TEXT: RTK3-08
  The Fourth Assassin
  A One-Round D&D v3.5 LIVING GREYHAWK® 
  Ratik Regional Adventure
  Version 1.0
  Round 1
  by Matt Lau
  For the first time since her ascension to the throne, Lady Baroness Evaleigh has called into session the
  Noble Council of Lords to meet with the leaders of the most powerful and influential guilds in Ratik.  But
  with so many important personalities all gathered together in Marner, when an assassination plot is
  discovered, the intended victim could be anyone.  An adventure for APLs 2-10.
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of
  Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast,
  Inc.  Scenario  detail  copyright  2001  by  Wizards  of  the  Coast,  Inc.  ALL  RIGHTS
  RESERVED.  This  scenario  is  intended  for  tournament  use  only  and  may  not  be
  reproduced without approval of the RPGA Network. 
  
  This  is  an  RPGA®  Network  scenario  for  the
  Dungeons  &  Dragons®  game.  A  four-hour  time
  block has been allocated for each round of this
  scenario, but the actual playing time will be closer to
  three  hours.  The  rest  of  the  time  is  spent  in
  preparation before game play, and scoring after the
  game. The following guidelines are here to help you
  with both the preparation and voting segment of the
  game. Read this page carefully so that you know
  and can communicate to your players the special
  aspects of playing an RPGA scenario. 
  Preparation
  First you should print this scenario. This scenario
  was created to support double-sided printing, but
  printing it single sided will work as well. There is
  enough room along the inside margin to bind the
  adventure, if you desire. 
  Read this entire adventure at least once before
  you run your game. Be sure to familiarize yourself
  with  any  special  rules,  spells,  or  equipment
  presented in the adventure. It may help to highlight
  particularly important passages. 
  When you run an RPGA D&D adventure we
  assume  that  you  have  access  to  the  following
  books:  the  Player’s  Handbook,  the  Dungeon
  Master’s Guide, and the Monster Manual. We also
  assume that you have a set of dice (at least one d4,
  d6, d8, d10, d12, and d20), some scrap paper, a
  pencil, an RPGA scoring packet, and your sense of
  fun. It is also a good idea to have a way to track
  movement during combat. This can be as simple as
  a pad of graph paper and a pencil, as handy as a
  vinyl grid map and chits, or as elaborate as resin
  dungeon walls and miniatures.
  Instruct  the  players  either  to  prepare  their
  characters  now,  or  wait  until  you  read  the
  introduction, depending on the requirements of the
  scenario as described in the introduction. 
  Keep in mind that you must have at least four
  players (not counting the DM), for the game session
  to  be  a  sanctioned  RPGA  event.  As  well,  you
  cannot have more than seven players participating
  in the game.
  Once  you are  ready  to  play, it  is  handy to
  instruct each player to place a nametag in front of
  him or her. The tag should have the player’s name
  at the bottom, and the character’s name, race, and
  gender at  the  top.  This  makes  it easier for  the
  players (and the DM) to keep track of who is playing
  which character.
  The players are free to use the game rules to
  learn  about  equipment  and  weapons  their
  characters are carrying. That said, you as the DM
  can bar the use of even core rule books during
  certain times of play. For example, the players are
  not free to consult the Dungeon Master’s Guide
  when  confronted  with  a  trap  or  hazard,  or  the
  Monster Manual when confronted with a monster. 
  Some of the text in this scenario is written so
  that you may present it as written to the players,
  while other text is for your eyes only. Text for the
  players  will  be  in  gray  boxes.  It’s  strongly
  recommended that you paraphrase the player text
  instead of reading it aloud. Some of this  text is
  general  and  must  be  adapted  to  the  specific
  situation or to actions of the player characters.
  Scoring
  After the players have completed the scenario or
  the time allotted to run the scenario has run out, the
  players and DM score the game. The RPGA has
  three  ways  to  score  its  games.  Consult  your
  convention coordinator to determine which method
  to use for this scenario:
  1.
  No-vote scoring: The players write their names
  and RPGA numbers on the scoring packet grid.
  You fill in the top of the grid. That is all. No one
  is rated. This method is used for people who
  are just playing for fun.
  2.
  Partial  scoring:  The  players  rate  the  game
  master and the scenario on their player voting
  sheet,  and  provide  personal  information,  but
  don’t vote for other players. The game master
  rates the scenario and completes personal and
  event information, but does not rate the players
  as a team or vote for players. This method is
  used  when there  is  no  competition,  but  the
  event coordinator wants information on how the
  game  masters  are  performing,  or  the  game
  master  wants  feedback  on  his  or  her  own
  performance.
  3.
  Voting: Players and game  masters  complete
  the  entire  packet,  including  voting  for  best
  player. If this method is used, be sure to allow
  about 15-20 minutes for the players to briefly
  describe their characters to the other players,
  and about 5-10 
  minutes  for  voting.  This
  method is used when the players want to know
  who played the “best” amongst the group, or
  when the adventure is run in tournament format
  with winners and prizes. 
  When using voting, rank the players in order of your
  voting choice while they are completing their forms,
  so that you are not influenced by their comments on
  your abilities. It’s a good idea to have the players
  vote while you determine treasure and experience
  awards for the scenario. 
  After voting, give the Scoring Packet to your
  event coordinator. 
  This is a LIVING GREYHAWK Adventure.  As a
  LIVING adventure it is expected that players bring
  their own characters with them.  It players fo not
  
  have a LIVING GREYHAWK character generated,
  get a  copy of  the  current LIVING  GREYHAWK
  character generation guidelines, and a character
  sheet  from  your  convention  coordinator  or  the
  RPGA Web site, ant then have any players without
  a character create on.  Once all players have a
  LIVING GREYHAWK character, play can begin.
  Along  with  the  other  materials  that  you  are
  assumed to have in order to run a D&D game, it is
  also recommended that you have a copy of the
  LIVING GREYHAWK Gazetteer.
  Special  thanks  goes  out  to  my  editor  and
  playtesters.
  Living Greyhawk Levels of
  Play
  Because  players  bring  their  own  characters  to
  LIVING  GREYHAWK  games,  this  adventure’s
  challenges  are  proportioned  to  the  average
  character  level  of  the  PCs  participating  in  the
  adventure. To determine the Average Party Level
  (APL):
  1.
  Determine the character level for each of
  the PCs participating in the adventure.
  2.
  If  PCs  bring  animals  that  have  been
  trained for combat (most likely being war
  horses, dogs trained for war), other than
  those brought by virtue of a class ability
  (i.e.  animal  companions,  familiars
  paladin’s  mounts,  etc)  use  the following
  chart to determine the number of levels
  you  add  to  the  sum  above.  Add  each
  character’s  animals  separately. A  single
  PC may only bring four or fewer animals of
  this type, and animals with different CRs
  are added separately.
  CR
    
                      
    
  1          
    
  2          
    
  3          
    
  4  
  1/4 & 1/6
  0
  0
  0
  1
  1/3 & 1/2
  0
  0
  1
  1
  1
  1
  1
  2
  3
  2
  2
  3
  4
  5
  3
  3
  4
  5
  6
  4
  4
  5
  6
  7
  3.
  Sum the results of 1 and 2, and divide by
  the number of characters  playing in the
  adventure – round up.
  4.
  If you are running a table of six PCs, add
  one to that average.
  By  following  these  four  steps,  you  will  have
  determined the APL. Throughout this adventure,
  APLs categorize the level of challenge the PCs will
  face.  APLS  are  given  in  even-numbered
  increments. If the APL of your group falls on an
  odd  number,  ask  them  before  the  adventure
  begins whether they would like to play a harder or
  easier adventure. Based on their choice, use either
  the higher or the lower adjacent APL.
  APL also affects the amount of experience you
  may gain  at  the  end  of  the  adventure.  If  your
  character is three character levels or more either
  higher or  lower than the  APL this  adventure  is
  being played at, that character will receive only half
  of  the  experience  points  awarded  for  the
  adventure. This simulates the face that either your
  character was not  as  challenged as  normal,  or
  relied on help by higher-level characters to reach
  the objectives.
  Note:  LIVING  GREYHAWK  adventures  are
  designed for APL 2 and higher. Three or four, or
  sometimes even five 1st-level characters may find
  difficulty  with  the  challenges  in  a  LIVING
  GREYHAWK adventure. If your group is APL 1
  there are three things that you can do to help even
  the score.
  1.
  Attempt to create a table of six 1st-level
  characters,  or  try  to  enlist  higher-level
  characters to play at that table.
  2.
  Advise characters  to  buy riding dogs  to
  help protect them, and fight for them. All
  riding  dogs  are  considered  trained  to
  attack. PCs who want their dogs to attack
  must  succeed  at  a  Handle  Animal  or
  Charisma check (DC 10). Failure indicates
  that the animal will not attack that round.
  This is a free action (spoken command)
  that may be attempted each round. If an
  animal loses half or more hp in a single
  round  it  flees,  unless  another  check  is
  successful.
  Time Units and Upkeep
  This is a standard 1-round Regional adventure, set
  in Ratik.  Characters native to Ratik pay one Time
  Unit per round, all others pay two Time Units per
  round.  Adventurer’s Standard Upkeep costs 12gp
  per round.  Rich Upkeep costs 50gp per round.
  Luxury Upkeep costs 100gp per round.
  Adventure Summary and
  Background
  Lady Evaleigh has returned to Marner after being a
  prisoner in the slave camps of Bonemarch for the
  
