TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  HIG4-08 
   
   
   
   
   
   
   
   
  Harmony of a Wicked Fate 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Highfolk Regional Adventure 
  Version 1.0 
   
   
   
  by Chris Tulach 
   
   
   
  The startling discovery made in the hills of the Sepia Uplands leads you back to Highfolk. There, you hope to receive 
  counsel from concerned parties as to your next step along the path of hope. Part 2 of Three Furies, and Part 4 of Blood 
  on the Trees. It is highly recommended that this adventure is played after HIG4-07 Cult of the Stone Serpent and 
  before HIG4-09 The Cauldron of Despair and Hope. An adventure recommended for characters levels 5-13 (APLs 6-12). 
   
   
   
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Harmony of a Wicked Fate 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Highfolk.  Characters native to Highfolk pay one Time 
  Unit per round, all others pay two Time Units per round. 
   Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 
  Harmony of a Wicked Fate 
   
  Page 3 
  
  Adventure Background 
  In the first scenario in this series (HIG4-07 Cult of the 
  Stone 
  Serpent), 
  the 
  heroes 
  investigated 
  the 
  disappearances of several gnomes from a small mining 
  community called Marringstone. They found a group of 
  ophidians were abducting the gnomes to use as 
  “sacrifices” to the Stone Serpent, a construct that dwelled 
  in a lost temple.  
   
  The PCs found out that the temple had other 
  guardians as well – a covey of three medusae that were 
  quite upset with the party’s arrival. After the creatures 
  were defeated, the heroes could attempt to revive some 
  (or all) of the victims-made-statues. The most interesting 
  of them all was a beastfolk named Gnarlgarr, and if 
  revived, he informed the heroes that Elrenn Walthair, 
  the Lord Marshal of the Vesve, was alive and in the 
  clutches of what he called the “Dark Women”. The 
  commander of the Rangers of the Vesve had been 
  missing for about a year, and was presumed dead. 
   
  Just as the heroes were leaving the town, one of the 
  residents (a gnome named Jadilstip) gave the heroes an 
  heirloom to remember Marringstone. Unbeknownst to 
  him, the heirloom is actually a hag eye belonging to the 
  aforementioned “Dark Women”. As the heroes prepared 
  to leave, they received a message from Everain the 
  Intrepid, a wizard friend they had helped out a long time 
  ago. He requested their presence in Highfolk town as 
  soon as possible. 
   
  Adventure Summary  
  The heroes have choices to make – do they head for 
  Highfolk to meet with Everain, or do they head right for 
  the beastfolk’s home, in the Vesve Forest? 
   
  A chimera attacks the heroes along the road, looking 
  for a fulfilling meal. The setup of the encounter depends 
  upon the release of orcs in the first scenario in the series 
  – it’s either an ambush, or an encounter on the wing. 
   
  Heading to Highfolk, the heroes meet with Everain, 
  who is actually a Shadowclaw agent named Talain (some 
  PCs may know of him from previous interactives). He 
  tells the heroes that he’s in need of assistance, and asks 
  them to visit some friends of his who live near the Vesve 
  Forest. The covey of hags, knowing what’s happening 
  through the eye, has been in contact with Talain. They 
  wish to have the heroes stopped before they reach the 
  Beastman Forest, and Talain (as Everain) attempts to send 
  them into the waiting clutches of the harpies that live in 
  a cottage called the Home at Forest’s Edge. 
   
  Leaving Highfolk, the heroes make their way to the 
  harpies’ lair. There, they find three women waiting for 
  the opportune time to prey upon them. In the basement 
  of the cottage, the heroes find the most recent victims of 
  the harpies, along with a nasty surprise – hellwasp 
  swarms. 
   
  Once they’ve done battle with the harpies, the 
  heroes venture into the Vesve, making strides for the 
  Beastman Forest. There, they hope to find the Lord 
  Marshal and rescue him from the “Dark Women”, but 
  that is a story for the next scenario, HIG4-09 The 
  Cauldron of Despair and Hope. 
   
  Special Play Option 
  This event while written separately, is part of the “Three 
  Furies” story arc, and has been written for continuous 
  play with the other two parts – HIG4-07 Cult of the 
  Stone Serpent and HIG4-09 The Cauldron of Despair and 
  Hope. If you, as the DM, are running the same group 
  through all three events in a row without any other 
  scenarios interspersed in-between, all effects (both 
  magical and mundane) can continue between scenario 
  rounds (subject to normal time constraints). In addition, 
  permanent magic items found during the event can 
  remain on the PCs until the conclusion of the series. The 
  players should have made a determination on whether 
  they are playing it as a special play or not at the 
  beginning of the first scenario in the Three Furies story 
  arc. A group cannot choose the special play option if they 
  haven’t done so already. If so, there is no upkeep cost for 
  HIG4-08 and HIG4-09. This option is particularly 
  suitable to home game groups, as they are likely to play 
  with the same group of people through all three rounds 
  in the series. 
   
  If the players are using this option, find out what the 
  disposition of Gnarlgarr is at the beginning of the 
  scenario (either a stone statue, or revived). If he was left 
  behind, assume the heroes retrieved him, but he’s still a 
  statue. 
   
  Make certain to keep track of characters that 
  succumbed to the serpentine curse of the ophidians (the 
  text of which can be found in Appendix 2). The changes 
  happen gradually at first, so describe to an afflicted hero 
  the change in complexion, shortening of their legs, etc. 
  Hopefully, the heroes are able to find a cure before it’s 
  too late, but it might go on throughout this scenario if 
  they can’t figure it out. At the beginning of the scenario, 
  it is considered Day 2 since a hero was afflicted.  
   
  DM Notes 
  At the beginning of this event, you should record each 
  PC’s Fortitude, Will save, Spot check and Sense Motive 
  check, for use at any point within the round. Have each 
  player roll 10d20, and record his or her results. That way, 
  a player never has to let you know they’re using Sense 
  Motive, as long as their PC is attentive to the situation in 
  which it may apply. Also, this allows you to check Will 
  Harmony of a Wicked Fate 
   
  Page 4 
  
  saves on PCs without letting on that there’s something 
  amiss. 
   
  Before beginning, ask if any of the PCs are members 
  of a “Highfolk Gardener’s Society”. This is a code, and 
  those that say “yes” are part of the Blood Owls, a group of 
  thieves and businesspeople that seek the elimination of 
  Iuz’s influence at all costs. This becomes important in 
  Encounter 3. 
   
  In addition, please note anyone who possesses the 
  Year 1 Highfolk certificate called the Favor of Marrgrawl. 
  This is important right away. Also note the location of the 
  aquamarine clasp (from the first scenario in this series), 
  and which character has it at the table. If no PC has the 
  clasp, that’s alright; if more than one PC has the clasp, 
  choose one that’s wearing it to have it for purposes of the 
  adventure. 
   
  If the PCs freed one or more orcs from petrification 
  and let them go (take a poll to see if the majority of the 
  PCs did at their tables if you’re not using the special play 
  option), make a note of that. It is important for 
  Encounter 2. 
   
  The Aquamarine Clasp 
  If, for some reason, a hero decides to look at the 
  aquamarine clasp with a gem of seeing or a true seeing 
  spell, they see it is really a disembodied eye. A bardic 
  knowledge or Knowledge (nature) check at a DC of 20 
  tells them that this is a hag’s eye; a check made at a DC of 
  25 reveals that a covey of hags can see everything the eye 
  sees, and that destroying it may blind one of them. 
   
  Note on Content 
  When the heroes arrive at the Home at Forest’s Edge, 
  please keep in mind the sensibilities and age of the 
  players. The Home at Forest’s Edge is essentially a 
  brothel, and the scene involving the dead bodies in the 
  basement could be particularly gruesome, especially to 
  young players. You may wish to gloss over descriptions or 
  details of these two particulars if your players are 
  uncomfortable with these subjects or are minors. 
   
  Introduction 
  Heading down the dusty trai  from Marringstone, you 
  take the time to enjoy the coolness of the Ready’reat 
  day, and the company of your fellow travelers. 
  l
  i
   
   
  This morning, when you awoke, you received a 
  magical message – a sending spell. “Please make your 
  way to Highfolk with much haste” said an old friend. 
  It was Everain the Intrepid, a wizard whom you’d 
  helped out before, and his vo ce bore a strong sense of 
  urgency. What he wants is anyone’s guess. 
  The heroes have just left the town of Marringstone, a 
  small gnome mining community where they helped 
  solve the mystery of the gnomes’ abductions. Have the 
  heroes introduce themselves to one another, if they’re 
  not playing this event with the special play option. 
  Otherwise, continue right where they last left off. 
   
  With the heroes should be a beastfolk named 
  Gnarlgarr. He may still be petrified, or he may be revived 
  and recovered from his ordeal. If the majority of the party 
  did not revive Gnarlgarr from his state in the previous 
  scenario (HIG4-07 Cult of the Stone Serpent), or if they 
  did not play the scenario, he is considered to be with the 
  PCs and still in stone form. If the heroes have revived 
  him, or revive him at some point during the scenario, 
  refer to the information below. 
   
  Gnarlgarr of the Woodshaper Tribe 
  Gnarlgarr (male beastfolk, NG, hp 11) is a beastfolk, a 
  race of reclusive furred humanoids that live in a portion 
  of the Vesve Forest. Beastfolk are slender humanoids and 
  have a fine coat of green or olive fur. Underneath the 
  exterior coat of fur lies a coarse black fur that 
  instinctively moves about, to provide him with superior 
  camouflage while hunting in the forest. 
        Beastfolk speak their own language, which uses some 
  Sylvan, gestures, and changes on the patterns of their fur. 
   It is thus impossible for an outsider to duplicate 
  anything more than the rudiments of their language, and 
  that is only possible if the listener understands Sylvan.  
  More intelligent beastfolk sometimes speak full Sylvan. 
   
  Beastfolk are completely distrustful of any magic 
  (and, in fact, have spell resistance 20), and don’t believe in 
  deities. They are never spellcasting characters – most 
  beastfolk are either fighters, barbarians, or rogues (their 
  favored class). 
   
  If Gnarlgarr is revived, he initially goes into a panic, 
  running about (if he’s able), and hiding from the heroes 
  (although he doesn’t actually leave their sight, unless 
  they threaten him). He doesn’t let himself be touched in 
  any way unless he is certain the PCs are benevolent. 
  Heroes who speak Sylvan can communicate basic 
  information like “hunger”, “friend”, and so on. A 
  comprehend languages spell does not work well on 
  Gnarlgarr, since it only allows the caster to understand 
  what a speak of Sylvan already knows (basic concepts). 
  Also, comprehend languages requires the caster to touch 
  the target, and with Gnarlgarr’s current disposition (and 
  disbelief in magic), that could be very difficult. 
   
  A tongues spell is much better, since it allows the 
  hero to understand Gnarlgarr fully, although it only 
  allows the hero to communicate in basic terms (since it 
  doesn’t grant the caster the ability to communicate non-
  verbally).  
  Harmony of a Wicked Fate 
   
  Page 5 
  
   
  Gnarlgarr responds immediately well to characters 
  wearing (or showing) the Favor of Marrgrawl. This vine 
  necklace is a symbol of greatness among the Woodshaper 
  tribe, of which Gnarlgarr belongs. He carefully extends 
  his hand, touching the PC’s arm and caressing the 
  necklace. If he is fully understood, he calls the PC 
  “ranger-friend”, and talks almost exclusively to him or 
  her. 
   
  Gnarlgarr uses any normal simple weapon the PCs 
  give him, although he only fights when pressed, the party 
  is in trouble, or there’s no escape. He does not wear 
  armor, and won’t carry any magic items (unless they are 
  infusions, which he regards as normal herbs). He can use 
  a magical simple weapon, so long as the magic of the 
  weapon is subtle (for example, he won’t use a flaming 
  spear or an icy burst dagger, but a +1 club or an impact 
  quarterstaff are alright). 
   
  Gnarlgarr should be played as a cautious hopeful, 
  who wants to believe the PCs can help. Remember that 
  his tribal culture means he cannot communicate certain 
  nuances that civilized characters can; when playing him, 
  speak simply (and never infer anything that has to do 
  with magic, spirits, or gods). If the PCs are able to 
  communicate with him, Gnarlgarr can relate the 
  following (give broad generalities if they only understand 
  Sylvan): 
  � I am Gnarlgarr, of the Woodshaper Tribe. You 
  must be rangers come to free me. I thank you 
  for your kindness. 
  � I have been with the snakefeet for a time now. 
  They took me from the Dark Women. They 
  made me do things for them, but not bad things. 
  Helping things. They have a weakness that I see 
  when they are with others. They like to work for 
  others, and they brought me here as a gift for 
  the green-eyed snake. He bit me, and now I’m 
  here with you.  
  � The Dark Women live in our forest, but we do 
  not go into their lands. They are like you, but 
  not. They have hate in their hearts, and bear us 
  pain, so you are only like them in sight. 
  � The Dark Women live past the shores of the 
  Lake of Gloom. It is in the center of our forest, 
  and our smiling folk do not speak well of it. 
  � The smiling folk look like you, but are different. 
  They have been with us since the beginnings, or 
  so the tales say. 
  � The Black Guardian watches the shores, so few 
  of our tribe go there. He is a horned beast that 
  has sharp claws, and walks as we do. 
  � The Black Guardian is a great two-legged beast 
  with long horns and a wicked heart. He feasts 
  on the bones of anything he kills. 
  � (Especially if someone bears the necklace, but 
  eventually Gnarlgarr gets to talking about it) 
  The Dark Women have the first-ranger, our 
  oldest friend among your kind. (If a PC has the 
  necklace) He gave you the favor of our people. 
  They keep him past the lake. No one knows 
  what has become of him. It has been long since 
  we last saw him. 
  � You, who have the ranger’s heart, should help. 
  Together, we can go to my home, and find him. 
  I can be your guide. 
  Gnarlgarr refers to Elrenn Walthair, Lord Marshal of the 
  Vesve Forest as the “first-ranger”. Several heroes may pick 
  up on this from the last time they met with a beastfolk 
  (Marrgrawl); if they do not, they can certainly make a 
  Knowledge (local – Iuz’s Border States) check to identify 
  the person Gnarlgarr refers to as Elrenn Walthair. 
  Rangers of the Vesve know this automatically. 
   
  The Lord Marshal and leader of the Rangers of the 
  Vesve Forest has been gone for more than a year now, 
  and most have thought him lost to Iuz. The suspicions 
  aren’t far from the truth, as the heroes soon learn. 
   
  At any rate, Gnarlgarr is far from home, and certainly 
  accompanies the PCs unless they threaten him (in which 
  case, he leaves on his own, complicating things for the 
  heroes in the future). He stays on the outskirts of 
  civilization, preferring to wait and hide while the PCs are 
  in town. 
   
  Carrying the Statue of Gnarlgarr 
  If the PCs need to carry Gnarlgarr because he is still 
  petrified, he weighs 300 pounds in statue form. The PCs 
  have a cart they obtained from the gnomes, and if they 
  wish, they can purchase a draft horse with tack and 
  harness to help pull it 
   
  Encounter One: Carnage on 
  the Road 
  The heroes may have released an orc from his petrified 
  state in HIG4-07 Cult of the Stone Serpent. If that’s the 
  case, and the orc was left free to go, skip this encounter 
  and go directly to Encounter 2.  
   
