TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2006 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at 
  aurdrac0@aol.com
   
  ; for LIVING GREYHAWK campaign questions email rpgahq@wizards.com.  
   
  BDK6-02 
    
   
   
   
   
   
  Of Gambits, Gauntlets, and 
  Graves 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bandit Kingdoms Regional Adventure 
  Version 1.0 
   
  by Theo Judd 
  Reviewed by Chris Tulach 
   
  Contributors: Casey Brown 
  Playtesters: Joe Aker, Adam Hoffman, David “Keyoke” Polansky, Robert Watson 
   
   
  A holy weapon of enormous power is hidden in the Grey Stone Cemetery of Rookroost. The forces of good must move 
  fast lest the forces of evil find it first. But such politics makes strange bedfellows, and successfully retrieving the weapon 
  may require help from less-than-savory sorts. A Bandit Kingdoms Regional Adventure for APLs 8-12 and Part Two of 
  the Fate of the Avenger series. 
  
  RPGA Sanctioned Play 
  Most likely, you ordered this adventure as part of an RPGA 
  event from the RPGA website or you received it from your 
  senior gamemaster. To play this adventure as part of the 
  LIVING GREYHAWK campaign – a worldwide, ongoing 
  D&D campaign set in the GREYHAWK setting – you must 
  sanction it as part of an RPGA event. This event could be as 
  elaborate as a big convention or as simple as a group of 
  friends meeting at the DM’s house. 
   
  To sanction an RPGA event you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster and is in charge 
  of making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and is reported back to 
  the RPGA in a timely manner. The person that runs the 
  game is called the table Dungeon Master (or, usually, just 
  DM). Sometimes (and almost all the time in the cases of 
  home events) the senior gamemaster is also the table DM. 
  You don’t have to be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior GM. 
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth one (1) point. 
   
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2007. 
   
  To learn more about LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com. 
   
  Players Read No Further 
  If you are planning on playing this adventure, stop reading 
  now. The rest of the information in this adventure is for 
  the DM only. If you read further than this section, you will 
  know too much about its challenges, which kills the fun. 
  Also, if you’re playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point makes you 
  ineligible to do so. 
   
  Preparing For Play 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instructions on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs and 
  monsters are given in Appendix One. 
   
  Along with this adventure you will find an RPGA 
  Table Tracking sheet. If you are playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You will 
  also find a LIVING GREYHAWK Adventure Record (AR). 
   
  LIVING GREYHAWK Levels of 
  Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars, and paladin’s mounts) 
  or the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. Animals with 
  different CRs are determined separately using the 
  chart; then, take the highest CR animal (or animals) 
  and add 2 (drop fractions). This result is the effective 
  character level for mixed-CR group of animals. A 
  single PC may only bring four or fewer animals of 
  this type. 
  3. 
  Sum the results of step 1 and 2 and divide by the 
  number of characters playing in the adventure.  
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points for the adventure. Further, if the PC is 
  three character levels or more lower than the APL at 
  Of Gambits, Gauntlets, and Graves 
   
  Page 2 
  
  which this adventure is being played, that PC receives 
  one-half gold for the adventure as well.  This simulates 
  the fact that either the PC was not challenged as much as 
  normal or relied on help from higher-level characters to 
  reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1
  st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success: 
  5. 
  Enlist a sixth player. 
  6. 
  Advise characters to buy riding dogs to help protect 
  and fight for them. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure set in 
  the Bandit Kingdoms.  Characters native to the Bandit 
  Kingdoms 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. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  Adventure Background 
  With the Flight of Fiends in 586 CY, the fiendish 
  consorts of General Pernevi, ruler of Rookroost, were 
  decimated. In the aftermath, Pernevi was assassinated by 
  Lord Marshal Arus Mortoth who succeeded him as ruler 
  and purged Pernevi’s old advisors. One of the advisors 
  escaped the purge, a Dimre native and priest of Pholtus 
  named Gresson Klavius. However, before leaving, he hid 
  a powerful artifact sword called the knight’s herald in his 
  grandfather’s grave, for it would have been easily 
  detected as he escaped. In addition, he had written his 
  cousin Dagrydd in Stoink to inform him of this plan. 
   
  Gresson magically warded the hiding spot, but he 
  did not get away so easily. Lord Mortoth had actually 
  considered hiring Gresson in his own court (Mortoth 
  favored humans over Pernevi’s fiends), but upon 
  discovering that the priest had fled, he flew into a rage 
  and contracted a yugoloth to hunt him down. The 
  yugoloth caught up with Gresson just outside the borders 
  of Dimre, where the two fought a vicious battle. When 
  the fight began to turn against Gresson, he beat a retreat 
  and barely made it to the safety of a Pholtan cathedral. 
  The yugoloth was unable to pursue his quarry farther, but 
  during the fight Gresson had been grievously wounded. 
   
  The Dimrites tried to revive the injured and 
  delirious Gresson for four days to no avail. His wounds 
  were strangely incurable, even with magic, and they 
  festered, becoming gangrenous. In a state of delirium, 
  Gresson seemed able to say only one thing: “Dac 
  Berradin,” the key words to disabling the magical wards 
  on the artifact, but this made no sense to the priests. The 
  priests tried their best, but Gresson passed away. 
   
  Having received Gresson’s letter, Dagrydd went to 
  Dimre to discuss recovering the item, but once made 
  aware of the sword, the Dimrites insisted it was rightfully 
  theirs. Storming off in disgust, Dagrydd resolved to go 
  after it himself in 594 CY, but he was betrayed by the 
  thieves he hired to help him who were in turn slain by 
  his golems. Almost coincidentally, an aasimar named 
  Arryn, also a distant relative of Gresson and Dagrydd, 
  arrived on the Material Plane to reclaim the knight’s 
  herald, which he had long ago loaned to another mortal. 
  However, Arryn did not know where to find it. He first 
  looked for it in Dimre, where he learned little, then went 
  to find Dagrydd, whom he found dead. 
   
  In BDK4-07 Of Friends, Friars, and Foes, heroes 
  helped Arryn recover Dagrydd’s journal and the letter 
  from Gresson. Arryn has spent the last year preparing to 
  recover the artifact. Since he believes his presence in the 
  Bandit Kingdoms has been discovered by those who 
  would love to capture an aasimar, he made a truce with 
  Dimre for sanctuary and aid. Now he needs the heroes 
  once again to help him recover the knight’s herald. 
   
  Unfortunately, High Lord Tadurinal, the current 
  despot of Rookroost, co-ruler of the Northern Alliance 
  and a vassal of Iuz, has already found the sword. For the 
  time being he is keeping it safely hidden in Marsakeer. 
  Tadurinal’s co-ruler, the High Lady Xavendra, has learned 
  of Arryn and wishes to set a trap for him. 
  Of Gambits, Gauntlets, and Graves 
   
  Page 3 
  
   
  The knight’s herald was crafted by Barachiel, the 
  Herald of Celestia. Its presence is a great disturbance to 
  the minions of Iuz, and its perversion to darkness would 
  ingratiate any of them to the Lord of Pain in a manner 
  only dreamed about by those not a Boneheart or 
  Boneshadow. Hence, Iuzians are willing to fight each 
  other for the honor of delivering the sword to Dorakaa. 
  Lord Bloodhand of Stoink’s Temple Grimacing has 
  learned of the sword and will do anything to deprive the 
  Northern Alliance of it. Luckily, for Xavendra, this plays 
  right into her plan. 
   
  Adventure Summary 
  The action in this adventure is PC-dependent. After the 
  initial hook, they get to do what they want. However, 
  although it may seem as if there are many options, in 
  reality there are only a few good choices. While a few bad 
  choices and their consequences will be detailed in the 
  adventure, this summary presumes the best options. 
  These events are plot-sensitive as opposed to time-
  sensitive so feel free to grant the PCs as much time as is 
  reasonable in game to accomplish what they feel is 
  necessary. 
   
  Encounter One: The PCs meet with Arryn, who 
  explains the situation and asks them to retrieve the 
  knight’s herald from Rookroost. 
   
  Encounter Two: The PCs venture into Rookroost. 
  The cemetery is guarded by fiends. 
   
  Encounter Three: If the PCs are smart, they contact 
  the Rookroost Thieves Guild (RTG) for a way into the 
  cemetery. They meet with Rhaedrick Avenfear, who 
  agrees to allow them to use the RTG’s secret tunnels to 
  access the cemetery. 
   
  Encounter Four: In the tunnels beneath the city, 
  the PCs stumble into a trap Rhaedrick does not know 
  about because of his recent return from hiding. 
   
  Encounter Five: The PCs enter the Klavius 
  Mausoleum where they must face the charms of a trio of 
  crypt chanters. 
   
  Encounter Six: The PCs discover the sword is 
  inexplicably missing. They may also trigger a silent alarm 
  spell placed on the mausoleum to tip off the Northern 
  Alliance’s forces. 
   
  Encounter Seven: As the PCs exit the tomb, they 
  are approached by assassins, disguised as Rhaedrick and 
  Gaiyle Markhalla, who claim that Tadurinal has minions 
  coming for them. They offer to transport the PCs to 
  safety but it is an ambush. 
   
  Encounter Eight: The PCs return to Arryn. The 
  situation seems hopeless, but Lord Bloodhand shows up 
  unexpectedly. He knows where to find what they are 
  after and seems to want nothing in return. 
   
  Conclusion: The scenario ends on a sour note. 
  Xavendra and Tadurinal have apparently found the 
  knight’s 
  herald 
  and 
  triumphed. 
  However, 
  Lord 
  Bloodhand’s information segues into the companion 
  interactive to this adventure, BDKI6-03 Of Weapons, 
  War, and Woe. 
   
  Preparation for Play 
  BDK6-03 Of Gambits, Gauntlets, and Graves is the 
  second installment of the “Fate of the Avenger” series. 
  The first part was BDK4-07 Of Friends, Friars, and Foes. 
  It is not necessary to have played that adventure to enjoy 
  this one, although characters that have may have 
  acquired additional information or useful favors. In any 
  event, it will aid the PCs at your table if you deliver a 
  brief recap of the events of the previous adventure. 
   
  In the first part, the PCs were introduced to a 
  mysterious Suel man named Arryn in the city of Stoink 
  (actually an aasimar in disguise, though the PCs may not 
  know this). He said a relative of his named Dagrydd had 
  not been heard from in weeks and that this relative may 
  have had some notes concerning a powerful family 
  heirloom. 
   
  Arryn hired the PCs to explore the tower of Dagrydd 
  the wizard. Shortly thereafter, a group of friars from 
  Dimre told the PCs not to trust Arryn, and that they 
  would be more than willing to recompense the PCs if 
  they fetched the notes for them instead. It was 
  discovered in the tower that Dagrydd had been murdered 
  by a pair of thieves from the Stoink Thieves Guild. The 
  thieves themselves were slain by Dagrydd’s golems as 
  they attempted to take Dagrydd’s notes. When the PCs 
  exited the tower with Dagrydd’s notes in hand, they were 
  accosted by the friars who either accepted the notes as 
  part of a bargain with the PCs or attempted to take them 
  by force. For the purposes of this adventure, it is 
  presumed that the notes were delivered to Arryn and the 
  friars were slain as they attempted to seize the notes. 
   
  As you begin, find out if any PCs have the following 
  favors: 
  • 
  Gratitude of Arryn Alcor 
  • 
  Enmity of Arryn Alcor 
  • 
  Any influence/enmity with Dimre or related 
  persons 
  • 
  Exalted Knave of Stoink 
  • 
  Enmity of Boss Renfus 
  • 
  Any influence/enmity with the Rookroost Thieves 
  Guild or related persons 
  • 
  Any influence/enmity with the Northern Alliance 
  or related persons 
  Also, find out if anyone is Wanted by the Church of Iuz 
  and what their Disguise check is (they may NOT take 20 
  Of Gambits, Gauntlets, and Graves 
   
  Page 4 
  
  on this). While a hero’s Wanted! score might not come 
  into play during this event, it is best to make our player 
  base as paranoid as possible. If anyone has a Wanted! 
  score of Malcontent or higher, be sure to make an 
  ominous “hmmmmm” noise, and roll a few d20s behind a 
  screen. Cackle evilly for effect. 
   
  It is recommended that this adventure be played 
  with a balanced party that includes at least one melee 
  combatant, an arcane caster, a divine caster, and a skilled 
  scout capable of dealing with traps. “Playing up” is not 
  recommended, but of course you should allow the foolish 
  players to do so if they insist. 
   
  Please be advised that many of the guidelines set 
  forth in this adventure are merely that: guidelines. Do 
  not feel forced to read boxed text word-for-word if you 
  feel paraphrasing would be better. In addition, do not 
  consider the NPCs hopelessly bound to their tactics; if 
  the given tactics or actions would be unreasonable or 
  ineffective, choose a more reasonable response based on 
  what you know about that NPC’s motives. 
   
  A Brief Note on Canon 
   
  Players and judges who have played BDK1-08 X 
  Marks the Spot will notice some discrepancies with the 
  presentation of Edge in that adventure versus its 
  presentation in this one. Edge as depicted in BDK1-08 X 
  Marks the Spot was laden with errors and contained a 
  number of outright contradictions to established 
  Greyhawk canon. It is best to presume that the events 
  taking place in Edge in that module actually took place in 
  Rookroost. However, a few proper nouns have been 
  retained (such as the Stone Flower inn) with the aim of at 
  least maintaining a semblance of continuity.  
   
  Regional Warning 
  It is important to realize at all times that the Bandit 
  Kingdoms are under the control of Iuz, the Old One, 
  a chaotic, evil deity who revels in torture, depravity 
  and trickery. Government officials tend to imitate 
  many of the attributes of their dread lord. Things that 
  you might take for granted n other lands, such as 
  freedom of worship and the rule of law, are not 
  valued by the rulers of the Combination of Free 
  Lords. You may be able to strike at Iuz, but seldom 
  can you strike at him overtly without paying the final
  price. Be warned, l fe is short for those who openly 
  defy Old Wicked. 
  i
   
  i
   
  Introduction 
  It is recommended that you simply paraphrase the 
  Introduction if you have a limited amount of time to run 
  this adventure (such as during a con slot). Otherwise, 
  have fun role-playing it out. Use the PCs’ favors as a 
  guideline for how each of them gets involved in the story 
  to reinforce regional continuity. If some of the PCs are in 
  a group, find out what part of the Bandit Kingdoms they 
  are traveling through or living in to determine which bit 
  of information arrives first. For instance, PCs with 
  Exalted Knave traveling in Stoink will likely hear from 
  Lowdrend first, while PCs in Dimre will probably hear 
  from Lord Inquisitor Osilin first. At the outset of this 
  adventure, Arryn is in Salfrayfields making an 
  arrangement with the mage Larn. 
  For PCs who have the Gratitude of Arryn Alcor and 
  are nearest to Salfrayfields, read the following: 
   
  As you head down the road, you find that you are 
  being followed by a cloud of dust. It does not take 
  long for you to realize the cloud of dust is created by a 
  single rider traveling towards you at full gallop. 
   
  The rider is a half-elf apprentice of Arryn’s named Astra. 
  She has been looking for the PCs for quite some time and 
  she hurriedly relays her news. She imparts the following: 
  • 
  Her master, Arryn Alcor, needs to speak with them 
  urgently. 
  • 
  Arryn wishes to meet with them in the Stone Flower 
  Inn near Edge Tower three days from now, on the 
  27th of Coldeven. 
  • 
  The matter concerns the “item” the PCs helped him 
  with over a year ago. 
   
  Astra does not know much, unfortunately. She used to be 
  a bard traveling the land but, under the tutelage of Arryn, 
  she recently became a paladin of Heironeous. Arryn has 
  thus far told her that he has come to this plane in search 
  of a lost item of great power, but nothing more. For the 
  time being, she is fine with knowing so little, but she 
  understands that this matter is important. 
   
  Astra: 
  Female 
  half-elf 
  Brd3/Pal1 
  (Gather 
  Information +13). 
   
  For PCs who have influence with Dimre or a related 
  individual and are nearest to Dimre, read the following: 
   
  You are departing from an inn one fine morning 
  when a portly, tonsured man approaches you. He asks 
  if you would be willing to walk and talk with him 
  about an invitation. 
   
  The tonsured man is Father Hodge, a fat friar from 
  Dimre. He explains that the PCs are invited to an 
  audience with Lord Inquisitor Osilin Danris at the 
  Masak. He knows little more, except that haste is 
  Of Gambits, Gauntlets, and Graves 
   
  Page 5 
  
  preferred. If the PCs travel to the Masak, they are led to a 
  grand audience chamber (PCs who played BDK5-05 Art 
  of Deception will recognize Osilin and this room as the 
  audience chamber of the previous Lord Inquisitor, Varys 
  Harlaw). Lord Inquisitor Osilin Danris receives them 
  there and imparts the following: 
  • 
  A paladin by the name of Arryn Alcor has recently 
  made peace with the theocracy and forged a pact 
  with them. 
  • 
  He shares a common cause with them and wishes a 
  holy relic to be returned to him from a festering 
  cesspool of chaos. 
  • 
  Arryn wishes to meet with them in the Stone Flower 
  Bar and Saloon near Edge Tower three days from 
  now, on the 27th of Coldeven. 
  • 
  If the PCs have the Favor of Osilin: he tells them a 
  powerful artifact is hidden in Rookroost and Arryn 
  needs their help retrieving it. He will give details at 
  the meeting. 
  • 
  If any PCs call Osilin a Palish spy, Osilin chuckles 
  and says such charges were long ago dismissed due 
  to “lack of evidence.” If the PCs persist, he has them 
  arrested, fined 100 gp, and imprisoned for 2 TUs. 
  Accomplish this however you deem necessary, 
  Osilin has vast resources at his command within 
  Dimre. This prevents the PC from completing the 
  adventure. 
   
  Osilin is a fair and just man, honorable and reasonable. 
  Under his relatively new guidance, Internal Affairs has 
  adopted less draconian policies. He is an important ally of 
  Arryn’s in Dimre. When Arryn came to Dimre seeking 
  aid in the recovery of the sword last year, Osilin was 
  merely a rector at the time but still one of the few 
  individuals who spoke on his behalf to the Szek. Osilin’s 
  motives for doing so are private. 
   
  Father Hodge: Male human Adp3. 
  Osilin Danris: Male human (Oeridian/Flan) Clr10 
  of Pholtus (Sense Motive +11). 
   
  For PCs who have the Exalted Knave of Stoink and are 
  nearest to Stoink, read the following: 
   
  You were merely minding your own business at your 
  room in the inn one day when you heard a knock on 
  your door. You answered and soon found yourself 
  facing a cold-hearted man with piercing blue eyes and 
  p atinum blonde hair girded in turquoise and yellow 
  robes. 
  l
   
  The following introduction occurs only for PCs who have 
  no such favors described above, no matter where they are 
  in the Bandit Kingdoms, with a slight variation. Read the 
  following for them: 
   
  You were merely minding your own business at your 
  room in the inn one day when suddenly, your door 
  blew into splinters. As you reached for a means of 
  defense, you found yourself facing a cold-hearted 
  man with piercing blue eyes and platinum blonde 
  hair girded in turquoise and yellow robes. 
   
  This is Lowdrend, one of Boss Renfus’ court wizards, 
  although he was born in the Empire of Iuz. He is an 
  irascible fellow and likes nothing more than a good scrap. 
  Blasting doors open with shatter spells just helps him 
  blow off steam and much as he might like to, he’s not 
  looking for a fight. Towards PCs with Exalted Knave of 
  Stoink he is Indifferent. Towards others he is 
  Unfriendly. He imparts the following: 
  • 
  His “gracious allies” to the north (Dimre) have 
  requested that the PCs meet with an emissary of 
  theirs on the 27th of Coldeven, three days from now. 
  • 
  The location is to be Stone Flower Inn near Edge 
  Tower. He does not know anything else and resents 
  being used as a messenger boy. 
  • 
  No, he is not interested in anger management 
  courses and no, the PCs most certainly may not look 
  at his spellbook. 
   
