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. 
   
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  coincidental. © 2005 Wizards of the Coast, Inc. 
   
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  questions email rpgahq@wizards.com. 
  FUR7-07 
   
   
   
   
   
   
  Of Noble Spirit 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Furyondy Regional Adventure 
  Version 0.9 
   
  by Brian Gray and Andrew Nuxoll 
   
  Triad Reviewer: John du Bois 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Mike Combs, Pete Cooney, Doug “Doug” Miles, Adam Pont, Frank Pont, Nathan Sparks.  
   
   
  The Mage Council is sending you to the home of the eminent Thimme de Levine to interview him just a few days 
  before his gala Needfest party. Nobles, military officers and diplomats from around the country will be attending. You 
  are not invited. Part five of the Eight of Wands story arc. A one-round Furyondy Regional adventure set in the Barony of 
  Kalinstren for APLs 4-10. This mission is recommended for stealthy and/or skilled PCs, particularly those who are 
  members of the Twilight Hunters. Arcane spellcasters and members of the Furyondy Mage Council or one of the 
  church related meta-organizations are encouraged to play this scenario. PCs with loyalties to the Gold County or 
  Litlleberg may also gain from playing this adventure. 
   
   
  Resources for this adventure include FUR6-06 Invocation and Intrigue [Steven Bergen and Andrew Nuxoll], FUR6-07 
  Conjuring Trouble [Andrew Nuxoll], FUR7-01 A Tune of Transmutation [Shelley Stephen], The Furyondy Gazetteer [Roger 
  Bert, Allan Fawcett, Brian Hudson, John du Bois, Michelle Sharp] 
  
  FUR7-07 Of Noble Spirit 
   
  Page 1 
  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 then 
  reported back to the RPGA in a timely manner. The person who runs 
  the game is called the session Dungeon Master (or usually just DM). 
  Sometimes (and almost all the time in the cases of home events) the 
  senior gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 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 two (2) points. 
   
  To learn more about the LIVING GREYHAWK character creation 
  and development, RPGA event sanctioning, and DUNGEONS & 
  DRAGONS REWARDS, visit the RPGA website at www.rpga.com. 
   
  This adventure retires from RPGA-sanctioned play on December 
  31, 2008. 
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop reading now. The 
  rest of the information in this adventure is for the DM only. If you read 
  farther than this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure as part of an 
  RPGA-sanctioned event, reading beyond this point makes you ineligible 
  to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of the following 
  D&D rule 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. 
  Information on nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your convenience, Appendix 1 
  is split by APL. 
   
  Along with this adventure, you’ll find a RPGA session tracking 
  sheet. If you’re playing this adventure as part of an RPGA-sanctioned 
  event, complete and turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign Sourcebook for details 
  on APLs. If the APL of your group is an odd number, ask them before 
  the adventure begins whether they would like to play the higher or the 
  lower adjacent APL. 
   
  LIVING GREYHAWK adventures are designed for APL 2 and higher. 
  Four or five 1st-level characters may find the challenge of an APL 2 
  adventure difficult. Suggest the following to these groups to help 
  increase their chances of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help protect them and fight 
  for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard Regional adventure, set in Furyondy. Characters 
  native to that region pay 1 Time Unit per round; all other characters pay 
  2 Time Units per round. 
   
  More information about Lifestyle and Upkeep can be found in the 
  Living Greyhawk Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  The name of Thimme de Levine is well known among 
  practitioners of the arcane in the Kingdom of Furyondy. 
  As a high ranking Mage Council member, a protégé of 
  Karzalin (Furyondy's former Fire elementalist), a well 
  regarded military tactician, Dean of the School or 
  Warmages at the Furyondy War College, Court Wizard 
  for the Baroness of Kalinstren, and political savant, 
  Thimme's star was rising high and fast for several years. It 
  seemed certain he would be chosen for the Chamber of 
  Four when the next vacancy opened up. 
   
  Then Karzalin disappeared. Thimme's association 
  with the traitorous fire elementalist caused his fast rise in 
  Furyondy political too slow. While his tactical skill is 
  nearly unmatched, Thimme has been passed over for 
  promotion at the War College. When it became clear that 
  Karzalin would not return, Thimme was demoted to one 
  of several "equal" candidates for the vacant position on 
  the Chamber of Four.  
   
  Those who know him know that Thimme was 
  incensed by this final insult. His fury lasted for several 
  days and was followed by a long period of distraction and 
  depression. More recently, Thimme's old vigor and 
  confidence have returned as strong as ever, and Thimme 
  has begun the slow process of regaining his former 
  prestige. Thimme seems tireless in his pursuit of the 
  minions of Iuz who lurk within his country's borders and 
  urges other council members to follow his example. He 
  speaks fervently in Mage Council meetings. His mantra, 
  often spoken aloud and with utter determination, is to 
  "always do what's best for Furyondy." 
   
  With his star on the rise again, Thimme has taken a 
  bold political gamble. A month ago, captivating glamered 
  invitations were sent to every noble house in the country. 
  Each baron, count, knight, high priest, prominent 
  diplomat and even the king himself were invited to 
  Thimme de Levine's home in western Kalinstren for a 
  gala event including fine foods, a costume ball and the 
  best entertainment that Furyondy has to offer. For a 
  noble to accept such an invitation is to show great trust in 
  and respect for de Levine which would, in turn, raise his 
  political status tremendously. But if enough of the 
  invitations were rejected, Thimme's reputation might 
  never recover. 
   
  As Istus might have it, Thimme's gamble paid off, 
  and a firm majority of the noble houses have accepted his 
  invitation. Planning for the gala is nearly complete and 
  the guests should start arriving soon. 
   
  But all is not well on the de Levine estate. Recently, 
  an agent of the Twilight Hunters uncovered evidence 
  that fell deeds may be under way there. The Hunters take 
  even a hint of a threat seriously and, as a result, have 
  begun to covertly observe the property and its master as 
  best they can. 
   
  It is well that they are, for on two occasions known 
  agents of the Black Knight have been seen skulking 
  toward Thimme's manor house in the dead of night. In 
  
  FUR7-07 Of Noble Spirit 
   
  Page 2 
  both cases they came through the nearby woods and bore 
  strange glowing objects with great care.  
   
  What the Twilight Hunters don't know is that 
  minions of former crown prince are working right under 
  Thimme de Levine's nose to create a critical artifact for 
  the vampire Thrommel: an amulet of undead life 
  trapping capable of imprisoning incorporeal undead, 
  including ghosts. While wearing such an amulet, turning 
  attempts made against the vampire prince would affect 
  the ghosts in his amulet first and thus shield Thrommel 
  from the effect for a limited time. The inherent 
  rejuvenating ability of ghosts means that any ghosts 
  destroyed in this fashion would simply reappear in a few 
  days. Thus, Thrommel would have nearly impenetrable 
  resistance to those who channel positive energy. 
   
  The amulet is complete but there's a minor catch: the 
  amulet must be filled all at once and the ghosts it 
  captures must possess a living being. Clearly it behooves 
  Thrommel to fill the amulet with as many ghosts as 
  possible so…it's time to crash a party. And what better 
  party to crash than one with so many nobles in 
  attendance? 
   
  Thus, the unfinished amulet, along with several 
  ghost cages, has been smuggled beneath the manor home 
  of Thimme de Levine. Each cage contains dozens of 
  ghosts (including a friend that some PCs may have met in 
  FUR7-01 A Tune of Transmutation) in preparation for the 
  grand event. 
   
  The Black Knight's planning for the party has been 
  going smoothly with the exception of one small detail: 
  the Furyondy Mage Council will soon be sending a party 
  of adventurers to Thimme's house to interview him for 
  the Chamber of Four position. And what else will such 
  adventurers do? They will meddle, of course... 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are summoned by Telmus to perform 
  an interview for the Furyondy Mage Council. PCs who have 
  played previous adventures in the Eight of Wands story arc 
  should be familiar with this routine. Some PCs receive specific 
  instructions from their metaorganization.  
   
  Encounter One: The PCs meet with Telmus and he tells 
  them that the next candidate is none other than his former 
  master, Thimme de Levine. Thimme is preparing to host a large 
  costume ball and Telmus urges the PCs to be on their best 
  behavior. As if often the case, Telmus has a second mission for 
  the PCs. The Mage Council requests the PCs to inquire with 
  Thimme about a particular magical reagent, that Telmus recalls 
  being in Thimme’s possession. 
   
  Encounter Two: The PCs arrive at Thimme's manor 
  home. Thimme greets them and invites them on a hunting 
  expedition to acquire wild game for the banquet at the party. 
  Thimme also assigns them all personal, permanent unseen 
  servants that do their every bidding.  
   
  Encounter Three: The PCs travel into the woods with 
  Thimme on the hunt. The PCs have a chance to Spot two 
  humanoids lurking in woods. At least one member of the party 
  recognizes them as members of the Twilight Hunters. When 
  Thimme attacks them as poachers the PC(s) in question face a 
  moral dilemma. 
   
  Encounter Four: Deeper in the woods, Thimme and the 
  party are attacked by some particularly nasty monster(s). 
  Knowledge checks will provide a hint that the monster is not a 
  native.  
   
  Encounter Five: As a result of the failure of the hunt and 
  an apology for the party's "discomfort" in Encounter Four, 
  Thimme delays the interview and invites the party to attend his 
  costume ball.  
   
  Encounter Six: At multiple points during their visit the 
  PCs can snoop around Thimme's house and around the estate 
  grounds. This encounter provides a brief overview of the estate, 
  and if the PCs are fortunate, the night watchthings. 
   
  Encounter Seven: If the PCs are diligent and stealthy 
  they find one of two ways to reach a secret laboratory under 
  Thimme's manor house. Depending on how they got there they 
  may encounter some ghostly guardians. 
   
  Encounter Eight: Once the PCs bypass a magical trap on 
  the door to the lab, they find a bizarre apparatus: a ghost trap. 
  Here is their opportunity to free the ghosts and thwart the 
  nefarious plan of Thrommel himself. 
   
  Encounter Nine: If the PCs did not find the entrance to 
  the secret lab (probably because they made too much noise 
  fighting the guardians in Encounter Six) they are kept from 
  further snooping and must attend the costume ball (encounters 
  Nine, Ten and Eleven). In this encounter, the PCs receive three 
  visits while they wait for the costume ball to start. Security is 
  tight and the PCs are visited by Heironean clerics who give 
  them a once over. Then they receive a visit (and the loan of 
  some critical magic items) from a member of the Twilight 
  Hunters. Finally, two of the PCs receive written messages from 
  Furyondy nobility. 
   
  Encounter Ten: The PCs attend the costume ball. They 
  have the opportunity to guess the identity of and gain 
  information from various important NPCs. They also get the 
  opportunity to gain a little fame playing Thimme's party game. 
  A couple NPCs may approach the PCs seeking the same reagent 
  that the Mage Council has sent them for. A few nefarious 
  individuals are also crashing the party and may be unearthed by 
  the PCs. 
   
  As the night begins to wane, Thrommel's minions release a 
  horde of ghosts who covertly begin to possess the partygoers. 
  The PCs may also be possessed. 
   
  Encounter Eleven: Prince Thrommel (in costume) steps 
  onto the bandstand at the center of the ballroom and performs 
  the final ritual to activate his new necromantic necklace. This 
  ritual will entrap the ghosts that have been released upon the 
  ball. A few ghostly animals are released to cover his escape by 
  attacking those who resist (i.e., the PCs). The PCs must decide 
  between aiding partygoers and harrying the vampire prince. If 
  they choose the latter option, they may discover the purpose of 
  Thrommel's amulet. 
   
  Encounter Twelve: Once things settle down Thimme 
  contacts some of the PCs to offer then an invitation to ally with 
  him. Someone must accept this offer in order to receive the 
  magical reagent requested by Telmus in Encounter One. 
   
  Encounter Thirteen: Thimme allows the PCs their long-
  sought interview.  
  
  FUR7-07 Of Noble Spirit 
   
  Page 3 
  PREPARATION FOR PLAY 
  Due to the number of questions being asked as part of the 
  Preparation for Play, the questions have instead been condensed 
  into Player’s Handout 1. After the players have completed the 
  questionnaire, take note of the following: 
  • Many of the questions pertain to the PCs’ candidate score for 
  Encounter Twelve. Record the appropriate responses in the 
  table in Appendix Six.  
  • Any PCs who detect as evil or possess any items that detect as 
  evil should be made aware that both are criminal acts in 
  Furyondy and that serious legal and/or social consequences 
  may arise during the adventure. 
  • Members of the Twilight Hunters, Furyondy Mage Council 
  and church related metaorganizations will receive special 
  instructions. 
  • PCs that have played FUR6-06 and have Lielenna's 
  Foretelling on their adventure record will receive a vision 
  during this adventure if they received the Donjon, Vizier or 
  Void cards. 
  • PCs that have played FUR6-06 and have the Favor or Disfavor 
  of Thimme de Levine will have this affect Thimme's 
  evaluation of them in Encounter Ten. 
  • PCs that have played FUR7-01 and have the Favor or Disfavor 
  of Satiana will have this affect Thimme's evaluation of them 
  in Encounter Ten. 
   
  Other factors to note while preparing this adventure include: 
  • Encounter Eight is a roleplaying intensive encounter (the 
  costume ball). Be certain you are well prepared for this 
  encounter and have read Appendix 5 Party Attendees. 
  • Three different members of the party will have the 
  opportunity to perform a secondary mission during this 
  adventure: 
  • 
  At least one PC will be contacted by the Twilight 
  Hunters in the Introduction. By default, this is a 
  member of that organization. Otherwise, it will be a PC 
  whose personality is in line with that organization. If 
  necessary, wait until character introductions have been 
  done to initiate this contact. 
  • 
  A second PC will be contacted by Baroness Scheredenn 
  of Littleberg in Encounter Seven. Select the lawful PC 
  who is most arrogant. 
  • 
  A third PC will be contacted by Countess Kyaren 
  Rhavelle in Encounter Seven. Select a non-lawful 
  spellcaster (preferably arcane). 
  • At the conclusion of Encounter Eight, a different ghost will 
  attempt to possess each PC in the party. Resolve the outcome 
  of this attempt in advance. Some PCs may actually be 
  immune to possession (e.g., due to a permanent protection from 
  evil effect). Have all PCs who can be possessed make a DC 16 
  Will save. PCs who have played FUR7-01 A Tune of 
  Transmutation and have the Favor of Remard Plexarin receive 
  a -5 penalty on this save. If any of the PCs have played FUR7-
  01 and fail their save, then one of them will be possessed by 
  Remard himself. Determine who that PC is now. Remard will 
  prefer to possess PCs that have his favor. 
  • For your convenience, additional supplemental materials for 
  this scenario should be available on the Furyondy website 
  including: 
  • 
  A high-resolution, full color version of the encounter 
  maps.  
  • 
  Pre-filled initiative cards for all the creatures in this 
  scenario. 
  INTRODUCTION 
  This adventure begins when the PCs receive a summons 
  from the Furyondy Mage Council. The circumstances 
  leading to this invitation vary depending upon who the 
  PCs are and, in particular, what meta-organizations they 
  belong to. Use the following “hooks” to get the PCs 
  involved. If a PC is eligible for multiple hooks, they 
  receive handouts for all of them. 
  • PCs who have earned the favor of the Furyondy Mage 
  Council in a previous scenario in this story arc or are 
  members of the Furyondy Mage Council receive an 
  invitation directly from Telmus. Give these PCs 
  Player’s Handout #2. 
  • Members of most of the church-related meta-
  organizations receive a letter from their organization 
  about the candidate they are about to interview. 
  Members of the Church of St. Cuthbert, Church of 
  Heironeous, Church of Pelor, or Church of Mayaheine 
  receive Player’s Handout #3. Members of the Church 
  of Rao, Church of Trithereon or FAST-C receive 
  Player’s Handout #4. 
  • Members of the Twilight Hunters receive some 
  interesting information from their organization. Give 
  these PCs Player’s Handout #5. 
  • If none of the PCs at the table are members of the 
  Twilight Hunters, then one PC at the table receives a 
  communiqué from that organization. This is Player's 
  Handout #6. As judge you should select a PC whose 
  personality is most in line with that organization. 
  Qualities that most befit a contact for the Twilight 
  Hunters (in order of priority) are: 
  • 
  a non-lawful alignment  
  • 
  patriotism for Furyondy and/or her allies 
  • 
  good alignment 
  • 
  stealth skills 
   
  Note: At least one PC at the table must receive either 
  Player's Handout #5 or Player’s Handout #6. This 
  Twilight Hunters' contact plays an important role in 
  multiple encounters in this adventure. This PC also 
  receives a pair of deathstrike bracers along with the 
  message. These are particularly useful to rogues and 
  scouts (see Appendix 2: New Rules Items). 
   
  It is assumed that any PCs not entitled to the above 
  "hooks" have been invited by one of the other PCs at the 
  table who is responsible for the invited PC's behavior.  
   
  Before 
  beginning, 
  have 
  the 
  PCs 
  introduce 
  themselves to each other. The next encounter assumes 
  that they traveled together to Chendl (or met in the city). 
   
  Treasure: The Twilight Hunter contact receives a pair of 
  deathstrike bracers. (If there are more than two members of 
  the Twilight Hunters in the party, only the more senior 
  member receives the bracers.) At APL 4, the magic of the 
  bracers fails after one week (and thus are not counted in 
  the treasure though they can be used in the adventure). 
   
  APL 6-10: Loot – 0 gp, Coin – 0 gp, Magic – 416 gp; 
  deathstrike bracers (416 gp). 
  
  FUR7-07 Of Noble Spirit 
   
  Page 4 
  1: A MEETING WITH TELMUS 
  The adventure begins when Telmus gives the PCs their 
  new mission. Read the following introductory text: 
   
  As you negotiate the streets of Chendl below 
  overcast skies and through a dusting of new snow, 
  it's still evident that the city is already much 
  recovered from the horrific shield that once covered 
  the city in endless twilight. You can hear laughter 
  and see smiles on the faces of residents who share 
  the streets with you. 
   
  An hour ago, you met with Telmus, a young 
  wizard with the Furyondy Mage Council. Telmus is 
  sending you to western Kalinstren to interview the 
  eminent Thimme de Levine who, among other titles, 
  is the court wizard for the Baroness Kalinstren. 
   
  Telmus informed you that Thimme is hosting a 
  Needfest party for many of Furyondy's nobility. 
  Obviously riffraff like you are not invited and since 
  Needfest is only a few days away the Mage Council 
  has arranged to teleport you to his home tomorrow 
  morning at ten bells so you can complete your 
  interview and be away just before the more 
  important people arrive. "Please be on your very best 
  behavior with my former master." Telmus begged. 
  "I'm certain that nothing exciting will happen to 
  you on this mission." 
   
  DMs, feel free to ham this up. Telmus really is apologetic 
  about previous ‘unfortunate’ circumstances, but also 
  believes that the PCs are partly responsible for their own 
  misfortunes. 
   
  Naturally, you had several questions for the young 
  wizard. 
   
  Give the players an opportunity to retroactively ask any 
  questions they may have. Telmus' answers to the most 
  likely questions are as follows: 
   
  Interview? What? Why? 
  If the players haven't played any of the previous 
  adventures in the Eight of Wands story arc, this 
  introduction may be a bit abrupt and confusing. In brief, 
  the PCs have been selected to interview Thimme de 
  Levine as a candidate for the open position in Furyondy's 
  Chamber of Four. Consult Appendix 3 for details on the 
  PCs' involvement in the selection process. 
   
  Are there other parts to our mission? 
  If the PCs ask this question, proceed to the next read-
  aloud text below. 
  Tell us about Thimme de Levine. 
  “I have strict instructions to avoid biasing your opinion. 
  All I can tell you is that he is the court wizard of 
  Kalinstren, a dean at the War College and that I am his 
  former apprentice. He has been informed of your 
  impending arrival.” 
   
  Should we covertly investigate Thimme de Levine? 
  Telmus is unhappy about this question but resigned to it. 
  “Please make courtesy to Thimme your utmost priority. If 
  you should stumble upon evidence of wrongdoing the 
  Mage Council would appreciate being informed of it.” 
   
  What is this party that Thimme is hosting? 
  "I don't see how it's relevant and I know little more than 
  the rumors that already abound on the streets."  
   
  A DC 12 Sense Motive check indicates that Telmus 
  is disappointed that he was not invited. 
   
  Who are the other candidates? or How many 
  candidates are there? 
  “I’m not at liberty to give you that information and in any 
  case I don’t have that information to share.” 
   
  Are you a candidate? 
  Telmus laughs. “No I’m certain that I’m not.” 
   
  Can I apply for the position? 
  If the PC who asks is at least a 10th level arcane 
  spellcaster and a member of the Furyondy Mage Council 
  then Telmus gives the PC an appraising look. “You can 
  not apply for the position, of course. You can only be 
  selected. However, I admit your arcane skill is well 
  known and you may already be a candidate.” 
   
  PCs who do not meet the qualifications get a blank 
  look and the following response: “The Chamber of Four 
  is reserved for only the most skilled arcanists whose 
  loyalty is unimpeachable. I admire your ambition but I 
  think the council would find you are not quite ready for 
  such a post.” 
   
  What’s the pay? 
  “I can offer you a fixed sum now, but it will render you 
  ineligible for any future rewards the council would grant 
  you for a particularly successful mission. Is that your 
  wish?”  
   
  PCs who insist on negotiating their pay (or getting 
  paid) now receive their money up front instead of at the 
  end (see Treasure below) but are ineligible for the 
  Influence of the Furyondy Mage Council on their 
  adventure record. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 5 
  PCs with ranks in Knowledge (Local [Iuz’s Border 
  States]) know more about recent events involving 
  Thimme de Levine. The PCs can also use Gather 
  Information to acquire this knowledge. Provide 
  information from the Adventure Background using the 
  following DCs.  
  DC 8 
  Thimme is the court wizard of Kalinstren and 
  dean of the school of Warmages at the 
  Furyondy War College. 
  DC 12 
  Thimme is throwing a Needfest party in a few 
  days. Many nobles will be in attendance. Some 
  others will not. The socialites of Chendl are 
  quietly abuzz with rumor about the details.  
  DC 15 
  Thimme has fallen out of favor of late with 
  some of the nobility. Worse yet, his 
  relationship with Satiana also ended recently. 
  DC 17 
  The reason for Thimme's loss of favor is that 
  he was Karzalin's protégé. When Karzalin 
  disappeared under suspicious circumstances 
  and later declared a traitor to the crown, 
  suspicion fell upon Thimme as well. 
  DC 21 
  Perhaps the greatest disappointment for 
  Thimme 
  that 
  stemmed 
  from 
  Karzalin's 
  disappearance was his being passed over for 
  promotion at the War College. 
  DC 24 
  Up until Karzalin's disappearance, Thimme 
  was the leading candidate for the next vacancy 
  in the Chamber of Four. Now, he's one of 
  many candidates and not necessarily a leading 
  candidate.  
  DC 27 
  Rumor has it that Satiana has been removed 
  from consideration for the Chamber position 
  and that Thimme was particularly happy to 
  learn this. 
  DC 29 
  Upon hearing that he was to be one of several 
  candidates for the open position on the 
  Chamber of Four, Thimme was visibly angry 
  and disappeared for several weeks. 
   
  Once the questions have ceased, read the following: 
  As you were preparing to leave, Telmus spoke in a 
  lowered voice. “There is a secondary part to your 
  mission. The Mage Council is looking to acquire an 
  exceptionally rare and valuable reagent known as 
  Sanguineous Celestius. We need this reagent most 
  urgently. I know from my studies with Thimme de 
  Levine that he possessed a quantity of this liquid. 
  While you are there, please try to convince Thimme 
  to donate it for the good of the council. I have no 
  doubt he will be rewarded for his generosity." 
   
  A DC 22 Knowledge (arcana) or DC 27 Knowledge (the 
  planes) check is sufficient to identify Sanguineous 
  Celestius as the freely given blood of an astral deva that 
  has been treated to prevent coagulation. It is a dark 
  purple red in color shot through with veins of silver and 
  possesses a dim white radiance. The liquid is almost 
  never found in quantities that exceed half an ounce. It is 
  often used in transmutation spells, particularly those that 
  grant additional vim or strength to the recipient. 
  The PCs can ask more questions at this point: 
  What is this reagent? 
  “It is the freely given blood of an astral deva. It is rarely 
  found on the material plane." 
   
  Why do you need this reagent? 
  "I've not been told though I do know that it is essential 
  for some powerful spells that grant long-lasting vigor or 
  prowess in battle." 
   
  How much is this reagent worth? 
  "The quantity possessed by Thimme would fetch a king's 
  ransom on the open market. To sell it in such a way, 
  however, would likely draw the attention and ire of its 
  original donor." 
   
  What do we do if Thimme doesn't want to give it up? 
  "That is his decision. It's a rare item and I would 
  understand his reluctance. Please feel free to apply 
  whatever diplomacy skills you have to convince him.” 
   
  How will Thimme know we're not just trying to 
  steal it from him? 
  "I'll prepare a letter with an official Mage Council seal as 
  well as my own personal seal that contains an official 
  request." 
   
  Here are some things that Telmus knows but does not 
  share with the PCs short of a successful Intimidate check 
  (opposed by Telmus' Sense Motive): 
  • Telmus is familiar with Thimme's recent political 
  troubles (see the Adventure Background) and the 
  reason for the Needfest party. 
  • The candidates who have been examined to date are 
  Afronidious of the Gold County, Satiana of the Duchy 
  of the Reach, Ereland Manneth of Crystalreach and 
  Adar ibn Vahim.  
  • Most council members are convinced that Afronidious 
  is out of the running. Rumor has it that Satiana and 
  Ereland Manneth have also been removed from 
  consideration. The remaining candidate (Adar) is a 
  subject of heated debate within the privacy of council 
  chambers. 
  • Telmus suspects, but does not know the reason that the 
  Mage Council is seeking Sanguineous Celestius. If the 
  PCs wrest this information from him contact the 
  Furyondy Triad for details. Barring truly exceptional 
  circumstances (e.g. no Diplomacy or Intimidate check 
  would qualify), the only way to obtain such 
  information would be to magically coerce or influence 
  Telmus in some way, which is a criminal act in 
  Furyondy. If the PC succeeds in doing so, note such in 
  the Play Notes of his or her AR. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 6 
  At the conclusion of this encounter, any PC who played 
  FUR6-06 Invocation and Intrigue, received Lielenna's 
  foretelling, and drew the Vizier card receives a vision. 
  Pull that player aside and read the following: 
   
  As you walk the wintry streets pondering the details 
  of your mission, a thin sheet of snow slides from the 
  slanted roof above and spills a cloud of snowflakes 
  into the air before you. The flakes shift and dance 
  and form the face of Lielenna, the fortuneteller you 
  met in the Felldrake Inn over a year ago. Her voice 
  rings in your ears: "I see a creature of no small 
  power. What would he risk for still more power? Be 
  certain of your motives but be doubly certain of the 
  motives of others." 
   
  The flakes shift again and you see an image of 
  the interior of a room that is filled with large blocks 
  of ice. One block has been moved aside revealing a 
  trap door.  
   
  The image persists for only a moment before 
  your vision clears and the snowflakes disperse. 
   
  Treasure 
  The PCs are paid APL x 50gp after they have completed 
  the mission as long as they successfully interview 
  Thimme and provide Telmus with their opinion of the 
  candidate. 
   
  APL 4: Loot – 0 gp, Coin – 33 gp, Magic – 0 gp. 
   
  APL 6: Loot – 0 gp, Coin – 50 gp, Magic – 0 gp. 
   
  APL 8: Loot – 0 gp, Coin – 67 gp, Magic – 0 gp. 
   
  APL 10: Loot – 0 gp, Coin – 83 gp, Magic – 0 gp. 
   
  DEVELOPMENT 
  Allow the PCs to prepare for their journey provided they 
  present themselves at the Mage Council headquarters at 
  ten bells the next day. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 7 
  2: A WARM WELCOME 
  Here the PCs arrive at Thimme’s estate and initially are 
  treated distantly, but once their names are received and 
  their objective clarified, Thimme de Levine comes out 
  himself and treats with the party very cordially. Then the 
  PCs are escorted to their rooms (not in the manor house) 
  and offered further instructions as well as several 
  welcome gifts. 
   
  PART I: ARRIVAL 
  The teleport spell has dropped you on a broad lawn 
  of bright green grass that still peeks up through the 
  light snow cover. Imbedded every hundred feet is a 
  large stone bearing the de Levine crest—yes, you’re 
  in the right place. To the west you see a manor house 
  in the distance. It appears that being a baronial 
  Court Mage has its privileges. 
   
  Assuming the PCs decide to approach the manor house: 
   
  Finally, you near the main estate buildings and see a 
  coach house already filling with the carriages of 
  nobles. A bewigged, liveried servant who wears a 
  horrified look approaches you. You can just make 
  out that he is muttering to himself… “Personal 
  servitors were instructed to use the side road! I 
  cannot believe that one of our guests neglected that 
  instruction. Unless… oh, my, these are guests?” His 
  demeanor quickly changes, to frosty courtesy. 
   
  “Good day, and welcome to the de Levine estate. 
  May I enquire of your names?” 
   
  Allow the PCs to introduce themselves, and deal with the 
  majordomo as they see fit. However, abusive treatment of 
  the living servants of the estate will not garner favor with 
  Thimme (see Encounter Ten). 
   
  PART II: THE MASTER OF THE HOUSE 
  The servant leads you into the manor house to a 
  small, unobtrusive room, with fine furniture that 
  would not be out of place in the grandest houses of 
  Chendl. 
   
  Ten minutes later, you hear a stirring baritone 
  voice just outside the door upbraiding the servant 
  who brought you here. The unfortunate man opens 
  the door and scrapes low to introduce the master of 
  the house. Thimme de Levine is a tall man with 
  short dark hair and brilliant green eyes. He steps 
  forward and smiles at you very warmly. “Please 
  forgive the confusion, my good people, for the very 
  house is abuzz in preparation for celebration. 
  Details can slip. If the message was correct, Telmus 
  sent you here to interview me for the Chamber, yes?” 
   