  If the heroes did not free the orc, or killed him upon 
  freeing him (or the majority of the players never played 
  the first scenario in this series), continue with the 
  following: 
   
  In the late afternoon, as you’re ooking for a good 
  place to camp alongside the Quagflow Road, you see a 
  merchant’s wagon in shambles on the road ahead, the 
  contents of which are tossed this way and that along 
  the road and to the brush on the side. It appears that 
  l
  Harmony of a Wicked Fate 
   
  Page 6 
  
  there are a number of bodies ly ng motionless around 
  the wagon as well. 
  i
   
  A chimera has been plaguing the area of late, and fell 
  upon this hapless group of travelers. As the heroes 
  approach they can find the following while looking 
  about: 
  � Four humans, three men and one woman, lie in 
  various positions around the wagon. They are all 
  dead, torn into pieces by some creature. A 
  Knowledge (nature) check (DC 15) deduces that 
  the creature or creatures responsible were very 
  large, very strong, and used both claws and 
  bites. Also, some of the people have burn marks 
  on their body, and the wagon is blackened to 
  one side. A successful Craft (alchemy) or 
  Knowledge (arcana) check (DC 12) reveals that 
  these burn marks are from acid, and they seem 
  to coat a large area of the wagon and two of the 
  bodies. 
  � A tack and harness for two horses is also found, 
  but nothing remains of the beasts of burden 
  except for large pools of blood. 
  � Two of the people (a husband and wife) were 
  merchants, and are dressed comfortably with no 
  weapons or armor on them. The other two are 
  guards, dressed in chain mail (now destroyed) 
  and armed with longswords, daggers, and 
  longbows (still usable). Their quivers each 
  contain 20 arrows. 
  � Looking about the area, sacks of milled wheat 
  are everywhere; most are broken open and 
  spilled on the ground. There’s little else that can 
  be found in the area, except for a coinpurse 
  (Search check DC 25 to find when searching the 
  wagon) containing 100 solars (gold minted in 
  Highfolk). 
  � The dead cannot be spoken with via a speak 
  with dead spell, as they are sufficiently 
  mutilated to provide no answers (any spellcaster 
  capable of casting the spell knows this before 
  making an attempt). By the same token, a raise 
  dead spell doesn’t work.  
  Once the heroes have surveyed the scene, move along to 
  Encounter 2.  
   
  Treasure: The heroes can take the 2 longswords, 2 
  daggers, and 2 longbows (along with 40 arrows) from the 
  guards. In addition, the coinpurse has 100 gp in it. 
   
  Encounter Two: Three Fanged 
  Mouths 
  This encounter has two different setups, depending on 
  the events of the previous scenario (and whether or not 
  this is part of a special play option).  
   
  Chimera Ambush 
  If the PCs let one or more of the orcs go from the 
  previous scenario, they have set a plan in motion for the 
  PCs’ demise. Thinking that the heroes decimated most of 
  their tribe (the Three Fanged Mouths), the orcs head 
  back to the northern Vesve, and find that some of their 
  tribe still exist. The shaman there hears their plight, and 
  summons the tribe’s totem – a chimera that lives nearby. 
  The shaman promises a good meal out of the adventurers, 
  and the promise of good hunting for a month thereafter. 
  The chimera accepts, and immediately goes looking for 
  the PCs. 
   
  The encounter with the merchant wagon does not 
  occur for this group, as the chimera sets himself up in 
  ambush as the PCs come along down the road. This 
  combat takes place 2 days from the start of the scenario, 
  either as the PCs are closing in on the Home at Forest’s 
  Edge (if they chose to go directly to the Beastman Forest), 
  or as they’re heading down the Quagflow Road (if they’re 
  headed to Highfolk). 
   
  Your journey over the last two days has been 
  relatively uneventful. In another day or two you 
  should be at your destination.  
   
  The PCs are walking along a trail with several thick trees 
  to either side. 60 feet down the path, to one side of the 
  road, the chimera lies in wait, observing the PCs in a 
  thick stand of trees. You can just draw a trail on a map, 
  with stands of trees all around. 
   
  At this distance, have the heroes make Spot checks 
  against the chimera’s Hide (+10 circumstance bonus for 
  the thick growth). The chimera springs into action as 
  soon as a hero gets within 60 feet, and the PCs do not act 
  in the surprise round if they fail to notice the creature. 
   
  APL 6 (EL 8) 
  � Chimera: hp 76. The chimera’s dragon head is green. 
  See the Monster Manual, page 34 for statistics. 
   
  APL 8 (EL 10) 
  � Chimera, Advanced: hp 157. The chimera’s dragon 
  head is green. See Appendix 1 for statistics. 
   
  Harmony of a Wicked Fate 
   
  Page 7 
  
  APL 10 (EL 12) 
  � Chimera, Advanced: hp 220. The chimera’s dragon 
  head is green. See Appendix 1 for statistics. 
   
  APL 12 (EL 14) 
  � Chimera, Advanced: hp 283. The chimera’s dragon 
  head is green. See Appendix 1 for statistics. 
   
  Tactics: The chimera moves as close as it can get to the 
  heroes in the surprise round, and attempts to melee with 
  as many as possible. If it is greatly injured, it takes to the 
  air, using its breath weapon until it is reduced to less than 
  20 hit points. At that point, the creature attempts to fly 
  off to seek an easier meal. 
   
  Chimera Inbound 
  If the heroes did not release the orcs, they have the 
  encounter with the merchant wagon, and should be 
  aware that something big and nasty is in the nearby area. 
  In this instance, the chimera is simply out hunting for a 
  good meal, and sets upon the PCs with a great deal more 
  warning.  
   
  Find out what character in the party has the highest 
  Spot check. The chimera’s base Hide check (since it can’t 
  hide in the air) is either –4 (0 – 4 for size for a Large 
  creature) or –8 (0 – 8 for size for a Huge creature). The 
  chimera is 40 feet up in the air. Then, take the Spot check 
  penalty for range (-1 per 10 feet) to find the best result 
  that can be rolled by the highest character. So, for 
  example, a character with a +20 Spot check could roll a 40 
  for a result. This would allow the character to see a 
  creature at 400 feet away, if it was plainly visible and 
  Medium size. Since the actual check needed is a negative 
  number (either –4 or –8) the character could see the 
  chimera when it is 440 or 480 feet away.  
   
  Start the chimera from that distance away, counting 
  25 feet of the distance as height. Then, have each player 
  roll a Spot check (or, preferably do it secretly using the 
  guidelines established at the beginning of the scenario). 
  If no one succeeds, move the chimera 100 feet closer, and 
  try again. Keep trying until a party member succeeds, or 
  the chimera is within 100 feet. 
   
  APL 6 (EL 8) 
  � Chimera: hp 76. The chimera’s dragon head is green. 
  See the Monster Manual, page 34 for statistics. 
   
  APL 8 (EL 10) 
  � Chimera, Advanced: hp 157. The chimera’s dragon 
  head is green. See Appendix 1 for statistics. 
   
  APL 10 (EL 12) 
  � Chimera, Advanced: hp 220. The chimera’s dragon 
  head is green. See Appendix 1 for statistics. 
   
  APL 12 (EL 14) 
  � Chimera, Advanced: hp 283. The chimera’s dragon 
  head is green. See Appendix 1 for statistics. 
   
  Tactics: The chimera swoops in, attempting to breathe as 
  soon as it gets close enough. After that, it lands, and 
  attacks the heroes in melee. If it is greatly injured, it takes 
  to the air, using its breath weapon until it is reduced to 
  less than 20 hit points. At that point, the creature 
  attempts to fly off to seek an easier meal. 
   
  Once the heroes have defeated the creature, they can 
  journey uninterrupted the remainder of the way. Go to 
  either Encounter 3 (if the heroes are headed to 
  Highfolk), or Encounter 4 (if the heroes are headed 
  directly to the Beastman Forest). 
   
  Encounter Three: A Brief Stop 
  in Highfolk 
  If the heroes decide to head to Highfolk to answer 
  “Everain’s” summons, Gnarlgarr does not enter the town 
  (unless he is a statue, in which case the PCs bring him 
  wherever they desire). He waits outside both Ashenglade 
  and Highfolk, hiding in a small woods to the east of the 
  town. When the heroes approach, read the following: 
   
  Highfolk, 
  or 
  rather 
  the 
  somewhat 
  dubious 
  community to its north called Ashenglade, is a bustle 
  of activity. A portion of the Perren and army has 
  arrived, and apparently to the chagrin of the elven 
  forces who claimed much of the former adventurer’s 
  town for themselves. It’s definitely getting far too 
  crowded here. 
  l
   
  The heroes can choose to revive Gnarlgarr, if he is still 
  stoned, at this time. They can do so at “Everain’s” 
  establishment, or they can choose to go to the Guildsmen 
  of the High Art, and pay for the stone to flesh spell. It 
  costs heroes 660 gp and 6 Influence Points (or an extra 
  500 gp) with the Guildsmen to bring Gnarlgarr back (the 
  spell works, no matter how the dice fall); a member of the 
  Guildsmen of the High Art can have the Influence Point 
  expenditure waived.  
   
  When the heroes enter Highfolk, give any PC that is 
  a member of the Blood Owls Handout 1. All PCs that are 
  members receive the same message. 
   
  Harmony of a Wicked Fate 
   
  Page 8 
  
  The Assassin and the Imposter 
  Talain, an Iuzian sympathizer and now member of the 
  Shadowclaw (a shadowy group of people from all walks of 
  life dedicated to ending the war with Iuz by speeding his 
  victory), has received word from the “Dark Women” that 
  the heroes were arriving in town, and was asked to stop 
  them. Despite the fact that he had been encountered on 
  two 
  different 
  occasions 
  by 
  PCs 
  (surviving 
  an 
  assassination attempt on his life, and nearly foiling a 
  collected group of heroes at the Richfest celebration in 
  Weeping Willow this year), he was willing to return to 
  Highfolk under disguise (using alter self spells) and help 
  to thwart the PCs. 
   
  Talain asked around and found a relatively 
  nondescript but interesting person that several heroes 
  had once dealt with – a man named Everain the Intrepid, 
  a wizard and alchemist living in Highfolk town. Talain 
  chose to have Everain “disposed of” by Shadowclaw 
  agents (he was abducted from his home, and taken far 
  from Highfolk), and after some “probing”, he took his 
  identity. He sent the missive to the heroes that was 
  received at the end of HIG4-07 Cult of the Stone Serpent 
  (and repeated at the beginning of this event) in the hopes 
  of redirecting their efforts to the harpies in the Home at 
  Forest’s End, by orders of the “Dark Women”. 
   
  Unfortunately, due to the time constraints placed on 
  him, Talain was rather sloppy. The Blood Owls, a thieves’ 
  guild devoted to destroying Iuz’s influence in Highfolk 
  has found out that he’s back in town, and they mean to 
  finish the job that a group of PCs failed earlier in the year. 
  To ensure success, they’ve brought in one of their best 
  agents, an elven assassin named Kylil. 
   
  Kylil has been responsible for many assassinations of 
  political and social leaders in Highfolk, particularly 
  during 591 CY. In that year, he was nearly captured by a 
  group of a dozen heroes while fleeing after the 
  assassination of Telvest Lorewin, a town councilman. The 
  assassin returned later during that year’s election, and 
  struck at other targets. The Blood Owls have been 
  keeping him employed for some time, and while they 
  haven’t used him recently (he’s been given some “cooling 
  off” from Highfolk), the organization feels its time to 
  bring his services to bear once more. 
   
  Unfortunately, the heroes really can’t tell who Kylil 
  works for (and, in fact, he’ll really take any job that pays 
  well), and while some characters might have an inkling 
  that Telvest Lorewin wasn’t as upstanding as many in the 
  community made him out to be, there’s no way to prove 
  that he’s mostly worked on the PCs’ side. This holds true 
  again, as he prepares for a strike on Talain, hoping to find 
  a perfect distraction for his attack... 
   
  Everain’s home is a bit of a ramshackle affair; it 
  appears he’s once again spent too much time working 
  on the latest formulae in his laboratory, no doubt 
  concocting something that will bring about no good. 
  However, he’s a good-hearted man, and he certainly 
  pays well for services rendered.  
   
  You knock a couple of times on the door, and 
  eventually you hear a small voice call to you. “The 
  door’s open, come on in” Everain says.  
   
  Heading through his dour but disorganized 
  living area, you make your way downstairs, twisting 
  and turning on the spiral staircase he had installed 
  recently. You come to the landing, and down a short 
  corridor, you find a massive laboratory – filled with 
  books, beakers, flasks, burners, l quids, powders, and 
  all manner of arcane devices. It’s so large that he had 
  a balcony put up twenty feet from the floor, so that it 
  was easier for him to store his various experiments. 
  You find it to be a rather nice-sized miracle that the 
  place hasn’t blown up with all the different chemicals 
  he must be storing and using here. 
  i
  l
  !
  t
  l
   
   
  The thin, balding Suloise man, wearing lavender 
  robes, ooks up from stirring an iron flask. “Oh, 
  you’ve made it! Wonderful  I was hoping my sending 
  arrived to your ears without much trouble.” Everain 
  looks about his chamber of research, “Ah ... have a 
  seat ... somewhere.” He attempts to clear some stool 
  spots away, but when a vicious pink liquid threatens 
  to overflow from the flask he stopped stirring, you 
  decide i ’s better to stand. After al , who knows what 
  you might sit on. 
  Talain is doing his best Everain impression, and he’s 
  currently wearing his guise due to a quick application of 
  alter self when the heroes entered. If his true form is 
  revealed, it is that of a half-elven male (Everain is 
  human). Any hero who played at the Richfest celebration 
  interactive (Gamefest Milwaukee 2004) and views his 
  true form instantly recognizes him as the villain that 
  escaped the party’s clutches. This is likewise with those 
  Blood Owls that participated in a special interactive 
  adventure entitled “Pruning the Garden”; Talain was the 
  only target to have escaped their grasp. 
   
  Talain makes small talk for a few minutes, and 
  heroes who succeed in a Sense Motive check (rolled 
  secretly) get a hunch that something’s not quite right 
  with him. If Gnarlgarr is with the PCs (in stone form), he 
  offers to revive him with an application of stone salve at 
  the cost of only a favor. After a couple of minutes, Talain 
  gets to talking to the heroes about why he (in the guise of 
  Everain) has summoned them. 
   
  “Oh, I suppose enough of this chit-chat. You’re busy 
  people, and I hate to waste your time, so on to the 
  Harmony of a Wicked Fate 
   
  Page 9 
  
  matter of your summons.” Everain stops stirring for a 
  moment, and begins. 
   
  “I have a few friends who live near the Vesve 
  Forest, in a comfort house known as the Home at 
  Forest’s Edge. I’ve owed them a favor for some time, 
  and they’ve asked me to deliver some poultices I’ve 
  whipped up for them. I know you’re great 
  adventurers and all, but I need someone who knows 
  the trails and isn’t shaken by what they find in the 
  wilds to deliver these to their door. I’ll give you your 
  pick of a few choice magic items when you return for 
  your trouble. The Home is easy to find - just head 
  north out of town a half a day, and take the Old 
  Northeast Road directly to them. They’re just shy of 
  the great woods. You can ask for Melody, Shalla, or 
  Illadri when you get there. They’ll be more than 
  happy to see you, I’m sure.” 
   