  Lowdrend is a loose cannon. He’s managed to stay alive in 
  the harsh environment of his birth by exploding 
  (literally) at the smallest things, which tends to keep 
  people away from him. He is thoroughly evil and has no 
  compunctions about it. However, for the time being he 
  considers fighting the PCs a waste of his talents. 
   
  Lowdrend: Male human (Suloise) Wiz7/Lor2 
  (mostly evocation spells prepared). 
   
  Development: Each location is roughly three days from 
  Edge if the PCs leave immediately. This may give them 
  the opportunity to cast divination to get an idea of what 
  events will unfold in the next week. Remember that 
  divination must concern a specific event, goal, or activity 
  to occur within one week. Below is a sample answer for 
  the question, “Can we hope to be successful in Arryn’s 
  mission for us?” 
   
  An eye on your back shall spy the means to your 
  survival. 
   
  Do not tell the PCs this, but this answer alludes to the 
  future ambush by assassins. The PCs may phrase their 
  question(s) differently, so feel free to vary the answer 
  however you deem appropriate, or come up with your 
  Of Gambits, Gauntlets, and Graves 
   
  Page 6 
  
  own entirely. Once the PCs have decided to make their 
  way to Edge, proceed to Encounter One. 
   
  Encounter One: Edge 
  Consult Appendix Four for information on Edge. When 
  the PCs arrive in Edge, read or paraphrase the following: 
   
  At the top of a small hillock in the north-eastern 
  barrens stands a cruel grey tower covered in razor-
  sharp edges of stone. The broad iron doors at the 
  entrance are massive enough to be seen from 
  hundreds of yards away as can the vicious spikes 
  protruding from it that dissuade would-be besiegers. 
  On the side o the hillock are a number of small huts 
  and ramshackle homesteads as well as a fine and cozy-
  looking inn of solid stone construction. The thatch 
  roof looks well maintained and an inviting pillar of 
  smoke emi s from the chimney hinting at the warm 
  hearth maintained within. 
  f 
  t
   
  There is very little to do in Edge unless one has official 
  business with Gennen. However, it is a relatively safe 
  haven for more than a few criminals wanted by the 
  Church of Iuz. Cranzer turns a blind eye to Edge as long 
  as Gennen continues to supply him with magic weapons. 
  Chances are the PCs make their way to the Stone Flower, 
  where Arryn is waiting for them. Noroin will greet the 
  PCs as they enter, asking if he can get them anything to 
  drink or eat. Then, with a wink, he will point them to a 
  corner where a Flan in an old beat-up breastplate is 
  sitting. This is Arryn, disguised as a Flan mercenary; a 
  safe disguise for this part of the Bandit Kingdoms. 
   
  Arryn Alcor: Male Aasimar Pal15/Emissary of Barachiel 
  2; hp 94; see Appendix Six. 
   
  Arryn is warm towards the characters, as long as none of 
  them have his enmity, in which case he is a bit stoic. 
  However, he is willing to speak frankly in any case as 
  long as the group can demonstrate that they are enemies 
  of Iuz (Wanted scores come in handy for this). Once they 
  have convinced him of such, he will explain the mission 
  he has for them. 
  • 
  In 594, he hired a group of heroes (possibly 
  including the PCs) to recover a journal for him. The 
  journal included a letter that indicated the location 
  of a powerful sword. 
  • 
  The sword is a holy artifact sacred to Barachiel, 
  patron of heralds and trumpet archons, and it could 
  prove useful to the champions of law and good who 
  carry the fight to Iuz. 
  • 
  The forces of Iuz have learned of his arrival in the 
  Bandit Kingdoms and have been keeping an eye out 
  for him. Therefore, if he were to risk recovering the 
  sword, it would draw too much attention to the 
  endeavor. He needs the PCs to recover it for him. 
  • 
  The sword is interred within the mausoleum of 
  Loromar Klavius in Rookroost’s Grey Cemetery. The 
  PCs must speak the words “Dac Berradin” over an 
  unmarked sarcophagus in the tomb before opening 
  it in order to disarm the wards protecting it. 
  • 
  Assuming the PCs take the mission, he urges them 
  to act in haste, but to take all necessary precautions. 
  As a native of Celestia, he knows nothing of 
  Rookroost. The PCs will have to come up with their 
  own plan to reach the mausoleum. 
  • 
  After the PCs agree to the mission, he hands them 
  two small talismans shaped like a moon being 
  eclipsed. These are refuge moons, detailed in the 
  Special section at the end of the adventure. He says 
  the refuge moons may be used to evacuate to the 
  Masak in an emergency or once the sword is 
  recovered and rapid departure seems wise. 
  • 
  He recently made a truce with Dimre and they are 
  now aiding him in order to prevent Old Wicked 
  from coming into possession of this sword.  
  • 
  He will make sure the PCs are compensated for their 
  expenditures, time, and efforts. 
  • 
  When the mission is complete, the PCs should meet 
  with Lord Inquisitor Osilin Danris in Dimre to 
  report their findings. If any PCs possess the Banned 
  from Dimre or Enmity of Dimre plot points, then 
  these PCs should go to the Stone Flower Inn and 
  wait for their companions to return from Dimre. 
   
  Development: Some PCs may have the Enmity of Arryn 
  Alcor. This does not prevent them from playing the 
  adventure but Arryn speaks plainly of his distrust. He is 
  considered Unfriendly towards any character with his 
  Enmity. He refuses to impart any information to the 
  party as a whole unless those with his Enmity submit 
  themselves to a mark of justice to be activated should the 
  PC betray him in any way, though he agrees to remove 
  the mark of justice once the mission is over. If that PC 
  can improve his attitude to Helpful with Diplomacy and 
  good role-playing (another PC may vouch for the 
  character using the aid another action), then Arryn agrees 
  to forgo this precaution this time. The character still 
  retains the Enmity regardless of whether he accepts the 
  mark of justice or not. 
   
  If Arryn needs to cast a mark of justice, he 
  unabashedly performs the casting inside the inn. This 
  stirs up a bit of trouble. Sheriff Brilman and a couple of 
  his thugs approach the group and “politely” inform them 
  that the Lord of Pain has forbidden unregistered 
  spellcasting. This is complete bull but a common 
  Of Gambits, Gauntlets, and Graves 
   
  Page 7 
  
  misconception among residents of the Bandit Kingdoms 
  so Brilman feels safe in the lie. They are just looking for a 
  bribe anyway and likely pose no threat to the party. 
  However, unless the PCs do something to head off the 
  mess, Brilman eventually manages to disrupt Arryn’s 
  concentration and the spell fizzles. Arryn becomes irate 
  at the PCs for not doing anything to stop Brilman while 
  he was in the middle of spellcasting and states they 
  apparently were not worth trusting anyway. Thereafter 
  he departs and unless magically compelled he refuses to 
  tell the PCs anything, effectively ending the adventure 
  for such unheroic PCs. 
   
  Encounter Two: Rookroost 
  Consult Appendix Five for information on Rookroost. 
  Use this as a general guide for how to run encounters in 
  Rookroost. Allow the PCs entrance to the city without 
  much hassle; a vigilant watch for spies or those who are 
  Wanted by the Church of Iuz has become lax of late due 
  to a certain large purple armored figure who decimated 
  the gate guards in broad daylight a few months ago. New 
  Wanted posters depict this oddly armored giant as a 
  “Seditionist”, but his name is missing from the poster. 
   
  The main point of interest for this adventure is the 
  Grey Cemetery. At some point, the PCs will likely wish to 
  journey there to scope it out. When they do, read the 
  following: 
   
  The cemetery of Rookroost, which sits at the top of 
  the triangle shaped city, is surrounded by a high wall 
  of dark grey stone lined with razor wire. A pair of 
  massive iron gates seals off the entrance, which is 
  locked. A notice is posted at the entrance that reads, 
  “Terms of interment and funeral rites must be 
  negotiated at your local temple. Trespassers will be 
  slain and animated to serve as guards.” 
   
  il  
  l
  l
  In addition to the formidable mundane defenses, 
  the cemetery also seems to be regularly patrolled by a 
  slew of monstrously hideous demons. One of the v e
  creatures is a grotesque blending of an ape and a 
  corpulent boar. It stands on its hind legs, rising to 
  more than three times the height of a human. It has a 
  pair of feathered wings that seem ridiculously small 
  compared to the rest of its body. Patrolling the 
  ground near this beast is a massive, roughly 
  humanoid toad with arms in place of forelegs. Its 
  wide mouth has rows of blunt, powerful teeth, and 
  long spines run down the length of its back. 
   
  Flying above the cemetery, you see a handful of 
  large creatures. These flying demons look like a cross 
  between a large human and a huge vulture. They have 
  strong, sinewy limbs covered with small grey 
  feathers, a ong neck topped with a vu ture head, and 
  vast feathered wings.  
   
  All APLs (EL 16) 
  Nalfeshnee: hp 175; see Monster Manual page 43. 
  Hezrou: hp 138; see Monster Manual page 44. 
  Vrock (4): hp 115 each; see Monster Manual page 
  48. 
   
  As should be apparent, the cemetery is well guarded. 
  Grave robbing has become a serious problem in 
  Rookroost, and the temples to Iuz have become quite 
  frustrated that such a ready supply of corpses is being 
  disturbed so often by thieves and brigands. Hence, the 
  barriers have been erected to dissuade all forms of 
  thievery. These measures have been quite effective. 
  Demons capable of flying or seeing invisible foes make 
  excellent guards. 
   
  PCs attempting to enter the cemetery the old-
  fashioned way will have to first deal with the demon 
  guards. Aside form the fact that this would be foolish in 
  the first place, it also has the potential of alerting the 
  whole city, which is inadvisable on a mission of 
  subterfuge. Luckily, for the PCs, there is another option 
  (see Encounter Three). 
   
  Development: It is certainly possible that the PCs could 
  overcome the demons and force entrance into the 
  cemetery. Doing so is not wise, but it’s still a valid (if 
  dangerous) option. If they defeat the demons, then they 
  may enter the cemetery without being molested further. 
  However, such actions alert Tadurinal to their presence 
  in an unambiguous way. This gives Tadurinal more time 
  to assemble the ambush forces, so he sends an extra pair 
  of assassins in Encounter Seven if the PCs take 30 
  minutes or longer in the cemetery. Among other things, 
  this means you will need to keep track of how long the 
  PCs spend in the cemetery after defeating the demons. 
  Skip Encounter Three and Encounter Four if the PCs 
  choose this route. 
   
  Encounter Three: Return of 
  Rhaedrick Avenfear 
  It should be obvious to any PCs that have survived in the 
  Bandit Kingdoms this long that if you need access to 
  something in Rookroost, the best place to acquire it is 
  through the Guild. Making a DC 20 Gather Information 
  check followed by a 200 gp bribe, or simply expending 
  one influence point with the RTG, will get the PCs in 
  touch with a Guild operative who makes an appointment 
  at the Drunken Dragon Tavern that night with an agent 
  who can help them. A Gather Information check of 30 or 
  Of Gambits, Gauntlets, and Graves 
   
  Page 8 
  
  higher gets the PCs access to the operative without 
  having to pay the 200 gp bribe (this is designed to reward 
  players with ranks in Gather Information, so don’t allow 
  them to forgo the bribe if the only way to make a DC 30 
  is if every PC uses the aid another action). 
   
  If none of the PCs are familiar with Rookroost (new 
  players recently moved to the region or out-of-region 
  players), then feel free to drop some hints to help them 
  along. Play up the angle of thievery in the city to see if 
  they get the hint about how powerful the RTG is. If they 
  don’t get it, you can allow them a DC 15 Knowledge 
  (local - Iuz ‘s Border States) check to realize this. 
  Alternately, they can just ask around; a successful Gather 
  Information check, DC 15, will tell them as much. Be as 
  lenient as you can with such PCs without spoiling 
  regional flavor. Remember the whole point is for 
  everyone to have fun, and it’s not much fun if you’re 
  playing in a region where you can’t move ahead in an 
  adventure because you don’t know everything about the 
  lay of the land. But try to let them figure it out for 
  themselves. 
   
  Read or paraphrase the following when the PCs go 
  to the appointment: 
   
  Entering the tavern is a man with black hair, a 
  trimmed goatee, and cold blue eyes. He is garbed in 
  black studded leather and has a short sword at his 
  side. He glances subtly around the room before 
  making eye contact and heading your direction. 
  Fol owing closely behind him is a huge ogre who 
  bears a goofy grin on his face. However, it is unclear 
  whether this is meant to indicate good humor or 
  mental instability. 
  l
   
  Rhaedrick: Male human Ftr4/Rog7 (Bluff +13, 
  Sense Motive +11). 
  Grod: Male ogre Bbn3 (Bluff -2, Sense Motive -1). 
   
  • 
  The black-haired man introduces himself as 
  Rhaedrick Avenfear and the ogre as his associate, 
  Grod. 
  • 
  He is here to talk strictly business, although some 
  PCs are likely to have numerous questions for him, 
  like why he is able to be out in public again. 
  Rhaedrick waves his hand at any such inroads, 
  saying that’s a tale for another day. He’s very busy 
  and would like to conclude this matter with the PCs 
  as soon as possible. 
  • 
  If any PCs have the Enmity of Rhaedrick Avenfear, 
  he refuses to deal with them until two influence 
  points with the RTG or himself are spent or a 500 gp 
  bribe for each PC with Enmity is paid (spending 
  influence removes the Enmity, but a bribe does not). 
  • 
  Once he hears their predicament, he tells them he 
  can help. He explains there is a system of tunnels 
  under the city that are used by the RTG that he can 
  allow them to use to access the cemetery from the 
  inside. 
  • 
  He doesn’t expect any form of payment for using the 
  tunnels. If asked about it, he winks and says he has a 
  feeling whatever they intend to accomplish in the 
  cemetery will serve his purposes as well as theirs. He 
  does not elaborate. He has a mind blank spell (CL 
  15th) up so magically compelling him to say 
  anything further fails. 
  • 
  He can show the PCs a butcher’s shop owned by a 
  warty old man named Hickam that also deals in 
  illicit goods (behind the counter) if they are 
  interested. PCs who visit this shop find the 
  following items and gain Regional access to them: 
  masterwork barbed dagger, blend cream, focusing 
  candle, freeglide, lockslip grease, and softfoot (all 
  from the Complete Adventurer). 
  • 
  Some PCs may recognize Grod from his “berday” 
  celebration a few years ago (see BDK3-01 Pawn). 
  Grod is very excited about the prospect of another 
  birthday party if asked, and points out he has been 
  waiting more than three years to get a year older 
  (because obviously, you don’t get older if you don’t 
  have a birthday party). Rhaedrick just grins at that. 
   
  When the PCs accept Rhaedrick’s offer, move to 
  Encounter Four. 
   
  Encounter Four: Under the 
  City 
  Rhaedrick gives the PCs an address on the Serpentine, a 
  street on the north side of the city, where they can find a 
  Guild safehouse. He says he will leave instructions for 
  entering the tunnel there behind a secret entrance in the 
  back, which he tells them how to find. The instructions 
  will be ready in two hours and will self-destruct two 
  hours after that (special alchemically-treated paper), so he 
  suggests they get ready quickly. 
   
  When the PCs reach the safehouse, they find a small 
  unlocked chest with two rolls of parchment inside the 
  secret entrance. Hand the PCs Player Handout One. 
   
  Unfortunately, Rhaedrick’s recent absence from the 
  Guild has left him a bit out of the loop. Some of the traps 
  below the city have been changed, disarmed, or moved. 
  In one area a new trap has been added. See Judge Aid 
  One which gives a layout of the tunnels indicating the 
  trap Rhaedrick doesn’t know about. Role-play the crawl 
  through the tunnels with the PCs, making sure to check 
  them on details like their marching order and their 
  Of Gambits, Gauntlets, and Graves 
   
  Page 9 
  
  method of locating the bypass switches Rhaedrick told 
  them about. You may even want to sketch the tunnels out 
  on the battle map to make them think that there will be 
  an encounter. Spring the new trap on them based on 
  their marching order. 
   
  If the party includes a PC member of the Rookroost 
  Thieves Guild who is a master trainer, then that PC has a 
  75% chance of being aware of the new trap. If the PC is 
  aware of the trap, give them the bypass information. The 
  PCs still earn full experience for this trap if it is bypassed 
  in this way. 
   
  Trap(s): The trap is a classic Guild example of ingenuity. 
  It combines two lesser traps that have a powerful gestalt 
  quality that is superior to the sum of the two parts. All 
  traps involve a wide-mouth pit trap. The second part of 
  the trap is triggered once a target falls to the bottom of 
  the trap, likely putting the target at a disadvantage from 
  being prone (i.e. suffering a -4 penalty to AC). The wide-
  mouth pit trap is set to go off when 200 lbs. or more is 
  impressed upon it; meaning more than one character is 
  likely to be affected and small characters can likely move 
  across alone without incident. The walls of the pit trap 
  are slick and greased (DC 25 to climb). 
   
  APL 8 (EL 8) 
  Spiked Blocks from Ceiling: CR 6; mechanical; 
  location trigger; repair reset; Atk +20 melee (6d6, spikes); 
  multiple targets (all targets in a 10-ft.-by-10-ft. area); 
  Search DC 24; Disable Device DC 20; Market value 
  21,600 gp. 
  Wide-Mouth Pit Trap: CR 6; mechanical; location 
  trigger; manual reset; Reflex DC 25 avoids; 40 ft. deep 
  (4d6 fall); multiple targets (all targets in a 10-ft.-by-10-ft. 
  area); Search DC 26; Disable Device DC 25; Market value 
  28,200 gp. 
   
  APL 10 (EL 10) 
  Deathblade Wall Scythe (2): CR 8; mechanical; 
  touch trigger; manual reset; Atk +16 melee (2d4+8 plus 
  poison, scythe); poison (deathblade, DC 20 Fortitude save 
  resists, 1d6 Con/2d6 Con); Search DC 24; Disable Device 
  DC 19; Market value 31,400 gp. 
  Wide-Mouth Pit Trap: CR 6; mechanical; location 
  trigger; manual reset; Reflex DC 25 avoids; 40 ft. deep 
  (4d6 fall); multiple targets (all targets in a 10-ft.-by-10-ft. 
  area); Search DC 26; Disable Device DC 25; Market value 
  28,200 gp. 
   
  APL 12 (EL 12) 
  Crushing Room: CR 10; mechanical; location 
  trigger; automatic reset; walls move together (16d6, 
  crush); multiple targets (all targets in a 10-ft.-by-10-ft. 
  area); never miss; onset delay (2 rounds); Search DC 22; 
  Disable Device DC 20; Market value 29,000 gp. 
  Crushing Wall Trap: CR 10; mechanical; location 
  trigger; automatic reset; no attack roll required (18d6, 
  crush); Search DC 20; Disable Device DC 25; Market 
  value 25,000 gp. 
  Wide-Mouth Pit Trap: CR 6; mechanical; location 
  trigger; manual reset; Reflex DC 25 avoids; 40 ft. deep 
  (4d6 fall); multiple targets (all targets in a 10-ft.-by-10-ft. 
  area); Search DC 26; Disable Device DC 25; Market value 
  28,200 gp. 
   
  At APL 12 the trap works slightly differently. The 
  Crushing Room is at the bottom of the pit trap and 
  begins closing in as soon as anything hits the bottom. 
  The Crushing Wall Trap is on the opposite side of the pit 
  trap meaning PCs simply jumping to the other side, or 
  climbing out of the pit onto the other side get a nasty 
  surprise. 
   