  past  seven  years  (from  RTK3-07,  The  Fate  of
  Alain).  She has been regaining her health and
  taking  counsel  from  some  of  her  most  trusted
  friends (Sir Ardent Bentner, Hayv the Tactful, and
  Sir Hengon Mogotten), she has been made aware
  of the current state of confusion that her country is
  in.
  She has decided to call the Council of Lords into
  session, and also to invite the heads of the major
  guilds that are pushing for their own voice in the
  government.  She intends to do what she can to
  unify the leaders in her realm, to quell the infighting
  so  that  Ratik  can  concentrate  on  fighting  the
  enemies outside her borders.
  Marner  becomes  very  active  as  hundreds  of
  people arrive to see what events unfold.  One of
  those  is  an  assassin  sent  to  murder  Evaleigh,
  named Gryken.  His plan is to hire local assassins
  (four  of  them),  providing  them  with  special
  crossbow bolts to use against Evaleigh during her
  speech at the close of the council session in three
  days.  Meanwhile, he will disguise himself as a
  cleric of Trithereon and wait near the dais.  If even
  one of his snipers manages to at least wound her,
  that will allow him to get close enough (feigning an
  attempt to heal her) to finish her off.
  Marner security agents captured one of the locals
  hired for the assassination, and have determined
  that the man who provided the crossbow bolt had
  at least three more.  With their resources stretched
  thin offering protection to so many visiting nobles,
  Sir Ardent once again seeks outside help to see if
  the remaining three crossbow bolts can be tracked
  down.
  Encounter One:
  @
  Introduction
  The capital city of Marner has become crowded
  beyond the capacity of it’s walls.  It was a full
  week ago that the announcement was made.
  Archbaroness  Evaleigh  has  called  for  the
  Council of Lords to assemble.  This is the first
  time that the Council has been gathered since
  Baron  Lexnol  was  in  power,  before  Prince
  Alain  fell  in  the  Bone  March  campaign.   In
  addition  to  the  leaders  and  representatives
  from  the  noble  houses,  she  has  also
  summoned the heads of the most influential
  guilds  in  Ratik.   Also  attending  will  be  Sir
  General  Gatoril  of  the  Ratik  army  and  Sir
  Hengon Mogotten of the Academy of Wizardry
  and Sorcery.
  Determine  why  each  PC  is  in  Marner.  If  they
  participated in  The Fate of Alain, then they are
  here at the invitation of Evaleigh herself.  If they
  played either  Sparkling Gem of the North  or  A
  Many Faceted Gem,  then they have been invited
  by Sir Ardent Bentner.  If they have an influence
  point with the Ratikhill Academy, then they were
  invited by Hengon Mogotten.  In the event that
  they’ve not participated in any Ratik adventures,
  then it’s possible that another PC or trusted NPC
  vouches for their character to Ardent.
  You received a missive, delivered by a gray
  rider, urgently requesting a meeting with Sir
  Ardent Bentner, head of Marner Security.  You
  stand outside of the Pregnant Mule Inn looking
  for  him,  curious  about  the  details  of  this
  meeting.
  The PCs have not necessarily met prior to this
  point.  Once Encounter One occurs, they will have
  a chance to meet each other in action.
  Encounter One
  There  are  three  possible  encounters  for  the
  beginning of this adventure.  Randomly select one
  of them for this encounter.
  1A: Devonmeek Trial
  A small contingent from House Devonmeek arrives
  in Marner for the council session.  A party of Frost
  Barbarians of Clan Ghostbear come across them
  and attacks,  blaming  him  for  the battles  in the
  Timberway (the events in Skirmish and Warpath).
  The Fruztii quickly overcome the noble guards and
  their leader begins beating Ridderick Devonmeek
  with his fists (apparently to death unless stopped).
  •
  The Fruztii do not respond well to threats, so
  any opposed level checks  versus  Intimidate
  checks receive a +4 bonus.
  •
  A  Bluff  or  Diplomacy  check  (DC  20,  +4
  circumstance bonus if the PC has an influence
  point  with  Clan  Ghostbear)  will  cause  the
  Fruztii to stop and listen long enough to begin
  some sort of parlay.
  •
  If  a PC intervenes  without first  beginning a
  parlay,  then  the  Frost  Barbarians  attack
  unrelentingly.
  •
  If  a  PC  attempts  negotiation,  then  the
  barbarians  will  agree  to  a  trial  by  combat,
  although  they  demand  to  be  allowed  to
  execute Ridderick imediately once they win (in
  this  event,  the  Marner  Constabulary  will
  intervene  and  arrest  the  barbarians  before
  they get the opportunity).  The combat will be
  one PC versus  the barbarian leader, and if
  agreed to, can be non-lethal.
  Creatures:
  
  APL2:
  Fruztii Leader, male human War1: 9 hp.
  Fruztii Clansmen, male human War1(2): 6 hp ea.
  APL4:
  Fruztii Leader, male human Bbn1: 13 hp.
  Fruztii Clansmen, male human War1(3): 6 hp ea.
  APL6-10:
  Fruztii Leader, male human Bbn3: 32 hp.
  Fruztii Clansmen, male human War1(3): 6 hp ea.
  Development:
  If any PC kills a warrior of Clan Ghostbear (unless
  during the actual trial by combat) then they are
  stripped of any influence points of their clan.  If
  they  had  none  previously,  then  they  gain  the
  enmity of Clan Ghostbear.
  If a PC defeats the leader in honorable combat
  (without killing him or embarrassing him), then they
  earn the grudging respect of this group and an
  Influence Point with Clan Ghostbear.
  1B: Ukaloa Pickpocketed
  A young human thief snatches a coin pouch from
  Febal Ukaloa in the streets of Marner. Guessing
  that dwarves aren’t fast enough to catch him, he
  will make a clean getaway unless a PC attempts to
  intervene.
  •
  The thief has no desire to fight and will only try
  to flee.
  •
  The dwarves do not want the lad killed, just
  turned over to the authorities.
  •
  He will use cover/concealment and make use
  of  Bluff,  Hide  and  Move  Silently  skills  to
  attempt escape.
  Creatures:
  APL2-4:
  Marner Pickpocket, male human Exp1: 5 hp.
  APL6-10:
  Marner Pickpocket, male human Exp3: 15 hp.
  Development:
  Stopping the thief  and returning Febal Ukaloa’s
  coin purse will earn the rescuing PC an Influence
  Point with Clan Ukaloa.
  1C: Burning Effigy
  A large crowd of citizens has a large straw dummy
  that they are loudly proclaiming as Archbaroness
  Evaleigh.  They are being incited, by the local bard
  Bilsby  Songweaver,  to  burn  it  “since  Evaleigh
  herself  is  not  here  to  receive  the  torches.”   A
  squad of the Marner Constabulary stands watching
  but refuses to do anything.
  •
  A Sense Motive check (DC 12) will recognize
  that the mob is on the verge of violence and
  (DC 18) that Bilsby wants them to strike out.
  •
  A Spot check (DC 8) will reveal that the mob
  members are unarmored, and (DC 12) armed
  with only primitive clubs and torches.
  •
  If the PCs attempt to disperse the crowd prior
  to the burning, then they must succeed at a
  Diplomacy check (DC 15) for them to continue
  listening  (DC  25)  to  make  them  extinguish
  their torches and leave.
  •
  If the PCs do not stop the burning, then the
  dummy will burn and the crowd will start a
  small-scale riot.  Once this happens, PCs can
  only stop  them  with  the  use  of  area  effect
  spells.  All of these people are simply poorly
  armed commoners.  If PCs begin slaughtering
  people, then Erythnul rejoices and they have
  commited an evil act.
  •
  After  a  couple  minutes  a  squad  of  Ratik
  soldiers  stationed  at  Bastion  will arrive  and
  begin  subduing  the  rioters  with  non-lethal
  force.   They  will exchange  menacing  looks
  with the  Constables  standing  around before
  hauling off several people to prison.
  •
  Bilsby  Songweaver  will  turn  invisible  and
  escape into the crowd (DM Fiat).
  Development:
  If  the  PCs  manage  to  successfully  (peacefully)
  disperse the crowd and prevent the riot, without
  resorting  to  magical  manipulation,  then  they
  receive  an  Influence  Point  with  the  People  of
  Marner.
  Encounter Two
  Shortly after Encounter One a courier wearing the
  heraldry of the archbaroness’  household arrives
  outside the Pregnant Mule to escort the PCs to
  Bentner’s office.
  Sir Ardent Bentner has always been a man of
  distinctly  martial  bearing  and  a  figure  of
  authority.   The  man  you  see  before  you  is
  haggard and obviously fatigued.  He is giving
  instructions to several of his security agents
  as well as sergeants in the Ratik army before
  you  get  the  opportunity  to  speak  with  him.
  Once the others are dismissed he invites you
  into his office and greets you.
  “As  you  have  no  doubt  noticed,  Marner  is
  extremely busy these days.  A thousand or so
  
  people have arrived here since last week, and
  that’s  only  counting  those  inside  the  walls.
  The tent city outside the gates is teeming with
  even more people, that are waiting expectantly
  to  see  what  will  happen  in  the  council
  session.”
  “My security forces and the Constabulary are
  stretched  to  their  limit,  trying  to  maintain
  order,  and  also  ensuring  the  safety  of  the
  nobles  and  guild  leaders  who  are  arriving.
  That’s why I sought outside help for a matter
  that could be of extreme urgency.”
  Unfurling a long strip of leather on the top of
  his desk, Sir Ardent reveals a single crossbow
  bolt.  “One of my agents recovered this from a
  man living here in the city, a former soldier in
  the Keth militia.  Apparently during a drinking
  binge,  he  was  bragging  about  the  gold  he
  received  for  becoming  an  assassin.   A
  constable  overheard  and  tried to  apprehend
  him but killed him during the struggle.  The
  body was brought to the temple of Trithereon
  so that the clerics could divine any additional
  information about this so-called assassin.”
  “They learned the following: this man received
  the crossbow bolt to slay a specific person in
  Marner.  The man who provided him with the
  bolt  also  had  three  additional  bolts  that  he
  intended to give to three other assassins here
  in the city.  Unfortunately, the clerics could not
  determine  who the target was, or if all four
  assassins  were  even  targeting  the  same
  person.  There are so many influential leaders
  in Marner right now, any one of them could be
  a target.”
  “We need any help we can get.  Can we count
  on you?”
  Regarding the assassin’s bolt:
  •
  The crossbow bolt is adamantine-tipped and
  holds  a  reservoir  of  black  lotus  extract—an
  extremely deadly poison.  Roughly three times
  the amount needed to kill a human.
  •
  According to one of the wizards at the Ratikhill
  academy—Jeron Redwater—the bolt has an
  arcane  enchantment  that  is  designed  to
  bypass magical protections.
  •
  It also appears to be warded to prevent it from
  being the  subject  of  detection  magic.   The
  clerics were unable to track the other bolts.
  •
  Ardent will not release the bolt to the PCs.
  Hints for Searching:
  •
  Since we don’t know who the target is, I would
  not recommend trying to tail any of the nobles
  or guild leaders who could be potential targets.
  •
  Just  find  what  information  you  can,  and
  anything  that  you  think  is  immediately
  important, report back to me here.
  •
  If you can’t turn up any clues on your own,
  seek  help  at  the  Temple  of  Trithereon.
  Perhaps they can guide you with divine magic.
  Once the PCs have asked all their questions, Sir
  Ardent concludes with:
  “The Council of Lords is scheduled to adjourn
  in  three days  time.   The following  morning,
  Lady Evaleigh will be making an address to the
  people of Marner regarding the resolutions of
  the council.  During her speech, not only will
  she be an exposed target, each of the noble
  representatives will be seated near the front of
  the stage as well.  If an assassin is going to
  attempt a strike, that’s most likely where they
  would do it.”
  “Here, why don’t  you hold  on to this.”  Sir
  Ardent places a silver insignia on his desk;
  The badge of a security agent of Marner.  “You
  are acting on behalf of the Archbarony now.
  Good luck.”
  Encounter Three
  The investigation portion of this adventure is rather
  open-ended.   This  section  covers  different
  methods of obtaining clues.  In three days time,
  the Council of Lords will adjourn and Evaleigh will
  make  a  public  address  to  the  citizens  of  Ratik
  outside of her estate.  At this time, Sir Ardent will
  summon the PCs to attend the speech (whether or
  not they have recovered all three of the crossbow
  bolts) and skip to Encounter Seven.
  During the three day period, the PCs determine
  which leads to track, when to sleep, etc… If they
  push  themselves  without  sleep  then  they  may
  become subject to fatigue.
  After the  first  24 hours without sleep, each PC
  must make a Constitution check (DC 10, +2 per
  extra  hour).   If  the  check  fails,  the  character
  becomes  fatigued  (-2  penalty  to  Strength  and
  Dexterity, cannot run or charge).  PCs must rest
  for a complete 8 hours to negate the effects of the
  fatigue  (and  can  then  continue  for  another  24
  hours without the need for Constitution checks).
  Gather Information:
  Each  Gather  Information  skill  check  requires
  roughly four hours and the expenditure of 1d6 gp.
  
  If they are not looking for specific information, then
  roll  on  the  “General”  chart.   Once  they  begin
  developing leads, they can make skill checks for
  specific subjects found in the charts below.
   
