain (194 gp each), +2 studded leather armor (348 gp each), 
  gauntlets of ogre power (333 gp each) 
   
  Encounter 8 or 10:  
   
  APL 2: L: 0 gp; C: 0 gp; M: 245 gp – spellbook (12 gp 
  each), hat of disguise (150 gp each), +1 bracers of armor (83 
  gp each) 
   
  APL 4: L: 0 gp; C: 0 gp; M: 266 gp – Spellbook (33 gp 
  each), hat of disguise (150 gp each), +1 bracers of armor (83 
  gp each) 
   
  APL 6: L: 0 gp; C: 0 gp; M: 300 gp – Spellbook (67 gp 
  each), hat of disguise (150 gp each), bracers of armor +1 (83 
  gp each) 
   
  APL 8: L: 0 gp; C: 0 gp; M: 467 gp – Spellbook (67 gp 
  each), hat of disguise (150 gp each), bracers of armor +1(83 gp 
  each), ring of protection +1 (167 gp each) 
   
  APL 10: L: 0 gp; C: 0 gp; M: 467 gp – spellbook (67 gp 
  each), hat of disguise (150 gp each), bracers of armor +1(83 
  each), ring of protection +1 (167 gp each) 
   
  APL 12: L: 0 gp; C: 0 gp; M: 867 gp – spellbook (67 gp 
  each), hat of disguise (150 gp each), bracers of armor +1(83 gp 
  each), ring of protection +1 (167 gp each), slippers of spider 
  climb (400 gp each) 
   
  Encounter 9:  
   
  APL 2: L: 0 gp; C: 0 gp; M: 305 gp -- +1 breastplate, (112 
  gp each) +1 longsword (193 gp each) 
   
  APL 4: L: 0 gp; C: 0 gp; M: 305 gp -- +1 breastplate, (112 
  gp each) +1 longsword (193 gp each) 
   
  APL 6: L: 0 gp; C: 0 gp; M: 305 gp-- +1 breastplate, (112 
  gp each) +1 longsword (193 gp each) 
   
  APL 8: L: 0 gp; C: 0 gp; M: 555 gp-- +2 breastplate, (362 
  gp each) +1 longsword (193 gp each) 
   
  APL 10: L: 0 gp; C: 0 gp; M: 1055 gp-- +2 breastplate, 
  (362 gp each) +2 longsword (693 gp each) 
   
  APL 12: L: 0 gp; C: 0 gp; M: 1388 gp-- +2 
  breastplate, (362 gp each) +2 longsword (693 gp each), 
  gloves of dexterity +2 (333 gp each) 
   
  Conclusion: 
   
  APL 2: L: 0 gp; C: 83 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 83 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 83 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 83 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 83 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 83 gp; M: 0 gp 
   
  Total Possible Treasure 
  APL 2: L: 48 gp; C: 83 gp; M: 550 gp - Total: 681 gp 
  APL 4: L: 220 gp; C: 83 gp; M: 571 gp - Total: 874 gp 
  APL 6: L: 232 gp; C: 83 gp; M: 605 gp - Total: 920 gp 
  APL 8: L: 45 gp; C: 83 gp; M: 2772 gp - Total: 2900 gp 
  APL 10: L: 1245 gp; C: 83 gp; M: 3818 gp - Total: 5146 gp 
  APL 12: L: 1245 gp; C: 83 gp; M: 4884 gp - Total: 6212 gp 
   
  Special 
  Favor of Eridok: You have helped uncover a plot to 
  discredit the fine craftsmanship of Eridok. As a reward he 
  has given you first crack at his latest shipment of magic. 
  You may place the items on hold and purchase them at a 
  later date. You have Core access to the following for one 
  year after playing this adventure: candle of invocation, 
  necklace of adaptation, goggles of night, periapt of wound 
  closure, bracers of armor +4, ring of mind shielding, ring of 
  swimming, potion of neutralize poison, trident of warning, 
  wand of silence, and wand of summon monster III. 
   
  Favor of Eltrin D’rintini – This gentleman among rogues 
  has given you a measure of respect. You may call upon 
  him when in the City of Greyhawk and he will help you 
  in your quest for knowledge. You may add 2 to any 
  Gather Information of Knowledge (local—Core) check. 
  In addition, you never know when having “friends” such 
  as he will come in handy. 
   
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 2-6: 
  Hat of disguise 
   
  APL 8 (all of APLs 2-6 plus the following): 
  +2 breastplate 
   
  APL 10 (all of APLs 2-8 plus the following): 
  +2 studded leather armor 
  +2 longsword 
   
  APL 12 (all of APLs 2-10 plus the following): 
  Slippers of spider climb 
   
   
   
   
  
  The Letter 
   
  Page 14 
  APPENDIX 1: NPCS AND MONSTERS
  ENCOUNTER 1 
  APL 2 
  �Eltrin D’rintini: Male human Rog1/Ftr1; CR 2; 
  Medium humanoid (human); HD 1d10+1d6; hp 14; 
  Init +2; Spd 30 ft.; AC 15 touch 12, flat-footed 13; Base 
  Atk +1; Grp +3; Atk +3 melee (2d4+3, spiked chain); 
  Full Atk +3 melee (2d4+3, spiked chain); Space/Reach: 
  5 ft./5 ft. (10 ft. with spiked chain); SA sneak attack 
  +1d6; SQ trapfinding; AL CE; SV Fort +2, Ref +4, Will 
  +0; Str 14, Dex 14, Con 11, Int 14, Wis 11, Cha 12. 
   