  Encounter Five: The Klavius 
  Mausoleum 
  The PCs emerge from the tunnels inside what appears to 
  be a tomb in the cemetery (it is just a faux tomb that the 
  RTG had built years ago). Other than being a bit creepy, 
  there are no dangers in the cemetery for the PCs to worry 
  about until later (the demonic guardians are currently 
  patrolling the cemetery’s outer walls, and will not notice 
  the PCs unless they insist on being loud or foolish). A 
  Search or Spot check, DC 10, of the cemetery easily 
  reveals the Klavius Mausoleum where Loromar Klavius 
  and the knight’s herald are (presumably) buried. Read the 
  following 
  description 
  once the PCs locate the 
  mausoleum: 
   
  The mausoleum of Loromar Klavius is an elaborate 
  affair. It is made of basalt and granite and images of 
  the moon and the sun are etched in various motifs 
  along the outside. Some of these images have been 
  defaced but these notwithstanding; the mausoleum is 
  still a stunn ng p ece of architecture. The entrance is 
  a single stone door engraved with the form of a young 
  man holding a staff and a book standing in front of a 
  sunburst. 
  i
  i
   
  Stone Door: 4 in. thick; hardness 8; hp 60; AC 5; Break 
  DC 28; Open Lock DC 28. 
   
  A DC 20 Knowledge (religion) check recognizes the 
  varied symbols as vague representations of Pholtus, in 
  particular, that of the cult doctrine of the Ebongleam. 
  The door can be breached by forcing it open, hacking it 
  down, or picking the lock (Gresson had the key and it 
  Of Gambits, Gauntlets, and Graves 
   
  Page 10 
  
  was long ago lost). The mausoleum is ensorcelled to 
  prevent teleportation into and out of it by a dimensional 
  anchor tied to a hallow spell centered on the altar in the 
  middle of the mausoleum (this spell effect is broken if 
  the earthquake trap is later set off; see Encounter Six). 
  This grants the PCs all benefits of being within the area 
  of a hallow spell while within the mausoleum, including 
  a +4 bonus to any turn undead attempts and a magic 
  circle against evil. Resting on the altar is a holy text of the 
  Ebongleam. 
   
  More importantly, the tomb is a necropolis of dread, 
  as the crypt chanters’ evil has pervaded the very fabric of 
  the tomb. The obelisk at the center of the tomb sends a 
  magical spear of fear through each creature that 
  approaches within 50 feet (have each PC roll a Will 
  saving throw just before they enter the open tomb door). 
  This effect is identical to that of a fear spell (CL 7th, Will 
  DC 18). This does not impact the EL of the following 
  encounter as a balanced table of resourceful PCs should 
  be able to deal with the fear effect before entering the 
  tomb. 
   
  Creatures: A chorale of crypt chanters guards this 
  mausoleum singing “Iuz, Iuz, From Sea to Shining Sea.” 
  Originally, they were commanded to sing “O’ Blinding 
  Light,” a popular Pholtan hymn, but when Xavendra 
  commanded them (see below) she had them change their 
  tune. They make their beautiful melodies together 
  constantly but alas, their music cannot be heard outside 
  the mausoleum due to a magical enhancement. The 
  entrance to the mausoleum has been permanently 
  silenced, as the spell, which prevents anyone in the 
  cemetery from hearing their enchanting songs. Anyone 
  passing through the entrance gets a Wisdom check, DC 
  10, to notice the area of silence (which may clue them in 
  to the danger). This silence spell will also prevent sounds 
  of the combat from drifting out into the cemetery or city, 
  thus saving the PCs from the demon’s attentions. As soon 
  as the PC steps through the entrance, they must save 
  against the draining melody ability of each crypt chanter. 
   
  Gresson bound the spirits here long ago to defend 
  his grandfather’s resting place. They have since then 
  evolved and become even more powerful. 
   
  When 
  Xavendra 
  entered 
  this 
  chamber, 
  she 
  commanded the crypt chanters and ordered them to kill 
  anyone else who came into this chamber. Tadurinal had a 
  wizard place a permanent alarm spell in the center of the 
  chamber and mask its aura with Nystul’s magic aura to 
  warn him whenever someone attempted to retrieve the 
  sword. Xavendra has commanded the crypt chanters to 
  not trigger the alarm. 
   
  APL 8 (EL 10) 
  Crypt Chanters (3): hp 45 each; see Appendix One. 
   
  APL 10 (EL 12) 
  Crypt Chanter Maestro: hp 90; see Appendix Two. 
  Crypt Chanters (2): hp 45 each; see Appendix Two. 
   
  APL 12 (EL 14) 
  Crypt Chanter Maestro: hp 90; see Appendix Three. 
  Advanced Crypt Chanters (2): hp 90 each; see 
  Appendix Three. 
   
  Tactics: The crypt chanters follow simple tactics. They 
  use their Hide skill and sing every round to drain levels 
  from intruders (however pinpointing their location by 
  sound is a simple DC 0 Listen check which the PCs must 
  beat by 20). They only use their incorporeal touch attack 
  if all of the intruders appear to be immune to their sonic 
  attacks. At APLs 10 and 12 the crypt chanter maestro will 
  stop singing if necessary to attempt to dispel silence 
  spells and anything that protects against negative levels, 
  like death ward. They do not pursue intruders out of the 
  mausoleum. 
   
  Encounter Six: It’s Not There! 
  There are only two sarcophagi, the one belonging to 
  Loromar (south side), and the empty one (north side) that 
  once held the knight’s herald. The empty sarcophagus is 
  lined with lead on the inside. It is easy to distinguish the 
  two as Loromar’s is decorated and engraved, while the 
  other is simply a non-descript stone sarcophagus. 
   
  Assuming that the PCs speak the pass phrase over 
  the non-descript sarcophagus before removing the lid, a 
  faint shimmer falls over it and then quickly fades away, 
  indicating that the abjurations have been temporarily 
  dispelled (Spellcraft DC 30). The lid can thereafter be 
  removed safely. 
   
  Should the PCs foolishly attempt to remove the lid 
  without speaking the pass phrase, they trigger the ward 
  over the sarcophagus. When Tadurinal and Xavendra 
  recovered the sword, they had powerful magic at their 
  command that allowed them to retrieve the sword 
  without setting off the trap. 
   
  Trap: Attempting to open the unmarked sarcophagus 
  without first uttering the phrase “Dac Berradin” causes 
  the trap to go off. 
   
  ALL APLs (EL 8) 
  Earthquake Trap: CR 8; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (earthquake, 
  13th-level cleric, 80-ft. radius, 8d6 bludgeoning plus 
  pinned, DC 15 Reflex halves); Search DC 32; Disable 
  Device DC 32; Market value 45,500 gp. 
   
  Of Gambits, Gauntlets, and Graves 
   
  Page 11 
  
  The earthquake spell is enough to collapse the 
  mausoleum, even though it is made mostly of stone 
  because it has a wooden support structure. Gresson 
  hoped that anyone attempting to recover the sword 
  without the password would be trapped in the ensuing 
  rubble and suffocated. Then at least the sword would be 
  buried and lost to time. Consult the Dungeon Master’s 
  Guide, page 66, for rules on cave-ins and collapses. 
   
  Development: At this point the PCs discover that the 
  sword is gone. They are likely to be confused. There is 
  little for them to do at this point but return and report 
  the bad news. They may suspect foul play, but without 
  knowledge of who exactly is behind it, they have little to 
  go on. Spells like commune and contact other plane, if 
  cast while still inside the mausoleum, may reveal some 
  indication of what happened, but even these options are 
  likely to provide only scant details. 
   
  It is very reasonable for the PCs to check Loromar’s 
  sarcophagus to look for the missing sword. Loromar’s 
  sarcophagus contains his bones, some moldy clothing, 
  and a holy text of Pholtus (Ebongleam). Loromar was 
  once the bearer of the knight’s heralrd and a very faithful, 
  devoted servant of Pholtus; if the PCs mess with 
  Loromar’s bones or holy text, the god of inflexibility 
  becomes quite angry, dispatching a planetar to punish 
  them for the slight. Augury or Omen of Peril regarding 
  the disturbance of Loromar’s bones reveals only woe or a 
  dire threat. 
   
  All APLs (EL 16) 
  Planetar: hp 133; AL LG; see Monster Manual page 
  11. 
   
  Tactics: The planetar arrives within one round of a PC 
  disturbing Loromar’s bones or his holy text and demands 
  to know why they have done so. The planetar is hostile 
  and unless the PCs can convince it they meant no harm 
  with a fast Diplomacy check (-10 penalty) that raises its 
  attitude to Friendly or better, it insists upon placing a 
  mark of justice upon the offending PC (see Special at the 
  end of the adventure). If the PCs refuse to accept 
  judgment, it first moves to block their exit, and then it 
  subdues them with nonlethal damage, destroying the 
  melee weapons of any who engage it in melee with 
  sunder attacks first. Due to its high spell resistance it 
  does not fear spellcasters. If it detects an evil aura on any 
  PC, it uses lethal attacks against that PC. When the battle 
  is over, it makes a coup de grace against any PC with an 
  evil aura and places a mark of justice on the offending PC 
  (if still alive) and leaves. Such is the harsh judgment of 
  Pholtus. 
   
  Nothing happens to the unconscious PCs who fall to 
  the planetar after it leaves so they may rest and recover in 
  the mausoleum normally. 
   
  Treasure: If the PCs defeat the planetar, they may loot its 
  +3 greatsword and Loromar’s holy text. They may also 
  take the holy text from the altar (this carries no 
  ramifications). 
   
  All APLs: Loot: 1 gp; Coin: 0 gp; Magic: 1,529 gp – +3 
  greatsword (1,529 gp). 
   
  Development: Killing a planetar is an evil act and should 
  be noted on the AR of PCs who participated in its murder 
  (either by aiding in the fight or dealing the death blow). 
   
  Encounter Seven: Betrayal!? 
  When the alarm in the mausoleum goes off, Tadurinal 
  sends a pair of Abarra assassins and a pair of Xavendra’s 
  mercenaries. The mercenaries Hide behind tombstones 
  at the points indicated on Judge Aid Three while 
  Tadurinal’s assassins Hide behind the mausoleum (total 
  cover) and take a few rounds to cast spells. At APLs 8 and 
  10, the assassins have a single metamagic rod of silence 
  between them which they each use to cast disguise self to 
  augment their disguises. At APL 12, each assassin has a 
  rod, and they each cast cat’s grace, disguise self, and false 
  life. When they are done, they approach furtively, as if 
  they have had to sneak inside the cemetery, disguised as 
  Rhaedrick Avenfear and Gaiyle Markhalla. As they 
  approach, read the descriptions of Tadurinal’s assassins 
  when disguised. The PCs should recognize them as 
  Rhaedrick Avenfear and Gaiyle Markhalla (if they’ve met 
  her before). The assassins are not aware of the RTG 
  tunnel and therefore approach from a different direction 
  (don’t tell the PCs this unless they think to ask). 
   
  Give the PCs a Spot check opposed by the assassins’ 
  Disguise check and the mercenaries’ Hide check. The 
  largest Circumstance bonus they should commonly be 
  capable of against the Disguise check is a +4 for 
  recognizing them on sight. PCs who are members of the 
  RTG get a +6 on this check since Rhaedrick would be an 
  associate of theirs. None of the PCs may claim bonuses 
  for being a close friend or being intimate unless they 
  have Triad-approved documentation. If the PCs choose to 
  observe them closely looking for signs of deception, 
  allow them a Sense Motive check opposed by the 
  assassins’ Bluff check (“Rhaedrick” does the talking while 
  “Gaiyle” aids him, giving him +2 on his Bluff check). 
  Failure on both these checks means the PCs will be 
  unaware that they are foes. Give PCs a +2 Circumstance 
  bonus on all opposed checks if they realize that the 
  assassins are approaching from the wrong direction 
  (Rhaedrick and Gaiyle would have approached from the 
  Of Gambits, Gauntlets, and Graves 
   
  Page 12 
  
  RTG tunnels if they were really trying to contact the 
  PCs). 
   
  APL 8 (EL 10) 
  Xavendra’s Mercenaries (2): male human Scout6; 
  hp 45 each; see Appendix One. 
  Tadurinal’s Assassins (2): male and female human 
  Rog5/Asn1; hp 32 each; see Appendix One. 
   
  APL 10 (EL 12) 
  Xavendra’s 
  Mercenaries 
  (2): 
  male 
  human 
  Scout7/Order of the Bow Initiate1; hp 59 each; see 
  Appendix Two. 
  Tadurinal’s Assassins (2): male and female human 
  Rog5/Asn3; hp 42 each; see Appendix Two. 
   
  APL 12 (EL 14) 
  Xavendra’s 
  Mercenaries 
  (2): 
  male 
  human 
  Scout7/Order of the Bow Initiate3; hp 73 each; see 
  Appendix Three. 
  Tadurinal’s Assassins (2): male and female human 
  Rog5/Asn5; hp 52 (62 with false life) each; see Appendix 
  Three. 
   
  Tactics: “Rhaedrick” and “Gaiyle” rush up to the PCs as if 
  there is an urgent matter at hand, making sure to take at 
  least three rounds to study them. As they do so, they 
  explain that Tadurinal has been warned of their 
  incursion, and they offer to teleport the PCs to safety. 
  They move adjacent to unarmored characters that look 
  like arcane spellcasters, their preferred targets. In the 
  absence of such, they choose lightly-armored characters. 
  As soon as they are within range, Xavendra’s mercenaries 
  take a surprise action (if they have not been detected) to 
  fire off a bow shot at the PCs. They then attempt to Hide 
  again using sniping rules (see the Player’s Handbook, 
  page 76). If the PCs ask the assassins what is going on, 
  they feign surprise at the attack (a Bluff check opposed 
  by the PCs’ Sense Motive checks). 
   
  During the first normal round of combat, the 
  assassins attempt to kill their marks. They begin with one 
  dose of poison on their short swords and they activate the 
  quickspark in their weapon capsule retainers (a swift 
  action) to deal an extra 1d6 points of electricity damage 
  with their attacks for that round. On their first action, 
  they use Quick Draw and make their death attacks. At 
  APL 8, if their first mark goes down they move into 
  flanking position to deal with other characters, 
  otherwise, they take the rest of their attacks on the same 
  target. At APL 10+, they draw their scrolls of greater 
  invisibility and attempt to use them the following round 
  (remember they must make a successful caster level 
  check). 
   
  Bear in mind that the death attacks only work if the 
  PCs do not recognize the assassins as threats. Any PC 
  who earlier made a successful Sense Motive check will 
  recognize their hostile intent and be immune to the 
  death attack (but not sneak attack of course). 
   
  During 
  the 
  first 
  normal 
  round, 
  Xavendra’s 
  mercenaries enter the fray, making sure to move at least 
  10 feet each round to benefit from their skirmish ability 
  (and ranged precision at APLs 10 and 12). They focus 
  their attacks on spellcasters (particularly healers) first and 
  deal with others afterwards. They are much more 
  effective if they keep moving so make sure they do so 
  each round and use Tumble if necessary. They use up 
  their flaming and frost arrows first, switching to normal 
  arrows thereafter. If the enhancements on their bows are 
  dispelled and they are out of magical arrows, they use 
  their masterwork arrows.  
   
  If the PCs approached the cemetery by fighting the 
  glabrezu and took 30 minutes or longer in the 
  mausoleum, then there are two extra assassins who 
  approach invisibly and attack on the first normal round. 
  These assassins have drunk potions of invisibility instead 
  of potions of fox’s cunning, so make sure to lower their 
  Intelligence by 4 and the DC for their death attacks by 2. 
  In addition, double the treasure acquired from the 
  assassins. This increases the EL of the encounter by 1. 
  These assassins Move Silently up with the other two 
  assassins and attack on the surprise round with the 
  mercenaries. They otherwise follow the tactics of the 
  other assassins. 
   
  Treasure: The PCs may loot the bodies of their assailants 
  when they are defeated. 
   
   
  APL 8: Loot: 168 gp; Coin: 2 gp; Magic: 510 gp – 
  flaming arrow, (10 @ 13 gp each), frost arrow (10 @ 13 gp 
  each), silent metamagic rod (250 gp). 
   
  APL 10: Loot: 168 gp; Coin: 6 gp; Magic: 750 gp – 
  flaming arrow, (10 @ 13 gp each), frost arrow (10 @ 13 gp 
  each), potion of cure light wounds (6 @ 4 gp each), 
  potion of cure moderate wounds (4 @ 25 gp each), scroll 
  of greater invisibility (2 @ 58 gp each), silent metamagic 
  rod (250 gp). 
   
  APL 12: Loot: 168 gp; Coin: 6 gp; Magic: 2,664 gp – 
  cloak of resistance +1 (2 @ 83 gp each), flaming arrow, (10 
  @ 13 gp each), frost arrow (10 @ 13 gp each), lesser 
  bracers of archery (2 @ 416 gp each) potion of cure light 
  wounds (6 @ 4 gp each), potion of cure moderate wounds 
  (4 @ 25 gp each), ring of counterspells (2 @ 333 gp each), 
  scroll of greater invisibility (2 @ 58 gp each), silent 
  metamagic rod (2 @ 250 gp each). 
   
  Development: At this point the PCs probably have a 
  much better idea of what is going on. Abarra assassins 
  Of Gambits, Gauntlets, and Graves 
   
  Page 13 
  
  never speak about their employer and are impossible to 
  coerce without magical means. The mercenaries have no 
  such compunctions however and spill their guts if taken 
  prisoner. 
   
  The PCs should take the hint to hot foot it out of the 
  city. For every four hours they stay in Rookroost, they are 
  attacked by another group of mercenaries and assassins 
  (the assassins use potions of invisibility as above) until 
  they leave. If they attempt to contact Rhaedrick he also 
  suggests they leave town and he’s not willing to draw 
  attention to himself by harboring them. The city gates are 
  placed in lock-down and heavily guarded with trolls, 
  ogres, orcs, and other monsters. At this point the PCs 
  should get the idea to use the refuge moons to escape. 
   
  Encounter Eight: Aid from an 
  Enemy 
  If the PCs use the refuge moon, then they find 
  themselves in Osilin’s chamber in the Masak. Otherwise, 
  they will have to travel to Dimre unless it was the end 
  point for a teleport spell. If any PCs with the Banned 
  from Dimre or Enmity of Dimre plot points find 
  themselves in Dimre as a result of the refuge moon or a 
  teleport spell, they are removed from the chamber, 
  deprived of all their magic items and weapons, and 
  escorted to the border where their items are returned. 
  These PCs should journey to the Stone Flower Inn and 
  await the return of their comrades. In the unfortunate 
  event that ALL of the PCs have either one or the other 
  plot point, the Dimrites allow the PCs to choose one 
  representative from their group to be chosen to remain 
  behind and deliver a report to Arryn and Osilin, albeit 
  without any magical items or weaponry (which are 
  returned later as above). Alternately, each of these plot 
  points may be removed with the expenditure of two IPs 
  with Dimre. 
   
  Osilin is in the middle of a business discussion when 
  the PCs arrive, but he quickly postpones it. He 
  immediately summons Arryn (who is waiting nearby) 
  and the group discusses the turnout of events. The NPCs 
  come to the conclusion that the Northern Alliance knew 
  about their mission all along. They have no idea where 
  the minions of the Lord of Pain have taken the sword. 
  However, as the conference winds down an unexpected 
  visitor arrives. Read or paraphrase the following: 
   
  A pair of the Holy Guard suddenly stumbles into the 
  room, apparen ly quite shaken. “Milord Inquisitor… 
  he… it… I don’t… um… you have a visitor,” one of 
  them says. Before he even finishes speaking, a 
  towering man in spiked plate mail, wearing a blood 
  red cape and bearing a sol d gold unholy symbol of 
  Iuz about his neck, enters the room. He removes his 
  cruel, horned, black helm revealing a tanned face 
  riddled with scars and bearing a disdainful sneer. 
   
  “Bloodhand!” Osilin exclaims while gesturing for 
  the guards to leave the room, “What is the meaning of 
  this?” 
   