  If  they  are  seeking  specific  information  on  a
  subject  that is  not listed below, then  on a skill
  check of 15 or greater, the PC realizes that the
  information they are tracking is probably a dead
  end.
  •
  General
  10: Assassins?
  20: A potential lead (roll 1d6, reroll duplicate
  results)
  1:  I  overheard  some  soldiers  from  the
  Bredivan  militia talking  about an opportunity for
  revenge, but that could mean anything.
  2:
  Tormund Ukakane  was already targeted
  for assassination a couple years ago.  I heard that
  there are still assassins trying to collect the price
  on his head (dead end).
  3:
  A  hunter  from  House  Keth  arrived  in
  Marner several days ago.  He’s been spending an
  awful lot of coin, but he hasn’t sold the furs he
  brought with him yet.  Maybe he’s the assassin.  I
  don’t know his name, but the Hunting Guild would
  know him.
  4:
  I heard that there’s a new thieves guild
  operating in Marner.  They’d be your best bet for
  finding an assassin.
  5:
  A few riders from  Irwynn’s Blackshields,
  renegade  cavaliers,  were  seen  coming  into  the
  city.  They have no business being in Marner since
  the guilds  placed a price on their heads (dead
  end).
  6:
  I heard that the guilds were planning to
  use the Marner Constabulary in force against the
  Ratik  nobility  unless  Evaleigh  gives  in  to  their
  demands for power.  There is supposedly a group
  of Shadow Constables that execute enemies of the
  merchant guilds (dead end).
  •
  Subject: Bredivan Soldiers
  10: Some soldiers from House Bredivan came
  in as part of the noble escort.  They’re camped
  outside the city walls in the tent town.
  15: Those soldiers are angry as hell with the
  archbaroness  and  the  general,  for  not  helping
  them defend their freehold.  They’re armed at all
  times  it  seems  too.   Why,  yes,  now  that  you
  mention  it  I  think  they  all  are  armed  with
  crossbows…
  20: There is a redheaded lady soldier camped
  out with the Bredivan militia.  I saw her in town
  yesterday,  at  three  different  times  going  into
  Lymon Gemsplitter’s shop.  How much business
  could a militia soldier do with a gnome jeweler?
  20+APL: I just saw the lady you’re looking for!
  She was crying and heading towards (wherever
  she is right now, see Encounter Four).
  •
  Subject: Hunting Guild
  10: A couple score of men who can drop a
  wolf in its tracks at a hundred paces.  I suppose if
  you wanted to assassinate someone, anyone in
  the Hunter’s Guild could do the job.
  15: I saw a hunter waving around a lot of gold
  over at the guild hall.  When one of his buddies
  asked him where he got it all, he answered “Let’s
  just say there are more profitable things to shoot
  than a wolf in Ratik,” while patting his crossbow.
  20:  Most  hunters  in  the  guild  favor  the
  longbow.  If you’re looking for a man who’s an
  expert  with  a  crossbow,  then  the  man  you’re
  looking for is Adem Shadowlure.
  20+APL: Adem Shadowlure!  I just saw him
  over at (wherever he is right now, see Encounter
  Five).
  •
  Subject: Vermin/Thieves Guild
  10: There is no thieves guild in Marner.  The
  only organization of thieves in these parts is the
  Left  Hand, and  they aren’t exactly a  guild… or
  organized at all.
  15: The  only thieves guild I  know of  is  the
  Vermin, but their main territory is down in Ratikhill
  in the Bresht freehold.  *A Knowledge (local) or
  Bardic Knowledge check (DC 15) will recall that
  the  Vermin  are  rumored  to  be  composed  of
  lycanthropes.
  20: I heard that the Vermin placed a splinter
  cell of thieves here in Marner.
  20+APL: Yes the Vermin are here, and one of
  their wererat leaders is in charge of the pack in
  Marner.  I saw the beast lurking around the docks
  near one of the storage warehouses (Encounter
  Six).
  Divination:
  Either a PC may attempt a divination spell, or they
  may visit the temple of Trithereon where one of
  their  clerics  will  cast  it,  provided  they  pay  an
  offering of  25 gp (spell component cost).   The
  temple may only cast a single divination per day.
  Divination  will  give  one  of  the  following  clues
  regarding one of the assassins.  Select a clue that
  they need, not one for an assassin that they have
  already caught.
  •
  The Hunter
  A hunter of wolves becomes a hunter of man.
  A trader of furs becomes a trader of souls;
  Losing both his and another for fifty crowns.
  
  He  rests  in  familiar  surroundings,  more  at
  home with the animals.
  A faithful companion at his heels.
  The comforting flutter of wings.
  A Knowledge (local) check (DC 10) will recall that
  there is a Hunter’s Guild here in Marner made up
  mostly  of  woodsmen  living  in  the  northernmost
  noble houses of the Timberway, and also (DC 20)
  if someone ponders the meaning of the dog and
  bird;  that  there  is  an  inn  in  Marner  called  the
  Hound and Quail.
  •
  The Soldier
  Once a soldier defending her lord.
  Wracked with sorrow at each loss in battle.
  Friends, allies, a lover and a child.
  Invaders occupy the home and land she loves.
  Now she seeks to fill that loss with the death of
  another;
  And the three fiery gems that paid for that life.
  A Knowledge (local) check (DC 5) will recall that
  the only portion of Ratik to fall to invaders is the
  freehold of  House  Bredivan, so  they should be
  able to reason out that this assassin is a woman
  from the Bredivan militia (and was paid with three
  gems).
  •
  The Vermin
  No stranger to the ways of the assassin this
  one.
  Surrounded by filth and disease and others of
  his ilk.
  Scurrying in the darkness.
  Born of a human man and woman.
  Now a child of the moon.
  If anyone can’t come up with Lycanthrope out of
  that then they deserve to not find this assassin.
  Once the PCs piece together either a lycanthrope
  or wererat then allow a Knowledge (local) check
  (DC 15) to recall that the thieves guild known as
  the Vermin is rumored to be composed of a large
  number of  were-beasts,  and also (DC 20)  they
  operate primarily out of Ratikhill and are not known
  to have a presence in Marner.
  Scrying:
  If attempting to scry for just “one of the assassins
  in Marner,” then randomly select one of the four
  (including Gryken, the true assassin) and roll a Will
  saving throw at +10.  If the target’s save fails, then
  the  PC  can  view  that  target  at  his/her  current
  location.
  If they know at least something about the identity
  of the assassin (a red-headed woman with three
  rubies), then the Will saving throw is only at +5.
  If the  scry spell is successful, then a Knowledge
  (local)  check  (DC  10)  by  the  scrying  PC  will
  recognize the location that the target of the spell is
  currently at (DC 15, for a PC that has the scene
  described  to  them  by  the  scryer)  except  for
  Gryken.
  Gryken , for the duration of the three days, sits and
  meditates in a featureless room with no lights.  If
  the PC can see him with darkvision, then his entire
  body and  face  is  wrapped in  loose  bundles  of
  cloth,  but  they  get  no  clues  as  to  his  current
  location.
  Other Methods:
  Allow creative uses  of  skills  such  as  Bluff  and
  Intimidate to work depending on the situation, and
  assuming that the PCs at least have some kind of
  starting  point  to  work  from.   For  example,
  intimidating some commoners over at the Hunting
  Guild  could  produce  results  similar  to  Gather
  Information  checks  on  that  topic,  however,
  roughing up random strangers is a good way to get
  themselves hauled into jail themselves.
  Encounter Four
  The Soldier
  Julik Ferrian, a soldier in the Bredivan militia.  She
  served  alongside  her  husband  in  the  defensive
  battles against the orc and gnoll invaders.  Her
  husband  was  killed  during  the  invasion  of  the
  Ungoblin’s forces.  Her home was overtaken and
  her  daughter  killed  during  the  occupation
  movement.  She blames Evaleigh’s lack of support
  for the fall of her homelands.  She agreed to the
  assassination, as a way to exact revenge.  She is
  not evil, and has had second thoughts, but at the
  same time does not believe she has anything to
  live for.  She carries the crossbow bolt with her at
  all times.
  Where the PCs locate Julik depends on the time of
  day (see below).  In a confrontation with Julik, the
  PCs  could  potentially  capture  her  and  the
  crossbow bolt peacefully.  A Diplomacy check (DC
  20)  will  cause  her  to  lose  her  resolve  and
  surrender herself.  An Intimidate check (opposed
  by 1d20 + Level + Wisdom modifier) will also cow
  her into submission.
  
  •
  Morning to Afternoon: She has been looking
  for a place to sell the three rubies given to her
  as  payment  for  the  assassination  attempt.
  She  has  been  to  every jeweler,  fence  and
  antique shop in the city at least twice.  But
  each time  she has  been offered  a  price  in
  gold, she has refused to sell.  If the PCs stake
  out any of a number of shops, then they will
  encounter Julik alone on the street.
  •
  Afternoon to Evening: During these hours she
  wanders the streets of Marner.  Most likely she
  will not be found during this time, unless the
  PCs score a high enough Gather Information
  check during these hours.
  •
  Evening to Morning: she will be found outside
  the  city  walls  within  the  encampment  of
  Bredivan  soldiers  amidst  a  virtual  village  of
  tents.  She will be asleep, although there will
  always be a soldier or two awake.  If the PCs
  confront her at this time, then the Bredivan
  soldiers rise to her defense, loudly disclaiming
  any authority of the archbaroness’ agents over
  them.  Only a Diplomacy check (DC 30 + APL)
  will deter the soldiers from battling to protect
  her (any Influence Points with House Bredivan
  will grant a +4 circumstance bonus).  If the
  PCs relent and try to follow her or capture her
  later,  then  there  will always  be  a  group  of
  soldiers with her from that point on wherever
  she goes.
  Creatures:
  APL2 (EL 2)
  Julik Ferrian, female human Ftr1: hp 12.
  Militia Soldier, male human War1(2): hp 5 ea.
  APL4 (EL 3)
  Julik Ferrian, female human Ftr3: hp 28.
  Militia Soldier, male human War1(3): hp 5 ea.
  APL6 (EL 4)
  Julik Ferrian, female human Ftr5: hp 44.
  Militia Soldier, male human War1(4): hp 5 ea.
  APL8 (EL 6)
  Julik Ferrian, female human Ftr5: hp 44.
  Militia Soldier, male human Ftr2 (6): hp 17 ea.
  APL10 (EL 8)
  Julik Ferrian, female human Ftr5: hp 44.
  Militia Soldier, male human Ftr2 (6): hp 17 ea.
  Development:
  If captured peacefully she will tell the PCs that her
  target was Archbaroness Evaleigh.  If forced into
  combat, she will revert to her soldier mentality and
  not relinquish any helpful information to the PCs by
  anything short of magical coercion.
  Encounter Five
  The Hunter
  Adem Shadowlure, a Ranger and member of the
  Marner Hunting Guild.  He arrived in Marner from
  the  Keth  freehold  a  few  days  before  being
  approached  by the  assassin.   He  has  a  large
  supply of skins and furs that were poached illegally
  from  the  Abonhoth  freehold.   He  was  in  the
  process of moving his goods through the guild hall
  when he was approached by the assassin.  Having
  no qualms about killing humans (having killed a
  few  who  tried  to  interfere  with  his  hunting  in
  protected lands), he agreed to the assassination
  for a price of fifty gold.  He has been squandering
  a good deal of his gains during the last few days,
  while still taking care of his business with the guild.
  The crossbow bolt is in his room at the Hound and
  Quail inn hidden atop a rafter (Search DC 20).
  Where the PCs locate Adem depends on the time
  of  day  (see  below).   He  is  arrogant  and  any
  confrontation or show of force will cause him to
  attack immediately with lethal force.
  •
  Morning to Afternoon: He will be sleeping off
  his drink in his private room at the Hound and
  Quail.  The Hound is a two-story inn, with a
  kitchen, dining, and common room downstairs
  and private rooms  upstairs.  If  encountered
  during  these  hours,  he  will be  considerably
  hung  over  (-2  penalty  to  Strength  and
  Dexterity).  However his allies in the hunting
  guild are also in the inn and will come rushing
  to his aid during a fight.  Half will be in the
  common  room  downstairs  and  the  rest  in
  rooms upstairs.
  •
  Afternoon to Evening: He will be at the Hunting
  Guilds hall, overseeing the sales of his furs
  and skins.  A number of guild members will
  always be in the hall with him, and they will
  defend him if a combat ensues here.
  •
  Evening to Morning: he will be carousing at
  any of  a number  of  taverns  until daybreak.
  There will be a number of allies with him taking
  advantage of his exuberant spending and they
  will defend him.
  Creatures:
  APL2 (EL 2)
  Adem Shadowlure, male human Rgr1: hp 10.
  Hunters, male human Exp1 (2): hp 4 ea.
  APL4 (EL 4)
  Adem Shadowlure, male human Rgr4: hp 31.
  
