TEXT:  
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, 
  and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the 
  copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is 
  prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to 
  actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  For questions specific to this document, please e-mail point of contact (POC) at poc@furyondy.com; for LIVING GREYHAWK campaign 
  questions email rpgahq@wizards.com. 
  FUR7-01 
   
   
   
   
   
   
   
   
   
  A Tune of Transmutation 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Furyondy Regional Adventure 
  Version 1.0 
   
  By Shelley R. Stephen 
  Eight of Wands Story Arc Coordinators: Andrew Nuxoll and Steve Bergen 
  Editor: Michelle Sharp 
  Circle Reviewer: Britt Frey 
   
  Ghosts have unfinished business – everyone knows that. Sometimes that business is even more important to the living. 
  A ghost, a songbook, a bard, a wizard, a spell, a Chamber position – are these related? And what do they have to do with 
  you? An adventure for character levels 1-10 (APL 2-8). This adventure is Part 3 of the Eight of Wands series, 
  recommended for arcane spellcasters, particularly members of the Furyondy Mage Council as well as members of the 
  Furyondy Players. 
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  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.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D 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 Metaregional adventure, set in Iuz’s 
  Border States. Characters native to that metaregion 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 
  This adventure is Part Three in the Eight of Wands story 
  arc. While playing the first two adventures in the arc, 
  FUR6-06 Invocation and Intrigue and FUR6-07 Conjuring 
  Trouble, may be useful, it is neither required nor 
  necessary for the enjoyment of this one. The overlying 
  theme of the story arc is that there is an opening on the 
  Chamber of Four and adventurers are being recruited to 
  interview potential candidates. This particular group of 
  adventurers has been charged with interviewing Satiana, 
  the court wizard in the Duchy of the Reach. She first 
  appears in FUR6-06 Invocation and Intrigue. 
   
  Bard Remard Plexarin was a high ranking member of 
  the Furyondy Players many years ago. He was very 
  popular in his time as his tunes were very catchy. He 
  credits his mother, Lily, with his beautiful voice and the 
  encouragement to pursue a bardic career. During that 
  long career, he sang in many wonderful places, and some 
  full of dark secrets. Remard collected these secrets, some 
  in the form of songs, some in spells, some just in lore and 
  rumors. All were recorded in the bard’s songbook, his 
  most precious possession as well as his most dangerous. 
  He felt a duty to keep and preserve this dark lore for 
  future generations to learn from. He was particularly 
  careful only to pass on rumors with a certain degree of 
  accuracy, and then very discreetly.  
   
  Nayn Cerlain, a wizard in the Duchy of the Reach, 
  heard much about this legendary songbook and the dark 
  lore within. So Nayn had Remard killed, hoping to gain 
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 2 
  the songbook. However, Remard was very careful with 
  his songbook and rarely carried it on routine bardic 
  progressions through the kingdom. Nayn’s hired assassin 
  did not find the songbook, even using magical devices 
  provided by Nayn and others. Fearing it was hidden 
  somewhere in Remard’s home village, Nayn and his 
  compatriots set a watch on Remard’s grave, knowing his 
  spirit would not rest until the songbook was given to 
  someone the ghost felt was appropriate. Eventually, one 
  of the watchers overheard Remard and his longtime 
  friend, Carwend Braceworth, discussing the location and 
  future disposition of the songbook. Upon learning of the 
  conversation, Nayn procured magic to capture the bard 
  Alise Viavaté. Alise and a roguish underling of Nayn’s 
  retrieved the songbook from Remard’s hiding place in 
  the village, his grave. Thus the story begins. 
   
  PCs begin in Chendl, which until recently (end of 
  CY596) was covered by magical darkness and besieged by 
  undead. At that time, many of the churches, in alliance 
  with the Chamber of Four and some extraplanar help, 
  conducted a complicated ritual to counter the original 
  spell which had gone so horribly awry. Despite 
  continued problems with undead, Chendl now bustles 
  with life, as would be expected from a capital city.  
   
  PCs move from Chendl into the Duchy of the Reach, 
  which contains the most cosmopolitan areas in 
  Furyondy. It shares borders with Veluna, Verbobonc, and 
  Highfolk. This has fostered a free-spirited independence 
  that borders on hedonism at times. There are few poor 
  and downtrodden people in the Reach however; the 
  people here are good folk. 
   
  Duke Bennal Tyneman is the ruler of the Reach. He 
  reflects both the best and the worst of the Reach folk. He 
  is a carousing, self-indulgent gambler. He is cunning and 
  enjoys political games. He is not in agreement with many 
  of the King’s aims and goals, and secretly works against 
  him. 
   
  Toward the end of the adventure, the PCs enter the 
  town of Caronis. It reflects the free-wheeling attitude in 
  much of the Reach. It is the gateway from Furyondy to 
  Veluna, just a few steps across the Velverdyva River. This 
  is a self-indulgent town of bards, taverns, and trading. 
  Many Velunans and descendents of Velunans live here as 
  well. 
   
  ADVENTURE SUMMARY 
  1: A Ghostly Quest. PCs meet Carwend Braceworth, who 
  tells them of the deceased bard Remard Plexarin. Bard 
  Plexarin is upset his grave was disturbed and his 
  songbook stolen. 
   
  2: Mage Council Mischief. PCs are intercepted by a 
  messenger. Telmus, a member of the Mage Council, hires 
  them to interview a wizard in the Duchy of the Reach as a 
  possible candidate for the vacant post on the Chamber of 
  Four and gather any information on the nobles that 
  sponsor the wizard. 
   
  3: Meet Remard Plexarin. The PCs are asked to discover 
  who murdered Remard, who stole the songbook, and 
  make the true author of the songs known to the 
  Furyondy Players.  
   
  4: Traveling to Caronis. The PCs discover that some of 
  Remard’s works are being played and attributed to a 
  young lady who is performing very stiffly, and is 
  accompanied by a scruffy looking man. 
   
  5: An Interrupted Evening. Sometime between leaving 
  Remard and arriving in Caronis, the PCs are waylaid. A 
  courtly-looking, half-vampire bard leads the band of 
  miscreants. 
   
  6: Investigation in Caronis. PCs are told by Bard Rafendyl 
  that the unfortunate captive bard is Alise Viavaté. The 
  device on the sleeves of their attackers belongs to a local 
  halfling wizard, Nayn Cerlain.  
   
  7: Satiana Herself. Satiana meets with the PCs for her 
  interview as expected. She expresses her views on 
  Furyondy at large. 
   
  8: Confronting Nayn. Nayn and his dark minions battle 
  the PCs for control of the songbook. 
   
  9: Rescuing the Hapless Bard. Alise is being held in the 
  dungeon at Nayn’s mansion. The monster guards put up a 
  tough fight. 
   
  10: Back to the Grave. PCs travel with Bard Rafendyl to 
  meet the ghost as representative of the Furyondy Players. 
  Alise accompanies them also and beg his forgiveness, 
  with a promise to clear his good name. 
   
  Conclusion. The PCs report back to Telmus on Satiana. 
   
  PREPARATION FOR PLAY 
  Determine if any characters are members of the 
  Furyondy Players or the Mage Council.  
   
  Determine if any characters have played either of the 
  prior two stories in the Eight of Wands arc (FUR6-06 
  Invocation and Intrigue and FUR6-07 Conjuring Trouble). 
  For those that played FUR6-06 Invocation and Intrigue, find 
  out if anyone received the Void card or the Star card. 
   
  Determine if any characters have the Ire of Nakky 
  from FUR4-03 Bells in Gold. 
   
  Determine if any PCs have played FURintro4-01 Out 
  in the Woods or FURintro5-02 Baffle ‘Em With Bards, as 
  these PCs have met Carwend Braceworth. For those PCs 
  who played FURintro5-02 Baffle ‘Em With Bards, determine 
  if anyone progressed to the final round of the bardic 
  competition as well as if they won. 
   
  For each PC, find out something unique about the 
  character, appearance, weaponry. This is used in 
  Encounter Two for an NPC to speak to the PCs with 
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 3 
  individualized, flowery names – “Ivan the Red-Bearded 
  Terror” or some such. 
   
  Note that timings for the encounters and distances 
  between villages are available if required. They are not an 
  integral part of the plot. 
   
  INTRODUCTION 
  This adventure starts at the Singing Kettle Inn in Chendl. 
  The PCs are sitting down to an evening of good food, 
  drink, and entertainment as the Singing Kettle is home 
  base for many bards. Character introductions should be 
  done at this time. 
   
  You find yourselves enjoying the afternoon’s food, 
  drink, and entertainment at the Singing Kettle Inn 
  in Chendl. This is a welcome diversion as the fall 
  weather is settling in, making those evenings of 
  camping 
  along 
  your 
  route 
  seem 
  more 
  uncomfortable than usual. 
   
  1: A GHOSTLY QUEST 
  The Singing Kettle is where the bards themselves 
  come to relax, drink, and make merry. The 
  entertainment is informal, but very, very good 
  nonetheless.  
   
  If any PC in the party played FURIntro5-02 Baffle ‘Em with 
  Bards, read the following: 
   
  Some of you remember this inn well – concluding a 
  profitable adventure and helping the crown at the 
  same time doesn’t happen everyday. 
   
  The Singing Kettle is a three story building. The first 
  floor is entirely devoted to the tavern portion and 
  kitchen. All three floors are 60’ x 25’, with the 25’ portion 
  on the street side. On the bottom floor, the kitchen takes 
  up 15’ x 25’. The tavern décor is very basic; music scrolls 
  and instruments signed by bards adorn the walls. There is 
  a pile of instruments in one corner, ready for all comers 
  to try their talents. The upper two floors hold rooms for 
  rent, other than a small office on the second floor. The 
  patrons are mostly bards. They are not dressed to 
  entertain necessarily as this is their place to relax. 
   
  If no PC has played FURInt4-01 Out in the Woods or 
  FURInt5-02 Baffle ‘Em with Bards, read the following: 
   
  Approaching your table is an Oeridian man of 
  indeterminate age with a short, black, well-trimmed 
  beard. His bright patch marked clothes stand out 
  even in this crowd. He greets several people at other 
  tables, seeming to know most of the patrons. When 
  he approaches your table, he smiles warmly but his 
  eyes tell you the serious nature of his approach. 
   
  If any characters have played FURInt4-01 Out in the Woods 
  or FURInt5-02 Baffle ‘Em with Bards, they know Carwend 
  Braceworth and receive a +2 circumstance bonus on 
  Charisma checks involving him. In that case, instead of 
  the above, read the following: 
   
  Approaching your table is your old friend, Carwend 
  Braceworth. You recognize the Oeridian man of 
  indeterminate age with a short, black, well-trimmed 
  beard. As usual, he is dressed in bright patch marked 
  clothes. When he approaches your table, he smiles 
  warmly but his eyes tell you the serious nature of his 
  approach. 
   
  Carwend greets each PC he knows by name and mention 
  some characteristic about them. He asks to be introduced 
  to the rest.  
   
  For all parties, Carwend asks to join them for a drink 
  and buys a round for the PCs. He engages in a bit of 
  chitchat about conditions in Chendl, the quality of the 
  current group performing, his own past exploits, etc. As 
  conversation continues, he uses PC names and tidbits as 
  often a possible. 
   
  “My friends,” Carwend says in a low voice, 
  maintaining the smile on his face, “you will never 
  know how glad I am to see you this evening. I have 
  something quite serious to discuss, but please, for 
  discretions sake, let us show the world our carefree 
  nature, and smile and laugh freely.” On that note, he 
  lifts his glass and toasts the PCs loudly. 
   
  The conversation with Carwend is very free flowing. Be 
  sure to cover the following points: 
  • He had a friend, Bard Remard Plexarin, who was 
  murdered in a small village south of Chendl. 
  • Remard has been dead for nearly fifteen years. “I just 
  can’t believe it’s been that long”. (Carwend pauses 
  and looks out into the distance.) 
  • Remard is resting uneasily as his murderer was not 
  brought to justice. The bardic ghost wanders the 
  cemetery where his body lies. 
  • Remard’s grave was robbed about two days ago. The 
  ghost is very concerned about the stolen item, which 
  Carwend does not reveal, saying it is Remard’s 
  prerogative. 
  • The ghost is very insistent on needing a group to help 
  him retrieve the stolen item. 
  • The tracks of the robbers seem to head off to the south. 
  • One of the robbers must have been a bard due to the 
  nature of the item stolen. Again, Carwend reveals no 
  more. 
   
  Other questions that maybe asked: 
  • “Are we getting paid for this?” Carwend looks a bit 
  sheepish 
  and 
  mumbles 
  something 
  about 
  fifteen/thirty/fourty-five/fourty-five (depending on 
  APL played) wheat sheaves for each adventurer, 
  knowing that isn’t a great amount for the danger 
  involved. 
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 4 
  • “How do you know Remard?” We traveled together 
  when we were young and inexperienced. He 
  mentions an incident or two, such as getting chased 
  out of a town or some such. 
  • “Why are you looking for adventurers here? Why pick 
  us?” Remard wanted people sympathetic to and 
  able to understand the challenges faced by bards. 
  • “Does Remard have any enemies?” Carwend knows of 
  none, but mentions various fathers of daughters that 
  are no longer quite as unworldly as they were 
  previously. 
  • “Do you think we will face any danger?” Considering 
  the nature of the item, and the method of its theft, 
  I believe there is a high probability of danger 
  when the thieves are encountered. 
   
  “My friends, Remard begged me to find help and 
  quickly. Time is of the essence due to the nature of 
  the item. I have been in touch with Bard Rafendyl in 
  Caronis. He, and the leadership of the Furyondy 
  Players, are concerned about this robbery and the 
  bard involved. Mention his name in your travels and 
  you may find unexpected assistance.” 
   
  If any PC that played FUR6-06 Invocation and Intrigue and 
  drew the Star card, pull them aside and read the 
  following: 
   
  As you listen to Carwend discuss Remard’s plight, 
  your mind moves back in time to the Feldrake Inn 
  and the Rhenee fortuneteller. You again hear her 
  words “To the south and west, a dead man will sing a 
  song of loss. You must aid him and learn which of 
  your friends are enemies and which of your enemies 
  are friends.” You come back to the present slowly, 
  her words echoing in your mind. 
   
  Creatures:  
   
  Carwend Braceworth: Male human Brd6 (Sense 
  Motive +8, Diplomacy +12). 
   
  Development: If the PCs agree to the task, Carwend 
  gives them directions to the village Remard haunts and 
  pays their bar tab and room rentals for the evening. He 
  then excuses himself, promising to pass word of their 
  acceptance to Bard Rafendyl. If the PCs do not agree, he 
  is very disappointed and tries diplomacy to convince the 
  PCs to help. If any PCs are members of the Furyondy 
  Players, he appeals to their bardic ties to work for the 
  greater good of all bards. He leaves shortly after a second 
  no. See Appendix Two: Distance Table for Travel Times if PCs 
  ask about distance or travel time.  
   
  If PCs attempt to locate the village by asking around 
  town, success is complicated by them not knowing the 
  name of the village and needing to locate it by other 
  means. However, a DC 20 Gather Information check 
  means they find someone in late middle age who can give 
  reasonable directions. A slightly higher DC 25 Gather 
  Information check means the individual remembers 
  something about the name of the village, identifying it as 
  Jarventine, Justineville, etc. but NOT Jarvestaville. 
   
  If the PCs decline to help, conclude with the 
  following: 
   
  “Ah, well. I have done my best. I will seek other 
  adventurers that are more willing to aid Furyondy, 
  and my friend Remard. I bid you farewell.” 
   
  The conversation with Carwend is done around five bells. 
   
  2: MAGE COUNCIL MISCHIEF 
  As the PCs start to leave the inn, most likely the next 
  morning, they are intercepted by a messenger from the 
  Mage Council.  
   
  As you prepare to leave the Singing Kettle, a young 
  girl of perhaps twelve years approaches you. She is 
  dressed in a messenger’s outfit, with a tabard 
  proclaiming her employer, her bright red hair coiled 
  tightly to her head. 
   
  A DC 12 Knowledge (nobility and royalty), DC 12 
  Knowledge (local [Iuz Border States]) or DC 15 Bardic 
  Knowledge check reveals her employer is the Mage 
  Council. Members of the Mage Council meta-
  organization automatically know this. 
   
  “Excuse me, gentlefolk. Would you happen to be 
  [insert each PC’s name and a fancy title – ex. Samantha 
  the loyal wizard of the north, Darwin the great 
  fighter from Namelessville]?  
   
  When the PCs agree to their names, she continues, doing 
  her best to look important. 
   
  “You are asked to report to the Mage Council 
  immediately. A matter of some importance has 
  come up and requires your presence.” 
   
  When questioned, the girl does not reveal who sent her. 
  She does not know why they are being summoned. 
  Basically, she has no information useful to the PCs 
  beyond their requested presence at the Council. 
   
  If the PCs refuse and they have played the first two 
  adventures in the story arc, Varnelle says the following: 
   
  “I am told you have met Telmus the mage before? It 
  is he who is requesting your presence.”  
   
  If the PCs refuse and have not played the first two 
  adventures in the story arc, Varnelle instead says the 
  following: 
   
   “Please, follow me. I was told not to take no for an 
  answer.” 
   
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 5 
  Varnelle persistently asks the PCs to follow her and does 
  not leave until they do. If the PCs choose to leave the 
  building and do not head in the direction of the Mage 
  Council, she hounds them until they leave Chendl. At 
  that point, she informs them she will notify the Mage 
  Council of their refusal. She seems extremely unhappy 
  and somewhat afraid of the consequences of her failure. 
  Proceed to the Development section for proceeding 
  through the scenario. 
   
  Varnelle precedes you through the town, very proud 
  of accomplishing her mission. Her route seems to 
  be circuitous indeed as you wind through markets, 
  around churches, and very close to the King’s 
  residence. After a half-hour or so, your destination is 
  before you. It is a large, imposing building, made 
  more so from your knowledge of what lies inside.  
   
  Your arrival at the Mage Council building is 
  certainly expected. Varnelle immediately leads you 
  to a small conference room with a stone table where 
  you are greeted by a young Oeridian man, medium-
  height, dark hair. He wears cream-colored robes 
  with some modest gold trim over a brown tunic and 
  pants. 
    
  Words in brackets are only read to those who have met 
  Telmus before. 
   
  “Ah, just the people I was waiting for. Welcome 
  [once again]. Please, sit, sit. We have much to 
  discuss.” His attitude suggests he is becoming a 
  great leader, someone you’ll be glad you met. 
   
   “[As before,] I am hiring you on behalf of the 
  Chamber of Four. [I am sure you remember that] 
  there is an opening on the Chamber. You are being 
  sent to interview one of the candidates for the 
  position,” as he looks down and fiddles with a 
  handful of papers, many of which fall to the floor 
  due to a clumsy streak, “a wizard named Satiana 
  down in the Duchy of the Reach. You are to find out 
  what you can about her and her sponsors, and report 
  back. I need to hear from you within two weeks. You 
  will be paid for your time of course. Now I’m sure 
  you have questions?” 
   
  • “Why hire adventurers and not wizards?” First and 
  foremost, King Belvor has commanded that the 
  Mage Council hire adventurers. Second, it is 
  hoped that having a group with non-arcanists will 
  provide a more balanced opinion of each 
  candidate. 
  • “How does the Mage Council feel about hiring non-
  arcanists?” 
  While 
  the 
  Council 
  agrees 
  that 
  adventurers would generally be more neutral, the 
  Mage Council is quite unhappy about the 
  possibility of adventurers that are also Mage 
  Council members going on this quest. They feel 
  that another wizard would be suspected of being 
  on the payroll of a rival, or someone outside the 
  Council.  
  • “Are there special instructions for arcanists in the 
  party?” Please maintain a low magic profile on this 
  trip, perhaps even a disguise is in order. Better yet, 
  don’t even participate in the candidate interview. 
  This will keep the integrity of the interviews 
  higher, I believe. 
  • “Are we investigating all the wizards?” Other 
  adventuring groups will be hired as needed to talk 
  to the other candidates. If you do well with this, 
  perhaps you’d be hired again. 
  • “What is the selection process for the Chamber 
  opening?” See DM Aid One – Process for Selecting a 
  Replacement Member for the Chamber of Four. 
  • “What role do you play in picking the new Mage 
  Council representative?” None whatsoever. The 
  information you bring back and your opinion on 
  the candidate will be passed along to the king, 
  who of course makes the final decision. 
  • “Who do you want in the position?” Me? It would be 
  inappropriate of me to speculate. 
  • “What can you tell us of Satiana?” While there are 
  things I could mention, I prefer to avoid any hint 
  of bias in the proceedings. I’m afraid I’ll have to 
  leave you to your own devices, [my friends.] 
  • “We have another commitment. Can this wait?” I 
  really need your input within two weeks. Perhaps 
  this can be done while you work on your other 
  commitment? Or perhaps the other can wait? 
  • “What if we refuse the mission?” (Telmus sighs 
  broadly). I can’t say for sure. I know it will make 
  my life more difficult as I will need to recruit 
  other adventurers. I doubt there would be any 
  official retribution from the Council, merely 
  disappointment and possible repercussions on 
  future employment opportunities. 
  • “How will she know we are from the Mage Council?” I 
  will provide you with a letter of introduction 
  which 
  should 
  explain 
  everything 
  to 
  her 
  satisfaction. (Telmus then hands the PCs a letter).  
  • “How much are we getting paid?” I always hope that 
  a good heart will prevail over money, but someone 
  always asks. I am authorized to pay you each 
  twenty-five wheat sheaves when you return with 
  information. 
   
  “Well, there’s no time like now to start an important 
  job. I’m positive that this time there won’t be any 
  complications. Really. I mean it. Anyway, please 
  remember: I would like your report in two weeks. 
  Please excuse me,” as he puts his head down to 
  concentrate on the paperwork in front of him. 
   
  Creatures: 
   
  Varnelle: Female human Wiz1 
   
  Telmus: Male human Wiz4 
   
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 6 
  Development: If the PCs wish to talk to the ghost, go to 
  Encounter Three. If the PCs refuse to help the ghost at 
  this point, but are pursuing the Mage Council 
  investigation, go to Encounter Four. If they refuse both 
  routes, the adventure is over for them. (Dealing with 
  Telmus takes approximately two hours starting with the 
  messenger). See Appendix Two: Distance Table for Travel 
  Times if PCs ask about distance or travel time. 
    
  3: MEET REMARD PLEXARIN 
  The PCs head south of Chendl toward Caronis. The 
  directions given by Carwend are easy to follow. They 
  soon find themselves in an abandoned village. 
   
  The village, once known as Jasvestaville, managed to 
  be just far enough away from Chendl to be unaffected by 
  war. Its position made it a good place for farming and 
  crafts that supplied both Chendl and Worlende. 
  However, it was far enough away to maintain a rural 
  feeling. 
   
  In its heyday, it had approximately three hundred 
  residents and had an unusual feature…a very small bard 
  school, run by one Carellion, a semi-retired bard that 
  only took on enough students to maintain his standard of 
  living. 
   
  The largest buildings in the town were the town hall 
  and the church to St. Cuthbert. All the buildings are 
  essentially intact, but some are beginning to be 
  somewhat unsafe to walk in. Time is starting to take its 
  toll on the unused buildings. 
   
  When Remard was killed, the villagers, already 
  spooked, were magically encouraged to relocate. 
   
  Carwend gave clear, concise directions to this 
  forgotten village. It is only a few hours travel from 
  Chendl, but it almost seems you have gone back in 
  time. This once thriving village looks as though it 
  was quickly abandoned. Laundry is hanging on 
  lines, rotting away. Windows are open with tattered 
  curtains hanging. Tables are set for a meal that was 
  never finished. As soon as you enter the village, eerie 
  music fills your ears, drawing you toward its source. 
   
  The PCs are drawn to the back of the cemetery on the 
  other side of the village. Nothing eventful happens as 
  they cross the village, but having some small animals 
  (raccoons maybe?) scurry out of cover across their path 
  would be appropriate.  
   
  If the PCs search for a short time, they find more 
  abandoned houses, seemingly abandoned in mid-stride as 
  many things look half done. No one else is in the village. 
  The only visible tracks follow the path being taken to and 
  from the cemetery. Bard Remard was buried in the 
  farthest corner, and is also the newest, and last, resident 
  of the cemetery. A DC 23 Track check allows the PCs to 
  follow tracks from the grave out of the village and to the 
  southeast. 
   
  If the PCs Search the abandoned village thoroughly, 
  taking at least ten hours, they find a half rotted sign in 
  front of the town hall saying “Ja—v----“. A DC 25 
  Knowledge (history) check, DC 30 Knowledge (local [Iuz 
  Border States]) check or DC 30 Bardic Knowledge check 
  reminds the PC that they once met or heard of someone 
  in Worlende who mentioned this village. 
   