  The PCs may take this opportunity to explain their 
  presence and introduce themselves, although Thimme 
  will ‘guess’ each character’s name before they say it; he 
  gives the appearance of attention to detail, that his 
  majordomo informed him of everything. During this 
  interaction, Thimme dismisses the servant, and leads the 
  PCs to a larger, more luxurious room, where there is a 
  side table with bottled liquors. Thimme will offer 
  refreshments that he pours for his guests with his own 
  hands. 
   
  “Excellent! However, I must profoundly apologize; I 
  simply do not have the time today to treat with you. 
  Nor tomorrow, for that matter. This ball, you 
  understand, I must attend to my staff and to my 
  noble guests. I beg you, accept my hospitality, and 
  stay in my humble home until we can attend to our 
  business." 
   
  Thimme smiles at the joke of his ‘humble home’ but he 
  does, indeed, seem very put-upon.  
   
  If the PCs protest, the only answer they receive is 
  that Thimme cannot possibly give his full attention to 
  their questions, his schedule is simply too busy, and he 
  will have too many concerns to attend to. If the PCs still 
  persist, Thimme relents and conducts the interview on 
  the spot (proceed to Encounter Ten) and then asks the 
  party to leave his home immediately. The adventure is 
  over at that point.  
   
  While Thimme will not entertain any questions 
  pertaining to the interview, if asked about the 
  Sanguineous Celestius, Thimme will admit to having a 
  quantity on site, but that negotiations to obtain it will 
  also have to be delayed. 
   
  Assuming the PCs agree to stay and delay the 
  interview, Thimme asks them a second favor: 
   
  “Speaking of guests and entertainment, I learned 
  this morning that a few of my early arrivals are 
  grievously delayed until tomorrow. I find myself in 
  need of hearty souls to fill out a hunting party that 
  was to provide for the banquet. Would you be 
  willing to join me this afternoon on the hunt?” 
   
  If the PCs refuse the hunt, Thimme responds with 
  surprise and urges them to change their minds. A Sense 
  Motive check opposed by Thimme's Bluff (+5) indicates 
  that he wants the PCs to attend rather more badly than 
  he lets on. If accused of this, however, Thimme denies it 
  and ceases his urging. 
   
  The PCs may ask who the no-shows were. Thimme 
  identifies them as the flighty Lady Jilliana Azkagar, Sir 
  Frehicald Azkagar who are escorting their rather 
  unpleasant daughter Lystrilla Mantrell. (PCs who are a 
  "Beau of Lystrilla" as a result of playing FUR5-02 Herb 
  Hunting – or married to her following a recent Furyondy 
  interactive - may not be pleased at the minor insult. If so, 
  Thimme 
  apologies 
  immediately 
  and 
  recants 
  his 
  statement.) 
   
  Assuming the PCs agree to the hunt, Thimme offers 
  to loan them ‘sporting’ hunting equipment and clothing, 
  such as spears (long- and short-), crossbows, and leather 
  armor.  
  
  FUR7-07 Of Noble Spirit 
   
  Page 8 
   
  Regardless of whether the PCs accept Thimme’s 
  request that they join him on the hunt he says: 
   
  “Simply splendid! Now, I must away again, but first, 
  let me give you a token of real hospitality!” Thimme 
  takes a gold-foiled box from the mantle of a fireplace 
  and takes a handful of exquisite pins from the cache 
  inside. 
   
  “Please, wear these on your person. I like to treat 
  my guests well, and while you wear these pins, you 
  will be protected from the house wards and also 
  gain the benefit of an unseen servant attending you 
  at all times! If you need something, simply address 
  the air around you!”  
   
  A DC 5 Appraise check indicates that, from their weight, 
  the pins are solid gold, with jewel-toned enamels filling 
  in the de Levine heraldic crest. A DC 15 Appraise check 
  values the pins at over 500gp each. 
   
  If asked for details about the "house wards" Thimme 
  demurs by stating he'd rather not share the details of the 
  security in and around his home.  
   
  PART III: GROUND RULES AND MORE GIFTS 
  Once Thimme has left, the much-chastened majordomo 
  returns and shows the PCs to their rooms. The PCs are 
  led back out of the building to the coach house, east of 
  the main building, and are bunked together in a large 
  room on the second floor. There the PCs are informed of 
  the rules of the house by the majordomo: 
  • They are expected to show respect to the guests and 
  personal possessions of Thimme de Levine. 
  • The PCs may wander the grounds and selected rooms 
  in the manor house (as permitted by their pins) during 
  daylight hours. 
  • They must wear their pins at all times to avoid 
  triggering magical wards and also so they can be 
  identified by the staff. 
  • The PCs should respect requests made by the staff (e.g., 
  "Please don't track mud onto the carpet.") unless they 
  have good reason not to. 
  • Failure to follow these rules results in expulsion from 
  the estate. 
   
  The PCs are offered light refreshment and changes of 
  clothing to ‘sporting garb’ (if the PCs agreed to participate 
  in the hunt). The majordomo also presents them with a 
  gift basket which contains various fine foods, exotic soaps 
  and perfumes, and even a few magical items designed to 
  increase their comfort or provide amusement. The magic 
  items in the gift basket vary by APL (see Treasure) below. 
  The gift basket contains instructions on how to use all 
  the magic items. 
   
  The hunt begins in four hours so the PCs have time 
  to relax or even snoop around. (Jump to Encounter Six if 
  they choose to snoop.) 
   
  Paranoid characters may regard the pins with 
  suspicion. A detect magic spell indicates that the pins 
  radiate faint conjuration and divination magic. An identify 
  spell reveals that the pins have these properties: 
  • They create a permanent unseen servant when within 
  10 miles of a central control device. Outside that radius 
  they can only create an unseen servant for 1 hour per 
  day. 
  • The pins provide or deny access to various areas of the 
  manor (much like a modern day security badge).  
  • The pin could also easily be used to activate or 
  deactivate magical traps and guardians. It's clear that 
  different pins could allow access to different areas. 
  • The central control device can be used to scry upon the 
  owner of the pin without the target receiving a saving 
  throw 
   
  DEVELOPMENT 
  If the PCs decide to use their four hours to snoop about 
  Thimme's grounds and mansion, skip temporarily to 
  Encounter Six for the duration. Once four hours of in-
  game time have passed, return to Encounter Three to 
  begin the hunt if the PCs have agreed to participate. 
  Otherwise, proceed to Encounter Seven. 
   
  Treasure 
  The PCs have each received a magical "pin de Levine" 
  from Thimme. They also find several magic items in their 
  gift basket: 
   
  APL 4: Loot 0 GP; Coin 0 gp; Magic 644 gp; pin de 
  Levine x6 (360 gp), blessed bandage (1 gp), skill shard (Bluff) (4 
  gp), greater skill shard (Knowledge (Local [Iuz’s Border States])) 
  (25 gp), daylight pellets x4 (50 gp), talisman of the disk (25 gp), 
  everlasting rations (29 gp), electric eel elixir (33 gp), wink brooch 
  (50 gp), porcupine elixir (66 gp); Total 644 gp 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 465 gp; pin de 
  Levine x6 (360 gp), blessed bandage (1 gp), skill shard (Bluff) (4 
  gp), greater skill shard (Knowledge (Local [Iuz’s Border States])) 
  (25 gp), daylight pellets x4 (50 gp), talisman of the disk (25 gp); 
  Total 465 gp 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 992 gp; pin de 
  Levine x6 (360 gp), blessed bandage (1 gp), skill shard (Bluff) (4 
  gp), greater skill shard (Knowledge (Local [Iuz’s Border States])) 
  (25 gp), daylight pellets x4 (50 gp), talisman of the disk (25 gp), 
  everlasting rations (29 gp), electric eel elixir (33 gp), wink brooch 
  (50 gp), porcupine elixir (66 gp), elixir of reckoning (68gp), beetle 
  elixir (112 gp), vial of icy sheets (166 gp); Total 992 gp 
   
  APL 10: Loot 0 gp, Coin 0 gp; Magic 1013 gp; pin de 
  Levine x6 (360 gp), blessed bandage (1 gp), greater skill shard 
  (Bluff) (25 gp), greater skill shard (Knowledge (Local [Iuz’s 
  Border States])) (25 gp), daylight pellets x4 (50 gp), talisman of 
  the disk (25 gp), everlasting rations (29 gp), electric eel elixir (33 
  gp), wink brooch (50 gp), porcupine elixir (66 gp), elixir of 
  reckoning (68gp), beetle elixir (112 gp), vial of icy sheets (166 
  gp); Total 1013 gp 
  
  FUR7-07 Of Noble Spirit 
   
  Page 9 
  3: POACHERS 
  The PCs join Thimme on the hunt to help provide for the 
  banquet that evening, and briefly meet a few of the lesser 
  noble guests. On the way deep into the woods, the PCs 
  encounter a pair of “poachers”, really Twilight Hunters 
  tasked to keep an eye on Thimme. However, Thimme is 
  not interested in hearing the “poachers'” story, and moves 
  to eliminate the threat to his estate. It's up to the PCs to 
  stop him if they wish to save the lives of the Twilight 
  Hunters. 
   
  The sound of a hunting horn calls you out to the 
  front of the manor house where a dozen other 
  guests have gathered around Thimme de Levine. 
   
  “Welcome, friends, colleagues, and honored 
  guests! The time has come for the morning’s fun, as 
  well as tomorrow night’s dinner!” Thimme laughs 
  broadly and a few of the portlier attendees join him. 
   
  “I’m splitting you into groups of (four, five or six) 
  and that leaves me with four groups! Please, make it 
  sporting; I’d rather not have the food cooked before 
  it makes it to my kitchen!” Thimme separates the 
  groups and you all mount and follow Thimme’s lead 
  to the east. 
   
  As the PCs ride, they may mingle and chat, briefly, with a 
  few of the other early guests. A DC 15 Sense Motive 
  check indicates that these people are only politely 
  interested in conversation, but are more interested in 
  looking important and in promoting themselves. 
  Thimme will rotate through the four hunting parties, 
  engaging them in light conversation and banter to keep 
  spirits up, and bragging about his own catches in these 
  woods in the past. He will not stay long enough for PCs 
  to ask interview-like questions of him, and if they begin, 
  he admonishes them not to be rude. If the PCs ask about 
  the Sanguineous Celestius, Thimme shushes them and 
  cautions them to talk privately with him, later. 
   
  After ten minutes of brisk riding, the parties reach 
  the edge of the woods, and Thimme sends each party off 
  on a different path, and it is clear he knows the woods 
  well. He joins the PCs for a few minutes to guide them 
  into the woods and talk about the sorts of game they may 
  see within (deer, elk, bear, dire boar, etc.). This first 
  section of the woods consists of wide spaced older trees 
  and only a light dusting of snow, so mounted characters 
  may yet ride without too much difficulty and characters 
  on foot move without impediment. 
   
  At this point, the PCs stumble upon two low-level 
  Twilight Hunters who were given the job of observing 
  Thimme’s party. They are attempting to Hide but are 
  doing a poor job of it because they were surprised at the 
  group’s approach. This was the closest hiding space they 
  had. Give the PCs roll a Spot check opposed by the spies' 
  Hide skill (+5 modifier after a -4 penalty for surprise) to 
  catch sight of them. 
   
  The Twilight Hunters are dressed in gray clothes. 
  Each man wears a large, red owl feather in his cap; and 
  that ornament may be what has given him away. Any PC 
  given the note from the Twilight Hunters should 
  remember that the red feather is a sign identifying other 
  agents (DC 10 Intelligence check for the character to 
  remember if the player doesn’t). 
   
  Any PC who makes the Spot check has a round to act 
  before Thimme notices. If informed of the two men, or 
  when he spots them himself automatically in the next 
  round, Thimme reacts angrily: 
   
  “Poachers! Vermin!” Thimme flings a bolt of energy 
  at the two men, but his anger must have ruined his 
  aim. The two poachers dodge nimbly, and begin to 
  run away from you unharmed. 
   
  “Scoundrels!” he shouts after them. Then he 
  turns to you. "Lend me your aid, good sirs (and 
  madams). As the rightful lord of these lands it is my 
  duty to dispose of these poachers." 
   
  A DC 15 Knowledge (local) check confirms the truth of 
  Thimme's statement about Furyondy law. A DC 18 
  Spellcraft check identifies Thimme's spell as a lightning 
  bolt. The PCs may act as they wish, but Thimme is 
  expecting them to help him kill the poachers.  
   
  PCs may attempt to dissuade Thimme from this 
  attack. (PCs who are good-aligned, members of the 
  Twilight Hunters, or whom the Twilight Hunters 
  contacted at the beginning of the mod should be 
  particularly motivated to do so!) Dissuading Thimme 
  requires a rushed Diplomacy check (i.e., with a -10 
  penalty). A DC 10 check is sufficient to get Thimme to 
  relent but he quietly transfers his anger to the PC(s) who 
  asked him to relent. (This has an impact on his actions in 
  Encounter Twelve). A DC 25 check dissuades Thimme 
  without gaining his ire in return. 
   
  If either of the Twilight Hunters is captured or 
  killed, all the PCs lose any reward offered by that 
  metaorganization on their adventure record. 
   
  If the Twilight Hunters are captured a successful 
  Intimidate check (see PHB p.76) gets them to admit their 
  affiliation and mission. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 10 
  CREATURES 
  Two Twilight Hunters attempting to flee. 
   
  ALL APLs (EL 0) 
  Thimme de Levine: male human wizard 12. 
  Twilight Hunters (2): hp 12, Appendix 1. 
   
  Tactics 
  The two “poachers” know they are out-classed and that 
  their cover is blown. They simply try to flee and under no 
  circumstances will turn to stand and fight. Their tracks 
  are clear on the snowy ground. 
   
  For story purposes, Thimme automatically rolls a "1" 
  on his initiative for this encounter. He uses magic missile 
  for all his subsequent attacks. He is able to cast this spell 
  twice before the poachers are out of sight. Given his 
  targets' low hit points, this is probably sufficient to drop 
  them if not outright kill them. 
   
  DEVELOPMENT 
  If the Twilight Hunters are allowed to escape, Thimme 
  appears to get over his anger quickly and the hunt 
  proceeds. If the Twilight Hunters are captured, Thimme 
  teleports back to the manor with them (promising to 
  return shortly via the same means). If they are killed, 
  Thimme notes their location and leaves them for later 
  cleanup by servants. 
   
  Regardless of the outcome, the hunt continues. 
  Proceed to Encounter Four. 
   
  Treasure 
  None. While the "poachers" can be looted if captured or 
  killed, the value of their equipment is negligible. Looting 
  the poachers prevents the PCs from gaining any favors 
  from the Twilight Hunters on their adventure record. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 11 
  4: FROM PREDATOR TO PREY 
  The hunt continues and Thimme cheerily resumes tales 
  of the hunt, and leads the PCs to a favorite hunting 
  ground. There, savage plant creatures surprise the group 
  and attack. Thimme uses a contingent shadow well upon 
  himself in order to elude the danger for over a minute. 
   
  Now that the issue with the poachers is resolved, 
  Thimme's manner returns to friendly. He continues to 
  engage the party in light-hearted chatter, mixed with 
  comments about what he loves best about these woods in 
  the winter, and so on. Also, he describes that he is leading 
  the party to a particularly well-stocked area of the woods, 
  as Thimme fully expects the more noble hunters to fail in 
  actually bagging any food at all. Again, if the PCs begin to 
  ask interview questions, Thimme chides them for their 
  impatience, and strongly suggests they enjoy the hunt. 
   
  Have the PCs roll to see the mobile Creatures in a 
  clearing just to the party’s right: a DC 20 Spot check for 
  the fang golems at APL 4 and 6, DC 31 for the lesser 
  battlebriar(s) at APLs 8 and 10, or DC 20 Spot to see the 
  greenvise to the right at APL 10. Those who succeed may 
  act in the surprise round. No matter who starts the 
  combat, Thimme’s contingency-linked shadow well pulls 
  him away from combat and into the Plane of Shadow if 
  he is in danger of taking damage from a non-animal 
  source (DC 26 Spellcraft check to recognize the 
  contingency, DC 24 Spellcraft check to recognize the 
  shadow well). Thimme is surprised by the creatures and 
  reacts honestly (also known as the “What are tho-“*pop* 
  response). 
   
  CREATURES 
  These creatures have been tasked by Sir Tarik Einar to 
  assault the party, and are expecting the PCs. As the 
  creatures have been warned, they are actively about for 
  the party’s approach, and unless the party takes extreme 
  measures to ensure stealth, the creatures are not 
  surprised. 
   
  APL 4 (EL 7) 
  Fang Golem: hp 74, Appendix 1 
   
  APL 6 (EL 8) 
  Fang Golems (2): hp 74, Appendix 1 
   
  APL 8 (EL 11) 
  Fang Golems (2): hp 74, Appendix 1 
  Lesser Battlebriar: hp 126, Appendix 1 
   
  APL 10 (EL 13) 
  Lesser Battlebriars (2): hp 126, Appendix 1 
  Greenvise: hp 102, Appendix 1 
   
  Note: The EL of this encounter has been increased by 
  one to account for the unusually tough critters and an 
  ambush situation. 
   
  Tactics 
  At APLs 4 and 6, the fang golems start 100 feet away. In 
  the first round, they advance and loose their spikes from 
  their maximum range (80’). The fang golems will 
  continue to lob spikes (5x maximum, each) until PCs 
  close to melee range. The golems continue to maneuver 
  in an attempt to keep as many of the combatants within 
  20’, so that the death throes hit as many targets as 
  possible. 
   
  At APL 8, the fang golems behave as above. The 
  lesser battlebriar closes to 60’ in the first round to fire its 
  thorn volley (10’ radius burst), and continues to fire each 
  round, moving back as necessary, until PCs force it into 
  melee. Once a PC comes within 20 feet, the battlebriar 
  charges to Trample. If the Trample succeeds, then the 
  battlebriar tries to slam, followed by an Improved Grab 
  (+26 grapple check, free action), and then to Impale (+26 
  grapple check, free action) the hapless PC. Impaled PCs 
  can try to break free with an opposed grapple check vs. 
  the battlebriar (+6 grapple check) on the PCs turn. 
   
  At APL 10, the greenvise starts the combat 40’ from 
  the party, on the opposite side of the party from the 
  battlebriars. In the first round, the greenvise uses its 
  death fog ability, and then moves toward the party at 5-
  feet-per-round movement. If the death fog is dispersed, 
  the greenvise uses its second death fog for the day, and 
  continues advancing upon the party. Thanks to its 
  tremorsense, the greenvise advances unerringly upon the 
  party until it reaches melee range, and then attacks 
  viciously. The first four PCs that succumb to the 
  Improved Grab and the Swallow Whole attacks fill the 
  greenvise’s gullet. The lesser battlebriars behave exactly 
  as at APL 8, except that without targets, they ready 
  actions to fire upon the first opponent that appears 
  outside of the death fog. 
   
  In all cases, if all living PCs flee more than 200 feet 
  away from the creatures, the fight concludes. 
   
  DEVELOPMENT 
  Thimme’s shadow well has sucked him out of the fight for 
  over 12 rounds. (Thimme had a heroes’ feast for breakfast, 
  which renders him immune to the fear caused by the 
  shadow well.) While in the shadow well, Thimme has 
  readied a dimension door spell to rapidly move if he re-
  emerges in a dangerous location (such as if he comes 
  back within the area of the greenvise’s death fog). 
  Whether or not he needs to move, Thimme has also 
  pulled out a signal whistle, which he immediately blows 
  as a free action. This summons guards from the estate. 
   
  The guards appear ten minutes after the fight 
  concludes, having ridden as fast as possible to the party. 
  As they enter the woods, one of the guards blows a 
  hunting bugle to signal the end of the hunt and to collect 
  the other hunters. 
   
  If the PCs handled the creatures well, or at least well 
  enough, Thimme’s disposition towards the party 
  noticeably improves. If the PCs were badly injured or 
  fled from the fight, Thimme hides his disappointment, 
  but offers healing magics just the same. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 12 
  5: AN APOLOGY AND AN INVITATION 
  To make up for the ambush, Thimme invites PCs to 
  attend the costume ball tomorrow evening, but still 
  cannot engage in the interview, as he must now secure 
  food for the estate as the hunt has failed. The PCs learn 
  the rules of the ball, but are otherwise left to their own 
  devices. 
   
  His guards having bound your wounds and helped 
  you to mount, a shaken Thimme leads the hunt back 
  to the manor. The whole group is somber and 
  watchful, for those strange creatures may have come 
  from the nearby Vesve, and more may yet lurk. 
   
  Thimme speaks to you quietly: “My apologies 
  for my bolt-hole, but that contingency was intended 
  for drunken nobles, not strange creatures. Let me 
  make this up to you, by inviting you to tomorrow 
  evening’s 
  masquerade. 
  Other 
  considerations 
  prevent me from inviting you to the feast, but it is 
  the least I can do.” 
   
  Thimme looks expectant and awaits the party’s response, 
  but he figures that his wealth has impressed them 
  sufficiently that they’ll accept. It is also a calculated move, 
  to make the nobles realize that Thimme counts coup and 
  pays back favors done to him. He is certain that word 
  spreads of this abrupt invite, his rudeness, in inviting 
  mere adventurers to a noble party, and earns him respect 
  from the right quarters. 
   
  Assuming the PCs accept or at least promise to think 
  about it, he continues. 
   
  “Good, good. I’ll make the arrangements.” This 
  provokes grumbles from some of the stuffier nobles 
  riding with you, but someone mutters, “Could’ve 
  been you, fatso.” and the grumbling stops. It appears 
  you have earned their grudging respect. 
   
  PCs are now welcome to attend the costume ball on the 
  next night. Thimme waves off any attempts to interview 
  him, explaining that he has absolutely no time until the 
  day after tomorrow, at this point—as the hunt has 
  unfortunately failed, Thimme must ensure there is 
  enough food for the banquet. The other nobles only 
  collected three deer, one boar, and bag full of squirrels 
  that could only have been bagged by magic missiles, hardly 
  enough for a feast.  
   
  Once everyone is back at the manor house, Thimme 
  shortly departs for Castle Ehlenestra and points beyond, 
  to buy more supplies. The majordomo of the house calls 
  upon the PCs in the coach house and advises them of the 
  rules of the ball. He also informs them that costumes are 
  available, with customization possible with the aid of 
  both mundane and magical designers. 
  He describes the rules and explains that their intent to 
  promote a festive, relaxed atmosphere:  
  • No real weapon larger than an eating knife is 
  permitted. 
  • Real armor is frowned upon unless it fits the costume. 
  • Holy symbols of one’s own faith are frowned upon, as 
  this is intended to be a lively party dedicated to 
  stepping outside of one’s normal boundaries. This is 
  Needfest, after all. (If one wishes to create a holy 
  symbol, say of a hand puppet playing a banjo, this is 
  acceptable.) 
  • Spell component pouches are ok, as long as they are 
  discrete 
  • Costumes hiding one’s identity are required, whether 
  of real material or magically enabled. This does not 
  mean that extreme disguises are required. 
   
  If desired, two costume designers are sent over shortly, 
  one a theatrical artist and the other an illusionist. They 
  engage the PCs in some of the strangest and campiest 
  discussions about costumes that you can imagine. 
  Emphasize that this is a festive event, with much foolery 
  intended. 
   
  CREATURES 
  Delilah: female half-elf expert 5/bard 2, hp 30, Craft 
  (sewing) +14, Disguise +10 
  Derpinkle: male gnome illusionist 5/bard 2, hp 22, 
  Disguise +14 
   
  DEVELOPMENT 
  Eventually the costumers leave and the PCs face a long 
  evening alone. If they opt to snoop around Thimme's 
  mansion proceed to Encounter Six. If they simple sleep 
  through the night then skip to Encounter Nine. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 13 
  6: SNOOPING 
  This section covers the possibility that the PCs go 
  investigating off limits areas of the manor house and 
  estate grounds on their own. While there is an important 
  discovery that can be made, finding it is difficult. In 
  addition, getting caught snooping gets the PCs a clear 
  warning that if they are caught again they will be evicted 
  from the grounds (and, thus, end the adventure). Note: 
  PCs who are caught being naughty in one area and 
  warned are expelled from the grounds if they are caught 
  being naughty in ANY OTHER AREA of the grounds. 
   
  There is also no requirement that the PCs do any 
  investigating at all (though the Twilight Hunter contact 
  has been encouraged to do so). As a judge, you should 
  neither encourage nor discourage this decision, as the 
  outcome will affect future campaign events. If the PCs 
  don't think to snoop, simply skip this encounter. 
   
  SNOOPING ABOUT THE MANOR HOUSE 
   
  If the PCs choose to snoop, specifically ask them 
  which items they are taking with them. This is to confirm 
  that the PCs are taking the pins they require to gain 
  access to certain areas. 
   
   Appendix 4 DM’s Map sketches out the very basics of 
  the rooms on the map. If you're running this event as 
  part of a standard four-hour time slot you should avoid 
  reading descriptions of rooms unless they are asked for – 
  and even then, be sure to keep an eye on the clock and 
  accelerate things should time get low. Outside of a 
  standard slot, feel free to reveal and even add as much 
  detail as you wish.  
   
  All the doors in the manor house have an arcane lock 
  and an alarm spell (both at caster level 12th). If the person 
  opening the door has access to the room beyond (via one 
  of Thimme's unseen servant pins) then these wards are 
  automatically bypassed for that person. The alarm sounds 
  audibly when someone without the proper pin steps 
  through the doorway. (Being within 5' of someone with 
  the proper pin is also ok.) The alarm on the door can be 
  found with a DC 20 Search check and disabled with a DC 
  24 Disable Device check. 
   
  However, the pins given to the PCs only allow entry 
  to the rooms on Players’ Handout 6. The pins of other 
  guests grant access to the same rooms, plus their own 
  private suites. Staff pins grant access to the back hallways 
  and servants’ quarters. 
   
  When an alarm sounds 2d3 servants arrive within 
  1d4+1 rounds. Once caught, the PCs are given a stern 
  warning by the majordomo. If they are caught again, they 
  are immediately expelled from the estate and the 
  adventure is over. 
   
  The only important discovery that can be made by 
  snooping PCs is an underground laboratory directly 
  below the ballroom. There are two possible ways to reach 
  this laboratory: 
  • Find the drop shaft to the laboratory in the manor 
  house (This is area 10 on DM's map in Appendix 4.) 
  • Discover the trap door in the ice house 
  If the PCs discover this laboratory and disrupt the ghost 
  trap therein, then they completely bypass Encounters #9-
  11 (see Development below).  
   
  Stealthy PCs can investigate the rooms within the 
  mansion when they are not otherwise engaged. You can 
  read off the appropriate descriptions from the map key as 
  needed. Keep careful track of the time the PCs spend 
  searching about. Given the rapid course of events, the 
  PCs do not have unlimited time. Taking 20 on a Search 
  check without making a mess or alerting sleeping guests 
  requires 5 minutes of time per 5 square feet of area 
  searched (instead of the usual 2 minutes). If the PCs are 
  searching during the day, this time doubles to 10 minutes 
  per 5' square area because the PCs must avoid drawing 
  attention to themselves. 
   
  This section assumes the PCs are doing their 
  investigation at night, when the majority of the guests 
  and staff are asleep. 
   
  SNOOPING ABOUT THE GROUNDS 
   
  As with the rooms in the manor house, descriptions 
  of the outer estate buildings are at the end of Appendix 4 
  DM's Map. The outbuildings include the coach house 
  where the PCs are bunked, an old-fashioned icehouse 
  kept up for the novelty of naturally made ice, stables, and 
  a major gardening shed. These outbuildings are not 
  warded as the manor house is.  
   
  During the day, servants are constantly moving 
  about on the grounds and they will ask the PCs not to 
  enter any of the outbuildings other than the coach house 
  and the stables. If the PCs are caught disobeying this 
  request they receive a stern warning from the 
  majordomo. If they are caught again, they are 
  immediately expelled from the estate and the adventure 
  is over. 
   
  When night falls, topiary guardian animals patrol 
  the estate grounds on a circuit. Every minute the party 
  spends skulking around the grounds of the estate after 
  dark, there is a 20% chance a topiary patrol comes within 
  range of the party. If some part of the party lingers 
  outside of a building while others are inside, the chances 
  of an encounter increase to 40%. Hiding from the 
  guardians is nearly impossible due to their tremorsense 
  (90 ft.). 
   
  While they are on the grounds, have the PCs make 
  random Spot and Listen checks to make them paranoid 
  and heighten the tension. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 14 
  The Coach House 
  If the PCs search, allow them to roll, but no matter what 
  they roll or where they search, they find nothing of any 
  import. The main floor of the coach house is a fairly open 
  30’ x 30’ space, with two small side rooms storing tools for 
  maintaining the carriages (there are several of various 
  sizes). The top floor contains a storage room and the PCs' 
  assigned quarters. 
   
  The Gardening Shed 
  Again, any number of Search checks reveals nothing of 
  particular import, although the sacks of manure fertilizer 
  and the compost bin both reek, and there is an 
  impressive selection of weed-killers and implements of 
  destruction. The building is 15’ x 25’, with an assortment 
  of cabinets and tool racks, some of which are precariously 
  balanced. 
   
  The Icehouse 
  Here, the PCs may find something of note. The icehouse 
  is 20’ x 40’ with two rooms, the front full of liquors and 
  dry goods that must be kept very cold, and the back full 
  of 1’ x 1’ blocks of ice. A DC 27 Search check at the very 
  back of this second room reveals a trap door. Although 
  there are ice blocks on top of the door, the edges have 
  been very carefully kept clear of ice and frost. The door is 
  not locked, and the hidden area is detailed in the next 
  section. 
   