  If the heroes seem annoyed with his summons, and 
  explain to “Everain” that he’s keeping them from 
  rescuing Elrenn Walthair, he apologizes profusely, and 
  tells them, “Well this should be on the way, at least”.  
   
  Talain hands the heroes a small satchel filled with 
  balms and salves, mostly used to soothe aches, and aid in 
  the healing of minor injuries. 
   
  Kylil Strikes 
  This area is easy to map; it is a 40-foot by 40-foot room 
  with a ceiling of 30 feet. 20 feet up, a 10-foot wide balcony 
  rings the entire room, accessible from a staircase near the 
  ground doorway. Up on the balcony, hiding behind the 
  solid oak railing, Kylil has been observing the heroes’ 
  interaction with Everain. Once Everain hands the satchel 
  over, he strikes, attacking from his position with his hand 
  crossbow, using a bolt of elf slaying coated in black lotus 
  extract (Contact, Fortitude DC 20, initial and secondary 
  damage 3d6 Con). He’s also enhanced himself with a 
  scroll of sniper’s eye, which allows him to death attack 
  from this distance (approximately 30 feet away). This 
  strike is considered the surprise round. 
   
  It is possible the party may detect Kylil before he 
  takes his shot; if so, the death of Talain can be averted. No 
  matter what happens, once Kylil makes a move (or is 
  discovered) initiative should be rolled. 
   
  APL 6 (EL 8) 
  � Kylil, Assassin: hp 42. See Appendix 1 for statistics.  
   
  APL 8 (EL 10) 
  � Kylil, Assassin: hp 52. See Appendix 1 for statistics.  
   
  APL 10 (EL 12) 
  � Kylil, Assassin: hp 62. See Appendix 1 for statistics. 
   
  APL 12 (EL 14) 
  � Kylil, Assassin: hp 72. See Appendix 1 for statistics.  
   
  Tactics: Kylil’s tactic is simple – once he’s fired his shot, 
  he attempts to escape using his planejump stone (which 
  is keyed to Pandemonium). The next round, he pulls out 
  his stone, activates it, drops it in front of him, and takes a 
  5-foot step onto it to transport him away.  
   
  If Talain is still alive after the shot (keep in mind, he 
  has to make three Fortitude saving throws to survive that 
  attack), he immediately teleports away, leaving the heroes 
  alone in Everain’s lab. 
   
  Development: If the PCs manage to subdue or stop Kylil 
  in some manner, he gives up no information unless 
  dominated or otherwise coerced by magic (speak with 
  dead is another possibility, but he resists). He only knows 
  the following pertaining to this mission: 
  � He has been hired by a nameless benefactor 
  who uses a series of dead-drops throughout 
  town to give him his missions.  
  � If asked, Kylil says that he has been responsible 
  for the murder of Telvest Lorewin and several 
  other key personages in the Highfolk area. 
  � The man he sought to kill today was 
  impersonating Everain with magic. 
  � Kylil does not know the names or faces of any of 
  his employers here in Highfolk. 
  � Kylil doesn’t really know the man he was sent to 
  assassinate, only that he’s recently arrived in 
  town, and has impersonated Everain for some 
  purpose. 
  � Kylil knows of the Home at Forest’s End, and 
  has heard firsthand that it is a place of ill repute, 
  and often visited by the woodsmen who live 
  near it. 
  If Kylil is brought to the authorities (or Paxana herself), 
  the PCs are lauded as great men and women, and Paxana 
  personally congratulates them on the assassin’s capture or 
  death. The word of the heroes’ deeds spread around town, 
  and soon, everyone feels more relieved to have a known 
  killer get what’s coming to him. 
   
  If the PCs kill or capture Kylil, report this to the 
  Highfolk Triad. There is a separate Adventure Record 
  that is not normally available unless the characters 
  manage to defeat the assassin. Also, PCs only receive XP 
  for this encounter if they successfully defeat Kylil. 
   
  Harmony of a Wicked Fate 
   
  Page 10 
  
  Treasure: Kylil has several items of interest; see the 
  Treasure Summary for details. Note that none of his gear 
  counts towards the treasure totals for the scenario. 
   
  What To Do With Talain 
  If “Everain” is killed, he reverts to the form of Talain. 
  Talain doesn’t want to come back to life, and resists any 
  form of communication (such as speak with dead). If he’s 
  somehow communicated with, he can reveal anything he 
  knows, based on the information given above. He does 
  not know the identity of the “Dark Women”, only that 
  they are powerful and ultimately serve his cause. As for 
  the harpies, all Talain was told is that the heroes “will be 
  dealt with” by them. 
   
  Talain, if alive, attempts to teleport away at the next 
  available opportunity. PCs might be able to stop him 
  from doing so, but unless he’s magically coerced, he tries 
  again as soon as he’s able.  
   
  PCs can try to take anything on Talain, but should be 
  warned that it might be the property of Everain, and 
  could certainly be considered theft. They may use his 
  items for the remainder of this scenario, and if you’re 
  exercising the special play option, permanent items can 
  be brought into the next scenario. None of Talain’s items 
  appear on the Adventure Record, and they’re not 
  calculated into the Treasure Summary. 
   
  Once the heroes have dealt with this situation, they can 
  continue on their way to the Beastman Forest.  
   
  Of course, they now have a choice – either visit the 
  Home at Forest’s End, and see what was so important, or 
  try and avoid it. If they avoid the home, go directly to the 
  Conclusion. Othewise, continue with Encounter 4. 
   
  Encounter Four: Three Furies 
  As the heroes make their way to the Home at Forest’s 
  End (the journey takes four days on foot), they can 
  attempt to pick up rumors about this place to better 
  prepare themselves for their meeting. 
   
  Gathering Information 
  If the players ask to use Gather Information to get some 
  knowledge of the residents of the Home at Forest’s End, 
  let them do so. Most likely, this information is obtained 
  in an inn out in the Highvale, closer to the Vesve Forest 
  (where 
  people 
  may 
  have 
  heard/been 
  to 
  the 
  establishment). An expenditure of 10 gp gives a hero a 
  chance. Below is the information that can be learned 
  about the Home at Forest’s End (characters get all the 
  information from each bullet point they surpass as well): 
  � DC 15: Yeah, I’ve heard of it. Never been there 
  myself, but I hear that those ladies certainly 
  know how to treat a man right. 
  � DC 20: That place is a debauched hive of 
  immorality. Those women are nothing more 
  than foul temptresses. 
  � DC 25: I’ve been there, and the ladies are really 
  good to you. They take care of everything, and 
  make you feel like a king. Expensive, though. I 
  guess they have fine tastes. Place had a funny 
  flower smell I couldn’t place too. I wish there 
  were more places around here like that; it would 
  make my living a lot easier! Of course, I’d be 
  poor then... 
  � DC 30: It’s said that those women snatch up 
  men for sacrifice to demons that keep them 
  ageless. I certainly believe it, since I’ve heard 
  more than one story of a husband who never 
  returned from a day of woodcutting near there. 
   
  The Home at Forest’s End 
  When the heroes finally arrive after their journey, read 
  the following: 
   
  Ahead on the path is a large cottage, with a beautiful 
  bed of flowers in the front, and a well-tended garden 
  to the left of the building. Smoke lazily curls out of 
  the chimney, and the place looks very quaint in the 
  shadow of the Vesve Forest looming behind it. 
   
  The Home itself is part of a terrible curse levied on the 
  inhabitants for their debauched ways. Long ago, it was 
  the home of a retired paladin and his family. They lived a 
  peaceful, yet unfulfilling existence until a caravan of 
  “ladies of the night” passed by one day. That night, the 
  paladin, urged on by the temptresses and overcome by 
  lust, left his wife’s side and went to the caravan. His home 
  was raided by orcs, and by the time he was able to make it 
  back, the creatures had killed his wife and children. He 
  fought them valiantly, but he perished in the battle as 
  well. With his dying breath, he cursed the three women 
  who lived there to remain in this place of sorrow for all 
  eternity, and look upon themselves as the monsters they 
  truly were, never again to possess true beauty.  
   
  The ladies tried to leave, but were unable to travel 
  more than a few hundred yards from the home. 
  Something compelled them to stay. Over the next few 
  weeks, 
  they 
  gradually 
  underwent 
  a 
  horrific 
  transformation into harpies – hideous beguilers who use 
  their voices to ensnare hapless travelers. After a few 
  decades, they finally coerced a spellcaster powerful 
  enough to provide them with some respite – the interior 
  of the home is enchanted with a seeming spell, making 
  Harmony of a Wicked Fate 
   
  Page 11 
  
  the three women appear as they once were – beautiful, 
  vivacious courtesans. This effect cannot be pierced by 
  normal means (interacting with the illusion); only magic 
  such as true seeing is effective (dispel magic against a 15
  th 
  level caster works as well, but only for one round). 
   
  However, not even the enchantment is powerful 
  enough to always keep the curse at bay. Occasionally, at 
  inopportune moments, the seeming lifts for one or all of 
  the women, and they are revealed for the monsters they 
  have become. This usually happens just as they are about 
  to commit a foul act such as murder or torture.  
   
  Meet the Ladies 
  Use Map 1 for the house and grounds. The heroes may 
  try and sneak around, or do something other than 
  approach from the front – that’s fine, the ladies are inside 
  engaging in some of their favorite pursuits when they 
  arrive (Melody is writing a song, Requiem (Illadri) is 
  pinning bugs into her bug collection, and Cacophony 
  (Shalla) is mixing new perfumes). Once the heroes make 
  it to the front door and knock, read the following: 
   
  You hear footsteps of people approaching, and a soft, 
  lilting voice calls out, “We’ll be there in a moment. 
  We just need to ready ourselves for visitors.” 
   
  After a few more moments of waiting, the door 
  opens, and three attractive ladies, each with dark hair 
  and green eyes, smile at your assembled group. One 
  woman wears a beautiful gossamer gown, another 
  wears a frill-laced black dress, and the third has on a 
  buttoned shirt with tight-fitting pants and high boots. 
  She has a rapier at her side, but it’s not drawn; the 
  other two are unarmed. 
   
  The lady in the scintillating gown speaks in a 
  melodic voice. “Oh  so many of you! Well, that’s just 
  fine. Come on in. The Home at Forest’s End is yours 
  to enjoy for as long as you wish. I assume you brought 
  some coin?” 
  ,
   
  If the heroes reply to the affirmative, they are given 
  entrance, and can talk with the three ladies. If they 
  pretend that they don’t have much money, the ladies are 
  more than willing to take payment for their services in 
  other salable items (magic, weapons, etc.) If asked, they 
  do not mention their price, only that they do require 
  payment (they mention that they’ll “settle that later”).  
   
  The heroes can enter, and enjoy the company of the 
  women. They prepare hot baths for the PCs, give them a 
  good hearty meal to eat, and generally cater to their every 
  whim. The ladies do not discriminate at all between men 
  and women. While the heroes are being pampered, the 
  ladies are more than happy to converse with them. Notes 
  are provided below. 
  � The house is very tidy, clean, and pleasing to the 
  eye. Each one of the ladies has their own private 
  room and bathing area, and there’s a central 
  common area where meals are cooked. A sitting 
  area provides relaxation in the evening hours. A 
  secret door in the home leads into a cellar, but 
  the heroes are forbidden to go there if they 
  discover it (the ladies say its where they keep 
  their best wine stock, and they’ve had some 
  thefts in the past). 
  � The heroes generally have the run of the place, 
  if they so choose (the only exception is the 
  cellar, as noted above). When they first walk in 
  the door, all the PCs notice that there’s a strange 
  scent mixed in with the soft jasmine smell that 
  lingers in the room. It can’t be placed, but it is 
  noticeable in the slightest. After a short time, 
  their noses grow accustomed to it. 
  � Melody is cheerful and bubbly. She likes 
  songwriting and poetry, and will sing for 
  anyone who’ll let her. At higher APLs, she even 
  shows off her singing sword (a songblade), and 
  the fact that she’s an accomplished fencer. She 
  likes heroes that show kindness and humor. 
  (Melody secretly likes to corrupt the innocent.) 
  � Illadri (really Requiem) has an astute and 
  focused air about her. She is a bit quirky, as she 
  likes collecting bugs and discussing various 
  trivia. She likes intelligent and witty heroes, 
  especially ones with a more subdued charm. 
  (Requiem secretly loves dead things and undead 
  creatures.) 
  � Shalla (really Cacophony) is very passionate and 
  forward. 
  She’s 
  adventurous 
  and 
  craves 
  excitement, and is an expert at massage. She 
  likes very beautiful heroes, especially ones that 
  are physically fit. (Cacophony secretly loves to 
  bring about violence in others.) 
  � So long as the ladies stay within the confines of 
  the home, they remain in the seeming effect 
  (unless, of course, a hero sees through it). If they 
  leave (either by choice or force) they 
  immediately are revealed for the gruesome 
  creatures they have become. Note that they 
  cannot flee (by air or land) more than 900 feet 
  from the home, due to their curse. 
  Eventually, the heroes are going to get to the heart of the 
  matter, or the harpies attempt to separate them one at a 
  time to deal with them. 
   
  Map Key 
  Requiem’s room is area 11, Melody’s is area 12, and 
  Cacophony’s room is area 15. There is a secret door 
  Harmony of a Wicked Fate 
   
  Page 12 
  
  leading down to the cellar right off the main hallway in 
  area 1 (the door on the right-hand side of the hallway by 
  the main entrance is actually a secret door). 
   
  The secret door is actually a sliding panel, and it can 
  be found with a successful Search check (DC 18). If the 
  heroes find it, and wish to go down the stairs to the cellar, 
  go to Encounter 5. 
   
  The Truth 
  The harpies know of the heroes’ presence, and have been 
  tasked by their allies (the “Dark Women”) to dispatch 
  them using whatever means is necessary. Once the 
  harpies are able to get an individual hero in a one-on-one 
  situation, the creature makes its move to kill that PC. Try 
  to manipulate the heroes into situations like that, 
  remembering that all of them are masters of Bluff. 
   
  Of course, the heroes probably won’t have any of 
  that, and they may either pierce the illusion, or initiate 
  combat for a variety of other reasons (for example, the 
  harpies still detect as evil). The combat may take place in 
  different areas of the house, so you might want to draw 
  out the whole thing and position the PCs and the villains 
  in different rooms. 
   
  APL 6 (EL 8) 
  � Requiem, Sorceress: hp 38. See Appendix 1 for 
  statistics. 
  � Melody, Bard: hp 41. See Appendix 1 for statistics. 
  � Cacophony, Siren: hp 41. See Appendix 1 for 
  statistics. 
   
  APL 8 (EL 10) 
  � Requiem, Sorceress: hp 50. See Appendix 1 for 
  statistics. 
  � Melody, Bard: hp 57. See Appendix 1 for statistics. 
  � Cacophony, Siren: hp 47. See Appendix 1 for 
  statistics.  
   
  APL 10 (EL 12) 
  � Requiem, Sorceress: hp 56. See Appendix 1 for 
  statistics. 
  � Melody, Bard: hp 65. See Appendix 1 for statistics. 
  � Cacophony, Siren: hp 53. See Appendix 1 for 
  statistics. 
   