  The eerie music leads you to the furthest reaches of 
  the cemetery. Under an apple tree, you see what 
  looks like a white cloud sitting on the ground. 
   
  Bard Remard does not see the PCs approaching; he is too 
  lost in his own misery to keep looking for visitors. If the 
  PCs address him, or if they get so close he cannot miss 
  them, he addresses them in a sort of Irish brogue. 
   
  “Oh! Goodness me! Honest to goodness live ones! 
  What a splendid treat this is!” the ghost says as his 
  form slowly turns from a cloudlike blob shape into 
  something more like the man he used to be. “Bard 
  Remard Plexarin at your service, (ladies and) gents! 
  Welcome to the village that time forgot!” He 
  chuckles a bit. “And who might I be addressing?” 
   
  When he learns they have been sent by Carwend, 
  Remard happily gives the PCs any information they ask. 
   
  • “What was stolen from you recently?” A bard has two 
  things that they are careful to pass on to the right 
  people – their instruments and their songbook. A 
  bard’s songbook contains more than just songs, 
  you know. It contains history, life, rumors, 
  innuendoes, sometimes spells as well. My 
  songbook would be particularly useful to the 
  wrong type of people. 
  • “When was the songbook stolen?” It was two days ago 
  (three if the PCs stayed overnight in Chendl before 
  starting out), just before one of Carwend’s visits. 
  Someone had to be watching me, biding their time 
  until something popped. 
  • “Who stole the songbook?” Well, if I knew their 
  names, I wouldn’t need you, now would I? The 
  only thing I could make out was a scruffy sort of 
  fellow wearing some real down and out looking 
  clothes all in brown and a stiff looking bard of 
  some sort, maybe a girlie, but she was well and 
  truly disguised. I know she was a bard because I 
  had protections put on that book. It would have 
  hurt them both badly had she not been a true 
  bard. She was acting a bit peculiar, almost like a 
  marionette on strings. 
  • “Why didn’t you use your ghostly powers to stop the 
  thieves?” I could tell the bard, girlie or no, was not 
  acting as she would have otherwise, so I didn’t 
  want to risk harming her. Having some live ones 
  (winks at the PCs) find the book seemed less 
  harmful to an innocent bard. 
  • “Why didn’t you follow the robbers?” I did follow for 
  a bit, just to make sure I knew what direction they 
  were heading – south east it was. I still have my 
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 7 
  instrument, so I couldn’t abandon me post, don’t 
  ye know. Luckily, it wasn’t buried with me like the 
  blasted songbook! 
  • “What makes your songbook so valuable?” One of my 
  hobbies was collecting political rumors; many 
  songs were a way to either combat rumors or to 
  continue to spread them. Very subtly, mind you, 
  but if you read between the lines you’d see links to 
  some of the most powerful nobles in Furyondy 
  and beyond. Mind you, I only repeated things I 
  had heard many times, doing my best to insure 
  the integrity of the information. Another hobby 
  was collecting dangerous bard songs, songs that 
  haven’t been uttered for many years due to their 
  dark nature. Dark bardic lore needs to be kept to 
  learn from, but not to use. I fear this is what the 
  culprit wanted. 
  • “How will we know which songs are yours?” Ah, well, 
  there’s my trademark rhythm that’s somewhere in 
  every song, fast or slow. (demonstrates a rhythm). 
  But I’m thinking you won’t be able to recognize it 
  that way. There’s also always a reference to my 
  mother, somewhere in each song. That might be 
  easier for you. You’ll find a reference to a lily, that 
  being her name and all. 
  • “How did they discover where the songbook was?” My 
  best guess is that they overheard my conversation 
  with Carwend when I was telling him where 
  things were hidden. They probably had someone 
  or something waiting all this time for me to say 
  something. 
  • “Can we see where the songbook was hidden?” If you 
  must, you must. Remard shows the PCs his grave. It 
  still holds his remains. The ground around the grave 
  has been raked over to remove footprints. 
  • “What exactly do you want us to do?” First off, I need 
  you to find the stolen songbook. I’d also be 
  grateful if you’d find the scheming bastard that 
  murdered me and get the author of those songs 
  straightened out with the Furyondy Players. Dead 
  or not, I do deserve the credit for the songs, not 
  the villainous lout who’s stolen my book! 
  • “How long have you been dead?” I’ve been dead for 
  nigh onto fifteen years now. It never seems like 
  that long until I look into poor Carwend’s face – 
  he’s looking old, he is! 
  • “Why is there no one else in the village?” I can’t say 
  for sure. One day I was alive and kicking, and the 
  next, or so it seemed to me, I was a ghost and 
  everything is as you see it. It seems as if my 
  murder, or something else that happened at the 
  same time, made everyone leave. Strange, very 
  strange indeed. 
  • “Why were you murdered?” In all honesty, I’m not 
  sure. I think they were after my songbook, but I’ll 
  never know for sure. I didn’t have it with me when 
  I traveled, so the blackhearts weren’t able to get 
  their hands on it. I had left strict instructions to 
  have it buried with me, since graverobbing is 
  particularly frowned upon in Furyondy. 
  • “Who murdered you?” I’m not entirely certain. It 
  happened at an inn here in the village; the very 
  one I was born in. The evidence seemed to point to 
  a magic user of some sort, but no one could ever 
  discover who. ‘Tis one reason I’m not leaving just 
  yet, the other being the disposition of that blasted 
  songbook! 
  • “How were you killed?” Well, I was eating dinner at 
  my favorite inn here in the village, the very inn 
  where I was born. I’d eaten there hundreds of 
  times. But after this meal, I didn’t feel quite right. 
  I went to sleep and next thing I knew, a ghostie I 
  was! (If PCs try to ask Remard’s remains, they discover 
  that his jawbone is missing so they are unable to cast 
  speak with dead.) 
  • “How do you know the songbook is being used?” 
  Carwend told me of a young lady bard singing 
  political satire type songs. He was told by bards I 
  used to know, who recognized my style right away. 
  Luckily they were heading into Chendl and ran 
  into Carwend. 
  • “Are the protections against non-bards still on the 
  songbook?” Oh, yes, indeedy, they are. (if the group 
  has a bard) Seeing as you have a bard in your group, 
  getting it should be no problem. (if the group has no 
  bard) Hmm, that could be a problem, couldn’t it? 
  Well, I’ll give you a hint. The protections only kick 
  in if you physically touch the songbook. If you 
  take a sack and use something else, a stick maybe, 
  and scoot that book into the sack without 
  touching it, you should have no problem at all!  
  • “Who is implicated in the songs?” Remember, this is 
  just rumor that they talk of, but they sing of 
  various high and mighty people in the Duchy of 
  the Reach and Furyondy. Very high up. Arcane 
  magic users too. I’ll say no more. 
  • “What’s in it for us?” Carwend knows where some of 
  my earnings were kept. I asked him to pay you 
  fifteen/thirty/fourty-five/fourty-five 
  (depending 
  on APL played) wheat sheaves each if you can find 
  my murderer and get the songbook back. 
  • “Who else knows you’re a ghost?” Well, I’m not sure. 
  Until two (three if they stayed in Chendl overnight) 
  days ago, I thought only Carwend knew. 
  • “Where did you get the dark magic in the book?” It 
  was collected over many years from people mostly 
  long dead, from far and wide and in between. If 
  PCs persist with the question, he responds: Yes, that 
  means I’m not telling. Let’s just say that you won’t 
  be able to run into any of the sources on this little 
  trip, so no worries there. I don’t want to put you in 
  any more danger than I already am by giving you 
  any more information on the dark magic.  
  • “What was the name of this village?” You know, it’s 
  been so long, I’ve forgotten myself. I should know 
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 8 
  it; I bet the scoundrel who laid me low had 
  something to do with it! 
  • “Tell us about the village.” Well, not too much to tell. 
  You see, the location of the village being fairly 
  near the Att River, and between Chendl and 
  Worlende, but off the beaten path made it a nice 
  place to live. Not too many people, but mostly 
  hardworking folks. They mostly farmed and did 
  crafts to sell in one or the other city. But it did 
  have a lovely bard school with only a few students. 
  My old tutor, Carellio, used to take on just enough 
  students to get by, claiming anything more was 
  just greed. 
  • “Why doesn’t anyone live here now?” Well, I’d have 
  to say that’s probably my fault. I haven’t been too 
  friendly to people visiting, what with wanting to 
  protect the songbook and all. Only people I knew 
  or people recommended by friends are truly 
  welcome. I never hurt anyone, but being ghostie 
  means I can be downright unpleasant if I have a 
  mind to! 
  • “What do you know of Satiana?” I believe she was an 
  apprentice when I was abruptly terminated. I 
  certainly know nothing of use to you. At the time, 
  she was a know-it-all brat, very good with her 
  powers, but had the answer to everything. 
   
  If any PCs were finalists in the bardic competition in 
  Baffle ‘Em with Bards or are bards, the PCs hear the 
  following: 
   
  “Ah, it’s wonderful to have such accomplished bards. 
  The bardic music runs strong in your veins. This 
  will make the task somewhat easier. The songbook 
  will help direct your travels if you sing to it. You will 
  hear music – only in your head(s) mind you – 
  coming from the direction in which you must travel. 
  The music gets louder the closer you get to the book. 
  Also, I believe I may have some weapons that will 
  help you in your quest.” 
   
  Remard does not say anything more about the weapons 
  until the PCs agree to help him.  
   
  Should the PCs choose not to accept, they are 
  attacked by the ghost and his otherworldly friends. 
  Should the PCs decide to rob his grave, they are also 
  attacked.  
   
  If the PCs agree to help, Remard leads those PCs 
  who were finalists in Baffle or are bards to a particular 
  building. Other PCs are asked to wait elsewhere. In the 
  cellar, he shows them a small stash of weapons. Each PC 
  can only take either a +1 sacred longsword or a +1 composite 
  longbow bane undead. The rest of the party does not get the 
  weapons. 
   
  Choose one to use, my friend(s). It is yours to use to 
  help me with this task. 
   
  If some of the finalist PCs are arcane casters that cannot 
  wield any of the weapons, they are given an arcane scroll 
  of cure moderate wounds instead. Remard briefly explains 
  what each is if necessary. 
   
  Creatures: 
   
  Remard Plexarin: Male human ghost Brd8 (Sense 
  Motive +13, Diplomacy +7). See Appendix One. 
   
  Ghosts: Male gnome Brd 8 (12) with ghost template 
  (MM); hp 61; see Appendix One. 
   
  Tactics: As this is an untiered combat, there should be a 
  withdrawal route left open to the PCs. Never completely 
  surround them. Also, there is no need to use every 
  weapon available to the ghosts. The idea of this encounter 
  is to convince the PCs that fighting the ghosts is a bad 
  idea so they either run away or tell Remard they accept.  
   
  Development: The PCs can continue with the 
  investigation of Satiana even if they refuse Remard’s 
  request. If they accept, they head on their way to the 
  Duchy of Reach and Caronis. Either way, once PCs have 
  clarified their intent and either fled the attack or agreed 
  to help Remard, proceed to Encounter Four. See Appendix 
  Two: Distance Table for Travel Times if PCs ask about 
  distance or travel time.  
   
  Treasure: If the PCs peacefully interact with Remard, he 
  gives them the following treasure:  
  All APLs: Loot: 0 gp; Coin: 0 gp; Magic:  1405 gp - +1 sacred 
  longsword (693 gp each), +1 composite longbow bane undead 
  (700 gp each), scroll of cure moderate wounds (12 gp each). 
   
  If the PCs fight and slay Remard, they instead gain access 
  to the following: 
  All APLs: Loot: 1 gp; Coin: 0 gp; Magic: 508 gp - +1 mithral 
  chain shirt (175 gp each), cloak of resistance +2 (333 gp). 
  Cross off items not gained on the AR.  
   
  4: TRAVELING TO CARONIS 
  This encounter consists of three small sub-encounters 
  that occur in various villages along the road. These village 
  scenes must occur in the order presented. However, only 
  Encounter Four A: Bluetrout must be done prior to 
  Encounter Five. If the PCs are helping Remard, all of 
  Encounter Four as well as Encounter Five need to 
  happen before the PCs reach Caronis in Encounter Six or 
  Encounter Seven. If the PCs are not helping Remard, 
  Encounter Five should be skipped.  
   
  If the PCs are helping Remard, mentioning Bard 
  Rafendyl’s name gets the PC a +2 to any Charisma skill 
  checks with bards in this encounter. If they are not 
  helping Remard, any information about the songbook 
  should be ignored and not given to the PCs. If any PCs 
  are members of the Furyondy Players, they receive a +2 
  circumstance bonus when dealing with any bards.  
   
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 9 
  4A: BLUETROUT 
  As you head out of Remard’s “nameless village,” 
  traffic on the road becomes less frequent. The 
  rolling hills and farmlands you traverse are very 
  picturesque. Although you see what appear to be 
  communities in the distance, very few appear on the 
  road itself. 
    
  Bluetrout is the first village, appropriately named as it is 
  on the Bluetrout River, a very small tributary of the Att 
  River. It was once famous for its blue trout but they were 
  fished out long ago. Now the area has fish farms. As in 
  the last village, not many people live in the village 
  proper. The largest building here is the fish processing 
  building. There is a ferry at the mouth of the Bluetrout 
  that crosses the Att River twice daily, at an hour past 
  sunup and an hour (give or take) before sunset. 
   
  As you enter the village, a sign overhead proclaims 
  you are entering Bluetrout. The smell of fish is 
  everywhere. In fact, the smell from the fish 
  processing 
  building 
  is 
  nearly 
  overwhelming 
  considering the techniques used to salt and smoke 
  the fish for winter use. Nothing unusual is seen, 
  except for a small fortune teller’s shop. 
   
  The PCs notice the villagers getting ready for winter; 
  fixing holes in walls and roofs, pulling up plants or 
  mulching gardens. Everyone is dressed quite warmly. 
   
  In town there is a church of St. Cuthbert, a general 
  store, an inn with room for about ten guests, a rather 
  large stable, a large smithy and a few houses. Most of the 
  people live by their fish farms and come into town as 
  needed. 
   
  Various villagers give the following information via 
  Gather Information checks shown below:  
  • DC 10: The fortune teller is the mayor’s wife who feels 
  she was “touched” a couple of years ago and can now 
  tell fortunes. The mayor owned the shop she uses and 
  it keeps her out of his hair, what little there is of it. 
  However, she makes it her business to be in everyone 
  else’s, so she may know more. 
  • DC 10: There’s been a cold snap recently, cold but no 
  snow. Most years, there would be several inches of 
  snow by now. Guess it’s just not wet enough to 
  make snow, I reckon. 
   
  Information on the ghost’s quest: 
  • DC 10: Some new bardic songs were recently played in 
  town. The person waxes eloquent about the songs. 
  • DC 15: A brilliant young bard was through two days 
  ago and is said to have written the songs. 
  • DC 15: No real description of the bard or her traveling 
  companion is available. What the PCs hear is very 
  vague and contains descriptions that could be just 
  about anyone. 
  • DC 17: Her name was, uh, Veena, Verina, something 
  like that. 
  • DC 18: The new songs have a haunting beauty to them. 
  They seem to hold a deeper message that the person 
  can’t quite figure out. 
  • DC 18: The person whistles part of a new song, adding 
  a lalala lily something. A DC 15 Perform or Bardic 
  Knowledge check allows the PCs to identify the 
  whistled tune as one of Remard’s songs. 
   
  Information on Satiana: 
  • DC 15: The person won’t know much about Satiana as 
  Bluetrout is pretty far away from Caronis. The person 
  has heard the name and notes the person that 
  mentioned it looked a little scared and really didn’t say 
  much. 
   
  FORTUNE TELLER’S SHOP 
  Talking to the fortune teller, Madame Alsbetica, is an 
  exercise 
  in 
  frustration. 
  Everything 
  she 
  says 
  is 
  accompanied by nonsense syllables and gestures.  
   
  The shop of the fortune teller is extremely small and 
  not well furnished. Tattered and worn couches and 
  chairs compete for space in the small room. A small 
  round table is covered by a faded purple tablecloth. 
  You see before you a well-worn, middle-aged woman 
  who appears to have had a hard life. Her graying hair 
  is piled on her head in what is supposed to be an 
  elaborate arrangement but looks more like a bird’s 
  nest. Her faded and patched black robe is what a 
  stereotypical fortune teller of old would wear. She 
  seems to be trying desperately to look the part. 
   
  If the PCs encountered Lielennam the Rhennee seer in 
  FUR6-06 Invocation and Intrigue and drew the Void card, 
  Madame Alsbetica realizes it. 
   
  “Ah, the chosen one is here,” Madame Alsbetica yells.  
   
  She stops, pauses, and approaches any PC that drew the 
  Void card almost reverently. 
   
  “I’m so sorry. I didn’t mean to startle you. Finding 
  one touched by the fates is always a surprise. I’m 
  glad to see you are following your fated path.” She 
  pats you on the back, smiles slightly, turns, and 
  heads to the back of the shop without another word. 
   
  Creatures: 
   
  Madame Alsbetica: Female human Commoner 2 
  (Sense Motive +2, Diplomacy +1). 
   
  If no one has played FUR6-06 Invocation and Intrigue, she 
  offers to read the PCs fortunes from a deck of cards, for a 
  small fee of two coppers a person. She thinks she’s using 
  a deck of many things (DMG pg 278) and treats it 
  reverently, although she manages to drop several cards 
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 10 
  that are not in the deck of many things. Examples would be 
  4, 5 or 6 of cups, 9 of swords, 5, 6 or 7 of staves. PCs can 
  use a DC 15 Knowledge (arcana) check to realize it’s not a 
  deck of many things. Alternately, a DC 12 Knowledge 
  (religion) check confirms they are plain Tarot cards. The 
  fortunes should be in appropriate flowery gibberish with 
  lots of handwaving. Fortunes are as follows: 
  • Fighter types – Glorious battle awaits with many spoils 
  to be gathered. Furyondy is glad to have you on her 
  side. 
  • Divine caster types – Your god(dess) smiles down upon 
  you. Your clerical abilities are unfortunately put to 
  good use soon. 
  • Ranger types – You and the tracks of your enemies will 
  become one. You find your path with unanticipated 
  clarity and your comrades will be forever in your debt.  
  • Rogue types – Riches and fame await you in your later 
  years. Your frugal habits today prove to be your saving 
  grace.  
  • Arcane caster types – Mystical energies swim around 
  you, clarifying your thoughts and making your future 
  path clear to all who meet you. 
   
  The road between Bluetrout and Worlende is 
  becoming much busier. While you are still in the 
  rolling hills, there appear to be more villages in the 
  distance, a sure sign of civilization.  
   
  Development: When the PCs move on, proceed to 
  either Encounter Four B or Encounter Five. See Appendix 
  Two: Distance Table for Travel Times if PCs ask about 
  distance or travel time.  
   
  If the PCs choose to go through Worlende and ask 
  around, they can find an ancient bard in an apothecary 
  shop that knows the name of Remard’s abandoned 
  village. It is Javestaville, named after the first mayor’s 
  wife. Carellio, the old bard, was a tutor of Remard’s when 
  he was young. If asked he raves about Remard’s talents 
  endlessly. 
   
  4B: BETHUR 
  This hamlet is a farming community that supports small 
  towns closer to Chendl and Worlende. The hamlet itself 
  is extremely small. Most people live on the surrounding 
  farms and only come into town on market days. 
   
  As you wind your way to Caronis, you find the little 
  hamlet of Bethur. It is very small, typical of a 
  farming community. The largest building in town is 
  the granary. There is a small store with a tavern in 
  the other side, as well as a smithy and a healer’s 
  shop. Very few people actually live in Bethur; most 
  live on their farms and only come to the hamlet as 
  needed. The weather seems to be turning colder by 
  the day. 
   
  Various people give the following information with a 
  successful Gather Information check. 
  General information: 
  • DC 10: (This is mentioned by everyone in town the 
  PCs speak to). The healer eventually sees everyone that 
  comes into town and may know something. She 
  moved to town a number of years ago with two 
  daughters who have since moved away. She is the 
  hamlet’s main source of healing and medicine. 
  • DC 10: Dresadoe is not grown much around here. 
  Instead normal foodstuffs (beans, corn, wheat, etc.) are 
  grown to supplement the dresadoe crops so prevalent 
  in Gold County. 
   
  Information related to the ghost’s quest: 
  • DC 10: Some new bardic songs were recently played in 
  town. The person waxes eloquent about the songs. 
  • DC 15: A brilliant young bard was through two days 
  ago and is said to have written the songs. 
  • DC 15: No real description of the bard or her traveling 
  companion is available. What the PCs hear is very 
  vague descriptions that could be just about anyone. 
  • DC 18: The new songs have a haunting beauty to them. 
  They seem to hold a deeper message that the person 
  can’t quite figure out. 
  • DC 18: The person whistles part of a new song, adding 
  a lalala lily something. A DC 15 Perform or Bardic 
  Knowledge check allows the PCs to identify the 
  whistled tune as one of Remard’s songs. 
   
  Information related to Satiana: 
  • DC 14: Satiana and Thimme have a long standing love 
  affair. Apparently they break up and get back together 
  fairly regularly. Everyone walks on eggshells around 
  both during the periods they are not seeing each other. 
  • DC 15: There are tales of Satiana’s kindness to domestic 
  animals, going out of her way to help stray dogs and 
  cats, getting healing for them or helping to find them a 
  home. 
  • DC 19: If the PCs ask, by name, if Satiana or Thrommel 
  are referred to in the songs, the NPC abruptly breaks 
  off the conversation and leaves.  
   
  HEALER’S SHOP 
  You enter the healer’s shop, an unusual feature in a 
  hamlet this small. The proprietress is a middle aged 
  human named Joyath, with evidence of striking 
  features from her youth. Her practical, tan tunic and 
  trousers are covered with an equally practical apron. 
  Her short, wavy, light red hair is cut in a low 
  maintenance way – nothing impractical about her, 
  although seeing a youthful portrait of her in a 
  fabulous gown gives you a glimpse of the woman 
  she can be should she so choose.  
   
  Creatures: 
   
  Joyath: Female human Adept 3 (Sense Motive +4, 
  Diplomacy +3). Joyath is a short, middle-aged woman 
  with spectacles and short, wavy red hair. She is somewhat 
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 11 
  pudgy with a no-nonsense, hospital-type attitude. With a 
  DC 12 Gather Information check, she tells the PCs that a 
  young bard performed two days ago. The bard was 
  performing very stiffly and was accompanied by a scruffy 
  looking man in well worn brown clothing. A DC 12 
  Intelligence check lets the PCs connect Joyath’s 
  description to the one Remard gave, if players do not 
  recall this on their own.  
   
  With a DC 16 Gather Information check, Joyath 
  confides that she is worried the songs will bring 
  unwanted attention to the hamlet as they mention 
  “people from the highest places” who shouldn’t be 
  discussed by common folk. She refuses to give names. 
  Part of the problem is the tunes are catchy and people are 
  going around humming or singing snatches from them. 
  With a DC 30 Diplomacy, Gather Information or 
  Intimate  check (PCs may attempt only one of the three 
  once), she reluctantly says the songs mention Thrommel 
  and Satiana. Then she leaves the area abruptly and refuses 
  to talk to the PCs again. 
   
  If asked about Satiana or the nobles, Joyath indicates 
  she actually met Satiana as she travels to Caronis 
  regularly for medicinal supplies. If PCs succeed at a DC 
  18 Gather Information check, Joyath indicates she was 
  called in on a consultation for a fellow healer at Satiana’s 
  residence once. A guest had a rather unusual set of 
  injuries, something to do with amnesia or mistaken 
  identity. It’s been a long time and Joyath doesn’t 
  remember a lot. Satiana had been cordial but not overly 
  friendly. She seemed saddened when they couldn’t help 
  the person. 
   
  Development: When the PCs move on, continue with 
  the following, then proceed to Encounter Four C or 
  Encounter Five. See Appendix Two: Distance Table for Travel 
  Times if PCs ask about distance or travel time.  
   
  Leaving Bethur, you find yourselves back amongst 
  the rolling hills and farmlands so typical of this part 
  of Furyondy. In fact, if you didn’t know better, you’d 
  swear you hadn’t gone forward at all. The hills are 
  starting to all look alike. You are passed on the road 
  by fewer and fewer travelers. 
   
  4C: RENFROTH 
  Renfroth is a frequent stop for people leaving Caronis. As 
  such, it has many more buildings and inhabitants in the 
  village itself than the prior stops. The population is 
  around two hundred, so invent support buildings as 
  required. The one building needed is a handyman’s shop 
  for the local fix-it guy. 
   
  In yet another village after yet another cold night, 
  you see some signs of prosperity, a rarity out in the 
  country. There seems to be enough money for a few 
  taverns and even a handyman’s shop. 
   