  If the PCs are attacked by the topiary guardians, the 
  animals attempt to Hide and Move Silently to a position 
  within 40’ of the party and charge in the surprise round 
  (if they do indeed achieve surprise). 
   
  You’re pretty certain the last time you saw those 
  handsomely shaped topiary animals, they were 
  perched in large pots over in the ornamental 
  gardens. Why, then, does it look like they’re running 
  at you? 
  CREATURES 
  APL 4 (EL 6) 
  Boar Topiary Guardians (3): hp 32, Appendix 1, Move 
  Silently +11 
   
  APL 6 (EL 8) 
  Boar Topiary Guardians (5): hp 32, Appendix 1, Move 
  Silently +11 
   
  APL 8 (EL 10) 
  Lion Topiary Guardians (3): hp 85, Appendix 1, Move 
  Silently +10 
   
  APL 10 (EL 12) 
  Lion Topiary Guardians (5): hp 85, Appendix 1, Move 
  Silently +10 
   
  Tactics 
  The guardians charge and attack until defeated. They use 
  their ability to attack for non-lethal damage at no penalty 
  unless non-lethal damage appears not to affect their 
  target. 
   
  DEVELOPMENT 
  The creatures attack in silence, but that doesn’t mean the 
  PCs are quiet. Loud sounds and flashy area-of-effect spells 
  are guaranteed to wake the light-sleeping estate staff, who 
  emerge from the manor house 7 rounds after the sound 
  or effect. They arrive carrying everburning torches, bull’s-
  eye lanterns and armed with cleavers, kitchen knives and 
  pitchforks. The staff has the ability to call off any 
  surviving topiary guardian animals, but this means the 
  PCs are ‘captured’ unless they can come up with an 
  extremely convincing story (manor staff are currently 
  Hostile). Unless the staff members can be brought to 
  Friendly, the PCs will be escorted back to their rooms 
  and informed that a second attempt to snoop will lead to 
  their immediate eviction. 
   
  A pair of guards is posted outside their rooms and a 
  second pair is posted around the coach house. In any 
  event, Thimme will also be informed, but he will not 
  mention it to the PCs until Encounter 12 or 13, if 
  necessary. Barring extreme cleverness on the party of the 
  PCs, this encounter is over, and you should skip to 
  Encounter Nine and proceed from there. 
   
  If the PCs avoid or defeat the guardians without 
  waking anyone, or manage to hide from the staff, and 
  find either access to the laboratory, the party may 
  continue to the next two encounters instead of 
  Encounters 9-11. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 15 
  7: DIGGING DEEP 
  This encounter may be reached either by very stealthy 
  discovery of the secret drop shaft off of Thimme’s Study 
  (Room 29), or by finding the passage from the icehouse. 
   
  If reached from Thimme’s Study, the drop shaft 
  must be negotiated from within the house. The shaft is 60 
  feet deep from the top floor of the manor house, and 
  passes right next to the majordomo’s room, and it is 
  possible the majordomo might wake and investigate 
  (Listen +5): 
   
  Although you found this space from within 
  Thimme’s master suite, you could swear it hasn’t 
  been used in years; the dust alone attests to that. 
  Your steps kick up at least an inch of dust, and there 
  are no tracks to be seen. After 40 or 50 feet to the 
  northeast, the passageway comes to a T-junction that 
  shows evidence of recent use. 
   
  If reached from the icehouse, steep stairs lead 40 feet 
  underground and head southeast: 
   
  The cold from the icehouse fades as you descend 
  underground, when you notice something strange. 
  The stairs were covered in an undisturbed layer of 
  dust, but at the bottom of the stairs, booted 
  footprints suddenly appear, as if someone had just 
  materialized down here. You walk southeast until 
  you reach a T-junction, and the southwest passage 
  has not been used in years, to judge by the dust. 
   
  A DC 13 Survival check by a PC with the Track feat 
  reveals two sets of humanoid tracks, one in heavy armor 
  and the other in soft-soled leather boots and robes. 
   
  The passages from the dropshaft and the ice house 
  join together and proceed another 40 feet southeast, and 
  then turn southwest. A DC 16 Survival check tells the 
  PCs that this puts them directly underneath the ballroom 
  (Room 1). The laboratory is detailed next.  
   
  If the PCs did not encounter the topiary guardians 
  (and only if they did not encounter the topiary guardians) 
  then they instead encounter ghostly animal guardians 
  here. Read the following if this occurs: 
   
  You have moved another 40 feet forward down the 
  10-foot wide passageway, when you turn a corner to 
  the southwest. Before you some 30 feet, you can see a 
  heavily barred door; the footprints go there. As you 
  approach the door, snarling apparitions come from 
  out of the walls, their ethereal fangs dripping ichor.  
   
  These guardian ghost brutes or ghost animals are the 
  same creatures that appear in Encounter 9. But here they 
  gain surprise and simply start tearing into the PCs with 
  abandon. They will retreat into the walls and attack in 
  three dimensions to gain flank attacks as necessary. 
   
  CREATURES 
  APL 4 (EL 6) 
  Ghost Brute Hounds (3): hp 13, Appendix 1 
   
  APL 6 (EL 8) 
  Ghost Brute Hounds (5): hp 13, Appendix 1 
   
  APL 8 (EL 10) 
  Ghost Dire Lions (3): hp 52, Appendix 1 
   
  APL 10 (EL 12) 
  Ghost Dire Lions (5): hp 52, Appendix 1 
   
  DEVELOPMENT 
  If the party simply turns the ghost animals, the creatures 
  return in 20 rounds (10 rounds to flee, 10 rounds to 
  return) and continue to harass the party. They are smart 
  enough to be aware of the traps on the door, and will 
  harass trap-disablers at the most inopportune moment… 
  Under no circumstances will the battle awaken anyone in 
  the house; the laboratory is too far underground. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 16 
  8: UNHOLY DIVER 
  The PCs have the chance to seriously change the course 
  of affairs by denying Thrommel a great deal of magical 
  aid. That is, if the party gets through the door. 
   
  The door before you is unscathed, even as the 
  stonework of the passageway is scuffed and marked 
  with your combat. The heavy wood is stained with 
  age, and the steel hardware is pitted with rust, but 
  the door appears as if has been here for ages. 
   
  This is to give smart parties the chance to think “Oh, wait; 
  the door might be trapped…” And, yes, yes it is. The only 
  way to directly bypass the traps is to wear one of 
  Thimme’s master-level Pins de Levine, and there are only 
  three in existence, and only one master pin is on the 
  estate currently. 
   
  TRAPS 
  APL 4 (EL 5) 
  Poison Wall Spikes: Appendix 1. 
   
  APL 6 (EL 7) 
  Tunnel Swallow Trap: Appendix 1. 
   
  APL 8 (EL 9) 
  Incendiary Cloud Trap: Appendix 1. 
   
  APL 10 (EL 11) 
  Radiant Assault Trap: Appendix 1. 
   
  Once the traps are bypassed, the party may open the door 
  easily, for it is not locked. Again, the laboratory is so far 
  underground that no one in the house above is capable of 
  hearing and responding to the sounds of combat or spell 
  effects. 
   
  You finally open the door into a brief hallway, 
  beyond which you see something like a laboratory 
  out of nightmare. Glass tubes full of viscous, 
  bubbling liquid, lit from within by eerie blue 
  luminescence, form a cage of titanic proportions, 
  but the bars don’t follow normal geometries. Within 
  the cage all you can see is a swirling mass of pale 
  white vapors, but a face emerges now and again, 
  screaming. With your eyes you follow the tubes back 
  to a strange engine across the room that vibrates 
  with a shrieking whine. Bookshelves and workshop 
  tables are pushed up hard against the walls of the 
  room. 
   
  The room is 50’ x 50’ with a 30’ ceiling. The apparatus fills 
  the center of the room, leaving only 5-10’ of clearance 
  around the room. The engine on the far side takes up 
  another 5’ x 10’ space, and is 15’ tall. There are various 
  other bits and pieces of arcane, magical equipment that 
  area arrayed around the room, especially up towards the 
  top of the room. 
   
  This apparatus is a ghost trap built to collect ghosts 
  from across the land to fill Thrommel’s amulet. There are 
  a number of Knowledge checks that can be used to 
  examine and understand the role of this device, or to 
  recognize what it stores. Spending an hour reading 
  through the lab notebooks and assorted tomes adds a +5 
  to these checks. PCs who think to examine the 
  handwriting can discover that it is not Thimme's. The 
  ghost trap can be destroyed or triggered. Destroying the 
  device simple (AC 5, hardness 5, and 10 hp), and using 
  the notes AND succeeding at a DC 35 Knowledge check 
  of any of the types below reveal how to trigger the device. 
   
  Knowledge (arcana) 
  • DC 20 – the cage is built to hold, and attract, energy. 
  • DC 25 – the particular engine across the room is 
  powered so as to attract ghosts. 
  • DC 30 – the structure of the cage suggests it is actually 
  a battery, storing and preserving the negative energy of 
  the ghosts. 
  • DC 35 – the engine and the cage can be opened to 
  force the ghosts directly upward. 
  • DC 40 – the notes suggest that the ghosts have been 
  captured to fill a necromantic amulet that wards off 
  positive energy. 
   
  Knowledge (religion) 
  • DC 15 – the cage is holding ghosts. 
  • DC 25 – the ghosts are not those of people killed here 
  and doomed to haunt this place. The ghosts have been 
  pulled from elsewhere. 
  • DC 30 – the cage structure keeps the ghosts ‘alive’ 
  without requiring the spirits to satisfy their haunting 
  requirements. 
  • DC 40 – the notes suggest that the ghosts have been 
  captured to fill a necromantic amulet that wards off 
  positive energy. 
   
  Knowledge (architecture and engineering) 
  • DC 20 – there is a timer on the engine, counting down, 
  and the timer flips the lever at approximately 10 bells 
  the following night (at the very height of the 
  masquerade ball). 
  • DC 25 – the cage can be broken very simply, the glass 
  tubes holding the unknown liquid are fairly fragile. 
  • DC 30 – the shape of the room builds a funnel that 
  channels energy toward the cage. 
  • DC 35 – the cage’s shape can be changed to open 
  directly upward. 
   
  Any PC who played FUR6-06 Invocation and Intrigue, 
  received Lielenna's foretelling and drew the Donjon or 
  Void card receives a vision. Pull that player aside and read 
  the following: 
  
  FUR7-07 Of Noble Spirit 
   
  Page 17 
   
  One of the faces within the apparatus looks 
  hauntingly 
  like 
  the 
  face 
  of 
  Lielenna 
  the 
  fortuneteller whom you met nearly a year ago in 
  Chendl. The mouth opens and you hear a voice in 
  your head. "Far from this place, a chorus of dead 
  men will beg you for their freedom. Would you dare 
  to aid them?" Then, the face slowly fades away. 
   
  Any PCs who played FUR7-01 A Tune of Transmutation 
  also recognize one of the faces inside the glass. Read the 
  following: 
   
  Abruptly you recognize one of the faces in the 
  apparatus. It is Remard Plexarin, the ghost who sent 
  you on a quest to recover his songbook earlier this 
  year. His face bears a look of deep concentration as 
  he mouths the words: Free Us! 
   
  If the ghost trap is destroyed: 
  As you smash the glass tubes and brass engine, the 
  cloud of wispy vapors inside swirls faster and faster, 
  and individual vapors break off. Each one resolves 
  into a face and a body as it flies away from the cage, 
  released to go back to wherever it came from. Some 
  of them smile at you, even as their forms scream 
  past you, and their passage chills the very air. You 
  may not know what you have done, but the spirits 
  themselves are thanking you… 
   
  If the ghost trap is triggered: 
  The shriek from the engine changes and the pitch 
  drops to a deep rumble that shakes your very bones. 
  The arms on top of the cage slowly pivot and point 
  directly upward, and the strange liquid brightens. 
  The vapors inside spin faster and faster, and reform 
  into a column that rises higher and higher to the 
  ceiling. The column rises as it spins, and in a few 
  moments disappears into the ceiling. 
   
  If the ghosts are dispersed (either by destroying the ghost 
  trap or activating it) their passage wakes the house. 
  Thimme and his staff find their way into the 
  underground laboratory within half an hour. The staff 
  responds with shock and dismay that such a secret lurked 
  under the house. Thimme is surprised that the ghost trap 
  has been dealt with, and is too flustered to respond to any 
  direct questions at this point. He will hold off questions 
  until the interview—he still has a masquerade ball to run. 
   
  DEVELOPMENT 
  If the PC successfully locate the laboratory and the ghosts 
  are dispersed, then skip forward to Encounter 12. (The 
  masquerade ball goes off without incident).  
   
  If the ghost trap is found but left intact, evidence of 
  the PCs' visit is found by the trap's creator. As a result, the 
  ghost trap is not activated. As a result, you should still 
  skip to Encounter 12 since the masquerade ball still goes 
  off without a hitch. 
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 18 
  9: A SERIES OF VISITORS 
  The day of the masquerade ball has arrived. Although the 
  PCs have been invited to the ball, they are not welcome at 
  the dinner. (Exception: A PC who actually is a 
  Furyondian noble is allowed to attend the banquet. If 
  that PC chooses to do so, he is not present for this 
  encounter.) Their room affords them a fantastic view of 
  the arriving guests, however, including several upright 
  and uptight Heironean priests who trundle over to 
  inspect the PCs and ensure they are not up to 
  shenanigans. Once the priests make their exit, the PCs 
  receive a subtler visitor who renders potent magical aid. 
  Finally, they receive a visit from a pair of messengers 
  from notes from their noble masters. 
   
  FIRST VISIT: NOSY CLERICS 
  You have spent the first half of today officially at 
  rest, lounging in the utilitarian rooms of the coach 
  house, or playing in the games room, admiring the 
  trophy collection, or indulging in the solarium or 
  music room. Unfortunately, for all that you have 
  seen him whisk around the manor, Thimme has 
  been too busy to talk to you, and was most 
  apologetic for being unable to invite you to the 
  feast—considerations too numerous for him to list 
  prevent him. 
   
  On the other hand, a late lunch in the coach 
  house affords you a perfect view of the train of 
  arriving guests in all of their finery and with all of 
  their pomp. Indeed, you note the particular 
  pageantry of a trio of Heironean clerics in full 
  ceremonial robes, two men and a woman, entering 
  in the entourage of a lord who *must* be a paladin. 
   
  A few guests later, you see the trio of clerics exit 
  the manor, and dodge across the lines of carriages 
  and horses. It is obvious they mean business, as 
  they’re aiming right for the coach house. Their 
  senior, a grizzled veteran, sees you through the 
  windows. 
   
  And, no, it does not look like they are here for a quick 
  drink with the common folk. Indeed, the three priests 
  are here to vet the PCs for their suitability as masquerade 
  guests. After all, many of the highest nobles and 
  important personages of the kingdom are attending 
  Thimme’s party. It simply would not do to have Johnny-
  come-lately guests who had hidden their real intent of 
  mayhem and slaughter. 
   
  Anyone who has played recent Furyondy interactive 
  modules should be familiar with this drill by now. If 
  there are any members in good standing of the Church of 
  Heironeous or Furyondy Military meta-orgs present, 
  they benefit from a warmer feeling from the priests: 
   
  The three Heironeans tromp up the stairs and 
  occupy the whole of the landing, coincidentally 
  blocking the main exit. In a surprisingly gentle 
  voice, the senior speaks: “Good gentlefolk, it is our 
  duty to verify your identities and intentions for this 
  evening’s… frivolities. My brother and sister here 
  shall cast two spells to confirm what you say, and I 
  shall be asking the questions. Your truthful 
  participation should allow you to enjoy tonight’s 
  ball.” 
   
  The priest looks expectantly at the party, and awaits their 
  individual consents. But then, his rules are very simple: if 
  PCs refuse to answer, they are barred from the party. 
   
  With your consent given, the juniors each cast a 
  spell over you and the room, and once finished fold 
  their arms and eye you warily. The senior priest then 
  casts a spell of his own, turns to the closest of you on 
  his right, and begins. 
   
  Three Spellcraft checks will reveal the nature of the 
  spells (DC 16 for detect evil, DC 17 for zone of truth, and DC 
  20 for true seeing). At this point, disgruntled or paranoid 
  PCs may object or attempt Will saves to resist. The priests 
  will simply note these actions, and then bar that PC from 
  entering the masquerade, or even from leaving the coach 
  house that evening. 
   
  “What is your name? What is your avowed 
  occupation? Your interest here tonight? Are you 
  looking to cause any sort of disturbance? You 
  understand the rules of tonight’s event? You are not 
  planning on bringing weapons?” He drones on… 
   
  The cleric will go through each PC in turn, being 
  especially harsh towards PCs who are of “non-person” 
  races in Furyondy (asherati, centaurs, half-orcs, and 
  kobolds), obviously shady characters, and anyone clearly 
  representing foreign interests (especially Ket, Dyvers, 
  and Rhennee humans). PCs who appear to support 
  outright evil organizations (Iuz, the Horned Society, etc) 
  are arrested and charged; see the Laws and Punishments of 
  Furyondy for further details. Unless you have ample time, 
  feel free to summarize this part of the encounter. Simply 
  verify out of character that the PCs have no evil auras or 
  items and no ill intent. 
   
  Once 
  the 
  PCs 
  have 
  answered 
  the 
  priests 
  satisfactorily, they are granted permission to enjoy 
  themselves this evening, but they may not leave the 
  coach house until the ball begins at two hours past 
  sunset. Then the trio takes their leave. 
   
  CREATURES (ALL APLS) 
  Jr. Priest of Heironeous male and female human cleric 
  3 (Heironeous) 
  Sr. Priest of Heironeous Male human cleric 9 
  (Heironeous) 
   
  SECOND VISIT: AN UNEXPECTED GIFT 
  At this time, it is approximately 5 PM, and the banquet 
  will not finish for at least an hour and a half, when the 
  guests will then retire for an hour to don their costumes. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 19 
  Dinner is brought to the PCs by one of the actual, living 
  physical servants of the de Levine estate, which is 
  followed by another unexpected guest…  
   
  Shortly after one of the coach hands brought dinner 
  and you costumes over from “the big house”, you 
  hear a gentle knock at the door. Before you can rise 
  to answer, however, your next guest climbs the 
  stairs. You see a man of indeterminate ancestry, 
  wearing fine clothes of black and gray, embroidered 
  with 
  gold 
  thread, 
  who 
  seems 
  familiar, 
  yet 
  anonymous. You think you might have seen him 
  enter as part of Lord Ogart Goldsaex’s entourage 
  about an hour earlier. Unarmed, he only carries a 
  small box wrapped in silver ribbon, and a simple 
  mask decorated with bright red owl feathers. 
   
  The man will nod a greeting to all, but he will directly 
  face, and address, the PC who is ‘officially’ allied with the 
  Twilight Hunters for this module. Again, the PC who 
  received the note from the Twilight Hunters at the start 
  of the module should recognize the ‘red owl feathers’ 
  motif (if not, allow an Intelligence check as in Encounter 
  #3). 
   
  “Good evening, I pray I have not disturbed your 
  meal. Mutual acquaintances suggested that you 
  would appreciate a gift this evening. I do sincerely 
  hope they will not clash with your planned outfits.” 
  Bowing, he hands you the box, and then leaves as 
  quietly and calmly as he entered. 
   
  The box contains one right-handed glove of storing for each 
  PC. There are in a variety of colors, to attempt to match 
  the PCs likely costume choices. Included in the box is a 
  brief note explaining the abilities of the gloves and 
  making it painfully clear that the PCs are expected to 
  return these very expensive gifts via the party member(s) 
  who is a Twilight Hunter contact (the gloves were hard to 
  come by, or the PCs are already being paid, etc.). 
   
  The intent here is to allow PCs a way to smuggle in 
  one critical item of their adventuring gear: their favored 
  weapon, their holy symbol, a particular wand, etc. 
   
  CREATURE (ALL APLS) 
  Twilight Hunter: Male human rogue 5. 
   
  THIRD VISIT: MESSENGERS 
  A pair of messengers arrives with messages from 
  Countess Kyaren Rhavelle of the Gold County and 
  Baroness Scheredenn of Littleberg respectively. You 
  should have determined who will receive the messages 
  from these two provinces during the Preparation for Play.  
   
  As the hour of the costume ball nears, your keen 
  ears detect the sounds of a scuffle coming from 
  behind your door. Voices hiss in anger and there is a 
  thud as if someone just bounced off a wall. 
   
  Once the PCs open the door, read the following: 
  Standing outside the door is a short, portly man in 
  green livery. His fine green hat lies on the floor, 
  hopelessly smashed under the feet of a tall thin man 
  in yellow livery. The shorter man has his arm locked 
  around the neck of the taller man and is holding 
  him down at an awkward angle. The taller man is 
  slapping hysterically at his opponent and making 
  exasperated squawks. As soon as they realize you 
  have opened the door they let go of each other and 
  immediately begin straightening their clothes while 
  simultaneously announcing a message for two 
  members of you party: <PC's name> and <other PC's 
  name>. 
   
  These two NPCs (Franz and Rellin) are messengers and 
  also long standing personal rivals. Having been caught in 
  an embarrassing moment they are anxious to deliver 
  their messages and leave. If pressed by the PCs for an 
  explanation they fall to insulting each other again. 
   
  The messages from Franz and Rellin are contained in 
  Player's Handouts 8 and 7. 
   
  CREATURES (ALL APLS) 
  Franz: Male human Com3. 
  Rellin: Male human Exp1. 
   
  DEVELOPMENT 
  Further guests will begin to arrive, in costume. Two 
  hours past sunset the PCs are freely allowed to enter the 
  house. Allow the PCs to continue with whatever they 
  were doing beforehand, ideally preparing themselves for 
  the evening’s event. 
   
  Treasure 
  It is assumed that the PCs follow instructions and return 
  the gloves of storing to the Twilight Hunters. If a PC 
  announces his intent to keep the glove without 
  permission he loses access to any favors from the 
  Twilight Hunters on their adventure record; if he is a 
  member of the Hunters, he is permanently expelled from 
  the organization (note this in the Play Notes section of 
  the AR). At APL 10, the Twilight Hunters allow the party 
  to keep one of the gloves provided they acted heroically 
  in Encounter Nine. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 833 gp glove of 
  storing (833 gp). 
  
  FUR7-07 Of Noble Spirit 
   
  Page 20 
  10: THE GRAND BALL 
  NOTE: If run in a convention slot, and time is running 
  low, truncate this encounter such that all the PC 
  challenges are simply skill checks. 
   
  The PCs attend the costume ball. They have the 
  opportunity to guess the identity of and gain information 
  from various important NPCs. They also get the 
  opportunity to gain a little fame playing Thimme's party 
  game. A couple NPCs may tempt the PCs to give them 
  the reagent that the Mage Council has sent them for. A 
  few nefarious individuals are also crashing the party and 
  may be unearthed by the PCs. 
   
  As the night begins to wane, Thrommel's minions 
  release a horde of ghosts who covertly begin to possess 
  the partygoers. The PCs may also be possessed. 
   
  When the time arrives for the PCs to join the 
  costume ball, verify that they are not violating the rules 
  of the party (see Encounter Five). If they insist upon 
  doing so the knights who guard the grounds stop the PCs 
  and ask them to correct the offense. 
   
  Once all is in order, read the following: 
   
  Several armored knights are patrolling the grounds 
  and eye you warily as you approach the manor 
  house. A dozen impeccably dressed servants flank 
  the entrance. As you approach, one of them hands 
  each of you a small velvet bag wherein you can 
  clearly feel few coins. "Good evening sirs (and 
  madams). You will need these coins for the games 
  tonight. Your task is to think of a riddle, puzzle or 
  conundrum that a few may answer but most 
  cannot..." 
   
  The servant continues to explain the nature of Thimme's 
  unique party game whilst escorting the PCs to the 
  ballroom. Give the players Player’s Handout 10 which 
  details the contest. If time allows, also the players time to 
  come up with their personal challenge. 
   
  Once the players are ready to proceed, read the 
  following: 
   
  Your escort leads you to the double doors which 
  swing open at your approach revealing a massive 
  ballroom softly agleam with hundreds of sparkling 
  lights that reflect off the highly polished floor and 
  mirrored walls. A score of couples dance to the 
  exquisitely heart-lifting music of a quintet of the 
  finest musicians, led by Rafendyl himself. At least 
  twice as many more partygoers line the walls or 
  lounge at the tables arrayed about the hall. You 
  know you are in the presence of a veritable who's 
  who of Furyondian nobility. But you can't identify a 
  one of them as they are all dressed in a fantastical 
  array of costumes ranging from the comic to the 
  sublime. 
   
  Give the players Player's Handout 11 which gives a 
  partial list of partygoers. Despite the costumes, many of 
  the attendees can identify each other by voice or by 
  general body shape. Many can also guess who the PCs are 
  as Thimme felt obliged to inform them of the presence of 
  a few non-nobility. However, as an unspoken rule all 
  attendees pretend to know not to know who anyone is. 
   
  The PCs are free to move about as they wish. 
  Someone may approach one of them to dance. Servants 
  pass by constantly with drinks and hors d'oeuvres. A 
  handful of gnomish bards tumble and juggle amongst the 
  crowd telling jokes and causing mischief. Some attendees 
  have gathered in small cliques discussing politics as well 
  as other subjects. A few of these cliques have moved to 
  one or more of the sitting rooms upstairs to find a more 
  relaxing setting. Others are content to watch from a table 
  or the balcony above. A few partygoers are already well 
  on their way to becoming thoroughly inebriated. Almost 
  all the attendees are at least passively participating in 
  Thimme's party game and welcome the chance to 
  exchange challenges. 
   
  If necessary, urge the players to stay in character as 
  this will heighten the drama when they begin to be 
  possessed by ghosts later. 
   
  Once the PCs have settled into the party and have 
  determined what their challenges will be, take the 
  players aside one by one to roleplay a particularly 
  poignant encounter with one NPC of their choosing (or 
  your choosing if the player prefers). Use Appendix 5 to 
  coordinate these encounters. 
   
  In all cases, the NPC in question challenges the PC if 
  the PC does not challenge him/her first. If the challenge 
  requires a skill check or ability check, determine the 
  NPC's skill modifier using this table (or, if you have a 
  valid stat block for the NPC in question from other Living 
  Greyhawk campaign documentation, use that instead):  
  Check Type 
   
  Modifier 
  Ability check 
   
  Determine the NPC's 
  ability score with 3d6+2 
  and 
  calculate 
  the 
  modifier from that. 
   
  Untrained skill
  (Int or Cha based)
   
   
  +2d8-3 
  Untrained skill 
  (not Int or Cha based) 
   
   
  +1d8-2 
  Trained-only skill 
   
  As above but with a 50% 
  chance 
  of 
  the 
  NPC 
  having ranks in the skill. 
   
  If the challenge requires creative thought or some other 
  ability that can't be effectively simulated with a die roll 
  then, as the DM, you'll represent the NPC's ability to 
  meet the challenge (or not) by attempting it yourself. 
   
  Once all the players have had a one-on-one session 
  with you, go around the table and have each player 
  present his challenge to the other players. Everyone who 
  meets the challenge gains a coin from that PC.  
   
  Once this round is complete, you may (if you wish) 
  distribute a total of three coins to PC(s) whose challenge 
  
  FUR7-07 Of Noble Spirit 
   
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  is particularly clever and in character. Alternatively, you 
  may wish to use player voting to determine who receives 
  these bonus coins. 
   
  Keep track of which player has earned the most 
  coins while losing at least one coin. This winner receives 
  a favor on the adventure record. Also report this info on 
  the Critical Events Summary. 
   After the challenges are resolved a ghost attempts to 
  possess each PC by covertly reaching up through the 
  floor. You should have determined the success or failure 
  of this attempt in the Preparation for Play.  
   
  If the possession was successful, hand the player a 
  slip from Player's Handout 12 (A through E) describing 
  the successful outcome of a ghost's attempt to possess 
  them. A player can only receive handout 12E if they've 
  previously met by Remard Plexarin in FUR7-01 A Tune of 
  Transmutation. The other PCs receive handouts selected 
  randomly or custom picked by you to cause the most 
  mayhem. 
   
  Read the following to the PCs who successfully 
  resisted the possession: 
   
  You feel an unnatural chill in your foot that courses 
  up your leg and through your body. You manage to 
  fight it off and leap away looking for a 
  perpetrator…but no one is nearby. A few partygoers 
  regard you warily for your odd behavior. 
   
  A DC 30 Knowledge (religion) check is sufficient to 
  recognize that the PC has been the victim of an 
  attempted possession by a ghost. Otherwise, the PC does 
  not know what happened. 
   
  DEVELOPMENT 
  If time allows, the players may roleplay more before 
  proceeding to the next encounter. Once non-possessed 
  PCs begin to suspect trouble, proceed to the next 
  encounter.  
   
  If time is short proceed to the next encounter 
  immediately.  
   
  Treasure 
  The PCs may keep any of the special gold coins they earn 
  via the challenges. Thus the amount of treasure earned 
  varies (but is universally a modicum). 
  11: AS THE CLOCK STRIKES TWELVE 
  The moment we’ve all been waiting for. Prince 
  Thrommel (wearing Thimme's costume) takes center 
  stage and enacts a necromantic ritual. Guests are 
  threatened, and savvy or swift PCs can act decisively to 
  save lives, kick undead butt, and see Thrommel in his full 
  glory. 
   
  Perhaps counter to your expectations, this evening 
  has actually been entertaining. Even if you don’t 
  find conversational challenges all that exciting, 
  watching some of Furyondy’s finest getting well and 
  truly schnockered is a rare treat. Some of you feel 
  certain that you’ll have a drinking buddy or three, 
  next time you’re in Chendl. Not that you’ll be 
  allowed to talk about it, but if they’re buying, who 
  cares? 
   