  Skills and Feats: Balance +6, Bluff +6, Diplomacy +7, 
  Escape Artist +6, Gather Information +5, Intimidate +8, 
  Jump +6, Sense Motive +4, Sleight of Hand +9, Tumble 
  +6, Use Rope +6; Combat Expertise, Exotic Weapon 
  Proficiency (spiked chain), Improved Disarm. 
   
  Possessions: Studded leather armor, spiked chain. 
   
  �Thugs (Retin and Klodar): Male human Rog1; CR 1; 
  Medium humanoid (human); HD 1d6; hp 6; Init +3; 
  Spd 30 ft.; AC 15, touch 13, flat-footed 12; Base Atk +0; 
  Grp +1; Atk +3 melee (1d6+1 nonlethal, sap) or +3 
  melee (1d6+1/19-20, short sword); Full Atk +3 melee 
  (1d6+1 nonleathal, sap) or +3 melee (1d6+1/19-20, 
  short sword); SA sneak attack +1d6; SQ trapfinding; AL 
  CE; SV Fort +0, Ref +5, Will +0; Str 12, Dex 16, Con 11, 
  Int 12, Wis 11, Cha 11. 
   
  Skills and Feats: Balance +7, Bluff +4, Disguise +4, 
  Escape Artist +7, Gather Information +4, Hide +7, 
  Intimidate +4, Move Silently +7, Sleight of Hand +7, 
  Tumble +7; Combat Reflexes, Weapon Finesse. 
   
  Possessions: leather armor, sap, short sword.  
   
  APL 4 
  �Eltrin D’rintini: Male human Rog2/Ftr2; CR 4; 
  Medium humanoid (human); HD 2d10+2d6; hp 24; 
  Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base 
  Atk +3; Grp +5; Atk +7 melee (2d4+3, masterwork 
  spiked chain); Full Atk +7 melee (2d4+3, masterwork 
  spiked chain); Space/Reach: 5 ft./5 ft. (10 ft. with 
  spiked chain); SA sneak attack +1d6; SQ trapfinding, 
  evasion; AL CE; SV Fort +3, Ref +5, Will +1; Str 14, Dex 
  14, Con 11, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Balance +9, Bluff +7, Climb +4, 
  Diplomacy +12, Escape Artist +7, Gather Information 
  +6, Intimidate +10, Jump +9, Sense Motive +5, Sleight 
  of Hand +14, Tumble +10, Use Rope +7; Combat 
  Expertise, Exotic Weapon Proficiency (spiked chain), 
  Improved Disarm, Skill Focus (Sleight of Hand), 
  Weapon Focus (spiked chain). 
   
  Possessions: masterwork spiked chain, studded 
  leather armor. 
   
  �Thugs (Lag, Mort, Retin and Klodar): Male and 
  female human Rog1; CR 1; Medium humanoid 
  (human); HD 1d6; hp 6; Init +3; Spd 30 ft.; AC 15, 
  touch 13, flat-footed 12; Base Atk +0; Grp +1; Atk +3 
  melee (1d6+1 nonlethal, sap) or +3 melee (1d6+1/19-20, 
  short sword); Full Atk +3 melee (1d6+1 nonlethal, sap) 
  or +3 melee (1d6+1/19-20, short sword); SA sneak 
  attack +1d6; SQ trapfinding; AL CE; SV Fort +0, Ref +5, 
  Will +0; Str 12, Dex 16, Con 11, Int 12, Wis 11, Cha 11. 
   
  Skills and Feats: Balance +7, Bluff +4, Disguise +4, 
  Escape Artist +7, Gather Information +4, Hide +7, 
  Intimidate +4, Move Silently +7, Sleight of Hand +7, 
  Tumble +7; Combat Reflexes, Weapon Finesse. 
   
  Possessions: leather armor, sap, short sword. 
   
  APL 6 
  �Eltrin D’rintini: Male human Rog2/Ftr4; CR 6; 
  Medium humanoid (human); HD 4d10+2d6; hp 36; 
  Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base 
  Atk +5; Grp +7; Atk +9 melee (2d4+1, masterwork 
  spiked chain); Full Atk +9 melee (2d4+1, masterwork 
  spiked chain); Space/Reach: 5 ft./5 ft. (10 ft. with 
  spiked chain); SA sneak attack +1d6; SQ trapfinding, 
  evasion; AL CE; SV Fort +4, Ref +6, Will +2; Str 14, Dex 
  14, Con 11, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Balance +9, Bluff +7, Climb +4, 
  Diplomacy +12, Escape Artist +7, Gather Information 
  +6, Intimidate +11, Jump +9, Sense Motive +5, Sleight 
  of Hand +17, Tumble +11, Use Rope +9; Combat 
  Expertise, Deft Hands, Exotic Weapon Proficiency 
  (spiked chain), Improved Disarm, Skill Focus (Sleight 
  of Hand), Weapon Focus (spiked chain), Combat 
  Reflexes. 
   