  Various villagers all mention that Robfr’nal talks to just 
  about everyone and usually knows what’s going on. 
  Gather Information checks reveal the following: 
   
  General Information: 
  • DC 0: If any of the PCs were finalists in Baffle ‘Em with 
  Bards, the villager babbles about the contest and how 
  wonderful they were. 
   
  Information on the ghost’s quest: 
  • DC 10: The bard and her keeper were here just 
  yesterday.  
  • DC 13: They left with another person, dressed as a 
  commoner, but the villager thinks he was a noble 
  downplaying his status for some reason. 
  • DC 15: A lady bard was through about a day and a half 
  ago. She was of medium height, quite ordinary looking, 
  wearing a dark brown cloak with the hood always up, 
  even when she performed. She seemed distracted or 
  distant; she did not answer questions but ignored 
  them. She had a lovely voice and played the flute 
  wonderfully. 
  • DC 17: The bard called herself Winsola. The person 
  with her was just a body guard, or so she said. 
  • DC 18: The bard lady was traveling with a scruffy 
  looking man with a rather large scar on his right hand. 
  A chunk seemed to be missing from his chin. He had 
  bright blond hair that did not seem natural. 
  • DC 20: The new songs that the lady bard sang bring 
  shivers to the villager and a quick look over the 
  shoulder to make sure no one is listening. The villager 
  whispers that certain high placed royals and mages 
  may be involved in some not quite legal things, and 
  possibly with each other as well. 
   
  If the PCs ask, by name, if Satiana or Thrommel are 
  referred to in the songs, the NPC abruptly breaks off the 
  conversation and leaves. 
   
  Information about Satiana: 
  • DC 20: If asked about Satiana, the villager talks about a 
  distant relative that was in her employ for a time. The 
  relative was let go unexpectedly, but with generous 
  severance pay, so the villager gives Satiana high marks. 
   
  HANDYMAN 
  If the PCs ask to speak to the handyman, the following 
  occurs. 
   
  The villager shows you where the local handyman 
  lives and works, talking him up as you approach. His 
  name is Robfr’nal and he is of average height, and 
  late middle age with a slight belly, but rough hands 
  that speak volumes about his work ethic. His 
  thinning hair just adds to the air of competency that 
  swirls about him. Rob’frnal can apparently fix or 
  make just about anything. He may not be an expert 
  in all fields, but he has the tenacity to figure out 
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 12 
  what he doesn’t know. You get the impression he is 
  very important to the people of the village.  
   
  Creatures: 
   
  Rob’frnal: Male human Expert3 (Sense Motive +12, 
  Diplomacy +3). 
   
  Rob’frnal tells the PCs that yes, the bard was there 
  yesterday. With a DC 10 Gather Information check, he 
  further comments that she performed some very dark 
  and scary ballads, upsetting the townsfolk. A DC 15 
  Gather Information check indicates that many are 
  worried that the songs will bring unwanted attention 
  from nobles and arcane magic users. In addition, he 
  mentions the bard just wasn’t acting like a typical bard. In 
  fact, she was “just not acting right at all, kind of stiff 
  like, almost like someone else was pulling her 
  strings.” He says the silly noble she left with, a gnome of 
  all things, was trying to disguise himself and forgot to 
  disguise the shoes and speech.  
   
  With a DC 18 Gather Information check, he goes on 
  to note that the bard’s scruffy looking male friend just 
  wasn’t in the same class as the others and seemed to 
  know it. He describes the device on the sleeve of the fake 
  commoner, a stick or wand pointing down to a cloud 
  with sparks in and around it. If Encounter Five has 
  occurred, PCs recognize the device on his sleeve as the 
  one worn by Murkenan. 
   
  If asked about Satiana, he just shrugs and tells the 
  adventurers that he could tell you tales but since he never 
  met the lady, he will not tell tales out of turn. No matter 
  the Diplomacy or bribe or Intimidate, he does not say 
  anything more. 
   
  If asked about Thrommel, the PCs see a sort of sneer 
  on Rob’frnal’s face and he comments “Some people are 
  just a waste of space and doubly so when they are 
  royalty.” He won’t elaborate. 
   
  Development: When the PCs move on, continue with 
  the read aloud text below. If the PCs are not helping 
  Remard, proceed to Encounter Seven if they proceed 
  directly to Satiana or to Encounter Six if they instead 
  chose to go to Caronis for some reason. If they are 
  helping Remard, and proceed to Encounter Five if they 
  have not done so yet and Encounter Six if they have. See 
  Appendix Two: Distance Table for Travel Times if PCs ask 
  about distance or travel time. 
    
  The road from Renfroth to Caronis gets much busier 
  as you travel. Civilization shows signs of returning 
  as villages and towns in the distance are more 
  frequently seen. There is finally something to look 
  at beside the hills and farms! 
   
  5: AN INTERRUPTED EVENING 
  This encounter occurs only if PCs are helping Remard. It 
  must occur after visiting Bethur in Encounter Four, but 
  can be before or after the other two villages, or in 
  between. If PCs are helping Remard, all of Encounter 
  Four and Five must happen before PCs reach Caronis in 
  Encounter Six.  
   
  It is a dark and chilly night, reminding you that 
  winter cannot be far away in this part of Furyondy, 
  or perhaps it is already here. Your campsite seems 
  ideal; defensible, up against some boulders with an 
  overhang for protection against wind and rain or, 
  gods forbid, snow. 
   
  After dark (remembering that darkness falls much earlier 
  in late fall) but before midnight, a voice is heard.  
   
  “Ho the camp! Do you have room for another 
  traveler?” a warm, male voice asks. “I do not have any 
  traveling companions and would deeply appreciate 
  company during the dark of night.” A mandolin is 
  heard in the distance. As a shadow detaches itself 
  from the trees, you see a handsome, well-
  proportioned gnome, dressed as a traveler. His 
  smiling face and friendly demeanor, not to mention 
  his prowess on the mandolin, suggest bardic 
  heritage of some sort. He is wearing a traveler’s 
  cloak that appears to be a bit above the ordinary cut. 
  His silver-blond hair is swept back across his brow, 
  held back by a simple cord tied around his forehead. 
  His deep brown eyes are complimented nicely by the 
  rust and tans of his clothing, remarkably well 
  coordinated. 
   
  The speaker tries to chat for a while as he joins the PCs’ 
  camp. If PCs ask him to leave, he does so (see Tactics 
  below). He introduces himself as Murkenan, a poor 
  traveler looking for work. Whether he gets into camp or 
  not, he starts asking why they were asking about the lady 
  bard and the songs she was singing. A DC 12 Knowledge 
  (nobility and royalty) check or DC 17 Bardic Knowledge 
  check shows that he has the mannerisms of nobility but 
  is not dressed the part. If Renfroth (Encounter Four C) 
  has been visited, PCs recognize the device on his sleeve 
  as the one described by Rob’frnal. If asked, he claims to 
  be down on his luck due to gambling debts.  
   
  As Murkenan approaches the camp, the instruments 
  have hidden themselves on the other side of the boulders 
  where the PCs have made their camp (full cover).  
   
  If someone in the party detects evil on Murkenan, he 
  tries to convince them that he is not evil; a curse was put 
  on his best mandolin, which of course never leaves his 
  side. He tries to start bardic performances, casting spells 
  as he can to influence party members. 
   
  If the PCs tell him they have been looking for the 
  lady bard then Murkenan claims he heard one of her 
  earlier performances and tries to do justice to one of her 
  songs. He gets his mandolin going without waiting for 
  PC permission. He plays enough that they recognize the 
  telltales from Remard, but winds in a bardic spell to allow 
  his musical minions to get very close. 
   
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 13 
  Creatures:  Murkenan’s goal is to delay the PCs so the 
  bard and the scruffy man can get farther ahead. While he 
  is not adverse to PC’s dying, he also is not particularly 
  interested in risking his own neck to slay them. He 
  continues talking as long as possible, trying to get as close 
  to midnight as he can when his minions are most 
  effective. When the PCs stop talking to him, he excuses 
  himself to find a convenient bush. Murkenan then 
  moves to the other side of the boulders and gathers up 
  the animated instruments. Shortly after, the PCs are 
  attacked. 
   
  The instruments the PCs encounter are created of 
  wood at APL 2 (hardness 5) and metal at higher APLs 
  (hardness 10). All instruments are long (rather than tall) 
  and therefore do not gain additional reach.  
   
  APL 2 (EL 4) 
   
  Murkenan: Gnome half-vampire Brd 1; hp 8; potion 
  of undetectable alignment taken; see Appendix One 
   
  Animated Instruments, Small (2): hp 18, 17; drum 
  sticks, fiddle; see Monster Manual p. 13 
   
  APL 4 (EL 6) 
   
  Murkenan: Gnome half-vampire Brd 3; hp 18; 
  potion of undetectable alignment taken; see Appendix One 
   
  Animated Instruments, Medium (2): hp 37, 35; 
  trumpet, lap harp; see Monster Manual p. 13 
   
  APL 6 (EL 8) 
   
  Murkenan: Gnome half-vampire Brd 5; hp 28; 
  potion of undetectable alignment taken; see Appendix 
  One. 
   
  Animated Instruments, Large (3): hp 64, 61, 59; 
  bass fiddle, bass drum, kettle drums; see Monster Manual 
  p. 13 
   
  APL 8 (EL 10) 
   
  Murkenan: Gnome half-vampire Brd 7; hp 38; 
  potion of undetectable alignment taken; see Appendix 
  One.  
   
  Animated Instruments, Huge (3): hp 108, 104, 99; 
  piano, organ, harpsichord; see Monster Manual p. 13 
    
   
  Tactics: Once out of sight of the PCs, Murkenan 
  swallows the remaining potions (aid and protection from 
  good) and casts summon monster spells before the 
  instruments come out and as many as possible before 
  stepping into the fray. Murkenan concentrates on any 
  obvious arcane casters or bards first. The instruments try 
  to take out the most dangerous looking PC, most likely 
  the heaviest armored of the group. The primary goal is to 
  delay the PCs, not kill them but the half-vampire is also 
  not willing to risk himself unduly. Murkenan does not 
  surrender willingly and if captured, tries to kill himself 
  somehow. Note that Murkenan is NOT undead, nor is he 
  light-sensitive in any way, although PCs may certainly 
  believe otherwise. 
   
  Treasure: When the fight is over, the PCs can recover 
  Murkenan’s masterwork mandolin as well as the 
  remainder of his equipment.  
  All APLs: Loot: 11 gp; Coin: 0 gp; Magic: 233 gp - brooch of 
  shielding (125 gp), gnome twist cloth +1 (108 gp) 
   
  Development: If the PCs chose to go directly to meet 
  with Satiana, proceed to Encounter Seven. If the PCs 
  agreed to help Remard and therefore chose to go into 
  Caronis, proceed to Encounter Six.  
   
  6: INVESTIGATION IN CARONIS 
  If the PCs agreed to assist Remard, as they enter Caronis, 
  they are accosted by a messenger from Bard Rafendyl.  
   
  As you pass through the gates of Caronis, a thin, 
  clean-cut young man greets you. “Excuse me, 
  gentlefolk. I was told to watch for a group such as 
  yourselves entering Caronis. From what I hear you 
  enjoy bardic music, particularly our own Bard 
  Rafendyl.” He is not dressed exceptionally well, nor 
  exceptionally poorly either. After his few words, he 
  starts plucking at the smallest fiddle you’ve ever 
  seen. 
   
  Questions for the messenger: 
  • “Who are you?” My name is the least important 
  item you need to know. I need to know if you want 
  to meet with our mutual friend in town.  
  • “Where can we find Bard Rafendyl?” He’ll be in his 
  usual room at the Bard’s Rest Inn (and gives the 
  PCs directions). 
  • “How did you know we were coming?” Weren’t you 
  told that the Bard would be told you were coming? 
  He was and he knew, so now I know too. I don’t 
  know what you’re here for, and frankly, I don’t 
  want to. I’m just the messenger, folks. 
   
  When he manages to convey who and where, he slips off 
  into the crowd as soon as possible. A PC with the Track 
  feat can attempt to follow him (DC 28 Survival check 
  with a -5 circumstance penalty for being in the city where 
  the tracks are much harder to follow). 
   
  PCs who chose to spend some time checking on 
  information about Satiana while in Caronis may find out 
  the following information with successful Gather 
  Information checks:  
   
  • DC 5: Satiana is a very reliable and responsible 
  individual; she always pays her bills on time.  
  • DC 10: Satiana is very fond of cats, and people say that 
  she takes in many strays.  
  • DC 15: PCs talk with an owner of a spell components 
  shop who notes that Satiana has ordered a number of 
  unusual spell component materials lately. These items 
  are things not normally kept in his shop. Most of these 
  were within the past six months.  
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 14 
  • DC 20: Servants in her employ that are released are 
  treated, monitarily, very well, much more so than the 
  majority of the nobles.  
  • DC 23: Servant turnover at her mansion is quite low, 
  lower than with most nobles.  
  • DC 30: A relative of one of Satiana’s maids notes that 
  although the wizard is always polite to Bard Rafendyl, 
  she's been heard to call him a “meddling fiddler” to her 
  friends.  
   
  Other general information they can discover: 
  • DC 18: Pallis Strandor, Master of Arcane Arts in the 
  Furyondy Players, betrayed Furyondy to Old Wicked 
  last month and was killed in the Willip countryside. 
  Oddly, the Players have decided to bury him in their 
  crypt, acting against the explicit wishes of the nobility. 
  • DC 40: There have been rumors that King Belvor has 
  been planning to make an important proclamation, but 
  nobody knows any details. 
   
  MEET BARD RAFENDYL 
  When the PCs show up at the Bard’s Rest Inn, they are 
  greeted at the door by Harmonius. They are told to head 
  on upstairs to room eleven and they will be met soon. 
  Just after they find the room, trays of food and drink are 
  brought up. Bard Rafendyl arrives about fifteen to thirty 
  minutes after the PCs get settled in the room. If they try 
  to leave the inn, Harmonius, and Velanala, the inn 
  registrar, do their best to shoo them back upstairs.  
   
  At last, Bard Rafendyl enters the room. “Ah, friends, 
  so sorry to keep you waiting. I’ve been having a bit 
  of, shall we say, unwanted company when I leave my 
  studios lately. Sometimes it takes longer to lose 
  them than other times. Today was definitely a 
  longer time than normal.”  
   
  He greets PCs he has met before warmly and by name. 
  He asks to be introduced to the rest and when he greets 
  new ones, he immediately uses their name in the first 
  sentence, committing it to memory. 
   
  He asks for the story of their trip to Caronis, what 
  they discovered about the songbook, the bard, and 
  Satiana and her contacts. When they talk of the captive 
  bard, he adds the following: 
   
  “Yes, well, I have some news on that front myself.”  
   
  If none of the PCs played Baffle ‘Em with Bards, read the 
  following. 
  “The captive bard is someone well known to me, 
  Alise Viavaté (uh-leese vee-uh-vah-tay), an associate 
  of mine.” 
   
  If any of the PCs played Baffle ‘Em with Bards, read the 
  following: 
  “Some of you may remember the young bard you 
  escorted to Chendl a time ago, Alise Viavaté (uh-
  leese vee-uh-vah-tay).”  
   
  If the PCs describe their encounter with Murkenan to 
  Rafendyl, including the description of the sleeve device, 
  proceed to the following. (Note: tête a tête means 
  meeting and is pronounced “teht ah teht”.) 
   
  “From your description of your little tête a tête, the 
  device on the gentleman’s sleeve connects him to a 
  local wizard, one Nayn Cerlain (nain sir-lane), a less 
  than trustworthy fellow in my opinion and, despite 
  the sound of his name, not a knight at all. The rumor 
  mill here in Caronis says he has a young lady held in 
  his mansion against her will. My sources tell me it is 
  Alise. I greatly fear for not only her life, but more 
  importantly, her sanity. It seems she’s been forced 
  to commit acts that are far, far outside her normal 
  actions.” 
   
  Other questions: 
  • “Would he injure/hurt Alise while she’s captive?” I 
  can’t say for sure, but he’s been known to “play” 
  with people who are then released in less than 
  optimal condition. He doesn’t seem to kill them 
  outright, but some of what I’ve heard is worse. I 
  really don’t want to discuss it – I want to get her 
  out of there before anything happens. 
  • “Does he work on his own or with another wizard?” 
  There have been rumors on occasion that connect 
  him to the court wizard Satiana, but none have 
  ever proven to be true. Since I choose to act within 
  the law, I can do nothing without proof. 
  • “How could he control Alise?” A good question, that. 
  I don’t believe someone of his experience could. I 
  believe he may have gotten help somewhere, 
  though from whom, I do not know. 
  • “Why is the songbook so dangerous?” Basically, it 
  contains innuendoes from fifteen to twenty years 
  ago, when Remard was around, that have since 
  turned into fact or nearly so. Connections 
  between the royal family and certain wizards are 
  among the songbook’s contents. I have no doubt 
  that someone wants that book destroyed because 
  of those rumors. On the other hand, the little I’ve 
  heard about Remard’s dark bardic lore he 
  collected makes it an ideal tool for our opponents. 
  We could be dealing with one person or several. I 
  just don’t know at this point. 
   
  At APL 2, Rafendyl offers the PCs use of four flasks with 
  oil of magic weapon while at APL 4 he offers two such 
  flasks.  PCs are expected to return these if they are not 
  used. Bard Rafendyl gives them some local contacts, as 
  well as directions to Nayn’s mansion and to Satiana’s if 
  they ask. Examples of local contacts would be a baker 
  Nayn’s cook uses, a magic shop he frequents, etc. If the 
  PCs follow up, they won’t have any specific information, 
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 15 
  just general things like he pays his bills, doesn’t like rye 
  bread, is very particular about his magic supplies, etc. 
   
  Creatures: 
   
  Harmonius: Male human Rog1/Ftr1, hp 12 (Sense 
  Motive +7). 
   
  Velenala: Female human Wiz3, hp 11 (Sense Motive 
  +9). 
   
  Rafendyl: Male Half-elf Brd11 (Sense Motive +8). 
   
  Development: If the PCs are pursuing information 
  about Satiana, proceed to Encounter Seven once they 
  decide to interview her directly. If they are pursuing the 
  ghost’s quest first, proceed to Encounter Eight if they 
  wish to confront Nayn directly and to Encounter Nine if 
  they choose to rescue Alise first.  
   
  7: SATIANA HERSELF 
  If the PCs decide to interview Satiana directly, first her 
  doorman shoos them off unless they threaten or bribe 
  him. The bribe needs to be at least forty wheatsheaves [+5 
  per APL]. A DC 20 Intimidate check also works. He tells 
  the PCs he just can NOT take them into his mistress’ 
  presence without a proper introduction. He insists on 
  having a general idea of why they are here in order to 
  properly introduce them. This would be in addition to 
  the bribe or Intimidate check. If they do get through to 
  Satiana, continue with the following: 
   
  As you finally enter the audience chamber, it is set 
  up nearly like a throne room, with notable 
  exceptions like the cat runs, ramps, and pillows you 
  see everywhere – not to mention all the cats. The 
  doorman pauses and rambles in a bored tone with 
  your names and purpose for coming. The woman at 
  the end of the room is one of the most, if not the 
  most, beautiful you have ever seen. Perfectly 
  proportioned; silky skin; long, wavy, blond hair; 
  large blue eyes; wearing a floor length gown of a 
  simple cut, but fitted exquisitely. Next to her is a 
  smallish white tiger. 
   
  Any PC with the Ire of Nakky from FUR4-03 Bells in Gold 
  is constantly hissed at by all the cats in the room. In 
  addition, the cats walk one by one within ten feet, catch 
  the PCs eye and hiss loudly, then walk away, tail in the 
  air. Have this occur about once a minute or so. 
   
  “Oh, please pardon my doorman! He must have 
  forgotten that the Chamber would be sending 
  interviewers. I guess the problem would be that you 
  don’t look like interviewers, more like adventurers. 
  Ah well, let us move on. I am Satiana, court wizard 
  to Duke Bennal Tyneman, as I’m sure you already 
  knew. This,” bending to pet the tiger, “is my pet, 
  Kitty.” Turning to briefly pet the cat, and making 
  appropriate reassuring noises, as if to a baby, she 
  turns to you and says, “What would you like to 
  know?” Her voice, a high-pitched soprano, seems to 
  be perpetually perky, irritatingly so. 
   
  If anyone in the party has the Ire of Nakky, from FUR4-
  03 Bells in Gold, roll a d8 prior to the start of questions. 
  After that number of questions to Satiana, Kitty walks up 
  to the PC in question, circles the PC as questioning 
  continues, and eventually marks the PC with urine. 
   
  “Oooo, Kitty! That’s was so naughty! Now you come 
  right back here!” The tiger slowly makes her way 
  back to Satiana looking chagrinned. “I’m so sorry,” 
  she says to the dripping victim, “she’s never done 
  that to anyone.” Once the tiger arrives next to 
  Satiana, as she faces the audience, you clearly see a 
  feline grin come over her face whenever Satiana 
  isn’t looking. 
   
  Creatures: 
   
  Satiana: 
  Female 
  human 
  wiz12 
  (Bluff 
  +20, 
  Diplomacy +20, Sense Motive +8). 
   
  Questions for Satiana: 
  • “Why do you want to be on the Chamber of Four?” 
  Well, I’m sure the right answer is to help the 
  Duchy and Furyondy…and while that is part of 
  the answer, anyone who doesn’t tell you they want 
  the power of the position is lying. Who doesn’t 
  think they can run things better than the current 
  group? They’re all getting a tad long in the tooth 
  and I think it’s high time that council had a 
  younger woman’s touch, don’t you? 
  • “What type of magic do you do?” I can hardly believe 
  you came all this way without knowing that one. I 
  do transmutative magic; I can change things. I do 
  try to improve things as I can, although I will say 
  that sometimes, it just doesn’t work out that way. 
  • “Can you cast fire magic?” Satiana laughs. Of course.  
  • “Are there types of magic you cannot do?” Well, I 
  prefer to steer away from deceptive and death 
  magic. She smiles. (If PCs follow up on this question, 
  she confirms she does not cast Illusion or Necromancy 
  spells).  
  • “What do you think Furyondy should do about Iuz?” 
  That’s a difficult question. While I totally agree 
  with the King about the never ending war and all, 
  it seems to me that it could be done more slowly, 
  over a broader span of time, and spreading the 
  resources out over time too.  
  • “What would you do about the rumors of undead in 
  Chendl?” Unfortunately, these aren’t rumors – 
  undead roam the streets. A concerted effort to rid 
  the city of the undead needs to be made. If Chendl 
  is once again to be the diadem of the Flanaess, we 
  have to make it safe for visiting dignitaries. 
  • “Where does the restoration of Crockport fit into your 
  agenda?” Although not as high on the list, 
  Furyondy as a whole would benefit from this. It 
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 16 
  would strengthen our military presence in the 
  area and would be a symbol of our commitment 
  against Iuz. It definitely deserves more resources 
  – how to get them is another issue. Perhaps land 
  grants or lessening of taxes for heavy investors? 
  I’ll have to think on this one. 
  • “Do you think licensing arcane casters is a good idea or 
  a waste of time?” I know this has been done in other 
  kingdoms as well as in our own Barony of Willip. 
  The only purpose it seems to have is gaining tax 
  revenue. If you wanted to regulate arcane casters, 
  it would take a lot of resources to monitor them. I 
  don’t think it’s worth the effort. 
  • “Are there any types of magic you would outlaw?” As 
  with most things, use of a tool is up to the 
  morality of the individual. Magic is just that; a 
  tool. The current laws cover things like murder 
  and theft. Whether it is accomplished by magic or 
  other means, punishments have already been set 
  down. Outlawing certain types of magic would 
  just be a nightmare to monitor. 
  • “What would you do about the corruption in the 
  Chamber?” Well, I suppose that should be looked 
  into. It’s difficult for people, men in particular, to 
  be in positions of power for long without 
  becoming corrupt. Perhaps three of the Chamber 
  members could question the other one under 
  spell? Perhaps some sort of spell enforced oath? 
  I’ll have to think on it further. 
  • “What would you do to find the missing Chamber 
  member?” I would imagine King Belvor has already 
  done extensive investigations. I would like to 
  review what has been done and see what was not 
  done already. That may be very telling as far as the 
  parties responsible if the investigations were 
  skewed. I would certainly like to know what 
  happened from a personal as well as a professional 
  standpoint – I certainly wouldn’t want to be next. 
  • “Do you know Nayn Cerlain?” Well of course I know 
  him – I know at least something of all the wizards 
  of a certain level in Furyondy. One must keep well 
  informed of ones compatriots!  
  • “Does Nayn Cerlain work for you?” I have 
  occasionally hired him for a task or two, just as I 
  have many other low-level wizards. He performed 
  satisfactorily, and we parted company. It’s not as 
  though I invite him to dinner or anything. 
  • “Have you heard of Remard Plexarin?” Hmm, no, I 
  don’t believe I have. Doesn’t ring a bell. 
  • “Have you heard of Alise Viavaté?” Wasn’t she an 
  apprentice to the Bard Rafendyl at one time? 
  Quite a clever little thing – I wonder what she’s 
  doing now? 
  • “Have you ever met Prince Thrommel?” Well, yes, but 
  it was some time ago. He hasn’t exactly been out 
  in the open for quite a while you know. 
  • “How well did you know Prince Thrommel?” I’d 
  hardly say I know him. We ran into one another as 
  any noble children might, at balls, parties, and the 
  like. I was hardly allowed to speak with him 
  myself, certainly not more than many other 
  eligible young women. 
  • “Do you know anything about a stolen bardic 
  songbook?” Now that you mention it, it seems I 
  heard Thimme, ex-beau of mine, mention it once. 
  Wouldn’t surprise me a bit if he were operating on 
  the dark side of the arts. Such a pity; he is such a 
  pretty one. (sigh)  
  • “Is Thimme capable of controlling a bard?” Well, 
  goodness me, anyone of appropriate skill could, of 
  course. The key here is who would want a pet bard 
  and for what purpose? Thimme has always had a 
  soft spot for bards though. 
  • “Why did you break off with Thimme?” He was being 
  a bit, well, a lot too attentive with a local 
  barwench. And wench she was – she said the 
  nastiest things to me. I had to report her to the 
  militia. You just don’t say things like that to your 
  betters without consequences! Well, since that 
  seems the type Thimme wanted to play with, then 
  he certainly didn’t want my type, diametrically 
  opposed as they are. 
  • “Who is your sponsor?” Sponsor? What sponsor? I 
  am the court wizard for the Duchy, so I suppose 
  the duke would be my sponsor. Beyond that, I 
  sponsor myself. (award winning smile) 
   
  If there are arcane casters in the party –  
  “It’s so nice to welcome other arcane practitioners to 
  my home. I’m always interested to see how everyone 
  is faring, particularly in their continuing magic 
  studies. It seems we are forever walking around 
  with our noses in books, aren’t we!” she says with a 
  wink and a smile. “How on earth do you have time 
  for studies with all this adventuring?” 
   