  The PCs should be randomly scatted throughout the 
  ballroom, unless they have specifically stated they are 
  staying together. Some of them may also be possessed 
  and thus acting strangely. One of the PCs may have 
  received a warning from the ghost of Remard Plexarin 
  and thus may be attempting to organize a response. Allow 
  this PC a couple rounds to act as Thrommel approaches 
  the stage. 
   
  Now, have any PCs who are not possessed make Spot 
  checks (DC 22) to notice the figure they believe to be 
  Thimme (or at least the individual who is wearing the 
  costume they think is Thimme’s) advancing in a very 
  stately fashion from the double doors on the first floor, to 
  the center of the room. PCs with the Vampire Hunter 
  feat (and who are within 30’ of that path) automatically 
  notice his presence since the entrant is none other than 
  Thrommel himself. He is slowly swinging a censer of 
  some sort. Most of the other guests are engaged in 
  conversation, in contest, in flirting, or are too drunk to 
  notice or care about “Thimme’s” progression. The guests 
  unconsciously edge out of “Thimme’s” path (due to the 
  shaped antipathy cast upon the amulet worn by the being 
  in Thimme’s costume). 
   
  When “Thimme” reaches the center of the room, he 
  stands still, and begins a low chant (DC 35 Listen check 
  to make out a repetitive chant over the noise of the party, 
  DC 25 Knowledge (arcana) to recognize the chant as part 
  of a ritual). PCs may attempt to make their way to 
  “Thimme”, but the crowd is very dense and this hampers 
  movement (refer to DMG pg. 100, “Crowds”). People just 
  keep getting in the way, and so movement costs double. 
   
  Spellcasting of any stripe or use of magic items to 
  improve mobility (freedom of movement, fly, boots of speed, 
  etc.) will be spotted by one of the handful of vigilant 
  Heironean clerics in the corners of the ballroom. These 
  dour priests have readied dispel magics with which to shut 
  down PC casting, or greater dispel magic as necessary. This 
  also earns the PC a very stern glare from the priests. 
   
  Attempts to call out or alert the partygoers are also 
  met with hostility and suspicion by the Heironean 
  
  FUR7-07 Of Noble Spirit 
   
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  priests. The PCs should get the impression that they are 
  "alone in a crowd." 
   
  It is also improbable that the PCs will actually reach 
  the man in the sun costume, as the shaped, multiple 
  antipathy (Will save DC 26) spells cast on his amulet give 
  “Thimme” a 10-foot radius safe zone. And so, by the time 
  that PCs may actually make their way to the center of the 
  room, “Thimme” has just about finished his ritual: 
   
  The noise of the party fades to nothing at the same 
  time a fierce wind rattles the windows of the 
  ballroom. You feel power spiral in, to the center of 
  the room, where stands the sun-costumed man you 
  believe is Thimme, his arms upraised. His mouth 
  moves, and you realize the sound of the wind is his 
  booming, roaring voice, shouting out foul words of 
  eldritch power. As he stops the chant and lowers his 
  arms, faint wisps of smoke rise up from the cracks 
  in the floor and start to lazily spiral counter-
  clockwise around the room. The room is suddenly 
  cold, and dead silent. 
   
  The PCs, those hearty people of action, effectively have 
  the drop on almost everybody else in the room, except, of 
  course, Thrommel. Allow them to plan out their actions, 
  but before they can make their first move, Thrommel 
  speaks, as he has only paused between actions in his 
  round. 
   
  The man at the center of it all seems to grow taller, 
  and opens his golden robes to reveal matte plate 
  armor as black as the void. He speaks in a harsh 
  growl. “It is a shame my father could not attend 
  tonight, as it has been too long for a son to go 
  without seeing his beloved sire. Tell Belvor… tell 
  him that his dutiful son WILL claim his birthright.” 
  He removes the mask and you stare into the cold, 
  dead face of the Black Knight, the Fallen Prince, 
  Thrommel, himself. He raises his hands again, and a 
  low shriek emanates from the very air itself. 
   
  Allow the PCs who made their previous Spot checks to 
  perform one surprise round action, keeping in mind that 
  there may potentially be a number of ghosts between the 
  various party members and the Black Knight, and that 
  there are 10 HD of ghosts in his amulet (see the table at 
  the end of this section for an idea of the numbers of 
  ghosts). For the end of his action, Thrommel finished the 
  last of the ritual.  
   
  Once the surprise round has ended, any ghosts that 
  currently are possessing PCs are sucked away toward 
  Thrommel's amulet (which frees the PC). Then, things 
  get worse: 
   
  As you act, the wisps of smoke take on humanoid 
  farms with screaming faces, and you know the low 
  shriek is the sound of keening ghosts. A few ghosts 
  swirl too close and are pulled into an ornate amulet 
  on Thrommel’s chest. At his feet, snarling animal 
  apparitions rise from beneath the floor and begin to 
  attack the guests, their ethereal fangs drip with 
  ichor. 
   
  CREATURES 
  All APLs 
  Prince Thrommel: male human (Oeridian) vampire 
  (class levels kept confidential); 120 hp, DR 10/magic and 
  silver, 17 HD (turns as 25 HD), Fort +21, Ref +14, Will 
  +15; AC 29, cape of the mountebank 
  101 ghosts (If a stat block is necessary, use the statistics 
  for the 5th level human fighter ghost in the MM on p.117) 
  Noble guests (70) (mostly human aristocrats of varying 
  levels) 
  Servants (30) (mostly human commoners and experts of 
  varying levels. If a stat block is needed assume a 
  Commoner 2 with AC 10 and 5 hp.) 
   
  APL 4 (EL 5) 
  Ghost Brute Hounds (2): hp 13, Appendix 1 
   
  APL 6 (EL 7) 
  Ghost Brute Hounds (4): hp 13, Appendix 1 
   
  APL 8 (EL 9) 
  Ghost Dire Lions (2): hp 52, Appendix 1 
   
  APL 10 (EL 11) 
  Ghost Dire Lions (4): hp 52, Appendix 1 
   
  Tactics 
  The moment the ghost animals rise through the floor, 
  have the rest of the party roll for initiative. The ghost 
  animals have readied actions and go immediately after 
  the last PC who acted in the surprise round, rising 
  through the floor. The humanoid ghosts act on Initiative 
  1 and never attack the PCs. The crowd of partygoers acts 
  on Initiative 0. 
   
  Thrommel’s only goal is to collect as many ghosts as 
  possible into his amulet until he is forced to leave. He 
  stands there with a gloating smile, and occasionally coos 
  at the ghost animals if they score a particularly good hit. 
  Otherwise, Thrommel has a readied action to use his cape 
  of the mountebank to escape if he takes too much damage 
  (see below). Thrommel is very well protected against PC 
  actions (see Appendix 1: 10’ antipathy against every non-
  evil alignment, DC 26 Will save; life ward and greater fire 
  resistance armor), and so likely stands there for several 
  rounds without flinching. 
   
   At the beginning of the surprise round, there are 10 
  hit dice of ghosts in the amulet. This number increases by 
  10 at the beginning of each round until Thrommel leaves 
  or a total of 100 ghosts have been absorbed. He will not 
  leave, unless one of the following conditions is met: 
  • He has taken more than half his hit points in damage 
  (see the readied action above). 
  • He has successfully absorbed 100 hit dice of ghosts 
  
  FUR7-07 Of Noble Spirit 
   
  Page 23 
  • He is unable to use this cape at any point (e.g., due to a 
  dimensional anchor). In this case he takes gaseous form 
  and exits through the stage and on through the floor 
  beneath. 
  • a PC manages a successful turn check against him (but 
  see below) 
  • He feels he is significantly threatened by the PCs in 
  any way. It should be noted that spells that grapple 
  Thrommel (i.e., bands of steel or Evard's black tentacles) are 
  of little concern to him since they do not prevent 
  either of his means of escape. 
   
  The ghosts circling around the room are unhappy about 
  the pull the amulet has on them, and will use their 
  malevolence abilities on random guests in an attempt to 
  escape. This act actually has the opposite effect because it 
  makes them accessible to be sucked into the amulet. If 
  successful at possession, the ghost gains a round to 
  attempt to flee the room in the host’s body, usually by 
  running as fast as possible out the doors or crashing 
  through windows. 
   
  The ghost animals are already manifested. Unless 
  they or Thrommel are directly attacked, they begin 
  tearing into the nearest guests. However anyone who 
  attacks the ghost animals, or Thrommel directly, receive 
  all of the animals' attention. 
   
  Most of the guests (both possessed and otherwise) 
  flee for the exits with all possible haste. Some guests 
  bravely attempt to confront Thrommel or attack the 
  ghosts but their efforts are of minimal avail since they 
  lack magical weapons. 
   
  Turn attempts against Thrommel are exceedingly 
  difficult in this situation. The great number of ghosts 
  swirling around the room, not to mention the ghost 
  animals, are the first undead that are turned since they 
  are closer to the PCs. The number of hit dice of ghosts 
  between the PCs and Thrommel varies depending upon 
  the distance between them: 
  Distance 
  Number of Hit Dice 
  5 ft. or less 
  0 
  10 ft. 
  1d3 
  15-20 ft. 
  2d4 
  25-40 ft. 
  3d6 
  45+ ft. 
  6d8 
  Even if these ghosts are bypassed, the ghosts already 
  absorbed in Thrommel's amulet form his second line of 
  defense against turning. However, ghosts turned from 
  Thrommel's amulet are destroyed (since they cannot flee) 
  and thus decrease the total hit dice he has absorbed. Note 
  that these ghosts are still considered “trapped” for the 
  purposes of the Critical Events Summary. 
   
  PCs should have taken advantage of the gloves of 
  storing provided by the Twilight Hunters to store an 
  important weapon, their holy symbol, or other such 
  useful implement. In the case that the If the PCs don't 
  have a magic weapon for some reason, they will 
  remember that there are magical weapons available 
  elsewhere in the manor house. The Trophy Room (Room 
  # 18 in Encounter 6) has the broadest selection, but 
  getting there and back again through the panicked 
  crowds will be very difficult. Lesser weapons may be 
  found on the walls in the halls and salons: a DC 10 Search 
  check turns up a random +1 weapon (roll randomly on 
  DMG table 7-10, and then tables 7-11, -12 or –13 as 
  appropriate). 
   
  DEVELOPMENT 
  Keep note of the number of hit dice of ghosts that 
  Thrommel manages to pull into his amulet, and record 
  this on the Critical Events Summary. 
   
  Once Thrommel is gone the ghosts are free to flee 
  and they do so at great haste. The ghost animals remain 
  loyal and fight until destroyed. Even so, it takes several 
  hours for order to reassert itself. The majordomo and the 
  senior priest of Heironeous ask the PCs for their aid, by 
  locating fleeing guests, calming them and returning 
  them to the manor house. 
   
  Unless the PCs think to seek out Thimme, it is early 
  in the morning before someone finds him, bound and 
  gagged in the master bedroom, nursing a good goose-egg 
  on the back of his skull. Thimme, shaken and furious, 
  refuses to answer questions until the following day. 
   
  When the excitement has died down, and the PCs 
  are done with their activities for the evening, proceed to 
  Encounter Twelve.  
   
  Treasure 
  None. In the unlikely event that the PCs are able to 
  obtain some of Thrommel's equipment it is immediately 
  confiscated by the Furyondian authorities. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 24 
  12: AFTERMATH AND ALLIANCES 
  PCs who have done a particularly good job of winning 
  Thimme's favor may receive an invitation to join him as 
  an ally. 
   
  Thimme de Levine's political and personal life is 
  more complex than the PCs may guess. He has been 
  watching the PCs closely over the past few days in hopes 
  of discovering an ally or two for a "storm" he sees 
  brewing on the horizon. On the morning following his 
  disastrous party, Thimme decides to act. Use Appendix 6 
  to calculate each PC’s candidate score. 
   
  Each PC that received 4 or more points is a candidate 
  for an alliance with Thimme. If none of the PCs is a 
  candidate, skip to the next encounter. Otherwise, 
  Thimme sends each candidate PC a personal note 
  inviting them to a private audience with him 
  immediately following breakfast. For each candidate PC 
  who accepts this invitation, take him aside and read the 
  following: 
   
  A servant escorts you to same sitting room where 
  you first met Thimme. Today his fine dress seems at 
  odds with his haggard countenance. "Good morning. 
  I've summoned you here because I have concluded 
  the Mage Council and perhaps even the Kingdom 
  itself are in danger of collapse. Spies and 
  incompetents move among our leadership and Old 
  Wicked (<spit!>) sends increasingly more powerful 
  forces against us. Our aged king has no heir and 
  already the provinces are fighting like wolves 
  around a fresh kill. But there is hope. I see a course 
  for us that is dangerous but may be our only hope of 
  survival. To succeed, we will need powerful allies 
  such as you. Therefore, I have called you here to ask 
  you for your service. Will you ally with me and 
  perhaps save us all from ruin?" 
   
  The PCs may have questions for Thimme. Below are the 
  answers to the most likely ones: 
  • Tell us more about this danger to Furyondy? 
  "I have already stated more than I should. In fact, some 
  might consider my remarks an act of sedition. It is because 
  of my faith in your willingness to do what's best for 
  Furyondy regardless of the personal cost that I have openly 
  shared these concerns with you. If you swear an oath to 
  support me, I am willing to tell you more but not today." 
   
  • What is your plan? 
  "The plan is complex and I have many allies who work to 
  accomplish it. To share details with you might jeopardize 
  our success. I can only assure you that I hold Furyondy's 
  best interest in my heart. " 
   
  • What is our role in your plan? 
  "Your role, for the time being, is to continue in your duties 
  for the Mage Council and report to me any relevant 
  information you might acquire during your missions." 
  PCs who played FUR7-03 Illusions and Dreams 
  may have received a hint in a letter sent to them 
  during the conclusion of that adventure. PCs who 
  share that information with Thimme at this point 
  receive his hearty thanks and this addition: 
  "Your first mission may very well be to aid me in 
  thwarting this spy before she can do more harm." 
   
  • Who else has allied with you? 
  "Most of my allies require my secrecy about their identity 
  just as I will protect your identity should you ally with 
  me." 
   
  • What if you ask me to do something that conflicts 
  with 
  my 
  goals/personal 
  code/other 
  organizations? 
  "If my requests conflict with your other commitment then 
  you will have to make a difficult choice. I respect that. All I 
  ask is that if you decide to refuse me that you swear to 
  refrain from working actively against me." 
   
  If there are no more questions, Thimme proceeds: 
  "If you are willing to ally with me for the good of 
  Furyondy then I ask you to swear an oath to aid me 
  in my cause as best you can and, if you cannot aid 
  me, then avoid working against me. Do I have your 
  oath?" 
   
  Thimme will accept nothing less than this oath. He will 
  tolerate only minimal haggling over the language. He 
  particularly will not allow the PCs to add exceptions to 
  the oath.  
   
  If the PCs hesitate at all, Thimme offers them a boon 
  in exchange for their aid which is their choice of: 
  • access to a non-core spell from his spellbook  
  • a thinaun bracelet that reduces the cost of raise dead and 
  similar spells cast upon the bearer. 
   
  Thimme also offers the Sanguineous Celestius to a PC 
  who will take the oath. If multiple PCs swear then he 
  gives it to the PC who earned the highest candidate score 
  (from the table above). Resolve ties via an opposed 
  Diplomacy check. 
   
  If the PCs refuse to take the oath, Thimme is visibly 
  disappointed but does not press the issue. He does ask 
  that non-swearing PCs keep the content of their meeting 
  a secret. 
   
  DEVELOPMENT 
  Once all candidate PCs have chosen to swear (or not) 
  proceed to Encounter Thirteen. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 25 
  13: INTERVIEW 
  Thimme finally allows the PCs their long-sought 
  interview. Here are some questions the PCs might ask 
  along with Thimme's answer: 
  • What do you know about what happened last night? "I 
  returned to my personal rooms last night 
  intending to take a brief respite from the party. I 
  was caught by surprise and from behind. I 
  remember nothing until I was revived hours later. 
  From what I have been told, the outcome of the 
  event was most unfortunate. I fear the impact on 
  my political standing will be…irreversible.” The 
  PCs are entitled to a Sense Motive check opposed by 
  Thimme's Bluff (+7 modifier). If the PCs are successful 
  they detect that Thimme story is not entirely factual. If 
  they confront Thimme with this observation, he 
  truthfully admits that there is more to his story but 
  that he would prefer to keep those details to himself. 
  • What do you think of King Belvor? “The king has 
  served his people selflessly and honorably in a 
  time when his country faces a grave enemy.” 
  • Do you know anything about Karzalin’s disappearance? 
  / What do you think of Karzalin? “Karzalin was my 
  mentor in the Mage Council for many years. At 
  that time I found him to be stern but fair. I 
  mastered many skills both arcane and mundane 
  under his tutelage. Despite my close connection 
  with him, I do not know his whereabouts. I am 
  deeply troubled because of his disappearance.” The 
  PCs are entitled to a Sense Motive check (with a -5 
  penalty) opposed by Thimme's Bluff (+7 modifier). 
  Those who succeed detect that Thimme's answer while 
  truthful, seems calculated. If pushed on this fact, 
  Thimme affirms the truth of his words and states that 
  he is frequently asked about Karzalin's whereabouts. 
  This second statement is true. 
  • What advice would you give King Belvor if you were in 
  the Chamber of Four? “I would advise him to move 
  more decisively against Old Wicked (<spit!>). We 
  cannot afford stagnancy in the military." 
  • How do you feel about adventurers? “They are a wild 
  card. The life they lead can lend them great power 
  and influence but it is sometimes impossible to 
  tell how they will wield it." 
  • How do you feel about licensing magic users? / Are 
  there any types of spellcasting you would outlaw? 
  “Licensing spellcasters is a fool's errand. Surely 
  you can see that?” 
  • What are your qualifications? “I am one of the most 
  powerful wizards in the Mage Council and also 
  the most apt to be a master elementalist of fire. In 
  addition, I believe I have a firmer understanding 
  of the political and military landscape of 
  Furyondy than any other candidate." 
  • Why do you want this position? 
  • “I wish to serve my country and I think this is the 
  position in which I can best serve.” 
  • What are your religious beliefs? / How do you feel 
  about _______ church/god? “I respect the wisdom of 
  the elders of most churches and I listen to what 
  they have to say. As for my own patron, I am a 
  follower of Trithereon.” 
  • What do you think about half-orcs/centaurs/other? 
  “Alas, race and background can have a deep 
  influence upon their outward behavior but there 
  are far more evil humans to worry about. I try to 
  give all creatures a fair chance.” 
  • What school/type of magic do you favor? "Ask any 
  warmage trained in this fair nation and he will 
  tell you that battle magics are my focus.” 
  • Have you ever met Prince Thrommel? / What do you 
  think about Prince Thrommel? “Despite my many 
  contacts I hear little from them about the 
  whereabouts and activities of Thrommel. As you 
  know, I got a chance to meet our prince last night. 
  While he is formidable, I do not expect him to get 
  the better of me again.” The PCs are entitled to a 
  Sense Motive check opposed by Thimme's Bluff (+7 
  modifier). Those who succeed detect that Thimme is 
  not as confident in his words as he is trying to suggest. 
  • What do you know of the laboratory/apparatus we 
  found underneath your ballroom? (If the PCs ask this 
  question it’s because they successfully found the 
  hidden laboratory in Encounter Eight.) If they released 
  the ghosts, Thimme seems pleased to describe the 
  nature and structure of the device, as he has 
  deciphered the notebooks and scrolls found in the lab. 
  He is honestly glad that the PCs acted as they did, for it 
  has thwarted the action of a known traitor to the realm 
  (Karzalin). If the PCs did not release the ghosts, 
  Thimme is surprised. He suspected the PCs may have 
  been out snooping, but did not know they had gotten 
  so far. He then turns indignant and demands to be 
  shown proof, hiding his anger that the PCs did not act. 
  He will then berate the PCs for not destroying the 
  apparatus when they found it. 
  • May we have the Sanguineous Celestius? If the PCs ask 
  this question it's because no one was willing to ally 
  with him in Encounter Twelve. If someone swore the 
  oath, then Thimme has already given one of them the 
  reagent (see the previous encounter). If the PCs don't 
  have the reagent by now, then Thimme gently refuses 
  to part with it and states that he would prefer to deliver 
  the reagent to the Mage Council himself. 
   
  In general, the PCs should get the impression that 
  Thimme is a hard man with an arrogant streak who is 
  passionate about doing what's best for his country. 
   
  DEVELOPMENT 
  Proceed to the conclusion when the PCs are finished 
  with the interview. 
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 26 
  CONCLUSION 
  Once you have completed the conclusion, if this is the 
  premiere, please complete the Critical Event Summary 
  and return it to the Furyondy Plots coordinator, John du 
  Bois, or RPGA HQ. Please make the players aware you are 
  completing this bit of paperwork and that their actions 
  do make a difference. Any PC actions that are not 
  adequately covered by the questions but may become 
  relevant in future modules should be mentioned in your 
  response. 
   
  Once the PCs return to Chendl, Telmus listens 
  quietly as their recount the details of their time on 
  Thimme de Levine's estate. If time is available, feel free to 
  role-play this final encounter with Telmus. At the least, 
  gather feedback from each player about what they 
  recommend to the Mage Council regarding Thimme. 
  Telmus insists that each PC give a recommendation for or 
  against (no abstentions). Telmus also cannot avoid 
  showing disappointment if the PCs vote against his 
  former master. PCs that still refuse to give a non-neutral 
  opinion do not receive the Influence with the Furyondy 
  Mage Council on their Adventure Record.  
   
  To conclude the adventure, read the PCs the texts 
  below that correspond to their actions and outcomes. 
   
  If the majority of the PCs voted in favor of Thimme de 
  Levine:  
  As you finish your story, you can't help but notice 
  the broad grin on Telmus' face. "As always I thank 
  you for your efforts on behalf of the council. I will 
  be certain that your opinions reach my superiors.  
   
  If the majority of the PCs voted against Thimme de 
  Levine (or it was a tie): 
  As you finish your story, you can't help but notice 
  the frown of discontent on Telmus' face at the poor 
  opinion you've given of his former master. "Thank 
  you for your opinions. I will forward them to my 
  superiors." 
   
  If the PCs brought Telmus the Sanguineous Celestius: 
  "They will also be most pleased that you've retrieved 
  this important reagent on their behalf and are likely 
  to provide you with ample reward." 
   
  If the Sanguineous Celestius was delivered to someone 
  other than the Mage Council: 
  "Alas, I expect they will be disappointed that you 
  were unable to deliver the Sanguineous Celestius to 
  us." 
   
  If Thimme did not give the PCs the Sanguineous 
  Celestius at all: 
  "Alas, they will be disappointed to hear that Thimme 
  was unwilling to part with the Sanguineous 
  Celestius. I do hope he will deliver it himself 
  shortly." 
   
  If Thrommel was able to begin the ritual at the costume 
  ball and subsequently escaped: 
  "The news about Thrommel's appearance has, of 
  course, already reached the ears of every noble in the 
  city. Your heroic actions likely saved the lives of 
  more than one nobleman. Rumors are already 
  rampant and the citizens are on edge about the 
  news. I can only hope that most citizens will 
  discount it as mere rumor. I urge you not to make 
  the situation worse by discussing the event with 
  others." 
   
  If the PCs found the ghosts in Thimme's basement before 
  the party began: 
  "The news of your discovery beneath the de Levine 
  estate is quite disturbing. A team has been sent to 
  investigate further and Thimme is, of course, 
  providing what aid he can. You've done the country a 
  fine service." 
   
  If the PCs actually managed to defeat and destroy 
  Thrommel: 
  "The news about Thrommel's defeat has, of course, 
  already reached the ears of every noble in the city. 
  I'm told that the king himself will soon summon 
  you to an audience to thank you. It's bittersweet of 
  course but I believe the king and his people believe 
  that this is the best end." 
   
  Always read the following: 
  "Thank you again for your service. If the Mage 
  Council has need of you again I will be sure to 
  contact you." 
   
  GUIDELINES FOR ADVENTURE RECORD ITEMS 
  Influence with the Furyondy Mage Council: PCs 
  receive this AR item if they did not insist on negotiating 
  their pay up front and interviewed Thimme de Levine 
  and registered a clear opinion for or against him and did 
  not give the Sanguineous Celestius to another faction. If 
  Thimme was unwilling to give any of the PCs the 
  Sanguineous Celestius they can still earn this favor. 
   
  Ally of Thimme de Levine: PCs who agreed to ally with 
  Thimme de Levine and swore themselves to him receive 
  this item. 
   
  Wrath of Thimme de Levine: PCs who found the 
  ghosts in Thimme's basement and accused him of 
  involvement in the plot to use them receive this item. 
   
  Influence Point with the <fill in the blank> 
  Metaorganization: PCs may earn an influence point 
  with one of Furyondy's meta-organizations. A PC can 
  only earn one influence point regardless of how many 
  organizations they are members of. Specific criteria for 
  earning this influence points are listed below: 
  • Members of the church of St. Cuthbert, Heironeous, 
  Mayaheine or Pelor receive this favor from their 
  
  FUR7-07 Of Noble Spirit 
   
  Page 27 
  organization 
  if 
  the 
  majority 
  of 
  the 
  party 
  recommended against Thimme de Levine's selection 
  for the Chamber of Four. 
  • Members of FAST-C, the Church of Rao or the Church 
  of Trithereon receive this favor from their 
  organization 
  if 
  the 
  majority 
  of 
  the 
  party 
  recommended for Thimme de Levine's selection for 
  the Chamber of Four. 
  • PCs who received a letter from the Twilight Hunters 
  receive this favor if they did not tell anyone 
  (including fellow party members) about the contents 
  of that letter and they convinced Thimme to let the 
  two "poachers" escape (see Encounter Three) and the 
  party discovered the ghosts in Thimme's basement. 
  • No other metaorgs are eligible for this favor. 
   
  Influence Point with Gold County/Littleberg/ 
  Twilight Hunters: If a PC was asked by a representative 
  of another organization to acquire the Sanguineous 
  Celestius for a faction other than the Furyondy Mage 
  Council and they did as they were asked then they 
  receive this influence point with that faction. A PC who 
  did not return the glove of storing loaned to him by the 
  Twilight Hunters cannot receive this favor from that 
  organization. 
   
  Unseen Servant Pin: Any PC who did not earn the 
  Wrath of Thimme de Levine may keep the gold pin he 
  gave them. Outside the boundaries of Thimme's estate, 
  the magic of the pin is fairly limited as described on the 
  adventure record. 
   
  Life of the Party: If the PCs located the ghost trap in 
  Encounter Six and freed the ghosts then they all receive 
  this favor. Otherwise, award this only to the one PC at 
  the table who earned the most coins during the party 
  game. Break ties via an opposed Diplomacy check. A PC 
  who did not return the glove of storing loaned to him by 
  the Twilight Hunters cannot receive this favor from that 
  organization. 
   
  Attention of a Vampire: PCs receive this item if they 
  managed to injure Thrommel or affect him with an 
  offensive spell before he left the party. 
  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. 
   
  4: FROM PREDATOR TO PREY 
  Defeat the plants and/or constructs. (Grant half xp if the 
  PCs take extra time or require assistance with this task.) 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
   
  6: SNOOPING 
  Defeat or avoid the topiary guardians. PCs do not receive 
  experience points if they do not snoop, or if they never 
  encounter the topiary guardians in the first place. 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
   
  7: DIGGING DEEP 
  Defeat the ghostly guardians. (Note: This encounter is 
  mutually exclusive with Encounter 6, above. The PCs will 
  have one fight or the other.) 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
   
  8: UNHOLY DIVER 
  Survive or avoid the trap on the door. 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
   
  11: AS THE CLOCK STRIKES TWELVE 
  Defeat the ghostly guardians. (Note: This encounter is 
  mutually exclusive of Encounter 8, above. The PCs either 
  find the ghost trap or attend the costume ball, not both.) 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
   
  TOTAL POSSIBLE EXPERIENCE: 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  
  FUR7-07 Of Noble Spirit 
   
  Page 28 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  INTRODUCTION 
   
  APL 6-10: Loot – 0 gp, Coin – 0 gp, Magic – 416 gp; 
  deathstrike bracers (416 gp). 
   
  1: A MEETING WITH TELMUS 
   
  APL 4: Loot – 0 gp, Coin – 33 gp, Magic – 0 gp. 
   
  APL 6: Loot – 0 gp, Coin – 50 gp, Magic – 0 gp. 
   
  APL 8: Loot – 0 gp, Coin – 67 gp, Magic – 0 gp. 
   
  APL 10: Loot – 0 gp, Coin – 83 gp, Magic – 0 gp. 
  2: A WARM WELCOME 
   
  APL 4: Loot 0 GP; Coin 0 gp; Magic 644 gp; pin de 
  Levine x6 (360 gp), blessed bandage (1 gp), skill shard (Bluff) (4 
  gp), greater skill shard (Knowledge(Local [Iuz’s Border States])) 
  (25 gp), daylight pellets x4 50 gp), talisman of the disk (25 gp), 
  everlasting rations (29 gp), electric eel elixir (33 gp), wink brooch 
  (50 gp), porcupine elixir (66 gp); Total 644 gp 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 465 gp; pin de 
  Levine x6 (360 gp), blessed bandage (1 gp), skill shard (Bluff) (4 
  gp), greater skill shard (Knowledge(Local [Iuz’s Border States])) 
  (25 gp), daylight pellets x4 50 gp), talisman of the disk (25 gp); 
  Total 465 gp 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 992 gp; pin de 
  Levine x6 (360 gp), blessed bandage (1 gp), skill shard (Bluff) (4 
  gp), gr. skill shard (Knowledge(Local [Iuz’s Border States])) (25 
  gp), daylight pellets x4 50 gp), talisman of the disk (25 gp), 
  everlasting rations (29 gp), electric eel elixir (33 gp), wink brooch 
  (50 gp), porcupine elixir (66 gp), elixir of reckoning (68gp), beetle 
  elixir (112 gp), vial of icy sheets (166 gp); Total 992 gp 
   
  APL 10: Loot 0 gp, Coin 0 gp; Magic 1013 gp; pin de 
  Levine x6 (360 gp), blessed bandage (1 gp), greater skill shard 
  (Bluff) (25 gp), greater skill shard (Knowledge(Local [Iuz’s 
  Border States])) (25 gp), daylight pellets x4 50 gp), talisman of 
  the disk (25 gp), everlasting rations (29 gp), electric eel elixir (33 
  gp), wink brooch (50 gp), porcupine elixir (66 gp), elixir of 
  reckoning (68gp), beetle elixir (112 gp), vial of icy sheets (166 
  gp); Total 1013 gp 
   
  9: A SERIES OF VISITORS 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 833 gp glove of 
  storing (833 gp). 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 4: Loot 0 gp; Coin 33 gp; Magic 644 gp; Total 
  677 gp. 
   