  Possessions: studded leather armor, masterwork 
  spiked chain 
   
  �Thugs (Lag, Mort, Retin and Klodar): Male and 
  female human Rog1/Ftr1; CR 2; Medium humanoid 
  (human); HD 1d6+1d10; hp 11; Init +3; Spd 30 ft.; AC 
  15, touch 13, flat-footed 12; Base Atk +1; Grp +2; Atk +4 
  melee (1d6+1 nonleathal, sap) or +4 melee (1d6+1/19-
  20, short sword); Full Atk +4 melee (1d6+1 nonlethal, 
  sap) or +4 melee (1d6+1/19-20, short sword); SA sneak 
  attack +1d6; SQ trapfinding; AL CE; SV Fort +2, Ref +5, 
  Will +0; Str 12, Dex 16, Con 11, Int 12, Wis 11, Cha 11. 
   
  Skills and Feats: Balance +9, Bluff +4, Disguise +4, 
  Escape Artist +7, Gather Information +4, Hide +7, 
  Intimidate +5, Jump +3, Move Silently +7, Sleight of 
  Hand +8, Tumble +8; Combat Reflexes, Dodge, 
  Weapon Finesse. 
   
  Possessions: leather armor, sap, short sword. 
   
  APL 8 
  �Eltrin D’rintini: Male uman Rog4/Ftr4; CR 8; 
  Medium humanoid (human); HD 4d10+4d6+8; hp 52; 
  Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base 
  Atk +9; Grp +9; Atk +11 melee (2d4+2, +1 spiked chain); 
  Full Atk +11/6 melee (2d4+2, +1 spiked chain); 
  Space/Reach: 5 ft./5 ft. (10 ft. with spiked chain); SA 
  sneak attack +2d6; SQ trapfinding, evasion, trap sense 
  
  The Letter 
   
  Page 15 
  +1, uncanny dodge; AL CE; SV Fort +6, Ref +7, Will +3; 
  Str 14, Dex 14, Con 12, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Balance +11, Bluff +9, Climb +4, 
  Diplomacy +14, Escape Artist +9, Gather Information 
  +8, Intimidate +13, Jump +11, Sense Motive +7, Sleight 
  of Hand +19, Tumble +13, Use Rope +11; Combat 
  Expertise, Combat Reflexes, Deft Hands, Exotic 
  Weapon Proficiency (spiked chain), Improved Disarm, 
  Skill Focus (sleight of hand), Weapon Focus (spiked 
  chain). 
   
  Possessions: +1 studded leather armor, +1 spiked chain. 
   
  �Thugs (Lag, Mort, Retin and Klodar): Male and 
  female human Rog2/Ftr2; CR 4; Medium humanoid 
  (human); HD 2d6+2d10+4; hp 24; Init +3; Spd 30 ft.; 
  AC 15, touch 13, flat-footed 12; Base Atk +3; Grp +4; 
  Atk +6 melee (1d6+1 nonlethal, sap) or +6 melee 
  (1d6+1/19-20, short sword); Full Atk +6 melee (1d6+1 
  nonlethal, sap) or +6 melee (1d6+1/19-20, short sword); 
  SA sneak attack +1d6; SQ trapfinding, evasion; AL CE; 
  SV Fort +3, Ref +6, Will +0; Str 12, Dex 16, Con 12, Int 
  12, Wis 11, Cha 11. 
   
  Skills and Feats: Balance +10, Bluff +5, Disguise +7, 
  Escape Artist +8, Gather Information +5, Hide +8, 
  Intimidate +8, Jump +3, Move Silently +8, Sleight of 
  Hand +11, Tumble +12; Dodge, Combat Reflexes, 
  Mobility, Skill Focus (Tumble), Weapon Finesse. 
   
  Possessions: leather armor, sap, short sword. 
   
  APL 10 
  �Eltrin D’rintini: Male human Rog6/Ftr4; CR 10; 
  Medium humanoid (human); HD 4d10+6d6+10; hp 62; 
  Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 114; Base 
  Atk +8; Grp: +10; Atk +12 melee (2d4+4, +1 spiked 
  chain); Full Atk +12/+7 melee (2d4+4, +1 spiked chain); 
  Space/Reach: 5 ft./5 ft. (10 ft. with spiked chain); SA 
  sneak attack +3d6; SQ trapfinding, evasion, trap sense 
  +2, uncanny dodge; AL CE; SV Fort +7, Ref +8, Will +4; 
  Str 14, Dex 14, Con 12, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Balance +13, Bluff +11, Climb +4, 
  Diplomacy +16, Escape Artist +11, Gather Information 
  +10, Intimidate +15, Jump +13, Sense Motive +7, 
  Sleight of Hand +21, Tumble +15, Use Rope +13; 
  Combat Expertise, Deft Hands, Exotic Weapon 
  Proficiency 
  (spiked 
  chain), 
  Improved 
  Disarm, 
  Improved Trip, Skill Focus (Sleight of Hand), Weapon 
  Focus (spiked chain), Weapon Specialization (spiked 
  chain) . 
   