  Wolf Companion: hp 13.
  Hunters, male human Exp1 (3): hp 4 ea.
  APL6 (EL 6)
  Adem Shadowlure, male human Rgr6: hp 51.
  Advanced Wolf Companion: hp 30.
  Hunters, male human Exp1 (4): hp 4 ea.
  APL8 (EL 8)
  Adem Shadowlure, male human Rgr8: hp 65.
  Advanced Wolf Companion: hp 30.
  Hunters, male human Exp1 (6): hp 4 ea.
  APL10 (EL 10)
  Adem Shadowlure, male human Rgr10: hp 79.
  Advanced Wolf Companion: hp 30.
  Hunters, male human Exp1 (4): hp 4 ea.
  Development:
  Adem will not cooperate or reveal any information
  willingly.  A successful Intimidate check  against
  him will force him to reveal that his target was
  Archbaroness Evaleigh.
  Encounter Six
  The Vermin
  This cell of the Vermin recently arrived in Marner
  to  test  the  efficacy  of  the  security  forces  and
  determine if it would be profitable to operate here.
  When Grat, one of their members was approached
  by the  assassin,  he  agreed  to the  job,  but  his
  superiors were upset by his accepting such a high-
  profile  job  before  they  had  a  chance  to  even
  establish  a  presence  in  Marner.   Rather  than
  renege on the contract though, the leaders of the
  Vermin sent word from Ratikhill for Grat to honor
  the contract, but to halt all other operations in order
  to keep as low a profile as possible.  Because of
  this,  the  only  place  that  the  Vermin  will  be
  encountered  prior  to  the  actual  assassination
  attempt,  is  in  their  makeshift  headquarters  (a
  warehouse near the docks that is vacant for the
  season).  Grat carries the crossbow bolt with him,
  waiting for the time of the assassination.
  The  warehouse  is  roughly 30  ft.  by 50  ft.  and
  littered  with  debris  and  filth.   There  is  a  front
  entrance that is trapped (see below), and large,
  sliding, cargo doors in the rear facing the docks
  (opening  these  automatically  alerts  everyone
  inside to intruders).
  Trap:  any tampering with the doorknob causes a
  blade to scythe from beneath the door at the feet
  of anyone standing in front of it.
  APL4
  Scything Blade Trap: CR 1; mechanical; touch
  trigger;  manual  reset;  Atk  +8  melee  (1d8/x3);
  Search DC 21; Disable Device DC 20.
  APL6/8
  Scything Blade Trap: CR 3; mechanical; touch
  trigger; manual reset; Atk +15 melee (1d12+8/x3);
  Search DC 21; Disable Device DC 20.
  APL10
  Scything Blade Trap: CR 4; mechanical; touch
  trigger; manual reset; Atk +20 melee (2d4+8/x4);
  Search DC 21; Disable Device DC 20.
  Creatures:
  APL2 (EL 2)
  Grat, male wererat Rog1: hp 14.
  APL4 (EL 5)
  Grat, male wererat Rog3: hp 33.
  Vermin cutpurses, male human Rog1(3): hp 6 ea.
  APL6 (EL 8)
  Grat, male wererat Rog6: hp 47.
  Vermin cutpurses, male human Rog1(6): hp 6 ea.
  APL8 (EL 10)
  Grat, male wererat Rog8: hp 63.
  Vermin afflicted, male wererat Rog1(6): hp 11 ea.
  APL10 (EL 12)
  Grat, male wererat Rog10: hp 74.
  Vermin afflicted, male wererat Rog1(11): hp 11 ea.
  Development:
  Grat will reveal that his target was Archbaroness
  Evaleigh  only  if  they  agree  to  let  him  go  in
  exchange for this information.  The remainder of
  the  Vermin  do  not  know  the  details  of  the
  assassination.
  Encounter Seven
  Regardless of the progress the PCs have made,
  on the morning of the fourth day, Marner Security
  agents inform the PCs they should call off their
  search and come to the platform where Evaleigh is
  making her address.
  A large area of the grounds outside of the
  Archbaroness’  estate  has  been  cleared  of
  street vendors and carts.  A platform has been
  erected for Evaleigh to make her address, and
  people  crowd  their  way  into  the  square.
  Standing on the platform are a half-dozen Ratik
  
  soldiers watching the crowd for any signs of
  violence.  Standing aside the platform is a high
  priest of Trithereon.
  Eventually  the  gates  of  the  estate  are
  opened and Evaleigh, dressed in regal finery,
  marches  towards  the  platform,  accompanied
  by four of her household guards.  Many of the
  members of the crowd jeer and hurl insults at
  her approach.  Evaleigh seems apprehensive
  as  she  ascends  the  platform,  clutching  her
  hands together nervously.
  If the PCs did not uncover all of the assassins,
  then they should be busily scanning the crowd for
  any snipers.  Assume they have three rounds to
  act before Evaleigh takes the stage and presents
  herself as a target. Each round PCs roll a Spot
  check (see DC below) to locate an assassin. If
  there is more than one assassin in the crowd, then
  the first Spot check only detects the more obvious
  one.  Additional Spot checks to keep looking count
  as a move equivalent action.
  Moving  through  the  crowd  counts  as  hindering
  terrain and running or charging is impossible.  Also
  any ranged or reach attacks that either originate
  from  or  target  someone  at  street  level,  are
  considered to be behind cover (in the form of one
  or  more  panicked  bystanders)  and  risks
  inadvertently harming an innocent.
  The  Soldier  (Spot  DC  15)  is  pushing  her  way
  through the crowd towards the stage.  She intends
  to fire her bolt at point blank range (30 feet) then
  allow herself to be killed by Evaleigh’s guards.
  The Vermin (Spot DC 20 + APL) is in hybrid form
  in  an  alleyway  between  two  shops  facing  the
  stage.  On round three he will climb on top of some
  barrels for a clear shot.  He is roughly 80 feet from
  the stage.
  The Hunter (Spot DC 25 + APL) is on the roof of
  Lymon Gemsplitter’s jewelry shop.  The shop is off
  to the right of the stage about fifty feet, and the
  roof is about ten feet high (Climb DC 15).
  •
  If  one  of  the  snipers  manages  to  shoot
  Evaleigh, then Gryken (disguised as the cleric
  of Trithereon) will rush to the top of the stage
  and give her a vial to drink—supposedly anti-
  toxin, but actually an additional dose of black
  lotus extract.  He will then cast his obscuring
  mist then flee.
  •
  If  a  combat  breaks  out  with  a  sniper,  but
  Evaleigh is not hit, then Gryken will cast his
  obscuring  mist,  leap  onto  stage  while
  commanding the guards  to  force the crowd
  away from  the stage, then perform a death
  attack against Evaleigh.
  •
  If there are no assassins left, then Gryken will
  call  for  a  blessing  to  Trithereon  before
  Evaleigh’s speech begins then cast obscuring
  mist, leap onto stage,  and  attempt  a death
  attack with his poisoned dagger.
  Creatures:
  Evaleigh’s Double, female, human Com1:  AC
  10, hp 3.
  Guards,  male  human  War1:  AC  15,  hp  5.
  Chainmail and spears.
  APL2 (EL 5)
  Gryken, male human Exp5/Asn1: hp 38.
  APL4 (EL 7)
  Gryken, male human Mnk6/Asn1: hp 51.
  APL6 (EL 9)
  Gryken, male human Mnk8/Asn1: hp 74.
  APL8 (EL 11)
  Gryken, male human Mnk10/Asn1: hp 90.
  APL10 (EL 13)
  Gryken, male human Mnk12/Asn1: 106.
  Conclusion
  As the confusion subsides, a murmur spreads
  throughout the crowd.  Whispered voices say
  over and over again, “Evaleigh.”  Ascending
  the platform is Archbaroness Evaleigh.  She is
  identical in appearance to the woman that first
  stood on stage, but this Evaleigh holds her
  head high, walking with grace and dignity.
  If her double was killed during the combat:
  She kneels beside her slain double, a touch of
  sadness  tainting  her  noble  demeanor.   She
  raises  a  hand  and  summons  several  of  her
  guards  to  carry  the  body  to  the  Temple  of
  Trithereon.   She  then  stands  and  turns  to
  address the crowd.
  The formerly hostile crowd seems unsure
  how to respond.  Evaleigh speaks in a clear,
  majestic voice and begins her speech.  One
  voice in the crowd yells out loudly in derision
  and many others respond in kind.  The soldiers
  grip their spears with both hands prepared for
  the  worst,  but  Evaleigh  continues  on,
  undaunted.
  
  For  tense  minutes  she  expresses  the
  sorrow  and  regret  of  her  actions.   She
  apologizes to the people of Ratik and to the
  noble lords who have suffered because of her
  decisions.  Evaleigh’s sincerity silences some
  of the voices in the crowd, but others continue
  their verbal barrage.
  Evaleigh’s  voice  takes  on  a  much  more
  grim tone as she reveals the secret behind her
  apparent inactivity.  With anguish she relates
  the horrors she suffered in the slave camps of
  Spinecastle.  The crowd falls silent during her
  narrative, their anger seemingly giving way to
  shame.
  Strength then returns to her voice as she
  addresses  the  merchant  guilds  and  berates
  them for their demands.  For their own failure
  to  act  in  defense  of  the  archbarony.   She
  promises to take immediate action to reclaim
  the  Bredivan  freehold.   To  restore  relations
  with Ratik’s allies to the north.  To renew the
  glory of the archbarony and to ensure that its
  citizens  will  have  the  opportunity  to  live  in
  prosperity and security.  With her last words,
  “Our greatest strength lies not in our numbers,
  but in our unity!” her subjects begin to cheer.
  The full text of Evaleigh’s speech is in Appendix 1.
  As  Evaleigh  leaves  the  stage,  many  of  the
  nobles appear satisfied by her words.  Many of
  the  merchant  and  guild  leaders  slink  away
  sullenly  with  their  retinues  following  behind
  them.   The  citizens  of  Marner  continue  to
  cheer, apparently excited about the prospects
  for the future of their country.
  The End
  Experience Point Summary
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign  the  experience  award.   Award  the  total
  value  (objectives  plus  roleplaying)  to  each
  character.
  Encounter Four
  Defeat/Capture the Soldier
  APL2 60 xp;  APL4 90 xp; APL6 120 xp; APL8
  180 xp;  APL10 240 xp 
  Encounter Five
  Defeat/Capture the Hunter
  APL2 60 xp;  APL4 120 xp; APL6 180 xp; APL8
  240 xp;  APL10 300 xp.
  Encounter Six
  Survive the Trap
  APL4 30 xp;  APL6 90 xp; APL8 90 xp; APL10
  120 xp.
  Defeat/Capture the Vermin
  APL2 60 xp;  APL4 150 xp; APL6 240 xp; APL8
  300 xp;  APL10 360 xp.
  Encounter Seven
  Defeat/Capture the Assassin
  APL2 150 xp;  APL4 210 xp; APL6 270 xp;
  APL8 330 xp;  APL10 390 xp.
  Story Award
  Quell the random disturbance (in Encounter 1)
  APL2 30 xp;  APL4 30 xp; APL6 30 xp;
  APL8 30xp; APL10 30 xp.
  Evaleigh’s Double Survives (in Encounter 7)
  APL2 30 xp;  APL4 30 xp; APL6 30 xp;
  APL8 30xp; APL10 30 xp..
  Discretionary roleplaying award
  APL2 60 xp;  APL4 60 xp; APL6 60 xp;
  APL8 60 xp; APL10 60 xp.
  Total possible experience: 
  APL2  450 xp;  APL4 720 (675) xp; APL6 1020
  (900) xp; APL8 1260 (1025)xp; APL10 1530
  (1350) xp;
  Treasure Summary
  During  an  adventure,  characters  encounter
  treasure, usually finding it in the possession of their
  foes.  Every encounter that features treasure has a
  “treasure” section within the encounter description,
  giving information about the loot, coins, and magic
  items that make up the encounter’s treasure.
  The loot total is the number of gold pieces each
  character gains if the foes are plundered of all their
  earthly possessions.  Looting the bodies takes at
  least 10 minutes per every 5 enemies, and if the
  characters cannot take the time to loot the bodies,
  they  do  not  gain  this  gold.   If  you  feel  it  is
  reasonable that characters can go back to loot the
  bodies, and those bodies are there (i.e., not carted
  off  by  dungeon  scavengers,  removed  from  the
  scene by the local watch, and so on), characters
  may return to retrieve loot.  If the characters do not
  loot the body, the gold piece value for the loot is
  subtracted from the encounter totals given below.
  The coin total is the number of gold pieces each
  character gains if they take the coin available.  A
  normal adventuring party can  usually gather this
  wealth in a round or so.  If for some reason, they
  pass up this treasure, the coin total is subtracted
  from the encounter totals given below.
  