  APL 6: Loot 0 gp; Coin 50 gp; Magic 881 gp; Total 
  931 gp. 
   
  APL 8: Loot 0 gp; Coin 67 gp; Magic 1408 gp; Total 
  1475 gp. 
   
  APL 10: Loot 0 gp; Coin 83 gp; Magic 2262 gp; Total 
  2345 gp. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 29 
  ADVENTURE RECORD ITEMS 
  Influence Point with the Furyondy Mage Council: If 
  you have the Ring of the Arcane you may expend this 
  influence point and 7,500 gp to upgrade the ring with the 
  powers of a ring of mystic defiance (MIC). 
   
  Ally of Thimme de Levine: You have sworn an oath to 
  ally with Thimme in his quest to save Furyondy from 
  impending chaos. As his ally, you are entitled to purchase 
  one of the following: 
  • A scroll of one the following spells: blade of blood 
  (PHB2), channeled lifetheft (CM), finger of agony (CM), 
  incorporeal nova (SpC), life bolt (SpC), prickling torment 
  (CM) 
  • Greater crystal of lifedrinking (MIC) 
  • Greater crystal of lifekeeping (MIC) 
  • Greater truedeath crystal (MIC) 
   
  Wrath of Thimme de Levine: You have a dangerous 
  and powerful enemy. 
   
  Influence Point: You have earned an influence point 
  with the metaorganization listed below. Until you spend 
  this influence point, you are granted regional access to 
  the following items from Complete Champion: book of all 
  knowledge, bastion of righteous war, helm of righteous war, and 
  blade of righteous war. 
   
   
   
   
   
   
   
   
   
   
  Influence Point with (circle one) Gold County / 
  Littleberg / Twilight Hunters: Until you spend this 
  influence point, you are granted regional access to the 
  following items from Complete Scoundrel: bladeshimmer, 
  panic button (any), wheel of fortune (limit 1). 
   
  pin de Levine: When worn (which does not take up a 
  body slot), this pin allows you to activate the effect of an 
  unseen servant spell once per day as a standard action. 
  Moderate conjuration and divination; CL 1st; cannot be 
  crafted; 720 gp; Weight: –. 
   
  Life of the Party: You gain regional access to all items 
  found during this adventure (below). You also gain an 
  influence point with one Furyondy noble house or 
  organization that attended the party (circle one): Barony 
  of Littleberg, Duchy of the Reach, Barony of Wililp, 
  Furyondy Military, Furyondy Mage Council or Twilight 
  Hunters. 
   
  Attention of a Vampire: Your brave actions have earned 
  you the attention of deadly enemy. 
  ITEM ACCESS 
  APL 4: 
  • blessed bandage (Adventure; MIC) 
  • daylight pellet (Adventure; MIC) 
  • electric eel elixir (Adventure; MIC) 
  • everlasting rations (Adventure; MIC) 
  • greater skill shard (Knowledge (Local [Iuz’s Border States])) 
  (Adventure; MIC; limit 3) 
  • pin de Levine (Adventure; see above) 
  • porcupine elixir (Adventure; MIC) 
  • skill shard (Bluff) (Adventure; MIC) 
  • talisman of the disk (Adventure; MIC) 
  • wink brooch (Adventure; MIC) 
   
  APL 6 (all of APL 4 plus the following): 
  • deathstrike bracers (Adventure; MIC; limit 1) 
   
  APL 8 (all of APLs 4-6 plus the following): 
  • elixir of reckoning (Adventure, DMG2) 
  • beetle elixir (Adventure, MIC) 
  • vial of icy sheets (Adventure, MIC)  
   
  APL 10 (all of APLs 4-8 plus the following): 
  • greater skill shard (Bluff) (Adventure; MIC; limit 3) 
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 30 
  APPENDIX 1: ALL APLS
  3: POACHERS 
  T W I L I G H T  H U N T E R  "P O AC H E R"  
  CR  2 
  Human rogue 2  
  CG Medium humanoid (human) 
  Init +6; Senses Spot +4, Listen +4 
  Languages Common 
  AC 14, touch 12, flat-footed 12 
   
  (+2 Dex, +2 armor) 
  hp 12 (2 HD) 
  Fort +1, Ref +5, Will -1; evasion 
  Speed 30 ft. (6 squares) 
  Melee short sword +2 (1d6+1/19-20) 
  Ranged shortbow +3 (1d6) 
  Base Atk +1; Grp +2 
  Special Atk sneak attack +1d6 
  Abilities Str 13, Dex 15, Con 12, Int 10, Wis 8, Cha 14 
  SQ trapfinding, evasion 
  Feats Improved Initiative, Stealthy 
  Skills Bluff +7, Diplomacy +9, Disguise +7, Gather 
  Information +7, Hide +9, Knowledge (Local) +5, 
  Listen +4, Move Silently +9, Spot +4 
  Possessions arrows (x10), 5 gp, leather armor, 
  miscellaneous survival gear, shortbow, short 
  sword 
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 31 
  APL 4 
  4: FROM PREDATOR TO PREY 
  F ANG  G O L E M 
   
   
   
  CR 6 
  N Large construct 
  Init +3; Senses darkvision 60 ft., low-light vision, Spot 
  +0, Listen +0 
  Languages none 
  AC 20, touch 12, flat-footed 17 
   
  (-1 size, +3 Dex, +8 natural) 
  hp 74 (8 HD); DR 5/adamantine or bludgeoning 
  Immune spells, magical and supernatural effects, 
  energy forms, mind-influencing effects, poison, 
  disease, critical hits, subdual damage, ability 
  damage, energy drain, death from massive 
  damage 
  Fort +2, Ref +5, Will +2 
  Weakness sonic (see immunity to magic) 
  Speed 30 ft. (6 squares) 
  Melee claw +9 (2d6+4) 
  Melee 2 claws +9 (2d6+4) 
  Ranged spikes +8 (2d6+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +14 
  Atk Options verdant surge 
  Special Actions spikes 
  Abilities Str 19, Dex 17, Con –, Int –, Wis 11, Cha 1 
  SQ death throes, spikes, verdant surge, construct 
  traits, immunity to magic 
  Skills total ranks 0; none [+0 ability] 
  Immunity to Magic (Ex) A fang golem is immune to 
  any spell or spell-like ability that allows spell 
  resistance, except shout, greater shout, and any 
  orb of sound spell. Any magical attack against a 
  fang golem that deals cold damage heals 1 point of 
  damage for every 3 points of damage it would 
  otherwise deal. If the amount of healing would 
  cause the golem to exceed its full normal hit points, 
  it gains any excess as temporary hit points up to a 
  maximum of twice its full normal hit point total. 
  These temporary hit points last for up to 1 hour. A 
  fang golem gets no saving throw against magical 
  attacks that deal cold damage. 
  Verdant Surge (Su) Any creature hit by a fang 
  golem's melee attack or spikes ability takes a -2 
  penalty on saving throws made to resist the effects 
  of a druid spell or a spell or ability from a fey 
  creature. This effect lasts for 1 minute. 
  Spikes (Ex) A fang golem can launch a volley of 
  spikes to a range of 80 feet with no range 
  increment. All targets must be within 30 feet of 
  each other. A fang golem can use this ability up to 
  five times in a 24 hour period. 
  Death Throes (Ex) IMPORTANT: The creature 
  lacks this ability at APL 4. 
  Description: A hulking, bestial form looms from the 
  shadows. It looks like a wild animal, but its shape is 
  jagged and unnatural. The creature rears up, and 
  suddenly the air is filled with spikes! 
   
  6: SNOOPING 
  T O P I AR Y  G UARDI AN (B O AR) 
   
  CR  3 
  N Medium plant 
  Init +3; Senses low-light vision, tremorsense 90 ft., 
  Spot +0, Listen +0 
  Languages none 
  AC 17, touch 13, flat-footed 14 
   
  (+3 Dex, +4 natural) 
  hp 27 (5 HD); DR 10/slashing 
  Immune 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, polymorph, stunning, critical hits 
  Fort +6, Ref +4, Will +1 
  Weakness vulnerability to fire 
  Speed 40 ft. (8 squares) 
  Melee gore +6 (2d6+4) 
  Base Atk +3; Grp +6 
  Abilities Str 17, Dex 16, Con 14, Int --, Wis 10, Cha 1 
  SQ ferocity, merciful, freeze 
  Feats none 
  Skills Move Silently +11 
  Ferocity (Ex): A boar topiary guardian continues to 
  fight without penalty even while disabled or dying. 
  Merciful (Ex): A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard –4 penalty on attack rolls. The creature 
  chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Orders to capture or subdue enemies 
  cause the topiary guardian to use non-lethal 
  attacks; any other attack order causes the creature 
  to deal lethal damage. 
  Freeze (Ex): A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to 
  notice that a topiary guardian is actually an 
  animated creature. 
  Monster Manual 3, p.173 
  
  FUR7-07 Of Noble Spirit 
   
  Page 32 
  7: DIGGING DEEP 
  G H O S T  B R U T E  H O U N D 
   
   
  CR 3 
  ( M AN I F E S T E D) 
  N Medium undead (incorporeal) 
  Init +2; Senses darkvision 60ft, low-light vision, scent, 
  Spot +13, Listen +13 
  Languages none 
  AC 14, touch 14, flat-footed 12 
   
  (+2 Dex, +2 deflection) 
  hp 13 (2 HD) 
  Immune nonmagical attack forms, mind-affecting 
  effects, poison, sleep effects, paralysis, stunning, 
  disease, death effects, critical hits, nonlethal 
  damage, ability drain, energy drain, fatigue, 
  exhaustion and any effect that requires a Fortitude 
  save 
  Fort +3, Ref +5, Will +1 
  Speed fly 30 ft. (6 squares) 
  Melee corrupting touch +3 (1d4) 
  Base Atk +1; Grp +3 
  Atk Options corrupting touch 
  Abilities Str 15, Dex 15, Con --, Int 2, Wis 12, Cha 15  
  SQ incorporeal traits, manifestation, rejuvenation, 
  undead traits, +2 turn resistance 
  Feats Track, Alertness 
  Skills Hide +8, Jump +4, Listen +13, Search +8, Spot 
  +13, Swim +3, Survival +1 
  Corrupting Touch (Su): A ghost brute that hits a 
  living target with its corrupting touch attack deals 
  1d4 points of damage. Against ethereal opponents, 
  it adds its Strength modifier to attack rolls and 
  damage rolls. Against material opponents, it adds 
  its Dexterity modifier to attack rolls only. 
  Manifestation (Su): As an ethereal creature, a ghost 
  hound cannot affect or be affected by anything in 
  the material world. When it manifests, the ghost 
  hound becomes visible but remains incorporeal. A 
  manifested ghost hound remains on the Ethereal 
  plane but can be attacked by opponents on both 
  the Material and Ethereal planes. 
  Rejuvenation (Su): A ghost hound that would 
  otherwise be destroyed returns to its old haunts in 
  2d4 days with a successful level check (1d20 + 2) 
  against DC 16. A ghost hound is tied more closely 
  to other beings than more intelligent spirits. Often it 
  is the companion of a ghostly being, but it may also 
  become fascinated with or enraged by a living 
  creature that intrudes on its domain. It always 
  returns to the object of its attachment rather than to 
  a set location. 
  Skills: A ghost hound gains a +8 racial bonus on 
  Hide, Listen, Search, and Spot checks. It also has 
  a +8 racial bonus on Survival checks when tracking 
  by scent. (These bonuses are already figured into 
  the statistics above.) 
  8: UNHOLY DIVER 
  P O I S O N  W ALL S P I K E S 
   
   
   CR  5   
  Description Four wicked, poison-coated spikes have 
  been cleverly hidden in the walls on either side of 
  the door. The traps' area extends 10' back from the 
  door covering all four 5-ft. squares before the door. 
  Search DC 17; Type mechanical 
  Trigger Location 
  Effect Spikes (Atk +16 melee, one target in each of 
  the four target squares, 1d8+4 plus poison, Large 
  monstrous spider venom, DC 13 Fortitude save 
  resists, 1d6 Str/1d6 Str 
  Disarm Disable Device DC 21 
   
  11: AS THE CLOCK STRIKES TWELVE 
  See 7: Digging Deep 
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 33 
  APL 6 
  4: FROM PREDATOR TO PREY 
  F ANG  G O L E M 
   
   
   
  CR 6 
  N Large construct 
  Init +3; Senses darkvision 60 ft., low-light vision, Spot 
  +0, Listen +0 
  Languages none 
  AC 20, touch 12, flat-footed 17 
   
  (-1 size, +3 Dex, +8 natural) 
  hp 74 (8 HD); DR 5/adamantine or bludgeoning 
  Immune spells, magical and supernatural effects, 
  energy forms, mind-influencing effects, poison, 
  disease, critical hits, subdual damage, ability 
  damage, energy drain, death from massive 
  damage 
  Fort +2, Ref +5, Will +2 
  Weakness sonic (see immunity to magic) 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +9 (2d6+4) 
  Ranged spikes +8(2d6+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +14 
  Atk Options verdant surge 
  Special Actions spikes 
  Abilities Str 19, Dex 17, Con –, Int –, Wis 11, Cha 1 
  SQ death throes, spikes, verdant surge, construct 
  traits, immunity to magic 
  Skills none 
  Immunity to Magic (Ex) A fang golem is immune to any 
  spell or spell-like ability that allows spell resistance, 
  except shout, greater shout, and any orb of sound spell. 
  Any magical attack against a fang golem that deals cold 
  damage heals 1 point of damage for every 3 points of 
  damage it would otherwise deal. If the amount of healing 
  would cause the golem to exceed its full normal hit points, 
  it gains any excess as temporary hit points up to a 
  maximum of twice its full normal hit point total. These 
  temporary hit points last for up to 1 hour. A fang golem 
  gets no saving throw against magical attacks that deal 
  cold damage. 
  Verdant Surge (Su) Any creature hit by a fang golem's 
  melee attack or spikes ability takes a -2 penalty on saving 
  throws made to resist the effects of a druid spell or a spell 
  or ability from a fey creature. This effect lasts for 1 
  minute. 
  Spikes (Ex) A fang golem can launch a volley of spikes to a 
  range of 80 feet with no range increment. All targets must 
  be within 30 feet of each other. A fang golem can use this 
  ability up to five times in a 24-hour period. 
  Death Throes (Ex) When killed, a fang golem explodes in a 
  20-foot-radius burst that deals 8d6 points of piercing 
  damage to everything in the area (Reflex DC 14 half). 
  The save DC is Constitution-based. 
  Description: A hulking, bestial form looms from the 
  shadows. It looks like a wild animal, but its shape is 
  jagged and unnatural. The creature rears up, and 
  suddenly the air is filled with spikes! 
  6: SNOOPING 
  T O P I AR Y  G UARDI AN (B O AR) 
   
  CR  3 
  N Medium plant 
  Init +3; Senses low-light vision, tremorsense 90 ft., 
  Spot +0, Listen +0 
  Languages none 
  AC 17, touch 13, flat-footed 14 
   
  (+3 Dex, +4 natural) 
  hp 27 (5 HD); DR 10/slashing 
  Immune 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, polymorph, stunning, critical hits 
  Fort +6, Ref +4, Will +1 
  Weakness vulnerability to fire 
  Speed 40 ft. (8 squares) 
  Melee gore +6 (2d6+4) 
  Base Atk +3; Grp +6 
  Abilities Str 17, Dex 16, Con 14, Int --, Wis 10, Cha 1 
  SQ ferocity, merciful, freeze 
  Feats none 
  Skills Move Silently +11 
  Ferocity (Ex): A boar topiary guardian continues to 
  fight without penalty even while disabled or dying. 
  Merciful (Ex): A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard –4 penalty on attack rolls. The creature 
  chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Orders to capture or subdue enemies 
  cause the topiary guardian to use non-lethal 
  attacks; any other attack order causes the creature 
  to deal lethal damage. 
  Freeze (Ex): A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to 
  notice that a topiary guardian is actually an 
  animated creature. 
  Monster Manual 3, p.173 
  
  FUR7-07 Of Noble Spirit 
   
  Page 34 
  7: DIGGING DEEP 
  G H O S T  B R U T E  H O U N D 
   
   
  CR 3 
  ( M AN I F E S T E D) 
  N Medium undead (incorporeal) 
  Init +2; Senses darkvision 60ft, low-light vision, scent, 
  Spot +13, Listen +13 
  Languages none 
  AC 14, touch 14, flat-footed 12 
   
  (+2 Dex, +2 deflection) 
  hp 13 (2 HD) 
  Immune nonmagical attack forms, mind-affecting 
  effects, poison, sleep effects, paralysis, stunning, 
  disease, death effects, critical hits, nonlethal 
  damage, ability drain, energy drain, fatigue, 
  exhaustion and any effect that requires a Fortitude 
  save 
  Fort +3, Ref +5, Will +1 
  Speed fly 30 ft. (6 squares) 
  Melee corrupting touch +3 (1d4) 
  Base Atk +1; Grp +3 
  Atk Options corrupting touch 
  Abilities Str 15, Dex 15, Con --, Int 2, Wis 12, Cha 15  
  SQ incorporeal traits, manifestation, rejuvenation, 
  undead traits, +2 turn resistance 
  Feats Track, Alertness 
  Skills Hide +8, Jump +4, Listen +13, Search +8, Spot 
  +13, Swim +3, Survival +1 
  Corrupting Touch (Su): A ghost brute that hits a 
  living target with its corrupting touch attack deals 
  1d4 points of damage. Against ethereal opponents, 
  it adds its Strength modifier to attack rolls and 
  damage rolls. Against material opponents, it adds 
  its Dexterity modifier to attack rolls only. 
  Manifestation (Su): As an ethereal creature, a ghost 
  hound cannot affect or be affected by anything in 
  the material world. When it manifests, the ghost 
  hound becomes visible but remains incorporeal. A 
  manifested ghost hound remains on the Ethereal 
  plane but can be attacked by opponents on both 
  the Material and Ethereal planes. 
  Rejuvenation (Su): A ghost hound that would 
  otherwise be destroyed returns to its old haunts in 
  2d4 days with a successful level check (1d20 + 2) 
  against DC 16. A ghost hound is tied more closely 
  to other beings than more intelligent spirits. Often it 
  is the companion of a ghostly being, but it may also 
  become fascinated with or enraged by a living 
  creature that intrudes on its domain. It always 
  returns to the object of its attachment rather than to 
  a set location. 
  Skills: A ghost hound gains a +8 racial bonus on 
  Hide, Listen, Search, and Spot checks. It also has 
  a +8 racial bonus on Survival checks when tracking 
  by scent. (These bonuses are already figured into 
  the statistics above.) 
  8: UNHOLY DIVER 
  T U N N E L  S W AL L O W  T RAP  
   CR  7 
  Description The walls of the last 20' of tunnel before 
  the door begin to roil and shift on all sides, 
  clenching in rapid succession as they attempt to 
  fling the PCs back down the hallway. 
  Search DC 31; Type Magical 
  Trigger Sound 
  Effect Bludgeoning (11d6 damage to all within 20’, 
  DC 19 Reflex save half damage) and movement 
  (PCs moved 40’ back, DC 19 Reflex save half 
  distance) 
  Disarm Disable Device DC 31 
   
  11: AS THE CLOCK STRIKES TWELVE 
  See 7: Digging Deep 
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 35 
  APL 8 
  4: FROM PREDATOR TO PREY 
  W AR B O U N D  I M P AL E R 
   
   
  CR  7 
  (L E S S E R  B A T T L E B R I A R) 
  N Large plant 
  Init -2; Senses darkvision 60 ft., low-light vision, Spot 
  +0, Listen +0 
  Languages none 
  AC 19, touch 7, flat-footed 19 
   
  (-1 size, +-2 Dex, +12 natural) 
  hp 126 (12 HD) 
  Immune mind-influencing effects, poison, sleep, 
  paralysis, polymorph, stunning, critical hits 
  Resist fire 20, electricity 20 
  Fort +14, Ref +2, Will +4 
  Speed 30 ft. (6 squares) 
  Melee 2 slams +14 (1d8+6/19-20) 
  Space 10ft.; Reach 5 ft. 
  Base Atk +9; Grp +19 
  Atk Options Impale, improved grab, thorn volley, 
  trample (1d8+9), Cleave, Improved Bull Rush, 
  Power Attack 
  Abilities Str 23, Dex 6, Con 27, Int 5, Wis 10, Cha 7 
  SQ thorn field 
  Feats Cleave, Improved Bull Rush, Improved Critical 
  (slam), Improved Natural Attack (slam), Power 
  Attack 
  Skills Hide +11 
  Impale 
  (Ex) 
  Whenever 
  a 
  warbound 
  impaler 
  successfully starts a grapple with a Medium or 
  smaller creature, there is a chance that the 
  creature will become impaled on one of the thorns. 
  After the grapple has begun, a warbound impaler 
  can attempt another grapple check as a free action 
  to impale the creature on its thorns. An impaled 
  creature is helpless until it beats the warbound 
  impaler in an opposed grapple check. As long as 
  the only creature that is grappling with are impaled, 
  a warbound impaler is not considered grappled (the 
  warbound impaler does not lose its Dexterity bonus 
  to AC, still threatens an area, and can use its 
  remaining attacks against other opponents). When 
  making grapple checks against impaled creatures, 
  a warbound impaler takes a -20 penalty on grapple 
  checks. 
  Improved Grab (Ex) To use this ability, a warbound 
  impaler must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
  Thorn Volley (Ex) Warbound impalers grow and shed 
  their thorns at an incredible rate, and by rearing 
  upon their hind legs and snapping their bodies 
  forward, they can launch a deadly volley. As a 
  standard action, a warbound impaler can launch a 
  volley of thorns, centering the volley anywhere 
  within 60 feet. The thorns deal 5d6 points of 
  piercing damage to all creature within a 10-foot 
  radius (Reflex DC 22 half). The save DC is 
  Strength-based. 
  Trample (Ex) Reflex DC 22 half. The save DC is 
  Strength-based. 
  Thorn Field (Ex) The thorns on a warbound impaler's 
  body protrude into the area surrounding the 
  creature, causing several effects on creatures 
  moving through a warbound impaler's threatened 
  area. A warbound impaler can make up to four 
  attacks of opportunity each round. (Unlike the 
  Combat Reflexes feat, this ability does not allow a 
  warbound impaler to make attacks of opportunity 
  while flat-footed.) In addition, the DCs for Tumble 
  checks to move through a warbound impaler's 
  threatened area or through the squares that it 
  occupies increases by 10. Creatures three or more 
  size categories smaller than a warbound impaler 
  cannot freely move through the area that a 
  warbound impaler occupies. 
  Skills: Despite its size, a warbound impaler blends 
  well with its surroundings, and it gains a +8 racial 
  bonus on Hide checks in aboveground, natural 
  environments. 
  Description: This six-legged creature has a body 
  made of writhing vines and thorns. Each of its 
  gorrila-like pairs of limbs is slightly shorter than the 
  pair in front of it. Long thorns protrude from every 
  part of the creature’s body, making it seem 
  impossible to approach or move around the 
  creature without risking serious injury. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 36 
  F ANG  G O L E M 
   
   
   
  CR 6 
  N Large construct 
  Init +3; Senses darkvision 60 ft., low-light vision, Spot 
  +0, Listen +0 
  Languages none 
  AC 20, touch 12, flat-footed 17 
   
  (-1 size, +3 Dex, +8 natural) 
  hp 74 (8 HD); DR 5/adamantine or bludgeoning 
  Immune spells, magical and supernatural effects, 
  energy forms, mind-influencing effects, poison, 
  disease, critical hits, subdual damage, ability 
  damage, energy drain, death from massive 
  damage 
  Fort +2, Ref +5, Will +2 
  Weakness sonic (see immunity to magic) 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +9 (2d6+4) 
  Ranged spikes +8(2d6+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +14 
  Atk Options verdant surge 
  Special Actions spikes 
  Abilities Str 19, Dex 17, Con –, Int –, Wis 11, Cha 1 
  SQ death throes, spikes, verdant surge, construct 
  traits, immunity to magic 
  Skills none 
  Immunity to Magic (Ex) A fang golem is immune to 
  any spell or spell-like ability that allows spell 
  resistance, except shout, greater shout, and any 
  orb of sound spell. Any magical attack against a 
  fang golem that deals cold damage heals 1 point of 
  damage for every 3 points of damage it would 
  otherwise deal. If the amount of healing would 
  cause the golem to exceed its full normal hit points, 
  it gains any excess as temporary hit points up to a 
  maximum of twice its full normal hit point total. 
  These temporary hit points last for up to 1 hour. A 
  fang golem gets no saving throw against magical 
  attacks that deal cold damage. 
  Verdant Surge (Su) Any creature hit by a fang 
  golem's melee attack or spikes ability takes a -2 
  penalty on saving throws made to resist the effects 
  of a druid spell or a spell or ability from a fey 
  creature. This effect lasts for 1 minute. 
  Spikes (Ex) A fang golem can launch a volley of 
  spikes to a range of 80 feet with no range 
  increment. All targets must be within 30 feet of 
  each other. A fang golem can use this ability up to 
  five times in a 24-hour period. 
  Death Throes (Ex) When killed, a fang golem 
  explodes in a 20-foot-radius burst that deals 8d6 
  points of piercing damage to everything in the area 
  (Reflex DC 14 half). The save DC is Constitution-
  based. 
  Description: A hulking, bestial form looms from the 
  shadows. It looks like a wild animal, but its shape is 
  jagged and unnatural. The creature rears up, and 
  suddenly the air is filled with spikes! 
   
  6: SNOOPING 
  T O P I AR Y  G UARDI AN (L I O N) 
   
  CR  7 
  N Large plant 
  Init +2; Senses low-light vision, tremorsense 90 ft., 
  Spot +0, Listen +0 
  Languages none 
  AC 17, touch 11, flat-footed 15 
   
  (-1 size, +2 Dex, +6 natural) 
  hp 81 (10 HD); DR 10/slashing 
  Immune 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, polymorph, stunning, critical hits 
  Fort +11, Ref +5, Will +3 
  Weakness vulnerability to fire 
  Speed 40 ft. (8 squares) 
  Melee claw +13 (1d6+7) and 2 claws +8 (1d6+7) 
   and bite +8 (1d8+3) 
  Space 10ft.; Reach 10 ft. 
  Base Atk +7; Grp +18 
  Abilities Str 25, Dex 14, Con 18, Int --, Wis 10, Cha 1 
  SQ improved grab, pounce, rake (1d6+3), merciful, 
  freeze 
  Skills Move Silently +10 
  Improved Grab (Ex): To use this ability, a lion topiary 
  guardian must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake 
  on subsequent rounds. 
  Pounce (Ex): If a lion topiary guardian charges a foe, 
  it can make a full attack, including two rake attacks. 
  Rake (Ex): Attack bonus +13 melee, damage 1d6+3. 
  Merciful (Ex): A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard –4 penalty on attack rolls. The creature 
  chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Orders to capture or subdue enemies 
  cause the topiary guardian to use non-lethal 
  attacks; any other attack order causes the creature 
  to deal lethal damage. 
  Freeze (Ex): A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to 
  notice that a topiary guardian is actually an 
  animated creature. 
  Monster Manual 3, p.173 
  
  FUR7-07 Of Noble Spirit 
   
  Page 37 
  7: DIGGING DEEP 
  D I RE  L I O N G H O S T 
   
   
  CR 7 
  ( M AN I F E S T E D) 
  N Large undead (incorporeal) 
  Init +2; Senses low-light vision, scent, darkvision 60 
  ft., Spot +13, Listen +13 
  Languages none 
  AC 13, touch 13, flat-footed 11 
   
  (-1 size, +2 Dex, +2 deflection) 
  hp 56 (8 HD) 
  Immune nonmagical attack forms, mind-affecting 
  effects, poison, sleep effects, paralysis, stunning, 
  disease, death effects, critical hits, nonlethal 
  damage, ability drain, energy drain, fatigue, 
  exhaustion and any effect that requires a Fortitude 
  save 
  Fort +6, Ref +8, Will +7 
  Speed fly 30 ft. (6 squares) 
  Melee draining touch +7 (1d4 ability damage, ghost 
  gains 5hp) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +17 
  Atk Options frightful roar, improved grab*, pounce,* 
  rake* 
  *not usable while manifested 
  Abilities Str 25, Dex 15, Con --, Int 2, Wis 12, Cha 14 
  SQ incorporeal traits, manifestation, rejuvenation, 
  undead traits, +4 turn resistance 
  Feats Alertness, Run, Weapon Focus (Claw) 
  Skills Hide +8, Search +4, Listen +13, Move Silently 
  +6, Spot +13 
  Draining Touch (Su): A dire lion ghost that hits a 
  living target with its incorporeal touch attack drains 
  1d4 points from any one ability score it selects. On 
  each such successful attack, the ghost heals 5 
  points of damage to itself. Against ethereal 
  opponents, it adds its Strength modifier to attack 
  rolls only. Against non-ethereal opponents, it adds 
  its Dexterity modifier to attack rolls only. 
  Frightful Roar (Su) A dire lion ghost can emit a 
  frightful roar as a standard action. All living 
  creatures within a 30-foot spread must succeed on 
  a Will save or become panicked for 2d4 rounds. 
  This is a sonic necromantic mind-affecting fear 
  effect. A creature that successfully saves against 
  the moan cannot be affected by the same ghost’s 
  moan for 24 hours. 
  Manifestation (Su): Every ghost has this ability. A 
  ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material 
  Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage 
  from a corporeal source. A manifested ghost can 
  pass through solid objects at will, and its own 
  attacks pass through armor. A manifested ghost 
  always moves silently. A manifested ghost can 
  strike with its touch attack or with a ghost touch 
  weapon (see Ghostly Equipment, below). A 
  manifested ghost remains partially on the Ethereal 
  Plane, where is it not incorporeal. A manifested 
  ghost can be attacked by opponents on either the 
  Material Plane or the Ethereal Plane. The ghost’s 
  incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal 
  Plane. 
   