  Possessions: +2 studded leather armor, +1 spiked chain. 
   
  �Thugs (Lag, Mort, Retin and Klodar): Male and 
  female human Rog4/Ftr2; CR 6; Medium humanoid 
  (human); HD 4d6+2d10+6; hp 34; Init +3; Spd 30 ft.; 
  AC 15, touch 13, flat-footed 12; Base Atk +5; Grp +6; 
  Atk +9 melee (1d6+1 nonlethal, masterwork sap) or +9 
  melee (1d6+1/19-20, masterwork short sword); Full 
  Atk +9 melee (1d6+1 nonlethal, masterwork sap) or +9 
  melee (1d6+1/19-20, masterwork short sword); SA 
  sneak attack +2d6; SQ trapfinding, evasion, trap sense 
  +1, uncanny dodge; AL CE; SV Fort +4, Ref +7, Will +3; 
  Str 12, Dex 16, Con 12, Int 12, Wis 11, Cha 11. 
   
  Skills and Feats: Balance +12, Bluff +7, Disguise +9, 
  Escape Artist +10, Gather Information +7, Hide +10, 
  Intimidate +10, Jump +3, Move Silently +10, Sleight of 
  Hand +13, Tumble +14; Combat Reflexes, Dodge, Iron 
  Will, Mobility, Skill Focus (Tumble), Weapon Finesse. 
   
  Possessions: 
  leather 
  armor, 
  masterwork 
  sap, 
  masterwork short sword. 
   
  APL 12 
  �Eltrin D’rintini: Male human Rog6/Ftr6; CR 12; 
  Medium humanoid (human); HD 6d10+6d6+12; hp 76; 
  Init +2; Spd 30 ft.; AC 17, touch 12, flat-footed 15; Base 
  Atk +10; Grp: +14; Atk +16 melee (2d4+6, 19-20/x2, +1 
  spiked chain); Full Atk +16/11 melee (2d4+6, 19-20/x2, 
  +1 spiked chain); Space/Reach: 5 ft./5 ft. (10 ft. with 
  spiked chain); SA: sneak attack +3d6; SQ trapfinding, 
  evasion, trap sense +2, uncanny dodge; AL CE; SV Fort 
  +8, Ref +9, Will +7; Str 16, Dex 15, Con 12, Int 14, Wis 
  12, Cha 12. 
   
  Skills and Feats: Balance +13, Bluff +11, Climb +4, 
  Diplomacy +16, Escape Artist +11, Gather Information 
  +10, Intimidate +17, Jump +13, Sense Motive +7, 
  Sleight of Hand +22, Tumble +16, Use Rope +13; 
  Combat Expertise, Deft Hands, Exotic Weapon 
  Proficiency (spiked chain), Improved Critical (spiked 
  chain), Improved Disarm, Improved Trip, Iron Will, 
  Skill Focus (Sleight of Hand), Weapon Focus (spiked 
  chain) , Weapon Specialization (spiked chain). 
   
  Possessions: +2 studded leather armor, +1 spiked chain, 
  gauntlets of ogre power. 
   
  �Thugs (Lag, Mort, Retin and Klodar): Human Rog4/ 
  Ftr4; CR 8; Medium humanoid (human); HD 
  4d6+4d10+8; hp 48; Init +3; Spd 30 ft.; AC 15, touch 13, 
  flat-footed 12; Base Atk +7; Grp: +8; Atk +11 melee 
  (1d6+1 nonlethal, MW sap) or +11 melee (1d6+1, 
  masterwork short sword); Full Atk +11/6 melee (1d6+1 
  nonlethal, masterwork sap) or +11/6 melee (1d6+1, 
  masterwork short sword); SA sneak attack +2d6; SQ 
  trapfinding, evasion, trap sense +1, uncanny dodge; AL 
  CE; SV Fort +5, Ref +8, Will +5; Str 12, Dex 16, Con 12, 
  Int 12, Wis 12, Cha 11. 
   
  Skills and Feats: Balance +12, Bluff +7, Disguise +9, 
  Escape Artist +10, Gather Information +7, Hide +10, 
  Intimidate +12, Jump +3, Move Silently +10, Sleight of 
  Hand +14, Tumble +15; Combat Reflexes, Dodge, Iron 
  Will, Mobility, Skill Focus (Tumble), Spring Attack, 
  Weapon Finesse. 
   
  Possessions: 
  Leather 
  armor, 
  masterwork 
  sap, 
  masterwork short sword. 
   