  APL 12 (EL 14) 
  � Requiem, Sorceress: hp 62. See Appendix 1 for 
  statistics. 
  � Melody, Bard: hp 73. See Appendix 1 for statistics. 
  � Cacophony, Siren: hp 59. See Appendix 1 for 
  statistics. 
   
  Tactics: It is very important to run the harpy combat 
  with the advice in this section, as it could be very 
  overpowering if done in a “most efficient” way. 
   
  Cacophony is the only one of the three that bothers 
  to use her captivating song upon beginning combat (and 
  at higher APLs, she overlays it with another sonic effect). 
  The other harpies are immune to the effects of her 
  singing. Cacophony is pretty much a one-trick pony; she 
  really can only hope to disable/kill heroes with her voice. 
  At APL 8, Cacophony overlays her captivating song with 
  her song of despair; at APLs 10-12, she overlays it with 
  her song of nightmare. If the party contains two or more 
  primary arcane casters, cacophony (at APLs 10-12) utilizes 
  her song of idiocy (for the feeblemind effect) instead. 
  Once a PC has saved against her song, they are immune 
  to further songs from Cacophony for the next 24 hours. 
   
  Requiem, however, seeks to utilize her spells against 
  the party. At APLs 10 and higher, Requiem also possesses 
  a portable hole, which she can use in combat. Inside the 
  portable hole are undead creatures she keeps for 
  emergencies. Once she throws down the portable hole, 
  the creatures start to climb out, one per round. At APL 10, 
  two ghasts are present inside the hole; at APL 12, two 
  wights linger, waiting for a chance to escape (see the 
  Monster Manual for statistics). They all are considered 
  allies of Requiem, and fight at her behest. 
   
  Melody utilizes her bardic music, as well as spells to 
  support. She is the most likely to melee with an 
  opponent, but only chooses a weak-looking hero if she 
  has the opportunity. 
   
  Requiem and Melody only use their captivating song 
  as a last-ditch defense. All three know they really can’t 
  flee anywhere, but if they’re getting beaten and have the 
  chance, they’ll attempt to take to the air and bring the 
  fight outside. 
   
  Development: The three harpies can relate their story 
  such as it is, if coerced. They know little about the “Dark 
  Women”, other than they think they’re potent 
  spellcasters that live in the Vesve. Occasionally, these 
  women ally with the harpies, sending them new victims 
  or bringing them gifts. 
   
  Treasure: All the really valuable things that the harpies 
  own are usually on their person. See the Treasure 
  Summary for information. 
   
  If the heroes try to explore the cellar, go to Encounter 5. 
  Otherwise, once they have bested the harpies, and 
  searched the grounds, go to the Conclusion. 
   
  Harmony of a Wicked Fate 
   
  Page 13 
  
  Encounter Five: Don’t Go 
  Down in the Cellar! 
  Once the heroes slide open the secret door, read the 
  following: 
   
  Sliding open the door, a wooden staircase descends 
  into darkness. A bilious wave o  rot offends your 
  senses. Something very dead is definitely down there. 
  f
   
   
  t
  i
  l
  t
   
  The stairs descend 20 feet down to an open archway; the 
  room is 30 feet wide and 30 feet long. A table is present to 
  one side, upon which lays the remains of previous 
  victims – mostly old clothes and a few trinkets. However, 
  more disconcerting is the remains of four men hanging 
  by a rope from a beam in the center of the room. Read the 
  following once the PCs reach the bottom of the stairs: 
   
  At the bottom of the stairs, a room opens up, and the 
  source of the sickening smell is revealed. Four men, 
  long since dead, hang by their necks from ropes in 
  the center of the place. Their empty eye sockets 
  reflect oblivion, and the wounds on their naked flesh
  are postulan  and still dripp ng with ichor, like a tree 
  running with sap. Lips, ears, and nai s are missing 
  from them all, as though torn from their flesh. As you 
  look upon them, you notice that their skin wri hes 
  with the motion of tiny bodies just beneath the 
  surface, contorting their limbs and faces, causing the 
  bodies to vibrate in a manner akin to a death throe.  
  Requiem has used this room to conduct various 
  “experiments” on several woodsmen whom she’s kept. 
  The most distressing part of it all was that the woodsmen 
  were completely helpless and conscious while Requiem 
  mutilated their flesh. 
   
  It seems as though her experiments were a success, 
  as she infested one or more bodies with a colony of 
  hellwasp swarms. After the heroes have had a chance to 
  drink in the horror of this room, they burst free of the 
  bodies and attack. 
   
  APLS 6−8 (EL 8) 
  � Hellwasp Swarm: hp 93. See the Monster Manual, 
  pages 237-239 for statistics. 
   
  APL 10 (EL 10) 
  � Hellwasp Swarms (2): hp 93, 112. See the Monster 
  Manual, pages 237-239 for statistics. 
   
  APL 12 (EL 12) 
  � Hellwasp Swarms (4): hp 85, 93, 104, 112. See the 
  Monster Manual, pages 237-239 for statistics. 
   
  Once the heroes have defeated the swarms, they can look 
  about the grisly room. Most of the personal effects on the 
  table are mundane and worthless, except for a large 
  leather satchel, which is a magic bag called a kit of kits. 
   
  Treasure: The kit of kits is the only item of interest here; 
  see the Treasure Summary for details. 
   
  Conclusion 
  More than likely, the heroes are now with Gnarlgarr at 
  the border of the Vesve Forest. They are ready to begin 
  the final leg of their journey to save the Lord Marshal, 
  and restore hope to the forces of good massed at 
  Quaalsten. 
   
  You stand at the border of the Vesve, gazing into the 
  tangled mass of trees, the final leg of your journey 
  about to begin. Somewhere in there is the Lord 
  Marshal, in need of your help. Somewhere in there is 
  Quaalsten, in need of hope. You walk into the forest, 
  on a quest to find both. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Note that in this event, there is more experience 
  available than can be earned. If the PCs defeat the 
  assassin and all the other combats, they earn maximum 
  XP for the scenario. If the PCs fail to defeat the assassin, 
  the maximum they can earn is 60 XP less than the 
  maximum for their APL. Also, if the PCs defeat the 
  assassin, they can miss the hellwasp swarm encounter 
  and still potentially receive maximum XP for the 
  scenario. 
   
  Encounter Two 
  Defeat the chimera 
  APL 6 240 xp; APL 8 300 xp; APL 10 360 xp; 
  APL 12 420 xp. 
   
  Encounter Three 
  Defeat the assassin 
  APL 6 240 xp; APL 8 300 xp; APL 10 360 xp; 
  Harmony of a Wicked Fate 
   
  Page 14 
  
  APL 12 420 xp. 
   
  Encounter Four 
  Defeat the harpies 
  APL 6 240 xp; APL 8 300 xp; APL 10 360 xp; 
  APL 12 420 xp. 
   
  Encounter Five 
  Defeat the hellwasp swarm 
  APL 6 240 xp; APL 8 240 xp; APL 10 300 xp; 
  APL 12 360 xp. 
   
  Story Award 
  PCs learn that they possess the hag’s eye 
  APL 6 60 xp; APL 8 60 xp; APL 10 60 xp; 
  APL 12 60 xp. 
   
  Discretionary roleplaying award 
  APL 6 120 xp; APL 8 165 xp; APL 10 210 xp; 
  APL 12 255 xp. 
   
  Total possible experience:  
   
  APL 6 900 xp; APL 8 1125 xp; APL 10 1350 xp; 
  APL 12 1575 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter One:   
   
  APL 6: L: 15 gp; C: 17 gp; M: 0 gp 
   
  APL 8: L: 15 gp; C: 17 gp; M: 0 gp 
   
  APL 10: L: 15 gp; C: 17 gp; M: 0 gp 
   
  APL 12: L: 15 gp; C: 17 gp; M: 0 gp 
   
  Encounter Three:   
  The gold piece value from the assassin’s gear is not 
  included in the treasure totals.  
   
  Encounter Four:   
   
  APL 6: L: 39 gp; C: 50 gp; M: scroll of mage armor (2 
  gp per character), scroll of touch of idiocy (13 gp per 
  character), scroll of obscuring mist (2 gp per character),
  lesser choker of eloquence* (469 gp per character), wand 
  of cure light wounds (63 gp per character). 
   
   
   
   
  APL 8: L: 13 gp; C: 50 gp; M: scroll of mage armor (2 
  gp per character), scroll of false life (13 gp per character), 
  scroll of touch of idiocy (13 gp per character), scroll of 
  obscuring mist (2 gp per character), songblade* (533 gp 
  per character), lesser choker of eloquence* (469 gp per 
  character), wand of cure light wounds (63 gp per 
  character). 
   
  APL 10: L: 13 gp; C: 50 gp; M: portable hole (1667 gp 
  per character), scroll of mage armor (2 gp per character),
  scroll of false life (13 gp per character), scroll of touch of 
  idiocy (13 gp per character), scroll of obscuring mist (2 gp 
  per character), scroll of dispel magic (31 gp per 
  character), songblade* (533 gp per character), lesser 
  choker of eloquence* (469 gp per character), wand of 
  cure light wounds (63 gp per character). 
   
  APL 12: L: 13 gp; C: 50 gp; M: portable hole (1667 gp 
  per character), scroll of mage armor (2 gp per character),
  Harmony of a Wicked Fate 
   
  Page 15 
  
  scroll of false life (13 gp per character), scroll of touch of 
  idiocy (13 gp per character), scroll of obscuring mist (2 gp 
  per character), scroll of dispel magic (31 gp per 
  character), scroll of Evard’s black tentacles (58 gp per 
  character), songblade* (533 gp per character), lesser 
  choker of eloquence* (469 gp per character), wand of 
  cure light wounds (63 gp per character), dragon’s mask 
  (3667 gp per character). 
   
  Encounter Five:   
   
  APL 6: L: 0 gp; C: 0 gp; M: kit of kits (500 gp per 
  character). 
   
  APL 8: L: 0 gp; C: 0 gp; M: kit of kits (500 gp per 
  character). 
   
  APL 10: L: 0 gp; C: 0 gp; M: kit of kits (500 gp per 
  character). 
   
  APL 12: L: 0 gp; C: 0 gp; M: kit of kits (500 gp per 
  character). 
   
  Total Possible Treasure 
  APL 6: L: 54 gp; C: 67 gp; M: 1149 gp –  
  Total 1,270 gp (maximum 900 gp) 
  APL 8: L: 15 gp; C: 67 gp; M: 1695 gp –   
  Total 1,777 gp (maximum 1,300 gp) 
  APL 10: L: 15 gp; C: 67 gp; M: 3393 gp –  
  Total 3,475 gp (maximum 2,300 gp) 
   
  APL 12: L: 15 gp; C: 67 gp; M: 7118 gp –  
   
  Total 7,200 gp (maximum 3,300 gp) 
   
  Special 
  Lesser Choker of Eloquence: Coveted by bards, singers, 
  and public speakers, this beautiful piece of jewelry is 
  carved from ivory and jade. The lesser choker of 
  eloquence grants a +5 competence bonus on Diplomacy, 
  Bluff, and Perform (act, comedy, oratory, and sing) 
  checks. 
   
  Caster Level: 6
  th; Prerequisites: Craft Wondrous 
  Item; Market Price: 5,625 gp; Weight -. 
   
  Arms and Equipment Guide, page 131 (updated to 
  v3.5 rules). 
   
  Dragon’s Mask: An intricate porcelain affair, this mask 
  has a red dragon’s face, with a golden frill and horns. This 
  mask allows the wearer to see invisibility, as the spell cast 
  by a 6
  th-level wizard. The mask functions automatically 
  when donned, for as much as 1 hour per day. The time 
  need not be continuous. When the mask is active, the 
  wearer is not subject to a rogue’s sneak attack unless the 
  rogue is at least 10
  th level. 
   
  Caster Level: 6
  th; Prerequisites: Craft Wondrous 
  Item, see invisibility; Market Price: 44,000 gp; Weight: 2 
  lb. 
   
  Savage Species, page 56. 
   
  Kit of Kits: This large brown leather satchel can provide 
  the user with one of a number of kits up to twice a day. 
  The user simply speaks the name of the kit desired, and 
  when opened, the particulars of the kit can be drawn 
  forth, as if held inside like a bag of holding. The kit is 
  considered an extradimensional space. The following kits 
  are available: climber’s kit, disguise kit, healer’s kit, 
  masterwork artisan’s tools (any one craft, selected at time 
  of activation), and masterwork thieves’ tools. From the 
  Arms and Equipment Guide, the user can select from the 
  following: animal trainer’s kit (any one animal, selected at 
  time of activation), forger’s kit, jester’s kit, navigator’s kit, 
  and swimmer’s kit. The contents of a kit drawn from the 
  satchel (minus any consumables used) must be returned 
  back to the satchel in order for it to function again.  
   
  Caster Level: 9
  th; Prerequisites: Craft Wondrous 
  Item, Leomund’s secret chest, fabricate; Market Price: 
  6,000 gp; Weight: 5 lb. 
   
  Tongue of a Harpy: When a spellcaster casts any spell 
  with a charm or compulsion effect with this component 
  added, there is a 30% chance the spell’s duration is 
  doubled, as if the Extend Spell metamagic feat had been 
  applied. No more than three of these can be found per 
  character, and they can be added to a character’s 
  equipment at no cost. Check off as used.  
  [   ]  [   ]  [   ] 
   
  Special (Bonus AR) 
  Deadly Precision: A melee weapon with this ability deals 
  an extra 2d6 points of damage when its wielder makes a 
  successful sneak attack. This ability does not bestow the 
  ability to make sneak attacks upon a user who does not 
  already have it. 
   
  Caster Level: 12
  th; Prerequisites: Craft Magic Arms 
  and Armor, keen edge; Market Price: +2 bonus. 
   
  Miniatures Handbook, page 40. 
   
  Bolts of Elf Slaying: These bolts, made specifically for 
  hand crossbows only, function just like slaying arrows. 
  The bolts are only known to be keyed to elves. Creation 
  of these bolts is highly illegal in Highfolk, and is treated 
  as a grave offense for anyone found creating them or 
  possessing them. 
   
  Caster Level: 13
  th; Prerequisites: Craft Magic Arms 
  and Armor, finger of death; Market Price: 2,282 gp; 
  Weight: -. 
   
  Planejump Stone: This small light grey stone is flat to 
  one side, and always lands with the flat side down when 
  tossed. When held to the light, it scintillates with color 
  from flecks of minerals enhanced by magic. When the 
  stone is activated and tossed (or dropped), it transports 
  Harmony of a Wicked Fate 
   
  Page 16 
  
  the next creature stepping on it to a keyed plane, as the 
  plane shift spell. Once the stone’s magic has been 
  activated, it becomes nonmagical. When created, the 
  creator chooses the planar key for the stone, and it cannot 
  be changed. 
   
  Caster Level: 9
  th; Prerequisites: Craft Wondrous 
  Item, creator must possess planar fork for the plane to be 
  keyed, plane shift; Market Price: 4,500 gp; Weight: -. 
   
  Legendary Deed (5%), Defeat of Kylil the Elven 
  Assassin: You have stopped a killer that has been at large 
  for a very long time in the Highfolk region. As thanks, 
  when this legendary deed is used, you will receive a 
  pardon for any and all reconcilable and minor offenses 
  committed in Highfolk or Verbeeg Hill for the duration 
  of the adventure. Rules for using legendary deeds can be 
  found on the Highfolk website at www.highfolk.net. 
   