   
  Allow the PCs a Knowledge (local – Iuz’s Border States) 
  check, DC 20, to realize that Lord Bloodhand is head of 
  Temple Grimacing and its assassins’ guild. If any of the 
  PCs are Wanted by Temple Grimacing, Bloodhand smiles 
  at them evilly unless their Disguise check is at least DC 
  40. 
   
  “My dear Lord Inquisitor,” the black-plated man 
  begins in a deep, raspy voice, “I have heard of your 
  predicament and merely wish to offer my help.” 
  t
  i
   
   
  l
  , 
   
  l
  l
  i
   
  “We need no help from you!” spits out Arryn. “As 
  a paladin I refuse to associate myself with such evil as 
  you represent. Be gone!” 
   
  The scarred man chuck es a deep and chilling 
  chuckle before continuing, “Well, brave paladin you 
  needn’t fear losing your divine sanctity for me. I offer 
  my help without asking anything in return. You may 
  use my information against our mutual enemy, the 
  Pale Lady, as you see fit.” 
  Both Arryn and Osilin stare coldly at the follower 
  of Iuz for a moment, before nodding at each other, as 
  if some silent agreement has been reached. “Very 
  well, we shall hear you out, though I am loathe to do 
  so,” Osilin says. 
   
  “Of course you are,” the man with the golden 
  skul  replies mockingly. “I know that you seek a holy 
  blade. I also know that Xavendra has taken it to 
  Marsakeer where she soon intends to begin an 
  unholy ritual. I’m sure that she is desperate for 
  anything which could help her fend off the monster 
  that recently attacked Groucester.” With a chuckle he 
  adds, “C early she no longer considers her domain 
  safe. I heard that the creature was enormous! It is a 
  p ty that she survived.” 
  Bloodhand is referring to the events in BDK6-01 That 
  Which Slept. 
    
  “Anyhow, who knows what foul wickedness may be 
  wrought when such purity is perverted to her desires? 
  I speak this, because I know that you will be inclined 
  to do something about it, but you need to move fast. 
  Tadurinal and Xavendra even now are marshalling 
  their armies for war. Now that they have secured 
  their borders in the Fellreev and the Midlands, they’ll 
  be turning their gaze towards Tenh once the beast to 
  the north is dealt with. If they succeed, there would 
  Of Gambits, Gauntlets, and Graves 
   
  Page 14 
  
  be nothing to stop them from crushing that land of 
  dust, not even the Palish forces. Turning to conquer 
  Dimre would be child’s play once they have a true 
  weapon of darkness in their hands. Use my 
  information however you wish. I now wash my hands 
  of it.” 
   
  , 
  “
  i
   
  it 
  i
  t
  t
  Arryn looks very thoughtful as if trying to search 
  for any flaws or trickery in Bloodhand’s information 
  while Osilin looks troubled. With a penetrating look, 
  the paladin asks Lord Bloodhand, And what do you 
  gain by giving me this information?” 
   
  With a broad grin, Bloodhand answers, “Hav ng 
  motivated the enemy of my enemy is reward enough 
  for me, that and I’m sure my dread lord will find the 
  coming conflict . . . amusing, shall we say.”  
   
  “Oh, and one more thing,” Bloodhand adds as he 
  departs the room, “may your enemy’s souls be fed to 
  Iuz!” Osilin and Arryn both look angry enough to 
  choke on their own tongues as Bloodhand’s laughter 
  follows him out of the room. 
   
  Conclusion 
  Read the following once Bloodhand leaves: 
   
  Lord Bloodhand’s news is chilling indeed. The Pale 
  Lady’s ambitions know no bounds, and now 
  seems 
  that she has a weapon in her hands which, f 
  Bloodhand is to be believed, will be corrup ed to 
  darkness, spelling the end of every resistance group 
  that has harassed her during the past few years. 
   
  In ligh  of these harrowing events, Lord Osilin 
  and Arryn have arranged a meeting with Lord Aegon 
  Santagar, General of the armies of Dimre. It appears 
  that war is on the horizon. 
   
  PCs who survive the mission and return with 
  information of the sword’s capture by the Northern 
  Alliance receive an influence point (IP) with the Grand 
  Theocracy of Dimre (even PCs who are Banned in Dimre 
  or have the Enmity of Dimre). PCs who inform 
  Rhaedrick of the results of the mission receive an IP with 
  the Rookroost Thieves Guild (if the PC uses this IP to 
  join the RTG, Rhaedrick becomes their training master). 
  PCs who sought to inform Boss Renfus or the Stoink 
  Thieves Guild about the results of the mission receive an 
  IP with the Stoink Thieves Guild. PCs who visit Hickam’s 
  shop gain Regional access to the following items: 
  masterwork barbed dagger, blend cream, focusing candle, 
  freeglide, lockslip grease, and softfoot (all from the 
  Complete Adventurer). 
   
  Even though the PCs may not have succeeded in 
  their mission, Arryn agrees to uphold his promise to 
  recompense the PCs for their time and awards them the 
  coin listed in the treasure section for the Conclusion as 
  long as they returned to tell him of everything they 
  learned. If he catches a PC in a lie (for instance if a PC 
  uses Bluff opposed by Arryn’s Sense Motive check to 
  deliberately hide information from him or fabricate false 
  information), this coin is forfeited for that PC, and there 
  is no convincing him otherwise. 
   
  Osilin expects any unused refuge moons to be 
  returned. However, he agrees to make a few available to 
  the PCs for a short period of time. PCs who return to 
  Dimre at the conclusion to deliver information of the 
  sword’s capture receive Adventure access to a refuge 
  moon. 
   
  Any PC who was recognized by the forces of Iuz (i.e. 
  not in Disguise or failed Disguise check opposed by the 
  Spot check of an Iuzian official) and is observed 
  participating in seditious behavior (such as breaking into 
  the cemetery, attacking town guards or demon guards, 
  etc.) earns an Insurgent point in the Wanted by the 
  Church of Iuz (WCI) meta-organization. 
   
  Any PCs who submitted to the planetar’s mark of 
  justice in Encounter Six receive the Mark of Justice. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Two 
  Slay the demons (optional) 
   
  All APLs 480 xp 
   
  Encounter Four 
  Survive, disarm, or bypass the traps 
   
  APL8 240 xp 
   
  APL10 300 xp 
   
  APL12 360 xp 
   
  Encounter Five 
  Destroy the crypt chanters 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  Encounter Six 
  Disarm or survive the earthquake (optional) 
   
  All APLs 240 xp 
   
  Defeat the planetar (optional) 
  Of Gambits, Gauntlets, and Graves 
   
  Page 15 
  
   
  All APLs 480 xp 
   
  Encounter Five 
  Defeat the assassins/mercenaries (plus extra 2 assassins if 
  the demons were attacked) 
   
  APL8 300 xp (330 xp) 
   
  APL10 360 xp (390 xp) 
   
  APL12 420 xp (450 xp) 
   
  Story Award 
  Escape Rookroost 
   
  APL8 45 xp 
   
  APL10 54 xp 
   
  APL12 63 xp 
   
  Discretionary roleplaying award 
   
  APL8 180 xp 
   
  APL10 216 xp 
   
  APL12 252 xp 
   
  Total possible experience: 
   
  APL8 1,125 xp 
   
  APL10 1,300 xp 
   
  APL12 1,575 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic items are 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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter Six: It’s Not There! 
   
  All APLs: Loot: 1 gp; Coin: 0 gp; Magic: 1,529 gp – +3 
  greatsword (1,529 gp). 
   
  Encounter Seven: Betrayal!? 
  APL 8: Loot: 168 gp; Coin: 2 gp; Magic: 510 gp – flaming 
  arrow, (10 @ 13 gp each), frost arrow (10 @ 13 gp each), 
  silent metamagic rod (250 gp). 
   
  APL 10: Loot: 168 gp; Coin: 6 gp; Magic: 750 gp – 
  flaming arrow, (10 @ 13 gp each), frost arrow (10 @ 13 gp 
  each), potion of cure light wounds (6 @ 4 gp each), 
  potion of cure moderate wounds (4 @ 25 gp each), scroll 
  of greater invisibility (2 @ 58 gp each), silent metamagic 
  rod (250 gp). 
   
  APL 12: Loot: 168 gp; Coin: 6 gp; Magic: 2,664 gp – 
  cloak of resistance +1 (2 @ 83 gp each), flaming arrow, (10 
  @ 13 gp each), frost arrow (10 @ 13 gp each), lesser 
  bracers of archery (2 @ 416 gp each) potion of cure light 
  wounds (6 @ 4 gp each), potion of cure moderate wounds 
  (4 @ 25 gp each), ring of counterspells (2 @ 333 gp each), 
  scroll of greater invisibility (2 @ 58 gp each), silent 
  metamagic rod (2 @ 250 gp each). 
   
  Conclusion: 
   
  APL 8: Loot: 0 gp; Coin: 700 gp; Magic: 0 gp. 
   
  APL 10: Loot: 0 gp; Coin: 1,400 gp; Magic: 0 gp. 
   
  APL 12: Loot: 0 gp; Coin: 2,100 gp; Magic: 0 gp. 
   
  Total Possible Treasure 
   
  APL 8: Loot: 169 gp; Coin: 702 gp; Magic: 2,039 gp; 
  Total 1,300 gp (2,910 gp). 
   
  APL 10: Loot: 169 gp; Coin: 1,406 gp; Magic: 2,279 
  gp; Total: 2,300 gp (3,854 gp). 
  Of Gambits, Gauntlets, and Graves 
   
  Page 16 
  
   
  APL 12: Loot: 169 gp; Coin: 2,106 gp; Magic: 4,193 
  gp; Total: 3,300 gp (6,468 gp). 
   
  Special 
  In addition to standard uses, an IP may be spent to gain 
  Regional access to one item from the respective list (this 
  use must be immediate; circle the item chosen). 
   
  IP with the Grand Theocracy of Dimre [ ] 
  Citizens of Dimre automatically receive Regional access 
  to all of these items: elixir of truth, minor circlet of 
  blasting, potion of shield of faith +4. 
   
  IP with the Rookroost Thieves Guild [ ] 
  Members of the Rookroost Thieves Guild automatically 
  receive Regional access to all of these items: lens of 
  detection, salve of slipperiness, sleep arrow. 
   
  IP with the Stoink Thieves Guild [ ] 
  Members of the Stoink Thieves Guild automatically 
  receive Regional access to all of these items: elixir of 
  vision, 
  ring 
  of 
  feather 
  falling, 
  shadow 
  armor 
  enhancement. 
   
  Refuge Moon: When this small clay moon is broken (a 
  standard action), it transports you instantaneously to the 
  Masak temple in Dimre. It also brings any equipment 
  you are carrying up to your maximum load plus up to 
  three medium sized or smaller creatures or one large 
  creature and one medium sized or smaller creature. 
   
  Moderate conjuration; CL 11th; Craft Wondrous 
  Item, word of recall; 3,300 gp. 
   
  Lament of the Dead: Having heard the haunting 
  melodies of the undead, you gain access to: Requiem
  LM
   
  Mark of Justice: If you disturb any gravesite, you suffer a 
  –6 penalty to Constitution as bestow curse. This may only 
  be removed by a miracle, wish, or remove curse from a 
  17th-level caster. 
   
  Necropolis of Dread (Su): Only one character with five 
  or more character levels can access the power of the 
  necropolis, gaining a +4 profane bonus on saving throws 
  against fear effects. In addition, whenever he casts a spell 
  with the fear descriptor, or uses a spell-like or 
  supernatural ability that induces fear, the DC of the 
  required saving throw increases by 1. When a spellcaster 
  uses this power to enhance a fear-inducing spell, his body 
  is wrapped in a shadowy cloud that seems to pulse and 
  writhe with power. This ability lasts for one year from the 
  date played. 
   
  WCI +1: Insurgent 
  Of Gambits, Gauntlets, and Graves 
   
  Page 17 
  
  Items for the Adventure 
  Record 
  APL 8: 
  • 
  Masterwork barbed dagger (Regional; CV) 
  • 
  Blend cream (Regional; CV) 
  • 
  Drow poison (Adventure; DMG) 
  • 
  +1 flaming arrow (Adventure; DMG) 
  • 
  Focusing candle (Regional; CV) 
  • 
  Freeglide (Regional; CV) 
  • 
  +1 frost arrow (Adventure; DMG) 
  • 
  +3 greatsword (Adventure; DMG) 
  • 
  Holy Text—Ebongleam (Adventure; A&E) 
  • 
  Lockslip grease (Regional; CV) 
  • 
  Masterwork quickblade rapier (Adventure; CV) 
  • 
  Quickspark (Adventure; CV) 
  • 
  Refuge moon (Adventure; see above) 
  • 
  Silent metamagic rod (Adventure; DMG) 
  • 
  Softfoot (Regional; CV) 
  • 
  Weapon capsule retainer (Adventure; CV) 
   
  APLs 10 -12 (all of APLs 8 plus the following): 
  • 
  Lesser bracers of archery (Adventure; DMG) 
  • 
  Ring of counterspells (Adventure; DMG) 
   
  Of Gambits, Gauntlets, and Graves 
   
  Page 18 
  
  Appendix One – APL 8
  Encounter Five 
   
   
   
   
  Crypt Chanter: CR 7; Medium undead (Incorporeal); 
  HD 7d12; hp 45; Init +8; Spd 30 ft., fly 30 ft. (perfect); 
  AC 19, touch 19, flat-footed 15 (+4 Dex, +5 deflection); 
  BAB/Grp +3/—; Atk +7 melee (1d8, incorporeal 
  touch); SA create spawn, draining melody (DC 18); SQ 
  darkvision 60 ft., daylight powerlessness, incorporeal 
  traits, +2 turn resistance, undead traits; AL CE; SV Fort 
  +2, Ref +6, Will +7; Str —, Dex 18, Con —, Int 14, Wis 
  14, Cha 20. 
   
  Skills and Feats: Hide +14, Intimidate +15, Listen 
  +14, Perform (sing) +15, Search +12, Spot +14; 
  Alertness, Blind-Fight, Improved Initiative. 
   
  Create Spawn (Su): Any humanoid slain by a 
  crypt chanter through its draining melody (see below) 
  becomes a crypt chanter 1d4 rounds later. Spawn are 
  under the command of the crypt chanter 1d4 rounds 
  later. Spawn are under the command of the crypt 
  chanter that created them and remain enslaved until its 
  destruction. They do not possess any of the abilities 
  they had in life. 
   
  Draining 
  Melody 
  (Su): 
  A 
  crypt 
  chanter 
  constantly sings, creating a magically charged allure. 
  All creatures within 60 ft. of a crypt chanter must make 
  a DC 18 Will save or stand dazed as long as the music 
  continues. This is a sonic, mind-affecting, compulsion 
  effect. 
   
  Beginning on the round after becoming dazed, 
  creatures that failed the first saving throw must make a 
  second saving throw (same DC) to avoid being affected 
  as if by the enthrall spell (see page 227 of the Player’s 
  Handbook). Enthralled victims also begin to gain 1d2 
  negative levels per round while the song continues, as 
  long as they remain within range. If a creature gains a 
  number of negative levels at least equal to its Hit Dice, 
  it dies and becomes a spawn. 
   
  When a crypt chanter bestows negative levels on a 
  victim, it gains 5 temporary hit points for each negative 
  level bestowed. These temporary hit points last for up 
  to 1 hour. 
   
  Creatures that successfully save upon hearing a 
  crypt chanter’s music cannot be affected by that crypt 
  chanter’s music again unless the chanter ceases signing 
  for 1 full round (releasing all those it previously held in 
  thrall) and begins a new song. The save DC is 
  Charisma-based. 
   
  The DC is 18 for the Fortitude save to remove a 
  negative level. 
   
  Daylight Powerlessness (Ex): A crypt chanter is 
  utterly powerless in natural sunlight (not merely a 
  daylight spell) and flees from it. 
  Encounter Seven 
   
   
   
   
  Xavendra’s Mercenary Scouts: Male human Scout6; 
  CR 6; Medium humanoid (human); HD 6d8+12; hp 45; 
  Init +9; Spd 40 ft.; AC 25, touch 19, flat-footed 25 [+5 
  Dex, +6 armor, +4 deflection]; BAB/Grp +4/+6;  Atk +6 
  melee (1d6+2/x3, handaxe) or +12 ranged (1d8+4/x3, 
  composite longbow [Str +2]); SA skirmish (+2d6, +1 
  AC); SQ battle fortitude +1, evasion, fast movement 
  +10 ft., flawless stride, trackless step, trapfinding, 
  uncanny dodge; AL LN; SV Fort +5, Ref +10, Will +3; 
  Str 14, Dex 20, Con 14, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Balance +6, Craft (bowmaking) 
  +5, Hide +13, Jump +12, Knowledge (dungeoneering) 
  +4, Knowledge (geography) +4, Knowledge (nature) +4, 
  Knowledge (religion) +2, Listen +10, Move Silently 
  +13, Spot +10, Tumble +15; Improved Initiative
  B, Point 
  Blank Shot, Precise Shot
  B, Rapid Shot, Weapon Focus 
  (longbow). 
   
  Languages: Common, Ordai. 
   
  Skirmish (Ex): A scout relies on mobility to deal 
  extra damage and improve her defense. She deals an 
  extra 1d6 points of damage on all attacks she makes 
  during any round in which she moves at least 10 feet. 
  The extra damage applies only to attacks taken during 
  the scout’s turn. This extra damage increases by 1d6 for 
  every four levels gained above 1st (2d6 at 5th, 3d6 at 
  9th, 4d6 at 13th, and 5d6 at 17th level). 
   
  The extra damage only applies against living 
  creatures that have a discernible anatomy. Undead, 
  constructs, oozes, plants, incorporeal creatures, and 
  creatures immune to extra damage from critical hits are 
  not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot. Scouts 
  can apply this extra damage to ranged attacks made 
  while skirmishing, but only if the target is within 30 
  feet. 
   
  At 3rd level, a scout gains a +1 competence bonus 
  to Armor Class during any round in which she moves 
  at least 10 feet. The bonus applies as soon as the scout 
  has moved 10 feet, and lasts until the start of her next 
  turn. This bonus improves by 1 for every four levels 
  gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and 
  +5 at 19th level). 
   
  A scout loses this ability when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
  If she gains the skirmish ability from another class, the 
  bonuses stack. 
   
  Trapfinding (Ex): A scout can use the Search skill 
  to locate traps with a DC higher than 20, and she can 
  use Disable Device to bypass a trap or disarm magic 
  Of Gambits, Gauntlets, and Graves 
   
  Page 19 
  
  traps. See the rogue class feature, page 50 of the Player’s 
  Handbook. 
   
  Battle Fortitude (Ex): At 2nd level, a scout gains a 
  +1 competence bonus on Fortitude saves and initiative 
  checks. This bonus increases to +2 at 11th level and +3 
  at 20th level. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Uncanny Dodge (Ex): At 2nd level, a scout 
  cannot be caught flat-footed and reacts to danger 
  before her senses would normally allow her to do so. 
  See the barbarian class feature, page 26 of the Player’s 
  Handbook. 
   
  Fast Movement (Ex): Starting at 3rd level, a scout 
  gains a +10 foot enhancement bonus to her base land 
  speed. At 11
  th level, this bonus increases to +20 feet. See 
  the monk class feature, page 41 of the Player’s 
  Handbook. 
   
  A scout loses this bonus when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
   
  Trackless Step (Ex): Beginning at 3rd level, a 
  scout cannot be tracked in natural surroundings. See 
  the druid class feature, page 36 of the Player’s 
  Handbook. 
   
  Evasion (Ex): Beginning at 5th level, a scout can 
  avoid damage from certain attacks with a successful 
  Reflex save. See the monk class feature, page 41 of the 
  Player’s Handbook. 
   