  Next,  the  magic  items  are  listed.   Magic  item
  treasure is the hardest to adjudicate, because they
  are varied and because characters may want to use
  them during the adventure.  Many times characters
  must cast identify, analyze dweomer or similar spell
  to  determine  what  the  item  does  and  how  to
  activate it.  Other times they may attempt to use the
  item blindly.  If the magic item is consumable (a
  potion, scroll, magic bolts, etc.) and the item is used
  before  the  end  of  the  adventure,  its  total  is
  subtracted from the adventure totals below.
  Once you have subtracted the value for unclaimed
  treasure from each encounter add it up and that is
  the number of gold pieces a characters total and
  coin value increase at the end of the adventure.
  Write  the  total  in  the  GP  Gained  field  of  the
  adventure certificate.  Because this is a Regional
  scenario,  characters  may  spend  additional  Time
  Units  to  practice  professions  or  create  items
  immediately after the adventure so this total may be
  modified by other circumstances.
  L = Looted gear from enemy; C = Coin, Gems,
  Jewelry, and other valuables; M = Magic Items.
  Encounter Four—Soldier
  APL 2: L: 26 gp; C: 30 gp; M: 0 gp
  APL 4: L: 26 gp; C: 30 gp; M: 0 gp
  APL 6: L: 56 gp; C: 30 gp; M: 0 gp
  APL 8: L: 56 gp; C: 30 gp; M: 0 gp
  APL 10: L: 56 gp; C: 30 gp; M: 0 gp
  Encounter Five—Hunter
  APL 2: L: 59 gp; C: 5 gp; M: 20 gp; darkwood
  buckler
  APL 4: L: 59 gp; C: 5 gp; M: 20 gp
  APL 6: L: 59 gp; C: 5 gp; M: 20 gp
  APL 8: L: 59 gp; C: 5 gp; M: 20 gp
  APL 10: L: 59 gp; C: 5 gp; M: 20 gp
  Encounter Six—Vermin
  APL 2: L: 3 gp; C: 20 gp; M: 0 gp
  APL 4: L: 34 gp; C: 20 gp; M: 0 gp
  APL 6: L: 56 gp; C: 20 gp; M: 0 gp
  APL 8: L: 86 gp; C: 20 gp; M: 0 gp
  APL 10: L: 111 gp; C: 20 gp; M: 0 gp
  Encounter Seven—Assassin
  APL 2: L: 38 gp; C: 0 gp; M: 0 gp
  APL 4: L:  38  gp; C:  0 gp;  M: 100 gp;  +1
  bracers of armor 
  APL 6: L:  38  gp; C:  0 gp;  M: 400 gp;  +2
  bracers of armor
  APL 8: L: 8 gp; C: 0 gp; M: 630 gp; +1 dagger,
  +2 bracers of armor
  APL 10: L: 8 gp; C: 0 gp; M: 1530 gp;  +1
  dagger,  +2  blinding  bracers  of  armor,  ring  of
  counterspells.
  Reward from the Archbarony
  APL2: C: 200 gp
  APL4: C: 300 gp
  APL6: C: 300 gp
  APL8: C: 300 gp
  APL10: C: 300 gp
  Total Possible Treasure
  APL 2: 401 gp (400)
  APL 4: 632 gp (600)
  APL 6: 974 gp (800)
  APL 8: 1214 gp (1250)
  APL 10: 2139 gp (2100)
  Special
  Influence Point with Clan Ghostbear
  Enmity  of  Clan  Ghostbear:  this  PC  has  a
  permanent  -4  circumstance  bonus  on  any
  Diplomacy or related skill check with any of the
  Fruztii of Clan Ghostbear.
  Influence Point with Clan Ukakane
  Influence Point with the People of Marner: this PC
  gains  a  +2  circumstance  bonus  on  any  public
  Diplomacy or Perform checks in the city of Marner.
  This bonus can be applied to a Perform check to
  earn  additional  income  following  a  regional
  adventure that takes place in the City of Marner.
  Items to Appear on the AR:
  APL2: darkwood buckler
  APL6: +2 bracers of armor
  APL  10:  +2  blinding  bracers  of  armor  (these
  function as normal  +2 bracers of armor that also
  have the blinding ability.  The bracers flash with a
  brilliant light up to twice per day upon command of
  the  wielder.   Anyone  within  20 feet  except  the
  wielder must make a DC 14 Reflex save or be
  blinded for 1d4 rounds).  Moderate evocation; CL
  7th; Craft  Magic Arms  and Armor,  searing light;
  Price 9000 gp.
  Ring of counterspells
  
  Appendix 1—Evaleigh’s Speech
  Citizens of Ratik I beg your forgiveness.  For years I have failed to hear your voices.  I have failed to
  act in the name of our country.  I have failed to serve you in the way that you deserve.  I have failed to
  wear the power and resources of the crown I was given.
  To the noble leaders of the fourteen freeholds of Ratik, I seek forgiveness from you as well.  I have
  failed to aid you in the development and defense of your lands and homes.  I have failed to properly use
  the armies under my command in a wise manner.  I have failed to wield the might of the sword I was
  given.
  I understand how alone, and isolated, and perhaps helpless, all of you must have felt at times.  The
  Rakers to the west.  The massive Timberway and Loftwood forests to the north and south.  The Solnor
  Coast to our east.  These great barriers surround us like the palisade of a great fortress.  In Ratik’s past
  they have often served as ample protection. Ratik has always been a nation of proud folk, who were
  strong in will as well as arms.  Did not your great grandparents and ancestors value their independence
  and liberty from the rest of the world?  They had nothing to fear from crumbling kingdoms or invading
  armies because they were united in their love of freedom and nothing could ever strip that from them.
  That has always been the history of this land.
  So why in the past seven years have those massive walls around us become a barrier that now
  imprisons rather than protects?  To the hunters and woodsmen of the northern houses I ask: Is not the
  vast pine forest a reminder of how distant our closest allies are?  To the sailors and shipwrights along the
  coast: Do the seas comfort or horrify you each time you spot a distant sail that you do not recognize?  To
  the dwarves and gnomes dwelling in the foothills of the Rakers: Is the approach of an army of orcs and
  giants a chance for glorious victory in battle?  Or is it a chance that a friend or loved one will be slain?
  How have we changed?  Why have we lost our spirit and resolve?
  I have an answer.  It was because of me.  It was my fault.  Without the support of the Archbarony,
  each of the noble houses was left on their own.  While I commend each of them on continuing to lead their
  people in the best way that they could, we became a nation divided.  Each freehold was no longer working
  towards the greater good of the country but towards its own interests.  And even if one freehold were to
  thrive and strengthen and prosper, the suffering of his neighbor still weakened the country as a whole.
  You have sensed it for years.  And it became painfully obvious when the goblin forces from Loftwood
  managed for the first time in the history of our country to capture and occupy a portion of our land—and
  they did it while the entire grand and glorious army of Ratik was somewhere else, on a front that did not
  need it’s attention.
  For the first time, there was no unified force of stout Ratik warriors to meet the invaders.  There was
  no combined force of humans, dwarves, gnomes  and elves to repel the invaders.  A single brave
  nobleman and his handful of militia soldiers fought valiantly to defend their homeland.  But they fought
  alone.  And they lost.
  I blame myself for the downward spiral that began seven years ago.  I blame myself because I made a
  decision that was selfish.  It was not the decision of a leader that is responsible for the safety and well-
  being of thousands of loyal subjects.  It was the decision of a woman—and a wife—who had just lost her
  husband.
  Just as Alain my prince led an army across Kalmar Pass to conquer Spinecastle.  I led my own
  expedition to the city of Spinecastle seven years ago, to finally determine what had happened to him there.
  Why is it that none of you have heard of this before?  Because the mission was a grand failure and none
  of the adventurers returned.  All of the men were killed.  The two women in the party were considered a
  valuable enough commodity to be held in the Spinecastle slave camps.  They were beaten, tortured, and
  worse… and when one of them tried… when I tried to escape, my keepers crippled me.
  The brave and loyal woman who stood atop this platform in my place has been standing in my place
  ever since the day I made that decision.  I ordered her to act the part of the grieving widow until my return.
  But neither of us knew that her term would be a matter of years, not weeks.  She should never have been
  placed in such a position; and she never will again.  And never again will I ask another to stand in my
  place.
  I stand before you now.  The true Evaleigh.  You now know of my shame; The reason for my apparent
  inaction.  That I made a decision in my own self-interest.  A decision that I did not have the liberty to make
  for myself.  My mistake was a great betrayal to the Archbarony, and has allowed us to turn from being
  individuals, to simply being alone.
  