  Satiana has a short conversation with the arcane casters 
  on their progress in arcane studies, asking after their 
  masters in the arts, arcane schools they may have 
  attended, countries they’ve studied in, etc. After the small 
  talk is petering out: 
   
  “You may not know this, but I’m always willing to 
  share spells with fellow arcanists, particularly one(s) 
  as easy to get along with as you seem to be. Over the 
  years, I’ve gained a fair amount of arcane knowledge 
  and have come across quite a number of unusual 
  spells you might be interested in adding to your 
  repertoire. Why don’t you stop by when you’re done 
  with your current mission and we’ll chat some 
  more?” With that, she again turns her charming 
  smile to you and regally sweeps from the room. 
   
  Development: If the PCs aren’t helping Remard, 
  proceed to the Conclusion. If they are pursuing the 
  ghost’s quest, proceed to Encounter Eight if they wish to 
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 17 
  confront Nayn directly and to Encounter Nine if they 
  choose to rescue Alise first. 
   
  8: CONFRONTING NAYN 
  This encounter occurs when – or if – the PCs choose to 
  confront Nayn directly. If the PCs choose to rescue Alise 
  and not confront Nayn, (for example, by sneaking into 
  his home) skip to Encounter Nine. A map of Nayn’s 
  mansion can be found in DM’s Aid Two - Nayn’s Mansion. 
   
  As usual, Rafendyl’s directions are spot on. The 
  building in front of you is what could only be 
  termed a mansion, although not the largest in the 
  area by far. A serious effort has gone into making the 
  building look impressive – large columns in the 
  front, 
  gold 
  trim 
  spread 
  about 
  and 
  flowers 
  everywhere, which seems odd since it’s almost 
  winter. 
   
  For any PC that was a finalist in Baffle or is a bard, also 
  read the following:  
  You hum a little tune and the music leading you to 
  the songbook is very loud indeed at this point, 
  almost intrusive. It is very, very near. 
   
  If the PCs knock, continue with:  
  The double doors to the home swing wide. A half-orc 
  impeccably dressed in a suit opens the door. “What 
  can I do for you? Do you have an appointment with 
  Lord Cerlain? I don’t believe he had such a meeting 
  on his schedule for the day.” 
   
  The doorman begins as Indifferent and must be moved to 
  Friendly to be persuaded to allow the PCs a meeting with 
  his master. A successful DC 15 Diplomacy check (give up 
  to a +5 circumstance bonus based on information PCs 
  provide or good role-playing), means the PCs convince 
  the doorman to lead them to Nayn.   
   
  The half-orc leads you through multiple rooms. 
  Something just seems odd about the place. It just 
  doesn’t seem large enough to hold all the rooms that 
  the doorways imply. 
   
  A DC 15 Spot check tells the PCs that the room is not as 
  big as it appears. A DC 15 Profession (artist) or Craft 
  (painting) check tells the PCs that Nayn had an especially 
  talented artist use trompe l'oeil (pronounced tromp loi) 
  techniques to make the space appear larger. 
   
  You are eventually led to a large hall. Sitting in the 
  front of the hall is a little halfling, and a fairly ugly 
  one at that, with legs thrown over the side of what 
  can only be called a throne. He’s dressed somewhat 
  gaudily in silk robes with large dragon motifs that 
  look strangely out of proportion on this little 
  person. “Yes, yes, now you’ve met me. I don’t do 
  autographs, so you may as well leave now. You’re 
  boring me already.” 
   
  In answer to questions at this point: 
  • Satiana? Yes, of course I’ve heard of her. She is the 
  court wizard here. I’ve done a few small tasks for 
  her but nothing more. I’ve never even met the 
  woman – all our dealings were done through 
  underlings. 
  • Elsie? Alice? What was that name again? I’m sorry; 
  I just don’t keep track of every little bardic floozy 
  in the kingdom. 
  • Remard? It seems like I heard the name years ago. 
  I don’t really remember anything other than 
  hearing the name. 
   
  At various points in the conversation, he tries to convince 
  them the conversation is over and they should leave. If 
  the PCs do not appear to be leaving after 1d6+4 rounds, 
  proceed to Tactics below.  
   
  Creatures: 
  APL 2 (EL 4) 
   
  Nayn Cerlain: Halfling Wiz3; hp 13; see Appendix 
  One 
   
  Anisalla: Female rat familiar; hp 8; see Appendix One 
   
  Sprite (Grig): hp 6; see Monster Manual, p. 235 
   
  APL 4 (EL 6) 
   
  Nayn Cerlain: Halfling Wiz5; hp 21; see Appendix 
  One 
   
  Anisalla: Female rat familiar; hp 10; see Appendix 
  One 
   
  Sprite (Grig) (2): hp 6, 5, see Monster Manual, p. 235 
   
  APL 6 (EL 8) 
   
  Nayn Cerlain: Halfling Wiz7; hp 29; see Appendix 
  One 
   
  Anisalla: Female rat familiar; hp 14; see Appendix 
  One 
   
  Advanced Sprite (Grig) (3): hp 19, 18, 17; see 
  Appendix One 
   
  APL 8 (EL 10) 
   
  Nayn Cerlain: Halfling Wiz9; hp 46; see Appendix 
  One 
   
  Anisalla: Female rat familiar; hp 23; see Appendix 
  One 
   
  Satyr with pipes: hp 35, see Monster Manual, p. 219 
   
  Advanced Sprite (Grig) (4): hp 19, 18, 17; see 
  Appendix One 
   
  Tactics: Nayn does not attack; he waits for the PCs to 
  make the first threatening move. Since he knew the PCs 
  were on their way in (hidden button pressed by the 
  doorman), he has buffed himself and his minions with 
  any spells lasting longer then one minute that he could. 
  The grig underlings fly out of easy reach while using 
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 18 
  their musical powers to force the PCs to dance. At APL 8, 
  the satyr attempts to put PCs to sleep or charm them. 
   
  Treasure: 
  APL 2: Loot: 1 gp; Coin: 0 gp; Magic: 246 gp – amulet of 
  natural armor +1 (166 gp each), 4 scrolls of magic missile (2 
  gp each per scroll), 4 scrolls of scorching ray (12 gp each 
  per scroll), 2 scrolls of phantasmal assailants (12 gp each) 
  APL 4: Loot: 4 gp; Coin: 0 gp; Magic: 134 gp –wand of 
  magic missile [25 charges] (31 gp each), 4 scrolls of 
  scorching ray (12 gp each per scroll), 2 scrolls of phantasmal 
  assailants (12 gp each), scroll of dispel magic (31 gp each) 
  APL 6: Loot: 33 gp; Coin: 0 gp; Magic: 200 gp –wand of 
  magic missile [25 charges] (31 gp each), 4 scrolls of 
  scorching ray (12 gp each per scroll), 2 scrolls of phantasmal 
  assailants (12 gp each), scroll of dispel magic (31 gp each), 
  scroll of restoration (66 gp each). 
  APL 8: Loot: 33 gp; Coin: 0 gp; Magic: 200 gp –wand of 
  magic missile [25 charges] (31 gp each), 4 scrolls of 
  scorching ray (12 gp each per scroll), 2 scrolls of phantasmal 
  assailants (12 gp each), scroll of dispel magic (31 gp each) 
  scroll of restoration (66 gp each). 
   
  Development: If the PCs keep Nayn alive for 
  questioning, they may convince him to cooperate with 
  questioning via Diplomacy or Intimidate. Use standard 
  PHB rules (p. 76) for Intimidate. For Diplomacy, assume 
  that Nayn begins as Unfriendly and must be persuaded to 
  be Indifferent (a DC 15 Diplomacy check). If successful, 
  he answers the following questions as indicated: 
   
  • “Did you kill Remard and if so, why?” Personally no, I 
  didn’t. I may have mentioned that he had 
  something 
  potentially 
  valuable 
  to 
  an 
  acquaintance. I may have expressed some interest 
  in what might be found on the bard. But kill 
  someone? No, not I. However, the songbook was 
  nowhere to be found at the time of his demise. So 
  I set watchers on his grave, knowing his spirit 
  would be restless until all was resolved. The 
  stupid villagers must have found the thing and 
  buried it with him out of my sight. 
  • “Why did you need Alise?” I’ve heard of bards 
  protecting their songbooks before. I have had a 
  number of years to think on the subject. Having a 
  bard retrieve the book was essential. She seemed 
  like an easy enough target to manipulate. I did not 
  count 
  on 
  her 
  satyr 
  friend 
  loosening 
  the 
  enchantment. Filthy beasts! 
  • “Where is the songbook now? Why do you want it?” 
  (DC 25 Intimidate or Diplomacy check) It has come 
  into my possession and if you’re a decent 
  adventurer, you should have no trouble locating 
  it. As to why I want it, power, of course. And 
  money; the knowledge within could be worth 
  much to the right people. 
  • “What connection do you have with Satiana? 
  Thrommel?” None really. I’ve been known to work 
  with various and sundry important people on a 
  project or two, but I’m not tied to any of them. 
  Lowers my market value, you see. 
  • “Why send Murkenan and his bunch after us?” 
  Hoping to delay you, of course. Obviously that 
  didn’t turn out as planned. You just can’t get good 
  help. I was hoping to have time to study the 
  songbook prior to your arrival or even have it 
  copied.  
  • “Why has Remard’s village become deserted?” People 
  in a small village don’t like unexplained killings. I 
  just encouraged them in their uneasy attitude and 
  found other ways to get them to leave in a hurry. I 
  didn’t want anyone else finding Remard’s 
  songbook, and obscuring knowledge of the 
  village’s existence seemed a logical way. 
   
  If PCs wish to attempt to rescue Alise at this point, 
  continue to Encounter Nine. If they have not yet met 
  with Satiana and wish to do so now, proceed to 
  Encounter Seven. If they wish to return to the Mage 
  Council in Chendl, proceed to the Conclusion. 
   
  9: RESCUING THE HAPLESS BARD 
  This encounter occurs when PCs choose to rescue Alise. 
  If the PCs are not helping Remard and therefore know 
  nothing of Alise, skip this encounter. A map of Nayn’s 
  mansion can be found in DM’s Aid Two: Nayn’s Mansion. 
   
  There are two ways to get to the dungeon – through 
  the mansion proper, meaning Nayn would know they 
  were there, or through the servants’ entrance. Read the 
  appropriate text based on which way the PCs decide to 
  go. 
   
  If the PCs enter through the servant’s entrance:  
  The servant’s entrance is what you’d expect, nothing 
  fancy. It opens into a small corridor with many 
  doors opening off to either side and at the end. 
   
  There are two doors to the right and three to the left. The 
  one at the end of the corridor leads to the dungeon. If the 
  PCs open any of the others, they surprise servants who 
  run screaming to alert the guards, taking away the PCs 
  chance to surprise any dungeon guards. 
   
  If the PCs enter through mansion proper and have 
  already defeated Nayn in Encounter Eight: 
  There is no one standing in your way as you leave 
  the audience chamber. The corridors are eerily 
  silent. Stairs heading down are just a couple of turns 
  away from the audience room.  
   
  If the PCs enter through mansion proper and have not all 
  ready encountered and defeated Nayn:  
  You find servants in your way at every turn, 
  insisting you see the master first.  
   
  Assume that between the PCs and the stairs down, they 
  run into at least five random servants, all of whom would 
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 19 
  have to be moved out of the way in some fashion. They 
  are scared but insist the PCs see Nayn first. A DC 10 
  Intimidate check gets them to comply with PC requests, 
  such as moving out of the way, not talking to Nayn about 
  the PCs, etc. If PCs have not mentioned avoiding Nayn, 
  they go to him to report. If Encounter Eight has not yet 
  been played and if they convince the PCs to see Nayn 
  first, go to Encounter Eight. 
   
  Once the PCs reach the stairs to the dungeon, continue 
  with the following:  
   
  As you descend the stairs, the musty, damp odor 
  typical of dungeons assaults your nose. What seems 
  odd is the sound of music coming from ahead of 
  you. 
   
  In the dungeon to the right, there is a doorway to what 
  appears to be a magician’s laboratory. Normal magic 
  looking stuff is in here – beakers, smudgy lab coats, caged 
  animals, etc. If the PCs make a DC 20 Search check, they 
  find Remard’s songbook hidden in a false panel in the 
  bottom of a cage of rats. As Remard mentioned, the 
  songbook is trapped and any non-bard who touches it is 
  subject to its effects, as noted below.  
   
   
  Inflict Light Wounds Trap: CR 2; magic device; 
  touch trigger; automatic reset; spell effect (inflict light 
  wounds, 1st level cleric, 1d8+1, DC 11 Will save half 
  damage); Search DC 26; Disable Device DC 26. Cost 500 
  gp, 40 XP.  
   
  Some PCs may wish to read Remard’s songbook in order 
  to gain access to the forbidden magic and/or music 
  contained within.  A DC 15 Spellcraft check or read magic 
  spell reveals that fifteen years of nonuse in a grave in an 
  abandoned village has made the spells indecipherable for 
  the purpose of copying or scribing, although they seem 
  to 
  be 
  personally 
  researched 
  necromancy 
  and 
  transmutation spells of exceptional power.  The text of 
  the songs, on the other hand, can be read by a keen-eyed 
  reader or performer.  A character can determine certain 
  pieces of information by making a Perform check or 
  Decipher Script check of the DCs listed below, or by 
  making both a Perform check and a Decipher Script 
  check each of 5 less than the DCs listed below: 
   
  • DC 15: The song that Alise has been singing speaks of a 
  young female wizard who scared potential suitors away 
  with her disfiguring “experiments” on local wildlife.  
  On the face it appears to be a song talking about the 
  evils and dangers of magic users. However, a DC 25 
  Knowledge (history) check allows the PCs to note that 
  if the wizard in the song was real and had aged 
  normally since Remard’s death, she would be roughly 
  Satiana’s age by now... 
  • DC 20: A second song, this one a requiem, mourns the 
  loss of the heroes of the battle of Emridy Meadows and 
  has an oddly out of place reference to a six-armed 
  figure draped in scarlet. If a PC specifically asks about 
  six-armed figures, a DC 10 Knowledge (religion) check 
  allows the PC to recall that Hextor has six arms, while a 
  DC 26 Knowledge (the planes) check allows the PC to 
  identify a marilith as a six-armed demon.  PCs who 
  specifically ask about scarlet may make a DC 15 
  Knowledge (history) or Knowledge (local [Core]) 
  check to identify the Scarlet Brotherhood as a 
  commonly referenced “scarlet” during that time 
  period. PCs who correctly identify either Hextor or the 
  Scarlet Brotherhood may make a DC 20 Knowledge 
  (local [Iuz Border States]) check to recall that Prince 
  Thrommel was once referred to as the hero of Emridy 
  Meadows, and this song is likely suggesting his 
  disappearance was not  due to death, but other fell 
  deeds. 
  • DC 25: Another song, marked by frequent and 
  unexpected changes in tempo and key, refers to a 
  person designated only as “T”.  This “T” holds a position 
  of high nobility in Furyondy and is described as a 
  “rogue” who has sought to subvert the authority of the 
  king and the Knightly Conclave.  A DC 25 Knowledge 
  (local [Iuz’s Border States]) check confirms that the 
  most well-known nobles with an initial of “T” are Toj 
  Remarkus, Willip’s representative to the Noble 
  Council, Timarn, one of Viscount Luther Derwent’s 
  twin sons (Viscount Derwent is the ruler of the 
  Viscounty of the March), Telemmand, Viscount 
  Derwent’s representative to the Noble Council, and 
  Duke Bennal Tyneman, ruler of the Duchy of the 
  Reach.  A DC 20 Knowledge (local [Iuz’s Border 
  States]) check confirms that this information is true of 
  Duke Tyneman, well known to the king and nobility, 
  and that being subverted by nobles is considered a 
  normal part of ruling Furyondy. 
  • DC 30: The song also suggests that many people in the 
  king’s court believe that Furyondy would be better able 
  to fund their campaign against Old Wicked by 
  annexing Dyvers.  A DC 10 Knowledge (history) check 
  confirms that the campaign referred to in the song is 
  most likely the Greyhawk Wars, as the conflict was 
  ongoing at the time of Remard’s death. 
  • DC 40: A fourth song, slow and contemplative in 
  nature, is especially careful to avoid naming anyone or 
  making direct accusations, yet it strongly suggests that 
  a half-elf living in Caronis is much more closely allied 
  with Celene and Highfolk than with Furyondy. A DC 
  25 Sense Motive check allows the PC to determine that 
  for the implication to be hidden this deeply in the 
  song, the half-elf the song speaks of is most likely a 
  bard. 
  • DC 50: The fifth song PCs can decipher contains a 
  rushed tempo and particularly difficult countermelody. 
  It is nearly impossible to play without the use of 
  multiple instruments and is marked by unusual breaks 
  in the lyrics. However, the PC is able to piece together 
  that the composer believes that King Belvor’s goodness 
  has blinded him, and that he has a deep history of 
  being too trusting of his advisors and high-ranking 
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 20 
  nobles. The song seems to be deliberate in avoiding any 
  mention of names or titles. 
   
  In front of the stairway, there is a door straight ahead that 
  is a guard room. It is furnished with five chairs and a 
  table. There is no one in the room. The music is from 
  beyond the guard room in the attached hallway. There is 
  a door to the hallway. It is closed but unlocked. 
   
  When the PCs get into the hallway, they run into the 
  appropriate level monsters. If the PCs call out to Alise, 
  she is suitably grateful for the rescue attempt and 
  Inspires Courage during the combat. 
   
  Creatures: 
  All APLs 
   
  Servants: Male/female commoners (Diplomacy +4, 
  Spot +2). 
   
  Alise Viavaté: Female Human Brd4  
   
  APL 2 (EL 4) 
   
  Spectral Lyrist: hp 39; see Appendix One 
   
  APL 4 (EL 6) 
   
  Spectral Lyrist (2): hp 38, 40; see Appendix One 
   
  APL 6 (EL 8) 
   
  Crypt Chanter: hp 45; see Appendix One 
   
  Advanced Spectral Lyrist: hp 57; see Appendix One 
   
  APL 8 (EL 10) 
   
  Crypt Chanter (2): hp 45; see Appendix One 
   
  Advanced Spectral Lyrist (2): hp 57; see Appendix 
  One 
   
  Tactics: When the spectral lyrists and/or crypt chanter 
  hear unfamiliar footsteps, they begin their bardic music 
  to use fascinate or suggestion. They are not surprised by the 
  PCs. If they are unable to affect the PCs with these 
  abilities, they instead close and attempt Charisma drain.  
   
  Once creatures defeated, the PCs can easily find the 
  door for Alise’s cell. The square in front of her cell is 
  trapped. Note that at APL 2, the trap had been previously 
  sprung. 
   
   
  Fusillade of Darts Trap: CR 1; mechanical; location 
  trigger; manual reset; lock bypass (DC 20 Disable Device 
  check); Atk +10 ranged (1d4+1, dart); multiple targets 
  (fires 1d4 darts at each target in two adjacent 5-ft. 
  squares); Search DC 14; Market Price 500 gp.  
   
  Once the monsters in the basement are defeated, the PCs 
  encounter no resistance on the way out. 
   
  Development: At APLs 2 and 4, if any PCs need a 
  restoration as a result of rescuing Alise, she calls in favors 
  to pay for the restorations. At APLs 6 and 8, she is able to 
  obtain said restorations at half normal price. Alise then 
  insists on being taken to Bard Rafendyl. If the PCs refuse 
  to accompany her, proceed to the Conclusion. If they 
  agree to escort her there, proceed to Encounter Ten.  
   
  10: BACK TO THE GRAVE 
  At Alise’s insistence, the PCs have gone to meet with 
  Bard Rafendyl. He takes her to another part of the Bard’s 
  Rest Inn for a debriefing while directing PCs to their 
  rooms, food and drink for the evening which he has paid 
  for. 
   
  After a time, Bard Rafendyl comes into the common 
  room. He looks relieved that Alise was found 
  unharmed. “My friends, I cannot thank you enough 
  for all you have done.” 
   
   “I feel the next step to end this scenario is a 
  face-to-face, er, ghost meeting with Remard. I’d like 
  to put his spirit to rest. Would you accompany me?” 
   
  If the PCs refuse to accompany Rafendyl, proceed to the 
  Conclusion. If they agree to accompany him, continue 
  with the following:  
   
  Your travel back to Remard has been unremarkable 
  – boring, in fact. As you reach the abandoned village, 
  you once again hear the eerie strains of Remard’s 
  music. 
   
  Upon reaching his grave, he greets you warmly. 
  “Ah, the intrepid adventurers have returned! What 
  news have you?” 
   
  When the PCs are done explaining everything, if they 
  discovered that Nayn is responsible for his murder, read 
  the following: 
   
  “Huh! Overly ambitious, upstart puppy! He couldn’t 
  just steal the thing, he had to kill me and ruin my 
  village also! I’m glad he got what he deserved!” 
   
  If the PCs didn’t discover Remard’s murderer or if they 
  choose not to tell him, read the following: 
   
  “I surely do wish you had discovered the blackguard 
  that put me early in my grave. I suppose I’ll have to 
  be satisfied with the rest of your discoveries. I don’t 
  know as I’ll rest easy though.” 
   
  At this point, Rafendyl and Alise step in. 
   
  Alise steps up to Remard and kneels in front of the 
  ghost. “I want to apologize for my behavior while 
  under Nayn’s influence. I was aware of what I was 
  doing,” she shudders, “but was unable to break free. 
  I believe I did justice to your works, but I renounce 
  any credit for them and will make sure that anyone 
  attributing them to me is corrected immediately.” 
   
  Remard smiles. “I know, child. I recognize a 
  good heart when I see one. The harm done can be 
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 21 
  undone in time. Thank you for your concern, but do 
  not blame yourself any longer.” 
   
  Rafendyl steps up beside Alise. “And I, as a 
  member of the Furyondy Players guild, will make 
  sure that all the players are aware of your 
  contributions to the art and give credit where credit 
  is due. Your songs are masterful and deserve to be 
  heard, with proper acknowledgement, of course.” 
  Remard 
  nods, 
  “Truly, 
  I 
  do 
  appreciate 
  the 
  consideration. I suppose after one is dead, having 
  others perform your works is the only way to stay 
  alive a bit. I heard that your young lady here did 
  great things with my songs. Presumably, others will 
  as well. With that I will have to be content.” 
   