  Flawless Stride (Ex): Starting at 6th level, a scout 
  can move through any sort of terrain that slows 
  movement (such as undergrowth, rubble, and similar 
  terrain) at her normal speed and without taking 
  damage or suffering any other impairment. 
   
  This ability does not let her move more quickly 
  through terrain that requires a Climb or Swim check to 
  navigate, nor can she move more quickly through 
  terrain or undergrowth that has been magically 
  manipulated to impede motion. 
   
  A scout loses this bonus when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
   
  Possessions: mw chain shirt, handaxe, composite 
  longbow [Str +2], 20 arrows, 10 mw arrows, 5 flaming 
  arrows, 5 frost arrows, oil of greater magic weapon +2, 
  oil of magic vestment +2, potion of cat’s grace, potion 
  of shield of faith +4, 3 gp. 
   
  Physical 
  Description: 
  This 
  Flan 
  man 
  has 
  camouflage paint on his arms and face while the rest of 
  his body is covered in clothes that blend in with the 
  surroundings. His vision is obviously keen and you can 
  feel his glare penetrate you. 
   
  Active Spells: cat’s grace (CL 3), greater magic 
  weapon on bow (CL 8), magic vestment on armor (CL 
  8), shield of faith (CL 12) 
   
  Xavendra’s Mercenary Scouts (powered down): Init 
  +7; AC 16, touch 12, flat-footed 16 [+2 Dex, +4 armor]; 
  Atk +8 ranged (1d8+2/x3, composite longbow [Str +2]); 
  SV Ref +8; Dex 16.  
   
  Skills and Feats: Balance +4, Hide +11, Move 
  Silently +11, Tumble +13. 
   
  Tadurinal’s Assassins: Male and female human 
  Rog5/Asn1; CR 6; Medium humanoid (human); HD 
  6d6+6; hp 32; Init +7; Spd 30 ft.; AC 23, touch 18, flat-
  footed 23 [+3 Dex, +5 armor, +5 deflection]; BAB/Grp 
  +3/+3;  Atk +8 melee (1d6+2/19-20, short sword) or +6 
  ranged (1d4, dart); SA death attack (DC 15), poison use, 
  sneak attack +4d6; SQ evasion, trapfinding, trap sense 
  +1, uncanny dodge; AL CE; SV Fort +2, Ref +8, Will +0; 
  Str 10, Dex 16, Con 12, Int 18, Wis 8, Cha 13. 
   
  Skills and Feats: Balance +2, Bluff +13, Climb +8, 
  Diplomacy +3, Disable Device +12, Disguise +12 (+14 
  acting in character), Gather Information +12, Hide +12, 
  Jump +11, Knowledge (local) +12, Move Silently +12, 
  Search +12, Tumble +14; Improved Initiative, Quick 
  Draw, Skill Focus (Bluff)
  B, Weapon Finesse. 
   
  Languages: Common, Orc, Rhopan. 
   
  Assassin Spells Known (1): 1st—disguise self, true 
  strike. 
   
  Possessions: mw studded leather, short sword with 
  weapon capsule retainer, 3 quickspark capsules, 10 
  darts, 1 dose of drow poison, disguise kit, oil of greater 
  magic weapon +2, oil of magic vestment +2, potion of 
  fox’s cunning, potion of shield of faith +5, silent 
  metamagic rod, 10 gp. 
   
  Physical 
  Description: 
  (Descriptions 
  while 
  disguised as Rhaedrick and Gaiyle) This man has black 
  hair, a trimmed goatee, and cold blue eyes, he is garbed 
  in black studded leather and has a short sword at his 
  side. This woman has brown hair and eyes and wears a 
  darkly shaded tunic covered in a long deep blue cloak. 
  At her side is a spell component pouch. 
   
  (Descriptions without disguises) This man and 
  woman are both dressed in dark black studded leather, 
  carry a short sword, and have fairly common features. 
  In fact, the most distinguishing part of their 
  appearance is that there is nothing distinguishing 
  about them. 
   
  Active Spells: disguise self (CL 1), fox’s cunning 
  (CL 3), greater magic weapon on short sword (CL 8), 
  magic vestment on armor (CL 8), shield of faith +5 (CL 
  18) 
   
  Tadurinal’s Assassins (powered down): AC 16, touch 
  13, flat-footed 16 [+3 Dex, +3 armor]; Atk +6 melee 
  (1d6/19-20, short sword); SA death attack (DC 15); Int 
  14. 
  Of Gambits, Gauntlets, and Graves 
   
  Page 20 
  
   
  Skills and Feats: Disable Device +10, Knowledge 
  (local) +10, Search +10. 
  Of Gambits, Gauntlets, and Graves 
   
  Page 21 
  
  Appendix Two – APL 10
  Encounter Five 
   
   
   
   
  Crypt Chanter Maestro (Evolved): CR 11; Medium 
  undead (Incorporeal); HD 15d12; hp 90; Init +10; Spd 
  30 ft., fly 30 ft. (perfect); AC 24, touch 24, flat-footed 20 
  (+4 Dex, +10 deflection); BAB/Grp +7/—; Atk +13 
  melee (1d8, incorporeal touch); SA create spawn, 
  draining melody (DC 28); SQ darkvision 60 ft., daylight 
  powerlessness, fast healing 3, incorporeal traits, spell-
  like ability, +2 turn resistance, undead traits; AL CE; SV 
  Fort +5, Ref +13, Will +13; Str —, Dex 22, Con —, Int 
  16, Wis 18, Cha 28. 
   
  Skills and Feats: Hide +24, Intimidate +26, Listen 
  +24, Perform (dance) +26, Perform (sing) +29, Search 
  +21, Spot +24; Ability Focus (draining melody), 
  Alertness, Blind-Fight, Improved Initiative, Lightning 
  Reflexes, Skill Focus (Perform [sing]). 
   
  Create Spawn (Su): Any humanoid slain by a 
  crypt chanter through its draining melody (see below) 
  becomes a crypt chanter 1d4 rounds later. Spawn are 
  under the command of the crypt chanter 1d4 rounds 
  later. Spawn are under the command of the crypt 
  chanter that created them and remain enslaved until its 
  destruction. They do not possess any of the abilities 
  they had in life. 
   
  Draining 
  Melody 
  (Su): 
  A 
  crypt 
  chanter 
  constantly sings, creating a magically charged allure. 
  All creatures within 60 ft. of a crypt chanter must make 
  a DC 28 Will save or stand dazed as long as the music 
  continues. This is a sonic, mind-affecting, compulsion 
  effect. 
   
  Beginning on the round after becoming dazed, 
  creatures that failed the first saving throw must make a 
  second saving throw (same DC) to avoid being affected 
  as if by the enthrall spell (see page 227 of the Player’s 
  Handbook). Enthralled victims also begin to gain 1d2 
  negative levels per round while the song continues, as 
  long as they remain within range. If a creature gains a 
  number of negative levels at least equal to its Hit Dice, 
  it dies and becomes a spawn. 
   
  When a crypt chanter bestows negative levels on a 
  victim, it gains 5 temporary hit points for each negative 
  level bestowed. These temporary hit points last for up 
  to 1 hour. 
   
  Creatures that successfully save upon hearing a 
  crypt chanter’s music cannot be affected by that crypt 
  chanter’s music again unless the chanter ceases signing 
  for 1 full round (releasing all those it previously held in 
  thrall) and begins a new song. The save DC is 
  Charisma-based. 
   
  The DC is 28 for the Fortitude save to remove a 
  negative level. 
   
  Daylight Powerlessness (Ex): A crypt chanter is 
  utterly powerless in natural sunlight (not merely a 
  daylight spell) and flees from it. 
   
  Spell-Like Ability: 1/day—greater dispel magic. 
  Caster level 15th. 
   
  Crypt Chanter: CR 7; Medium undead (Incorporeal); 
  HD 7d12; hp 45; Init +8; Spd 30 ft., fly 30 ft. (perfect); 
  AC 19, touch 19, flat-footed 15 (+4 Dex, +5 deflection); 
  BAB/Grp +3/—; Atk +7 melee (1d8, incorporeal 
  touch); SA create spawn, draining melody (DC 18); SQ 
  darkvision 60 ft., daylight powerlessness, incorporeal 
  traits, +2 turn resistance, undead traits; AL CE; SV Fort 
  +2, Ref +6, Will +7; Str —, Dex 18, Con —, Int 14, Wis 
  14, Cha 20. 
   
  Skills and Feats: Hide +14, Intimidate +15, Listen 
  +14, Perform (sing) +15, Search +12, Spot +14; 
  Alertness, Blind-Fight, Improved Initiative. 
   
  Create Spawn (Su): Any humanoid slain by a 
  crypt chanter through its draining melody (see below) 
  becomes a crypt chanter 1d4 rounds later. Spawn are 
  under the command of the crypt chanter 1d4 rounds 
  later. Spawn are under the command of the crypt 
  chanter that created them and remain enslaved until its 
  destruction. They do not possess any of the abilities 
  they had in life. 
   
  Draining 
  Melody 
  (Su): 
  A 
  crypt 
  chanter 
  constantly sings, creating a magically charged allure. 
  All creatures within 60 ft. of a crypt chanter must make 
  a DC 18 Will save or stand dazed as long as the music 
  continues. This is a sonic, mind-affecting, compulsion 
  effect. 
   
  Beginning on the round after becoming dazed, 
  creatures that failed the first saving throw must make a 
  second saving throw (same DC) to avoid being affected 
  as if by the enthrall spell (see page 227 of the Player’s 
  Handbook). Enthralled victims also begin to gain 1d2 
  negative levels per round while the song continues, as 
  long as they remain within range. If a creature gains a 
  number of negative levels at least equal to its Hit Dice, 
  it dies and becomes a spawn. 
   
  When a crypt chanter bestows negative levels on a 
  victim, it gains 5 temporary hit points for each negative 
  level bestowed. These temporary hit points last for up 
  to 1 hour. 
   
  Creatures that successfully save upon hearing a 
  crypt chanter’s music cannot be affected by that crypt 
  chanter’s music again unless the chanter ceases signing 
  for 1 full round (releasing all those it previously held in 
  thrall) and begins a new song. The save DC is 
  Charisma-based. 
  Of Gambits, Gauntlets, and Graves 
   
  Page 22 
  
   
  The DC is 18 for the Fortitude save to remove a 
  negative level. 
   
  Daylight Powerlessness (Ex): A crypt chanter is 
  utterly powerless in natural sunlight (not merely a 
  daylight spell) and flees from it. 
  Encounter Seven 
   
   
   
   
  Xavendra’s 
  Mercenary 
  Scouts: 
  Male 
  human 
  Scout7/Order of the Bow Initiate1; CR 8; Medium 
  humanoid (human); HD 8d8+16; hp 59; Init +10; Spd 
  40 ft.; AC 28, touch 20, flat-footed 28 [+5 Dex, +8 armor, 
  +5 deflection]; BAB/Grp +6/+8;  Atk +8 melee 
  (1d6+2/x3, handaxe) or +16 ranged (1d8+6/x3, 
  composite longbow [Str +2]); Full Atk +8/+3 melee 
  (1d6+2/x3, handaxe) or +16/+11 ranged (1d8+6/x3, 
  composite longbow [Str +2]); SA ranged precision 
  +1d8, skirmish (+2d6, +2 AC); SQ battle fortitude +1, 
  evasion, fast movement +10 ft., flawless stride, trackless 
  step, trapfinding, uncanny dodge; AL LN; SV Fort +5, 
  Ref +12, Will +5; Str 14, Dex 21, Con 14, Int 10, Wis 12, 
  Cha 8.  
   
  Skills and Feats: Balance +6, Craft (bowmaking) 
  +5, Hide +25, Jump +14, Knowledge (dungeoneering) 
  +5, Knowledge (geography) +5, Knowledge (nature) +5, 
  Knowledge (religion) +2, Listen +11, Move Silently 
  +24, Spot +11, Tumble +16; Improved Initiative
  B, Point 
  Blank Shot, Precise Shot
  B, Rapid Shot, Weapon Focus 
  (longbow). 
   
  Languages: Common, Ordai. 
   
  Skirmish (Ex): A scout relies on mobility to deal 
  extra damage and improve her defense. She deals an 
  extra 1d6 points of damage on all attacks she makes 
  during any round in which she moves at least 10 feet. 
  The extra damage applies only to attacks taken during 
  the scout’s turn. This extra damage increases by 1d6 for 
  every four levels gained above 1st (2d6 at 5th, 3d6 at 
  9th, 4d6 at 13th, and 5d6 at 17th level). 
   
  The extra damage only applies against living 
  creatures that have a discernible anatomy. Undead, 
  constructs, oozes, plants, incorporeal creatures, and 
  creatures immune to extra damage from critical hits are 
  not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot. Scouts 
  can apply this extra damage to ranged attacks made 
  while skirmishing, but only if the target is within 30 
  feet. 
   
  At 3rd level, a scout gains a +1 competence bonus 
  to Armor Class during any round in which she moves 
  at least 10 feet. The bonus applies as soon as the scout 
  has moved 10 feet, and lasts until the start of her next 
  turn. This bonus improves by 1 for every four levels 
  gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and 
  +5 at 19th level). 
   
  A scout loses this ability when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
  If she gains the skirmish ability from another class, the 
  bonuses stack. 
   
  Trapfinding (Ex): A scout can use the Search skill 
  to locate traps with a DC higher than 20, and she can 
  use Disable Device to bypass a trap or disarm magic 
  traps. See the rogue class feature, page 50 of the Player’s 
  Handbook. 
   
  Battle Fortitude (Ex): At 2nd level, a scout gains a 
  +1 competence bonus on Fortitude saves and initiative 
  checks. This bonus increases to +2 at 11th level and +3 
  at 20th level. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Uncanny Dodge (Ex): At 2nd level, a scout 
  cannot be caught flat-footed and reacts to danger 
  before her senses would normally allow her to do so. 
  See the barbarian class feature, page 26 of the Player’s 
  Handbook. 
   
  Fast Movement (Ex): Starting at 3rd level, a scout 
  gains a +10 foot enhancement bonus to her base land 
  speed. At 11
  th level, this bonus increases to +20 feet. See 
  the monk class feature, page 41 of the Player’s 
  Handbook. 
   
  A scout loses this bonus when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
   
  Trackless Step (Ex): Beginning at 3rd level, a 
  scout cannot be tracked in natural surroundings. See 
  the druid class feature, page 36 of the Player’s 
  Handbook. 
   
  Evasion (Ex): Beginning at 5th level, a scout can 
  avoid damage from certain attacks with a successful 
  Reflex save. See the monk class feature, page 41 of the 
  Player’s Handbook. 
   
  Flawless Stride (Ex): Starting at 6th level, a scout 
  can move through any sort of terrain that slows 
  movement (such as undergrowth, rubble, and similar 
  terrain) at her normal speed and without taking 
  damage or suffering any other impairment. 
   
  This ability does not let her move more quickly 
  through terrain that requires a Climb or Swim check to 
  navigate, nor can she move more quickly through 
  terrain or undergrowth that has been magically 
  manipulated to impede motion. 
   
  A scout loses this bonus when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
   
  Ranged Precision (Ex): As a standard action, an 
  initiate may make a single precisely aimed attack with 
  a ranged weapon, dealing an extra 1d8 points of 
  damage if the attack hits. When making a ranged 
  precision attack, an initiate must be within 30 feet of 
  his target. An initiate's ranged precision attack only 
  works against living creatures with discernable 
  Of Gambits, Gauntlets, and Graves 
   
  Page 23 
  
  anatomies. Any creature that is immune to critical hits 
  (including undead, constructs, oozes, plants, and 
  incorporeal creatures) is not vulnerable to a ranged 
  precision attack, and any item or ability that protects a 
  creature from critical hits (such as armor with the 
  fortification special ability) also protects a creature 
  from the extra damage. 
   
  Unlike with a rogue's sneak attack, the initiate's 
  target does not have to be flat-footed or denied its 
  Dexterity bonus, but if it is, the initiate's extra 
  precision damage stacks with sneak attack damage. 
  Treat the initiate's ranged precision attack as a sneak 
  attack in all other ways. 
   
  The initiate's bonus to damage on ranged 
  precision attacks increases by +1d8 every two levels. 
   
  An initiate can only use this ability with a ranged 
  weapon for which he has taken the Weapon Focus feat. 
   
  Possessions: mw chain shirt, handaxe, composite 
  longbow [Str +2], 20 arrows, 10 mw arrows, 5 flaming 
  arrows, 5 frost arrows, elixir of hiding, elixir of 
  sneaking, oil of greater magic weapon +4, oil of magic 
  vestment +4, potion of cat’s grace, 2 potions of cure 
  moderate wounds, potion of shield of faith +5, 3 gp. 
   
  Physical 
  Description: 
  This 
  Flan 
  man 
  has 
  camouflage paint on his arms and face while the rest of 
  his body is covered in clothes that blend in with the 
  surroundings. His vision is obviously keen and you can 
  feel his glare penetrate you. 
   
  Active Spells: cat’s grace (CL 3), greater magic 
  weapon on bow (CL 16), magic vestment on armor (CL 
  16), shield of faith (CL 18) 
   
  Xavendra’s Mercenary Scouts (powered down): Init 
  +8; AC 18, touch 13, flat-footed 18 [+3 Dex, +4 armor, 
  +1 natural armor]; Atk +10 ranged (1d8+2/x3, 
  composite longbow [Str +2]); SV Ref +10; Dex 16.  
   
  Skills and Feats: Balance +4, Hide +13, Move 
  Silently +12, Tumble +14. 
   
  Tadurinal’s Assassins: Male and female human 
  Rog5/Asn3; CR 8; Medium humanoid (human); HD 
  8d6+8; hp 42; Init +7; Spd 30 ft.; AC 24, touch 18, flat-
  footed 24 [+3 Dex, +6 armor, +5 deflection]; BAB/Grp 
  +5/+5;  Atk +11 melee (1d6+3/19-20, short sword) or +8 
  ranged (1d4, dart); SA death attack (DC 17), poison use, 
  sneak attack +5d6; SQ +1 save against poison, evasion, 
  improved uncanny dodge, trapfinding, trap sense +1, 
  uncanny dodge; AL CE; SV Fort +3, Ref +9, Will +1; Str 
  10, Dex 16, Con 12, Int 18, Wis 8, Cha 14. 
   
  Skills and Feats: Balance +2, Bluff +16, Climb +8, 
  Diplomacy +4, Disable Device +12, Disguise +15 (+17 
  acting in character), Gather Information +15, Hide +14, 
  Jump +13, Knowledge (local) +12, Move Silently +14, 
  Search +12, Tumble +16; Improved Initiative, Quick 
  Draw, Skill Focus (Bluff)
  B, Weapon Finesse. 
   
  Languages: Common, Orc, Rhopan. 
   
  Assassin Spells Known (3/0*): 1st—disguise self, 
  obscuring 
  mist, 
  true 
  strike; 
  2nd—cat’s 
  grace, 
  undetectable alignment. 
   
  *normally 3/1, but undetectable alignment already 
  cast 
   
  Possessions: mw studded leather, short sword with 
  weapon capsule retainer, 3 quickspark capsules, 10 
  darts, 1 dose of deathblade, disguise kit, oil of greater 
  magic weapon +3, oil of magic vestment +3, 3 potions 
  of cure light wounds, potion of fox’s cunning, potion of 
  shield of faith +5, scroll of greater invisibility, silent 
  metamagic rod, 35 gp. 
   
  Physical 
  Description: 
  (Descriptions 
  while 
  disguised as Rhaedrick and Gaiyle) This man has black 
  hair, a trimmed goatee, and cold blue eyes, he is garbed 
  in black studded leather and has a short sword at his 
  side. This woman has brown hair and eyes and wears a 
  darkly shaded tunic covered in a long deep blue cloak. 
  At her side is a spell component pouch. 
   