  I would like to recognize and express my gratitude to those who have continued to faithfully serve in
  the interests of the Archbarony.  First to Lord Krevik Bredivan, whose military forces and subjects have
  endured such terrible suffering.  Who with his own personal family fortune has been both supporting his
  people and financing a war against the orc and gnoll denizens of Loftwood.  My promise to you, Lord
  Bredivan, is that you will no longer be forced to fight alone.
  To Hayv the Tactful, a diplomat from the court of Marner.  At great personal expense and risk he has
  traveled from one end of our land to the other, trying to resolve conflicts as they arose.  With the Fruztii,
  with the dwarves of Clan Ukakane, with the heads of the merchant guilds, even with the previously
  unknown goblin armies of Loftwood.  My promise to you, Sir Hayv, is that the full might of the Ratik crown
  will support your words.
  To Armat Ukakane of Clan Ukakane.  For coming to the aid of our forces in Kalmar Pass, even
  though you disagreed often with the commander of the army.  For leading forces of your own, in an action
  that you knew was right.  I thank you, Sir Armat.
  To the heads of the merchant and trade guilds who have been crying for their voice to be heard.  Who
  have loudly and frequently condemned myself and those loyal to the crown.  Who have suffered much in
  the way of lost silver, and lost trade.  Who have spent much of their wealth to hire conscripts and
  mercenaries  to defend their possessions.  Who  have used their constabulary forces  to restrict the
  activities of those craftsmen not affiliated with their guilds.  Who have used bribes and coercion to
  undermine any who stand against them.  Who have been discreetly amassing a small army of conscripts.
  What have you done to serve the people of Ratik?  The current number of mercenaries in the employ of
  the shipbuilding and farriers guilds combine to roughly the same number of troops in the Bredivan militia.
  When Fort Bredivan was captured where were those troops?  They were assembled here, outside of
  Marner, to be displayed as a passive threat to any who would defy you, while your leaders demanded for
  new laws that would increase their profits.  How have you sacrificed personally to help in the defense of
  this country?  My promise to you, is that you will be granted the rights that you deserve.
  I cannot undo the mistakes of the past.  All I can do is help shape our future.  Now that the Council of
  Lords has adjourned, and each of the ruling nobles—as well as the invited guild factions—have had a
  chance to be heard, here are my decrees.
  My first act as Lady Archbaroness of Ratik is to deploy our armies to halt the encroaching goblin
  forces and to retake our territory.  A portion of the militia of the three dwarven clans will maintain the
  current position of the Ratik army at Kalmar Pass under the command of Armat Ukakane.  General Gatoril
  will command the Ratik army in the battle to retake our southern freehold, seconded by Lord Bredivan.
  My second act as Lady Archbaroness of Ratik will be to strengthen relations with our allies and
  potential allies.  Hayv the Tactful will function as Chief Diplomat of the Marner Court and will focus on
  fortifying the Northern Alliance with the Frost Barbarians, and opening talks with the Snow and Ice
  Barbarians, Nyrond, the dwarven clans of the Griff Mountains, the Sea Barons, and others.
  My third act as Lady Archbaroness of Ratik, is to order the merchant and trade guilds to disarm and
  disband their mercenary units.  They have the right to hire security personnel and bodyguards, but not
  armed forces prepared to take arms against the Ratik Crown.  The Marner Constabulary will be allowed to
  continue to operate as a policing force in Marner, but they will be under the direct command of Sir Ardent
  Bentner henceforth.
  We have endured the trials of these past years, and we will now overcome them.  We are individuals,
  but we need not be alone.  My promise to you, loyal citizens of Ratik, is that together we will restore the
  glory of our country!  Our greatest strength lies not in our numbers, but in our unity!
  
  NPC Appendix
  Encounter One:
  Devonmeek Trial
  All APLs:
  Fruztii Clansmen, male human War1: CR ½; Medium humanoid; HD 1d8; hp 5; Init +0; Spd 30 ft.; AC
  12 (+2 armor); Base Atk +1; Grp +2; Atk +2 melee (1d10+1, greatclub); AL CN; SV Fort +2, Ref +0, Will
  -1; Str 13, Dex 11, Con 10, Int 9, Wis 8, Cha 11
  Skills and Feats: Climb +3, Jump +3, Ride +2, Swim +3; Endurance, Power Attack.
  Possessions: greatclub, leather.
  APL2:
  Fruztii Leader, male human War1: CR ½; Medium humanoid; HD 1d8+1; hp 9; Init +0; Spd 30 ft.; AC 13
  (+3 armor); Base Atk +1; Grp +4; Atk +5 melee (1d3+3, unarmed strike) or +4 melee (1d12+4/x3,
  greataxe); AL CN; SV Fort +3, Ref +0, Will -1; Str 17, Dex 11, Con 13, Int 9, Wis 8, Cha 14.
  Skills  and  Feats:  Handle  Animal  +6,  Intimidate  +6;  Improved  Unarmed  Strike,  Weapon  Focus
  (unarmed strike).
  Possessions: studded leather, greataxe.
  APL4:
  Fruztii Leader, male human Bbn1: CR 1; Medium humanoid; HD 1d12+1; hp 13; Init +0; Spd 40 ft.; AC
  13 (+3 armor); Base Atk +1; Grp +4; Atk +5 melee (1d3+3, unarmed strike) or +4 melee (1d12+4/x3,
  greataxe); SQ Bbn Rage; AL CN; SV Fort +3, Ref +0, Will -1; Str 17, Dex 11, Con 13, Int 9, Wis 8, Cha
  14.
  Skills and Feats: Handle Animal +6, Intimidate +6, Listen +3, Survival +3; Improved Unarmed Strike,
  Weapon Focus (unarmed strike).
  Possessions: studded leather, greataxe.
  APL6+:
  Fruztii Leader, male human Bbn3: CR 3; Medium humanoid; HD 3d12+6; hp 32; Init +1; Spd 40 ft.; AC
  15 (+1 Dex, +4 armor); Base Atk +3; Grp +11; Atk +8 melee (1d3+4, unarmed strike) or +7 melee
  (1d12+6/x3, greataxe); SQ Bbn Rage; Uncanny Dodge; AL CN; SV Fort +5, Ref +2, Will +0; Str 18, Dex
  13, Con 14, Int 9, Wis 8, Cha 14.
  Skills  and  Feats:  Handle  Animal  +8,  Intimidate  +8,  Listen  +5,  Survival  +5;  Improved  Grapple,
  Improved Unarmed Strike, Weapon Focus (unarmed strike).
  Possessions: chain shirt, greataxe.
  Ukaloa Pickpocket
  APL2-4:
  Marner Pickpocket, male human Exp1: CR ½; Medium humanoid; HD 1d6; hp 4; Init +7; Spd 30 ft.; AC
  13 (+3 Dex); Base Atk +0; Grp -1; Atk -1 melee (1d3-1 non-lethal, unarmed strike); AL N; SV Fort +0, Ref
  +3, Will +4; Str 8, Dex 16, Con 11, Int 13, Wis 14, Cha 9.
  Skills and Feats:  Bluff +3, Hide +7, Move Silently +7, Sleight of Hand +7, Spot +6, Tumble +7;
  Improved Initiative, Run.
  Possessions: Febal Ukaloa’s coin purse.
  APL6-10:
  Marner Pickpocket, male human Exp3: CR 2; Medium humanoid; HD 3d6; hp 12; Init +7; Spd 30 ft.; AC
  14 (+4 Dex); Base Atk +2; Grp +1; Atk +1 melee (1d3-1 non-lethal, unarmed strike); AL N; SV Fort +1, Ref
  +4, Will +5; Str 8, Dex 18, Con 11, Int 13, Wis 14, Cha 9.
  Skills and Feats:  Bluff +5, Hide +9, Move Silently +9, Sleight of Hand +9, Spot +8, Tumble +9;
  Improved Initiative, Fleet of Foot, Run.
  Possessions: Febal Ukaloa’s coin purse.
  Encounter Four—The Soldier:
  <Title>
  [Round #]
  Page Page numbers
  
  APL2
  Julik Ferrian, female human Ftr1: CR 1; Medium humanoid; HD 1d10+2; hp 12; Init +2; Spd 20 ft.; AC
  18 (+2 Dex, +5 armor, +1 shield); Base Atk +1; Grp +3; Atk +4 melee (1d8+2/19-20, longsword) or +3
  ranged (1d8/19-20, crossbow); Full Atk +2/+1 melee (1d8+2/19-20, longsword and 1d6+1/19-20, short
  sword); AL N; SV Fort +4, Ref +2, Will +1; Str 14, Dex 15, Con 14, Int 11, Wis 12, Cha 9.
  Skills and Feats: Climb +4 (+0), Handle Animal +3, Jump +4 (+0), Ride +6; Two-Weapon Defense,
  Two-Weapon Fighting, Weapon Focus (longsword),
  Possessions: longsword, short sword, 2 daggers, breastplate, light crossbow, 10 bolts, 3 rubies (value
  50 gp each), 1 assassin’s bolt.
  Militia Soldier, male human War1: CR ½; Medium humanoid; HD 1d8; hp 5; Init +1; Spd 20 ft.; AC 18
  (+1 Dex, +5 armor, +2 shield); Base Atk +1; Grp +2; Atk +3 melee (1d8+1/10-20, longsword) or +2 ranged
  (1d8/19-20, crossbow); AL N; SV Fort +2, Ref +1, Will +0; Str 12, Dex 12, Con 11, Int 8, Wis 11, Cha 10.
  Skills and Feats: Handle Animal +4, Ride +5; Combat Reflexes, Weapon Focus (longsword).
  Possessions: longsword, light crossbow, chain mail, heavy wooden shield, 10 bolts.
  APL4
  Julik Ferrian, female human Ftr3: CR 3; Medium humanoid; HD 3d10+6; hp 28; Init +2; Spd 20 ft.; AC
  19 (+3 Dex, +5 armor, +1 shield); Base Atk +3; Grp +5; Atk +6 melee (1d8+2/19-20, longsword) or +6
  ranged (1d8/19-20, crossbow); Full Atk +4/+3 melee (1d8+2/19-20, longsword and 1d6+1/19-20, short
  sword); AL N; SV Fort +5, Ref +4, Will +2; Str 14, Dex 16, Con 14, Int 11, Wis 12, Cha 9.
  Skills and Feats:  Climb +5 (+1), Handle Animal +4, Jump  +5 (+1), Ride +9; Point Blank Shot,
  Quickdraw, Rapid Reload, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (longsword),
  Possessions: longsword, short sword, 2 daggers, breastplate, light crossbow, 10 bolts, 3 rubies (value
  50 gp each), 1 assassin’s bolt.
  Militia Soldier, male human War1: same as APL 2 above.
  APL6
  Julik Ferrian, female human Ftr5: CR 5; Medium humanoid; HD 5d10+10; hp 44; Init +2; Spd 20 ft.; AC
  19 (+3 Dex, +5 armor, +1 shield); Base Atk +5; Grp +8; Atk +10 melee (1d8+5/19-20, longsword) or +8
  ranged (1d8/19-20, crossbow); Full Atk +8/+6 melee (1d8+5/19-20, longsword and 1d6+1/19-20, short
  sword); AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 16, Con 14, Int 11, Wis 12, Cha 9.
  Skills and Feats:  Climb +7 (+3), Handle Animal +6, Jump +7 (+3), Ride +11; Point Blank Shot,
  Quickdraw, Rapid Reload, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (longsword),
  Weapon Specialization (longsword).
  Possessions: masterwork longsword, short sword, 2 daggers, breastplate, light crossbow, 10 bolts, 3
  rubies (value 50 gp each), 1 assassin’s bolt.
  Militia Soldier, male human War1: same as APL 2 above.
  APL8-10
  Julik Ferrian, female human Ftr5: same as APL 6 above.
  Militia Soldier, male human Ftr2 (3): CR 2; Medium humanoid; HD 2d10+2; hp 17; Init +1; Spd 20 ft.;
  AC 18 (+1 Dex, +5 armor, +2 shield); Base Atk +2; Grp +3; Atk +4 melee (1d8+1/19-20, longsword) or +3
  ranged (1d8/19-20, crossbow); AL N; SV Fort +4, Ref +1, Will +1; Str 12, Dex 13, Con 12, Int 13, Wis 12,
  Cha 11.
  Skills and Feats:  Climb +6 (-1), Handle Animal +6, Jump  +6 (-1), Ride +7; Combat Expertise,
  Improved Disarm, Improved Trip, Weapon Focus (longsword).
  Possessions: longsword, light crossbow, chain mail, heavy wooden shield, 10 bolts.
  Encounter Five—The Hunter:
  All APLs:
  <Title>
  [Round #]
  Page Page numbers
  