  Note 
  here 
  if 
  Kylil 
  was 
  captured 
  or 
  killed: 
  ______________________________. 
   
  Items for the Adventure 
  Record 
   
  Item Access 
  APL 6: 
  Lesser choker of eloquence (Adventure, 5,625 gp, see 
  above and Arms and Equipment Guide) 
  Wand of cure light wounds (Adventure, DMG) 
  Kit of kits (Adventure, see above) 
   
  APL 8: (All of APL 6 plus the following) 
  Songblade (Adventure, Arms and Equipment Guide) 
   
  APL10: (All of APLs 6-8 plus the following) 
  Portable hole (Adventure, DMG) 
   
  APL 12: (All of APLs 6-10 plus the following) 
  Dragon’s mask (Adventure, Savage Species) 
  Scroll of Evard’s black tentacles (Adventure, DMG) 
   
  Item Access (Bonus AR) 
  APL 6: 
  Planejump stone (Adventure, limit 1, see above) 
  Bolts of elf slaying (Adventure, limit 2, see above) 
  +1 
  spell 
  resistance 
  (13) 
  studded 
  leather 
  armor 
  (Adventure, DMG) 
   
  APL 8: (All of APL 6 plus the following) 
  +1 deadly precision dagger (Adventure, 18,302 gp, 
  Miniatures Handbook) 
  +1 slick spell resistance (13) studded leather armor 
  (Adventure, 12,925 gp, DMG) 
   
  APL 10: (All of APLs 6-8 plus the following) 
  +1 wounding deadly precision dagger (Adventure, 50,302 
  gp, Miniatures Handbook) 
  +1 slick spell resistance (15) studded leather armor 
  (Adventure, 19,925 gp, DMG) 
   
  APL 12: (All of APLs 6-10 plus the following) 
  +1 improved slick spell resistance (15) studded leather 
  armor (Adventure, 31,175 gp, DMG) 
  Harmony of a Wicked Fate 
   
  Page 17 
  
  Handout 1: Message on the Wind 
   
  While walking through the wooden gates of Highfolk, you find yourself separated from the group for a few minutes 
  while re-supplying. You feel the wind stir, it ever so slightly changes direction; the hairs on the back of your neck stand 
  up as a feeling of presence blows over you. Then, a whisper, barely audible, comes to your ears; the voice startles you for 
  the briefest of moments. A man’s voice states plainly, “the killer is one of ours”, and all is quiet once again. You leave the 
  area, and walk back towards the group. 
   
   
   
  Harmony of a Wicked Fate 
   
  Page 18 
  
  Appendix 1: Monsters and 
  NPCs 
  Gnarlgarr: Male beastfolk; Medium Humanoid; HD 
  2d8+2; hp 11; Init +2; Spd 30 ft; AC 12 (touch 12, flat-
  footed 10) [+2 Dex]; BA/G +1/+2; Atk +2 melee (1d6+1, 
  quarterstaff); Full Atk +2 melee (1d6+1, quarterstaff); SQ 
  Low-light vision, spell resistance 20; AL NG; SV Fort +1, 
  Ref +5, Will +3; Str 13, Dex 15, Con 12, Int 9, Wis 12, Cha 
  8. 
   
  Skills and Feats: Climb +2, Hide +4, Move Silently 
  +4; Iron Will. 
   
  Encounter 2 
  APL 8 
  Chimera, Advanced: CR 10; Huge Magical Beast; HD 
  15d10+75; hp 157; Init +0; Spd 30 ft., fly 50 ft. (poor); AC 
  19 (touch 8, flat-footed 19) [-2 size, +11 natural]; BA/G 
  +15/+27; Atk +25 melee (4d6+8, bite); Full Atk +25 melee 
  (4d6+8, bite), +25 melee (3d6+8, bite), +25 melee (2d6+8, 
  gore), and +23 melee (1d8+4, 2 claws); Space/Reach 15 
  ft./10 ft.; SA Breath weapon; SQ Darkvision 60 ft., low-
  light vision, scent; AL CE; SV Fort +14, Ref +10, Will +8; 
  Str 27, Dex 11, Con 21, Int 4, Wis 13, Cha 10. 
   
  Skills and Feats: Hide -3*, Listen +12, Spot +12; 
  Alertness, Hover, Improved Natural Attack (bite), Iron 
  Will, Multiattack, Power Attack. 
   
  Breath Weapon (Su): 20-foot cone of gas, once 
  every 1d4 rounds, damage 4d8 acid, Reflex DC 22 half. 
  The chimera can use its breath weapon in place of its first 
  bite attack. The save DC is Constitution-based. 
   
  *In areas of scrubland or brush a chimera gains a +4 
  racial bonus on Hide checks. 
   
  APL 10 
  Chimera, Advanced: CR 12; Huge Magical Beast; HD 
  21d10+105; hp 220; Init +0; Spd 30 ft., fly 50 ft. (poor); AC 
  19 (touch 8, flat-footed 19) [-2 size, +11 natural]; BA/G 
  +21/+33; Atk +31 melee (4d6+8, bite); Full Atk +31 melee 
  (4d6+8, bite), +31 melee (3d6+8, bite), +31 melee (3d6+8, 
  gore), and +29 melee (2d6+4, 2 claws); Space/Reach 15 
  ft./10 ft.; SA Breath weapon; SQ Darkvision 60 ft., low-
  light vision, scent; AL CE; SV Fort +17, Ref +13, Will +10; 
  Str 27, Dex 11, Con 21, Int 4, Wis 13, Cha 10. 
   
  Skills and Feats: Hide -3*, Listen +15, Spot +15; 
  Alertness, Hover, Improved Natural Attack (bite, claws, 
  gore), Iron Will, Multiattack, Power Attack. 
   
  Breath Weapon (Su): 20-foot cone of gas, once 
  every 1d4 rounds, damage 4d8 acid, Reflex DC 25 half. 
  The chimera can use its breath weapon in place of its first 
  bite attack. The save DC is Constitution-based. 
   
  *In areas of scrubland or brush a chimera gains a +4 
  racial bonus on Hide checks. 
   
  APL 12 
  Chimera, Advanced: CR 14; Huge Magical Beast; HD 
  27d10+135; hp 283; Init +0; Spd 30 ft., fly 50 ft. (poor); AC 
  19 (touch 8, flat-footed 19) [-2 size, +11 natural]; BA/G 
  +27/+39; Atk +37 melee (4d6+8/19-20, bite); Full Atk +37 
  melee (4d6+8/19-20, bite), +37 melee (3d6+8/19-20, bite), 
  +37 melee (3d6+8, gore), and +35 melee (2d6+4, 2 claws); 
  Space/Reach 15 ft./10 ft.; SA Breath weapon; SQ 
  Darkvision 60 ft., low-light vision, scent; AL CE; SV Fort 
  +20, Ref +16, Will +12; Str 27, Dex 11, Con 21, Int 4, Wis 
  13, Cha 10. 
   
  Skills and Feats: Hide -3*, Listen +18, Spot +18; 
  Alertness, Flyby Attack, Hover, Improved Critical (bite), 
  Improved Natural Attack (bite, claws, gore), Iron Will, 
  Multiattack, Power Attack. 
   
  Breath Weapon (Su): 20-foot cone of gas, once 
  every 1d4 rounds, damage 4d8 acid, Reflex DC 28 half. 
  The chimera can use its breath weapon in place of its first 
  bite attack. The save DC is Constitution-based. 
   
  *In areas of scrubland or brush a chimera gains a +4 
  racial bonus on Hide checks. 
   
  Encounter 3 
  ALL APLS 
  Talain, Imposter: Male half-elf Wiz12; Medium 
  Humanoid (Elf); HD 12d4+12; hp 49; Init +2; Spd 30 ft; 
  AC 14 (touch 12, flat-footed 12) [+2 Dex, +2 natural]; 
  BA/G +6/+6; Atk +6 melee (1d6, quarterstaff) or +8 
  ranged (1d8/19-20, light crossbow); Full Atk +6/+1 melee 
  (1d6, quarterstaff) or +8/+3 ranged (1d8/19-20, light 
  crossbow); SA Spells; SQ Half-elven traits; AL NE; SV 
  Fort +5, Ref +6, Will +9; Str 10, Dex 14, Con 12, Int 20, 
  Wis 12, Cha 12. 
   
  Skills and Feats: Concentration +16, Craft (alchemy), 
  Knowledge (arcana) +20, Knowledge (local) +14, 
  Knowledge (religion) +20, Scry +6, Spellcraft +20; Greater 
  Spell 
  Focus 
  (evocation), 
  Greater 
  Spell 
  Focus 
  (necromancy), Spell Focus (evocation), Spell Focus 
  (conjuration), Spell Focus (necromancy), Weapon Focus 
  (ray). 
   
  Possessions: Quarterstaff, light crossbow, quiver 
  with 20 bolts, dark blue rhomboid ioun stone, wand of 
  magic missile (3
  rd level), amulet of natural armor +2. 
   
  Spells Prepared (4/6/5/5/4/4/2; base DC = 13 + spell 
  level, 15 + spell level for conjuration, necromancy, or 
  evocation): 0—daze, detect magic, ray of frost, read 
  magic; 1st—expeditious retreat, magic missile, ray of 
  enfeeblement (x2), shield, spider climb; 2nd—alter self 
  (x2), flaming sphere, glitterdust, see invisibility; 3rd—
  dispel magic, fireball, fly, sleet storm, stinking cloud; 
  4th—enervation, Evard’s black tentacles, summon 
  Harmony of a Wicked Fate 
   
  Page 19 
  
  monster IV, wall of ice; 5th—cone of cold, hold monster, 
  teleport (x2); 6th—chain lightning, circle of death. 
   
  APL 6 
  Kylil, Assassin:  Male high elf Rog5/Asn3; Medium 
  Humanoid (Elf); HD 8d6+8; hp 42; Init +10; Spd 30 ft.; 
  AC 22 (touch 17, flat-footed 15) [+6 Dex, +4 +1 spell 
  resistance (DC 13) studded leather armor, +1 natural, +1 
  deflection]; BA/G +5/+6; Atk +12 melee (1d4+3/19-20 
  plus poison, +1 dagger) or +12 ranged (1d4+1/19-20 plus 
  poison, +1 hand crossbow); Full Atk +12 melee 
  (1d4+3/19-20 plus poison, +1 dagger) or +12 ranged 
  (1d4+1/19-20 plus poison, +1 hand crossbow); SA Death 
  attack (DC 16), poison, sneak attack +5d6, spells; SQ +1 
  save against poison, elf traits, evasion, improved uncanny 
  dodge, spells, uncanny dodge; AL NE; SV Fort +4, Ref 
  +13, Will +4; Str 12, Dex 22, Con 12, Int 16, Wis 12, Cha 
  10. 
   
  Skills and Feats:  Balance +19, Climb +12, Disguise 
  +11, Escape Artist +17, Hide +17, Jump +12, Listen +14, 
  Move Silently +17, Open Lock +9, Search +7, Sense 
  Motive +4, Spot +5, Tumble +19, Use Rope +8; Dodge, 
  Improved Initiative, Weapon Finesse. 
   
  Possessions: +1 dagger, +1 hand crossbow, quiver 
  with 20 bolts, 2 bolts of elf slaying*, +1 spell resistance 
  (13) studded leather armor, +1 ring of protection, +1 
  amulet of natural armor, cloak of resistance +1, 
  planejump stone*, potion of cure moderate wounds, 
  potion of cat’s grace, potion of fox’s cunning, scroll of 
  sniper’s eye*, masterwork thieves’ tools, 50 feet of silk 
  rope, grappling hook, pack with food, coinpurse with 50 
  solars (gp). 
   
  Spells Known  (2/1; base DC = 13 + spell level): 1st—
  jump, 
  obscuring 
  mist, 
  true 
  strike; 
  2nd—swift 
  invisibility*. 
   
  *See Appendix 2 for information. 
   
  APL 8 
  Kylil, Assassin:  Male high elf Rog5/Asn5; Medium 
  Humanoid (Elf); HD 10d6+10; hp 52; Init +10; Spd 30 ft.; 
  AC 22 (touch 17, flat-footed 15) [+6 Dex, +4 +1 slick spell 
  resistance (DC 13) studded leather armor, +1 natural, +1 
  deflection]; BA/G +6/+7; Atk +13 melee (1d4+3/19-20 
  plus poison, +1 deadly precision dagger) or +13 ranged 
  (1d4+1/19-20 plus poison, +1 hand crossbow); Full Atk 
  +13/+8 melee (1d4+3/19-20 plus poison, +1 dagger) or 
  +13 ranged (1d4+1/19-20 plus poison, +1 hand crossbow); 
  SA Death attack (DC 18), poison, sneak attack +6d6, 
  spells; SQ +2 save against poison, elf traits, evasion, 
  improved uncanny dodge, spells, uncanny dodge; AL NE; 
  SV Fort +4, Ref +14, Will +4; Str 12, Dex 22, Con 12, Int 
  16, Wis 12, Cha 10. 
   
  Skills and Feats:  Balance +21, Climb +13, Disguise 
  +11, Escape Artist +24, Hide +19, Jump +13, Listen +15, 
  Move Silently +19, Open Lock +9, Search +7, Sense 
  Motive +4, Spot +5, Tumble +21, Use Rope +8; Dodge, 
  Improved Initiative, Mobility, Weapon Finesse. 
   
  Possessions: +1 deadly precision dagger*, +1 hand 
  crossbow, small quiver with 6 bolts, 2 bolts of elf slaying*, 
  +1 slick spell resistance (13) studded leather armor, +1 
  ring of protection, +1 amulet of natural armor, cloak of 
  resistance +1, planejump stone*, potion of cure moderate 
  wounds, potion of cat’s grace, potion of fox’s cunning, 
  scroll of sniper’s eye*, masterwork thieves’ tools, 50 feet 
  of silk rope, grappling hook, pack with food, coinpurse 
  with 50 solars (gp). 
   
  Spells Known  (4/3/1; base DC = 13 + spell level): 
  1st—disguise self, jump, obscuring mist, true strike; 
  2nd—spider climb, swift invisibility*, undetectable 
  alignment; 3rd—false life, nondetection. 
   
  *See Appendix 2 for information. 
   
  APL 10 
  Kylil, Assassin:  Male high elf Rog5/Asn7; Medium 
  Humanoid (Elf); HD 12d6+12; hp 62; Init +10; Spd 30 ft.; 
  AC 22 (touch 17, flat-footed 15) [+6 Dex, +4 +1 slick spell 
  resistance (DC 15) studded leather armor, +1 natural, +1 
  deflection]; BA/G +8/+9; Atk +15 melee (1d4+3/19-20 
  plus poison, +1 dagger) or +15 ranged (1d4+1/19-20 plus 
  poison, +1 hand crossbow); Full Atk +15/+10 melee 
  (1d4+3/19-20 plus poison, +1 dagger) or +15 ranged 
  (1d4+1/19-20 plus poison, +1 hand crossbow); SA Death 
  attack (DC 21), poison, sneak attack +7d6, spells; SQ +3 
  save against poison, elf traits, evasion, improved uncanny 
  dodge, spells, uncanny dodge; AL NE; SV Fort +5, Ref 
  +15, Will +5; Str 12, Dex 23, Con 12, Int 18, Wis 12, Cha 
  10. 
   