  (Descriptions without disguises) This man and 
  woman are both dressed in dark black studded leather, 
  carry a short sword, and have fairly common features. 
  In fact, the most distinguishing part of their 
  appearance is that there is nothing distinguishing 
  about them. 
   
  Active Spells: disguise self (CL 3), fox’s cunning 
  (CL 3), greater magic weapon on short sword (CL 12), 
  magic vestment on armor (CL 12),  shield of faith (CL 
  18), undetectable alignment (CL 3) 
   
  Tadurinal’s Assassins (powered down): AC 16, touch 
  13, flat-footed 16 [+3 Dex, +3 armor]; Atk +8 melee 
  (1d6/19-20, short sword); SA death attack (DC 17); Int 
  14. 
   
  Skills and Feats: Disable Device +10, Knowledge 
  (local) +10, Search +10. 
   
  Of Gambits, Gauntlets, and Graves 
   
  Page 24 
  
  Appendix Three – APL 12
  Encounter Five 
   
   
   
   
  Crypt Chanter Maestro (Evolved): CR 13; Medium 
  undead (Incorporeal); HD 15d12; hp 90; Init +10; Spd 
  30 ft., fly 30 ft. (perfect); AC 28, touch 28, flat-footed 24 
  (+4 Dex, +14 deflection); BAB/Grp +7/—; Atk +13 
  melee (1d8, incorporeal touch); SA create spawn, 
  draining melody (DC 30); SQ darkvision 60 ft., daylight 
  powerlessness, fast healing 9, incorporeal traits, spell-
  like ability, +2 turn resistance, undead traits; AL CE; SV 
  Fort +5, Ref +13, Will +13; Str —, Dex 22, Con —, Int 
  16, Wis 18, Cha 32. 
   
  Skills and Feats: Hide +24, Intimidate +26, Listen 
  +24, Perform (dance) +26, Perform (sing) +29, Search 
  +21, Spot +24; Ability Focus (draining melody), 
  Alertness, Blind-Fight, Improved Initiative, Lightning 
  Reflexes, Skill Focus (Perform [sing]). 
   
  Create Spawn (Su): Any humanoid slain by a 
  crypt chanter through its draining melody (see below) 
  becomes a crypt chanter 1d4 rounds later. Spawn are 
  under the command of the crypt chanter 1d4 rounds 
  later. Spawn are under the command of the crypt 
  chanter that created them and remain enslaved until its 
  destruction. They do not possess any of the abilities 
  they had in life. 
   
  Draining 
  Melody 
  (Su): 
  A 
  crypt 
  chanter 
  constantly sings, creating a magically charged allure. 
  All creatures within 60 ft. of a crypt chanter must make 
  a DC 30 Will save or stand dazed as long as the music 
  continues. This is a sonic, mind-affecting, compulsion 
  effect. 
   
  Beginning on the round after becoming dazed, 
  creatures that failed the first saving throw must make a 
  second saving throw (same DC) to avoid being affected 
  as if by the enthrall spell (see page 227 of the Player’s 
  Handbook). Enthralled victims also begin to gain 1d2 
  negative levels per round while the song continues, as 
  long as they remain within range. If a creature gains a 
  number of negative levels at least equal to its Hit Dice, 
  it dies and becomes a spawn. 
   
  When a crypt chanter bestows negative levels on a 
  victim, it gains 5 temporary hit points for each negative 
  level bestowed. These temporary hit points last for up 
  to 1 hour. 
   
  Creatures that successfully save upon hearing a 
  crypt chanter’s music cannot be affected by that crypt 
  chanter’s music again unless the chanter ceases signing 
  for 1 full round (releasing all those it previously held in 
  thrall) and begins a new song. The save DC is 
  Charisma-based. 
   
  The DC is 30 for the Fortitude save to remove a 
  negative level. 
   
  Daylight Powerlessness (Ex): A crypt chanter is 
  utterly powerless in natural sunlight (not merely a 
  daylight spell) and flees from it. 
   
  Spell-Like Ability: 3/day—greater dispel magic. 
  Caster level 15th. 
   
  Advanced Crypt Chanter: CR 9; Medium undead 
  (Incorporeal); HD 15d12; hp 90; Init +8; Spd 30 ft., fly 
  30 ft. (perfect); AC 20, touch 20, flat-footed 16 (+4 Dex, 
  +6 deflection); BAB/Grp +7/—; Atk +11 melee (1d8, 
  incorporeal touch); SA create spawn, draining melody 
  (DC 25); SQ darkvision 60 ft., daylight powerlessness, 
  incorporeal traits, +2 turn resistance, undead traits; AL 
  CE; SV Fort +5, Ref +11, Will +11; Str —, Dex 18, Con 
  —, Int 14, Wis 14, Cha 22. 
   
  Skills and Feats: Hide +22, Intimidate +24, Listen 
  +22, Perform (sing) +27, Search +20, Spot +22; Ability 
  Focus (draining melody), Alertness, Blind-Fight, 
  Improved Initiative, Lightning Reflexes, Skill Focus 
  (Perform [sing]). 
   
  Create Spawn (Su): Any humanoid slain by a 
  crypt chanter through its draining melody (see below) 
  becomes a crypt chanter 1d4 rounds later. Spawn are 
  under the command of the crypt chanter 1d4 rounds 
  later. Spawn are under the command of the crypt 
  chanter that created them and remain enslaved until its 
  destruction. They do not possess any of the abilities 
  they had in life. 
   
  Draining 
  Melody 
  (Su): 
  A 
  crypt 
  chanter 
  constantly sings, creating a magically charged allure. 
  All creatures within 60 ft. of a crypt chanter must make 
  a DC 25 Will save or stand dazed as long as the music 
  continues. This is a sonic, mind-affecting, compulsion 
  effect. 
   
  Beginning on the round after becoming dazed, 
  creatures that failed the first saving throw must make a 
  second saving throw (same DC) to avoid being affected 
  as if by the enthrall spell (see page 227 of the Player’s 
  Handbook). Enthralled victims also begin to gain 1d2 
  negative levels per round while the song continues, as 
  long as they remain within range. If a creature gains a 
  number of negative levels at least equal to its Hit Dice, 
  it dies and becomes a spawn. 
   
  When a crypt chanter bestows negative levels on a 
  victim, it gains 5 temporary hit points for each negative 
  level bestowed. These temporary hit points last for up 
  to 1 hour. 
   
  Creatures that successfully save upon hearing a 
  crypt chanter’s music cannot be affected by that crypt 
  chanter’s music again unless the chanter ceases signing 
  for 1 full round (releasing all those it previously held in 
  Of Gambits, Gauntlets, and Graves 
   
  Page 25 
  
  thrall) and begins a new song. The save DC is 
  Charisma-based. 
   
  The DC is 25 for the Fortitude save to remove a 
  negative level. 
   
  Daylight Powerlessness (Ex): A crypt chanter is 
  utterly powerless in natural sunlight (not merely a 
  daylight spell) and flees from it. 
  Encounter Two 
   
   
   
   
  Xavendra’s 
  Mercenary 
  Scouts: 
  Male 
  human 
  Scout7/Order of the Bow Initiate3; CR 10; Medium 
  humanoid (human); HD 10d8+20; hp 73; Init +10; Spd 
  40 ft.; AC 29, touch 20, flat-footed 29 [+5 Dex, +9 armor, 
  +5 deflection]; BAB/Grp +8/+10;  Atk +10 melee 
  (1d6+2/x3, handaxe) or +19 ranged (1d8+6/x3, 
  composite longbow [Str +2]); Full Atk +10/+5 melee 
  (1d6+2/x3, handaxe) or +19/+14 ranged (1d8+6/x3, 
  composite longbow [Str +2]); SA ranged precision 
  +2d8, skirmish (+2d6, +2 AC); SQ battle fortitude +1, 
  evasion, fast movement +10 ft., flawless stride, trackless 
  step, trapfinding, uncanny dodge; AL LN; SV Fort +7, 
  Ref +14, Will +7; Str 14, Dex 21, Con 14, Int 10, Wis 12, 
  Cha 8.  
   
  Skills and Feats: Balance +6, Craft (bowmaking) 
  +5, Hide +27, Jump +14, Knowledge (dungeoneering) 
  +5, Knowledge (geography) +5, Knowledge (nature) +5, 
  Knowledge (religion) +2, Listen +11, Move Silently 
  +24, Spot +11, Tumble +16; Improved Initiative
  B, Point 
  Blank Shot, Precise Shot
  B, Manyshot, Rapid Shot, 
  Weapon Focus (longbow). 
   
  Languages: Common, Ordai. 
   
  Skirmish (Ex): A scout relies on mobility to deal 
  extra damage and improve her defense. She deals an 
  extra 1d6 points of damage on all attacks she makes 
  during any round in which she moves at least 10 feet. 
  The extra damage applies only to attacks taken during 
  the scout’s turn. This extra damage increases by 1d6 for 
  every four levels gained above 1st (2d6 at 5th, 3d6 at 
  9th, 4d6 at 13th, and 5d6 at 17th level). 
   
  The extra damage only applies against living 
  creatures that have a discernible anatomy. Undead, 
  constructs, oozes, plants, incorporeal creatures, and 
  creatures immune to extra damage from critical hits are 
  not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot. Scouts 
  can apply this extra damage to ranged attacks made 
  while skirmishing, but only if the target is within 30 
  feet. 
   
  At 3rd level, a scout gains a +1 competence bonus 
  to Armor Class during any round in which she moves 
  at least 10 feet. The bonus applies as soon as the scout 
  has moved 10 feet, and lasts until the start of her next 
  turn. This bonus improves by 1 for every four levels 
  gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and 
  +5 at 19th level). 
   
  A scout loses this ability when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
  If she gains the skirmish ability from another class, the 
  bonuses stack. 
   
  Trapfinding (Ex): A scout can use the Search skill 
  to locate traps with a DC higher than 20, and she can 
  use Disable Device to bypass a trap or disarm magic 
  traps. See the rogue class feature, page 50 of the Player’s 
  Handbook. 
   
  Battle Fortitude (Ex): At 2nd level, a scout gains a 
  +1 competence bonus on Fortitude saves and initiative 
  checks. This bonus increases to +2 at 11th level and +3 
  at 20th level. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Uncanny Dodge (Ex): At 2nd level, a scout 
  cannot be caught flat-footed and reacts to danger 
  before her senses would normally allow her to do so. 
  See the barbarian class feature, page 26 of the Player’s 
  Handbook. 
   
  Fast Movement (Ex): Starting at 3rd level, a scout 
  gains a +10 foot enhancement bonus to her base land 
  speed. At 11
  th level, this bonus increases to +20 feet. See 
  the monk class feature, page 41 of the Player’s 
  Handbook. 
   
  A scout loses this bonus when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
   
  Trackless Step (Ex): Beginning at 3rd level, a 
  scout cannot be tracked in natural surroundings. See 
  the druid class feature, page 36 of the Player’s 
  Handbook. 
   
  Evasion (Ex): Beginning at 5th level, a scout can 
  avoid damage from certain attacks with a successful 
  Reflex save. See the monk class feature, page 41 of the 
  Player’s Handbook. 
   
  Flawless Stride (Ex): Starting at 6th level, a scout 
  can move through any sort of terrain that slows 
  movement (such as undergrowth, rubble, and similar 
  terrain) at her normal speed and without taking 
  damage or suffering any other impairment. 
   
  This ability does not let her move more quickly 
  through terrain that requires a Climb or Swim check to 
  navigate, nor can she move more quickly through 
  terrain or undergrowth that has been magically 
  manipulated to impede motion. 
   
  A scout loses this bonus when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
   
  Ranged Precision (Ex): As a standard action, an 
  initiate may make a single precisely aimed attack with 
  a ranged weapon, dealing an extra 1d8 points of 
  damage if the attack hits. When making a ranged 
  precision attack, an initiate must be within 30 feet of 
  Of Gambits, Gauntlets, and Graves 
   
  Page 26 
  
  his target. An initiate's ranged precision attack only 
  works against living creatures with discernable 
  anatomies. Any creature that is immune to critical hits 
  (including undead, constructs, oozes, plants, and 
  incorporeal creatures) is not vulnerable to a ranged 
  precision attack, and any item or ability that protects a 
  creature from critical hits (such as armor with the 
  fortification special ability) also protects a creature 
  from the extra damage. 
   
  Unlike with a rogue's sneak attack, the initiate's 
  target does not have to be flat-footed or denied its 
  Dexterity bonus, but if it is, the initiate's extra 
  precision damage stacks with sneak attack damage. 
  Treat the initiate's ranged precision attack as a sneak 
  attack in all other ways. 
   
  The initiate's bonus to damage on ranged 
  precision attacks increases by +1d8 every two levels. 
   
  An initiate can only use this ability with a ranged 
  weapon for which he has taken the Weapon Focus feat. 
   
  Close Combat Shot (Ex): At 2nd level, an initiate 
  can attack with a ranged weapon while in a threatened 
  square and not provoke an attack of opportunity. 
   
  Possessions: mw chain shirt, handaxe, composite 
  longbow [Str +2], 20 arrows, 10 mw arrows, 5 flaming 
  arrows, 5 frost arrows, cloak of resistance +1, lesser 
  bracers of archery, elixir of hiding, elixir of sneaking, 
  oil of greater magic weapon +4, oil of magic vestment 
  +5, potion of cat’s grace, 2 potions of cure moderate 
  wounds, potion of shield of faith +5, 3 gp. 
   
  Physical 
  Description: 
  This 
  Flan 
  man 
  has 
  camouflage paint on his arms and face while the rest of 
  his body is covered in clothes that blend in with the 
  surroundings. His vision is obviously keen and you can 
  feel his glare penetrate you. 
   
  Active Spells: cat’s grace (CL 3), greater magic 
  weapon on bow (CL 16), magic vestment on armor (CL 
  20), shield of faith (CL 18) 
   
  Xavendra’s Mercenary Scouts (powered down): Init 
  +8; AC 18, touch 13, flat-footed 18 [+3 Dex, +4 armor, 
  +1 natural armor]; Atk +13 ranged (1d8+2/x3, 
  composite longbow [Str +2]); SV Ref +12; Dex 17.  
   
  Skills and Feats: Balance +4, Hide +15, Move 
  Silently +12, Tumble +14. 
   
  Tadurinal’s Assassins: Male and female human 
  Rog5/Asn5; CR 10; Medium humanoid (human); HD 
  10d6+10; hp 52 (62 with false life); Init +9; Spd 30 ft.; 
  AC 27, touch 20, flat-footed 27 [+5 Dex, +7 armor, +5 
  deflection]; BAB/Grp +6/+6;  Atk +15 melee (1d6+4/19-
  20, short sword) or +11 ranged (1d4, dart); Atk +15/+10 
  melee (1d6+4/19-20, short sword) or +11/+6 ranged 
  (1d4, dart); SA death attack (DC 21), poison use, sneak 
  attack +6d6; SQ +2 save against poison, evasion, 
  improved uncanny dodge, trapfinding, trap sense +1, 
  uncanny dodge; AL CE; SV Fort +3, Ref +12, Will +1; 
  Str 10, Dex 20, Con 12, Int 18, Wis 8, Cha 14. 
   
  Skills and Feats: Balance +7, Bluff +18, Climb +8, 
  Diplomacy +4, Disable Device +12, Disguise +17 (+19 
  acting in character), Gather Information +17, Hide +18, 
  Jump +15, Knowledge (local) +12, Move Silently +18, 
  Search +12, Tumble +20; Ability Focus (death attack), 
  Improved Initiative, Quick Draw, Skill Focus (Bluff)
  B, 
  Weapon Finesse. 
   
  Languages: Common, Orc, Rhopan. 
   
  Assassin Spells Known (3/1/0*): 1st—disguise 
  self, jump, obscuring mist, true strike; 2nd—cat’s grace, 
  invisibility, undetectable alignment; 3rd—false life, 
  misdirection. 
   
  *normally 4/3/1, but cat’s grace, disguise self, false 
  life, and undetectable alignment already cast 
   
  Possessions: mw studded leather, short sword with 
  weapon capsule retainer, 3 quickspark capsules, 10 
  darts, 1 dose of deathblade, disguise kit, ring of 
  counterspells (glitterdust), oil of greater magic weapon 
  +4, oil of magic vestment +4, potion of cure light 
  wounds, potion of fox’s cunning, potion of shield of 
  faith +5, scroll of greater invisibility, silent metamagic 
  rod, 35 gp. 
   
  Physical 
  Description: 
  (Descriptions 
  while 
  disguised as Rhaedrick and Gaiyle) This man has black 
  hair, a trimmed goatee, and cold blue eyes, he is garbed 
  in black studded leather and has a short sword at his 
  side. This woman has brown hair and eyes and wears a 
  darkly shaded tunic covered in a long deep blue cloak. 
  At her side is a spell component pouch. 
   
  (Descriptions without disguises) This man and 
  woman are both dressed in dark black studded leather, 
  carry a short sword, and have fairly common features. 
  In fact, the most distinguishing part of their 
  appearance is that there is nothing distinguishing 
  about them. 
   
  Active Spells: cat’s grace (CL 5), disguise self (CL 
  5), false life (CL 5), fox’s cunning (CL 3), greater magic 
  weapon on short sword (CL 16), magic vestment on 
  armor (CL 16), shield of faith (CL 18), undetectable 
  alignment (CL 5) 
   
  Tadurinal’s Assassins (powered down): Init +7; AC 
  16, touch 13, flat-footed 16 [+3 Dex, +3 armor]; Atk +9 
  melee (1d6/19-20, short sword), +9 ranged (1d4, dart); 
  SA death attack (DC 19); Dex 16, Int 14. 
   
  Skills and Feats: Balance +5, Disable Device +10, 
  Hide +16, Knowledge (local) +10, Move Silently +16, 
  Search +10, Tumble +18. 
   
  Assassin Spells Known (3/1*): 1st—disguise self, 
  jump, obscuring mist, true strike; 2nd—cat’s grace, 
  invisibility, undetectable alignment. 
  Of Gambits, Gauntlets, and Graves 
   
  Page 27 
  
   
  *normally 4/3, but cat’s grace, disguise self, and 
  undetectable alignment already cast. 
  Of Gambits, Gauntlets, and Graves 
   
  Page 28 
  
  Appendix Four – Edge 
  The square tower known as Edge is so-named because 
  of the razor-sharp stone edges of the construction and 
  the weapon enchantments crafted by its resident mage, 
  Gennen. Still smarting from the events at Hellstone, 
  Cranzer wisely negotiated with Gennen instead. He 
  settled for a deal which provided enchanted weapons 
  for his officers. Just miles from the borders of both 
  Dimre and Johrase, a number of people have rallied 
  around Edge, building a small community on the 
  hillside. Gennen is not so much their lord as a 
  convenient reason a number of monsters and less-
  desirables stay away. 
   
   
  Edge (Hamlet): Magical; AL CN; 100 gp limit; 
  Assets 3,175 gp; Population 127; Mixed (human 100, 
  halfling 11, elf 6, dwarf 4, gnome 3, other 3). 
   
  Authority Figures: Gennen (N male human (Flan) 
  Wiz11), Sheriff Brilman (CE male human Ftr2). 
   
  Important Characters: Maharis Greyeyes (CN 
  male human Rgr11), Norbor Fasketel (N male gnome 
  Wiz5, Gennen’s craftsman/apprentice), Noroin (LN 
  male dwarf Exp3, proprietor of the Stone Flower). 
   
  Others: Ari1, Bbn1, Brd2, Brd1 (2), Com7, Com3 
  (2), Com1 (75), Drd1, Ftr5, Ftr2, Ftr1 (4), Exp7, Exp3, 
  Exp1 (2), Mnk1, Pal1, Rgr5 (2), Rgr2 (4), Rgr1 (8), 
  Rog3, Rog1 (2), War3, War1 (4), Wiz2, Wiz1 (2). 
   