  Hunters, male human Exp1: CR ½; Medium humanoid; HD 1d6; hp 4; Init +1; Spd 30 ft.; AC 12 (+1 Dex,
  +1 armor); Base Atk +0; Grp +0; Atk +0 melee (1d8/x3, spear); AL CN; SV Fort +0, Ref +1, Will +3; Str 11,
  Dex 12, Con 10, Int 8, Wis 12, Cha 9.
  Skills and Feats: Craft (trapmaking) +3, Hide +5, Listen +5, Profession (hunter) +5, Spot +5, Survival
  +5; Alertness,Track
  Possessions: padded armor, spear, dagger.
  APL2
  Adem Shadowlure, male human Rgr1: CR 1; Medium humanoid; HD 1d8+2; hp 10; Init +4; Spd 30 ft.;
  AC 19 (+4 Dex, +4 armor, +1 shield); Base Atk +1; Grp +1; Atk +6 ranged (1d8/19-20, crossbow) or +1
  melee (1d6/x3, handaxe); SQ Rgr favored enemy +2 Vs animals, wild empathy; AL NE; SV Fort +4, Ref
  +6, Will +2; Str 11, Dex 18, Con 14, Int 12, Wis 15, Cha 8.
  Skills and Feats:  Climb +2 (+1), Handle Animal +3, Hide +8 (+1), Jump +2 (+1), Listen +6, Move
  Silently +8 (+7), Profession (hunter) +6, Spot +6, Survival +6; Alertness, Point Blank Shot, Track
  Possessions:  masterwork chain shirt, darkwood buckler, handaxe, masterwork light crossbow, 10
  bolts, 25 gp, 1 assassin’s bolt.
  APL 4
  Adem Shadowlure, male human Rgr4: CR 4; Medium humanoid; HD 4d8+8; hp 31; Init +4; Spd 30 ft.;
  AC 19 (+4 Dex, +4 armor, +1 shield); Base Atk +4; Grp +5; Atk +9 ranged (1d8/19-20, crossbow) or +5
  melee (1d6+1/x3, handaxe); Full Atk +7/+7 ranged (1d8/19-20, crossbow); SQ Rgr favored enemy +2 Vs
  animal, wild empathy; AL NE; SV Fort +6, Ref +8, Will +3; Str 12, Dex 19, Con 15, Int 12, Wis 16, Cha 8.
  Skills and Feats: Climb +6 (+5), Handle Animal +6, Hide +11 (+10), Jump +3 (+2), Listen +10, Move
  Silently +11 (+10), Profession (hunter) +11, Spot +11, Survival +11; Alertness, Endurance, Point Blank
  Shot, Rapid Reload, Rapid Shot, Track.
  Possessions:  masterwork chain shirt, darkwood buckler, handaxe, masterwork light crossbow, 20
  bolts, 25 gp, 1 assassin’s bolt.
  Spells Prepared (1, DC = 13 + spell level): 1st—calm animals. 
  Wolf Companion: hp 13, see Monster Manual.
  APL 6
  Adem Shadowlure, male human Rgr6: CR 6; Medium humanoid; HD 6d8+18; hp 51; Init +4; Spd 30 ft.;
  AC 19 (+4 Dex, +4 armor, +1 shield); Base Atk +6; Grp +7; Atk +11 ranged (1d8/19-20, crossbow) or +7
  melee (1d6+1/x3, handaxe); Full Atk +9/+9/+4 ranged (1d8/19-20, crossbow) or +7/+2 melee (1d6+1/x3,
  handaxe); SQ Rgr favored enemy +4 Vs human, +2 Vs animals, wild empathy; AL NE; SV Fort +8, Ref +9,
  Will +4; Str 12, Dex 19, Con 16, Int 12, Wis 16, Cha 8.
  Skills and Feats: Climb +8 (+7), Handle Animal +7, Hide +13 (+12), Jump +3 (+2), Listen +12, Move
  Silently +13 (+12), Profession (hunter) +13, Spot +13, Survival +13; Alertness, Diehard, Endurance,
  Manyshot, Point Blank Shot, Rapid Reload, Rapid Shot, Track.
  Possessions:  masterwork chain shirt, darkwood buckler, handaxe, masterwork light crossbow, 30
  bolts, 25 gp, 1 assassin’s bolt.
  Spells Prepared (2, DC = 13 + spell level): 1st—calm animals, magic fang.
  Advanced Wolf Companion: Medium animal; HD 4d8+12; hp 30; Init +3; Spd 50 ft.; AC 17 (+3 Dex, +4
  natural); Base Atk +2; Grp +4; Atk +5 melee (1d6+2, bite); SA trip; SQ low-light vision, scent, link, share
  spells, evasion; Saves Fort +7, Ref +7, Will +2; Str 14. Dex 16, Con 16, Int 2, Wis 12, Cha 6.
  Skills and Feats:  Hide +2, Listen +4, Move Silently +3, Spot +4, Survival +1 (+5); Dodge, Track,
  Weapon Focus (bite).
  Tricks: attack, defend, down, fetch, guard, heel, seek, track. 
  APL 8:
  Adem Shadowlure, male human Rgr8: CR 8; Medium humanoid; HD 8d8+24; hp 65; Init +5; Spd 30 ft.;
  AC 20 (+5 Dex, +4 armor, +1 shield); Base Atk +8; Grp +9; Atk +14 ranged (1d8/19-20, crossbow) or +9
  melee  (1d6+1/x3,  handaxe);  Full  Atk  +12/+12/+7  ranged  (1d8/19-20,  crossbow)  or  +9/+4  melee
  (1d6+1/x3, melee); SQ Rgr favored enemy +4 Vs human, +2 Vs animals, wild empathy; AL NE; SV Fort
  +9, Ref +10, Will +4; Str 12, Dex 20, Con 16, Int 12, Wis 16, Cha 8.
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  Skills and Feats: Climb +8 (+7), Handle Animal +9, Hide +16 (+15), Jump +5 (+4), Listen +14, Move
  Silently +16 (+15), Profession (hunter) +15, Spot +15, Survival +15; Alertness, Diehard, Endurance,
  Manyshot, Point Blank Shot, Rapid Reload, Rapid Shot, Track.
  Possessions: masterwork chain shirt, darkwood buckler, handaxe, masterwork light crossbow, 25 gp,
  40 bolts, 1 assassin’s bolt.
  Spells Prepared (2/1, DC = 13 + spell level): 1st—calm animals, magic fang; 2nd—cat’s grace.
  Advanced Wolf: same as APL 6, see above.
  APL 10
  Adem Shadowlure, male human Rgr10: CR 10; Medium humanoid; HD 10d8+30; hp 79; Init +5; Spd 30
  ft.; AC 20 (+5 Dex, +4 armor, +1 shield); Base Atk +10; Grp +11; Atk +16 ranged (1d8/19-20, crossbow) or
  +11 melee (1d6+1/x3, handaxe); Full Atk +14/+14/+9 ranged (1d8/19-20, crossbow) or +11/+6 melee
  (1d6+1/x3, handaxe); SQ Rgr favored enemy +6 Vs human, +2 Vs animals, +2 Vs beast, wild empathy,
  evasion; AL NE; SV Fort +10, Ref +11, Will +5; Str 12, Dex 20, Con 16, Int 12, Wis 16, Cha 8.
  Skills and Feats: Climb +9 (+8), Handle Animal +11, Hide +18 (+17), Jump +6 (+5), Listen +16, Move
  Silently +18 (+17), Profession (hunter) +17, Spot +17, Survival +17; Alertness, Diehard, Endurance,
  Manyshot, Point Blank Shot, Power Critical, Rapid Reload, Rapid Shot, Track.
  Possessions: masterwork chain shirt, darkwood buckler, handaxe, masterwork light crossbow, 25 gp,
  40 bolts, 1 assassin’s bolt.
  Spells Prepared  (2/2, DC = 13 + spell level): 1st—calm animals, magic fang;  2nd—barkskin, cat’s
  grace.
  Advanced Wolf: same as APL 6, see above
  Encounter Six—The Vermin
  APL2 (EL 2)
  Grat, male wererat Rog1: CR 2; Medium humanoid (shapechanger); HD 1d8+1 plus 1d6+2; hp 14; Init
  +4; Spd 30 ft.; AC 18 (+4 Dex, +2 armor, +2 natural); Base Atk +0; Grp +1; Atk +4 melee (1d6+1/18-20,
  rapier) or +4 melee (1d6+1, claw) or +4 ranged (1d4+1/19-20, dagger); Full Atk +4/+4/-1 melee (1d6+1, 2
  claws and 1d4, bite); SA Rog sneak attack +1d6, curse of lycanthropy; SQ alternate form, DR 10/silver;
  rat empathy, low-light vision, scent; AL CE; SV Fort +4, Ref +8, Will +7; Str 12, Dex 13 (19), Con 13 (15),
  Int 8, Wis 16, Cha 11.
  Skills and Feats: Bluff +4, Climb +3, Gather Information +4, Hide +8, Intimidate +4, Listen +9, Move
  Silently +8, Sleight of Hand +8, Spot +9; Alertness, Iron Will, Point Blank Shot, Quickdraw, Weapon
  Finesse.
  Possessions: leather, rapier, 6 daggers, light crossbow, 1 assassin’s arrow, 100 gp.
  APL4 (EL 5)
  Grat, male wererat Rog3: CR 5; Medium humanoid (shapechanger); HD 1d8+1 plus 3d6+8; hp 33; Init
  +5; Spd 30 ft.; AC 20 (+5 Dex, +3 armor, +2 natural); Base Atk +2; Grp +3; Atk +7 melee (1d6+1/18-20,
  rapier) or +7 melee (1d6+1, claw) or +7 ranged (1d4+1/19-20, dagger); Full Atk +7/+7/+2 melee (1d6+1, 2
  claws and 1d4, bite); SA Rog sneak attack +2d6, curse of lycanthropy; SQ Rog evasion, trap sense +1,
  alternate form, DR 10/silver; rat empathy, low-light vision, scent; AL CE; SV Fort +5, Ref +10, Will +8; Str
  12, Dex 14 (20), Con 13 (15), Int 8, Wis 16, Cha 11.
  Skills and Feats: Bluff +6, Climb +3, Gather Information +6, Hide +10, Intimidate +6, Listen +11, Move
  Silently +10, Sleight of Hand +10, Spot +11; Alertness, Iron Will, Point Blank Shot, Quickdraw, Rapid Shot,
  Weapon Finesse.
  Possessions: masterwork studded leather, rapier, 6 daggers, light crossbow, 1 assassin’s arrow, 100
  gp.
  Vermin cutpurses, male human Rog1: CR 1; Medium humanoid; HD 1d6; hp 6; Init +5; Spd 30 ft.; AC
  14 (+1 Dex, +3 armor); Base Atk +0; Grp +0; Atk +0 melee (1d6/19-20, short sword) or +1 ranged
  (1d4/19-20, dagger); SA Rog sneak attack +1d6; AL LE; SV Fort +0, Ref +3, Will +0; Str 11, Dex 12, Con
  10, Int 8, Wis 11, Cha 9.
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  Skills and Feats: Bluff +3, Climb +2 (+1), Disable Device +3, Gather Information +3, Hide +5 (+4),
  Move Silently +5 (+4), Open Locks +5, Search +3, Use Rope +3; Improved Initiative, Quickdraw.
  Possessions: studded leather, 2 short swords, 2 daggers.
   