  The following should be read if the songbook is not 
  recovered: 
   
  Remard continues. “While I am glad you recovered 
  the young lady unharmed, and that my good name 
  will be correctly connected to my works, I am 
  disappointed my songbook was not recovered. I fear 
  I will not rest easily until I know it is in safe hands.” 
  With that, he fades into the distance, a dejected 
  looking spirit indeed. 
   
  The following should be read if the songbook is 
  recovered. 
   
  Remard continues. “In that spirit, I charge you, Bard 
  Rafendyl, with the ownership of my songbook. I 
  believe you will know what best to do with it. Much 
  of its contents are not for general consumption, but 
  I suspect you know that.”  
   
  Rafendyl readily agrees to take charge of the 
  book. Remard looks at the rest of you. “None of this 
  would have been possible without you. Obviously I 
  can’t fend for myself these days, but I believe now I 
  can rest easy knowing this information is in the 
  correct hands.”  
   
  If there are no bards in the party, read the following: 
   
  Gradually, Remard fades into the distance, a smile 
  upon his face.  
   
  If there are any bards in the party, the following occurs. 
   
  “I would like to offer some reward for resolving this 
  matter. But what to do? I’m only a ghost it’s not like 
  I can…wait, maybe I can! If a bard among you is 
  willing, I can teach you some of the less volatile 
  songs in the book. The method will be a little 
  unorthodox I’m afraid. We would have to be co-
  located in your body. I know, it sounds odd. But the 
  best way for you to learn is for me to actually play 
  the songs using your body and mind. The songs will 
  then be there when you need them later. It takes 
  several days to complete the process, so hopefully 
  your companions are willing to wait a bit. Is one of 
  you willing?” Remard smiles broadly, ecstatic that 
  he can do something for the ones that helped him. 
   
  Only one PC can take this possession. If there is more 
  than one bard, preference would be given first to a 
  member of the Furyondy Players who drew the Void card 
  in FUR6-06 Invocation and Intrigue, then to bards in the 
  Furyondy Players, then to any bard who drew the Void 
  card not in the Furyondy Players and finally to other 
  bards. Allowing this possession costs 1 TU and leaves the 
  PC exhausted at the beginning of the next adventure. The 
  following covers the possession. 
   
  “Wonderful! I’m so glad you agreed! This need not 
  be unpleasant, but it will be exhausting. Come, lie 
  here under this tree while the transfer is made.” 
  When you are comfortable, Remard slowly makes 
  his way over, smiling reassuringly. He appears to lie 
  down on top of you, eventually melting into you and 
  disappearing.  
   
  A voice in your head says, “See, that wasn’t so 
  bad! Just let me take it from here. I promise there 
  will be no untoward effects beyond the exhaustion. 
  Relax and in a few days, your repertoire will be 
  extended delightfully!” For the next three days, you 
  appear to constantly sing and play your chosen 
  instrument, surely driving your companions to 
  distraction. At the end of the time, you are once 
  again asked to lay by the tree and Remard leaves 
  your body.  
   
  “I hope those songs serve you in good stead. I 
  must say I enjoyed being corporeal again for a time. 
  Thank you all for your help. Perhaps we’ll meet 
  again under more pleasant circumstances. You 
  know where to find me!” Remard says as he 
  gradually fades into the distance, a smile upon his 
  face. 
   
  Treasure: In addition to the coin noted below, Bard 
  Rafendyl informs PC members of the Furyondy Players 
  where they can attain certain magical instruments. To all 
  successful PCs, he provides information on obtaining 
  certain other items (APL 2: hat of disguise; APL 4: figurine of 
  wondrous power, silver raven; APL 6: shawl of bewitching; 
  APL 8: pipes of haunting).  
  APL 2: Loot: 0 gp; Coin: 15 gp: Magic: 0 gp 
  APL 4: Loot: 0 gp; Coin: 30 gp: Magic: 0 gp 
  APL 6: Loot: 0 gp; Coin: 45 gp: Magic: 0 gp 
  APL 8: Loot: 0 gp; Coin: 45 gp: Magic: 0 gp 
   
  Development: Proceed to the Conclusion. 
   
  CONCLUSION 
  This encounter occurs once the PCs return to Chendl to 
  report their findings to Telmus. If PCs did not accept 
  Telmus’s quest, see the summary at the end for 
  information on what favors they may still earn on their 
  AR as the adventure is concluded for them at this point.  
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 22 
   
  Once you have completed the conclusion, if this is 
  the premiere, please complete the Critical Event 
  Summary at the end of the event and return it to the 
  Furyondy Plots Triad. While you do not need to advise 
  the players of the questions (and it is preferable you do 
  not), please make them 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 adventures or for the region in general should be 
  explained on the backside of the paper.  
   
  Your approach to the Mage Council building has not 
  gone unnoticed. Telmus is in the main entry when 
  you come inside. “Ah, returned I see. Please come 
  this way.” He leads you to the same small room in 
  which you met the first time.  
   
  Telmus seats himself in front of a pile of paper, 
  ready to record your findings. “So, what have you 
  discovered about Satiana? Would she make a good 
  member of the council?”  
   
  After listening to all the PCs comments and duly noting 
  them, he asks clarifying questions as needed. After the 
  information is all laid out, he continues. 
   
  “To ensure that not only are your opinions noted, 
  but to ensure the honesty of the people reporting 
  the results,” Telmus harrumphs, “I need you to place 
  a white or black ball in this sealed box. The white 
  indicates you favor her appointment, while the 
  black indicates you oppose it. Each ball has an “S” on 
  it for Satiana. I cannot open the box – indeed it takes 
  at least two of the Chamber of Four to open it. Your 
  opinion will count in this matter.” 
   
  When the voting is done, make sure you have the votes 
  for each PC and if this is the premiere, be sure to report 
  the results on the Critical Event Summary.  
   
  “I, and the Chamber of Four, thank you for your 
  efforts. This information will help us tremendously 
  in determining who should be elevated. Please don’t 
  discuss this with anyone else until after the 
  selections are complete.” With that, he stands, pays 
  you your twenty five wheat sheaves and escorts you 
  to the entrance. 
   
  The PCs earn the Favor of the Mage Council if they take 
  up Telmus’s mission and report back. They earn the Favor 
  of Satiana if the group recommends her for the Chamber 
  position and they earn the Disfavor of Satiana if they 
  recommend against her appointment. PCs earn the Favor 
  of Bard Rafendyl and Influence with the Furyondy 
  Players if they rescue Alise. One (and only one) bard at 
  the table may earn the Favor of Remard Plexarin if they 
  agree to spend an extra TU to gain Remard’s wisdom. PCs 
  earn the Favor of the Furyondy Players if they turn over 
  the songbook to Remard, who in turn gave it to Bard 
  Rafendyl. Be sure to cross off any items not earned. 
  Treasure: 
  All APLs: Loot: 0 gp; Coin: 25 gp: Magic: 0 gp 
   
  The End 
   
  EXPERIENCE POINT SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  3: Meet Remard Plexarin 
  Accept Remard’s mission or defeat the ghostly hoard. 
  APL2: 30 xp 
  APL4: 45 xp 
  APL6: 60 xp 
  APL8: 75 xp 
   
  5: An Interrupted Evening 
  Defeat Murkenan 
  APL2: 120 xp 
  APL4: 180 xp 
  APL6: 240 xp 
  APL8: 300 xp 
   
  8: Confronting Nayn  
  Defeat Nayn 
  APL2: 120 xp 
  APL4: 180 xp 
  APL6: 240 xp 
  APL8: 300 xp 
   
  9: Rescuing the Hapless Bard 
  Rescue Alise alive 
  APL2: 120 xp 
  APL4: 180 xp 
  APL6: 240 xp 
  APL8: 300 xp 
   
  Story Award 
  Interview Satiana  
  APL2: 30 xp 
  APL4: 45 xp 
  APL6: 60 xp 
  APL8: 75 xp 
   
  Discretionary roleplaying award 
   
  APL2 30 xp 
   
  APL4 45 xp 
   
  APL6 60 xp 
   
  APL8 75 xp 
   
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp 
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 23 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it. Other times they may attempt to use 
  the item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  3: Meet Remard Plexarin 
   
  All APLs: L: 0 gp; C: 0 gp; M: 1405 gp - +1 sacred 
  longsword (693 gp), +1 composite longbow bane undead (700 
  gp), scroll of cure moderate wounds (12 gp each).  
  OR 
   
  All APLs: L: 1 gp; C: 0 gp; M: 508 gp - +1 mithral chain 
  shirt (175 gp), cloak of resistance +2 (333 gp). 
   
  5: An Interrupted Evening 
   
  All APLs: L: 11 gp; C: 0 gp; M: 233 gp - brooch of 
  shielding (125 gp), gnome twist cloth +1 (108 gp) 
   
  8: Confronting Nayn 
   
  APL 2: L: 1 gp; C: 0 gp; M: 80 gp – 4 scrolls of magic 
  missile (2 gp each per scroll), 4 scrolls of scorching ray (12 gp 
  each per scroll), 2 scrolls of phantasmal assailants (12 gp 
  each) 
   
  APL 4: L: 4 gp; C: 0 gp; M: 134 gp – wand of magic 
  missile [25 charges] (31 gp), 4 scrolls of scorching ray (12 gp 
  per scroll), 2 scrolls of phantasmal assailants (12 gp per 
  scroll), scroll of dispel magic (31 gp) 
   
  APL 6: L: 33 gp; C: 0 gp; M: 200 gp – wand of magic 
  missile [25 charges] (31 gp), 4 scrolls of scorching ray (12 gp 
  per scroll), 2 scrolls of phantasmal assailants (12 gp each), 
  scroll of dispel magic (31 gp), scroll of restoration (66 gp).  
   
  APL 8: L: 33 gp; C: 0 gp; M: 283 gp – wand of magic 
  missile [25 charges] (31 gp), 4 scrolls of scorching ray (12 gp 
  per scroll), 2 scrolls of phantasmal assailants (12 gp each), 
  scroll of dispel magic (31 gp each), scroll of restoration (66 gp), 
  pearl of power – first level (83 gp). 
   
  10: Back to the Grave 
   
  APL 2: L: 0 gp; C: 15 gp: M: 0 gp 
   
  APL 4: L: 0 gp; C: 30 gp: M: 0 gp 
   
  APL 6: L: 0 gp; C: 45 gp: M: 0 gp 
   
  APL 8: L: 0 gp; C: 45 gp: M: 0 gp 
   
  Conclusion: 
   
  All APLs: L: 0 gp; C: 25 gp: M: 0 gp 
   
  Total Possible Treasure 
  APL 2: L: 13 gp; C: 40 gp; M: 1718 gp; Total: 1771 gp 
  (maximum 450 gp)  
  APL 4: L: 16 gp; C: 55 gp; M: 1772 gp; Total: 1843 gp 
  (maximum 650 gp) 
  APL 6: L: 45 gp; C: 70 gp; M: 1838 gp; Total: 1953 gp 
  (maximum 900 gp)  
  APL 8: L: 45 gp; C: 70 gp; M: 1921 gp; Total: 2036 gp 
  (maximum 1300 gp) 
   
  ADVENTURE RECORD 
  Favor of the Mage Council: PCs with Ring of the 
  Arcane from FUR6-06 Invocation and Intrigue may upgrade 
  the ring with the ability to temporarily increase their 
  speed. Once per day, as a swift action, they can command 
  the ring to increase their base land speed by 30 feet for 
  one minute. This upgrade costs 5400 gp (swift expeditious 
  retreat, CL=1, SpC).  
   
  Influence Point with the Mage Council.  
   
  Favor of Satiana: The PC has earned Satiana's gratitude 
  and is granted access to one of the following SC spells 
  (circle one): belker claws, elemental body, lucent lance, weapon 
  of energy 
   
  Disfavor of Satiana: You have earned Satiana’s extreme 
  displeasure. While this has no current effect, be sure to 
  watch your back in future adventures! 
   
  
   
   
  FUR7-01 A Tune of Transmutation 
   
  Page 24 
  Influence Point with Furyondy Players: This 
  influence point may be spent to gain access to one of the 
  following SC spells (circle one): ironthunder horn, speak to 
  allies.  
   
  Favor of Bard Rafendyl: The PC may purchase one 
  magical instrument marked with an asterick below. This 
  favor is consumed once used. Circle one: Pipes of the 
  Sewers, Bow of Songs, Pipes of Sounding 
   
  Favor of Remard Plexarin (available to 1 PC only): 
  This bard PC was possessed by Remard who left a little of 
  himself behind as you expanded your music repertoire. 
  You spend 1 additional TU for this process. You gain a +1 
  bonus on Perform checks and a +2 bonus on Bardic 
  Knowledge checks related to the Kingdom of Furyondy. 
  Remard's touch is not without price. You gain a -5 penalty 
  on future saving throws vs. possession and start your next 
  adventure exhausted.  
   
  Favor of the Furyondy Players: During one future 
  Furyondy adventure, any bard will cast cure serious 
  wounds, cure critical wounds or mass cure moderate for free. 
  You must be in or be able to quickly get to a large town or 
  city, or have access to a bard not in your party in order to 
  use this favor. This is a one time use item and should be 
  marked off this AR when used.  
   
  ITEMS FOUND DURING THE ADVENTURE 
  APL 2: 
  • 
  +1 bane (undead) composite longbow (Adventure; DMG; 8,400 
  gp) 
  • 
  +1 mithral chain shirt (Adventure; DMG; 2,100 gp) 
  • 
  +1 sacred longsword (Adventure; LM; 8315 gp) 
  • 
  Brooch of shielding (Adventure; DMG) 
  • 
  Hat of disguise (Regional; DMG) 
  • 
  Scroll of restoration (Adventure; DMG; 800 gp) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Chime of opening (Adventure; DMG) 
  • 
  Figurine of wondrous power – silver raven (Regional; DMG) 
  • 
  Pearl of power, 1st-level spell (Adventure; DMG) 
   
  APL 6 (all of APL 2-4 plus the following): 
  • 
  Pearl of power, 2nd-level spell (Adventure; DMG) 
  • 
  Shawl of bewitching (Regional; CAd) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Deck of illusion (Adventure; DMG) 
  • 
  Harp of charming (Adventure; DMG) 
  • 
  Ioun stone, pink and green sphere (Adventure; DMG) 
  • 
  Pearl of power, 3rd-level spell (Adventure; DMG) 
  • 
  Pipes of haunting (Regional; DMG)  
   
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 25 
  APPENDIX 1 – ALL APLS 
  3: MEET REMARD PLEXARIN 
  REMARD PLEXARIN 
  CR 10 
  Male Rhenee ghost bard 8 
  NG Medium undead (incorporeal) 
  Init +2; Senses Listen +21 Spot +8 
  Languages Ancient Baklunish, Ancient Suloise, Common, 
  Draconic, Dwarven, Elven, Gnome, Halfling, Literacy, Orc  
  AC 22, touch 17, flat-footed 20 
   (+2 Dex, +5 armor, +5 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 54 (8d12 HD)  
  Resist Turn +4 
  Fort +4, Ref +10, Will +8 
  Speed 30 ft. (6 squares), fly 30 ft. 
  Melee none. 
  Base Atk +6/+1; Grp - 
  Special Actions attacks using corrupting gaze, frightful moan 
  or bard spells 
  Combat Gear cloak of resistance +2, mithral chain shirt +1 
  Bard Spells Known (CL 8thrd):  
   3rd (2/day)—crushing despair (DC 18), dirge of discord (DC 
  18), dissonant chord (DC 18) 
   2nd (4/day)—cure moderate wounds, shatter (DC 17), sound 
  burst (DC 17), whirling blade 
   1st 
  (5/day)—comprehend 
  languages, 
  disguise 
  self, 
  inspirational boost, unseen servant 
   0 (3/day)—light, lullaby (DC 15), mending, prestidigitation, 
  resistance, summon instrument 
  �Already cast 
  Abilities Str 10, Dex 14, Con *, Int 15, Wis 10, Cha 21  
  SQ bardic knowledge +10, bardic music 8/day, corrupting gaze 
  (DC19), countersong, fascinate, frightful moan (DC19), 
  inspire courage +2, manifestation, rejuvenation, suggestion, 
  telekinesis 
  Feats Investigator, Lingering Song, Negotiator, Versatile 
  Performer (percussion instruments, act) 
  Skills Bluff +16, Concentration +5, Craft (alchemy) +4, 
  Diplomacy +22, Disguise +7, Gather Information +11, Hide 
  +10, Intimidate +8, Knowledge (history) +4, Knowledge 
  (local: Iuz Border States) +5, Knowledge (nobility and 
  royalty) +5, Knowledge (religion) +4, Listen +21, Move 
  Silently +6, Perform (sing) +16, Perform (string instruments) 
  +16, Search +12, Sense Motive +13, Speak Language (Elven, 
  Dwarven, Draconic, Halfling, Gnome, Orc), Spellcraft +5, 
  Spot +8 Tumble +4  
  Skills +8 ghost template bonus to Hide, Listen, Search and Spot 
  checks, +2 racial bonus to Listen, Craft (alchemy).  
  Physical Description: Middle aged, well dressed in brocade 
  vest in greens and rusts over a tan cotton shirt, rust woolen 
  breaches. 
   
   
  GHOST (12)  
  CR 10 
  Male/Female gnome bard 8 
  CN Small undead (incorporeal) 
  Init +7; Senses low light vision; Listen +15, Spot +9 
  Languages Common, Dwarven, Elven, Gnome 
  AC 24, touch 20, flat-footed 21 
   (+1 size, +3 Dex, +4 armor, +1 shield, +5 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 54 (8d12 HD) 
  Resist turn +4, cold 5, electricity 5 
  Fort +2, Ref +9, Will +7 
  Speed 20 ft. (4 squares), fly 30 ft.  
  Melee mw heavy mace +7/+2 (1d6) 
  Ranged mw shortbow +10/+5 (1d4/X3)  
  Base Atk +6/+1; Grp - 
  Special Actions draining touch (DC 19) 
  Combat Gear mw shortbow, buckler, gloves of dexterity +2, mw 
  heavy mace, mithral shirt 
  Bard Spells Known (CL 8th):  
   3rd (2/day)—confusion (DC 18), crushing despair (DC 18), 
  dissonant chord (DC 18) 
   2nd (4/day)—blindness/deafness (DC 17), dissonant chant, hold 
  person (DC 17), sound burst (DC 17) 
   1st (5/day)—grease, herald's call (DC 16), insidious rhythm (DC 
  16), Tasha's hideous laughter (DC 16) 
   0 (3/day)—daze (DC 15), detect magic, flare (DC 15), 
  prestidigitation, songbird, summon instrument 
  �Already cast 
  Spell-Like Abilities (CL 2nd): 
   2nd—speak with animals 
   1st—dancing lights, ghost sound (DC 15), prestidigitation 
  �Already cast 
  Abilities Str 10, Dex 17, Con *, Int 12, Wis 12, Cha 20  
  SQ Bardic Knowledge +9, Bardic Music 8/day, Manifestation, 
  Rejuvenation, Telekinesis, Countersong, 
  Fascinate,
   Inspire Competence, Inspire Courage, Suggestion 
  Feats Combat Casting, Improved Initiative, Silent Spell, 
  Empower Spell 
  Skills Balance +6, Bluff +5, Climb +0, Concentration +5, 
  Diplomacy +5, Disguise +7, Escape Artist +3, Gather 
  Information +5, Hide +20, Intimidate +10, Jump -6, 
  Knowledge (local: Iuz Border States) +3, Knowledge 
  (undead) +3, Listen +15, Move Silently +11, Perform 
  (oratory) +16, Perform (sing) +16, Search +9, Sense Motive 
  +5, Speak Language (Dwarven, Elven) +2, Spellcraft +5, Spot 
  +9, Tumble +5, 
  Skills +8 ghost template bonus to Hide, Listen, Search and Spot 
  checks, +2 racial bonus to Listen, Craft (alchemy).  
   
  ALISE VIAVATÉ 
  CR 5 
  Female flan bard 5 
  NG Medium humanoid 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common, Elven, Literacy, Sylvan 
  AC 12, touch 12, flat-footed 10 
   (+2 Dex) 
  hp 22 (5 HD) 
  Fort +1, Ref +6, Will +4 
  Speed 30 ft. (6 squares) 
  Melee unarmed +3 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Special Actions  
  Class Spells Known (CL 5th):  
   2nd (2/day)—cure moderate wounds (DC 15), eagle's splendor 
  (DC 15), whirling blade 
   1st (4/day)—comprehend languages, cure light wounds DC: 14, 
  disguise self DC: 14 
   0 (3/day)— know direction, light, prestidigitation DC: 13 read 
  magic, resistance (DC 13), summon instrument 
  �Already cast 
  Abilities Str 10, Dex 14, Con 11, Int 14, Wis 10, Cha 16  
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 26 
  SQ Bardic Knowledge (+7), Bardic Music 5/day, Countersong 
  (Su), Fascinate (Sp), Inspire Competence (Su), Inspire 
  Courage (Su) 
  Feats Point Blank Shot, Precise Shot, Investigator 
  Skills Balance +2, Bluff +9, Concentration +2, Decipher Script 
  +3, Diplomacy +11, Disguise +9,, Escape Artist +3,, Gather 
  Information +9, Hide +4, Intimidate +5,, Knowledge 
  (geography) +4, Knowledge (history) +4, Knowledge 
  Nobility and Royalty +4, Listen +2, Move Silently +6, 
  Perform (sing) +11, Perform (wind instruments) +11, Search 
  +4, Sense Motive +2, Sleight of Hand +11, Spellcraft +4 Spot 
  +2, Tumble +3 
  Possessions traveler’s outfit (all items confiscated when she 
  was imprisoned)  
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 27 
  APPENDIX 1 – APL 2
  5: AN INTERRUPTED EVENING  
  MURKENAN 
  CR 2 
  Male gnome bard 1 
  CE Small half-vampire 
  Init +4; Senses low light vision; Listen +5, Spot +3 
  Languages Common, Draconic, Gnome, Orc 
  AC 15, touch 13, flat-footed 13 
   (+1 size, +2 armor, +2 natural) 
  hp 8 (1d6 HD); fast healing 1; DR 5/silver or magic 
  Resist cold 5, electricity 5 
  Fort +2, Ref +2, Will +3 
  Speed 20 ft. (4 squares)  
  Melee slam +2 (1d4+1) or 
   
  dagger +2 (1d3+1/19-20)  
  Ranged +1 short bow +2 (1d4+1) or +1 short bow +3 (1d4+2) 
  with point blank shot w/in 30 ft.  
  Base Atk +0; Grp -3 
  Combat Gear gnome twist cloth +1, brooch of shielding, mw 
  mandolin, potion of undetectable alignment�, potion of aid, 
  potion of protection from good, oil of greater magic weapon +1 
  (on bow)�, dagger, arrows (20), all gear small size 
  Bard Spells Known (CL 1st):  
   0 (2/day)—daze (DC 14), lullaby (DC 14), message, summon 
  instrument 
  Spell-Like Abilities (CL 2nd): 
   2nd—speak with animals 
   1st—dancing lights, ghost sound (DC 14), prestidigitation 
  �Already cast 
  Abilities Str 12, Dex 10, Con 14, Int 14, Wis 12, Cha 18  
  SQ Bardic Knowledge +3, Bardic Music 1/day, Children of 
  the Night, Countersong, Fascinate, Inspire Courage 
  Feats Point Blank Shot, Improved Initiative 
  Skills Bluff +10, Concentration +2, Diplomacy +8, Disguise 
  +8, Handle Animal +6, Hide +6, Listen +5, Move Silently 
  +6, Perform (sing) +8, Perform (string instruments) +8, 
  Sense Motive +4, Spot +3, Tumble +1 
  Skills +4 dodge bonus to armor class against monsters of the 
  giant type, +1 racial bonus on attack rolls against kobolds 
  and goblinoids, +2 racial bonus on saving throws against 
  illusions. Half vampires have a +2 racial bonus on Bluff, 
  Hide, Listen, Move Silently and Spot checks. 
  Children of the Night (Su): Some half-vampires can 
  command the lesser creatures of the world. Once per day, 
  a half-vampire that has this special attack can call forth 
  1d4 rat swarms, 1d3 bat swarms, or a pack of 1d6 wolves as 
  a standard action. (If the base creature is not terrestrial, 
  this ability might summon other creatures of equivalent 
  power.) These creatures arrive in 2d6 rounds and serve the 
  half-vampire for up to 1 hour. 
   