  Gennen: Gennen is a highly unusual man in that 
  he appears as a pureblood Flan, but he only 
  communicates with Iuz’s forces through his gnome 
  craftsman/apprentice and is very rarely seen. 
   
  Brilman: The roughshod “sheriff” of Edge claims 
  to rule in Iuz’s name but really has no such authority. 
  He’s often gone on long furloughs during which he 
  claims he is hobnobbing with Cranzer in Riftcrag. He 
  and his “Rough Riders” bully people around but 
  ultimately they are a group of cowards who back down 
  from any serious confrontation. 
   
  Maharis Greyeyes: The mad Maharis Greyeyes is a 
  ranger who used to dwell in Rift Canyon. When things 
  got difficult, he and his men picked up and moved to 
  Edge where they could avoid Cranzer’s frequent 
  patrols. Many think he is old and senile, but his men 
  highly respect him for bringing them out of the Rift in 
  safety. 
   
  Norbor Fasketel: Norbor claims to have moved 
  away from his home community in the Abbor Alz after 
  becoming disillusioned with their obsession with the 
  gem industry. Norbor prefers the study of magic and 
  magical crafting to all other pursuits, though he is also 
  talented in the arts of alchemy, and like his family, 
  gem-cutting.  
   
  Noroin: A friendly natured dwarf with an 
  antiquated sense of decorum, Noroin fled Balmund 
  some years ago when the armies of Iuz arrived. He 
  acquired the Stone Flower fairly recently in a lucrative 
  pot of three-dragon ante. He has no family in Edge, but 
  at least he has his pride, and his beard. 
   
  Of Gambits, Gauntlets, and Graves 
   
  Page 29 
  
  Appendix Five – Rookroost 
  It would be an exercise in futility to attempt to detail 
  the entire city of Rookroost in a simple Appendix. This 
  miniature stat block should be used to give an idea of 
  the general atmosphere for the city and generate ideas 
  for encounters should they become necessary. 
   
  Rookroost (Large City): Conventional; AL CN (CE); 
  40,000 gp limit; Assets 36,600,000 gp; Population 
  18,300; Mixed (human 14,457, orc 1,647, half-orc 915, 
  halfling 549, goblin 367, other 365). 
   
  Authority Figures: High Lord Demmel Tadurinal 
  (CE male human Cleric of Iuz), Sheriff Org’la (CE male 
  hill giant fighter — deceased), The Eye (unknown, 
  ruler of the Rookroost Thieves Guild). 
   
  Important Characters: Cazamir, (LN male human 
  Clr9 of Zilchus, high priest of the bankrupt church of 
  Zilchus), Elara Mornstar (CN female human Rog14, 
  important member of the RTG), Rhaedrick Avenfear 
  (CN male human Ftr4/Rog7, Training Master of RTG), 
  Evelyn Zylar (NG female human Clr5 of Atroa, head 
  priestess of the sundered, underground church of 
  Atroa), Mysta Gonagin (member of the RTG, owner of 
  the Gonagin house). 
   
  High Lord Tadurinal: Tadurinal came to power by 
  killing the previous Lord Marshal, one Arus Mortoth at 
  a ball in 594. He is a co-ruler of the Northern Alliance 
  with Xavendra, and Graf of the Midlands (though he 
  prefers the title High Lord now). Relatively little is 
  known of Tadurinal and, since coming to power, he has 
  kept a fairly low profile. If he disagrees with any of 
  Xavendra’s actions, he does not show it. 
   
  Org’la: The hill giant sheriff of Rookroost was 
  known for brutal enforcement of a skewed sense of 
  law. He was recently slain by a giant in purple armor 
  who attacked Rookroost and then fled. 
   
  The Eye: The mysterious figure known as “The 
  Eye” has been in charge of the Rookroost Thieves 
  Guild at least since the end of the Greyhawk Wars. 
  Very little is known about this entity, save for the fact 
  that arousing The Eye’s wrath can result in ruin for 
  almost any individual. 
   
  Cazamir: This aging priest of the Moneylender is a 
  man of mixed descent with strong Oeridian overtones. 
  He is the former high priest of Rookroost’s Church of 
  Zilchus, however the church went bankrupt shortly 
  after the arrival of Iuz’s minions (who taxed it literally 
  to death). Most of the lesser clergy has already been 
  arrested for failure to repay debts or tax evasion and he 
  has had to ally himself with the RTG to remain in 
  hiding. He has a close friendship with Rhaedrick 
  Avenfear, whom he trusts with his life. 
   
  Elara Mornstar: It is known that Elara holds an 
  influential position within the Rookroost Thieves 
  Guild. The exact nature of that position is less well 
  known. It was widely believed that she had strong ties 
  to Mortoth, as well as Rookroost’s former ruler, 
  Pernevi. She has not been heard from in several years 
  and her relation to the new ruler, Tadurinal, is 
  unknown. 
   
  Rhaedrick Avenfear: This former merchant/thief 
  was forced underground for a couple of years following 
  a falling out after a power struggle within the 
  Rookroost Thieves Guild. He has since returned and 
  any hint of past transgressions is all but gone. 
  However, he no longer runs his old store, Avenfear’s 
  Specialties. He has been known to associate with the 
  shady underground opponent of Iuz, Gaiyle Markhalla. 
  The ogre Grod is always by his side, and is utterly loyal 
  to “da bossman”. 
   
  Evelyn Zylar: Although it is widely believed that 
  all temples in Rookroost not dedicated to Iuz have 
  been eradicated, the temple to the Sad Maiden 
  overseen by Evelyn is an exception. The priestesses of 
  Atroa managed to make a deal with the Rookroost 
  Thieves Guild for safe harbor. The priestesses currently 
  live among the populace doing what small good deeds 
  they can and caring for the sick and elderly as their 
  numbers allow. However, theirs is a difficult life full of 
  fear of being discovered by priests of Iuz. 
   
  Mysta Gonagin: With Grandpa’s ailing health, the 
  task of leading the Rookroost Gonagins has fallen on 
  Mysta’s small shoulders, a task she never really asked 
  for. The Gonagin clan has practically taken over Cheap 
  Street, and Org’la’s death brought about a week of 
  rejoicing which left many of the hobniz with doublin 
  sized hangovers. 
   
  Of Gambits, Gauntlets, and Graves 
   
  Page 30 
  
  Appendix Six – Arryn Alcor 
  Arryn Alcor: Male aasimar Pal15/Emissary of 
  Barachiel2; CR 17; Medium Outsider (native); HD 
  15d10+2d6; hp 94; Init –1; Spd 30 ft., fly 60 ft. (good); 
  AC 23, touch 11, flat-footed 22 [+7 armor, +1 deflection, 
  +5 shield]; BA/G +16/+17; Atk +19 melee (1d10+3 [19-
  20/x2], +2 bastard sword); Full Atk +19/+14/+9 melee 
  (1d10+3, +2 bastard sword); SA smite evil 4/day (+5 att, 
  +15 dmg), turn undead (12th, 1d20+7); SQ aura of 
  good, aura of courage, calling, darkvision 60 ft., 
  daylight, detect evil, divine grace, divine health, heavy 
  warhorse mount, lay on hands (75), empathic link with 
  mount, remove disease 4/week, resistance to acid 5, 
  cold 5, and electricity 5, share spells with mount; AL 
  LG; SV Fort +14, Ref +10, Will +15; Str 13, Dex 10, Con 
  10, Int 15, Wis 14, Cha 21. 
  Skills and Feats: Diplomacy +31, Disguise +5 (+15 
  with hat of disguise), Gather Information +11, 
  Knowledge (nobility and royalty) +10, Knowledge (the 
  planes) +9, Knowledge (religion) +14, Listen +4, Ride 
  +7, Sense Motive +22, Spot +4; Craft Magic Arms and 
  Armor, Craft Wondrous Item, Exotic Weapon 
  Proficiency (bastard sword), Negotiator, Servant of the 
  Heavens†, Words of Creation†. 
  Languages: Common, Celestial, Draconic, Elven. 
  Daylight (Sp): Arryn can use daylight once per day 
  as a 17th-level sorcerer. 
  Heavy Warhorse Mount: Whenever he desires, 
  Arryn can call upon the services of a special heavy 
  warhorse 
  mount. 
  The 
  creature’s 
  abilities 
  and 
  characteristics are summarized below. 
  Heavy Warhorse: Large magical beast; HD 
  12d8+36; hp 90; Init +1; Spd 60 ft.; AC 24, touch 
  10, flat-footed 23 [+1 Dex, -1 size, +14 natural]; 
  BA/G +9/+19; Atk +15 melee (1d8+6, hoof); Full 
  Atk +15/+15 melee (1d8+6, 2 hooves) and +12 
  melee (1d4+3, bite); 10 ft./5 ft.; SQ command, 
  improved evasion, low-light vision, scent, spell 
  resistance 20; SV Fort +12, Ref +9, Will +9; Str 22, 
  Dex 13, Con 17, Int 9, Wis 13, Cha 6. 
  Skills and Feats: Jump +18, Listen +9, Spot +8; 
  Endurance, Improved Natural Attack (hoof), 
  Multiattack, Run, Weapon Focus (hoof). 
  Command (Sp): Usable 7/day against other 
  equines (Will DC 22 negates). 
  Improved Evasion (Ex): When subjected to an 
  attack that normally allows a Reflex saving throw 
  for half damage, this mount takes no damage if it 
  makes a successful saving throw and half damage 
  if the saving throw fails. 
  Low-Light Vision (Ex): Can see twice as far as 
  a human in dim light. 
  Scent (Ex): Can detect approaching enemies, 
  sniff out hidden foes, and track by sense of smell. 
  Calling (Su): An emissary of Barachiel’s most 
  fundamental ability is the power to issue a celestial call, 
  stirring the conscience of those who hear it. An 
  emissary can use this ability once per day per class 
  level, spending a full-round action to issue the call. 
  Humanoid creatures within 30 feet of the emissary are 
  potentially affected. The emissary makes a Diplomacy 
  check, and the result is the DC for affected creatures’ 
  Will saving throws. Creatures that fail their saves 
  suffer effects that depend on their alignment, as 
  follows: 
  Alignment 
   
   
  Effect 
  Lawful good 
   
   
  Inspired 
  Neutral good or chaotic good 
  Blessed 
  Lawful neutral  
  Enthralled 
  Neutral or chaotic neutral 
  Enthralled, 
    
   
   
   
  disheartened 
  Any evil 
   
   
  Stunned, 
  demoralized 
  Inspired: Affected creatures receive a +2 
  morale bonus on attack rolls, saving throws, skill 
  and ability checks, and weapon damage rolls for 10 
  minutes. 
  Blessed: Affected creatures receive a + 1 
  morale bonus on attack rolls and on saving throws 
  against fear effects for 10 minutes. 
  Enthralled: Affected creatures act as if subject 
  to an enthrall spell for as long as you continue to 
  speak and for 1d3 rounds thereafter. For the 
  duration of the effect and for 1 day afterward, 
  affected creatures take a -1 penalty on Will saves 
  related to redemption. 
  Disheartened: Affected creatures take a -1 
  penalty on attack rolls, saving throws, skill checks, 
  and ability checks for 10 minutes. 
  Stunned: Affected creatures are stunned for 1 
  round. 
  Demoralized: Affected creatures take a -2 
  penalty on attack rolls, saving throws, skill checks, 
  ability checks, and weapon damage rolls for 10 
  minutes (including the 1 round during which 
  they are stunned). 
  Using any manifestation of the calling class 
  ability requires the use of the Words of Creation 
  and deals 3d4 points of nonlethal damage to the 
  emissary. 
  Calling 
  is 
  an 
  Enchantment 
  (Compulsion) 
  [Language-Dependent, 
  Mind-
  Affecting] effect. 
  Paladin Spells Prepared (3/2/1/1); 1st—bless 
  weapon, cure light wounds, lesser restoration; 2nd—
  Of Gambits, Gauntlets, and Graves 
   
  Page 31 
  
  bull’s strength, undetectable alignment; 3rd—discern 
  lies (DC 15); 4th—mark of justice. 
  Emissary of Barachiel Spells Known (3); 1st—
  comprehend 
  languages, 
  protection 
  from 
  evil, 
  sanctuary. 
  Possessions: +2 mithral breastplate, +3 heavy steel 
  shield, +2 bastard sword, ring of mind shielding, ring 
  of protection +1, cloak of charisma +2, necklace of 
  fireballs type V, pearl of power (1st), hat of disguise, 
  winged boots. 
  Description: This Flan warrior has a battered and 
  beaten breastplate on. His hair is a simple dirty brown 
  and his eyes have a tint of hazel to them. His face is 
  scruffy and he has a very rustic look to him. Apparently 
  he has weathered a fair share of winters, for he has 
  several bags under his eyes. Next to him on the table 
  sits a finely wrought, if a little weathered, bastard 
  sword, sheathed. 
  (Source: Book of Exalted Deeds, p. 59) 
  Of Gambits, Gauntlets, and Graves 
   
  Page 32 
  
  New Rules Appendix 
  CRYPT CHANTER 
  Medium Undead (Incorporeal) 
  Hit Dice: 7d12 (hp 45) 
  Initiative: +8 
  Speed: 30 ft., fly 30 ft. (perfect) 
  AC: 19, touch 19, flat-footed 15 (+4 Dex, +5 deflection) 
  Base Attack/Grapple: +3/— 
  Attack: +7 melee (1d8, incorporeal touch) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: create spawn, draining melody (DC 
  18) 
  Special 
  Qualities: 
  darkvision 
  60 
  ft., 
  daylight 
  powerlessness, incorporeal traits, +2 turn resistance, 
  undead traits 
  Saves: Fort +2, Ref +6, Will +7 
  Abilities: Str —, Dex 18, Con —, Int 14, Wis 14, Cha 
  20 
  Skills: Hide +14, Intimidate +15, Listen +14, Perform 
  (sing) +15, Search +12, Spot +14 
  Feats: Alertness, Blind-Fight, Improved Initiative 
  Environment: Any land and underground 
  Organization: Solitary, chorale (2—4), or choir (6—
  11) 
  Challenge Rating: 7 
  Treasure: None 
  Alignment: Always chaotic evil 
  Advancement: 8—17 HD (Medium) 
  Level Adjustment: — 
   
  A lone, wavering figure begins a song. The haunting 
  melody echoes through the air, calling for you to 
  dance. The music makes your soul shrivel, but it also 
  makes you smile. How can something be so awful 
  and so wonderful at the same time? 
   
  A crypt chanter’s voice is the perfect horror, at once 
  compelling and dreadful. These undead creatures 
  sometimes appear to be playing spectral viols, flutes, 
  drums, or any other instruments they choose, 
  varying form chanter to chanter. 
  As incorporeal creatures, crypt chanters are 
  weightless. 
  A crypt chanter never speaks directly, though it 
  may give instructions or provide answers within the 
  lyrics of its music (usually in Common, sometimes 
  Abyssal). 
   
  Combat 
  A crypt chanter’s strength and shield is its music. A 
  crypt chanter seeks to snare its victims with its 
  music, and then drain them of life with the same 
  melody. If threatened, a crypt chanter retreats into a 
  nearby wall or other handy physical barrier. 
  Create Spawn (Su): Any humanoid slain by a 
  crypt chanter through its draining melody (see 
  below) becomes a crypt chanter 1d4 rounds later. 
  Spawn are under the command of the crypt chanter 
  1d4 rounds later. Spawn are under the command of 
  the crypt chanter that created them and remain 
  enslaved until its destruction. They do not possess 
  any of the abilities they had in life. 
  Draining 
  Melody 
  (Su): 
  A 
  crypt 
  chanter 
  constantly sings, creating a magically charged allure. 
  All creatures within 60 ft. of a crypt chanter must 
  make a DC 18 Will save or stand dazed as long as the 
  music continues. This is a sonic, mind-affecting, 
  compulsion effect. 
  Beginning on the round after becoming dazed, 
  creatures that failed the first saving throw must 
  make a second saving throw (same DC) to avoid 
  being affected as if by the enthrall spell (see page 227 
  of the Player’s Handbook). Enthralled victims also 
  begin to gain 1d2 negative levels per round while the 
  song continues, as long as they remain within range. 
  If a creature gains a number of negative levels at least 
  equal to its Hit Dice, it dies and becomes a spawn. 
  When a crypt chanter bestows negative levels on a 
  victim, it gains 5 temporary hit points for each 
  negative level bestowed. These temporary hit points 
  last for up to 1 hour. 
  Creatures that successfully save upon hearing a 
  crypt chanter’s music cannot be affected by that 
  crypt chanter’s music again unless the chanter ceases 
  signing for 1 full round (releasing all those it 
  previously held in thrall) and begins a new song. The 
  save DC is Charisma-based. 
  The DC is 18 for the Fortitude save to remove a 
  negative level. 
  Daylight Powerlessness (Ex): A crypt chanter is 
  utterly powerless in natural sunlight (not merely a 
  daylight spell) and flees from it. 
  (Source: Libris Mortis, p. 93) 
  EVOLVED UNDEAD 
  An evolved undead is an undead whose body is 
  flushed with more negative energy than normal due 
  to an exceptionally long lifetime. Any undead may 
  gain this template, and in doing so, it retains all its 
  previous abilities, but becomes more powerful than 
  before. 
  When an intelligent undead creature survives for 
  100 years or more (or when the DM decides to create 
  an undead monster with a twist), there is a 1% 
  Of Gambits, Gauntlets, and Graves 
   
  Page 33 
  
  chance that its connection to the Negative Energy 
  Plane grows more mature. When this “evolution” 
  occurs, the undead gains this template. Each 
  additional 100 years of existence affords an 
  additional 1% chance of a more mature connection, 
  plus an additional 1% chance for each previous 
  evolution. For example, if an undead creature’s 
  connection to the Negative Energy Plane evolved 
  three times previously, it has a 4% chance to gain one 
  more step of maturation the next time its age 
  requires an evolution check. Every step of evolution 
  means that the evolved undead template can be 
  applied again to the undead creature (setting this 
  template apart from most other templates, which can 
  be applied only once). 
   
  CREATING AN EVOLVED UNDEAD 
  “Evolved undead” is an acquired template that can be 
  added to any undead with an Intelligence score 
  (referred to hereafter as the based creature). An 
  evolved undead uses all the base creature’s statistics 
  and special abilities except as noted here. This 
  template does not alter the creature’s type. 
  Note: Unlike most templates, an evolved undead 
  can potentially acquire this template more than 
  once, evolving more with each application. 
  Armor Class: The base creature’s natural armor 
  bonus improves by 1. If the creature is incorporeal, 
  its deflection bonus to AC improves by 1. 
  Special Attacks: An evolved undead retains all the 
  special attacks of the base creature and gains one 
  spell-like ability from the following list. You can 
  choose this ability from the list below, or roll 
  randomly. The spell-like ability gained herein can be 
  used once per day. If the undead already has the 
  indicated ability, it gains another use; if it already has 
  the ability as an at-will ability, choose another ability. 
  The spell-like ability has a caster level equal to the 
  evolved undead’s HD (if the caster level is too low to 
  cast the spell in question, choose another). The save 
  DCs are Charisma-based: 
   
  d12  
  Spell-Like Ability 
  1 
   
  circle of death 
  2 
   
  cloudkill 
  3 
   
  cone of cold 
  4 
   
  confusion 
  5 
   
  contagion 
  6 
   
  creeping doom 
  7 
   
  greater dispel magic 
  8 
   
  greater invisibility 
  9 
   
  haste 
  10  
  hold monster 
  11  
  see invisibility 
  12  
  unholy blight 
   
  Special Qualities: An evolved undead retains all 
  the special qualities of the base creature and gains 
  the one described below. 
   