   
  When a spellcasting ghost is not manifested 
  and is on the Ethereal Plane, its spells cannot 
  affect targets on the Material Plane, but they work 
  normally 
  against 
  ethereal 
  targets. 
  When 
  a 
  spellcasting ghost manifests, its spells continue to 
  affect ethereal targets and can affect targets on the 
  Material Plane normally unless the spells rely on 
  touch. A manifested ghost’s touch spells don’t work 
  on non-ethereal targets. 
   
   
  A ghost has two home planes, the Material 
  Plane and the Ethereal Plane. It is not considered 
  extraplanar when on either of these planes. 
   
  8: UNHOLY DIVER 
  I N C E N D I ARY  C L O U D  T RAP 
   
   CR  9 
  Description The last 40' of the tunnel before the door 
  is suddenly filled with a cloud roiling smoke shot 
  through with white-hot embers. The burning cloud 
  completely obscures sight. 
  Search DC 33; Type Magical 
  Trigger Sound 
  Effect Incendiary Cloud (15th level wizard, 4d6/round 
  for 15 rounds, DC 22 Reflex save for half damage) 
  Disarm Disable Device DC 33 
   
  11: AS THE CLOCK STRIKES TWELVE 
  See 7: Digging Deep 
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 38 
  APL 10 
  4: FROM PREDATOR TO PREY 
  G R E E N V I S E 
   
   
   
  CR 10 
  N Huge plant 
  Init +0; Senses darkvision 60 ft., low-light vision, Spot 
  +0, Listen +0 
  Languages none 
  AC 16, touch 8, flat-footed 16 
   
  (-2 size, +8 natural) 
  hp 102 (12 HD) 
  Immune acid, mind-influencing effects, poison, sleep, 
  paralysis, polymorph, stunning, critical hits 
  Fort +12, Ref +4, Will +4 
  Speed 10 ft. (2 squares) 
  Melee 4 slams +16 (2d4+9) and bite +11 (1d6+4) 
  Space 15ft.; Reach 15 ft. 
  Base Atk +9; Grp +26 
  Atk Options improved grab, swallow whole 
  Special Attacks death fog 
  Abilities Str 29, Dex 10, Con 18, Int 3, Wis 11, Cha 6 
  SQ woodsense 
  Feats none 
  Skills none 
  Death Fog (Su) Twice per day, a greenvise can emit an 
  acidic fog that functions like an acid fog spell, except as 
  follows. The death fog's area is a 40-foot-high spread with 
  a 60-foot radius. Within this area, all sight, including 
  Darkvision, is limited to 5 feet. A creature within 5 feet 
  has concealment (attacks against it have a 20% miss 
  chance). Creatures farther away have total concealment 
  (50% miss chance, and the attacker can't use sight to 
  locate the target). Any creature attempting to move 
  through the death fog progresses at one-tenth normal 
  speed, and each of its melee attack and damage rolls 
  incurs a -2 circumstance penalty. A death fog prevents 
  effective ranged weapon attacks, except for rays and the 
  like. In addition to obscuring sight, a death fog is highly 
  acidic. Each round, the fog deals 3d8 points of acid 
  damage to every creature and object within it (no saving 
  throw). A severe wind (31+ mph) disperses these vapors 
  in 1d2 rounds; otherwise the effect lasts for 3d6+1 
  rounds. The greenvise is not impeded by its own death 
  fog, so it can move and fight within the fog freely. 
  Improved Grab (Ex) If a greenvise hits an opponent that is 
  at least one size category smaller than itself with a slam 
  attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it gets a hold, it can transfer the opponent 
  to its maw with another successful grapple check, dealing 
  automatic bite damage, then try to swallow in the next 
  round. Alternatively, the greenvise has the option to 
  conduct the grapple normally, or simply use its tendrils or 
  maw to hold the opponent (-20 penalty on grapple check, 
  but the greenvise is not considered grappled). In either 
  case, each successful grapple check it makes during 
  successive rounds deals slam or bite damage as 
  appropriate. 
  Swallow Whole (Ex) A greenvise can swallow a single 
  creature that is at least one size category smaller than 
  itself by making a successful grapple check provided it 
  already has that opponent in its maw (see Improved 
  Grab, above). Once inside the greenvise the opponent 
  takes 2d6+9 points of bludgeoning damage and 2d4 
  points of acid damage per round from the creature's 
  stomach. A successful grapple check allows the 
  swallowed creature to climb out of the stomach and return 
  to the greenvise's maw, where another successful 
  grapple check is needed to get free. Alternatively, a 
  swallowed creature can try to cut its way out with either 
  claws or a light piercing or slashing weapon. Dealing at 
  least 20 points of damage to the stomach (AC 18) in this 
  way creates an opening large enough to permit escape. 
  Once a single swallowed creature exits, muscular action 
  closes the hole; thus, another swallowed opponent must 
  cut its own way out. A greenvise's stomach can hold 1 
  large, 4 medium-size, 16 small or 64 tiny or smaller 
  opponents. 
  Woodsense (Ex) A greenvise can automatically sense the 
  location of anything within 60 feet that is in contact with 
  vegetation, even objects or creatures that are not in 
  contact with the same vegetation as it is. 
  Description: A greenvise is a larger, sturdier version of the 
  venus flytrap, with a thick green, trunk-like stem and four 
  sturdy tendrils that hang down like vines. When the 
  creature opens its mouth, a mottled pink maw lined with 
  tooth-like thorns is revealed; when closed, the mouth 
  structure resembles an ordinary leafy bush. 
   
  W AR B O U N D  I M P ALE R 
   
   
  CR  7 
  (L E S S E R  B A T T L E B R I A R) 
  N Large plant 
  Init -2; Senses darkvision 60 ft., low-light vision, Spot 
  +0, Listen +0 
  Languages none 
  AC 19, touch 7, flat-footed 19 
   
  (-1 size, +-2 Dex, +12 natural) 
  hp 126 (12 HD) 
  Immune mind-influencing effects, poison, sleep, 
  paralysis, polymorph, stunning, critical hits 
  Resist fire 20, electricity 20 
  Fort +14, Ref +2, Will +4 
  Speed 30 ft. (6 squares) 
  Melee 2 slams +14 (1d8+6/19-20) 
  Space 10ft.; Reach 5 ft. 
  Base Atk +9; Grp +19 
  Atk Options Impale, improved grab, thorn volley, 
  trample (1d8+9), Cleave, Improved Bull Rush, 
  Power Attack 
  Abilities Str 23, Dex 6, Con 27, Int 5, Wis 10, Cha 7 
  SQ thorn field 
  Feats Cleave, Improved Bull Rush, Improved Critical 
  (slam), Improved Natural Attack (slam), Power 
  Attack 
  Skills Hide +11 
  Impale 
  (Ex) 
  Whenever 
  a 
  warbound 
  impaler 
  successfully starts a grapple with a Medium or 
  smaller creature, there is a chance that the 
  creature will become impaled on one of the thorns. 
  After the grapple has begun, a warbound impaler 
  can attempt another grapple check as a free action 
  to impale the creature on its thorns. An impaled 
  creature is helpless until it beats the warbound 
  impaler in an opposed grapple check. As long as 
  the only creature that is grappling with are impaled, 
  a warbound impaler is not considered grappled (the 
  
  FUR7-07 Of Noble Spirit 
   
  Page 39 
  warbound impaler does not lose its Dexterity bonus 
  to AC, still threatens an area, and can use its 
  remaining attacks against other opponents). When 
  making grapple checks against impaled creatures, 
  a warbound impaler takes a -20 penalty on grapple 
  checks. 
  Improved Grab (Ex) To use this ability, a warbound 
  impaler must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
  Thorn Volley (Ex) Warbound impalers grow and shed 
  their thorns at an incredible rate, and by rearing 
  upon their hind legs and snapping their bodies 
  forward, they can launch a deadly volley. As a 
  standard action, a warbound impaler can launch a 
  volley of thorns, centering the volley anywhere 
  within 60 feet. The thorns deal 5d6 points of 
  piercing damage to all creature within a 10-foot 
  radius (Reflex DC 22 half). The save DC is 
  Strength-based. 
  Trample (Ex) Reflex DC 22 half. The save DC is 
  Strength-based. 
  Thorn Field (Ex) The thorns on a warbound impaler's 
  body protrude into the area surrounding the 
  creature, causing several effects on creatures 
  moving through a warbound impaler's threatened 
  area. A warbound impaler can make up to four 
  attacks of opportunity each round. (Unlike the 
  Combat Reflexes feat, this ability does not allow a 
  warbound impaler to make attacks of opportunity 
  while flat-footed.) In addition, the DCs for Tumble 
  checks to move through a warbound impaler's 
  threatened area or through the squares that it 
  occupies increases by 10. Creatures three or more 
  size categories smaller than a warbound impaler 
  cannot freely move through the area that a 
  warbound impaler occupies. 
  Skills: Despite its size, a warbound impaler blends 
  well with its surroundings, and it gains a +8 racial 
  bonus on Hide checks in aboveground, natural 
  environments. 
  Description: This six-legged creature has a body 
  made of writhing vines and thorns. Each of its 
  gorrila-like pairs of limbs is slightly shorter than the 
  pair in front of it. Long thorns protrude from every 
  part of the creature’s body, making it seem 
  impossible to approach or move around the 
  creature without risking serious injury. 
  6: SNOOPING 
  T O P I AR Y  G UARDI AN (L I O N) 
   
  CR  7 
  N Large plant 
  Init +2; Senses low-light vision, tremorsense 90 ft., 
  Spot +0, Listen +0 
  Languages none 
  AC 17, touch 11, flat-footed 15 
   
  (-1 size, +2 Dex, +6 natural) 
  hp 81 (10 HD); DR 10/slashing 
  Immune 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, polymorph, stunning, critical hits 
  Fort +11, Ref +5, Will +3 
  Weakness vulnerability to fire 
  Speed 40 ft. (8 squares) 
  Melee claw +13 (1d6+7) and 2 claws +8 (1d6+7) 
   and bite +8 (1d8+3) 
  Space 10ft.; Reach 10 ft. 
  Base Atk +7; Grp +18 
  Abilities Str 25, Dex 14, Con 18, Int --, Wis 10, Cha 1 
  SQ improved grab, pounce, rake (1d6+3), merciful, 
  freeze 
  Skills Move Silently +10 
  Improved Grab (Ex): To use this ability, a lion topiary 
  guardian must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake 
  on subsequent rounds. 
  Pounce (Ex): If a lion topiary guardian charges a foe, 
  it can make a full attack, including two rake attacks. 
  Rake (Ex): Attack bonus +13 melee, damage 1d6+3. 
  Merciful (Ex): A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard –4 penalty on attack rolls. The creature 
  chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Orders to capture or subdue enemies 
  cause the topiary guardian to use non-lethal 
  attacks; any other attack order causes the creature 
  to deal lethal damage. 
  Freeze (Ex): A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to 
  notice that a topiary guardian is actually an 
  animated creature. 
  Monster Manual 3, p.17 
  
  FUR7-07 Of Noble Spirit 
   
  Page 40 
  7: DIGGING DEEP 
  D I RE  L I O N G H O S T 
   
   
  CR 7 
  ( M AN I F E S T E D) 
  N Large undead (incorporeal) 
  Init +2; Senses low-light vision, scent, darkvision 60 
  ft., Spot +13, Listen +13 
  Languages none 
  AC 13, touch 13, flat-footed 11 
   
  (-1 size, +2 Dex, +2 deflection) 
  hp 56 (8 HD) 
  Immune nonmagical attack forms, mind-affecting 
  effects, poison, sleep effects, paralysis, stunning, 
  disease, death effects, critical hits, nonlethal 
  damage, ability drain, energy drain, fatigue, 
  exhaustion and any effect that requires a Fortitude 
  save 
  Fort +6, Ref +8, Will +7 
  Speed fly 30 ft. (6 squares) 
  Melee draining touch +7 (1d4 ability damage, ghost 
  gains 5hp) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +17 
  Atk Options frightful roar, improved grab*, pounce,* 
  rake* 
  *not usable while manifested 
  Abilities Str 25, Dex 15, Con --, Int 2, Wis 12, Cha 14 
  SQ incorporeal traits, manifestation, rejuvenation, 
  undead traits, +4 turn resistance 
  Feats Alertness, Run, Weapon Focus (Claw) 
  Skills Hide +8, Search +4, Listen +13, Move Silently 
  +6, Spot +13 
  Draining Touch (Su): A dire lion ghost that hits a 
  living target with its incorporeal touch attack drains 
  1d4 points from any one ability score it selects. On 
  each such successful attack, the ghost heals 5 
  points of damage to itself. Against ethereal 
  opponents, it adds its Strength modifier to attack 
  rolls only. Against non-ethereal opponents, it adds 
  its Dexterity modifier to attack rolls only. 
  Frightful Roar (Su) A dire lion ghost can emit a 
  frightful roar as a standard action. All living 
  creatures within a 30-foot spread must succeed on 
  a Will save or become panicked for 2d4 rounds. 
  This is a sonic necromantic mind-affecting fear 
  effect. A creature that successfully saves against 
  the moan cannot be affected by the same ghost’s 
  moan for 24 hours. 
  Manifestation (Su): Every ghost has this ability. A 
  ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material 
  Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage 
  from a corporeal source. A manifested ghost can 
  pass through solid objects at will, and its own 
  attacks pass through armor. A manifested ghost 
  always moves silently. A manifested ghost can 
  strike with its touch attack or with a ghost touch 
  weapon (see Ghostly Equipment, below). A 
  manifested ghost remains partially on the Ethereal 
  Plane, where is it not incorporeal. A manifested 
  ghost can be attacked by opponents on either the 
  Material Plane or the Ethereal Plane. The ghost’s 
  incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal 
  Plane. 
   
   
  When a spellcasting ghost is not manifested 
  and is on the Ethereal Plane, its spells cannot 
  affect targets on the Material Plane, but they work 
  normally 
  against 
  ethereal 
  targets. 
  When 
  a 
  spellcasting ghost manifests, its spells continue to 
  affect ethereal targets and can affect targets on the 
  Material Plane normally unless the spells rely on 
  touch. A manifested ghost’s touch spells don’t work 
  on non-ethereal targets. 
   
   
  A ghost has two home planes, the Material 
  Plane and the Ethereal Plane. It is not considered 
  extraplanar when on either of these planes. 
   
  8: UNHOLY DIVER 
  R AD I AN T  AS S AU L T  T RAP  
   CR  9 
  Description A blast of multicolored light fills that the 
  last 40' of the tunnel before the door. 
  Search DC 32; Type Magical 
  Trigger Sound 
  Effect Radiant Assault (13th level wizard, 13d6 
  damage to all within 40’ of the door, DC 21 Will 
  save half damage; targets are dazed 1d6 rounds, 
  DC 21 Will save to be dazzled 1d6 rounds instead) 
  Disarm Disable Device DC 32 
  S UM M O N M O N S T E R  VII  T RAP 
   
   CR  9 
  Description Multiple diabolical creatures materialize 
  in the hallway and immediately attack.  
  Search DC 32; Type Magical 
  Trigger Sound 
  Effect Summon Monster VII (13th level wizard, 1d4+1 
  chain devils) 
  Disarm Disable Device DC 32 
   
  11: AS THE CLOCK STRIKES TWELVE 
  See 7: Digging Deep 
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 41 
  APPENDIX 2: NEW RULES ITEMS 
  MAGIC ITEMS 
  BEETLE ELIXIR 
  Price (Item Level): 1,350 (5th) 
  Body Slot: --- 
  Caster Level: 6th 
  Aura: Moderate; (DC 18) transmutation 
  Activation: Full-round (manipulation) 
  Weight: --- 
   
  The viscous liquid in this vial has an oily brown color and 
  smells a little like wet leaves. 
   
  Drinking beetle elixir causes your skin to harden, 
  darken, and gloss over, and short antennae to sprout 
  from your forehead. You gain darkvision out to 60 feet 
  and a +2 enhancement bonus to your existing natural 
  armor. (A creature without natural armor has an 
  effective natural armor bonus of +0.) These effects last 
  for 12 hours. 
   
  Prerequisites: Craft Wondrous Item, alter self, 
  darkvision, Craft (alchemy) 5 ranks 
   
  Cost to Create: 675 gp, 54 XP, 2 days 
   
  BLESSED BANDAGE 
  Price (Item Level): 10 gp (1/2) 
  Body Slot: --- (held) 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) conjuration 
  Activation: Standard (manipulation) 
  Weight: --- 
   
  A single, softly glowing thread runs along one side of this 
  linen bandage. 
   
  Applying a blessed bandage immediately stabilizes 
  the recipient (but heals no damage). 
   
  Prerequisites: Craft Wondrous Item, cure minor 
  wounds 
   
  Cost to Create: 5 gp, 1 XP, 1 day 
   
  DAYLIGHT PELLET 
  Price (Item Level): 150 gp (1st) 
  Body Slot: --- (held) 
  Caster Level: 5th 
  Aura: Faint (DC 17) evocation 
  Activation: Standard (thrown) 
  Weight: --- 
   
  Within a thick black pouch, you see a handful of tiny ceramic 
  beads. Thin veins of light shine through cracks in each bead. 
   
  A daylight pellet can be thrown up to 50 feet; when 
  it lands, it shatters and creates illumination equivalent 
  to a daylight spell, but with a duration of 10 rounds. 
  These small stones are usually found in pouches 
  containing 3d4 pellets. Using a pellet destroys it. 
   
  Prerequisites: Craft Wondrous Item, daylight 
   
  Cost to Create: 75 gp, 6 XP, 1 day 
   
  ELECTRIC EEL ELIXIR 
  Price (Item Level): 400 gp (2nd) 
  Body Slot: --- 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: Standard (manipulation) 
  Weight: --- 
   
  This vial contains blue liquid with sparkling yellow motes 
  dancing within it. 
   
  Imbibing electric eel elixir turns your skin silvery 
  and grants you a +1 enhancement bonus to your 
  existing natural armor bonus. (A creature without 
  natural armor has an effective natural armor bonus of 
  +0.) 
   
  Furthermore, one time while the elixir is in effect, 
  you can make a melee touch attack that deals 1d8+1 of 
  electricity damage. You gain a +3 circumstance bonus 
  on the attack roll if the target is wearing metal armor. 
  The elixir’s effect lasts for 12 hours. 
   
  Prerequisites: Craft Wondrous Item, alter self, 
  shocking grasp, Craft (alchemy) 5 ranks 
   
  Cost to Create: 200 gp, 16 XP, 1 day 
   
  ELIXIR OF RECKONING 
   
  A character who consumes an elixir of reckoning is 
  assuming the worst. Its power activates only when the 
  imbiber falls in battle, detonating his body in a 
  spectacular explosion. Though suicide troopers in the 
  service of evil warlords commonly use elixirs of 
  reckoning, heroes sometimes find use for them when 
  they face odds that they know they 
  cannot overcome. 
   
  Description: The elixir is a brilliant, crimson liquid 
  that bubbles and churns with potent magical energy. 
  The vial that holds it is constructed of extra-thick glass, 
  as if to protect those who carry it against the 
  devastating power of the liquid inside. 
   
  When the seal is broken on a vial of elixir of 
  reckoning, the liquid inside flashes and flares in a brief 
  surge of power. It has a slight scent of ozone, almost 
  like the tang in the air after a lightning strike. 
   
  Upon consuming the elixir, the imbiber feels a 
  rush of energy, followed by a sense of euphoria and 
  invincibility. Her flesh almost thrums with power, her 
  heart rate increases, and her skin flushes. This magic is 
  released when she is slain, consuming her body in a 
  blast of magical energy. 
   
  Activation: Like all elixirs, an elixir of reckoning is a 
  one-use item that is activated on consumption. 
   
  Effect: After consuming an elixir of reckoning, the 
  imbiber’s body is filled with unstable magical energy. 
  If she dies (that is, if her hit points fall to –10 or lower) 
  within 1 hour of imbibing the elixir, her body explodes 
  in a blast of eldritch energy that deals 5d6 points of 
  damage to every creature and object within a 20-foot 
  radius. Targets in this area can attempt a DC 14 Reflex 
  
  FUR7-07 Of Noble Spirit 
   
  Page 42 
  save to halve the damage. Remnants of the imbiber’s 
  body survive the blast but are distributed around the 
  periphery of the blast radius. 
   
  If the imbiber is not slain (that is, if her hit points 
  do not fall to –10 or lower) within 1 hour of consuming 
  the elixir, it has no effect. 
   
  Aura/Caster Level: Faint abjuration; CL 5th. 
   
  Construction: Craft Wondrous Item, glyph of 
  warding, 413 gp, 33 XP, 1 day. 
   
  Variants: Rumors abound of more potent versions 
  of the elixir of reckoning. Each such elixir deals 10d6 
  (rather than 5d6) points of damage when the imbiber is 
  slain. The more powerful version costs 1,650 gp, and its 
  aura strength is moderate. 
   
  Weight: —. 
   
  Price: 825 gp. 
   
  EVERLASTING RATIONS 
  Price (Item Level): 350 gp (2nd) 
  Body Slot: --- (held) 
  Caster Level: 5th 
  Aura: Faint; (DC 17) conjuration 
  Activation: --- 
  Weight: 2 lb. 
   
  This nondescript, small leather pouch has a light blue silk 
  drawstring. 
   
  This small leather pouch contains enough trail 
  rations to feed a Medium creature for one day. Every 
  morning at sunrise the pouch magically creates 
  another day’s worth of rations. 
   
  Prerequisites: Craft Wondrous Item, create food and 
  water 
   
  Cost to Create: 175 gp, 14 XP, 1 day 
   
  PORCUPINE ELIXIR 
  Price (Item Level): 800 gp (3rd) 
  Body Slot: --- (held) 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: Standard (manipulation) 
  Weight: --- 
   
  The liquid in this vial is dark brown, shot through with 
  vertical threads of white and tan. 
   
  Imbibing porcupine elixir toughens your skin, 
  granting you a +1 enhancement bonus to your existing 
  natural armor bonus. (A creature without natural 
  armor has an effective natural armor bonus of +0.) In 
  addition, hundreds of needle-sharp quills sprout from 
  your body. These quills enable you to deal 1d6 points of 
  piercing damage with a successful grapple attack. The 
  quills sprout through light armor or hide armor, but 
  heavier armors prevent them from growing. The 
  effects of this elixir last 12 hours. 
   
  Prerequisites: Craft Wondrous Item, alter self, Craft 
  (alchemy) 5 ranks 
   
  Cost to Create: 400 gp, 32 XP, 1 day 
   
  SKILL SHARD 
  Price (Item Level): 50 gp (1/2) (normal); 300 gp (2nd) 
  (greater) 
  Body Slot: --- (held) 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) transmutation 
  Activation: Swift (command) 
  Weight: --- 
   
  This tiny fragment of cast-off crystal glows with a miniscule 
  bit of power. 
   
  When held, a skill shard telepathically whispers its 
  command word into your mind. When you activate it, 
  you gain a competence bonus on your next check with 
  a specific skill, chosen during the item’s creation. The 
  check must begin before the end of your turn and must 
  be complete within 10 minutes. A skill shard 
  disintegrates when used. 
   
  Normal: +2 competence bonus 
   
  Greater: +5 competence bonus 
   
  Prerequisites: Craft Wondrous Item, specified skill 
  2 ranks (lesser) or 5 ranks (greater) 
   
  Cost to Create: 25 gp, 1 XP, 1 day (lesser); 150 gp, 6 
  XP, 1 day (greater) 
   
  TALISMAN OF THE DISK 
  Price (Item Level): 500 gp (3rd) 
  Body Slot: --- (held) 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: Standard (command) 
  Weight: --- 
   
  This convex lens of crystal dangles from a chain carved from 
  blue glass. 
   
  Activating a talisman of the disk creates a Tenser’s 
  floating disk (PH 294). The disk can hold 300 pounds 
  and lasts for up to 3 hours (or until dismissed with 
  another standard action). The disk’s maximum range 
  from you is 30 feet. 
   
  If you are also wearing a magic item that provides 
  an enhancement bonus to Strength, the disk’s carrying 
  capacity increases by 100 pounds per point of bonus 
  granted by the item. 
   
  Prerequisites: Craft Wondrous Item, bull’s strength, 
  Tenser’s floating disk 
   
  Cost to Create: 250 gp, 20 XP, 1 day 
  
  FUR7-07 Of Noble Spirit 
   
  Page 43 
  VIAL OF ICY SHEETS 
  The vial of icy sheets contains a clear fluid that creates a 
  region of slippery ice when its contents are poured 
  upon the ground (a standard action). The fluid spreads 
  from the point of origin to a radius of 10 feet, coating 
  the ground with a thin sheet of slippery ice. All 
  creatures caught in this area must make a DC 11 Reflex 
  save or slip and fall. Those that successfully save can 
  move at half speed across the surface. Those that 
  remain in the area must make a new saving throw each 
  round to avoid falling and to be able to move. 
   
  Alternatively, the vial’s contents can be poured 
  upon an object. This encases the object with slippery 
  ice, and if the object is carried or wielded, its wielder 
  must make a DC 11 Reflex save to avoid dropping the 
  item. A new saving throw must be made each round 
  the item is grasped. 
   
  Icy sheets last for 5 rounds before they evaporate 
  away into nothingness. A vial of icy sheets automatically 
  replenishes its supply of liquid once every day. 
   
  If the contents of a vial of icy sheets are swallowed, 
  the ice coats the mouth, throat, and stomach of the 
  poor fool who drank it. This causes 6d6 points of cold 
  damage (Fortitude DC 20 half). 
   
  Faint conjuration; CL 1st; Craft Wondrous Item, 
  ice slick; 
   
  Price 2,000 gp; Weight 1 lb. 
   
  WINK BROOCH 
  Price (Item Level): 600 gp (3rd) 
  Body Slot: Throat 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) enchantment 
  Activation: Swift (mental) 
  Weight: --- 
   
  The ruby set at the head of this straight pin twinkles like the 
  eye of a gnome with a secret. 
   
  Many a diplomat wears a wink brooch to court to gain an 
  edge in conversation. When activated, this brooch 
  grants you a +2 competence bonus on a single Bluff or 
  Diplomacy check attempted before the end of your 
  turn. 
   
  This ability functions three times per day. 
   
  Prerequisites: Craft Wondrous Item, charm person 
   
  Cost to Create: 300 gp, 24 XP, 1 day 
  
  FUR7-07 Of Noble Spirit 
   
  Page 44 
  SPELLS 
  RADIANT ASSAULT 
  Evocation [Light] 
  Level: Cleric 7, sorcerer/wizard 7 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: 20-ft.- radius burst 
  Duration: Instantaneous 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
   
  With outstretched hand, you gesture toward the area where 
  the spell will come into effect. An instant later a blast of 
  multicolored light fills that area. 
   
  This spell releases energy in the form of a multitude of 
  rainbow-colored beams that erupt in every direction 
  within the area designated by you. This kaleidoscopic 
  burst of energy deals 1d6 points of damage per caster 
  level (maximum 15d6), and all creatures within the 
  burst are dazed for 1d6 rounds. Those that succeed on a 
  Will save take only half normal damage and are dazzled 
  for 1d6 rounds instead. 
   
  Sightless creatures are unaffected by this spell. 
   
  Focus: An eye from any outsider that has 4 or more Hit 
  Dice. 
   
  SHADOW WELL 
  Illusion (Shadow) 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
   
  You spit out the words of the spell, and the shadow of 
  your foe darkens, becoming a solid black pit. Your 
  opponent pinwheels its arms as it topples backward 
  into the darkness. 
   
  You cause the target’s shadow to become a temporary 
  gateway to a pocket realm within the Plane of Shadow. 
  The target must make a Will save of be pulled into the 
  gateway. Inside the pocket realm, the creature sees a 
  deserted, gloomy duplicate of the real world, while 
  shadowy phantasms stalk and taunt it without causing 
  actual harm. Each round, the creature can attempt 
  another Will save to return from the shadow well. 
  Otherwise, the subject returns to the real world when 
  the spell’s duration expires. 
   
  Being trapped in a shadow well can be terrifying; 
  upon returning to the real world the subject must 
  succeed on another Will save or be frightened for 1d4 
  rounds. 
   
  Upon leaving the pocket realm, the subject 
  reappears in the spot it had been when the shadow well 
  spell was cast. If this spot is filled with a solid object, 
  the subject appears in the nearest adjacent empty 
  space. 
   
  Spells and abilities that move a creature within a 
  plane, such as teleport and dimension door, do not help a 
  creature escape a shadow well spell, although a plane shift 
  spell allows it to flee to another plane as normal. The 
  target might still become frightened upon leaving. 
   