  APL6
  Grat, male wererat Rog6: CR 7; Medium humanoid (shapechanger); HD 1d8+1 plus 6d6+12; hp 47; Init
  +5; Spd 30 ft.; AC 21 (+5 Dex, +4 armor, +2 natural); Base Atk +4; Grp +5; Atk +9 melee (1d6+1/18-20,
  rapier) or +9 melee (1d6+1, claw) or +9 ranged (1d4+1/19-20, dagger); Full Atk +9/+9/+4 melee (1d6+1, 2
  claws and 1d4, bite); SA Rog sneak attack +3d6, curse of lycanthropy; SQ Rog evasion, trap sense +2,
  uncanny dodge, alternate form, DR 10/silver; rat empathy, low-light vision, scent; AL CE; SV Fort +6, Ref
  +12, Will +9; Str 12, Dex 14 (20), Con 13 (15), Int 8, Wis 16, Cha 11.
  Skills and Feats: Bluff +9, Climb +3 (+2), Gather Information +9, Hide +13 (+12), Intimidate +9, Listen
  +14, Move Silently +13 (+12), Sleight of Hand +13 (+12), Spot +14; Alertness, Arterial Strike, Iron Will,
  Point Blank Shot, Quickdraw, Rapid Shot, Weapon Finesse.
  Possessions: masterwork chain shirt, rapier, 6 daggers, light crossbow, 1 assassin’s arrow, 100 gp.
  Vermin cutpurses, male human Rog1: same as APL 4, see above.
  APL8 (EL 10)
  Grat, male wererat Rog8: CR 9; Medium humanoid (shapechanger); HD 1d8+1 plus 8d6+24; hp 63; Init
  +5; Spd 30 ft.; AC 21 (+5 Dex, +4 armor, +2 natural); Base Atk +6; Grp +7; Atk +12 melee (1d6+1/18-20,
  rapier)  or  +11 melee  (1d6+1,  claw)  or  +11 ranged (1d4+1/19-20,  dagger);  Full  Atk  +12/+7  melee
  (1d6+1/18-20, rapier) or +11/+11/+6 melee (1d6+1, 2 claws and 1d4, bite); SA Rog sneak attack +4d6,
  curse  of  lycanthropy;  SQ  Rog evasion,  trap  sense  +2,  uncanny dodge, improved  uncanny dodge,
  alternate form, DR 10/silver; rat empathy, low-light vision, scent; AL CE; SV Fort +9, Ref +13, Will +9; Str
  12, Dex 14 (20), Con 14 (16), Int 8, Wis 16, Cha 11.
  Skills and Feats: Bluff +11, Climb +3 (+2), Gather Information +11, Hide +15 (+12), Intimidate +11,
  Listen +16, Move Silently +15 (+14), Sleight of Hand +15 (+14), Spot +16; Alertness, Arterial Strike, Great
  Fortitude, Iron Will, Point Blank Shot, Quickdraw, Rapid Shot, Weapon Finesse.
  Possessions:  masterwork chain shirt, masterwork rapier, 6 daggers, light crossbow, 1  assassin’s
  arrow, 100 gp.
  Vermin afflicted, male human Rog1: CR 2; Medium humanoid (shapechanger); HD 1d8+1 plus 1d6; hp
  11; Init +8; Spd 30 ft.; AC 17 (+4 Dex, +3 armor); Base Atk +0; Grp +0; Atk +4 melee (1d6/19-20, short
  sword) or +4 ranged (1d4/19-20, dagger); SA Rog sneak attack +1d6; SQ alternate form, DR 5/silver, rat
  empathy, low-light vision, scent; AL CE; SV Fort +2, Ref +8, Will +5; Str 11, Dex 12 (18), Con 10 (12), Int
  8, Wis 13, Cha 9.
  Skills and Feats: Bluff +3, Climb +3 (+2), Disable Device +3, Gather Information +3, Hide +8 (+7),
  Move Silently +8 (+7), Open Locks +8, Search +3, Use Rope +6; Alertness, Improved Initiative, Iron Will,
  Quickdraw, Weapon Finesse.
  Possessions: studded leather, 2 short swords, 2 daggers.
  APL10 (EL 12)
  Grat, male wererat Rog10: CR 11; Medium humanoid (shapechanger); HD 1d8+1 plus 10d6+30; hp 74;
  Init +5; Spd 30 ft.; AC 21 (+5 Dex, +4 armor, +2 natural); Base Atk +7; Grp +8; Atk +13 melee (1d6+1/18-
  20, rapier) or +12 melee (1d6+1, claw) or +12 ranged (1d4+1/19-20, dagger); Full Atk +13/+8 melee
  (1d6+1/18-20, rapier) or +12/+12/+7 melee (1d6+1, 2 claws and 1d4, bite); SA Rog sneak attack +5d6,
  crippling strike, curse of lycanthropy; SQ Rog evasion, trap sense +3, uncanny dodge, improved uncanny
  dodge, alternate form, DR 10/silver; rat empathy, low-light vision, scent; AL CE; SV Fort +10, Ref +14, Will
  +10; Str 12, Dex 14 (20), Con 14 (16), Int 8, Wis 16, Cha 11.
  Skills and Feats: Bluff +13, Climb +5 (+4), Gather Information +11, Hide +17 (+16), Intimidate +13,
  Listen +18, Move Silently +17 (+16), Sleight of Hand +17 (+16), Spot +18; Alertness, Arterial Strike, Great
  Fortitude, Iron Will, Point Blank Shot, Quickdraw, Rapid Shot, Weapon Finesse.
  Possessions:  masterwork chain shirt, masterwork rapier, 6 daggers, light crossbow, 1  assassin’s
  arrow, 100 gp.
  Vermin afflicted, male human Rog1: same as APL 8, see above.
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  Encounter Seven—The Assassination
  APL2 (EL 5)
  Gryken, male human Exp5/Assassin1: CR 5; Medium humanoid; HD 6d6+12; hp 38; Init +3; Spd 30 ft.
  AC 15 (+3 Dex, +2 armor); Base Atk +3; Grp +5; Atk +7 melee (1d4+2/19-20, dagger); SA Asn sneak
  attack +1d6, death attack, spells; SQ Asn poison use; AL LE; SV Fort +3, Ref +6, Will +6; Str 14, Dex 16,
  Con 15, Int 12, Wis 15, Cha 12.
  Skills and Feats: Bluff +9, Decipher Script +6, Disable Device +5, Disguise +11, Forgery +11, Gather
  Information +11, Hide +11, Move Silently +11, Open Locks  +7, Search +11; Deceitful, Investigator,
  Quickdraw, Weapon Focus (dagger). 
  Possessions:  masterwork dagger (poison@), clerical vestments, silver holy symbol of Trithereon,
  disguise kit.
  Spells Known (1): feather fall, obscuring mist.
  APL4 (EL 7)
  Gryken, male human Mnk6/Assassin1: CR 7; Medium humanoid; HD 6d8+1d6+14; hp 51; Init +3; Spd
  50 ft.; AC 18 (+3 Dex, +1 armor, +4 Mnk); Base Atk +4; Grp +6; Atk +7 melee (1d4+2/19-20, dagger) or
  +7 melee (1d8+2, unarmed); Full Atk +6/+6 melee (1d8+2, unarmed); SA Mnk ki strike (magic), Asn
  sneak attack +1d6, death attack; SQ Mnk evasion, still mind, slow fall 30 ft., purity of body, Asn poison
  use; AL LE; SV Fort +7, Ref +10, Will +8; Str 14, Dex 16, Con 15, Int 13, Wis 16, Cha 12.
  Skills and Feats: Balance +8, Bluff +7, Climb +6, Disguise +5, Hide +14, Jump +9, Move Silently +14,
  Swim +7, Tumble +14; Acrobatic, Combat Expertise, Deflect Arrows, Improved Trip, Stealthy, Stunning
  Fist, Weapon Focus (unarmed strike).
  Possessions:  masterwork dagger (poison@),  +1 bracers of armor, clerical vestments, silver holy
  symbol of Trithereon, disguise kit.
  Spells Known (1): feather fall, obscuring mist.
  APL6 (EL 9)
  Gryken, male human Mnk8/Assassin1: CR 9; Medium humanoid; HD 8d8+1d6+27; hp 74; Init +3; Spd
  50 ft.; AC 19 (+3 Dex, +2 armor, +4 Mnk); Base Atk +6; Grp +8; Atk +9 melee (1d4+2/19-20, dagger) or
  +9 melee (1d10+2, unarmed); Full Atk +8/+8/+3 melee (1d10+2, unarmed); SA Mnk ki strike (magic), Asn
  sneak attack +1d6, death attack; SQ Mnk evasion, still mind, slow fall 40 ft., purity of body, wholeness of
  body, Asn poison use; AL LE; SV Fort +9, Ref +11, Will +9; Str 14, Dex 16, Con 16, Int 13, Wis 17, Cha
  12.
  Skills and Feats: Balance +9, Bluff +7, Climb +7, Disguise +5, Hide +15, Jump +10, Move Silently +15,
  Swim +7, Tumble +15; Acrobatic, Combat Expertise, Deflect Arrows, Hold the Line@, Improved Trip,
  Stealthy, Stunning Fist, Weapon Focus (unarmed strike).
  Possessions:  masterwork dagger (poison@),  +2 bracers of armor, clerical vestments, silver holy
  symbol of Trithereon, disguise kit.
  Spells Known (1): feather fall, obscuring mist.
  APL8 (EL 11)
  Gryken, male human Mnk10/Assassin1: CR 11; Medium humanoid; HD 10d8+1d6+33; hp 90; Init +3;
  Spd 60 ft.; AC 21 (+3 Dex, +2 armor, +6 Mnk); Base Atk +7; Grp +9; Atk +10 melee (1d4+3/19-20,
  dagger) or +10 melee (1d10+2, unarmed); Full Atk +10/+10/+5 melee (1d10+2, unarmed); SA Mnk ki
  strike (magic/lawful), Asn sneak attack +1d6, death attack; SQ Mnk evasion, improved evasion, still mind,
  slow fall 50 ft., purity of body, wholeness of body, Asn poison use; AL LE; SV Fort +10, Ref +12, Will +11;
  Str 14, Dex 16, Con 16, Int 13, Wis 18, Cha 12.
  Skills and Feats: Balance +10, Bluff +7, Climb +10, Disguise +5, Hide +15, Jump +10, Move Silently
  +15, Swim +9, Tumble +15; Acrobatic, Combat Expertise, Deflect Arrows, Hold the Line@, Improved Trip,
  Stealthy, Stunning Fist, Weapon Focus (unarmed strike).
  Possessions: +1 dagger  (poison@),  +2 bracers of armor, clerical vestments, silver holy symbol of
  Trithereon, disguise kit.
  Spells Known (1): feather fall, obscuring mist.
  APL10 (EL 13)
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  Gryken, male human Mnk12/Assassin1: CR 13; Medium humanoid; HD 12d8+1d6+39; hp 106; Init +4;
  Spd 70 ft.; AC 22 (+4 Dex, +2 armor, +6 Mnk); Base Atk +9; Grp +12; Atk +13 melee (1d4+4/19-20,
  dagger) or +13 melee (2d6+3, unarmed); Full Atk +13/+13/+13/+8 melee (2d6+3, unarmed); SA Mnk ki
  strike (magic/lawful), Asn sneak attack +1d6, death attack; SQ Mnk evasion, improved evasion, still mind,
  slow fall 60 ft., purity of body, wholeness of body, diamond body, abundant step, Asn poison use; AL LE;
  SV Fort +11, Ref +14, Will +12; Str 16, Dex 18, Con 16, Int 13, Wis 18, Cha 12.
  Skills and Feats: Balance +12, Bluff +7, Climb +12, Disguise +5, Hide +16, Jump +15, Move Silently
  +16, Swim +10, Tumble +16; Acrobatic, Combat Expertise, Deflect Arrows, Fists of Iron@, Hold the
  Line@, Improved Trip, Stealthy, Stunning Fist, Weapon Focus (unarmed strike).
  Possessions: +1 dagger  (poison@),  +2 blinding bracers of armor, clerical vestments, silver holy
  symbol of Trithereon, disguise kit, ring of counterspells (magic missile).
  Spells Known (1): feather fall, obscuring mist.
  <Title>
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Ratik/593/Normal Scenarios/RTK3-08 - The Fourth Assasin (APL 2-10)/RTK3-08 - The Fourth Assassin.pdf