  8: CONFRONTING NAYN 
  NAYN CERLAIN 
  CR 3 
  Male halfling transmuter 3 
  CN Small humanoid 
  Init +2; Senses Listen +2 (+4 w/ familiar), Spot +0 (+2 with 
  familiar) 
  Languages Common, Draconic, Dwarven, Elven, Gnome, 
  Halfling, Sylvan  
  AC 19, touch 13, flat-footed 17 
   (+1 size, +2 Dex, +4 armor, +2 natural) 
  hp 13 (3d4 HD)  
  Fort +5, Ref +4, Will +4 (+2 morale bonus vs fear) 
  Speed 20 ft. (4 squares)  
  Melee mw quarterstaff +3 (1d4) 
  Ranged light crossbow +4 (1d6/19-20) or light crossbow +5 
  (1d6+1/19-20) w/point blank shot  
  Base Atk +1; Grp -3 
  Combat Gear potion of barkskin +2�, bolts (20), 4 scrolls of 
  magic missile (CL 1), 4 scrolls of scorching ray (CL 3), scroll 
  of phantasmal assailants (CL 3), scroll of touch of idiocy (CL 
  3), light crossbow, all gear small size 
  Wizard Spells Prepared (CL 3rd): 
   2nd—cat's grace, fox's cunning, augment familiar 
   1st—enlarge person, grease (DC 15), magic missile, mage 
  armor� 
   0—acid splash, daze (2) (DC 14), mending, ray of frost 
  �Already cast 
  Abilities Str 10, Dex 14, Con 13, Int 17, Wis 10, Cha 8  
  SQ Summon Familiar 
  Feats Alertness (when familiar within arm's reach), Point 
  Blank Shot, Precise Shot, Scribe Scroll  
  Skills Bluff +2, Climb +2, Concentration +7, Hide +6, 
  Intimidate +1, Jump +2, Knowledge (arcana) +9, Listen +2 
  (+4 with familiar), Move Silently +4, Speak Language 
  (Sylvan), Spellcraft +9, Spot +0 
  Possessions combat gear plus robes 
  Spellbook (barred schools: abjuration, necromancy) 
  Skills +2 racial bonus on Climb, Jump, Listen and Move 
  Silently checks, +4 racial and size bonus to Hide checks, 
  +2 when learning Transmutation spells 
   
  ANISALLA 
  CR X 
  Female rat familiar  
  TN Tiny magical beast 
  Init +2; Senses low light vision; Listen +1, Spot +1 
  Languages Common  
  AC 16, touch 14, flat-footed 14 
   (+2 size, +2 Dex, +2 natural) 
  hp 6 (3 HD) 
  Fort +3, Ref +4, Will +4 
  Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft.  
  Melee bite +5 (1d3-6) 
  Space 2.5 ft.; Reach 0 ft. 
  Base Atk +1; Grp -11 
  Abilities Str 2, Dex 15, Con 10, Int 7, Wis 12, Cha 2  
  SQ Deliver Touch Spells, Empathetic Link, Share Spells, 
  Scent, Improved Evasion 
  Feats Weapon Finesse (bite), Stealthy 
  Skills Balance +10, Bluff -4, Climb +12, Concentration +6, 
  Hide +14, Intimidate -2, Knowledge (arcana) +4, Listen +1, 
  Move Silently +10, Spellcraft +6, Spot +1, Swim +10, 
   
  9: RESCUING THE HAPLESS BARD 
  SPECTRAL LYRIST 
  CR 4 
  CE Medium undead (incorporeal) 
  Init +6; Senses darkvision 60 ft.; Listen +13, Spot +13 
  Languages Common, Gnome  
  AC 20, touch 15, flat-footed 18 
   (+2 Dex, +3 deflection, +5 natural) 
  Miss Chance 50% from corporeal source 
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 28 
  hp 39 (6d12 HD) 
  Fort +2, Ref +4, Will +7 
  Speed 60 ft. (12 squares) (good)  
  Melee incorporeal touch +5 (1d6 charisma drain) 
  Base Atk +3; Grp -- 
  Special Actions Cannot be heard with Listen checks if it 
  does not wish to be 
  Abilities Str --, Dex 15, Con --, Int 13, Wis 14, Cha 17 
  SQ Alter appearance (appear as any medium humanoid), 
  incorporeal traits, inescapable craving, undead traits, uses 
  Charisma modifier for concentration checks, bardic music 
  6/day  
  Feats Ability Focus (charisma drain), Alertness, Improved 
  Initiative  
  Skills Bluff +12, Diplomacy +5, Disguise +12 (+14 when 
  acting in character), Intimidate +5, Listen +13, Perform 
  (sing) +12, Spot +13 
  Undead Traits: immunity to all mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and morale 
  effects), immunity to poison, sleep effects, paralysis, 
  stunning, disease, and death effects, not subject to critical 
  hits, non-lethal damage, ability drain, or energy drain, 
  immune to damage to its physical ability scores (strength, 
  dexterity, and constitution), as well as to fatigue and 
  exhaustion effects, negative energy can heal undead 
  creatures, immunity to any effect that requires a fortitude 
  save (unless the effect also works on objects or is 
  harmless).  
  Charisma Drain (Su) Living creatures hit by a spectral 
  lyrist’s touch attack must make a DC 18 Fortitude save or 
  take 1d6 points of Charisma drain. The save DC is 
  Charisma based. When a spectral lyrist drains a victim’s 
  Charisma, it gains 5 temporary hit points and 1 temporary 
  Charisma point, no matter how many points in drains. 
  Temporary hit points and ability points gained in this way 
  last for up to 1 hour. 
  Alter Appearance (Su) As a free action once per round, a 
  spectral lyrist can alter its appearance. It can appear as any 
  humanoid creature of Medium size, and it gains a +10 
  bonus on Disguise checks when it uses this ability. Unless 
  the disguise is pierced by a successful Spot check, 
  onlookers don’t even notice the lyrist’s incorporeal nature 
  until an attack passes harmlessly through the creature. 
  Bardic Music (Su) A spectral lyrist has the bardic music 
  abilities of fascinate and suggestion. These function 
  identically to the bard class features of the same name. A 
  spectral lyrist can use these abilities a total of six times per 
  day. 
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 29 
  APPENDIX 1 – APL 4
  5: AN INTERRUPTED EVENING 
  MURKENAN 
  CR 4 
  Male gnome bard 3 
  CE Small half-vampire 
  Init +4; Senses low light vision; Listen +7, Spot +3 
  Languages Common, Draconic, Gnome, Orc 
  AC 15, touch 13, flat-footed 13 
   (+1 size, +2 armor, +2 natural) 
  hp 18 (3d6 HD); fast healing 1; DR 5/silver or magic 
  Resist cold 5, electricity 5 
  Fort +3, Ref +3, Will +4 
  Speed 20 ft. (4 squares)  
  Melee slam +4 (1d4+1) or 
   
  dagger +4 (1d3+1/19-20)  
  Ranged +2 shortbow +5 (1d4+2) or +2 shortbow +6 (1d4+3) with 
  point blank shot w/in 30 ft. or dagger +4 (1d3+2/19-
  20/rng 10 ft.)  
  Base Atk +2; Grp -1 
  Combat Gear gnome twist cloth +1, brooch of shielding, mw 
  mandolin, potion of undetectable alignment�, potion of aid, 
  potion of protection from good, scroll of cat’s grace (CL=3), oil of 
  greater magic weapon +2 (on bow)�, dagger, arrows (20), 
  shortbow, all gear small size 
  Bard Spells Known (CL 3rd):  
   1 (2/day)—cause fear (DC 15), phantom threat (DC 14), 
  summon monster I 
   0 (3/day)— daze (DC 14), detect magic, lullaby (DC 14), 
  message, minor disguise, summon instrument 
  Spell-Like Abilities (CL 2nd): 
   2nd—speak with animals 
   1st—dancing lights, ghost sound (DC 14), prestidigitation 
  �Already cast 
  Abilities Str 12, Dex 10, Con 14, Int 14, Wis 12, Cha 18  
  SQ Bardic Knowledge +5, Bardic Music 3/day, Children of 
  the Night, Countersong, Fascinate, Inspire Courage 
  Feats Point Blank Shot, Improved Initiative, Daunting 
  Presence (DC 15)  
  Skills Bluff +10, Concentration +4, Diplomacy +10, Disguise 
  +8, Handle Animal +6, Hide +8, Listen +7, Move Silently 
  +8, Perform (sing) +10, Perform (string instruments) +10, 
  Sense Motive +6, Spot +3, Tumble +1 
  Skills +4 dodge bonus to armor class against monsters of the 
  giant type, +1 racial bonus on attack rolls against kobolds 
  and goblinoids, +2 racial bonus on saving throws against 
  illusions. Half vampires have a +2 racial bonus on Bluff, 
  Hide, Listen, Move Silently and Spot checks. 
  Children of the Night (Su): Some half-vampires can 
  command the lesser creatures of the world. Once per day, 
  a half-vampire that has this special attack can call forth 
  1d4 rat swarms, 1d3 bat swarms, or a pack of 1d6 wolves as 
  a standard action. (If the base creature is not terrestrial, 
  this ability might summon other creatures of equivalent 
  power.) These creatures arrive in 2d6 rounds and serve the 
  half-vampire for up to 1 hour. 
   
  8: CONFRONTING NAYN 
  NAYN CERLAIN 
  CR 5 
  Male halfling transmuter 5 
  CN Small humanoid 
  Init +2; Senses Listen +2, Spot +0 
  Languages Common, Draconic, Dwarven, Elven, Gnome, 
  Halfling, Sylvan  
  AC 18, touch 13, flat-footed 16 
   (+1 size, +2 Dex, +4 armor, +1 natural) 
  hp 21 (5d4 HD)  
  Fort +5, Ref +4, Will +5 (+2 morale bonus vs fear) 
  Speed 20 ft. (4 squares)  
  Melee mw quarterstaff +4 (1d4) 
  Ranged +1 light crossbow +6 (1d6+1/19-20) or +1 light crossbow 
  +7 (1d6+2/19-20) w/point blank shot  
  Base Atk +2; Grp -2 
  Special Actions  
  Combat Gear amulet of natural armor +1, light crossbow, bolts 
  (20), 4 scrolls of magic missile (CL=3), 4 scrolls of scorching 
  ray (CL=3), scroll of dispel magic (CL=5), scroll of touch of 
  idiocy (CL=3), oil of greater magic weapon +1 (on light 
  crossbow)�, all gear small size 
  Wizard Spells Prepared (CL 5th): 
   3rd—bands of steel (DC 17), fireball (DC 17), resonating bolt 
  (DC 17) 
   2nd—cat's grace, fox's cunning, augment familiar, phantasmal 
  assailant (DC 16) 
   1st—enlarge person, grease (DC 15), magic missile(2), mage 
  armor� 
   0—acid splash, daze (2) (DC 14), mending, ray of frost 
  �Already cast 
  Abilities Str 10, Dex 14, Con 13, Int 18, Wis 10, Cha 8  
  SQ Summon Familiar 
  Feats Alertness (when familiar within arm's reach), Point 
  Blank Shot, Precise Shot, Scribe Scroll, Silent Spell  
  Skills Bluff +3, Climb +2, Concentration +9, Diplomacy +0, 
  Hide +6, Intimidate +3, Jump +2, Knowledge (arcana) +12, 
  Listen +2, Move Silently +4, Speak Language (Sylvan), 
  Spellcraft +14, Spot +0 
  Possessions combat gear plus robes 
  Spellbook (barred schools: abjuration, necromancy) 
  Skills +2 racial bonus on Climb, Jump, Listen and Move 
  Silently checks, +4 racial and size bonus to Hide checks, 
  +2 when learning Transmutation spells 
   
  ANISALLA 
  CR X 
  Female rat familiar   
  TN Tiny magical beast 
  Init +2; Senses low light vision; Listen +1, Spot +1 
  Languages Common  
  AC 17, touch 15, flat-footed 14 
   (+2 size, +2 Dex, +3 natural) 
  hp 10 (5 HD) 
  Fort +3, Ref +4, Will +5 
  Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft.  
  Melee bite +6 (1d3-6) 
  Space 2.5 ft.; Reach 0 ft. 
  Base Atk +2; Grp -11 
  Abilities Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2  
  SQ Deliver Touch Spells, Empathetic Link, Share Spells, 
  Scent, Improved Evasion, Speak with Master 
  Feats Weapon Finesse (bite), Stealthy 
  Skills Balance +10, Bluff -4, Climb +12, Concentration +6, 
  Hide +14, Intimidate -2, Knowledge (arcana) +5, Listen +1, 
  Move Silently +10, Spellcraft +7, Spot +1, Swim +10 
   
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 30 
  9: RESCUING THE HAPLESS BARD 
  SPECTRAL LYRIST (2)  
  CR 4 
  CE Medium undead (incorporeal) 
  Init +6; Senses darkvision 60 ft.; Listen +13, Spot +13 
  Languages Common, Gnome  
  AC 20, touch 15, flat-footed 18 
   (+2 Dex, +3 deflection, +5 natural) 
  Miss Chance 50% from corporeal source 
  hp 39 (6d12 HD) 
  Fort +2, Ref +4, Will +7 
  Speed 60 ft. (12 squares) (good)  
  Melee incorporeal touch +5 (1d6 charisma drain) 
  Base Atk +3; Grp -- 
  Special Actions Cannot be heard with Listen checks if it 
  does not wish to be 
  Abilities Str --, Dex 15, Con --, Int 13, Wis 14, Cha 17 
  SQ Alter appearance (appear as any medium humanoid), 
  incorporeal traits, inescapable craving, undead traits, uses 
  Charisma modifier for concentration checks, bardic music 
  6/day  
  Feats Ability Focus (charisma drain), Alertness, Improved 
  Initiative  
  Skills Bluff +12, Diplomacy +5, Disguise +12 (+14 when 
  acting in character), Intimidate +5, Listen +13, Perform 
  (sing) +12, Spot +13 
  Undead Traits: immunity to all mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and morale 
  effects), immunity to poison, sleep effects, paralysis, 
  stunning, disease, and death effects, not subject to critical 
  hits, non-lethal damage, ability drain, or energy drain, 
  immune to damage to its physical ability scores (strength, 
  dexterity, and constitution), as well as to fatigue and 
  exhaustion effects, negative energy can heal undead 
  creatures, immunity to any effect that requires a fortitude 
  save (unless the effect also works on objects or is 
  harmless).  
  Charisma Drain (Su) Living creatures hit by a spectral 
  lyrist’s touch attack must make a DC 18 Fortitude save or 
  take 1d6 points of Charisma drain. The save DC is 
  Charisma based. When a spectral lyrist drains a victim’s 
  Charisma, it gains 5 temporary hit points and 1 temporary 
  Charisma point, no matter how many points in drains. 
  Temporary hit points and ability points gained in this way 
  last for up to 1 hour. 
  Alter Appearance (Su) As a free action once per round, a 
  spectral lyrist can alter its appearance. It can appear as any 
  humanoid creature of Medium size, and it gains a +10 
  bonus on Disguise checks when it uses this ability. Unless 
  the disguise is pierced by a successful Spot check, 
  onlookers don’t even notice the lyrist’s incorporeal nature 
  until an attack passes harmlessly through the creature. 
  Bardic Music (Su) A spectral lyrist has the bardic music 
  abilities of fascinate and suggestion. These function 
  identically to the bard class features of the same name. A 
  spectral lyrist can use these abilities a total of six times per 
  day. 
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 31 
  APPENDIX 1 – APL 6 
  5: AN INTERRUPTED EVENING  
  MURKENAN 
  CR 6 
  Male gnome bard 5 
  CE Small half-vampire 
  Init +4; Senses low light vision; Listen +7, Spot +3 
  Languages Common, Draconic, Gnome, Orc 
  AC 15, touch 13, flat-footed 13 
   (+1 size, +2 armor, +2 natural) 
  hp 28 (5d6 HD); fast healing 1; DR 5/silver or magic 
  Resist cold 5, electricity 5 
  Fort +3, Ref +4, Will +5 
  Speed 20 ft. (4 squares)  
  Melee slam +5 (1d4+1) or dagger +5 (1d3+1/19-20) 
  Ranged +3 shortbow +7 (1d4+3) or +3 shortbow +8 (1d4+4) with 
  point blank shot w/in 30 ft. or dagger +6 (1d3+2/19-
  20/rng 10 ft.) 
  Base Atk +3; Grp +0 
  Combat Gear gnome twist cloth +1, brooch of shielding, mw 
  mandolin, short bow, oil of greater magic weapon 
  +3�(shortbow), potion of undetectable alignment�, potion of 
  aid, potion of protection from good, scroll of cat’s grace (CL=3), 
  dagger, arrows (20), all gear small size 
  Bard Spells Known (CL 5th):  
   2 (2/day)—blindness/deafness (DC 16), enthrall (DC 16), 
  whirling blade 
   1 (4/day)—cause fear (DC 15), insidious rhythm (DC 15), 
  phantom threat (DC 14), summon monster I 
   0 (3/day)—daze (DC 14), detect magic, lullaby (DC 14), 
  message, minor disguise, summon instrument 
  �Already cast 
  Spell-Like Abilities (CL 2nd): 
   2nd—speak with animals 
   1st—dancing lights, ghost sound (DC 14), prestidigitation 
  �Already cast 
  Abilities Str 12, Dex 10, Con 14, Int 14, Wis 12, Cha 19  
  SQ Bardic Knowledge +7, Bardic Music 5/day, Children of 
  the Night, Countersong, Fascinate, Inspire Courage, 
  Inspire Competence 
  Feats Point Blank Shot, Improved Initiative, Daunting 
  Presence (DC 15) 
  Skills Bluff +12, Concentration +6, Diplomacy +12, Disguise 
  +12, Handle Animal +6, Hide +8, Listen +7, Move Silently 
  +10, Perform (sing) +12, Perform (string instruments) +12, 
  Sense Motive +6, Spot +3, Tumble +1 
  Skills +4 dodge bonus to armor class against monsters of the 
  giant type, +1 racial bonus on attack rolls against kobolds 
  and goblinoids, +2 racial bonus on saving throws against 
  illusions. Half vampires have a +2 racial bonus on Bluff, 
  Hide, Listen, Move Silently and Spot checks. 
  Children of the Night (Su): Some half-vampires can 
  command the lesser creatures of the world. Once per day, 
  a half-vampire that has this special attack can call forth 
  1d4 rat swarms, 1d3 bat swarms, or a pack of 1d6 wolves as 
  a standard action. (If the base creature is not terrestrial, 
  this ability might summon other creatures of equivalent 
  power.) These creatures arrive in 2d6 rounds and serve the 
  half-vampire for up to 1 hour. 
   
  8: CONFRONTING NAYN 
  NAYN CERLAIN 
  CR 7 
  Male halfling transmuter 7 
  CN Small humanoid 
  Init +6; Senses Listen +2, Spot +0 
  Languages Common, Draconic, Dwarven, Elven, Gnome, 
  Halfling, Sylvan  
  AC 20, touch 12, flat-footed 18 
   (+1 size, +2 Dex, +4 armor, +3 natural) 
  hp 29 (7d4 HD)  
  Resist fire 10 
  Fort +6, Ref +5, Will +6 (+2 morale bonus vs fear) 
  Speed 20 ft. (4 squares)  
  Melee mw quarterstaff +5 (1d4)  
  Ranged +1 light crossbow +1 +7 (1d6+1/19-20) or +1 light 
  crossbow +8 (1d6+2/19-20) w/point blank shot  
  Base Atk +3; Grp -1 
  Combat Gear light crossbow +1, bolts (20), 4 scrolls of magic 
  missile (CL=3), 4 scrolls of scorching ray (CL=3), scroll of 
  dispel magic (CL=5), scroll of touch of idiocy (CL=3), scroll of 
  restoration, oil of greater magic weapon +1 (on light 
  crossbow)�, all gear small size 
  Wizard Spells Prepared (CL 7th): 
   4th—crushing despair (DC 18), Evard’s black tentacles, Rary’s 
  mnemonic enhancer 
   3rd—bands of steel (DC 17), fireball (DC 17), resonating bolt 
  (DC 17), dragonskin� 
   2nd—cat's grace, fox's cunning, augment familiar, flaming 
  sphere (2) (DC 16), phantasmal assailant (DC 16) 
   1st—enlarge person, grease (DC 15), magic missile(2), mage 
  armor�, shocking grasp 
   0—acid splash, daze (2) (DC 14), mending, ray of frost 
  �Already cast 
  Abilities Str 10, Dex 14, Con 13, Int 18, Wis 10, Cha 8  
  SQ Summon Familiar 
  Feats Alertness (when familiar within arm's reach), 
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Scribe Scroll, Silent Spell 
  Skills Bluff +3, Climb +2, Concentration +11, Diplomacy +2, 
  Hide +6, Intimidate +4, Jump +2, Knowledge (arcana) +14, 
  Listen +2, Move Silently +4, Speak Language (Sylvan), 
  Spellcraft +16, Spot +0 
  Possessions combat gear plus robes 
  Spellbook (barred schools: abjuration, necromancy) 
  Skills +2 racial bonus on Climb, Jump, Listen and Move 
  Silently checks, +4 racial and size bonus to Hide checks, 
  +2 when learning Transmutation spells 
   
  ANISALLA 
  CR X 
  Female rat familiar   
  TN Tiny magical beast 
  Init +2; Senses low light vision; Listen +1, Spot +1 
  Languages Common  
  AC 19, touch 14, flat-footed 17 
   (+2 size, +2 Dex, +4 natural) 
  hp 14 (7 HD) 
  Fort +6, Ref +4, Will +6 
  Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft.  
  Melee bite +7 (1d3-6) 
  Space 2.5 ft.; Reach 0 ft. 
  Base Atk +3; Grp -9 
  Abilities Str 2, Dex 15, Con 10, Int 9, Wis 12, Cha 2  
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 32 
  SQ Deliver Touch Spells, Empathetic Link, Share Spells, 
  Scent, Improved Evasion, Speak with Master, Speak with 
  Animals of its kind 
  Feats Weapon Finesse (bite), Stealthy 
  Skills Balance +10, Bluff -4, Climb +12, Concentration +10, 
  Hide +14, Intimidate -3, Knowledge (arcana) +9, Listen +1, 
  Move Silently +10, Spellcraft +7, Spot +1, Swim +10 
   
  ADVANCED SPRITE (GRIG) (3) 
  CR 2 
  NG Tiny fey  
  Init +8; Senses Low light vision, Listen +8, Spot +7 
  Languages Sylvan 
  AC 18, touch 16, flat-footed 16 
   (+2 size, +4 Dex, +2 natural, Dodge) 
  hp 19/18/17 (5d6 HD); DR cold iron/5 
  SR 17 
  Fort +2; Ref +8, Will +6 
  Speed 20 ft. (4 squares), fly 40 ft. (poor) 
  Melee shortsword +7 (1d3-4/19-20) 
  Ranged longbow +7 (1d4-4/X3)  
  Space 2.5 ft.; Reach 0 ft. 
  Base Atk +2; Grp -9 
  Combat Gear shortsword, longbow, fiddle 
  Spell-Like Abilities (CL 9th): 
   2nd—invisibility, pyrotechnics (DC 14) 
   1st—disguise self, entangle (DC 13), ventriloquism (DC 13) 
  �Already cast  
  Abilities Str 5, Dex 18, Con 13, Int 10, Wis 14, Cha 14  
  Feats Dodge, Improved Initiative, Weapon Finesse 
  Skills Bluff +4, Diplomacy +4, Escape Artist +8, Hide +20, 
  Jump +3, Listen +8, Move Silently +13, Perform (string 
  instruments) +10, Search +2, Spot +7 
  Skills Grigs have a +8 racial bonus on Jump checks. 
  Fiddle (Su) One grig in each band carries a tiny, grig-sized 
  fiddle. When the fiddler plays, any non-sprite within 30 ft 
  of the instrument must succeed on a DC 12 Will save or 
  be affected as though by Ottos irresistible dance for as 
  long as the playing continues. The save DC is Charisma 
  based.  
   
  9: RESCUING THE HAPLESS BARD 
  CRYPT CHANTER 
  CR 7 
  CE Medium undead (incorporeal) 
  Init +8; Senses darkvision 60 ft.; Listen +14, Spot +14 
  Languages Common  
  AC 19, touch 19, flat-footed 15 
   (+4 Dex, +5 deflection) 
  Miss Chance 50% from corporeal source 
  hp 45 (7d12 HD); 
  Resist turn +2 
  Fort +2, Ref +6, Will +7 
  Weakness Daylight powerlessness, 
  Speed 30 ft. (6 squares), fly 30 ft.(perfect) 
  Melee incorporeal touch +6 (1d8) 
  Base Atk +3; Grp -- 
  Atk Options create spawn, draining melody 
  Abilities Str --, Dex 18, Con --, Int 14, Wis 14, Cha 20  
  SQ incorporeal traits, undead traits 
  Feats Alertness, Blind Fight, Improved Initiative 
  Skills Hide +14, Intimidate +13, Listen +14, Search +12, Spot 
  +14, 
  Create Spawn (Su) Any humanoid slain by a crypt chanter 
  through its draining melody (see below) becomes a crypt 
  chanter 1d4 rounds later. Spawn are under the command 
  of the crypt chanter that created them and remain 
  enslaved until its destruction. They do not possess any of 
  the abilities they had in life. 
  Draining Melody (Su) A crypt chanter constantly sings, 
  creating a magically charged allure. All creatures within 
  60 feet of a crypt chanter must make a DC 18 Will save or 
  stand dazed as long as the music continues. This is a sonic, 
  mind-affecting compulsion effect. 
   