  TUNNEL SWALLOW 
  Conjuration (Creation) [Earth] 
  Level: Sorcerer/wizard 6 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: Tunnel section up to 20 ft. in 
  diameter and up to 50 ft. long 
  Duration: Instantaneous 
  Saving Throw: Reflex partial; 
  see text 
  Spell Resistance: No 
   
  You unleash the power of this spell, and the walls of the 
  tunnel begin to roil and shift on all sides, clenching in rapid 
  succession as they fling your opponents down the hallway. 
   
  You cause a section of tunnel to flex with peristaltic 
  convulsions, crushing its contents and moving them 
  along its length in the direction you designate. Each 
  creature and object in the affected tunnel section is 
  crushed for 1d6 points of damage per level (maximum 
  15d6) and is moved from its former position to a point 
  just outside the affected tunnel section. A creature that 
  makes a successful Reflex saving throw takes only half 
  damage and is moved halfway from its former position 
  in the tunnel toward the designated end of the tunnel 
  section. When the spell duration expires, the tunnel 
  returns to its former shape and size, with no harm done 
  to its structure. 
   
  Tunnel swallow affects both worked and natural 
  tunnels, as well as corridors in surface buildings, but 
  does not harm the structure. 
   
  Movement caused by this spell does not provoke 
  attacks of -opportunity. 
   
  Material Component: A lump of chewed vegetable or 
  meat. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 45 
  APPENDIX 3: PROCESS FOR SELECTING A REPLACEMENT  
  MEMBER FOR THE CHAMBER OF FOUR 
   
  1. 
  Furyondy is a monarchy. King Belvor is making the ultimate decision. However it is likely that the opinions of the 
  Chamber of Four and other selected delegations will weigh heavily on his decision. 
  2. 
  When the first Chamber members were selected, King Belvor heard input from two delegations: a delegation of 
  churches (made up of a representative of each major church in the land plus FASTC) and a delegation of nobles 
  (with one representative selected by the leader of each province). This time around, Belvor has defined a third 
  delegation: a delegation of adventurers selected and managed by the newly coined Furyondy Mage Council. His 
  intent is that the adventurers in question be primarily wizards but he's graciously left the delegation member 
  selection up to the Council.  
  3. 
  The size of the adventurers' delegation is determined by the Mage Council but cannot exceed seven members. 
  4. 
  Each of these delegations interviews each candidate. Each delegate registers an opinion on each candidate and 
  these opinions are passed to the sponsoring organization (noble, church or mage council) which may alter the 
  opinions, add to them, censor them or simply pass them on as they see fit. 
  5. 
  The sponsoring organization weighs the advice of the delegation and provides a written opinion to King Belvor and 
  the Chamber of Four. This opinion outlines the delegation's opinions of the candidate and makes a preliminary 
  recommendation. 
  6. 
  Once all the candidates have been interviewed, each sponsoring organization collects a final recommendation from 
  their delegation. They, in turn, form their own final recommendation to the King (also forwarded to the Chamber 
  of Four). The sponsoring organization has the option to completely ignore the input from the delegation. However, 
  this is ultimately a poor political move since word of such actions tends to get out and discredit the sponsor. 
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 46 
  APPENDIX 4: DM'S MAP OF THIMME’S MANOR HOUSE 
  This provides a brief description of each of the rooms of the manor, and is not intended for tactical purposes. The 
  numbers used correspond to both the DM’s Map and the Players’ Map and are to be used to give the players a good idea 
  of the opulence and luxury that is the de Levine estate. If players ask about a certain room number, please read them the 
  description as you like. (Note: descriptions may need to be abbreviated during a convention slot.) 
   
  Figure 1: Manor House (1st Floor) 
   
  
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  Page 47 
  THE FIRST FLOOR 
  1 –Ballroom: this room is closed to anyone not of the manor or 
  security staff, until the masquerade begins. Tall windows, long 
  side-tables with hors d’oeuvres, and many punchbowls and 
  bottles of ale are visible during the ball. There are banners with 
  the crest of every single noble in attendance, with the coat of 
  arms of the kingdom taking up the place of honor on the NE wall. 
  There are stairs up to the second-floor landing and balcony. 
   
  2 –Dining Room: this is the feast hall, with a stunning table 35’ 
  long, 6’ wide, hand-carved by elves from a single slab of wood. 
  Tapestries show scenes of feasting and revelry, and there are 
  three chandeliers radiating soft magical light. 
   
  3 –Salon: this is an opulently appointed room with a few 
  couches, several overstuffed chairs, and an assortment of end 
  tables. Party attendees can be found in these rooms at random 
  times, having discussions ranging from current Kettite politics to 
  the state of fish stocks in the Nyr Dyv. 
   
  4 –Breakfast “Nook”: Thimme has a sense of humor, as this 
  “nook” dwarfs most of the bedrooms. Hot breakfast is available in 
  the hour after dawn, cold breakfast items can be found until three 
  hours after daybreak. 
   
  5 –Grand Foyer: the obnoxiously ornate entry hall, its walls 
  covered in gold leaf and embroidered fabrics in exotic floral 
  patterns. The permanent levitate and feather fall areas that allow 
  access to the upper floor are marked in contrasting tiling from the 
  rest of the flooring. The archways over the doors are decorated 
  with cherubic forms of dragons, animals and magical beasts. 
   
  6 – Cloak Room: these rooms have neat and orderly rows of 
  hooks and bars from which to hang your heavy outer garments. 
  You think the hooks might be silver-plated. 
   
  7 – Meat Storage: off the kitchen hallway, this contains sides of 
  meat, plucked birds, eggs, etc. It is magically refrigerated. 
   
  8 – Pantry: off of the kitchen hallway, it contains all sorts of dry 
  goods, in addition to fruits and vegetables imported from 
  elsewhere. There are three cats with glowing green eyes that keep 
  out the mice, and who hiss and yowl at any non-staff who enter. 
   
  9 –Kitchen: this is a full-service medieval kitchen, and it always 
  has a fire going, even if that means only a well-banked set of coals 
  in the baking oven. Cooking tools and implements of destruction 
  are found in abundance here. 
   
  10 – Drop Shaft: this proceeds from the secret room off of 
  Thimme’s study upstairs, down to the underground laboratory 
  where someone has been collecting and imprisoning ghosts (see 
  Encounter Eight). 
   
  11 – Serving Stairs: this is a small back staircase allowing almost 
  direct access from the kitchen to Thimme’s suite upstairs, and the 
  only keys to the locked door are kept by the valet and the 
  majordomo. 
   
  12 – Majordomo’s Room: this is the personal office and 
  bedroom of the majordomo of the house. The most notable items 
  are a closet filled with luxuriant formal outfits, and a small 
  writing desk with the man’s personal diary, detailing his 
  aspirations as a novelist. However, a DC 25 Search check reveals a 
  set of accounting books, and a DC 20 Profession (accountant) or a 
  DC 27 Appraise check reveal that the Majordomo has been 
  skimming half a percent of the costs of the party into a private 
  stash of coin. 
   
  13 – Laundry: there are washtubs and soap, here. Usually this is 
  staffed solely by unseen servants. 
   
  14 – Servant’s Quarters: this is where the cooks and stable-
  hands normally sleep. Half of these rooms are empty, their 
  occupants replaced by Thimme’s unseen servants. 
   
  15 – Dumbwaiter: this small shaft with its mechanically 
  operated elevator is the servant’s method of getting clean linens 
  and furniture up or downstairs. 
   
  16 –Games Room: a billiards table, a card table for three-dragon 
  ante, a cabinet hiding a dartboard, and two tables with boards for 
  dragon chess with real metal and gemstone pieces. Numerous 
  stools and well-cushioned chairs, combined with the dark wood 
  paneling and the always faintly smoky air give this room a very 
  cozy, masculine feel. 
   
  17 –Library: tall windows let in the cold winter light, but the 
  richly colored wooden shelves and furniture warm the room. The 
  built-in bookshelves are well stocked, allowing that if one has the 
  time, an hour spent in this room researching a particular question 
  grants a +2 circumstance bonus to a Knowledge check. 
   
  18 – Trophy Room: while it’s not clear if Thimme bagged any of 
  these himself, the heads alone make a magnificent collection. (Is 
  that really a blackspawn stalker up on the wall?). However, the 
  glass cases holding glowing, shimmering, dripping, scintillating 
  weapons, 
  each 
  with 
  their 
  own 
  nametag 
  (“The Maul, 
  Crunchypaste”, “The Short Sword of Illiando Megara and Its 
  Merry Men”) makes the room really special. 
   
  19 –Ladies’ Room: It’s a bathroom. Admittedly, with solanian 
  truesteel faucets that pour hot and cold running mineral water, 
  and alabaster commodes, it is a very, very posh bathroom. 
   
  20 –Mens’ Room: It’s a bathroom. What you think might be an 
  unseen servant, with a polishing cloth, is busily buffing away 
  scratched graffiti that reads, “For a good time, send to …” the 
  name has already been polished away. 
   
  21 –Solarium: the doors open into a steamy room, the warmth of 
  which is a welcome contrast to the chill wintry airs outside. Lush 
  tropical plants not normally seen this far north are in full bloom, 
  adding their sultry perfumes to the air. The furniture here is 
  painted wrought iron. 
   
  22 –Largest Suites: these rooms are insanely opulent (cloth of 
  gold blankets, ivory doorknobs, etc.) and include an antechamber 
  that provides separate sleeping arrangements for an entourage of 
  personal servants. King Belvor, if he were in attendance, would be 
  staying in one of these. Someone always occupies each of these rooms. 
   
  23 –Large Suite: now you know what you’re missing, out in the 
  coach house. Four-poster beds with velvet curtains. Zebrawood 
  armoires. Carpet so deep you could lose a familiar in it. Pillows 
  soft enough to make Fharlanghn stop traveling and lay down his 
  head for a while. There is even a separate bed for a manservant or 
  valet and their own chest of drawers. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 48 
  Figure 2: Manor House (2nd Floor) 
  
  FUR7-07 Of Noble Spirit 
   
  Page 49 
  THE SECOND FLOOR 
  24 – Medium Suites: a single large bed, for light-
  travelers and less notable nobles, but still lavishly 
  furnished. These rooms are occupied 50% of the time.  
   
  25 – a Small Suite: although not quite as opulent as 
  the Large Suites, the beds are still piled high with 
  covers and blankets soft and smooth as a baby halfling’s 
  bottom. The smell of freshly washed, line-dried linens 
  gives the room an airy, light feeling. 
   
  26 – the Music Hall: a fortepiano of obvious gnomish 
  craftsmanship, a full-sized elven windharp, a complete 
  set dwarven rock-chimes, and more masterwork lutes, 
  mandolins, flutes and trumpets than you could shake a 
  half-elven bard at, fill this room. There is a small 
  bookshelf containing transcriptions of popular tunes 
  along with chapbooks of the best known of the 
  historical lays and ballads. It is obvious the walls are 
  padded, and well insulated against sound. 
   
  27 – Small Bedrooms: although these are the smallest 
  of all the bedrooms, their position close to Thimme’s 
  personal suite elevates their importance to the master 
  of the house. Lacking in size, they are full of luxurious 
  furnishings. 
   
  28 – Thimme’s Master Suite: surprisingly, this room 
  is actually rather Spartan, in comparison to the 
  opulence of the suites. The most notable features, in 
  addition to an arcane locked (DC 21, alarmed with a 12th 
  level fire trap) personal desk, are the iron-bound chest 
  containing Thimme’s personal adventuring gear, and a 
  large dresser with a seat in front and a mirror above 
  him on the wall. When Thimme is found after 
  Encounter 11, he will admit he was in his rooms, and 
  did not see anyone come up behind him. 
   
  29 – Thimme’s Master Study: this room includes not 
  only Thimme’s personal arcane library, but all of the 
  critical documents for running the estate. Budgets, 
  schedules, shipments and deliveries, etc., almost all of 
  it in the majordomo’s handwriting, and filed neatly 
  away in the cabinets under a large double-desk. The 
  arcane notes in Thimme’s handwriting are tucked in 
  amongst the spellbooks and scroll tubes, and detail 
  researches and lecture notes for the Warmage’s 
  Academy and the Mage Council. The secret door in the 
  west corner of the room is hidden behind a bookcase, 
  and requires two triggers (a tilted book and a twisted 
  bookend) to open (DC 27 Search check, DC 30 Open 
  Lock or Disable Device check). Thimme is careful to 
  keep this room well dusted and very clean, and always 
  flies into the room, so there is never any evidence that 
  he actually uses the drop shaft to get to the laboratory 
  underground. 
   
  30 – the Scribe’s Room: stocked full of parchments, 
  inks, and pens, there is a second copy of the estate’s 
  books (both copies are honest), and a large collection of 
  fancy envelopes enclosing hand-lettered invitations to 
  Thimme’s Needfest masquerade ball, but without 
  addresses. 
   
  31 – the Vault: the door is locked with a combination 
  lock and a master key. To overcome each requires a DC 
  40 Open Lock check, and it is impossible to take 20, as 
  there is an alarm spell linked to each lock. This spell 
  sounds loudly in the Majordomo’s quarters, as well as 
  in Thimme’s Master Suite. This room contains bars of 
  gold and platinum, in addition to sacks of coins of all 
  denominations. There are also a dozen pre-filled 
  moneybags sewn shut under a note saying “500 gp” and 
  a handful of moneybelts capable of carrying 20 coins 
  each. 
   
   
  THE GROUNDS 
  The Coach House: While you have become familiar 
  with your upstairs suite, you haven’t yet had the time 
  to investigate the rest of the coach house. The main 
  doors are not even locked, and you open them carefully 
  to peer inside. The de Levine estate is certainly well 
  funded, as that emblazoned coach-and-four with the 
  gilded doors and samite-lined seats is worth at least five 
  thousand gold… 
   
  The Gardening Shed: Boy, it sure is nice to live out 
  here in the country, where one never has to worry 
  about locking your doors or keeping your tools locked 
  up. But peering into the gardening shed, it looks as if 
  the gardeners are sufficiently equipped to fight a major 
  war against weeds. 
   
  The Stables: After spending a few minutes calming 
  down a brace of skittish horses and soothing the three 
  riding dogs, you are absolutely certain that these 
  animals have nothing to hide. Nor is there any room to 
  hide anything, even in the hayloft… unless you count 
  the small selection of books of purple prose and 
  heaving bosoms that some stable-hand stashed away in 
  a private nook. 
   
  The Icehouse: You cannot remember the last time you 
  saw one of these, a squat building of heavy stone blocks 
  with banked walls of mossy earth. Stepping inside, you 
  find the front hallway is chill, the winter’s cold echoed 
  and amplified by the rime coating the walls. 
  Somewhere ahead, blocks of ice shift and settle with a 
  cold groan. 
   
  
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  Page 50 
  APPENDIX 5: PARTY ATTENDEES 
  This appendix provides a list of some of the attendees of Thimme de Levine's Needfest feast and costume ball. During 
  Encounter Ten, each PC has an opportunity to speak alone with one of these NPCs. Various juicy bits of information, favors, 
  rumors and even hints about future events are available provided the PC chats with the right person and asks the right 
  question. 
   
  Name: Thimme de Levine [LN human male wizard 12] 
  Title: Court Wizard of Kalinstren (and others) 
  Costume: Thimme is dressed to appear as the midday sun 
  with the full-face mask as the globe of the sun. His 
  costume is a gaudy array of gold cloth that has been 
  magically enhanced to appear to glow brightly to anyone 
  who is not adjacent to him. 
  Identification: DC 5 Intelligence 
  Conversation: The fact that the "sun" is Thimme is well 
  known since Thimme, as host, has already had to make 
  several announcements.  
  Challenge: "Brothers and sisters, I have none. But this 
  man's father is my father's son. Who am I?" (Answer: The 
  speaker is talking about himself.) 
   
  Name: Pisenten [NG human female wizard 12] 
  Title: Water Elementalist and member of the Chamber of 
  Four 
  Costume: Pisenten has used a complex illusion to appear as 
  a water weird (a humanoid creature composed entirely of 
  water). 
  Identification: DC 25 Knowledge (local). PCs who pierce 
  her illusion (DC 23 Will save) gain a +10 bonus. 
  Conversation: Pisenten is the sole attendee from the 
  Chamber of Four. She is attending the party because she 
  wants to show a vote of support for Thimme. If 
  approached, she engages the PC in conversation about 
  Thimme and subtly attempts to convince them of his 
  aptitude for the role. 
  Challenge: Pisenten asks the PC to name four creatures 
  that are residents of the elemental plane of water. (A DC 20 
  Knowledge (the planes) check is an acceptable substitute.) 
   
  Name: Gellain [LG human male Clr8-Rao] 
  Title: Velunese Ambassador 
  Costume: Gellain appears as a paladin in shining plate 
  armor. While he bears no weapons or holy symbol, the 
  details of his costume hint strongly that he is meant to be a 
  paladin of Rao. 
  Identification: DC 20 Knowledge (local). A DC 12 
  Knowledge (religion) check grants a +5 bonus. 
  Conversation: The ambassador is a remarkably droll 
  conversationalist. Have the PC make a DC 10 Will save to 
  avoid wandering off in a daze before Gellain shares this 
  rumor: Elena Rosslyn Mori, the younger sister of one of 
  the seven familiar representatives of the Celestial Order of 
  the Moons (the secular government of Veluna) has been 
  traveling to many cities in Furyondy lately. She is meeting 
  with nobles behind closed doors, and nobody knows why, 
  not even Gellain (despite the fact that he is the Velunese 
  ambassador). 
  Challenge: Describe the holy symbol of Rao. (Note: The 
  player may not consult any documentation to answer this 
  question.) A DC 11 Knowledge (religion) check is 
  sufficient to determine the answer. (Two valid answers: a 
  face or a heart.) 
   
  Name: General Bemedior [LG human male Ftr7/Tactical 
  Soldier7] 
  Title: Military Command (Chendl) 
  Costume: A classic wizard with pointy hat and beard, but a 
  stereotypical one, whose robe is stained with ink and 
  whose beard holds a lit candle (an illusion) 
  Identification: DC 11 Knowledge (local)  
  Conversation: The general has difficulty separating work 
  from play and therefore spends a considerable amount of 
  time discussing tactics and the war in general. If the PCs 
  participate in this conversation, the general notes a couple 
  interesting tidbits:  
  • The king refuses to take a strong stance on the Ket-
  Bissel war because he hasn’t been able to determine 
  who the actual aggressor is. 
  • After Furyondy's alliance with Ket was successful, the 
  Knights of the Hart began to put additional pressure 
  on the king to re-annex Dyvers in order to improve 
  the country’s economy. 
  Challenge: What animal appears on Furyondy's coat of 
  arms? 
  (Note: 
  The 
  player 
  may 
  not 
  consult 
  any 
  documentation to answer this question.) A DC 11 
  Knowledge (History) check is sufficient to answer the 
  question. (Answer: a swan) 
   
   
   
  Name: Gilbair le Ronde  
  Title: Noble Council representative (Duchy of the Reach) 
  and (secretly) the head of the Twilight Hunters 
  Costume: a hatchling red dragon emerging from its egg. 
  The hatchling's face is magnificent and includes highlights 
  in red owl feathers. 
  Identification: DC 12 Knowledge (local) 
  Conversation: To most PCs, Gilbair just makes polite 
  conversation. If approached by a member of the Twilight 
  Hunters, or the Twilight Hunter contact selected in the 
  introduction, Gilbair says the following: 
   
  "A little dragon told me that you're not just here 
  to interview our host, but also to acquire from him a 
  certain liquid reagent, yes?" 
  If the PC denies this, Gilbair makes a disappointed face 
  and changes the subject. If the PC acknowledges this, then 
  read the following: 
   
  The portly gentleman pointedly runs his fingers 
  along the red owl feathers that highlight his costume. 
  "I think you should know that a mutual acquaintance 
  of ours would much rather you brought that reagent 
  to him rather than to the Mage Council. The choice is 
  yours, of course, but I assure it would be in safer 
  hands with your feathered friends." 
  
  FUR7-07 Of Noble Spirit 
   
  Page 51 
   
  If the PC presses for more information Gilbair feigns 
  ignorance. 
  Challenge: "A box without hinges, key or lid, yet golden 
  treasure inside is hid. What am I?" (Answer: an egg) 
   
  Name: Lord Vormar [LN human male Ftr7] 
  Title: Lord of Brancast Keep 
  Costume: Lord Vormar has dressed himself to look like 
  King Belvor 
  Identification: DC 13 Knowledge (local) 
  Conversation: Lord Vormar is aware that the Baroness of 
  Kalinstren is absent from the party. He makes a point of 
  bringing this up and implies that perhaps Thimme no 
  longer has her favor. (This is false. Thimme can tell the 
  PCs that the Baroness was called to an urgent personal 
  audience with the king.) Lord Vormar goes on to share 
  word he's received word from "an old friend in Chendl" 
  that Baroness Kalinstren has recently engaged in a 
  romantic relationship with the king. Vormar speculates 
  that she's really just trying to pump the king for political 
  favors. 
  Challenge: A knight is trapped in Ivid the Undying's court 
  awaiting his execution the next day. Ivid decides to grant 
  him one last favor; he'll give him a choice in the execution 
  method. The prisoner is therefore allowed to make one last 
  statement. If this statement is true, he'll be hanged the 
  next day. If however his statement is false he will be 
  beheaded the next day. What should the prisoner say? 
  (Answer: "I will be beheaded tomorrow.") 
   
  Name: Baroness Scheredenn [LG human female Ari2] 
  Title: Baroness of Littleberg and Noble Council 
  representative (Littleberg) 
  Costume: A giant bumblebee with antennae and wings 
  (the Baroness drank the beetle elixir and so the antennae 
  are real). 
  Identification: DC 15 Knowledge (local) 
  Conversation: The baroness attempts to be particularly 
  friendly with a PC who visits her. She asks after his travels 
  here and whether the PCs have gotten along well with 
  Thimme de Levine. Once the PCs is lulled into the small 
  talk, the baroness asks a favor in a calm voice: 
   
  "I understand that our host has a small quantity 
  of a powerful reagent known as Sanguineous 
  Celestius. If you were able to acquire that reagent 
  from him and discretely deliver it to Baroness 
  Scheredenn of Littleberg I am quite certain that she 
  would make it worth your while." 
   
  If told that the Mage Council also wants the reagent, 
  the Baroness hints that the PC might be missing out on a 
  valuable reward. If asked if she is the Baroness of 
  Scheredenn, she playfully demurs. 
  Challenge: Use the homophones "to", "too", and "two" in 
  one question. (One possible answer: "Is two to's too 
  many?") 
   
  Name: Baron Xanthan Butrain [LN human male Ftr8] 
  Title: Baron of Willip 
  Costume: a shambling orc zombie, with an axe buried in its 
  head 
  Identification: DC 15 Knowledge (local) 
  Conversation: The baron is concerned about the undead 
  incursions in his barony and regrets "wasting his time" 
  coming to the party rather than tending to his barony. If 
  the PC tells the baron that he participated in any 
  successful adventures at Bronzeblood Haunt the Baron is 
  particularly friendly with that PC and shares this rumor: 
  Thrommel is not Belvor’s only son. In his younger days, 
  the king did some adventuring outside of Furyondy, 
  which included some “adventures” in haylofts near Dyvers 
  These “adventures” created an offspring whom the king 
  refuses to recognize because the majority of nobles 
  wouldn’t support a foreign-born king. 
  Challenge: How many letters does the correct answer to 
  this riddle contain? (Answer: four) 
   
  Name: Duke Bennal Tyneman [CN human male Rog12] 
  Title: Duke of the Duchy of the Reach 
  Costume: a puppeteer with attached puppets (jester, 
  knight and horse, scribe, and a noble), and his every 
  motion sets the puppets dancing and moving 
  Identification: DC 15 Knowledge(local) 
  Conversation: Duke Tyneman is aware that his court 
  wizard is crashing this party and he finds it mildly 
  amusing. If approached by a PC he shares a juicy rumor: 
  Countess Rachel Duncombe (of the County of Urnst) has 
  visited the Viscounty of the March recently. She is 
  reportedly seeking a new Count of Urnst, and the 
  Viscount’s son is apparently a possible option for 
  courtship. She has also visited Chendl and met with Sir 
  Radiur Nelonshir, Baroness Kalinstren’s representative to 
  the Noble Council, although the details of the meeting are 
  not known. 
  Challenge: Duke Tyneman produces a dozen small spheres 
  and challenges the PC to a juggling contest. This amounts 
  to a series of opposed Dexterity checks (the Duke has a +7 
  modifier). The first check is at DC 10, the next is DC 12, 
  then DC 14, etcetera until someone fails a check when the 
  other succeeds.  
   
  Name: Countess Kyaren Rhavelle [N human female 
  Wizard (illusionist) 4] 
  Title: Countess of the Gold County 
  Costume: The Countess has used disguise self to appear to 
  be Lord Ogart Goldsaex. However, the male aspects are 
  over-emphasized, such as a great beard, a huge Adam’s 
  apple, and very broad hands. 
  Identification: DC 17 Knowledge (local). A DC 14 Will 
  save penetrates the illusion and grants a +10 bonus on 
  check. 
  Conversation: The countess greets the PC amicably and 
  immediately asks for an exchange of challenges. If the PCs 
  is successful, she congratulates him/her. If unsuccessful 
  she offers a polite compliment on an honest attempt. Then, 
  the countess says the following: 
   
  "You seem the gracious sort. Might you consider 
  doing a task for me while you are staying with 
  Kalinstren's court wizard?" 
   
  If the PC agrees, she presents her offer: 
   
  "The Gold County has need of a rare reagent 
  known as Sanguineous Celestius. I understand that 
  our host possesses this liquid. If you can acquire it 
  
  FUR7-07 Of Noble Spirit 
   
  Page 52 
  from him I will allow you to purchase one of the 
  magical items from my personal vault." 
   
  If the PC mentions that the Mage Council also wants 
  this reagent, the countess makes a face and states "the 
  reagent would be safer in noble hands." If the PC demurs 
  or refuses, the countess ignores him and immediately 
  engages another partygoer in conversation. 
  Challenge: The countess produces a box containing six 
  silver bells and asks the PCs to ring the one that is not an 
  illusion. A DC 16 Will save is sufficient to guarantee 
  selecting the correct bell. 
   
  Name: Lord Ogart Goldsaex [N human male Ftr9] 
  Title: Noble fiancé of Countess Rhavelle 
  Costume: Lord Ogart is dressed in drag in a ludicrous 
  attempt to look like the Countess Rhavelle, but his bra is 
  poorly stuffed (lopsided) and his wig keeps falling down. 
  Identification: DC 11 Knowledge (local) 
  Conversation: Lord Ogart is staying close to his fiancé. 
  Thus any conversation with him also triggers his fiancé 
  offering her mission to that PC (see above). Lord Ogart is 
  anxious to share a rumor he heard that there is some very 
  unusual activity happening around the Swarming Ground. 
  He hears that the king’s considering offering land there to 
  the person who captures Karzalin because Belvor wants 
  the adventurers to clear the area of monsters. Lord Ogart 
  wonders aloud if the PC might have the courage to tackle 
  such a task? 
  Challenge: Lord Ogart challenges the PC to test of physical 
  and mental prowess. He and the PC stand facing each 
  other clasping each other’s forearms. The first person to 
  get the other to move his feet wins. Perform opposed 
  Strength, Dexterity and Intelligence checks. Lord Ogart's 
  base modifiers are +3, +2 and +1 respectively but he gains a 
  +2 circumstance bonus on all three checks. Whoever wins 
  the best two out of three of these checks wins the 
  challenge.  
   
  Name: Satiana 
  Title: Court Wizard of the Duchy of the Reach 
  Costume: a weretiger in hybrid form 
  Identification: DC 20 Knowledge (local) and DC 20 Spot 
  Conversation: Satiana is deeply embittered by her failed 
  candidacy for the Chamber of Four. If a PC comes to talk 
  to her she discusses Thimme's candidacy and subtly 
  attempts to dissuade the PC from voting for her ex-beau. 
  Points she mentions (very casually) include: 
  • Thimme was a protégé of Karzalin, the outlaw wizard. 
  • Thimme seems has a tremendous amount of wealth. 
  Should someone so arrogant/selfish really by on the 
  Chamber of Four? 
  • It is rumored that Thimme is responsible for last year's 
  kidnapping at the mage council library. 
  • A magical songbook was stolen in the Duchy of the 
  Reach and a close friend of Thimme's was implicated 
  in the theft. 
  If the PC recognizes Satiana for who she is and attempts to 
  draw others' attention to this, Satiana loudly accuses the 
  PC of an impropriety. The PC must make an opposed 
  Diplomacy check to avoid being ejected from the party. 
  (Satiana has a +20 modifier.) If the PC succeeds, Satiana 
  leaves immediately (using dimension door if necessary). 
  Challenge: You have two hourglasses: a 7-minute one and 
  an 11-minute one. Using just these hourglasses, accurately 
  time 15 minutes. (Answer: Allow both hourglasses to run 
  until the smaller one runs out. There are now four minutes 
  left in the larger glass. These four minutes plus another 
  complete cycle of the larger glass equals 15 minutes.) 
   
  Name: Sir Tarik Einar 
  Title: Formal Furyondian noble, now an outlaw 
  Costume: a shrubbery, with a magic mouth effect 
  occasionally saying “ni!” 
  Identification: DC 31 Spot 
  Conversation: Sir Tarik queries the PC about his beliefs 
  about the whereabouts and intentions of Karzalin. He then 
  shares his belief that the wizard has allied with Thrommel. 
  He also believes that Karzalin has recently achieved 
  lichdom and has powers that rival a demigod's. If queried 
  about the source of these rumors, Sir Tarik insists that his 
  sources cannot be betrayed. 
   