  ENCOUNTER 8 AND 10 
  APL 2 
  �P’lerextral: Male doppelganger Wiz1; CR 4; Medium 
  monstrous humanoid (shapechanger); HD 4d8+1d4+5; 
  hp 26; Init +1; Spd 30 ft.; AC 16, touch 11, flat-footed 
  15; Base Atk +4; Grp +5; Atk +5 melee (1d6+1, slam); 
  
  The Letter 
   
  Page 16 
  Full Atk +5 melee (1d6+1, slam); SA detect thoughts; SQ 
  change shape, immunity to sleep and charm effects; AL 
  N; SV Fort +4, Ref +5, Wil +8; Str 12, Dex 13, Con 12, 
  Int 13, Wis 14, Cha 13. 
   
  Skills and Feats: Bluff +10, Diplomacy +3, Disguise 
  +9, Intimidate +3, Listen +6, Sense Motive +6, Spot +6, 
  Spellcraft +4; Dodge, Great Fortitude 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger can 
  continuously use detect thoughts as the spell (caster level 
  18th; Will DC 13 negates). It can suppress or resume 
  this ability as a free action. The save DC is Charisma-
  based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Possessions: bracers of armor +1, spellbook, spell 
  component pouch.  
   
  Spells Prepared (3/2; base DC = 11 + spell level): 0—
  detect magic, mage hand, resistance; 1st—obscuring mist, 
  sleep. 
   
  Spellbook: 0—detect magic, detect poison, mage hand, 
  read magic, resistance; 1st—charm person, obscuring mist, 
  sleep. 
   
  APL 4 
  �P’lerextral: Male doppelganger Wiz3; CR 6; Medium 
  Monstrous humanoid (shapechanger); HD 4d8+3d4+7; 
  hp 34; Init +1; Spd 30 ft.; AC 16, touch 11, flat-footed 
  15; Base Atk +5; Grp +6; Atk +6 melee (1d6+1, slam); 
  Full Atk +6 melee (1d6+1, slam); SA: detect thoughts; SQ: 
  change shape, immunity to sleep and charm effects; AL 
  N; SV Fort +5, Ref +6, Wil +9; Str 12, Dex 13, Con 12, 
  Int 13, Wis 14, Cha 13. 
   
  Skills and Feats: Bluff +10, Diplomacy +3, Disguise 
  +11, Forgery +4, Intimidate +3, Listen +6, Sense Motive 
  +6, Spot +6, Spellcraft +4, Concentration +4; Decietful, 
  Dodge, Great Fortitude. 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger can 
  continuously use detect thoughts as the spell (caster level 
  18th; Will DC 14 negates). It can suppress or resume 
  this ability as a free action. The save DC is Charisma-
  based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Possessions: Bracers of armor +1, hat of disguise, 
  spellbook, spell component pouch.  
   
  Spells Prepared (4/3/1; base DC = 11 + spell level): 
  0—detect magic, mage hand, message, resistance; 1st—
  charm person, expeditious retreat, obscuring mist; 2nd—web. 
   
  Spellbook: 0—detect magic, detect poison, mage hand, 
  message, read magic, resistance; 1st—charm person, 
  expeditious retreat, obscuring mist, sleep; 2nd—darkness, 
  web. 
   
  APL 6 
  �P’lerextral: Male doppelganger Wiz5; CR 8; Medium 
  monstrous humanoid (shapeshifter); HD 4d8+5d4+9; 
  hp 42; Init +1; Spd 30 ft.; AC 16, touch 11, flat-footed 
  15; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, slam); 
  Full Atk +7/+2 melee (1d6+1, slam); SA detect thoughts; 
  SQ change shape, immunity to sleep and charm effects; 
  AL N; SV Fort +5, Ref +6, Wil +10; Str 12, Dex 13, Con 
  12, Int 14, Wis 14, Cha 13. 
   
  Skills and Feats: Bluff +10, Diplomacy +3, Disguise 
  +11, Forgery +4, Intimidate +3, Listen +6, Sense Motive 
  +6, Spot +6, Spellcraft +4, Concentration +4; Deceitful, 
  Dodge, Great Fortitude, Still Spell 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger can 
  continuously use detect thoughts as the spell (caster level 
  18th; Will DC 15 negates). It can suppress or resume 
  this ability as a free action. The save DC is Charisma-
  based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Possessions: Bracers of armor +1, hat of disguise, 
  spellbook, spell component pouch. 
   
  Spells Prepared (4/4/3/1; base DC = 12 + spell level): 
  0—detect magic, mage hand, read magic, resistance; 1st—
  charm person (2), expeditious retreat, obscuring mist; 2nd–
  darkness, still expeditious retreat, web; 3rd—fireball. 
   
  Spellbook: 0—detect magic, mage hand, detect poison, 
  message, read magic, resistance; 1st—charm person, 
  expeditious retreat, obscuring mist, sleep; 2nd—darkness, 
  glitterdust, web; 3rd—fireball, nondetection. 
   