   
   
  Beginning on the round after becoming 
  dazed, creatures that failed the first saving throw must 
  make a second saving throw (same DC) to avoid being 
  affected as if by the enthrall spell (see page 227 of the 
  Player’s Handbook). Enthralled victims also begin to gain 
  1d2 negative levels per round while the song continues, as 
  long as they remain within range. If a creature gains a 
  number of negative levels at least equal to its Hit Dice, it 
  dies and becomes a spawn.  
   
   
   
  When a crypt chanter bestows negative 
  levels on a victim, it gains 5 temporary hit points for each 
  negative level bestowed. These temporary hit points last 
  for up to 1 hour.  
   
   
   
  Creatures that successfully save upon 
  hearing a crypt chanter’s music cannot be affected by that 
  crypt chanter’s music again unless the chanter ceases 
  singing for 1 full round (releasing all those it previously 
  held in thrall) and begins a new song. The save DC is 
  Charisma-based. 
  Daylight Powerlessness (Ex): A crypt chanter is utterly 
  powerless in natural sunlight (not merely a daylight spell) 
  and flees from it. 
   
   
  ADVANCED SPECTRAL LYRIST 
  CR 5 
  CE Medium undead (incorporeal) 
  Init +6; Senses darkvision 60 ft.; Listen +15, Spot +15 
  Languages Common, Gnome  
  AC 20, touch 15, flat-footed 18 
   (+2 Dex, +3 deflection, +5 natural) 
  Miss Chance 50% from corporeal source 
  hp 57 (9d12 HD) 
  Fort +5, Ref +5, Will +8 
  Speed 60 ft. (12 squares) (good)  
  Melee incorporeal touch +6 (1d6 charisma drain) 
  Base Atk +4; Grp -- 
  Special Actions Cannot be heard with Listen checks if it 
  does not wish to be 
  Abilities Str --, Dex 15, Con --, Int 13, Wis 14, Cha 18 
  SQ Alter appearance (appear as any medium humanoid), 
  incorporeal traits, inescapable craving, undead traits, uses 
  Charisma modifier for concentration checks, bardic music 
  6/day  
  Feats Ability Focus (charisma drain), Alertness, Great 
  Fortitude, Improved Initiative  
  Skills Bluff +14, Diplomacy +8, Disguise +13 (+15 when 
  acting in character), Intimidate +8, Listen +15, Perform 
  (sing) +15, Spot +15 
  Undead Traits: immunity to all mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and morale 
  effects), immunity to poison, sleep effects, paralysis, 
  stunning, disease, and death effects, not subject to critical 
  hits, non-lethal damage, ability drain, or energy drain, 
  immune to damage to its physical ability scores (strength, 
  dexterity, and constitution), as well as to fatigue and 
  exhaustion effects, negative energy can heal undead 
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 33 
  creatures, immunity to any effect that requires a fortitude 
  save (unless the effect also works on objects or is 
  harmless).  
  Charisma Drain (Su) Living creatures hit by a spectral 
  lyrist’s touch attack must make a DC 19 Fortitude save or 
  take 1d6 points of Charisma drain. The save DC is 
  Charisma based. When a spectral lyrist drains a victim’s 
  Charisma, it gains 5 temporary hit points and 1 temporary 
  Charisma point, no matter how many points in drains. 
  Temporary hit points and ability points gained in this way 
  last for up to 1 hour. 
  Alter Appearance (Su) As a free action once per round, a 
  spectral lyrist can alter its appearance. It can appear as any 
  humanoid creature of Medium size, and it gains a +10 
  bonus on Disguise checks when it uses this ability. Unless 
  the disguise is pierced by a successful Spot check, 
  onlookers don’t even notice the lyrist’s incorporeal nature 
  until an attack passes harmlessly through the creature. 
  Bardic Music (Su) A spectral lyrist has the bardic music 
  abilities of fascinate and suggestion. These function 
  identically to the bard class features of the same name. A 
  spectral lyrist can use these abilities a total of six times per 
  day. 
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 34 
  APPENDIX 1 – APL 8 
  5: AN INTERRUPTED EVENING  
  MURKENAN 
  CR 8 
  Male gnome bard 7 
  CE Small half-vampire 
  Init +4; Senses low light vision; Listen +7, Spot +4 
  Languages Common Draconic, Gnome, Orc 
  AC 15, touch 15, flat-footed 13 
   (+1 size, +2 armor, +2 natural) 
  hp 38 (7d6 HD); fast healing 1; DR 5/silver or magic 
  Resist cold 5, electricity 5 
  Fort +4, Ref +5, Will +6 
  Speed 20 ft. (4 squares)  
  Melee slam +7 (1d4+1) or dagger +7 (1d3+1/19-20) 
  Ranged +3 shortbow +9 (1d4+3) or +3 shortbow +10 (1d4+3) 
  with point blank shot w/in 35 ft. or dagger +7 (1d3+2/19-
  20/rng 10 ft.) 
  Base Atk +5; Grp +2 
  Combat Gear gnome twist cloth +1, brooch of shielding, mw 
  mandolin, short bow, oil of greater magic weapon 
  +3�(shortbow), potion of undetectable alignment�, potion of 
  aid, potion of protection from good, scroll of cat’s grace (CL=3), 
  dagger, arrows (20), all gear small size 
  Bard Spells Known (CL 7th):  
   3 (1/day)—dirge of discord (DC 17), dissonant chord (DC 17) 
   2 (3/day)—blindness/deafness (DC 16), enthrall (DC 16), 
  shatter (DC 16), whirling blade 
   1 (4/day)—cause fear (DC 15), insidious rhythm (DC 15), 
  phantom threat (DC 14), summon monster I 
   0 (3/day)— daze (DC 14), detect magic, lullaby (DC 14), 
  message, minor disguise, summon instrument 
  �Already cast 
  Spell-Like Abilities (CL 2nd): 
   2nd—speak with animals 
   1st—dancing lights, ghost sound (DC 14), prestidigitation 
  �Already cast 
  Abilities Str 12, Dex 10, Con 14, Int 14, Wis 12, Cha 19  
  SQ Bardic Knowledge +9, Bardic Music 7/day, Children of 
  the Night, Countersong, Fascinate, Inspire Courage, 
  Inspire Competence, Suggestion (DC 17) 
  Feats Point Blank Shot, Improved Initiative, Daunting 
  Presence (DC 15), Exotic Armor Proficiency (Gnome 
  Twist Cloth) 
  Skills Bluff +14, Concentration +8, Diplomacy +14, Disguise 
  +13, Handle Animal +6, Hide +10, Listen +7, Move 
  Silently +12, Perform (sing) +14, Perform (string 
  instruments) +14, Sense Motive +6, Spot +4, Tumble +1 
  Skills +4 dodge bonus to armor class against monsters of the 
  giant type, +1 racial bonus on attack rolls against kobolds 
  and goblinoids, +2 racial bonus on saving throws against 
  illusions. Half vampires have a +2 racial bonus on Bluff, 
  Hide, Listen, Move Silently and Spot checks. 
  Children of the Night (Su): Some half-vampires can 
  command the lesser creatures of the world. Once per day, 
  a half-vampire that has this special attack can call forth 
  1d4 rat swarms, 1d3 bat swarms, or a pack of 1d6 wolves as 
  a standard action. (If the base creature is not terrestrial, 
  this ability might summon other creatures of equivalent 
  power.) These creatures arrive in 2d6 rounds and serve the 
  half-vampire for up to 1 hour. 
   
  8: CONFRONTING NAYN 
  NAYN CERLAIN 
  CR 9 
  Male halfling transmuter 9 
  CN Small humanoid 
  Init +6; Senses Listen +2, Spot +0 
  Languages Common, Draconic, Dwarven, Elven, Gnome, 
  Halfling, Sylvan  
  AC 17, touch 13, flat-footed 17 
   (+1 size, +2 Dex, +4 natural) 
  hp 46 (9d4 HD)  
  Resist fire 10 
  Fort +8, Ref +6, Will +7(+2 morale bonus vs fear) 
  Speed 40 ft. (4 squares), fly 40 ft.   
  Melee mw quarterstaff +6 (1d4)  
  Ranged +1 light crossbow +8 (1d6+1/19-20) or +1 light crossbow 
  +9 (1d6+2/19-20) w/point blank shot  
  Base Atk +4; Grp +0 
  Combat Gear light crossbow +1, bolts (20), 4 scrolls of magic 
  missile (CL=3), 4 scrolls of scorching ray (CL=3), scroll of 
  dispel magic (CL=5), scroll of touch of idiocy (CL=3), scroll of 
  restoration, oil of greater magic weapon +1 (on 
  crossbow)�, pearl of power – first level, all gear small size 
  Wizard Spells Prepared (CL 9th): 
   5th—overland flight�, true domination (DC 19) 
   4th—crushing despair (DC 18), defenestrating sphere (DC 18), 
  Evard’s black tentacles, Rary’s mnemonic enhancer 
   3rd—bands of steel (DC 17), dragonskin�, fireball (2) (DC 
  17), resonating bolt (DC 17) 
   2nd—cat's grace, fox's cunning, augment familiar, flaming 
  sphere (2) (DC 16), phantasmal assailant (DC 16) 
   1st—enlarge person, grease (DC 15), magic missile(2), mage 
  armor� 
   0—acid splash, daze (2) (DC 14), mending, ray of frost 
  �Already cast 
  Abilities Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 8  
  SQ Summon Familiar 
  Feats Alertness (when familiar within arm's reach), Combat 
  Casting, Improved Initiative, Point Blank Shot, Precise 
  Shot, Scribe Scroll, Silent Spell.  
  Skills Bluff +4, Climb +2, Concentration +14, Diplomacy +3, 
  Hide +6, Intimidate +5, Jump +2, Knowledge (arcana) +16, 
  Listen +2, Move Silently +4, Speak Language (Sylvan), 
  Spellcraft +18, Spot +0 
  Possessions combat gear plus robes 
  Spellbook (barred schools: abjuration, necromancy) 
  Skills +2 racial bonus on Climb, Jump, Listen and Move 
  Silently checks, +4 racial and size bonus to Hide checks, 
  +2 when learning Transmutation spells 
   
  ANISALLA 
  CR X 
  Female rat familiar lvl 1 
  TN Tiny magical beast 
  Init +2; Senses low light vision; Listen +1, Spot +1 
  Languages Common  
  AC 20, touch 14, flat-footed 18 
   (+2 size, +2 Dex, +4 natural) 
  hp 23 (9 HD) 
  Fort +5, Ref +5, Will +7 
  Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft.  
  Melee bite +8 (1d3-6) 
  Space 2.5 ft.; Reach 0 ft. 
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 35 
  Base Atk +4; Grp -8 
  Abilities Str 2, Dex 15, Con 10, Int 10, Wis 12, Cha 2  
  SQ Deliver Touch Spells, Empathetic Link, Share Spells, 
  Scent, Improved Evasion, Speak with Master, Speak with 
  Animals of its kind 
  Feats Weapon Finesse (bite), Stealthy 
  Skills Balance +10, Bluff +2, Climb +12, Concentration +12, 
  Hide +14, Intimidate -2, Knowledge (arcana) +6, Listen +1, 
  Move Silently +10, Spellcraft +14, Spot +1, Swim +10 
   
  ADVANCED SPRITE (GRIG) (4) 
  CR 2 
  NG Tiny fey  
  Init +8; Senses Low light vision, Listen +8, Spot +7 
  Languages Sylvan 
  AC 18, touch 16, flat-footed 16 
   (+2 size, +4 Dex, +2 natural, Dodge) 
  hp 19/18/17 (5d6 HD); DR cold iron/5 
  SR 17 
  Fort +2; Ref +8, Will +6 
  Speed 20 ft. (4 squares), fly 40 ft. (poor) 
  Melee shortsword +7 (1d3-4/19-20) 
  Ranged longbow +7 (1d4-4/X3)  
  Space 2.5 ft.; Reach 0 ft. 
  Base Atk +2; Grp -9 
  Combat Gear shortsword, longbow, fiddle 
  Spell-Like Abilities (CL 9th): 
   2nd—invisibility, pyrotechnics (DC 14) 
   1st—disguise self, entangle (DC 13), ventriloquism (DC 13) 
  �Already cast  
  Abilities Str 5, Dex 18, Con 13, Int 10, Wis 14, Cha 14  
  Feats Dodge, Improved Initiative, Weapon Finesse 
  Skills Bluff +4, Diplomacy +4, Escape Artist +8, Hide +20, 
  Jump +3, Listen +8, Move Silently +13, Perform (string 
  instruments) +10, Search +2, Spot +7 
  Skills Grigs have a +8 racial bonus on Jump checks. 
  Fiddle (Su) One grig in each band carries a tiny, grig-sized 
  fiddle. When the fiddler plays, any non-sprite within 30 ft 
  of the instrument must succeed on a DC 12 Will save or 
  be affected as though by Ottos irresistible dance for as 
  long as the playing continues. The save DC is Charisma 
  based.  
   
  9: RESCUING THE HAPLESS BARD 
  CRYPT CHANTER 
  CR 7 
  CE Medium undead (incorporeal) 
  Init +8; Senses darkvision 60 ft.; Listen +14, Spot +14 
  Languages Common  
  AC 19, touch 19, flat-footed 15 
   (+4 Dex, +5 deflection) 
  Miss Chance 50% from corporeal source 
  hp 45 (7d12 HD); 
  Resist turn +2 
  Fort +2, Ref +6, Will +7 
  Weakness Daylight powerlessness, 
  Speed 30 ft. (6 squares), fly 30 ft.(perfect) 
  Melee incorporeal touch +6 (1d8) 
  Base Atk +3; Grp -- 
  Atk Options create spawn, draining melody 
  Abilities Str --, Dex 18, Con --, Int 14, Wis 14, Cha 20  
  SQ incorporeal traits, undead traits 
  Feats Alertness, Blind Fight, Improved Initiative 
  Skills Hide +14, Intimidate +13, Listen +14, Search +12, Spot 
  +14, 
  Create Spawn (Su) Any humanoid slain by a crypt chanter 
  through its draining melody (see below) becomes a crypt 
  chanter 1d4 rounds later. Spawn are under the command 
  of the crypt chanter that created them and remain 
  enslaved until its destruction. They do not possess any of 
  the abilities they had in life. 
  Draining Melody (Su) A crypt chanter constantly sings, 
  creating a magically charged allure. All creatures within 
  60 feet of a crypt chanter must make a DC 18 Will save or 
  stand dazed as long as the music continues. This is a sonic, 
  mind-affecting compulsion effect. 
   
   
   
  Beginning on the round after becoming 
  dazed, creatures that failed the first saving throw must 
  make a second saving throw (same DC) to avoid being 
  affected as if by the enthrall spell (see page 227 of the 
  Player’s Handbook). Enthralled victims also begin to gain 
  1d2 negative levels per round while the song continues, as 
  long as they remain within range. If a creature gains a 
  number of negative levels at least equal to its Hit Dice, it 
  dies and becomes a spawn.  
   
   
   
  When a crypt chanter bestows negative 
  levels on a victim, it gains 5 temporary hit points for each 
  negative level bestowed. These temporary hit points last 
  for up to 1 hour.  
   
   
   
  Creatures that successfully save upon 
  hearing a crypt chanter’s music cannot be affected by that 
  crypt chanter’s music again unless the chanter ceases 
  singing for 1 full round (releasing all those it previously 
  held in thrall) and begins a new song. The save DC is 
  Charisma-based. 
  Daylight Powerlessness (Ex): A crypt chanter is utterly 
  powerless in natural sunlight (not merely a daylight spell) 
  and flees from it. 
   
  ADVANCED SPECTRAL LYRIST 
  CR 5 
  CE Medium undead (incorporeal) 
  Init +6; Senses darkvision 60 ft.; Listen +15, Spot +15 
  Languages Common, Gnome  
  AC 20, touch 15, flat-footed 18 
   (+2 Dex, +3 deflection, +5 natural) 
  Miss Chance 50% from corporeal source 
  hp 57 (9d12 HD) 
  Fort +5, Ref +5, Will +8 
  Speed 60 ft. (12 squares) (good)  
  Melee incorporeal touch +6 (1d6 charisma drain) 
  Base Atk +4; Grp -- 
  Special Actions Cannot be heard with Listen checks if it 
  does not wish to be 
  Abilities Str --, Dex 15, Con --, Int 13, Wis 14, Cha 18 
  SQ Alter appearance (appear as any medium humanoid), 
  incorporeal traits, inescapable craving, undead traits, uses 
  Charisma modifier for concentration checks, bardic music 
  6/day  
  Feats Ability Focus (charisma drain), Alertness, Great 
  Fortitude, Improved Initiative  
  Skills Bluff +14, Diplomacy +8, Disguise +13 (+15 when 
  acting in character), Intimidate +8, Listen +15, Perform 
  (sing) +15, Spot +15 
  Undead Traits: immunity to all mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and morale 
  effects), immunity to poison, sleep effects, paralysis, 
  stunning, disease, and death effects, not subject to critical 
  hits, non-lethal damage, ability drain, or energy drain, 
  immune to damage to its physical ability scores (strength, 
  dexterity, and constitution), as well as to fatigue and 
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 36 
  exhaustion effects, negative energy can heal undead 
  creatures, immunity to any effect that requires a fortitude 
  save (unless the effect also works on objects or is 
  harmless).  
  Charisma Drain (Su) Living creatures hit by a spectral 
  lyrist’s touch attack must make a DC 19 Fortitude save or 
  take 1d6 points of Charisma drain. The save DC is 
  Charisma based. When a spectral lyrist drains a victim’s 
  Charisma, it gains 5 temporary hit points and 1 temporary 
  Charisma point, no matter how many points in drains. 
  Temporary hit points and ability points gained in this way 
  last for up to 1 hour. 
  Alter Appearance (Su) As a free action once per round, a 
  spectral lyrist can alter its appearance. It can appear as any 
  humanoid creature of Medium size, and it gains a +10 
  bonus on Disguise checks when it uses this ability. Unless 
  the disguise is pierced by a successful Spot check, 
  onlookers don’t even notice the lyrist’s incorporeal nature 
  until an attack passes harmlessly through the creature. 
  Bardic Music (Su) A spectral lyrist has the bardic music 
  abilities of fascinate and suggestion. These function 
  identically to the bard class features of the same name. A 
  spectral lyrist can use these abilities a total of six times per 
  day. 
   
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 37 
  APPENDIX 2 – DISTANCE TABLE FOR TRAVEL 
   
  Table 1: Assumes PCs will go from city to city on main roads whenever possible. 
  Movement 
  Rate/Mile 
  per hour: 
  Chendl to 
  Abandoned 
  Village: 
  60 miles 
  Abandoned 
  Village to 
  Bluetrout:  
  60 miles 
  Bluetrout to 
  Bethur:  
  70 miles 
  Bethur to 
  Greylode:  
  40 miles 
  Greylode to 
  Renfroth: 
  40 miles 
  Renfroth to 
  Caronis: 
  70 miles 
  20/2 
  30 hours  
  30 hours  
  35 hours 
  20 hours 
  20 hours 
  35 hours 
  30/3 
  20 hours 
  20 hours 
  23 hours  
  13 hours 
  13 hours 
  23 hours  
  40/4 
  15 hours 
  15 hours 
  17.5 hours  
  10 hours 
  10 hours 
  17.5 hours  
  50/5 
  12 hours 
  12 hours 
  14 hours  
  16 hours 
  16 hours 
  14 hours  
  60/6 
  10 hours 
  10 hours 
  11.5 hours  
  7 hours 
  7 hours 
  11.5 hours  
  70/6 
  8.5 hours 
  8.5 hours 
  10 hours  
  6 hours 
  6 hours 
  10 hours  
   
  Table 2: Assumes PCs go overland, “as the crow flies” when roads are not direct. Bethur to Caronis mileage/time on 
  above table. 
  Movement 
  Rate/Mile 
  per hour: 
  Chendl to 
  Abandoned 
  Village: 
  35 miles 
  Abandoned 
  Village to 
  Bluetrout:  
  20 miles 
  Bluetrout to 
  Bethur:  
  40 miles 
  20/2 
  17.5 hours 
  10 hours 
  20 hours 
  30/3 
  11.5 hours 
  7 hours 
  13 hours 
  40/4 
  8 ¾ hours 
  5 hours 
  10 hours 
  50/5 
  7 hours 
  4 hours 
  16 hours 
  60/6 
  5 3/4 hours 
  3 1/8 hours 
  7 hours 
  70/6 
  5 hours 
  2 7/8 hours 
  6 hours 
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 38 
  APPENDIX 3 – NEW RULES ITEMS 
  MONSTERS 
  Half-Vampire  
  In rare circumstances, a vampire that has recently 
  consumed a significant quantity of blood gains the 
  ability to breed successfully with living humanoids or 
  monstrous humanoids, creating half-vampire offspring. 
  Also, in the unusual case of a pregnant humanoid or 
  monstrous humanoid who survives a vampire’s blood 
  drain attack, the child may be born “tainted” by the 
  attacker’s vampirism. Regardless of the origin, the 
  children produced by such events are typically 
  branded as outcasts, welcome neither among the living 
  or the undead 
  A half-vampire is drawn to other living creatures, and 
  feels far more comfortable when living in towns or 
  cities. Still, half-vampires know that they must keep 
  their identities secret or else risk the hatred and 
  violence of others. Half-vampires are often physically 
  attractive and persuasive. Their skin is pale, even ashen 
  in color. 
  Unlike their undead forebears, half-vampires enjoy the 
  freedom (or curse) or pursuing any alignment, though 
  most tend toward neutrality or evil. Those rare few 
  good-aligned half-vampires often feel haunted by their 
  heritage, sometimes working to undo the evil of their 
  ancestry. 
  Half-vampire is an inherited template that can be 
  added to any humanoid or monstrous humanoid 
  (referred to hereafter as the base creature). The 
  creature’s size and type do not change. 
  A half-vampire uses all the base creature’s statistics and 
  special abilities except as noted here. 
  Armor Class: A half-vampire’s natural armor bonus 
  improves by 2. 
  Attack: A half-vampire retains all the attacks of the 
  base creature and also gains a slam attack if it didn’t 
  already have one. If the base creature can use weapons, 
  the half-vampire retains this ability. A creature with 
  natural weapons retains those natural weapons. A half-
  vampire fighting without weapons uses either its slam 
  attack or its primary natural weapon (if it has one). A 
  half-vampire armed with a weapon uses its slam attack 
  or a weapon, as it desires. A half-vampire’s natural 
  weapons are treated as magic weapons for the purpose 
  of overcoming damage reduction. 
  Full Attack: A half-vampire fighting without weapons 
  uses either its slam attack (see above) or its natural 
  weapons (if it has one). If armed with a weapon, it 
  usually uses the weapon as its primary attack along 
  with a slam or natural weapon as a natural secondary 
  attack. 
  Damage: A half-vampire has a slam attack. If the base 
  creature does not have this attack form, use the 
  appropriate damage values from the table below 
  according to the half-vampire’s size. Creatures that 
  have other kinds of natural weapons retain their old 
  damage values or use the appropriate value from the 
  table below, whichever is better. 
  Size 
  Damage 
  Size 
  Damage 
  Fine 
  1 
  Large 
  1d8 
  Diminuitive 
  1d2 
  Huge 
  2d6 
  Tiny 
  1d3 
  Gargantuan 
  2d8 
  Small 
  1d4 
  Colossal 
  4d6 
  Medium 
  1d6 
   
   
   
  Special Attacks: A half-vampire retains all the special 
  attacks of the base creature and gains one of those 
  described below. Saves have a DC of 10 + ½ half-
  vampire’s HD + half-vampire’s CHA modifier unless 
  otherwise noted. 
  Blood Drain (Ex): Some half-vampires can suck blook 
  from a living victim with their fangs by making a 
  successful grapple check. If the half-vampire pins the 
  foe, it drains blood, dealing 1d4 points of Constitution 
  drain each round the pin is maintained. A half-vampire 
  can’t drain more points of Constitution in a single hour 
  than its Constitution score. When a half-vampire 
  drains a victim’s Constitution, it gains 5 temporary hit 
  points, no matter how many points it drains. 
  Temporary hit points gained in this way last for up to 1 
  hour. If a half-vampire has this ability, it also gains the 
  blood dependency special quality described below. 
  Charm Gaze (Su): Some half-vampires can charm 
  humanoid or monstrous humanoid opponents just by 
  looking into their eyes. This is similar to a gaze attack, 
  except that the half-vampire must use a standard 
  action, and those merely looking at the half-vampire 
  are not affected. Anyone the half-vampire targets must 
  make a successful Will save or fall under the half-
  vampire’s influence as though affected by a charm 
  monster spell (caster level equal to HD). Any creature 
  that successfully saves against a half-vampire’s charm 
  gaze cannot be affected by that half-vampire’s charm 
  for 24 hours. The ability has a range of 30 feet. 
  Children of the Night (Su): Some half-vampires can 
  command the lesser creatures of the world. Once per 
  day, a half-vampire that has this special attack can call 
  forth 1d4 rat swarms, 1d3 bat swarms, or a pack of 1d6 
  wolves as a standard action. (If the base creature is not 
  terrestrial, this ability might summon other creatures 
  of equivalent power.) These creatures arrive in 2d6 
  rounds and serve the half-vampire for up to 1 hour. 
  Special Qualities: A half-vampire retains all the 
  special qualities of the base creature and also gains 
  those described below. 
  Blood Dependency (Ex). If a half-vampire does not 
  use its blood drain special attack against at least one 
  living creature each day, it must make a DC 15 
  Fortitude save or become fatigued. Each day after the 
  first that the half-vampire does not drink blood directly 
  from a living creature, the DC increases by 1 until it 
  fails the save and becomes fatigued. After that, it must 
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 39 
  make a DC 20 Fortitude save each week (with the DC 
  increasing by 1 each week thereafter) that it does not 
  use its blood drain or become exhausted. 
  The fatigue or exhaustion caused by blood-dependency 
  cannot be eliminated by rest (though magic can offset 
  the condition until the vampire fails another save). 
  Using its blood drain ability eliminates a half-vampire’s 
  fatigue immediately, or reduces exhaustion to fatigue. 
  Only half-vampires with the blood drain special attack 
  (see above) gain this special quality. 
  Damage Reduction (Su): A half-vampire has damage 
  reduction 5/silver or magic. 
  Fast Healing (Ex): A half-vampire heals 1 point of 
  damage each round so long as it has at least 1 hit point 
  but less than half its full normal hit points. As long as 
  the vampire has more than half its full normal hit 
  points, its fast healing does not function (but other 
  forms of healing still function normally). 
  Resistance (Ex): A half-vampire has resistance to cold 
  5 and electricity 5. 
  Abilities: Increases from the base creature as follows: 
  Str +2, Dex +2, Cha +2 
  Skills: Half-vampires have a +2 racial bonus on Bluff, 
  Hide, Listen, Move Silently, and Spot checks. 
  Otherwise, same as the base creature. 
  Feats: A half-vampire  gains Improved Initiative, if the 
  base creature doesn’t already have that feat. 
   