  If Sir Tarik's identity is discovered and betrayed he 
  immediately uses transport via plants to get away (his 
  costume really is a living shrubbery). 
  Challenge: A snail is at the bottom of a well that is 20 feet 
  in depth. Every day the snail climbs 5 feet upwards, but at 
  night it slides 4 feet back downwards. How many days 
  must elapse till the snail reaches the top of the well? 
  (Answer: 16 days) 
   
  Name: Lady Lystrilla Mantrell 
  Title: Wife of Lord Maximilian Mantrell 
  Costume: A dryad wearing a green jerkin 
  Identification: DC 20 Knowledge (local) and DC 15 Spot, 
  or else having played FURi7-04 To Thee I Pledge at 
  Pandemonium Fury 2007 
  Conversation: Lystrilla is enchanted with the little details 
  of the life of a newlywed, and otherwise chatters about her 
  new home and her husband’s small estate. She also has a 
  keen interest in the welfare of the Green Jerkins of 
  Furyondy, and will happily discuss details of that service 
  with any PCs who identify as a member of that meta-org. 
  If PCs press her about Thimme de Levine, she admits that 
  she appreciated the invite, but barely knows the man, 
  except by reputation. If one’s social status can be taken into 
  consideration 
  Challenge: (Only applicable to those who have met her 
  before) “Notice anything different?” A DC 20 Spot check 
  and a DC 15 Knowledge (nature) check reveals that 
  Lystrilla is about two months pregnant. 
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 53 
  APPENDIX 6: THE DM’S QUESTIONNAIRE 
  Instructions: For each condition that each PC meets, write the listed modifier under that PC’s column. When it comes 
  time to calculate the PC’s candidate score in Encounter Twelve, use the following table: 
   
  Condition 
  Modifier 
  PC1 
  PC2 
  PC3 
  PC4 
  PC5 
  PC6 
  Resident of non-Furyondy region 
  -5 
   
   
   
   
   
   
  Paladin 
  -3 
   
   
   
   
   
   
  Wizard or Warmage 
  +2 
   
   
   
   
   
   
  In Furyondy Military 
  +1 
   
   
   
   
   
   
  In Furyondy Mage Council 
  +1 
   
   
   
   
   
   
  FUR6-06 Favor of Thimme 
  +3 
   
   
   
   
   
   
  FUR6-06 Disfavor of Thimme 
  -5 
   
   
   
   
   
   
  FUR7-01 Disfavor of Satiana 
  +1 
   
   
   
   
   
   
  FUR7-01 Favor of Satiana 
  -3 
   
   
   
   
   
   
  Talked Thimme into letting “poachers” escape 
  in Encounter Three with less than DC 25 
  Diplomacy 
  -2 
   
   
   
   
   
   
  Was rude or unkind to Thimme’s servants 
  -1 
   
   
   
   
   
   
  Helped Thimme capture/kill the “poachers” in 
  Encounter Three 
  +4 
   
   
   
   
   
   
  Convinced Thimme to let “poachers” escape in 
  Encounter Three with DC 25+ Diplomacy 
  check 
  +2 
   
   
   
   
   
   
  Defeated creatures in Encounter Four 
  +1 
   
   
   
   
   
   
  Failed to defeat the creatures in Encounter 
  Four 
  -2 
   
   
   
   
   
   
  Caught snooping in Encounter Six 
  -1 
   
   
   
   
   
   
  Helped release ghosts from ghost trap 
  +2 
   
   
   
   
   
   
  Found the ghost trap but failed to release the 
  ghosts 
  -4 
   
   
   
   
   
   
  Forced Thrommel to leave with less than 25 
  HD of ghosts in the amulet 
  +2 
   
   
   
   
   
   
  Forced Thrommel to leave with 25-20 HD of 
  ghosts in the amulet 
  +1 
   
   
   
   
   
   
  Result 
   
   
   
   
   
   
   
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 54 
  PLAYERS’ HANDOUT 1: PREPARATION FOR PLAY 
  Please report your answers to the following questions and return this handout to the DM. 
   
  Do you detect as evil? 
   
  Do you have any items that detect as evil? 
   
  What Crimes are you wanted for in Furyondy? 
   
  What Furyondy meta-organizations are you in? 
   
  Which of the following adventures have you played: 
  -FUR6-06 Invocation and Intrigue 
  -FUR6-07 Conjuring Trouble 
  -FUR7-01 A Tune of Transmutation 
  -FUR7-03 Illusions and Dreams 
   
  FUR6-06: 
  -Did you receive Lielenna’s Foretelling? If so, which card? 
  -Did you earn the Favor of Thimme? 
  -Did you earn the Disfavor of Thimme? 
   
  FUR7-01: 
  -Do you have the Favor of Remard Plexarin? 
  -Did you earn the Disfavor of Satiana? 
  -Did you earn the Favor of Satiana? 
   
  Are you a resident of Furyondy? 
   
  Are you a wizard or warmage? 
   
  Are you a paladin? 
   
   
   
   
  PLAYERS’ HANDOUT 1: PREPARATION FOR PLAY 
  Please report your answers to the following questions and return this handout to the DM. 
   
  Do you detect as evil? 
   
  Do you have any items that detect as evil? 
   
  What Crimes are you wanted for in Furyondy? 
   
  What Furyondy meta-organizations are you in? 
   
  Which of the following adventures have you played: 
  -FUR6-06 Invocation and Intrigue 
  -FUR6-07 Conjuring Trouble 
  -FUR7-01 A Tune of Transmutation 
  -FUR7-03 Illusions and Dreams 
   
  FUR6-06: 
  -Did you receive Lielenna’s Foretelling? If so, which card? 
  -Did you earn the Favor of Thimme? 
  -Did you earn the Disfavor of Thimme? 
   
  FUR7-01: 
  -Do you have the Favor of Remard Plexarin? 
  -Did you earn the Disfavor of Satiana? 
  -Did you earn the Favor of Satiana? 
   
  Are you a resident of Furyondy? 
   
  Are you a wizard or warmage? 
   
  Are you a paladin? 
   
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 55 
  PLAYERS’ HANDOUT 1: PREPARATION FOR PLAY 
  Please report your answers to the following questions and return this handout to the DM. 
   
  Do you detect as evil? 
   
  Do you have any items that detect as evil? 
   
  What Crimes are you wanted for in Furyondy? 
   
  What Furyondy meta-organizations are you in? 
   
  Which of the following adventures have you played: 
  -FUR6-06 Invocation and Intrigue 
  -FUR6-07 Conjuring Trouble 
  -FUR7-01 A Tune of Transmutation 
  -FUR7-03 Illusions and Dreams 
   
  FUR6-06: 
  -Did you receive Lielenna’s Foretelling? If so, which card? 
  -Did you earn the Favor of Thimme? 
  -Did you earn the Disfavor of Thimme? 
   
  FUR7-01: 
  -Do you have the Favor of Remard Plexarin? 
  -Did you earn the Disfavor of Satiana? 
  -Did you earn the Favor of Satiana? 
   
  Are you a resident of Furyondy? 
   
  Are you a wizard or warmage? 
   
  Are you a paladin? 
   
   
   
   
  PLAYERS’ HANDOUT 1: PREPARATION FOR PLAY 
  Please report your answers to the following questions and return this handout to the DM. 
   
  Do you detect as evil? 
   
  Do you have any items that detect as evil? 
   
  What Crimes are you wanted for in Furyondy? 
   
  What Furyondy meta-organizations are you in? 
   
  Which of the following adventures have you played: 
  -FUR6-06 Invocation and Intrigue 
  -FUR6-07 Conjuring Trouble 
  -FUR7-01 A Tune of Transmutation 
  -FUR7-03 Illusions and Dreams 
   
  FUR6-06: 
  -Did you receive Lielenna’s Foretelling? If so, which card? 
  -Did you earn the Favor of Thimme? 
  -Did you earn the Disfavor of Thimme? 
   
  FUR7-01: 
  -Do you have the Favor of Remard Plexarin? 
  -Did you earn the Disfavor of Satiana? 
  -Did you earn the Favor of Satiana? 
   
  Are you a resident of Furyondy? 
   
  Are you a wizard or warmage? 
   
  Are you a paladin? 
   
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 56 
  PLAYERS’ HANDOUT 1: PREPARATION FOR PLAY 
  Please report your answers to the following questions and return this handout to the DM. 
   
  Do you detect as evil? 
   
  Do you have any items that detect as evil? 
   
  What Crimes are you wanted for in Furyondy? 
   
  What Furyondy meta-organizations are you in? 
   
  Which of the following adventures have you played: 
  -FUR6-06 Invocation and Intrigue 
  -FUR6-07 Conjuring Trouble 
  -FUR7-01 A Tune of Transmutation 
  -FUR7-03 Illusions and Dreams 
   
  FUR6-06: 
  -Did you receive Lielenna’s Foretelling? If so, which card? 
  -Did you earn the Favor of Thimme? 
  -Did you earn the Disfavor of Thimme? 
   
  FUR7-01: 
  -Do you have the Favor of Remard Plexarin? 
  -Did you earn the Disfavor of Satiana? 
  -Did you earn the Favor of Satiana? 
   
  Are you a resident of Furyondy? 
   
  Are you a wizard or warmage? 
   
  Are you a paladin? 
   
   
   
   
  PLAYERS’ HANDOUT 1: PREPARATION FOR PLAY 
  Please report your answers to the following questions and return this handout to the DM. 
   
  Do you detect as evil? 
   
  Do you have any items that detect as evil? 
   
  What Crimes are you wanted for in Furyondy? 
   
  What Furyondy meta-organizations are you in? 
   
  Which of the following adventures have you played: 
  -FUR6-06 Invocation and Intrigue 
  -FUR6-07 Conjuring Trouble 
  -FUR7-01 A Tune of Transmutation 
  -FUR7-03 Illusions and Dreams 
   
  FUR6-06: 
  -Did you receive Lielenna’s Foretelling? If so, which card? 
  -Did you earn the Favor of Thimme? 
  -Did you earn the Disfavor of Thimme? 
   
  FUR7-01: 
  -Do you have the Favor of Remard Plexarin? 
  -Did you earn the Disfavor of Satiana? 
  -Did you earn the Favor of Satiana? 
   
  Are you a resident of Furyondy? 
   
  Are you a wizard or warmage? 
   
  Are you a paladin? 
   
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 57 
  PLAYERS’ HANDOUT 2: A LETTER FROM TELMUS 
   
  I hope this letter finds you in good health and in good spirits. You will 
  be pleased to hear that the Furyondy Mage Council has found your 
  previous work most helpful and would like to employ your services again. 
  Thus, consider this a formal summons to Chendl from the Furyondy Mage 
  Council. Contact me when you arrive and I’ll arrange for your room and 
  board. Once all those whom I seek have arrived we’ll arrange a formal 
  meeting where I will be permitted to provide more details. 
   If you are unable to help me this time, please send your regrets with the 
  courier who delivered this to you. If you do come, please do not hesitate to 
  bring along a few of your most trusted companions. 
   
     
   
   
   
   
   
  Kind Regards, 
   
   
   
   
   
   
   
   
  TELMUS 
   
   
   
   
   
   
   
   
  Office of Royal Decrees 
     
   
   
   
   
   
  Furyondy Mage Council  
   
   
   
   
  Note to Player: Your PC is entitled to free standard upkeep for this scenario. 
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 58 
  PLAYERS’ HANDOUT 3: ORDERS FROM THE CHURCH 
  (ST. CUTHBERT/HEIRONEOUS/MAYAHEINE/PELOR) 
   
  A representative from the church has been asked to participate in an 
  interview for the wizard Thimme de Levine at his estate in Kalinstren. 
  Therefore, it seems likely you will be conducting an interview there as 
  well as a representative for the Mage Council. Please notify us 
  immediately if the Mage Council asks you to go elsewhere. 
   I'm writing you because the church wants to be certain you are aware 
  that de Levine is a former protégé of the outlaw wizard Karzalin. While 
  de Levine's services to Kalinstren and the Furyondy War College have 
  been exemplary this connection to Karzalin is troubling and a clear sign 
  that de Levine is a dangerous selection for the Chamber of Four. 
   Your superiors all agree that it would be wise for you to keep a wary 
  eye on this man while you are on his estate.  
   
     
   
   
   
  Yours in the exalted presence, 
   
    
   
   
   
  BROTHER MICHEL DE LA COURE 
     
   
   
   
  Chief Scribe of the Church 
   
   
   
  Note to Player: Your PC is entitled to free standard upkeep for this scenario. 
   
   
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 59 
  PLAYERS’ HANDOUT 4: ORDERS FROM THE CHURCH (FAST−C/RAO/TRITHEREON) 
   
  A representative from the church has been asked to participate in an 
  interview for the wizard Thimme de Levine at his estate in Kalinstren. 
  Therefore, it seems likely you will be conducting an interview there as 
  well as a representative for the Mage Council. Please notify us 
  immediately if the Mage Council asks you to go elsewhere. 
   Your superiors feel that Thimme de Levine would be a dynamic and 
  reinvigorating influence in the Chamber of Four. I feel obligated to 
  remind you of his exemplary service as both the court wizard of 
  Kalinstren (much trusted by the Baroness) and a Dean at the Furyondy 
  War College. Thimme has been punished by some high ranking members of 
  that latter organization for his association with the missing wizard 
  Karzalin. But Thimme has never been anything but a boon to his country 
  and we feel his deeds of late have been more than adequate to demonstrate 
  his loyalty to Furyondy. 
   I urge you to be an exemplary representative of your church while you 
  are on the de Levine estate.  
   
     
   
   
   
  Yours in the exalted presence, 
     
   
   
   
  Brother Michel de la Coure 
     
   
   
   
  Chief Scribe of the Church 
   
   
   
  Note to Player: Your PC is entitled to free standard upkeep for this scenario. 
   
   
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 60 
  PLAYERS’ HANDOUT 5: A MESSAGE FROM  
  “THE ORGANIZATION” 
  Upon entering the gates of Chendl, you spied a posted handbill bearing three repetitions of the personal handle you use 
  within the Twilight Hunters. Upon examination, the poster contained instructions in your own cipher directing you to 
  an alley off of High St. In the rear of the alley, hidden beneath the only gray flagstone, you found a small wooden box 
  with some coins, some bracers and a note addressed to you: 
   
   
  We have uncovered still more evidence that makes us certain that Thrommel is attempting 
  to influence the king’s decision regarding the replacement for Karzalin. We're receiving 
  conflicting reports, but one of his agent's may actually be the well known wizard, Thimme de 
  Levine. On two occasions, known or suspected agents of Thrommel have been seen entering the 
  de Levine estate. Both times they bore strange glowing objects with great care. The objects also 
  emit a low whistling/moaning noise of some sort. 
   
  Whether the wizard de Levine knows of or condones their activities or not remains to be 
  seen. Regardless of his allegiances, the situation is dire indeed. Thimme is hosting a social 
  gathering at his mansion in Kalinstren on the 19th of Ready'reat. Many members of the 
  nobility will be in attendance. We cannot believe that this is a coincidence. 
   
  So, why are we telling you this? Because the Mage Council is about to send you to 
  interview Thimme de Levine at his estate. You are our last and best chance to find out what is 
  going on and try to stop it. We've installed several agents in and around the estate to assist 
  you. You can identify them by red owl feathers on their clothes. 
   
  I urge you to keep alert and watch for treachery from both inside and outside of your party. 
  Thrommel’s agents can be anywhere, and if your allegiance is discovered you may be in danger. 
  Under no circumstances should you reveal any of this information to anyone. 
   
  I trust that the enclosed coin is sufficient to cover your expenses. You may also find the 
  enclosed bracers useful to you. If you can, bring some accomplices with you who might be 
  helpful in this mission. Try to avoid anyone you don’t trust absolutely. Destroy this letter when 
  you are finished reading it. Good luck! 
   
   
  Note to Player: Your PC is entitled to free standard upkeep for this scenario. 
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 61 
  PLAYERS’ HANDOUT 6: A MESSAGE FROM A MYSTERIOUS ORGANIZATION 
  On your first evening in Chendl, you found yourself in conversation with a clumsy but charming young merchant from 
  Verbobonc named Liatris Redfeather. After an hour of conversation (and a few drinks) he needed your assistance to 
  reach his room. Upon returning to your own room, you found a note in your pocket addressed to you by name. It said: 
   
  Friend: 
   
  I represent an organization that works in the shadows to protect Furyondy from her 
  enemies. Over the last 14 months, we've uncovered deeply disturbing evidence of treachery 
  within our kingdom. We're receiving conflicting reports, but one agent of this perfidy may 
  actually be the well-known wizard, Thimme de Levine. On two occasions, known seditionists 
  have been seen entering the de Levine estate. Both times they bore strange glowing objects with 
  great care. The objects also emit a low whistling/moaning noise of some sort. 
   
  Whether the wizard de Levine knows of or condones their activities or not remains to be 
  seen. Regardless of his allegiances, the situation is dire indeed. Thimme is hosting a social 
  gathering at his mansion in Kalinstren on the 19th of Ready'reat. Many members of the 
  nobility will be in attendance. We cannot believe that this is a coincidence. 
   
  So, why are we telling you this? Because the Mage Council is about to send you to 
  interview Thimme de Levine at his estate. You are our last and best chance to find out what is 
  going on and try to stop it. We beg you to aid us in this cause. We've installed several of our 
  agents in and around the estate to assist you. You can identify them by the red owl feathers 
  they wear somewhere about their person. We've also placed a pair of magical bracers under your 
  bed that may be of use to you. 
   
  I urge you to keep alert and watch for treachery from both inside and outside of your party. 
  Thrommel’s agents can be anywhere, and if your allegiance is discovered you may be in danger. 
  If you can, bring some accomplices with you who might be helpful in this mission. Try to avoid 
  anyone you don’t trust absolutely. Under no circumstances should you reveal any of this 
  information to anyone. Destroy this letter when you are finished reading it. Good luck! 
   
   
  Subsequent attempts to locate Liatris Redfeather proved fruitless. His room was empty and the innkeeper claimed not 
  to remember any patrons matching his description.  
  
  FUR7-07 Of Noble Spirit 
   
  Page 62 
  PLAYER'S HANDOUT 7: THE DE LEVINE ESTATE 
   
   
  Figure 3: The de Levine Estate 
   
   
   
  Figure 4: Manor House (1st Floor) 
  
  FUR7-07 Of Noble Spirit 
   
  Page 63 
  MANOR HOUSE ROOMS: 
  2. 
  Dining Room 
  3. 
  Salon 
  4. 
  Breakfast Nook 
  5. 
  Foyer 
  6. 
  Cloakrooms 
  16. Games Room 
  17. Library 
  18. Trophy Room 
  19. Ladies' Room 
  20. Men's Room 
  21. Solar 
  23. Large Suite 
  25. Small Suite 
  26. Music Room 
   
   
  Note: Areas marked in with crosshatches on the manor maps are areas you do not have access to with the unseen 
  servant pin (a.k.a., pin de Levine) that you have been given. 
   
   
   
  Figure 5: Manor House (2nd Floor) 
   
   
   
   
   
  
  FUR7-07 Of Noble Spirit 
   
  Page 64 
  PLAYER'S HANDOUT 8: A MESSAGE FROM BARONESS SCHEREDENN OF THE BARONY 
  OF LITTLEBERG 
   
  Your deeds precede you, hero. Should you find a spare moment at the party I would 
  be grateful if you would participate in a discrete conversation with me. I require a 
  favor and you are the perfect candidate for such. You will recognize me at the 
  party as a large yellow and black insect. 
   
   
   
   
   
   
   
   
  Yours, 
   
   
   
   
   
   
   
   
  Baroness Scheredenn 
   
   
   
   
   
   
   
   
   
   
   
   
  PLAYER'S HANDOUT 9: A MESSAGE FROM COUNTESS KYAREN RHAVELLE OF THE GOLD 
  COUNTY 
   
  Sharing the ballroom floor with nobility is an honor for you indeed. If you keep 
  your eyes open and your wits about you, you should learn much about the ways of 
  your political leaders. If you can also show discretion, do pay me a visit on the 
  ballroom floor. I'll be disguised as my fiancé, Lord Ogart Goldsaex. 
   
   
   
   
   
   
   
   
   
  Kind Regards, 
   
   
   
   
   
   
   
   
  Countess Rhavelle 
  
  FUR7-07 Of Noble Spirit 
   
  Page 65 
  PLAYERS’ HANDOUT 10: PARTY GAME RULES 
  You have been given a small purse containing eight gold coins minted with the coat of arms of Furyondy on one face 
  and Thimme de Levine's personal coat of arms on the obverse. Written upon the rim of each coin is your own name in 
  an invisible script (like arcane mark). These coins are used as part of a game you'll be playing during the party. 
   
  To win the game you must possess more coins – both your coins and the coins of others – than anyone else at the end of 
  the evening. However, failing to lose any of your own coins disqualifies you from the competition. 
   
  To play the game you must think of a challenge. A challenge is a puzzle, test of skill, conundrum, or other one-on-one 
  competition that can be resolved within a few minutes or less of real time. Here are some examples: 
  • A debate (opposed Diplomacy checks) 
  • A riddle (may be answered via player knowledge) 
  • A trivia question (could be answered via player knowledge or an appropriate DC 20 Knowledge check) 
  • A battle of wits (opposed Bluff/Sense Motive checks) 
   
  Challenges must follow these rules: 
  • Your challenge must be something you can resolve in less than five minutes 
  • Your challenge should fit your PC (e.g., half-orc barbarians should not ask difficult riddles) 
  • Your challenge should make sense in a fantasy setting 
  • If your challenge requires a skill or ability check vs. a fixed DC, that DC is always 20. 
  • Your challenge must not require more than two direct participants (you and your challenger). Exception: Some 
  challenges may require an unbiased third person acting as a judge. 
  • The challenge may not be potentially harmful or degrading in any way 
  • Your challenge must be something that can be performed comfortably within the confines of the ballroom 
   
  During the party, you may approach any party-goer and demand an exchange of challenges. If you meet your 
  opponent's challenge he must give you one of the coins in his sack. Then your opponent attempts your challenge and, if 
  successful, gains one of your coins. 
   
  You can use Sleight of Hand to steal coins from others (PHB p.81). Each successful attempt nets you 1d3 coins. If you 
  get caught pick-pocketing coins you will be immediately ejected from the party and, obviously, disqualified from the 
  game. 
   
  Hint #1: To simulate the various challenges your PC will face during the night without torturing your judge, you'll be 
  testing your challenge against each of the other members of your party. So, if your challenge has a secret answer (e.g., a 
  riddle or trivia question), do not tell the other players at your table the answer! Similarly, don't ruin another player's 
  challenge by blurting out an answer when you know it. 
   
  Hint #2: While a difficult challenge allows you to keep more of your own coins, don't make your challenge too hard. 
  Remember, if no-one meets your challenge, you are disqualified from the game. 
   
  Hint #3: Your DM can also reward bonus coins for a particularly creative and in-character challenge. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 66 
  PLAYER'S HANDOUT 11: WHO'S AT THE PARTY? 
  There are approximately 70 attendees of Thimme's party. Here is a list of the appearance of some of the more important 
  guests. During the party you will have an opportunity to visit with exactly one of these NPCs.  
   
  • This NPC is dressed to appear as the midday sun with the full-face mask as the globe of the sun. His costume is a 
  gaudy array of gold cloth that has been magically enhanced to appear to glow brightly to anyone who is not 
  adjacent to him. 
   
  • This NPC appears as a humanoid creature composed entirely of water. 
   
  • This NPC appears as a paladin in shining plate armor. While he bears no weapons or holy symbol, the details of his 
  costume hint strongly that he is meant to be a paladin of Rao. 
   
  • This NPC is dressed as a classic wizard with pointy hat and beard, but a stereotypical one, whose robe is stained with 
  ink and whose beard holds a lit candle. 
   
  • This NPC appears as a hatchling red dragon emerging from its egg. The hatchling's face is magnificent and includes 
  highlights in red owl feathers. 
   
  • This NPC has dressed himself to look like King Belvor 
   
  • This NPC appears to be a giant bumblebee with antennae and wings. 
   
  • This NPC is costumed as a shambling orc zombie, with an axe buried in its head 
   
  • This NPC is a puppeteer with attached puppets (jester, knight and horse, scribe, and a noble). His every motion sets 
  the puppets dancing and moving 
   
  • This NPC appears similar to Lord Ogart Goldsaex. However, the male aspects are over-emphasized, such as a great 
  beard, a huge Adam’s apple, and very broad hands. 
   
  • This NPC is dressed in drag in a ludicrous attempt to look like the Countess Rhavelle of the Gold County, but his bra 
  is poorly stuffed (lopsided) and his wig keeps falling down. 
   
  • This NPC appears as a weretiger in hybrid form. 
   
  • This NPC appears as a shrubbery, with a magic mouth effect occasionally saying “ni!” 
   
  • This NPC appears to be a dryad wearing a green jerkin. 
  
  FUR7-07 Of Noble Spirit 
   
  Page 67 
   PLAYER'S HANDOUT 12A: POSSESSED! 
  You've been possessed by Gronkrot Irontoes, the ghost of an orcish commander in the Iuzian army who was slain on 
  the field of battle near Crockport in CY 583. Gronkrot has taken minimal control of your actions compelling you to act 
  normally as long as you do not do anything that will reveal Gronkrot's presence. Should you attempt such an action 
  Gronkrot simply prevents it. As a result of the possession you also find you have a suddenly strong appetite for red meat, 
  cheap booze and attractive females. 
   
   
   
  PLAYER'S HANDOUT 12B: POSSESSED! 
  You've been possessed by Letham, the ghost of a farm boy from Kalinstren who was kicked in the head by a horse a 
  week before he was to marry his dearest love. Letham has possessed you and is attempting to "act naturally" in your 
  body. Unfortunately, he speaks with a strong "country" accent and has no idea how to behave at a costume party 
  attended by nobility. So, he's trying just to keep his mouth shut and wallflower. Occasionally, he remembers his lost 
  love and begins to weep. 
   
   
   
  PLAYER'S HANDOUT 12C: POSSESSED! 
  You've been possessed by Harliss Thistlebottom, the ghost of a halfling pickpocket from Veluna who fled to the 
  Viscounty of the March last year during the crackdown that took place in that country. Unfortunately, he was slain by a 
  wyvern on the road near the Yatil Mountains. Now that he has your body, he can't resist the urge to occasionally steal 
  (especially magic items) from the wealthy people who surround him. Harliss has 10 ranks in Sleight of Hand which, 
  combined with your Dexterity, yields his modifier for these checks. 
   
   
   
  PLAYER'S HANDOUT 12D: POSSESSED! 
  You've been possessed by Arkan, a low ranking Shield Lands soldier who died of the black breath (the unholy disease 
  that Iuz inflicted upon that country a few years ago). Arkan died before he could earn enough coin to pay off his father's 
  debts and free him from debtor's prison. Suddenly in a living body again (yours) Arkan is confused and uncertain about 
  where and when he is and what's going on. He begins subtly chatting with other partygoers attempting to discretely 
  obtain this information. However he's hampered by a chronic cough, a psychosomatic side effect of the disease that 
  killed him. 
   
   
   
  PLAYER'S HANDOUT 12E: POSSESSED! 
  "Hello, friend," says a familiar voice in your head. "I'm sorry we have to meet again under such unfortunate 
  circumstances." You realize you've been possessed by the bard Remard Plexarin, whose spellbook you recovered earlier 
  this year [i.e., FUR7-01 A Tune of Transmutation]. "I fear we haven't much time as some of the crown's direst enemies are 
  about to unleash an unholy disaster upon this party. Some of your friends have probably been possessed by other, less 
  benevolent spirits. Also, that fellow in the sun costume – who isn't Thimme de Levine by the way – is about to enact 
  some sort of ritual involving an adamantine amulet that's about his neck. Whatever it is, it has something to do with the 
  party attendees and the hundreds of ghosts that are whirling about us in the ethereal plane. I'll do what I can to help but 
  I fear that's not very much. Already I can feel the pull of the amulet upon my being. Good luck, hero! The fate of the 
  country rests upon you." 
  
  FUR7-07 Of Noble Spirit 
   
  Page 68 
  CRITICAL EVENT SUMMARY 
  FUR7−07 – OF NOBLE SPIRIT 
  (Return to Event HQ or to John du Bois) 
  Please be sure to answer all questions. Thanks. 
   
  1. 
  Circle the meta organizations that one or more PCs were members of: 
   
   
  Furyondy Mage Council 
   
   
  Twilight Hunters 
   
   
   
  Church of Heironeous 
   
   
  Church of St. Cuthbert 
   
   
   
  Church of Rao 
   
   
   
  Church of Trithereon 
   
   
   
  Church of Mayaheine 
   
   
  FASTC 
   
   
   
  Church of Pelor 
   
  2. 
  To whom did the PCs give the Sanguinus Celestius (circle one): 
   
  Nobody because Thimme didn't give it up 
  Twilight Hunters 
   
  Barony of Littleberg 
   
   
   
  Gold County 
   
  Furyondy Mage Council 
   
   
   
  Other:_________________________ 
   
  3. 
  Did the PCs find and free the ghosts before the party began? 
  yes 
  no 
   
  If so, how did they find it (circle one)?  
   
   
   
  via the dropshaft via the icehouse  
  other:____________________ 
   
  4. 
  How many hit dice of ghosts was Thrommel able to absorb into his amulet? 
   
  5. 
  How many PCs earned the Wrath of Thimme de Levine? 
   
  6. 
  How many PCs are now an Ally of Thimme de Levine? 
   
  7. 
  Did any PCs inform Thimme of potential enemies or spies in Furyondy? If so, who? 
   
  8. 
  On a scale of evil to good, rate the party's general feeling about Thimme de Levine: 
   
  Evil  
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  Good 
   
  9. 
  Circle the party's consensus recommendation for Thimme: 
   
  For 
   
  Against  
  Tie/No Opinion Given 
   
  10. Comments (Optional). Please explain any unusual circumstances or recommendations (especially if they 
  involved kobolds acting exceptionally trustworthy or untrustworthy to the kingdom): 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/597/Normal Scenarios/FUR7-07 - Of Noble Spirit (APL 4-10)/FUR7-07 - Of Noble Spirit.pdf