  Skills and Feats:  Balance +22, Climb +14, Disguise 
  +11, Escape Artist +26, Hide +21, Jump +14, Listen +17, 
  Move Silently +21, Open Lock +9, Search +8, Sense 
  Motive +4, Spot +5, Tumble +23, Use Rope +8; Dodge, 
  Improved Initiative, Mobility, Spring Attack, Weapon 
  Finesse. 
   
  Possessions: +1 deadly precision wounding dagger*, 
  +1 hand crossbow, small quiver with 6 bolts, 2 bolts of elf
  slaying*, +1 slick spell resistance (15) studded leather 
  armor, headband of intellect +2, +1 ring of protection, +1 
  amulet of natural armor, cloak of resistance +1, 
  planejump stone*, potion of cure moderate wounds, 
  potion of cat’s grace, potion of fox’s cunning, scroll of 
  sniper’s eye*, masterwork thieves’ tools, 50 feet of silk 
  rope, grappling hook, pack with food, coinpurse with 50 
  solars (gp). 
   
  Harmony of a Wicked Fate 
   
  Page 20 
  
   
  Spells Known  (4/4/3/1; base DC = 14 + spell level): 
  1st—disguise self, jump, obscuring mist, true strike; 
  2nd—alter 
  self, 
  spider 
  climb, 
  swift invisibility*, 
  undetectable alignment; 3rd—false life, misdirection, 
  nondetection; 
  4th—dimension 
  door, 
  freedom 
  of 
  movement. 
   
  *See Appendix 2 for information. 
   
  APL 12 
  Kylil, Assassin:  Male high elf Rog5/Asn9; Medium 
  Humanoid (Elf); HD 14d6+14; hp 72; Init +10; Spd 30 ft.; 
  AC 22 (touch 17, flat-footed 15) [+6 Dex, +4 +1 slick spell 
  resistance (DC 15) studded leather armor, +1 natural, +1 
  deflection]; BA/G +9/+10; Atk +16 melee (1d4+3/19-20 
  plus poison, +1 dagger) or +16 ranged (1d4+1/19-20 plus 
  poison, +1 hand crossbow); Full Atk +16/+11 melee 
  (1d4+3/19-20 plus poison, +1 dagger) or +16 ranged 
  (1d4+1/19-20 plus poison, +1 hand crossbow); SA Death 
  attack (DC 23), poison, sneak attack +8d6, spells; SQ +4 
  save against poison, elf traits, evasion, hide in plain sight, 
  improved uncanny dodge, spells, uncanny dodge; AL NE; 
  SV Fort +6, Ref +16, Will +6; Str 12, Dex 23, Con 12, Int 
  18, Wis 12, Cha 10. 
   
  Skills and Feats:  Balance +24, Climb +15, Disguise 
  +11, Escape Artist +28, Hide +23, Jump +15, Listen +19, 
  Move Silently +23, Open Lock +9, Search +8, Sense 
  Motive +4, Spot +5, Tumble +25, Use Rope +8; Dodge, 
  Improved Initiative, Mobility, Spring Attack, Weapon 
  Finesse. 
   
  Possessions: +1 deadly precision wounding dagger*, 
  +1 hand crossbow, small quiver with 6 bolts, 2 bolts of elf
  slaying*, +1 improved slick spell resistance (15) studded 
  leather armor, headband of intellect +2, +1 ring of 
  protection, +1 amulet of natural armor, cloak of resistance 
  +1, planejump stone*, potion of cure moderate wounds, 
  potion of cat’s grace, potion of fox’s cunning, scroll of 
  sniper’s eye*, masterwork thieves’ tools, 50 feet of silk 
  rope, grappling hook, pack with food, coinpurse with 50 
  solars (gp). 
   
   
  Spells Known  (4/4/4/1; base DC = 14 + spell level): 
  1st—disguise self, jump, obscuring mist, true strike; 
  2nd—alter 
  self, 
  spider 
  climb, 
  swift invisibility*, 
  undetectable alignment; 3rd—deeper darkness, false life, 
  misdirection, 
  nondetection; 
  4th—dimension 
  door, 
  freedom of movement, modify memory. 
   
  *See Appendix 2 for information. 
   
  Encounter 4 
  APL 6 
  Requiem (Illadri), Sorceress: Female harpy Sor2; CR 5; 
  Medium Monstrous Humanoid; HD 7d8 + 2d4; hp 38; 
  Init +3; Spd 20 ft., fly 80 ft. (average); AC 14 (touch 13, 
  flat-footed 11) [+3 Dex, +1 natural]; BA/G +8/+7; Atk +7 
  melee (1d4-1/19-20, dagger); Full Atk +7/+2 melee (1d4-
  1/19-20, dagger) and +2 melee (1d3-1, 2 claws); SA 
  Captivating song, spells; SQ Darkvision 60 ft.; AL NE; SV 
  Fort +2, Ref +8, Will +10; Str 8, Dex 17, Con 10, Int 10, 
  Wis 14, Cha 21. 
   
  Skills and Feats: Bluff +19, Concentration +3, 
  Intimidate +9, Listen +8, Perform (sing) +10, Spellcraft 
  +3, Spot +4; Dodge, Flyby Attack, Persuasive, Spell Focus 
  (necromancy). 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all creatures 
  (other than harpies), within a 300-foot spread must 
  succeed on a DC 18 Will save or become captivated. This 
  is a sonic mind-affecting charm effect. A creature that 
  successfully saves cannot be affected again by the same 
  harpy’s song for 24 hours. The save DC is Charisma-
  based. 
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like), 
  that creature gets a second saving throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. (Thus, a fighter cannot run away or attack 
  but takes no defensive penalties.) A victim within 5 feet 
  of the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as the 
  harpy sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Possessions: Dagger, scroll of mage armor, scroll of 
  touch of idiocy, scroll of obscuring mist, fine courtesan’s 
  clothing. 
   
  Spells Known  (6/6; base DC = 15 + spell level, 16 + 
  spell level for necromancy): 0—mage hand, mending, 
  prestidigitation, read magic, touch of fatigue; 1st—ray of 
  enfeeblement, unseen servant. 
   
  Melody, Bard: Female harpy Brd2; CR 5; Medium 
  Monstrous Humanoid; HD 7d8 + 2d6; hp 41; Init +3; Spd 
  20 ft., fly 80 ft. (average); AC 14 (touch 13, flat-footed 11) 
  [+3 Dex, +1 natural]; BA/G +8/+7; Atk +8 melee (1d6-
  1/18-20, masterwork rapier); Full Atk +8/+3 melee (1d6-
  1/18-20, masterwork rapier) and +2 melee (1d3-1, 2 
  claws); SA Captivating song, spells; SQ Bardic knowledge 
  (+2), bardic music 2/day (countersong, fascinate, inspire 
  courage +1), darkvision 60 ft.; AL NE; SV Fort +2, Ref +11, 
  Will +10; Str 8, Dex 17, Con 10, Int 10, Wis 14, Cha 21. 
   
  Skills and Feats: Bluff +19, Gather Information +10, 
  Intimidate +9, Knowledge (local) +5, Listen +4, Perform 
  (sing) +20, Spot +4; Dodge, Flyby Attack, Persuasive, Skill 
  Focus (Perform). 
  Harmony of a Wicked Fate 
   
  Page 21 
  
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all creatures 
  (other than harpies), within a 300-foot spread must 
  succeed on a DC 18 Will save or become captivated. This 
  is a sonic mind-affecting charm effect. A creature that 
  successfully saves cannot be affected again by the same 
  harpy’s song for 24 hours. The save DC is Charisma-
  based. 
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like), 
  that creature gets a second saving throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. (Thus, a fighter cannot run away or attack 
  but takes no defensive penalties.) A victim within 5 feet 
  of the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as the 
  harpy sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Possessions: Masterwork rapier, lesser choker of 
  eloquence*, wand of cure light wounds, fine courtesan’s 
  clothing.  
   
  Spells Known  (3/2; base DC = 15 + spell level): 0—
  dancing lights, detect magic, ghost sound, lullaby, 
  message; 1st—Tasha’s hideous laughter, ventriloquism. 
   
  *See Appendix 2 for information. 
   
  Cacophony (Shalla), Siren: Female harpy Siren1*; CR 5; 
  Medium Monstrous Humanoid; HD 7d8 + 1d4; hp 41; 
  Init +3; Spd 20 ft., fly 80 ft. (average); AC 14 (touch 13, 
  flat-footed 11) [+3 Dex, +1 natural]; BA/G +7/+6; Atk +6 
  melee (1d4-1/19-20, dagger); Full Atk +6/+1 melee (1d4-
  1/19-20, dagger) and +1 melee (1d3-1, 2 claws); SA 
  Captivating song; SQ Darkvision 60 ft.; AL CE; SV Fort 
  +2, Ref +8, Will +9; Str 8, Dex 17, Con 10, Int 10, Wis 14, 
  Cha 21. 
   
  Skills and Feats: Bluff +18, Intimidate +15, Listen +4, 
  Perform (sing) +16, Spot +4; Ability Focus (captivating 
  song), Dodge, Flyby Attack, Persuasive, Reverberation*. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all creatures 
  (other than harpies), within a 300-foot spread must 
  succeed on a DC 22 Will save or become captivated. This 
  is a sonic mind-affecting charm effect. A creature that 
  successfully saves cannot be affected again by the same 
  harpy’s song for 24 hours. The save DC is Charisma-
  based. 
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like), 
  that creature gets a second saving throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. (Thus, a fighter cannot run away or attack 
  but takes no defensive penalties.) A victim within 5 feet 
  of the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as the 
  harpy sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Possessions: Dagger, fine courtesan’s clothing.  
   
   
  *See Appendix 2 for information. 
  APL 8 
  Requiem (Illadri), Sorceress: Female harpy Sor6; CR 7; 
  Medium Monstrous Humanoid; HD 7d8 + 6d4; hp 50; 
  Init +3; Spd 20 ft., fly 80 ft. (average); AC 14 (touch 13, 
  flat-footed 11) [+3 Dex, +1 natural]; BA/G +10/+9; Atk +9 
  melee (1d4-1/19-20, dagger); Full Atk +9/+4 melee (1d4-
  1/19-20, dagger) and +4 melee (1d3-1, 2 claws); SA 
  Captivating song, spells; SQ Darkvision 60 ft.; AL NE; SV 
  Fort +4, Ref +10, Will +12; Str 8, Dex 17, Con 10, Int 10, 
  Wis 14, Cha 22. 
   
  Skills and Feats: Bluff +20, Concentration +7, 
  Intimidate +10, Listen +8, Perform (sing) +11, Spellcraft 
  +7, Spot +4; Dodge, Flyby Attack, Greater Spell Focus 
  (necromancy), Persuasive, Spell Focus (necromancy). 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all creatures 
  (other than harpies), within a 300-foot spread must 
  succeed on a DC 19 Will save or become captivated. This 
  is a sonic mind-affecting charm effect. A creature that 
  successfully saves cannot be affected again by the same 
  harpy’s song for 24 hours. The save DC is Charisma-
  based. 
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like), 
  that creature gets a second saving throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. (Thus, a fighter cannot run away or attack 
  but takes no defensive penalties.) A victim within 5 feet 
  of the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as the 
  harpy sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Possessions: Dagger, scroll of mage armor, scroll of 
  false life, scroll of touch of idiocy, scroll of obscuring 
  mist, fine courtesan’s clothing. 
   
  Spells Known  (6/8/7/4; base DC = 16 + spell level, 
  18 + spell level for necromancy): 0—detect magic, disrupt 
  undead, mage hand, mending, prestidigitation, read 
  magic, touch of fatigue; 1st—chill touch, detect good, ray 
  Harmony of a Wicked Fate 
   
  Page 22 
  
  of enfeeblement, unseen servant; 2nd—command 
  undead, summon swarm; 3rd—vampiric touch. 
   
  Melody, Bard: Female harpy Brd6; CR 7; Medium 
  Monstrous Humanoid; HD 7d8 + 6d6; hp 57; Init +3; Spd 
  20 ft., fly 80 ft. (average); AC 14 (touch 13, flat-footed 11) 
  [+3 Dex, +1 natural]; BA/G +11/+10; Atk +11 melee 
  (1d6/18-20, songblade); Full Atk +11/+6/+1 melee 
  (1d6/18-20, songblade) and +5 melee (1d3-1, 2 claws); SA 
  Captivating song, spells; SQ Bardic knowledge (+8), 
  bardic music 6/day (countersong, fascinate, inspire 
  competence, inspire courage +1, suggestion), darkvision 
  60 ft.; AL NE; SV Fort +4, Ref +13, Will +12; Str 8, Dex 17, 
  Con 10, Int 10, Wis 14, Cha 22. 
   
  Skills and Feats: Bluff +24, Gather Information +15, 
  Intimidate +13, Knowledge (history) +7, Knowledge 
  (local) +7, Listen +4, Perform (sing) +25, Spot +4; Dodge, 
  Flyby Attack, Mobility, Persuasive, Skill Focus (Perform). 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all creatures 
  (other than harpies), within a 300-foot spread must 
  succeed on a DC 19 Will save or become captivated. This 
  is a sonic mind-affecting charm effect. A creature that 
  successfully saves cannot be affected again by the same 
  harpy’s song for 24 hours. The save DC is Charisma-
  based. 
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like), 
  that creature gets a second saving throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. (Thus, a fighter cannot run away or attack 
  but takes no defensive penalties.) A victim within 5 feet 
  of the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as the 
  harpy sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Possessions: 
  Songblade*, 
  lesser 
  choker 
  of 
  eloquence*, wand of cure light wounds, fine courtesan’s 
  clothing.  
   
  Spells Known  (3/5/4; base DC = 16 + spell level): 
  0—dancing lights, detect magic, ghost sound, lullaby, 
  message, open/close; 1st—alarm, silent image, Tasha’s 
  hideous 
  laughter, 
  ventriloquism; 
  2nd—glitterdust, 
  mirror image, tongues. 
   
  *See Appendix 2 for information. 
   
  Cacophony (Shalla), Siren: Female harpy Siren3*; CR 7; 
  Medium Monstrous Humanoid; HD 7d8 + 3d4; hp 47; 
  Init +3; Spd 20 ft., fly 80 ft. (average); AC 14 (touch 13, 
  flat-footed 11) [+3 Dex, +1 natural]; BA/G +9/+8; Atk +8 
  melee (1d4-1/19-20, dagger); Full Atk +8/+3 melee (1d4-
  1/19-20, dagger) and +3 melee (1d3-1, 2 claws); SA 
  Captivating song, song of despair; SQ Darkvision 60 ft.; 
  AL CE; SV Fort +3, Ref +9, Will +10; Str 8, Dex 17, Con 
  10, Int 10, Wis 14, Cha 23. 
   