  APL 8 
  �P’lerextral: male doppelganger Wiz7; CR 10; 
  Medium monstrous humanoid (shapechanger); HD 
  4d8+7d4+11; hp 50; Init +1; Spd 30 ft.; AC 17, touch 12, 
  flat-footed 16; Base Atk +7; Grp +8; Atk +8 melee 
  (1d6+1, slam); Full Atk +8/+3 melee (1d6+1, slam); SA 
  detect thoughts; SQ change shape, immunity to sleep and 
  charm effects; AL N; SV Fort +6, Ref +7, Wil +11; Str 
  12, Dex 13, Con 12, Int 14, Wis 14, Cha 13. 
   
  Skills and Feats: Bluff +10, Diplomacy +3, Disguise 
  +16, Forgery +4, Intimidate +3, Listen +6, Sense Motive 
  +6, Spot +6, Spellcraft +4, Concentration +6; Deceitful, 
  Dodge, Great Fortitude, Still Spell, Skill Focus 
  (Disguise). 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger can 
  continuously use detect thoughts as the spell (caster level 
  18th; Will DC 16 negates). It can suppress or resume 
  
  The Letter 
   
  Page 17 
  this ability as a free action. The save DC is Charisma-
  based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Possessions: Bracers of armor +1, ring of protection +1, 
  hat of disguise, spellbook, spell component pouch. 
   
  Spells Prepared (4/5/4/2/1; base DC = 12 + spell 
  level): 0—detect magic, mage hand, read magic resistance; 
  1st—charm person (2), expeditious retreat, obscuring mist, 
  shield; 2nd–darkness, glitterdust, still expeditious retreat, 
  web; 3rd—fireball, haste; 4th—enervation. 
   
  Spellbook: 0—detect magic, detect poison, mage hand, 
  message, read magic, resistance; 1st—charm person, 
  expeditious retreat, obscuring mist, sleep; 2nd—darkness, 
  glitterdust, web; 3rd—fireball, haste, nondetection; 4th—
  enervation, greater invisibility. 
   
  APL 10 
  �P’lerextral: Male doppelganger Wiz7/Rog2; CR 12; 
  Medium monstrous humanoid (shapechanger); HD 
  4d8+7d4+2d6+13; hp 60; Init +6; Spd 30 ft.; AC 17, 
  touch 12, flat-footed 15; Base Atk +8; Grp +9; Atk +9 
  melee (1d6+1, slam); Full Atk +9/+4 melee (1d6+1, 
  slam); SA detect thoughts, sneak attack +1d6; SQ change 
  shape, 
  immunity 
  to 
  sleep 
  and 
  charm 
  effects, 
  trapfinding, evasion; AL N; SV Fort +6, Ref +10, Wil 
  +11; Str 12, Dex 14, Con 12, Int 14, Wis 14, Cha 13. 
   
  Skills and Feats: Bluff +15, Diplomacy +3, Disguise 
  +25, Forgery +4, Intimidate +3, Listen +6, Sense Motive 
  +10, Spot +6, Spellcraft +4, Concentration +6; Deceitful, 
  Dodge, Great Fortitude, Improved Initiative, Still Spell, 
  Skill Focus (Disguise). 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger can 
  continuously use detect thoughts as the spell (caster level 
  18th; Will DC 17 negates). It can suppress or resume 
  this ability as a free action. The save DC is Charisma-
  based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Possessions: Bracers of armor +1, ring of protection +1, 
  hat of disguise, spellbook, spell component pouch. 
   
  Spells Prepared (4/5/4/2/1; base DC = 12 + spell 
  level): 0—detect magic, mage hand, read magic resistance; 
  1st—charm person (2), expeditious retreat, obscuring mist, 
  shield; 2nd–darkness, glitterdust, still expeditious retreat, 
  web; 3rd—fireball, haste; 4th—enervation. 
   
  Spellbook: 0—detect magic, detect poison, mage hand, 
  message, read magic, resistance; 1st—charm person, 
  expeditious retreat, obscuring mist, sleep; 2nd—darkness, 
  glitterdust, web; 3rd—fireball, haste, nondetection; 4th—
  enervation, greater invisibility. 
   
  APL 12 
  �P’lerextral: Male doppelganger Wiz7/Rog4; CR 12; 
  Medium monstrous humanoid; HD 4d8+7d4+4d6+15; 
  hp 70; Init +6; Spd 30 ft.; AC 18, touch 12, flat-footed 
  16; Base Atk +10; Grp +11; Atk +11 melee (1d6+1, slam); 
  Full Atk +11/+6 melee (1d6+1, slam); SA detect thoughts, 
  sneak attack +2d6; SQ change shape, immunity to sleep 
  and charm effects, trapfinding, evasion, uncanny 
  dodge; AL N; SV Fort +7, Ref +11, Wil +12; Str 12, Dex 
  14, Con 12, Int 14, Wis 14, Cha 13. 
   
  Skills and Feats: Bluff +23, Diplomacy +4, Disguise 
  +33, Forgery +4, Intimidate +4, Listen +6, Sense Motive 
  +10, Spot +6, Spellcraft +4, Concentration +6; Deceitful, 
  Dodge, Great Fortitude, Improved Initiative, Skill 
  Focus (Disguise), Still Spell,  
   
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger can 
  continuously use detect thoughts as the spell (caster level 
  18th; Will DC 18 negates). It can suppress or resume 
  this ability as a free action. The save DC is Charisma-
  based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Possessions: Bracers of armor +1, ring of protection +1, 
  hat of disguise, slippers of spider climb spellbook, spell 
  component pouch. 
   