  Crypt Chanter  
  Medium Undead (Incorporeal); Hit Dice: 7d12 (45 hp); 
  Initiative: +8; Speed: 30 ft. (6 squares, fly 30 ft. (perfect); 
  Armor Class: 19 (+4 Dex, +5 deflection), touch 19, flat-
  footed 
  15; 
  Base 
  Attack/Grapple: 
  +3/–; 
  Attack: 
  Incorporeal touch +6 melee (1d8); Full Attack; 
  Incorporeal touch +6 melee (1d8); Space/Reach: 5 ft./5 
  ft.; Special Attacks: Draining melody, create spawn; 
  Special 
  Qualities: 
  Darkvision 
  60 
  ft., 
  Daylight 
  powerlessness, incorporeal traits, undead traits, +2 turn 
  resistance; Saves: Fort +2, Ref +6, Will +7; Abilities: Str 
  –, Dex 18, Con –, Int 14, Wis 14, Cha 20; Skills: Hide 
  +14, Intimidate +13, Listen +14, Perform (sing) +14, 
  Search +12, Spot +14; Feats: Alertness, Blind-fight, 
  Improved Initiative; Environment: Any land and 
  underground; Organization: Solitary, chorale (2-4), or 
  choir (6-11); Challenge Rating:7; Treasure: None; 
  Alignment: Always chaotic evil; Advancement: 8-17 
  HD (Medium); Level Adjustment: – 
   
  A crypt chanter’s voice is the perfect horror, at 
  once compelling and dreadful. These undead creatures 
  sometimes appear to be playing spectral viols, flutes, 
  drums, or any other instruments they choose, varying 
  from chanter to chanter. 
   
  As incorporeal creatures, crypt chanters are 
  weightless. A crypt chanter never speaks directly, 
  though it may give instructions or provide answers 
  within the lyrics of its music (usually in Common, 
  sometimes Abyssal). 
   
  Combat: A crypt chanter’s strength and shield is its 
  music. A crypt chanter seeks to snare its victims with 
  its music, and then drain them of life with the same 
  melody. If threatened, a crypt chanter retreats into a 
  nearby wall or other handy physical barrier. 
   
  Create Spawn (Su): Any humanoid slain by a 
  crypt chanter through its draining melody (see below) 
  becomes a crypt chanter 1d4 rounds later. Spawn are 
  under the command of the crypt chanter that created 
  them and remain enslaved until its destruction. They 
  do not possess any of the abilities they had in life. 
   
  Draining Melody (Su): A crypt chanter 
  constantly sings, creating a magically charged allure. 
  All creatures within 60 feet of a crypt chanter must 
  make a DC 18 Will save or stand dazed as long as the 
  music continues. This is a sonic, mind-affecting 
  compulsion effect. 
   
  Beginning on the round after becoming dazed, 
  creatures that failed the first saving throw must make a 
  second saving throw (same DC) to avoid being affected 
  as if by the enthrall spell (see page 227 of the Player’s 
  Handbook). Enthralled victims also begin to gain 1d2 
  negative levels per round while the song continues, as 
  long as they remain within range. If a creature gains a 
  number of negative levels at least equal to its Hit Dice, 
  it dies and becomes a spawn. 
   
  When a crypt chanter bestows negative levels on a 
  victim, it gains 5 temporary hit points for each negative 
  level bestowed. These temporary hit points last for up 
  to 1 hour. 
   
  Creatures that successfully save upon hearing a 
  crypt chanter’s music cannot be affected by that crypt 
  chanter’s music again unless the chanter ceases singing 
  for 1 full round (releasing all those it previously held in 
  thrall) and begins a new song. The save DC is 
  Charisma-based. 
   
  Daylight Powerlessness (Ex): A crypt chanter is 
  utterly powerless in natural sunlight (not merely a 
  daylight spell) and flees from it. 
  Libris Mortis pg. 93 
   
  Spectral Lyrist  
  Medium Undead (Incorporeal); Hit Dice: 6d12 (39 hp); 
  Initiative: +6; Speed: Fly 60 ft. (12 squares) (good); 
  Armor Class: 20 (+2 Dexterity, +5 natural, +3 
  deflection), 
  touch 
  15, 
  flat-footed 
  18; 
  Base 
  Attack/Grapple: +3/–; Attack: Incorporeal touch +5 
  melee (1d6 Cha drain); Full Attack: Incorporeal touch 
  +5 melee (1d6 Cha drain); Space/Reach: 5 ft./5 ft.; 
  Special Attacks: Bardic music, Charisma drain; Special 
  Qualities: 
  Alter 
  appearance, 
  darkvision 
  60 
  ft., 
  incorporeal traits, inescapable craving, undead traits; 
  Saves: Fort +2, Ref +4, Will +7; Abilities: Str –, Dex 15, 
  Con –, Int 13, Wis 14, Cha 17; Skills: Bluff +12, 
  Diplomacy +5, Disguise +12 (+14 when acting in 
  character), Intimidate +5, Listen +13, Perform (sing) 
  +12, Spot +13; Feats: Ability Focus (Charisma drain), 
  Alertness, Improved Initiative; Environment: Any; 
  Organization: Solitary; Challenge Rating: 4; Treasure: 
  None; Alignment: Always chaotic evil; Advancement: 
  7-12 HD (Medium); Level Adjustment: – 
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 40 
   
  In life, a spectral lyrist used its powers of 
  performance and persuasion to further the cause of evil 
  and strife, whether by urging listeners to commit 
  violence or simply luring the innocent to their deaths. 
  Cursed to forever walk the earth, it blames those still 
  alive for its undead state and seeks to commit even 
  greater evils against them.  
   
  A spectral lyrist can appear as any Medium 
  humanoid, and it doesn’t share the insubstantial or 
  diaphanous appearance of other incorporeal creatures 
  when so disguised. A lyrist is weightless, regardless of 
  appearance. 
   
  Spectral lyrists speak Common, plus one other 
  language common to humanoids in its environment, 
  such as Dwarven, Elven, Goblin, or Orc. 
   
  Combat: A spectral lyrist uses its ability to bluff and 
  change its appearance to present itself as a friendly 
  creature, putting victims at ease until it can use its 
  fascinate and suggestion abilities. Once victims are close 
  enough, it uses its touch attack to drain their Charisma. 
   
  Alter Appearance (Su): As a free action once per 
  round, a spectral lyrist can alter its appearance. It can 
  appear as any humanoid creature of Medium size, and 
  it gains a +10 bonus on Disguise checks when it uses 
  this ability. Unless the disguise is pierced by a 
  successful Spot check, onlookers don’t even notice the 
  lyrist’s incorporeal nature until an attack passes 
  harmlessly through the creature. 
   
  Bardic Music (Su): A spectral lyrist has the bardic 
  music abilities of fascinate and suggestion. These function 
  identically to the bard class features of the same name. 
  A spectral lyrist can use these abilities a total of six 
  times per day. 
   
  Charisma Drain (Su): Living creatures hit by a 
  spectral lyrist’s touch attack must make a DC 18 
  Fortitude save or take 1d6 points of Charisma drain. 
  The save DC is Charisma based. When a spectral lyrist 
  drains a victim’s Charisma, it gains 5 temporary hit 
  points and 1 temporary Charisma point, no matter how 
  many points in drains. Temporary hit points and ability 
  points gained in this way last for up to 1 hour. 
   
  Inescapable Craving: A spectral lyrist has an 
  inescapable craving (see the Undead Metabolism 
  section in Chapter 1) for Charisma, which it satisfies by 
  using its Charisma drain attack. 
  Libris Mortis pg. 123 
   
  WEAPONS AND EQUIPMENT 
  Bow of Songs – Made from fine wood by elf hands, 
  this +2 shortbow blends music with every shot to deadly 
  effect. As a move action that does not provoke attacks 
  of opportunity, the wielder can expend one daily use of 
  bardic music to gain a bonus equal to his Charisma 
  bonus on attack rolls and damage rolls with the next 
  single attack made using a bow of songs. Complete 
  Adventurer pg. 129 
   
  Gnome Twist Cloth – This unusual exotic armor is 
  made of loose flowing cloth strips tied and hung on the 
  wearer. Proficient wearers twist and sway within the 
  armor, causing opponents to strike empty air rather 
  than armor whenever they miss with an attack. If you 
  have the Exotic Armor Proficiency (gnome twist cloth) 
  feat, the armor bonus from gnome twist cloth, 
  including any enhancement bonus to AC, protects 
  against touch attacks (unlike other armor bonuses to 
  Armor Class, which do not apply against touch 
  attacks). Races of Stone pg. 159 
   
  Sacred – Upon command, a sacred weapon is sheathed 
  in luminous positive energy. This energy does not 
  harm the wielder unless it is undead, in which case it 
  takes 1 point of Constitution damage per round it 
  holds the weapon when it is so energized. The effect 
  remains until another command is given. A sacred 
  weapon deals an extra 1d6 points of damage to undead 
  (or 2d6 against evil outsiders) on a successful hit. Bows, 
  crossbows, and slings so crafted bestow the positive 
  energy upon their ammunition. The weapon is also 
  treated as being good-aligned (for the purposes of 
  overcoming damage reduction) when sheathed in 
  positive energy. Moderate conjuration; CL 7th; Craft 
  Magic Arms and Armor, cure light wounds; Price +1 
  bonus.  Libris Mortis, p. 77.  
   
  FEATS 
  Daunting Presence (MH p 25) 
  You are skilled at inducing fear in your opponents.  
   
  Prerequisites: Cha 13, BAB +1.  
   
  Benefit: You may take a standard action to 
  overawe an opponent. The opponent must be within 30 
  ft, have line of sight to you and have an Intelligence 
  score. If the opponent fails a Will save (DC 10 + ½ 
  character level + Cha modifier), the opponent is shaken 
  for ten minutes. This feat has no effect on an opponent 
  that is all ready shaken.  
   
  Special: A fighter may select Daunting Presence 
  as one of his fighter bonus feats.  
   
  Lingering Song (CV p 111) 
  Your inspirational bardic music stays with the listeners 
  long after the last note has died away.  
   
  Prerequisite: Bardic music.  
   
  Benefit: If you use bardic music to inspire 
  courage, inspire greatness, or inspire heroics, the effect 
  lasts for 1 minute after an inspired ally stops hearing 
  you play.  
   
  Normal: Inspire courage, inspire greatness and 
  inspire heroics lat as long as an ally hears the bard sing 
  plus an additional five rounds thereafter.  
   
  Versatile Performer (CV p 112)  
  You are skilled at many kinds of performances. 
   
  Prerequisite: Perform (any) 5 ranks.  
   
  Benefit: Pick a number of Perform categories 
  equal to your Intelligence bonus (minimum 1). For the 
  purpose of making Perform checks, you are treated as 
  having a number of ranks in those skills equal to the 
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 41 
  highest number of ranks you have in any Perform 
  category. You cannot change these categories once you 
  have picked them, but your score in them 
  automatically increases if you later add additional 
  ranks in your highest-ranked Perform category. You 
  gain new categories of your choice if your Intelligence 
  bonus permanently increases. In addition, you gain a 
  +2 bonus on a combined Perform check when using 
  two or more forms of performance at the same time, 
  such as a bard strumming a lyre while singing. In such 
  cases, add the bonus to the higher of your two Perform 
  skill modifiers.  
   
  SPELLS 
  Augment 
  Familiar 
  – 
  Transmutation; 
  Level: 
  Sorcerer/Wizard 2, Hexblade 1; Components: V, S; 
  Casting Time: 1 action; Range: Close (25 ft. + 5 ft./2 
  levels); Target: Your familiar; Duration: Concentration 
  + 1 round/level; Saving Throw: Fortitude negates 
  (harmless); Spell Resistance: Yes (harmless); This spell 
  grants your familiar a +4 enhancement bonus to 
  Strength, 
  Dexterity 
  and 
  Constitution, 
  damage 
  reduction 5/magic, and a +2 resistance bonus on saving 
  throws. Spell Compendium pg. 17 
   
  Bands of Steel – Conjuration (Creation); Level: 
  Sorcerer/Wizard 3; Components: V, S, M; Casting 
  Time: 1 standard action; Range: Medium (100 ft. + 10 
  ft./level); 
  Target: 
  One 
  creature; 
  Duration: 
  1 
  round/level; Saving Throw: Reflex partial; Spell 
  Resistance: No; You conjure a number of shining 
  metallic bands out of thin air, encircling a Medium or 
  smaller creature. The victim must succeed on a Reflex 
  save or be immobilized (helpless). If the saving throw 
  succeeds, the victim is only partially trapped by the 
  bands (treat as entangled). A creature immobilized by 
  the bands can attempt escape by a full-round action, 
  either by bursting free (Strength DC 18) or wiggling 
  out (Escape Artist DC 18). An entangled creature can 
  use a full-round action to break or disentangle itself 
  with a DC 13 Strength check or a DC 13 Escape Artist 
  check. Large or larger creatures are too big to be 
  captured or impeded by the bands. Spell Compendium 
  pg. 24 
   
  Defenestrating Sphere – Evocation [Air]; Level: 
  Sorcerer/Wizard 4; Components: V, S, F; Casting Time: 
  1 standard action; Range: Medium (100 ft. + 10 
  ft./level); Effect: 2 ft. radius sphere; Duration: 1 
  round/level (D); Saving Throw: Fortitude partial; see 
  text; Spell Resistance: Yes; A cloudy gray sphere of 
  whirling air and howling wind flies to attack your 
  enemies and hurl them to the sky. As a move action, 
  you can make the sphere travel up to 30 feet per round 
  and strike the creature or object you indicate as a 
  ranged touch attack. Any creature struck by the sphere 
  takes 3d6 points of damage from the force of its winds. 
  In addition, Medium or smaller creatures must succeed 
  on a Fortitude save or be knocked prone. Creatures 
  that fall prone must succeed on a second Fortitude save 
  or be swept up by the sphere and driven 1d8x10 feet 
  into the air, dropping 1d6 squares from their original 
  position in a random direction and taking falling 
  damage as normal. If some obstacle prevents the target 
  creature from reaching its expelled height, it takes 1d6 
  points of damage for every 10 feet of movement it was 
  unable to complete, so that a creature hurled 50 feet up 
  in a room with a 20 foot ceiling would take 3d6 points 
  of damage from the impact, then take 2d6 points of 
  damage when it falls back to the ground. The sphere 
  can affect a maximum of one creature or object per 
  round and winks out if it exceeds the spell’s range. Spell 
  Compendium pg. 62 
   
  Dirge of Discord – Enchantment (Compulsion) [Evil, 
  Mind-Affecting]; Level: Bard 3; Components: V, S, M; 
  Casting Time: 1 standard action; Range: Close (25 ft. + 5 
  ft./2 levels); Area: 20 ft radius spread; Duration: 
  Concentration + 1 round/level; Saving Throw: Will 
  negates: Spell Resistance: Yes; You create an unholy, 
  cacophonous dirge that fills the subjects’ minds with 
  the screams of the damned, and the howling of the 
  mad. Affected creatures take a -4 penalty on attack rolls 
  and Concentration checks, a -4 penalty to Dexterity, 
  and a 50% reduction in their speed (to a minimum of 5 
  feet). Spell Compendium pg. 66 
   
  Dissonant Chord – Evocation [Sonic]; Level: Bard 3; 
  Components: V, S; Casting Time: 1 standard action; 
  Range: 10 ft.; Area: 10 ft. radius burst centered on you; 
  Duration: Instantaneous; Saving Throw: Fortitude half; 
  Spell Resistance: Yes; You emit a terrible, piercing 
  note. Creatures (other than you) in the affected area 
  take 1d8 points of sonic damage per two caster levels 
  (maximum 5d8). Spell Compendium pg. 69 
   
  Dragonskin – Transmutation; Level: Sorcerer/Wizard 
  3; Components: S, M; Casting Time: 1 standard action: 
  Range: 
  Personal; 
  Target: 
  You; 
  Duration: 
  10 
  minutes/level; Your skin toughens and becomes scaly 
  like that of a chromatic dragon, of a color that you 
  select. You gain an enhancement bonus to your natural 
  armor equal to +3, +1 per two levels above 5th (to a 
  maximum of +5 at 9th level), as well as energy resistance 
  equal to twice your caster level (maximum of 20 at 10th 
  level) against the type of energy appropriate to the 
  color you select; acid (black or green), cold (white), 
  electricity (blue), or fire (red). Spell Compendium pg. 73 
   
  Insidious Rhythm – Enchantment (Compulsion) 
  [Mind-Affecting]; Level: Bard 2; Components: V, S; 
  Casting Time: 1 standard action; Range: Medium (100 
  ft. + 10 ft./level); Target: One creature; Duration: 1 
  minute/level; Saving Throw: Will negates; Spell 
  Resistance: Yes; You play a catchy, silly little tune that 
  gets stuck in the mind of the subject unless she 
  succeeds on a Will save. The endlessly recycling 
  melody makes it difficult for the subject to cast spells 
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 42 
  or perform any other action that requires mental focus. 
  The subject takes a -4 penalty on all Intelligence-based 
  skill checks and Concentration checks. Whenever the 
  target attempts to cast, concentrate on, or direct a spell, 
  she must succeed on a Concentration check (DC equal 
  to insidious rhythm’s save DC + spell’s level) or fail at the 
  attempt. Spell Compendium pg. 124 
   
  Phantom Threat – Illusion (Phantasm) [Mind-
  Affecting]; Level: Bard 1, Hexblade 1; Components: V, 
  S; Casting Time: 1 action; Range: Close (25 ft. + 5 ft./2 
  levels); Target: One creature; Duration: 1 round/level; 
  Saving Throw: Will negates; Spell Resistance: Yes; You 
  create the sensation in the subject’s mind that he is 
  threatened by more foes than he actually faces. Though 
  the subject doesn’t actually perceive any additional 
  enemies (and thus doesn’t waste any attacks on the 
  phantasm), a creature affected by this spell is 
  considered flanked, even if not threatened by other 
  creatures. No amount of convincing by others can help 
  the victim of this spell avoid its effect – only a 
  successful saving throw against the spell when initially 
  cast can help the target. Spell Compendium pg. 157 
   
  Resonating Bolt – Evocation [Sonic]; Level: Bard 4, 
  Sorcerer/Wizard 3; Components: V, S; Casting Time: 1 
  standard action; Range: 60 ft.; Area: 60-ft. line; 
  Duration: Instantaneous; Saving Throw: Reflex half; 
  Spell Resistance: Yes; You unleash a tremendous bolt of 
  sonic energy from your open hand, dealing 1d4 points 
  of sonic damage per caster level (maximum 10d4) to 
  each creature within its area. In addition, a resonating 
  bolt deals full damage to objects and can easily shatter 
  or break interposing barriers. If the bolt destroys a 
  barrier, it can continue beyond it if its range permits; 
  otherwise, it stops. Spell Compendium pg. 174 
   
  True Domination – Enchantment (Compulsion) 
  [Mind-Affecting]; Level: Domination 8; Components: 
  V, S; Casting Time: 1 standard action; Range: Medium 
  (100 ft. + 10 ft./level); Target: One humanoid of 
  Medium size or smaller; Duration: 1 day/level; Saving 
  Throw: Will negates; Spell Resistance: Yes; You can 
  control the actions of any humanoid that is Medium or 
  smaller. You establish a telepathic link with the 
  subject’s mind. If a common language is shared, you 
  can generally force the subject to perform as you 
  desire, within the limits of his abilities. If no common 
  language is shared, you can communicate only basic 
  commands, such as “Come here,” “Go there,” “Fight,” 
  and “Stand still.” You know what the subject is 
  experiencing, but you do not receive direct sensory 
  input from him. Subjects have a chance of resisting 
  this control (Will save to avoid the effects when the 
  spell is cast). Those affected by the spell and then 
  forced to take actions against their nature receive a 
  new saving throw with a penalty of -4. Obviously self-
  destructive orders may be carried out, unless the 
  subject can make a saving throw with the -4 penalty. 
  Once control is established, the range at which it can 
  be exercised is unlimited, as long as you and the 
  subject are on the same plane. You need not see the 
  subject to control it. Protection from evil or a similar spell 
  can prevent you from exercising control or using the 
  telepathic link while the subject is so warded, but it 
  does not prevent the establishment of domination or 
  dispel it. Spell Compendium pg. 224 
   
  Whirling Blade – Transmutation; Level: Bard 2, 
  Sorcerer/Wizard 2, Warmage 2; Components: V, S, F; 
  Casting Time: 1 standard action; Range: 60 ft.; Effect: 
  60-ft. line; Duration: Instantaneous; Saving Throw: 
  None; Spell Resistance: No; As you cast this spell, you 
  hurl a single slashing weapons at your foes, magically 
  striking at all enemies along a line to the extent of the 
  spell’s range. You make a normal melee attack, just as if 
  you attacked with the weapon in melee, against each 
  foe in the weapon’s path, but you can choose to 
  substitute your Intelligence or Charisma modifier (as 
  appropriate for your spellcasting class) for your 
  Strength modifier on the weapon’s attack rolls and 
  damage rolls. Even if your base attack bonus would 
  normally give you multiple attack rolls, a whirling blade 
  gets only one attack (at your best attack bonus) against 
  each target. The weapon deals damage just as if you had 
  swung it in melee, including any bonuses you might 
  have from ability scores or feats. No matter how many 
  targets your weapon hits or misses, it instantly and 
  unerringly returns to your hand after attempting the 
  last of its attacks. Spell Compendium pg. 238. 
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 43 
  DM’S AID 1 − PROCESS FOR SELECTING A REPLACEMENT MEMBER FOR THE CHAMBER 
  OF FOUR 
   
  1. 
  Furyondy is a monarchy. The ultimate decision is being made by King Belvor. 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 dominated by 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 can not 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. 
   
   
  
   
  FUR7-01 A Tune of Transmutation 
   
  Page 44 
  DM’S AID 2 – NAYN’S MANSION 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/597/Normal Scenarios/FUR7-01 - A Tune of Transmutation (APL 2-8)/FUR7-01 - A Tune of Transmutation.pdf