  Skills and Feats: Bluff +20, Intimidate +17, Listen +6, 
  Perform (sing) +18, Spot +4; Ability Focus (captivating 
  song), Dodge, Flyby Attack, Persuasive, Reverberation*. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all creatures 
  (other than harpies), within a 300-foot spread must 
  succeed on a DC 23 Will save or become captivated. This 
  is a sonic mind-affecting charm effect. A creature that 
  successfully saves cannot be affected again by the same 
  harpy’s song for 24 hours. The save DC is Charisma-
  based. 
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like), 
  that creature gets a second saving throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. (Thus, a fighter cannot run away or attack 
  but takes no defensive penalties.) A victim within 5 feet 
  of the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as the 
  harpy sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Song of Despair (Su): At 2
  nd level, a siren begins to 
  enhance her already formidable sonic abilities with 
  additional effects. Once per day, she can overlay a despair 
  effect on her sonic attack identical to that of a crushing 
  despair spell. Those affected by the sonic attack make 
  their saving throws for that attack before resolving the 
  despair effect. The Will save to resist this effect is 21. The 
  despair effect lasts for 3 rounds. 
   
  Possessions: Dagger, fine courtesan’s clothing. 
   
  *See Appendix 2 for information. 
   
  APL 10 
  Requiem (Illadri), Sorceress: Female harpy Sor8; CR 9; 
  Medium Monstrous Humanoid; HD 7d8 + 8d4; hp 56; 
  Init +3; Spd 20 ft., fly 80 ft. (average); AC 14 (touch 13, 
  flat-footed 11) [+3 Dex, +1 natural]; BA/G +11/+10; Atk 
  +10 melee (1d4-1/19-20, dagger); Full Atk +10/+5/+0 
  melee (1d4-1/19-20, dagger) and +5 melee (1d3-1, 2 
  claws); SA Captivating song, spells; SQ Darkvision 60 ft.; 
  AL NE; SV Fort +4, Ref +10, Will +13; Str 8, Dex 17, Con 
  10, Int 10, Wis 14, Cha 23. 
   
  Skills and Feats: Bluff +20, Concentration +9, 
  Intimidate +10, Listen +8, Perform (sing) +11, Spellcraft 
  +9, Spot +4; Dodge, Empower Spell, Flyby Attack, Greater 
  Harmony of a Wicked Fate 
   
  Page 23 
  
  Spell Focus (necromancy), Persuasive, Spell Focus 
  (necromancy). 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all creatures 
  (other than harpies), within a 300-foot spread must 
  succeed on a DC 19 Will save or become captivated. This 
  is a sonic mind-affecting charm effect. A creature that 
  successfully saves cannot be affected again by the same 
  harpy’s song for 24 hours. The save DC is Charisma-
  based. 
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like), 
  that creature gets a second saving throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. (Thus, a fighter cannot run away or attack 
  but takes no defensive penalties.) A victim within 5 feet 
  of the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as the 
  harpy sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Possessions: Dagger, portable hole, scroll of mage 
  armor, scroll of false life, scroll of touch of idiocy, scroll 
  of obscuring mist, scroll of dispel magic, fine courtesan’s 
  clothing. 
   
  Spells Known  (6/8/8/6/4; base DC = 16 + spell level, 
  18 + spell level for necromancy): 0—arcane mark, detect 
  magic, 
  disrupt 
  undead, 
  mage 
  hand, 
  mending, 
  prestidigitation, read magic, touch of fatigue; 1st—chill 
  touch, detect good, detect undead, ray of enfeeblement, 
  unseen servant; 2nd—command undead, spectral hand, 
  summon swarm; 3rd—ray of exhaustion, vampiric touch; 
  4th—enervation. 
   
  Melody, Bard: Female harpy Brd8; CR 9; Medium 
  Monstrous Humanoid; HD 7d8 + 8d6; hp 65; Init +3; Spd 
  20 ft., fly 80 ft. (average); AC 14 (touch 13, flat-footed 11) 
  [+3 Dex, +1 natural]; BA/G +13/+12; Atk +13 melee 
  (1d6/18-20, songblade); Full Atk +13/+8/+3 melee 
  (1d6/18-20, songblade) and +7 melee (1d3-1, 2 claws); SA 
  Captivating song, spells; SQ Bardic knowledge (+10), 
  bardic music 8/day (countersong, fascinate, inspire 
  competence, inspire courage +2, suggestion), darkvision 
  60 ft.; AL NE; SV Fort +4, Ref +14, Will +13; Str 8, Dex 17, 
  Con 10, Int 10, Wis 14, Cha 23. 
   
  Skills and Feats: Bluff +26, Gather Information +17, 
  Intimidate +15, Knowledge (history) +9, Knowledge 
  (local) +9, Listen +4, Perform (sing) +27, Spot +4; Dodge, 
  Flyby Attack, Mobility, Persuasive, Skill Focus (Perform), 
  Wingover. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all creatures 
  (other than harpies), within a 300-foot spread must 
  succeed on a DC 19 Will save or become captivated. This 
  is a sonic mind-affecting charm effect. A creature that 
  successfully saves cannot be affected again by the same 
  harpy’s song for 24 hours. The save DC is Charisma-
  based. 
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like), 
  that creature gets a second saving throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. (Thus, a fighter cannot run away or attack 
  but takes no defensive penalties.) A victim within 5 feet 
  of the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as the 
  harpy sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Possessions: 
  Songblade*, 
  lesser 
  choker 
  of 
  eloquence*, wand of cure light wounds, fine courtesan’s 
  clothing.  
   
  Spells Known  (3/5/5/2; base DC = 16 + spell level): 
  0—dancing lights, detect magic, ghost sound, lullaby, 
  message, open/close; 1st—alarm, silent image, Tasha’s 
  hideous laughter, ventriloquism; 2nd—detect thoughts, 
  glitterdust, mirror image, tongues; 3rd—slow. 
   
  *See Appendix 2 for information. 
   
  Cacophony (Shalla), Siren: Female harpy Siren5*; CR 9; 
  Medium Monstrous Humanoid; HD 7d8 + 5d4; hp 53; 
  Init +7; Spd 20 ft., fly 80 ft. (average); AC 14 (touch 13, 
  flat-footed 11) [+3 Dex, +1 natural]; BA/G +10/+9; Atk +9 
  melee (1d4-1/19-20, dagger); Full Atk +9/+4 melee (1d4-
  1/19-20, dagger) and +4 melee (1d3-1, 2 claws); SA 
  Captivating song, song of despair, song of idiocy, song of 
  nightmare; SQ Darkvision 60 ft.; AL CE; SV Fort +3, Ref 
  +9, Will +10; Str 8, Dex 17, Con 10, Int 10, Wis 14, Cha 
  24. 
   
  Skills and Feats: Bluff +23, Intimidate +20, Listen +8, 
  Perform (sing) +21, Spot +4; Ability Focus (captivating 
  song), Dodge, Flyby Attack, Improved Initiative, 
  Persuasive, Reverberation. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all creatures 
  (other than harpies), within a 300-foot spread must 
  succeed on a DC 24 Will save or become captivated. This 
  is a sonic mind-affecting charm effect. A creature that 
  successfully saves cannot be affected again by the same 
  harpy’s song for 24 hours. The save DC is Charisma-
  based. 
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like), 
  that creature gets a second saving throw. Captivated 
  Harmony of a Wicked Fate 
   
  Page 24 
  
  creatures can take no actions other than to defend 
  themselves. (Thus, a fighter cannot run away or attack 
  but takes no defensive penalties.) A victim within 5 feet 
  of the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as the 
  harpy sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Song of Despair (Su): At 2
  nd level, a siren begins to 
  enhance her already formidable sonic abilities with 
  additional effects. Once per day, she can overlay a despair 
  effect on her sonic attack identical to that of a crushing 
  despair spell. Those affected by the sonic attack make 
  their saving throws for that attack before resolving the 
  despair effect. The Will save to resist this effect is 24. The 
  despair effect lasts for 5 rounds. 
   
  Song of Nightmare (Su): At 4
  th level, a siren gains a 
  new sonic ability. Five times per day, she can overlay a 
  terrifying effect on her sonic attack. This is identical to 
  the effect of a phantasmal killer spell, affects all creatures 
  within range of the siren’s sonic attack, and has 
  instantaneous duration. The Will and Fortitude saves to 
  resist this effect are 24.  
   
  Song of Idiocy (Su): At 5
  th level, a siren gains a new 
  sonic ability. Five times per day, she can overlay an 
  Intelligence-damaging effect on her sonic attack. This is 
  identical to the effect of a feeblemind spell, affects all 
  creatures within range of the siren’s sonic attack, and has 
  instantaneous duration. The Will save to resist this effect 
  is 24, and arcane spellcasters and creature that use arcane 
  spell-like abilities take a –4 penalty on their saves. 
   
  Possessions: Dagger, fine courtesan’s clothing. 
   
  *See Appendix 2 for information. 
   
  APL 12 
  Requiem (Illadri), Sorceress: Female harpy Sor10; CR 
  11; Medium Monstrous Humanoid; HD 7d8 + 10d4; hp 
  62; Init +3; Spd 20 ft., fly 80 ft. (average); AC 14 (touch 13, 
  flat-footed 11) [+3 Dex, +1 natural]; BA/G +12/+11; Atk 
  +11 melee (1d4-1/19-20, dagger); Full Atk +11/+6/+1 
  melee (1d4-1/19-20, dagger) and +6 melee (1d3-1, 2 
  claws); SA Captivating song, spells; SQ Darkvision 60 ft.; 
  AL NE; SV Fort +5, Ref +11, Will +14; Str 8, Dex 17, Con 
  10, Int 10, Wis 14, Cha 23. 
   
  Skills and Feats: Bluff +23, Concentration +11, 
  Intimidate +10, Listen +8, Perform (sing) +11, Spellcraft 
  +11, Spot +4; Dodge, Empower Spell, Flyby Attack, 
  Greater Spell Focus (necromancy), Persuasive, Spell 
  Focus (necromancy). 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all creatures 
  (other than harpies), within a 300-foot spread must 
  succeed on a DC 19 Will save or become captivated. This 
  is a sonic mind-affecting charm effect. A creature that 
  successfully saves cannot be affected again by the same 
  harpy’s song for 24 hours. The save DC is Charisma-
  based. 
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like), 
  that creature gets a second saving throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. (Thus, a fighter cannot run away or attack 
  but takes no defensive penalties.) A victim within 5 feet 
  of the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as the 
  harpy sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Possessions: Dagger, portable hole, scroll of mage 
  armor, scroll of false life, scroll of touch of idiocy, scroll 
  of obscuring mist, scroll of dispel magic, scroll of Evard’s 
  black tentacles, fine courtesan’s clothing. 
   
  Spells Known  (6/8/8/7/6/4; base DC = 16 + spell 
  level, 18 + spell level for necromancy): 0—arcane mark, 
  detect magic, disrupt undead, light, mage hand, mending, 
  prestidigitation, read magic, touch of fatigue; 1st—chill 
  touch, detect good, detect undead, ray of enfeeblement, 
  unseen servant; 2nd—blindness, command undead, 
  spectral hand, summon swarm; 3rd—displacement, ray 
  of exhaustion, vampiric touch; 4th—animate dead, 
  enervation; 5th—hold monster. 
   
  Melody, Bard: Female harpy Brd10; CR 11; Medium 
  Monstrous Humanoid; HD 7d8 + 10d6; hp 73; Init +3; 
  Spd 20 ft., fly 80 ft. (average); AC 14 (touch 13, flat-footed 
  11) [+3 Dex, +1 natural]; BA/G +14/+13; Atk +14 melee 
  (1d6/18-20, songblade); Full Atk +14/+9/+4 melee 
  (1d6/18-20, songblade) and +8 melee (1d3-1, 2 claws); SA 
  Captivating song, spells; SQ Bardic knowledge (+12), 
  bardic music 10/day (countersong, fascinate, inspire 
  competence, inspire courage +2, inspire greatness, 
  suggestion), darkvision 60 ft.; AL NE; SV Fort +5, Ref +15, 
  Will +14; Str 8, Dex 17, Con 10, Int 10, Wis 14, Cha 23. 
   
  Skills and Feats: Bluff +28, Gather Information +19, 
  Intimidate +17, Knowledge (history) +11, Knowledge 
  (local) +11, Listen +4, Perform (sing) +29, Spot +4; Dodge, 
  Flyby Attack, Mobility, Persuasive, Skill Focus (Perform), 
  Wingover. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all creatures 
  (other than harpies), within a 300-foot spread must 
  succeed on a DC 19 Will save or become captivated. This 
  is a sonic mind-affecting charm effect. A creature that 
  successfully saves cannot be affected again by the same 
  Harmony of a Wicked Fate 
   
  Page 25 
  
  harpy’s song for 24 hours. The save DC is Charisma-
  based. 
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like), 
  that creature gets a second saving throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. (Thus, a fighter cannot run away or attack 
  but takes no defensive penalties.) A victim within 5 feet 
  of the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as the 
  harpy sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Possessions: 
  Songblade*, 
  lesser 
  choker 
  of 
  eloquence*, wand of cure light wounds, fine courtesan’s 
  clothing.  
   
  Spells Known  (3/5/5/3/1; base DC = 16 + spell 
  level): 0—dancing lights, detect magic, ghost sound, 
  lullaby, message, open/close; 1st—alarm, silent image, 
  Tasha’s hideous laughter, ventriloquism; 2nd—detect 
  thoughts, glitterdust, mirror image, tongues; 3rd—
  glibness, 
  slow; 
  4th—break 
  enchantment, 
  modify 
  memory. 
   
  *See Appendix 2 for information. 
   
  Cacophony (Shalla), Siren: Female harpy Siren7*; CR 
  11; Medium Monstrous Humanoid; HD 7d8 + 7d4; hp 59; 
  Init +7; Spd 20 ft., fly 80 ft. (average); AC 14 (touch 13, 
  flat-footed 11) [+3 Dex, +1 natural]; BA/G +11/+10; Atk 
  +10 melee (1d4-1/19-20, dagger); Full Atk +10/+5 melee 
  (1d4-1/19-20, dagger) and +5 melee (1d3-1, 2 claws); SA 
  Captivating song, song of despair, song of idiocy, song of 
  nightmare, song of weakness; SQ Darkvision 60 ft.; AL 
  CE; SV Fort +4, Ref +10, Will +11; Str 8, Dex 17, Con 10, 
  Int 10, Wis 14, Cha 26. 
   
  Skills and Feats: Bluff +26, Intimidate +23, Listen 
  +10, Perform (sing) +24, Spot +4; Ability Focus 
  (captivating song), Dodge, Flyby Attack, Improved 
  Initiative, Persuasive, Reverberation. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all creatures 
  (other than harpies), within a 300-foot spread must 
  succeed on a DC 25 Will save or become captivated. This 
  is a sonic mind-affecting charm effect. A creature that 
  successfully saves cannot be affected again by the same 
  harpy’s song for 24 hours. The save DC is Charisma-
  based. 
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like), 
  that creature gets a second saving throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. (Thus, a fighter cannot run away or attack 
  but takes no defensive penalties.) A victim within 5 feet 
  of the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as the 
  harpy sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Song of Despair (Su): At 2
  nd level, a siren begins to 
  enhance her already formidable sonic abilities with 
  additional effects. Once per day, she can overlay a despair 
  effect on her sonic attack identical to that of a crushing 
  despair spell. Those affected by the sonic attack make 
  their saving throws for that attack before resolving the 
  despair effect. The Will save to resist this effect is 27. The 
  despair effect lasts for 7 rounds. 
   