  Spells Prepared (4/5/4/2/1; base DC = 12 + spell 
  level): 0—detect magic, mage hand, read magic resistance; 
  1st—charm person (2), expeditious retreat, obscuring mist, 
  shield; 2nd–darkness, glitterdust, still expeditious retreat, 
  web; 3rd—fireball, haste; 4th—enervation. 
   
  Spellbook: 0—detect magic, detect poison, mage hand, 
  message, read magic, resistance; 1st—charm person, 
  expeditious retreat, obscuring mist, sleep; 2nd—darkness, 
  glitterdust, web; 3rd—fireball, haste, nondetection; 4th—
  enervation, greater invisibility. 
   
  ENCOUNTER 9 
  APL 2 
  �L’oritunial: Male doppelganger Ftr1; CR 4; Medium 
  Monstrous 
  humanoid 
  (shapechanger); 
  HD 
  4d8+1d10+5; hp 31; Init +1; Spd 20 ft.; AC 21, touch 11, 
  flat-footed 20; Base Atk +5; Grp +7; Atk +7 melee 
  (1d6+2, slam) or +8 melee (1d8+3/19-20, +1 longsword); 
  Full Atk +7 melee (1d6+2, slam) or +8 melee (1d8+3/19-
  20, +1 longsword); SA detect thoughts; SQ: change shape, 
  immunity to sleep and charm effects; AL N; SV Fort +6, 
  Ref +5, Wil +6; Str 14, Dex 13, Con 12, Int 13, Wis 14, 
  Cha 12. 
  
  The Letter 
   
  Page 18 
   
  Skills and Feats: Bluff +10, Diplomacy +3, Disguise 
  +10, Intimidate +4, Listen +6, Sense Motive +6, Spot +6; 
  Combat Expertise, Combat Reflexes, Great Fortitude. 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger can 
  continuously use detect thoughts as the spell (caster level 
  18th; Will DC 13 negates). It can suppress or resume 
  this ability as a free action. The save DC is Charisma-
  based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Possessions: +1 breastplate, +1 longsword.  
   
  APL4 
  �L’oritunial: Male doppelganger Ftr3; CR 6; Medium 
  monstrous humanoid; HD 4d8+3d10+7; hp 48; Init +1; 
  Spd 20 ft.; AC 21, touch 11, flat-footed 20; Base Atk 
  +7/+2; Grp +9; Atk +10 melee (1d6+2, slam) or +10 
  melee (1d8+3/19-20, +1 longsword); Full Atk +10/+5 
  melee (1d6+2, slam) or +10/+5 melee (1d8+3/19-20, +1 
  longsword); SA detect thoughts; SQ change shape, 
  immunity to sleep and charm effects; AL N; SV Fort +7, 
  Ref +6, Wil +7; Str 14, Dex 13, Con 12, Int 13, Wis 14, 
  Cha 12. 
   
  Skills and Feats: Bluff +11, Diplomacy +3, Disguise 
  +10, Intimidate +4, Listen +6, Sense Motive +8, Spot +6; 
  Combat Expertise, Combat Reflexes, Great Fortitude, 
  Improved Trip, Weapon Focus (slam). 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger can 
  continuously use detect thoughts as the spell (caster level 
  18th; Will DC 14 negates). It can suppress or resume 
  this ability as a free action. The save DC is Charisma-
  based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Possessions: +1 breastplate , +1 longsword. 
   
  APL 6 
  �L’oritunial: Male doppelganger Ftr5; CR 8; Medium 
  monstrous 
  humanoid 
  (Shapechanger); 
  HD 
  4d8+5d10+9; hp 64; Init +6; Spd 20 ft.; AC 23, touch 12, 
  flat-footed 21; Base Atk +9; Grp +11; Atk +12 melee 
  (1d6+2, slam) or +12 melee (1d8+3/19-20, +1 longsword); 
  Full Atk +12/+7 melee (1d6+2, slam) or +12/+7 melee 
  (1d8+3/19-20, +1 longsword); SA detect thoughts; SQ 
  change shape, immunity to sleep and charm effects; AL 
  N; SV Fort +8, Ref +6, Wil +7; Str 14, Dex 14, Con 12, 
  Int 13, Wis 14, Cha 12. 
   
  Skills and Feats: Bluff +11, Diplomacy +3, Disguise 
  +10, Intimidate +4, Listen +6, Sense Motive +8, Spot +9; 
  Combat Expertise, Combat Reflexes, Great Fortitude, 
  Improved Initiative, Improved Trip, Weapon Focus 
  (slam).  
   
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger can 
  continuously use detect thoughts as the spell (caster level 
  18th; Will DC 15 negates). It can suppress or resume 
  this ability as a free action. The save DC is Charisma-
  based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Possessions: +2 breastplate, +1 longsword. 
   