  Fast Healing (Ex): An evolved undead heals 3 
  points of damage each round so long as it has at least 
  1 hit point. 
  Abilities: An evolved undead gains +2 Strength 
  and +2 Charisma. An evolved incorporeal creature 
  gains only +2 Charisma. 
  Organization: 
  An 
  evolved 
  undead 
  usually 
  becomes a leader among those of its base kind. 
  Challenge Rating: Same as base creature +1. 
  Level Adjustment: Same as base creature +1. 
  (Source: Libris Mortis, p. 99) 
  SCOUT 
  (Source: Complete Adventurer, p. 10) 
   
  Game Rule Information 
  Alignment: Any. Scouts in military service are 
  usually lawful. 
  Hit Die: d8. 
   
  Class Skills 
  A scout’s class skills (and the key ability for each 
  skill) are Balance (Dex), Climb (Sir), Craft (Int), 
  Disable Device (Int), Escape Artist (Dex), Hide 
  (Dex), Jump (Str), Knowledge (dungeoneering) (Int), 
  Knowledge (geography) (Int), Knowledge (nature) 
  (Int), Listen (Wis),Move Silently (Dex), Ride (Dex), 
  Search (Int), Speak Language (n/a), Spot (Wis), 
  Survival (Wis), Swim. (Str), Tumble (Dex), and Use 
  Rope (Dex). 
  Skill Points at 1st Level: (8 + Int modifier) × 4. 
  Skill Points at Each Additional Level: 8 + Int 
  modifier. 
   
  Class Features 
  All of the following are class features of the scout. 
  Weapon and Armor Proficiency: Scouts are 
  proficient with all simple weapons, plus the 
  handaxe, throwing axe, short sword, and shortbow. 
  Scouts are proficient with light armor, but not with 
  shields. 
   
  Table 1-2: The Scout 
  Lvl BAB Fort Ref 
  Wil
  l Special 
  1st +0 
  +0 
  +2
  +0 Skirmish (+1d6), trapfinding 
  Of Gambits, Gauntlets, and Graves 
   
  Page 34 
  
  2nd +1 
  +0 
  +3 +0 Fast movement +10 ft., skirmish 
  (÷1d6, +1 AC), trackless step 
  3rd +2 
  +1 
  +3 +1 Battle fortitude +1, uncanny 
  dodge 
  4th +3 
  +1 
  +4 +1 Bonus feat 
  5th +3 
  +1 
  +4 +1 Evasion, skirmish (+2d6, +1 AC)
  6th +4 
  +2 
  +5 +2 Flawless stride 
  7th +5 
  +2 
  +5 +2 Skirmish (+2d6, +2 AC) 
  8th +6 
  +2 
  +6 +2 Camouflage, bonus feat 
  9th +6 
  +3 
  +6 +3 Skirmish (+3d6, +2 AC) 
  10th +7 
  +3 
  +7 +3 Blindsense 30 ft. 
  11th +8 
  +3 
  +7 +3 Battle 
  fortitude 
  +2, 
  fast 
  movement +20 ft., skirmish 
  (+3d6, +3 AC) 
  12th +9 
  +4 
  +8 +4 Bonus feat 
  13th +9 
  +4 
  +8 +4 Skirmish (+4d6, +3 AC) 
  14th +10 
  +4 
  +9 +4 Hide in plain sight 
  15th +11 
  +5 
  +9 +5 Skirmish (+4d6, +4 AC) 
  16th +12 
  +5 +10 +5 Bonus feat 
  17th +12 
  +5 +10 +5 Skirmish (+5d6, +4 AC) 
  18th +13 
  +6 +11 +6 Free movement 
  19th +14 
  +6 +11 +6 Skirmish (+5d6, +5 AC) 
  20th +15 
  +6 +12 +6 Battle fortitude +3, blindsight 30 
  ft., bonus feat 
   
  Skirmish (Ex): A scout relies on mobility to deal 
  extra damage and improve her defense. She deals an 
  extra 1d6 points of damage on all attacks she makes 
  during any round in which she moves at least 10 feet 
  away from where she was at the start of her turn. The 
  extra damage applies only to attacks made after the 
  scout has moved at least 10 feet. The skirmish ability 
  cannot be used while mounted. The extra damage 
  applies only to attacks taken during the scout’s turn. 
  This extra damage increases by 1d6 for every four 
  levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 
  13th, and 5d6 at 17th level). 
  The extra damage only applies against living 
  creatures that have a discernible anatomy. Undead, 
  constructs, oozes, plants, incorporeal creatures, and 
  creatures immune to extra damage from critical hits 
  are not vulnerable to this additional damage. The 
  scout must be able to see the target well enough to 
  pick out a vital spot and must be able to reach such a 
  spot. Scouts can apply this extra damage to ranged 
  attacks made while skirmishing, but only if the 
  target is within 30 feet. 
  At 3rd level, a scout gains a +1 competence bonus 
  to Armor Class during any round in which she 
  moves at least 10 feet. The bonus applies as soon as 
  the scout has moved 10 feet, and lasts until the start 
  of her next turn. This bonus improves by 1 for every 
  four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 
  at 15th, and +5 at 19th level). 
  A scout loses this ability when wearing medium or 
  heavy armor or when carrying a medium or heavy 
  load. If she gains the skirmish ability from another 
  class, the bonuses stack. 
  Trapfinding (Ex): A scout can use the Search skill 
  to locate traps with a DC higher than 20, and she can 
  use Disable Device to bypass a trap or disarm magic 
  traps. See the rogue class feature, page 50 of the 
  Player’s Handbook. 
  Battle Fortitude (Ex): At 2nd level, a scout gains a 
  ÷1 competence bonus on Fortitude saves and 
  initiative checks. This bonus increases to +2 at 11th 
  level and +3 at 20th level. A scout loses this bonus 
  when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
  Uncanny Dodge (Ex): Starting at 2nd level, a 
  scout cannot be caught flat-footed and reacts to 
  danger before her senses would normally allow her 
  to do so. See the barbarian class feature, page 26 of 
  the Player’s Handbook. 
  Fast Movement (Ex): Starting at 3rd level, a 
  scout’s gains a ÷10 foot enhancement bonus to her 
  base land speed. At 11th level, this bonus increases 
  to ÷20 feet. See the monk class feature, page 41 of the 
  Player’s Handbook. 
  A scout loses this benefit when wearing medium 
  or heavy armor or when carrying a medium or heavy 
  load. 
  Trackless Step (Ex): Beginning at 3rd level, a 
  scout cannot be tracked in natural surroundings. See 
  the druid class feature, page 36 of the Player’s 
  Handbook. 
  Bonus Feats: At 4th level and every four levels 
  thereafter (8th, 12th, 16th, and 20th level), a scout 
  gains a bonus feat, which must be selected from the 
  following list: Acrobatic, Agile, Alertness, Athletic, 
  Blind-Fight, Brachiation
  †, Combat Expertise, Danger 
  Sense
  †, Dodge, Endurance, Far Shot, Great Fortitude, 
  Hear the Unseen
  †, Improved Initiative, Improved 
  Swimming
  †, Iron Will, Lightning Reflexes, Mobility, 
  Point Blank Shot, Precise Shot, Quick Draw, Quick 
  Reconnoiter
  †, Rapid Reload, Shot on the Run, Skill 
  Focus, Spring Attack, Track. She must meet all the 
  perquisites for the feat. 
  †New feat described in Chapter 3 of Complete 
  Adventurer. 
  Evasion (Ex): Beginning at 5th level, a scout can 
  avoid damage from certain attacks with a successful 
  Reflex save. See the monk class feature, page 41 of 
  the Player’s Handbook. 
  Flawless Stride (Ex): Starting at 6th level, a scout 
  can move through any sort of terrain that slows 
  Of Gambits, Gauntlets, and Graves 
   
  Page 35 
  
  movement such as undergrowth, rubble, and similar 
  terrain) at her normal speed and without taking 
  damage or suffering any other impairment. 
  This ability does not let her move more quickly 
  rough terrain that requires a Climb or Swim check to 
  navigate, nor can she move more quickly through 
  terrain or undergrowth that has been magically 
  manipulated to impede motion. 
  A scout loses this benefit when wearing medium 
  or heavy armor or when carrying a medium or heavy 
  load. 
  Camouflage (Ex): Beginning at 8th level, a scout 
  can use the Hide skill in any sort of natural terrain. 
  See the ranger class feature, page 48 of the Player’s 
  Handbook. She loses this benefit when wearing 
  medium or heavy armor hen carrying a medium or 
  heavy load. 
  Blindsense (Ex): At 10th level, a scout gains the 
  Blindsense ability out to 30 feet. This ability 
  functions as described on page 306 of the Monster 
  Manual. 
  Hide in Plain Sight (Ex): Beginning at 14th level, 
  a scout can use the Hide skill in natural terrain even 
  while being observed. See the ranger class feature, 
  page 48 of the Player’s Handbook. A scout loses this 
  benefit when wearing medium or heavy armor or 
  when carrying a medium or heavy load. 
  Free Movement (Ex): At 18th level and higher, a 
  scout can slip out of bonds, grapples, and even the 
  effects of confining spells easily. This ability 
  duplicates the effect of a freedom of movement spell, 
  except that it is always active. A scout loses this 
  benefit when wearing medium or heavy armor or 
  when carrying a medium or heavy load. 
  Blindsight (Ex): A 20th-level scout gains the 
  blind-sight ability out to 30 feet. Her senses become 
  so acute that she can maneuver and fight flawlessly 
  even in total darkness. Invisibility, darkness, and 
  most kinds of concealment are irrelevant, though 
  the scout must have line of effect to a creature or 
  object to discern it. 
  ORDER OF THE BOW INITIATE 
  (Source: Complete Warrior, p. 68) 
  Hit Die: d8. 
   
  Requirements 
  To qualify to become an Order of the Bow initiate, a 
  character must fulfill all the following criteria. 
  Base Attack Bonus: +5. 
  Skills: Craft (bowmaking) 5 ranks, Knowledge 
  (religion) 2 ranks. 
  Feats: Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon 
  Focus 
  (longbow, 
  shortbow, 
  or 
  the 
  composite version of either). 
   
  Class Skills 
  The Order of the Bow initiate's class skills (and the 
  key ability for each skill) are Climb (Str), Craft (Int), 
  Knowledge (religion) (Int), Ride (Dex), Spot (Wis), 
  and Swim (Str). 
  Skill Points at Each Level: 2 + Int modifier. 
   
  Table 2-26: The Order of the Bow Initiate 
  Lvl BAB Fort Ref Will Special 
  1st 
  +1 
  +0 
  +2
  +2 Ranged precision +1d8 
  2nd 
  +2 
  +0 
  +3
  +3 Close combat shot 
  3rd 
  +3 
  +1 
  +3
  +3 Ranged precision +2d8 
  4th 
  +4 
  +1 
  +4
  +4 Greater Weapon Focus 
  5th 
  +5 
  +1 
  +4
  +4 Ranged precision +3d8 
  6th 
  +6 
  +2 
  +5
  +5 Sharp-Shooting 
  7th 
  +7 
  +2 
  +5
  +5 Ranged precision +4d8 
  8th 
  +8 
  +2 
  +6
  +6 – 
  9th 
  +9 
  +3 
  +6
  +6 Ranged precision +5d8 
  10th
  +10
  +3 
  +7
  +7 Extended precision 
   
  Class Features 
  All of the following are class features of the Order of 
  the Bow initiate prestige class. 
  Weapon and Armor Proficiency: Order of the 
  Bow initiates gain no proficiency with any weapon 
  or armor. 
  Ranged Precision (Ex): As a standard action, an 
  initiate may make a single precisely aimed attack 
  with a ranged weapon, dealing an extra 1d8 points of 
  damage if the attack hits. When making a ranged 
  precision attack, an initiate must be within 30 feet of 
  his target. An initiate's ranged precision attack only 
  works against living creatures with discernable 
  anatomies. Any creature that is immune to critical 
  hits (including undead, constructs, oozes, plants, and 
  incorporeal creatures) is not vulnerable to a ranged 
  precision attack, and any item or ability that protects 
  a creature from critical hits (such as armor with the 
  fortification special ability) also protects a creature 
  from the extra damage. 
  Unlike with a rogue's sneak attack, the initiate's 
  target does not have to be flat-footed or denied its 
  Dexterity bonus, but if it is, the initiate's extra 
  precision damage stacks with sneak attack damage. 
  Treat the initiate's ranged precision attack as a sneak 
  attack in all other ways. 
  The initiate's bonus to damage on ranged 
  precision attacks increases by +1d8 every two levels. 
  Of Gambits, Gauntlets, and Graves 
   
  Page 36 
  
  An initiate can only use this ability with a ranged 
  weapon for which he has taken the Weapon Focus 
  feat. 
  Close Combat Shot (Ex): At 2nd level, an initiate 
  can attack with a ranged weapon while in a 
  threatened square and not provoke an attack of 
  opportunity. 
  Greater Weapon Focus (Ex): At 4th level, an 
  Order of the Bow initiate gains the Greater Weapon 
  Focus feat with a single ranged weapon for which he 
  has taken the Weapon Focus feat even if he has not 
  attained 8th level as a fighter. 
  Sharp-Shooting: At 6th level, an initiate gains the 
  Sharp-Shooting feat (see below) even if he does not 
  meet the prerequisites. 
  Extended Precision (Su): A 10th-level Order of 
  the Bow initiate's senses and feel for "the shot" 
  become so attuned that he may make ranged 
  precision attacks (and sneak attacks, if he has the 
  ability) at a range of up to 60 feet. 
  Barachiel 
  Barachiel (bah-RAY-kee-ehl) rules Lunia, the bottom 
  layer of the great heavenly mountain, also known as 
  the Silver Heaven. He commands Celestia’s defenses 
  against incursion, though he rarely has much to do 
  in that capacity. In addition, he is the herald and 
  messenger of the archon paragons, even visiting the 
  Material Plane on occasion to deliver messages of the 
  utmost importance. He leads the trumpet archons 
  and is a patron of mortal heralds as well. 
  The Citadel of Stars is Barachiel’s home on the 
  shore of the Silver Sea. A towering fortress with 
  gleaming white marble walls, the Citadel entertains 
  an almost constant stream of trumpet archons 
  coming in and going out on their missions across the 
  planes. 
  (Source: Book of Exalted Deeds, p. 126) 
  Servant of the Heavens 
  You swear allegiance to one of the Tome Archons 
  who rule the Seven Heavens, and in exchange 
  gain power to act on their behalf. 
  Benefit: Once per day, while performing an act 
  of good, you may call upon your archon patron to 
  gain a +1 luck bonus on any one roll or check. 
  Special: Once you take this feat, you may not 
  take it again, nor can you take either the Knight of 
  Stars feat or the Favored of the Companions feat. 
  Your allegiance is only yours to give once. 
  (Source: Book of Exalted Deeds, p. 46) 
  Words of Creation 
  You have learned a few of the words that were 
  spoken to create the world. 
  Prerequisites: Int 15, Cha 15, base Will save 
  bonus +5. 
  Benefit: You can use the Words of Creation to 
  enhance bardic music, to help cast good spells and 
  create good magic items, and to enhance the 
  process of creation. 
  Normal: A nonevil creature that tries to utter 
  the Words of Creation without learning them 
  properly is affected as by a feeblemind spell, while 
  an evil creature is struck dead. Fortunately, it is 
  impossible to make someone speak the Words of 
  Creation 
  against 
  his 
  will, 
  because 
  their 
  pronunciation is so exacting. 
  (Source: Book of Exalted Deeds, p. 48) 
  Necropolis of Dread 
  A necropolis of dread is a dark and twisted grave site 
  that seems to draw all light into itself. Its lusterless 
  black walls and pale bones create a gloom-filled 
  impression of death and hopelessness. These rare 
  sites usually result from strong necromantic magic, 
  the creation of powerful undead, or massive 
  slaughter in the name of some evil power. Whatever 
  its location, the landscape within a necropolis of 
  dread is forever changed, and never again does the 
  area feel clean or wholesome to living creatures. 
  Lore: Characters can gain the following pieces of 
  information about a necropolis of dread by making 
  Knowledge (religion) checks at the appropriate DCs, 
  as given below. 
  DC 15: A necropolis of dread is a magical gravesite 
  full of unknowable terrors. 
  DC 20: A necropolis of dread grants some of its 
  fearsome power to any skilled necromancer who 
  manages to brave its horrors. 
  DC 25: A necromancer who masters the power of a 
  necropolis of dread casts fear-inducing magic with 
  greater facility. In addition, creatures that brave the 
  necropolis are more resistant to other fear-inducing 
  effects, even if they have no ability with necromancy 
  or fear-inducing magic. 
  Description: A necropolis of dread is as dark and 
  fearsome as its name implies. Its black walls seem to 
  absorb light, and even the brightest days take on a 
  dim and cheerless aspect within its confines. An 
  unearthly stillness pervades its grounds, and even 
  the slightest sound seems jarring amid the silence of 
  the dead. 
  When a spellcaster who has withstood the horrors 
  of the necropolis uses its power to enhance a fear-
  Of Gambits, Gauntlets, and Graves 
   
  Page 37 
  
  inducing spell, his body is wrapped in a shadowy 
  cloud that seems to pulse and writhe with power. 
  Prerequisite: Only a character with five or more 
  character levels can access the power contained 
  within a necropolis of dread. 
  Location Activation: The obelisk at the center of 
  a necropolis of dread sends a magical spear of fear 
  through each creature that approaches within 50 
  feet. The effect is identical to that of a fear spell (CL 
  7
  th, Will DC 18). Only a creature that spends a full-
  round action while within 50 feet of the obelisk 
  benefits from the site’s power. Activating the site in 
  this manner provokes attacks of opportunity. 
  Recharge: Once a necropolis of dread has 
  conferred its ability on a single spellcaster, it cannot 
  do so again for one year. 
  Special Ability (Su): Any qualified spellcaster 
  who draws forth the power of a necropolis of dread 
  gains a +4 bonus on saving throws against fear 
  effects. In addition, whenever he casts a spell with 
  the fear descriptor, or uses a spell-like or 
  supernatural ability that induces fear, the DC of the 
  required saving throw increases by 1. 
  Duration: The conferred ability lasts for one year. 
  Aura: Strong necromancy. 
  Ability Value: 3,000 gp. 
  (Source: Dungeon Master’s Guide II, p. 245) 
  Of Gambits, Gauntlets, and Graves 
   
  Page 38 
  
  Judge Aid One – Tunnel Map 
  Trap 5 is the additional trap that Rhaedrick is unaware of. The PCs do not have this trap listed on their handout. At APL 
  12 the crushing wall trap is in the 5-foot square that just narrows.  
   
   
   
  Trap 5 Close-up
  Of Gambits, Gauntlets, and Graves 
   
  Page 39 
  
  Judge Aid Two – Mausoleum 
   
   
  Ceiling height 10 ft above the floor. Staircases are solid stone. 
  Of Gambits, Gauntlets, and Graves 
   
  Page 40 
  
  Judge Aid Three – Cemetery 
   
   
  Of Gambits, Gauntlets, and Graves 
   
  Page 41 
  
  Player Handout One 
  Brave Heroes, 
   
  I’ve scripted up this map to bounty for you and in hopes that you will find treasure where X marks the proverbial spot. 
  I’ve taken the liberty of striking out those foot-stoppers we made spat about. At the first point you need pat your toes 
  five knocks to the left and jump the catch on the wall. Near the next stop, you’ll see a fish hook hanging from the 
  ceiling. Snag a good wick of candle on it and proceed to three. There you find a shallow step upon which you should 
  jump. Tarry not long, for a jump only gives a short space in which to pass. Finally, make your way to four where you find 
  a torch-holder in need of a light. Swap a fresh torch to the sconce and give it a flare. Good luck in your chase. I hope the 
  Laughing Rogue casts his die in your favor. 
  -R 
   
   
  Of Gambits, Gauntlets, and Graves 
   
  Page 42 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/596/Normal Scenarios/BDK6-02 - Of Gambits, Gauntlets, and Graves (APL 8-12)/BDK6-02 - Of Gambits, Gauntlets, and Graves.pdf