  Song of Nightmare (Su): At 4
  th level, a siren gains a 
  new sonic ability. Seven times per day, she can overlay a 
  terrifying effect on her sonic attack. This is identical to 
  the effect of a phantasmal killer spell, affects all creatures 
  within range of the siren’s sonic attack, and has 
  instantaneous duration. The Will and Fortitude saves to 
  resist this effect are 27.  
   
  Song of Idiocy (Su): At 5
  th level, a siren gains a new 
  sonic ability. Seven times per day, she can overlay an 
  Intelligence-damaging effect on her sonic attack. This is 
  identical to the effect of a feeblemind spell, affects all 
  creatures within range of the siren’s sonic attack, and has 
  instantaneous duration. The Will save to resist this effect 
  is 27, and arcane spellcasters and creature that use arcane 
  spell-like abilities take a –4 penalty on their saves. 
   
  Song of Weakness (Su): At 7
  th level, a siren gains a 
  new sonic ability. Seven times per day, she can overlay a 
  level-draining effect on her sonic attack. This is identical 
  to the effect of an enervation spell, except that all 
  creatures within range of the siren’s sonic attack are 
  entitled to a Fortitude save to resist the effect, and it has 
  instantaneous duration. The Fortitude save to resist this 
  effect, and to remove the negative levels, has a DC of 27. 
   
  Possessions: Dagger, dragon mask*, fine courtesan’s 
  clothing. 
   
  *See Appendix 2 for information. 
   
   
   
   
   
   
   
  Harmony of a Wicked Fate 
   
  Page 26 
  
  Appendix 2: New Rules 
  Siren (Prestige Class) 
  Some harpies hone their mind-affecting songs to add 
  new effects. A harpy siren is an artist who constantly 
  seeks to expand and improve upon her innate sonic 
  ability. 
   
  Any creature with a mind-affecting sonic ability 
  could take the prestige class, but few other than harpies 
  are intelligent enough. Cloakers sometimes hone their 
  already impressive sonic abilities. A rare gibbering 
  mouther or yeth hound may follow this path, but only 
  exceptional individuals.  
   
  Sirens can be problematic in a party, since their 
  sonic abilities are often indiscriminate. With increasing 
  expertise, however, they can focus their talents to 
  become excellent support for combat specialists, 
  softening up opposition for killing strokes. 
   
  Hit Die: d4. 
   
  REQUIREMENTS 
  To qualify to become a siren, a character must fulfill all 
  the following criteria. 
   
  Skills: Bluff 6 ranks, Intimidate 6 ranks, Perform 8 
  ranks (act, comedy, oratory, or sing).  
   
  Special: Must possess an innate sonic, mind-
  affecting ability. 
   
  CLASS SKILLS 
  The siren’s class skills (and the key ability for each skill) 
  are Bluff (Cha), Craft (any) (Int), Diplomacy (Cha), 
  Gather Information (Cha), Intimidate (Cha), Listen 
  (Wis), Perform (Cha), Profession (any) (Wis), Search 
  (Int), and Sense Motive (Wis).  
   
  Skill Points at Each Level: 4 + Int modifier. 
   
  Class Features 
  All of the following are features of the siren prestige 
  class. 
   
  Weapon and Armor Proficiency: Sirens neither 
  gain nor lose proficiency with any weapons, armor, or 
  shields by gaining levels in this class. 
   
  Reverberation: At 1
  st level, the siren gains 
  Reverberation as a bonus feat. 
   
  Song of Despair (Su): At 2
  nd level, a siren begins to 
  enhance her already formidable sonic abilities with 
  additional effects. Once per day, she can overlay a despair 
  effect on her sonic attack identical to that of a crushing 
  despair spell. Those affected by the sonic attack make 
  their saving throws for that attack before resolving the 
  despair effect. The Will save DC to resist this effect is 12 
  + the siren’s level + the siren’s Cha modifier. The despair 
  effect lasts 1 round per siren class level. 
   
  Song of Nightmare (Su): At 4
  th level, a siren gains a 
  new sonic ability. Once per day per level in this prestige 
  class, she can overlay a terrifying effect on her sonic 
  attack. This is identical to the effect of a phantasmal killer 
  spell, affects all creatures within range of the siren’s sonic 
  attack, and has instantaneous duration. The Will and 
  Fortitude saves to resist this effect have a DC of 12 + the 
  siren’s level + the siren’s Cha modifier. 
   
  Song of Idiocy (Su): At 5
  th level, a siren gains a new 
  sonic ability. Once per day per level in this prestige class, 
  she can overlay an Intelligence-damaging effect on her 
  sonic attack. This is identical to the effect of a feeblemind 
  spell, affects all creatures within range of the siren’s sonic 
  attack, and has instantaneous duration. The Will save DC 
  to resist this effect is 12 + the siren’s level + the siren’s 
  Cha modifier, and arcane spellcasters and creature that 
  use arcane spell-like abilities take a –4 penalty on their 
  saves. 
   
  Song of Weakness (Su): At 7
  th level, a siren gains a 
  new sonic ability. Once per day per level in this prestige 
  class, she can overlay a level-draining effect on her sonic 
  attack. This is identical to the effect of an enervation 
  spell, except that all creatures within range of the siren’s 
  sonic attack are entitled to a Fortitude save to resist the 
  effect, and it has instantaneous duration. The Fortitude 
  save to resist this effect, and to remove the negative 
  levels, has a DC of 12 + the siren’s level + the siren’s Cha 
  modifier. 
   
  Song of Stone (Su): At 9
  th level, a siren gains a new 
  sonic ability. Once per day per level in this prestige class, 
  she can overlay a flesh to stone effect on her sonic attack. 
  This is identical to the spell, affects all creatures within 
  range of the siren’s sonic attack, and has instantaneous 
  duration. The Fortitude save to resist this effect has a DC 
  of 12 + the siren’s level + the siren’s Cha modifier.  
   
  Song of Death (Su): At 10
  th level, a siren’s sonic 
  attack reaches its zenith. Once per day, she can overlay a 
  power word, kill effect on her sonic attack. This is 
  identical to the spell cast as an area spell and has an 
  instantaneous duration. 
   
  Savage Species, pages 84-86 (updated to v3.5 rules). 
   
   
  THE SIREN 
  LVL 
  BAB 
  FORT 
  REF 
  WILL 
  SPECIAL 
  1 
  +0 
  +0 
  +0 
  +2 
  Reverberation 
  2 
  +1 
  +0 
  +0 
  +3 
  Despair 
  3 
  +2 
  +1 
  +1 
  +3 
  Cha +2 
  4 
  +3 
  +1 
  +1 
  +4 
  Nightmare 
  5 
  +3 
  +2 
  +2 
  +4 
  Idiocy 
  6 
  +4 
  +2 
  +2 
  +5 
  Cha +4 
  7 
  +5 
  +3 
  +3 
  +5 
  Weakness 
  Harmony of a Wicked Fate 
   
  Page 27 
   
  
  8 
  +6 
  +3 
  +3 
  +6 
  Cha +6 
  9 
  +6 
  +4 
  +4 
  +6 
  Stone 
  10 
  +7 
  +4 
  +4 
  +7 
  Death 
   
  Serpentine Curse 
  Any humanoid hit by an ophidian's bite attack must 
  succeed on a Fortitude save (DC 11) or contract a curse 
  that will turn the victim into an ophidian. Starting 1d4+1 
  days after infection, the victim slowly becomes more 
  snakelike: Its skin grows scaly, its legs begin to shrink 
  and fuse together, and its tongue becomes forked. After 
  two weeks, the victim is fully transformed into an 
  ophidian, with no memory of its previous existence. To 
  stop the transformation, the victim must receive a 
  remove disease or remove curse spell before the process 
  is complete, although these spells do not undo any 
  transformation that has already begun. A heal, 
  regeneration, limited wish, wish or miracle spell is 
  required to reverse the transformation. Once the 
  transformation is complete, nothing short of a wish or 
  miracle can return the victim to its previous state. The 
  save DC is Constitution-based. 
   
  Fiend Folio, pages 133-134. 
   
  Sniper's Eye 
   
  Transmutation 
   
  Level:  Asn 4 
   
  Components:  V, S, M 
   
  Casting Time:  1 action 
   
  Range:  Touch 
   
  Effect:  Personal 
   
  Duration:  1 round/level 
   
  Saving Throw:  None 
   
  Spell Resistance:  Yes (harmless) 
   
  This spell magically enhances your senses, making 
  you deadly with ranged weapons.  When you cast 
  sniper's eye, you gain the following benefits: 
   
  • 
  Darkvision as a spell-like ability, lasting for the 
  duration of sniper's eye. 
  • 
  The ability to make a ranged sneak attack 
  against anyone within 60 feet, rather than the 
  usual 30 feet. 
  • 
  The ability to make a death attack with a ranged 
  weapon within 30 feet. 
  • 
  A +15 competence bonus on Spot checks. 
   
  Sniper's eye attunes you completely to the vantage 
  point you have when you cast the spell.  You 
  understand the nuances of the breeze and every 
  angle and shadow - from that spot.  If you move 
  more than 5 feet from there, you lose the benefits of 
  sniper's eye until you return within the spell's 
  duration. 
   
  Material component:  A magnifying glass lens. 
   
  Song and Silence, page 95. 
   
  Invisibility, Swift 
   
  Illusion (Glamer) 
   
  Level: Asn 2, Brd 2 
   
  Components: V 
   
  Casting Time: 1 swift action 
   
  Range: Personal 
   
  Target: You 
   
  Duration: 1 round 
   
  This spell functions like invisibility (see page 245 of 
  the Player’s Handbook), except as noted above. 
   
  Miniatures Handbook, pages 36-37. 
   
  Reverberation [General] 
  Your sonic attack is more potent than normal. 
   
  Prerequisite: Sonic special attack. 
   
  Benefit: Add +2 to the DC of all saving throws 
  against your sonic attack. 
   
  Special: If you have more than one form of sonic 
  attack, you can take this feat multiple times. Each time, it 
  applies to a different one of your sonic attacks. 
   
  Savage Species, page 39. 
   
  Deadly Precision 
  A melee weapon with this ability deals an extra 2d6 
  points of damage when its wielder makes a successful 
  sneak attack. This ability does not bestow the ability to 
  make sneak attacks upon a user who does not already 
  have it. 
   
  Strong enchantment; CL 12
  th; Craft Magic Arms and 
  Armor, keen edge; Price +2 bonus. 
   
  Miniatures Handbook, page 40. 
   
  Lesser Choker of Eloquence 
  Coveted by bards, singers, and public speakers, this 
  beautiful piece of jewelry is carved from ivory and jade. 
  The lesser choker of eloquence grants a +5 competence 
  bonus on Diplomacy, Bluff, and Perform (act, comedy, 
  oratory, and sing) checks. 
   
  Caster Level: 6
  th; Prerequisites: Craft Wondrous 
  Item; Market Price: 5,625 gp; Weight -. 
   
  Harmony of a Wicked Fate 
   
  Page 28 
   
  
  Arms and Equipment Guide, page 131 (updated to v3.5 
  rules). 
   
  Songblade 
  Every move made with this +1 rapier fills the air with 
  sweet sounds. While holding the songblade unsheathed, 
  the sword’s wielder gains a +2 enhancement bonus on 
  Perform checks. A bard wielding the songblade may use 
  his bardic music abilities one additional time per day. The 
  blade is scored in a beautiful, intricate pattern, and air 
  moving across this magic etching generates the music of 
  the songblade. Thus, the blade’s musical qualities do not 
  function underwater, in a vacuum, or in other 
  environments where air cannot freely pass over the 
  blade. 
   
  Caster Level: 8
  th; Prerequisites: Craft Magic Arms and 
  Armor, creator must have the bardic music ability, sculpt 
  sound; Market Price: 6,400 gp; Weight: 2 lb. 
   
  Arms and Equipment Guide, page 117. 
   
  Dragon’s Mask 
  An intricate porcelain affair, this mask has a red dragon’s 
  face, with a golden frill and horns. This mask allows the 
  wearer to see invisibility, as the spell cast by a 6
  th-level 
  wizard. The mask functions automatically when donned, 
  for as much as 1 hour per day. The time need not be 
  continuous. When the mask is active, the wearer is not 
  subject to a rogue’s sneak attack unless the rogue is at 
  least 10
  th level. 
   
  Caster Level: 6
  th; Prerequisites: Craft Wondrous 
  Item, see invisibility; Market Price: 44,000 gp; Weight: 2 
  lb. 
   
  Savage Species, page 56. 
   
  Bolts of Elf Slaying 
  These bolts, made specifically for hand crossbows only, 
  function just like slaying arrows. The bolts are only 
  known to be keyed to elves. Creation of these bolts is 
  highly illegal in Highfolk, and is treated as a grave 
  offense for anyone found creating them or possessing 
  them. 
   
  Caster Level: 13
  th; Prerequisites: Craft Magic Arms 
  and Armor, finger of death; Market Price: 2,282 gp; 
  Weight: -. 
   
  Planejump Stone 
  This small light grey stone is flat to one side, and always 
  lands with the flat side down when tossed. When held to 
  the light, it scintillates with color from flecks of minerals 
  enhanced by magic. When the stone is activated and 
  tossed (or dropped), it transports the next creature 
  stepping on it to a keyed plane, as the plane shift spell. 
  Once the stone’s magic has been activated, it becomes 
  nonmagical. When created, the creator chooses the 
  planar key for the stone, and it cannot be changed. 
   
  Caster Level: 9
  th; Prerequisites: Craft Wondrous 
  Item, creator must possess planar fork for the plane to be 
  keyed, plane shift; Market Price: 4,500 gp; Weight: -. 
   
   
  Kit of Kits 
  This large brown leather satchel can provide the user 
  with one of a number of kits up to twice a day. The user 
  simply speaks the name of the kit desired, and when 
  opened, the particulars of the kit can be drawn forth, as if 
  held inside like a bag of holding. The kit is considered an 
  extradimensional space. The following kits are available: 
  climber’s kit, disguise kit, healer’s kit, masterwork 
  artisan’s tools (any one craft, selected at time of 
  activation), and masterwork thieves’ tools. From the 
  Arms and Equipment Guide, the user can select from the 
  following: animal trainer’s kit (any one animal, selected at 
  time of activation), forger’s kit, jester’s kit, navigator’s kit, 
  and swimmer’s kit. The contents of a kit drawn from the 
  satchel (minus any consumables used) must be returned 
  back to the satchel in order for it to function again.  
   
  Caster Level: 9
  th; Prerequisites: Craft Wondrous 
  Item, Leomund’s secret chest, fabricate; Market Price: 
  6,000 gp; Weight: 5 lb. 
   
  Tongue of a Harpy 
  When a spellcaster casts any spell with a charm or 
  compulsion effect with this component added, there is a 
  30% chance the spell’s duration is doubled, as if the 
  Extend Spell metamagic feat had been applied. No more 
  than three of these can be found per character, and they 
  can be added to a character’s equipment at no cost. Check 
  off as used.  
  [   ]  [   ]  [   ] 
   
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  Page 29 
   
  
  Map 1: The Home at Forest’s End 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Harmony of a Wicked Fate 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/594/Normal Scenarios/HIG4-08 - Harmony of a Wicked Fate (APL 6-12)/HIG4-08 - Harmony of a Wicked Fate.pdf