  APL 8 
  �L’oritunial: male doppelganger Ftr7; CR 10; Medium 
  monstrous 
  humanoid 
  (shapechanger); 
  HD 
  4d8+7d10+11; hp 80; Init +6; Spd 20 ft.; AC 23, touch 
  12, flat-footed 21; Base Atk +11; Grp +13; Atk +14 melee 
  (1d6+2, slam) or +14 melee (1d8+3/19-20, +1 longsword); 
  Full Atk +14/+9/+4 melee (1d6+2, slam) or +14/+9/+4 
  melee (1d8+3/19-20, +1 longsword); SA detect thoughts; 
  SQ change shape, immunity to sleep and charm effects; 
  AL N; SV Fort +9, Ref +7, Wil +8; Str 14, Dex 14, Con 
  12, Int 13, Wis 14, Cha 12. 
   
  Skills and Feats: Bluff +11, Diplomacy +3, Disguise 
  +10, Intimidate +4, Listen +6, Sense Motive +8, Spot +9; 
  Cleave, Combat Expertise, Great Fortitude, Improved 
  Initiative, Combat Reflexes, Improved Trip, Power 
  Attack, Weapon Focus (Slam).  
   
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger can 
  continuously use detect thoughts as the spell (caster level 
  18th; Will DC 16 negates). It can suppress or resume 
  this ability as a free action. The save DC is Charisma-
  based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Possessions: +2 breastplate, +1 longsword. 
   
  APL 10 
  �L’oritunial: Male doppelganger Ftr9; CR 12; Medium 
  monstrous 
  humanoid 
  (shapechanger); 
  HD 
  4d8+9d10+13; hp 98; Init +6; Spd 20 ft.; AC 24 touch 12, 
  flat-footed 22; Base Atk +13; Grp +15; Atk +16 melee 
  (1d6+2, slam) or +17 melee (1d8+3/19-20, +2 longsword); 
  Full Atk +16/+11/+6 melee (1d6+2, slam) or 
  +17/+12/+7 melee (1d8+3/19-20, +2 longsword); SA: 
  Detect Thoughts; SQ: Change Shape, Immunity to 
  
  The Letter 
   
  Page 19 
  sleep and charm effects; AL N; SV Fort +10, Ref +8, Wil 
  +9; Str 15, Dex 14, Con 12, Int 13, Wis 14, Cha 12. 
   
  Skills and Feats: Bluff +16, Diplomacy +3, Disguise 
  +10, Intimidate +4, Listen +6, Sense Motive +8, Spot +9; 
  Cleave, Combat Expertise, Combat Reflexes, Great 
  Fortitude, Improved Feint, Improved Initiative, 
  Improved Trip, Power Attack, Skill Focus (Bluff), 
  Weapon Focus (slam),  
   
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger can 
  continuously use detect thoughts as the spell (caster level 
  18th; Will DC 17 negates). It can suppress or resume 
  this ability as a free action. The save DC is Charisma-
  based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Possessions: +2 breastplate, +2 longsword. 
   
  APL 12 
  �L’oritunial: Male doppelganger Ftr11; CR 12; 
  Medium monstrous humanoid (shapechanger); HD 
  4d8+11d10+15; hp 116; Init +6; Spd 20 ft.; AC 25, touch 
  13, flat-footed 22; Base Atk +15; Grp +17; Atk +18 melee 
  (1d6+2, slam) or +19 melee (1d8+4/19-20, +2 longsword); 
  Full Atk +18/+13/+8 melee (1d6+2, slam) or 
  +19/+14/+9 melee (1d8+4/19-20, +2 longsword); SA 
  detect thoughts; SQ change shape, immunity to sleep and 
  charm effects; AL N; SV Fort +11, Ref +8, Wil +9; Str 
  15, Dex 16, Con 12, Int 13, Wis 14, Cha 12. 
   
  Skills and Feats: Bluff +19, Diplomacy +3, Disguise 
  +10, Intimidate +4, Listen +6, Sense Motive +8, Spot +9; 
  Blind-Fight 
  Cleave, 
  Combat 
  Expertise, 
  Combat 
  Reflexes, Great Fortitude, Improved Feint, Improved 
  Initiative, Improved Trip, Power Attack, Weapon 
  Focus (Unarmed), Skill Focus (Bluff).  
   
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger can 
  continuously use detect thoughts as the spell (caster level 
  18th; Will DC 18 negates). It can suppress or resume 
  this ability as a free action. The save DC is Charisma-
  based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Possessions: +2 breastplate, +2 longsword, gloves of 
  dexterity +2. 
   
   
   
  
  The Letter 
   
  Page 20 
  MAP OF GREYHAWK 
   
   
  
  The Letter 
   
  Page 21 
  PLAYER HANDOUT – THE LETTER 
   
   
   
   
  Aristelle, 
   
  I have secured a means to secret the item out of the city. I will have a messenger 
  meet you at your room at the inn with further instructions. Please be safe and 
  watch out! 
   
  W.S. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR4-08 The Letter (3E).pdf